Sunday, October 25, 2026

Tale of the Twins Session One

 I shifted direction. I want to start my twins at level 1, so I have decided that they are assisting their uncle, a level 2 caster. In effect, they are a level 1 team of 4, so I can run them through the adventure I’m writing. Then, after they reach level 2, I can have them set off on their own, leaving their uncle to his own adventures. Here they are downshifted to level 1, and here are the stats I’ll be using for their uncle Teothas.

Teothas - Curious Elfin Minstrel 2

Armor 0 (2); Hits 17; Move 60’; Blade (3) 

Traits: Might 1; Mind 3; Reflex 2 

Tags: Charisma; Mystic (Common, Arcane) Lore; Sorcery 

Gear: Wand of Arcane; Ring of Health (5); Blade (3); Recorder

Spells: (3 mana) Sleep; Glimmering Weapon


Taliana - Headstrong Elfin Arcane Archer 1

Armor 0; Hits 10; Move 60’; Bow (+3/4) or Dirk (1)

Traits: Might 0; Mind 3; Reflex 3

Tags: Archer; Mystic (Common, Wild); Sharpshooter

Gear: Short bow 2; Ring of Health (5)

Spells: Glimmering Weapon (1 mana)


Thorithrin - Elfin Lightbearer 1

Armor 2; Hits 13; Move 60’; Longsword (+2/3) + Shield (1) 

Traits: Might 3; Mind 3; Reflex 0 

Tags: Mystic (Common, Light); Two Weapons; Warrior 

Gear: Leather Armor 1; Shield; Blade 3; Ring of Health (5)

Spells: Glimmering Weapon (1 mana)


I’m going very old school. I found two maps that I drew a while ago - Buckler’s Keep and the Dens of Discord. This will be my starting location and adventure. I went through my notes and found that I’d already tried this almost two years ago, and I had a bunch of notes for the keep and the Dens. It’s going to be worth it to finish that (the dens were about 75% written up) and make a publishable adventure to go with the release of the core rules.


Here are my notes:

https://docs.google.com/document/d/1mCkCBc_QR-yJIfSq4Iq-cDB8lOfwTimLTevvxC0ok98/edit?usp=sharing


They’ve spent the winter here in the keep. They had planned to continue northward when a heavy snow blanketed the region, trapping them for weeks. During that time, they heard several rumors (giving them at least 2, and a mind check gets a third - they are here several weeks). Teothas fails, but each of the twins makes it.


Rumors 7, 11, 7, 5, 11, 12, 4, 3


They heard rumors 7 and 11 twice… in total, they hear:

  • The axe of the dwarf lord Tatharik is hidden in the waters of the blue spring (F).

  • Corgan, the missing adept, went mad and took his own life (F).

  • The mushrooms that grow here will grant you incredible strength (F).

  • Vasik the Innkeeper’s wife has been affected by a curse (T).

  • The humanoids here can call a bugbear for aid by yelling “Bree Yark”, which is bugbear for ‘help me’ (T).

  • The centaurs that patrol to the west are not friendly, and cannot be trusted (F).


I think that they would doubt that Corgan (who has been missing) took his own life. They would believe what they heard about the centaurs, because I rolled a reaction check with the centaur stablemaster, and it was a 2 on the die. He may have been having a bad day, but it left an impression on the group that the centaurs are dangerous.


I think it’s likely that Bishop Kross would hear about their time in the keep and would meet with Teothas at least (if not all three). I roll a reaction check for each of them, and get a natural 10 for Teothas - I stop checking :). Bishop Kross shares his concerns about his protege, and (while the young man claims he is going on sojourns in the wilderness to better understand Blyss), Bishop Kross is dubious of this. He would like his adept Corgan captured alive (if possible) and brought back to the keep to see if he can be redeemed, if he has fallen to evil (which is what Bishop Kross believes).


I also think my characters would at least investigate the rumor about Vasik the Innkeeper’s Wife, and her sickness. I roll a natural 12 on the mind check for Bishop Kross. He believes that it is a magical curse that has befallen her (possibly tied to a necklace she was recently given). They currently have no way to help her with this. 


At the first break in the weather, my three heroes set out westward. Bishop Kross would have given them a writ of authority to explore the dens, should they run across a centaur patrol. They do not. Instead, they run afoul of Ol’ Snarl…


Snarl is 80’ away when they notice him… he has been following them as they come up the path, moving in the shadow of the trees.  The heroes win initiative, getting a free round of actions before Snarl is in melee range.  


Round One

  • All three cast glimmering weapon. Teo and Tali are successful, but Thor rolls a 1, meaning he loses his mana point and cannot cast this (or any spell) for a bit.

  • Teothas then casts arcane arrow, hitting for 7 damage. Snarl soaks half, and is down to 14 hits (from 18).

  • Taliana fires an arrow (the glimmering weapon would give +1 edge, but the task she used to activate it neutralizes it)... she still hits with an 8. Snarl botches his armor check, and suffers 3 hits. It’s down to 11.

  • Thorithin attacks with his blade, hitting with an 8 for 3. He also hits with a shield for 1. Snarl fails his armor checks, and suffers 4 hits, down to 7.

  • Snarl bites Thorithrin, missing with a 6. He also checks morale, but gets a natural 12. He is very hungry from the heavy winter. 


Round 2

  • Teothas misses with an arcane arrow (despite having +1 edge)

  • Tali hits with an arrow for 3. Snarl makes his armor check, suffering 2. He is at 5.

  • Thori misses with his sword.

  • Snarl hits with his bite, dealing 5. Despite the +1 edge from his shield, Thori fails his armor check, and is at 8 hits remaining.


Round 3

  • Teothas hits with an arcane arrow for 7. Snarl makes his check, leaving him at 1 hit.

  • Tali hits with a natural 12, dealing 5 hits. Snarl fails. I’m going to rule that he runs away into the woods. The heroes could give chase, but elect not to, letting snarl live.


It is possible they have another encounter before arriving at the Dens… I roll and they do not.

Next up... into the gully.

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