THE QUEST BOARD // KORMOR KIRAK // 1793✝ HUNT✝ GILLIKOI WOODS✝ PINNED AT THE BASTION. RUN IT TONIGHT.✝ THE QUEST BOARD // KORMOR KIRAK // 1793✝ HUNT✝ GILLIKOI WOODS✝ PINNED AT THE BASTION. RUN IT TONIGHT.✝

THE QUEST BOARD // No. 06 // HUNT

WHAT THE CLOCKWORK HEARS

JOB · HUNT  //  POSTED · GILLIKOI WOODS
ESCALATION · PHASE II · THE TOWER RISES
1 GM + 2–4 PLAYERS · ONE SESSION · 2–3 HRS

A clockwork killer built in Terrassia hunts Gillikoi Woods by the sound you make, keyed to a Resistance cell's own password; run it down and wind it dead before the contacts gather in the open glade at moonset, while the rising comet strips the dark from the trees and draws a Thrall in on the blood it spills.

A Terrassian killing-machine hunts Gillikoi Woods by the sound a body makes, and the Resistance cell walking in tonight carries the one password its gears were wound to answer.

The Situation

The conscription sweeps turned every safe room in the city into a trap, so the Resistance moved its meeting to Gillikoi Woods, where the Red Guard will not follow after dark. Someone sold that secret. A clockwork assassin now works the woods on a wound order, and it kills by the cell's own recognition sign, three taps on a shuttered lantern, so only the right throats open. Two couriers already lie on the paths, each cut once and clean, each at the spot where it gave the tap. The cell converges on the meeting glade at moonset, four contacts on four roads, none of them warned. The Eastern Tower's glow climbs the sky as the comet nears, and where its light reaches the trees the dark that hid the Resistance stops hiding anyone.

Objectives

The Clocks

The Quarry

The Five Beats

Leverage Points

The Cast

Climax Variable (d6)

Roll once when the first contact reaches the glade, or take the twist that pays off what the party already did.

d6Twist
1Moonset comes early. The contacts break the treeline together, into the open and the light, and the Gather clock jumps to its last step.
2The comet flares. The tower-light floods the glade at once, the last shadow gone, and the Thrall hits the treeline a full step ahead of its clock.
3The builder breaks. Cornered, he blows the recall whistle and the machine locks rigid, but only while no contact has seen his face. If one has, he runs, and the whistle goes with him.
4The gears run dry. The machine winds past its limit and stands dead for one beat, open to a killing blow, but its key sits in its own spine, and reaching it puts you between the machine and the nearest contact.
5The sign turns on the signer. Whoever tapped a lantern to bait the machine earlier is the throat it marks first, alone in the open while it winds toward them.
6Jack turns. The change takes him at the worst beat, and the machine reads the wolf as the loudest threat in the glade. For one round it runs wolf against clockwork against Thrall, and the contacts can flee if someone leads them out.

Breadcrumbs

The steady ticking the party learns to read on the way in is the same loop that fails at the glade, and a table that listened knows the dead beat is coming before the gears run dry. Beyond tonight: the wax cylinder carries a Crown seal and a maker's count, proof the Court buys Terrassian machines to do the murders the Red Guard cannot be seen to do, and proof the man with the clockwork arm has wound more than one.

The Not-Line

This quest is not a beast cornered and put down. It is a contest of noise and nerve against a machine that hunts the sound you make, while the people you came to save carry its trigger to it on their own password.

// FILED // THE QUEST BOARD No. 06 // THE ETERNAL COURT