THE QUEST BOARD // KORMOR KIRAK // 1793✝ HOLD✝ THE BASTION INN✝ PINNED AT THE BASTION. RUN IT TONIGHT.✝ THE QUEST BOARD // KORMOR KIRAK // 1793✝ HOLD✝ THE BASTION INN✝ PINNED AT THE BASTION. RUN IT TONIGHT.✝

THE QUEST BOARD // No. 05 // HOLD

HOLD UNTIL THE BELL

JOB · HOLD  //  POSTED · THE BASTION INN
ESCALATION · PHASE II · THE TOWER RISES
1 GM + 2–4 PLAYERS · ONE SESSION · 2–3 HRS

The Court has condemned the last neutral inn in the city, and the Red Guard wait in the square for the comet to gut its hundred-year wards; hold the Bastion and its keeper through the night, while the same failing ochre that lets the soldiers in lets the dead up through the cellar.

The ochre that has kept the Bastion neutral for a hundred years dies a little more with every hour the comet climbs, and Captain Ashford means to be inside before the dawn bell renews it.

The Situation

Magistrate Voron sealed a writ this morning that condemns the Bastion as a haven for conscription-dodgers and names its keeper for questioning, and Captain Ashford carried it to the square at dusk with a column at his back. The inn has held neutral for a hundred years on red ward-ochre that Eppy Flinder lays by hand, but the comet thins the paint faster than her hands can work, and the Court wants what an old-world woman knows now that its own Comet Chamber leaks light through failing wards. Ashford will not burn a neutral house while the Gatekeepers might walk at dawn, so he waits for the ochre to gutter and the custom to lapse, then takes the inn quiet. The same paint holds out more than soldiers. In the cellar, where the old well drains toward Terra Sotto, the dead it was laid to bar already push at the boards.

Hold Conditions

The Clocks

The triage is the spine: Eppy can lay ochre in one place a watch, and there is barely enough for one front. Paint the door or paint the cellar.

The Five Beats

Leverage Points

The Cast

Climax Variable (d6)

Roll once when the ochre reads ash on the front door, or take the twist that pays off what the house already did.

d6Twist
1The dawn bell is jammed. A Guard sapper sawed the bell-pull at dusk, and the Gatekeepers will not walk until it rings. Someone has to cross the taproom to the bell-loft, through the dead, to buy the dawn.
2Ashford offers Eppy the clean deal: give herself up and the Court spares the house and all in it. She steps toward the door and will take it unless a player stops her with more than an order.
3The stair collapses. Whoever went down with the ochre is cut off below with the Bulk, and the only way left to move Eppy or the sheltered runs up and over the roofs in the open, under Guard crossbows.
4The unpainted frame breaks first. Ochre spent at the door means the dead are already in the taproom when Ashford knocks; ochre spent below means the Guard are already in the hall when the Bulk hits the boards.
5Eppy moves to seal the cellar with herself on the wrong side of the iron cover, trading her life for the room above, unless someone takes her place or holds her back.
6The comet flares. The ward-light does not gutter, it dies at once on every frame. Both faster clocks hit their last step together, the front and the cellar break in the same round, and the bell is still one full turn away.

Breadcrumbs

The grey creeping over each doorframe is the main clock made plain, and a house that rations the ochre early or rings the Gatekeepers' bell betimes changes which twist bites at dawn. The frayed, half-sawn bell-pull noticed on the way in is the warning that someone meant to keep that bell from ringing. Beyond this night: the Court knew the exact hour the wards would fall. Someone close to the Bastion measured them and sold the count, and Eppy's ward-knowledge is the same thing Olivia Faren needs to prove the Comet Chamber is failing.

The Not-Line

This quest is not a last stand to the death. It is a night out-lasted, where the win is the dawn bell with the house still neutral and its keeper still free, not a count of Red Guard dead.

// FILED // THE QUEST BOARD No. 05 // THE ETERNAL COURT