Session 4
Session 4 · the one-sheet · working title
Before you run it
Everyone plays the oyster house, then the party rest. After that they can go in any of four directions, and each one has its own section under Scenes. Open the one they head into. All four are worked out.
Tonight
- Cold open 1, Nobody’s Responsibility (the quay).
- The oyster house, right after the fight. Thor searches Dalton for the Cold Kiss, and it is not there.
- Thor tells them about Wat and asks them to bring him the Cold Kiss so he can sink it. He takes a room at the Long Crossing.
- They rest for the night. If there is time, cold open 3, The Beds at Dawn.
- The next day the party pick a direction: the warehouse, Dita, the packet schedule, or Isa and the grave.
- Where the night ends is not decided.
Opening monologue
The opening monologue read to start the night
Scenes — the oyster house, then one section per direction
The oyster house right after the fight · everyone plays this, then they rest
- The party search Dalton’s body. They find his route-pay and the packet schedule. The Cold Kiss is not on him.
- Thor searches him again for it, and is angry when it is not there. Dalton killed Thor’s partner, Wat Fenner, called Low Tide, with it at Losam’s mudflat warehouse. Thor and Wat both worked the warehouse crew, and Thor walked in on the killing.
- What Thor tells them. It is an iron brand, and Dalton called it the Cold Kiss. Thor does not know what it does. He knows Wat did not stay dead: something of him is still in that cellar, and the crew stopped going down. Emil came back at his own rite, and the whole port knows it. Two men came back wrong, so Thor thinks the Cold Kiss is in Emil’s death too. It was not on Dalton, so Thor reckons it is still in the cellar.
- Dalton was never marked. His soul goes on.
- Thor asks them to go down into the cellar and bring him the Cold Kiss. He cannot go back in. It killed Wat, and he wants it at the bottom of the sea. He tells them where the warehouse is.
- Keeping it is the party’s choice. What Thor does if they keep it is not decided.
- Thor takes a room over the bar at the Long Crossing; Bess puts him up. He is there until they bring the Cold Kiss or tell him no. You voice him.
- His promise from session 3 is paid or broken here: the party tell what they saw, out loud.
- Nothing presses tonight. They rest.
Behind the screen
Dalton dropped the Cold Kiss in the cellar when Thor walked in, and ran before the cask came. That is why Wat became an Ino.
No read-aloud is written for this scene yet.
The warehouse if they go for the Cold Kiss
- Nobody living is there. The crew stopped going in after Wat died.
- A shed on the mud just past the packet berths holds the returned casks. The cellar below it floods at high tide and drains into the pale oyster bed from The Beds at Dawn.
- The cellar holds many casks. About three in every dozen hold a soul. Grey inside means empty.
- Wat’s Ino and his two crewmen are in the cellar. Wat has the Cold Kiss in his hand. The fight, the casks and the rising water are all on the fight page.
- It ends on Wat. When he drops, the Cold Kiss falls where he was and his soul is loose for a round. Whoever holds the Cold Kiss can send him on with it, or he stays in the cellar.
- They leave with the Cold Kiss and whatever unbroken full casks they choose to carry as proof.
No read-alouds are written for this section yet.
Dita if they go to her corner table
The day after the fight, at her corner table in the Long Crossing. This only happens if the party go to her. Under the session 3 deal she owes them the reading and two bracelets for Marellius.
The reading. Run it as written on the session 2 prep read: Read aloud 3. The marks are a language and the ledger is a map of a route. The same four ports repeat. The last pages are Emil’s questions, in his own hand.
Haxami reads the second language on sight. Anyone else: DC 12 Intelligence (Investigation).
One thing is new since session 2. Every entry ships out of Onda except one, which comes in: the Cold Kiss, consigned to Dalton, charged to the account the fourth mark tallies for. Whoever the count is for sent the Cold Kiss. This is the second way to learn the Cold Kiss came from the Collector. The quay is the first. No read-aloud is written for it yet.
The confession. Read aloud 4 on the session 2 prep read. She sold Emil’s question up the chain. She does not sell the party out this time. The box says “thirty years” and she is about twenty. Reword it before you run it.
Her father. She will not let them go to Losam. Their hold over her in session 3 was telling him how she has behaved, so staying away from him is part of the deal.
The ledger. She hands it back and wants nothing for it. Selling it waits for a later session.
The bracelets. She gives Marellius both. The first is Dita’s Bracelet, holding fireball. The second, the Sweet Nothing, casts message. She tells him it is so he can reach her.
Behind the screen
The Sweet Nothing tracks him. When Dita touches her matching band she knows which way he is and how far. Detect magic and identify show only the message evocation. A DC 20 Intelligence (Arcana) check while he studies the band notices that something is wrong.
The packet schedule if they read it or stake out the next date
- The schedule is all in the marks. Only Haxami, on sight, or Dita can read it. To anyone else it is paper.
- It shows the next route packet due in Onda within days, at night.
- At the berth, the packet’s crew carry returned casks down to the warehouse shed and load full ones aboard. Oswin Tuck, the Sai factor’s clerk, stands on the quay with a lantern and a tally, checking them off.
- If the party move on the packet, it is a fight on the deck with Ambrose Kettle, called Tinderbox, and two deckhands. Full casks are aboard. The fight, the casks and Tuck are on the deck fight page.
- Tuck runs for the town with the tally. Caught, he gives up the tally and says Kestrel signs for the casks.
- If they only watch, they can follow Tuck to Kestrel’s counting-house. The packet sails with the full casks, and those souls go south.
- It ends on Kestrel’s name: Tuck says it, or Tuck’s door shuts at the counting-house.
No read-alouds are written for this section yet.
Isa and the grave if they go to Isa or to Emil’s grave
- Night, on the headland above the strand. Emil’s is the only grave in Onda: one stone, alone, facing the water that would not take him.
- Sai has sent men to open it, whatever happened with Tuck. If Tuck got away, they come sooner.
- They are collecting Emil. His claimed soul still lingers at the grave. They have set an empty cask on the open coffin to draw him in.
- Emil lies in the open coffin. Over his heart is the burn: a wheel with one spoke missing, healed grey. It is the face of the Cold Kiss.
- Isa is there alone, fighting them with her father’s cooper’s adze.
- Quiet Jory, Sai’s knife, leads them. The labourers run. The fight, the seal and Isa are on the grave fight page.
- Afterwards the party rebury Emil with Isa and tell her what they know.
- It ends on the åsan: it is still on the stone in the morning. The whole truth is not known yet.
No read-alouds are written for this section yet.
NPCs — one line each
- Dita Ferrante — holds the corner table at the Long Crossing and reads the marks. Marta’s twin, about twenty. Owes the reading and the bracelets under the session 3 deal.
- Thor — the oyster house, then a room over the bar at the Long Crossing. Voiced by you. A former Ferrante warehouse man. Dalton gave his partner, Wat Fenner, the Cold Kiss, and Thor wants it sunk.
- Bess — keeps the Long Crossing.
- Isa Varga — wants one person in this port to tell her the truth about Emil.
- Oswin Tuck — the Sai factor’s clerk, in a good coat. Tallies the casks at the berth. Runs, and talks once caught.
- Ambrose Kettle, called Tinderbox — the route packet’s master. A caster who will not burn his own cargo until he is desperate.
- Jory Vance, called Quiet Jory — Sai’s knife. Wants the cask on Emil’s coffin, then out.
Monsters — full blocks on the two fight pages
The Ino of Wat Fenner ×1 · reskinned Roper · CR 5 · AC 20 · HP 93 · reels from 50 ft; the Cold Kiss is in his mouth
Grown into the cellar by the drain. Goes for whoever carries a light. Full block on the fight page.
Wat’s crewmen ×2 · reskinned Ghoul · CR 1 · AC 12 · HP 22 · paralyzing claws; a miss splits a cask
Full block on the fight page. Specters from casks use the specter block.
Ambrose Kettle, called Tinderbox ×1 · reskinned Mage · CR 6 · AC 12 (15) · HP 40 · his fire sets off the casks
The deck only. Full block on the deck fight page.
Deckhands ×2 · reskinned Thug · CR 1/2 · AC 11 · HP 32 · pack tactics
The deck only. Full block on the deck fight page.
Quiet Jory ×1 · reskinned Assassin · CR 8 · AC 15 · HP 78 · poisoned blades; flees at 39
The grave only. Full block on the grave fight page.
Budget. Warehouse: 4,400 adjusted, 220% of Deadly. Deck: 5,000 adjusted, 250%. Grave: 3,900 adjusted, 195%. All Deadly under both models. Scaling and ceilings on the warehouse, deck and grave fight pages.
Numbers
| Check / value | When |
|---|---|
| DC 12 Intelligence (Investigation) | Reading the second language in the ledger. Free to Haxami. |
| DC 12 Intelligence (Investigation) | Telling a full cask from an empty grey one, with a light and a close look. |
| DC 15 Charisma | The Cold Kiss’s holder senses the emotions of a soul marked with it. On a failure, try that soul again after a long rest. |
| DC 20 Intelligence (Arcana) | Marellius studies the Sweet Nothing and notices something is wrong. Spells alone show only message. |
| DC 13 Strength (Athletics) or Dexterity (Acrobatics) | Catching Tuck on the quay steps. One check. |
| 3 rounds | The cask on Emil’s coffin seals at the end of round 3 unless someone knocks it off. |
| 3 rounds | Once the warehouse shed is lit, its floor falls into the cellar at the end of round 3. Not at high tide. |
| 25 gp each | Dalton’s route-pay, on his body. |
The fight’s numbers are on the fight page.
Rewards
- Dalton’s route-pay — 25 gp each, and the packet schedule.
- The Cold Kiss — in Wat’s hand in the cellar. A Wheel with one spoke missing, forged from a cask hoop; it glows cold green when wet. Its holder senses the souls marked with it. Text on the items page. Words need it woken by Speaker Dol, once, or by Sai. Theirs to keep, or to give Thor to sink.
- Wat’s soul — sent on with the Cold Kiss, or left claimed in the cellar. Their choice.
- Full casks — whatever they carry out of the cellar, as proof.
- Tuck’s tally — the four ports and the next leg south. In the marks.
- Kestrel’s name — she signs for the casks. From Tuck, or from following him to her counting-house.
- The reading — if they go to Dita.
- Dita’s Bracelet — to Marellius, holding fireball. Text on the items page.
- The Sweet Nothing — Dita’s second bracelet, to Marellius, casts message. Text on the items page.
- Emil’s soul — left at the grave, or in a cask. Whoever holds a sealed cask holds him.
- Emil’s sealing-iron — not in session 4. Isa gives it at the end of act one.
- XP — none. They stay at 4th.