LiveTale

Portal to Another World

Post-Apocalyptic·Watchtower Seven

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Scene6
The Rifts Reveal a Threatguild main hall
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The Rifts Reveal a Threat
Ash
Ash
Mari
Mari
Ettel
Ettel
Judge
Judge
Leonard XII
Leonard XII
Logan Scarborough
Logan Scarborough
the towering cyclops woman
The Towering Cyclops Woman

The Lone Wanderer reunites with Ettel, Leonard, Logan, and Mari in the guild’s main hall. Ash and the towering cyclops woman enter from the council chamber as townspeople gather around the notice tables.

Judge steps onto the guild’s raised platform, Mason’s letter held beside a charcoal map. Conversation fades, leaving the scrape of chairs and the low crackle of the hearth.

Judge

Judge

Mason’s letter confirms that supplies from the Capital Wasteland are crossing violet rifts into a rival kingdom. The shipments may be preparing that kingdom for war.

Judge

Judge

This is a serious security threat, but not yet proof of an attack on Honorhold. We will answer with evidence, not panic.

Judge points to the western forest, the distant border roads, and several blank spaces beyond Honorhold. Clerks spread fresh parchment while Ash and the towering cyclops woman study the marked routes.

Judge

Judge

I call for witnesses, maps, and scouts. Tell us where rifts have appeared, where convoys could travel, and whether more shipments are still crossing.

Ettel

Ettel

We should compare every report before sending anyone near the borders. Traveler, you found the letter and the cache. What do you make of these routes?

✓ Quest Accepted

Determine whether more convoys are crossing the violet rifts

“Read the map and determine where all the routes connect.”

SUCCESS (Great Reasoning, rolled +0)

The Rifts Reveal a Threat

The Lone Wanderer bends over the charcoal map, tracing the western forest trail, the quarry road, and the border routes with one careful finger. The lines are old, but their shared direction is clear.

The Lone Wanderer

The Lone Wanderer

The forest and quarry routes feed into the same western corridor, then split toward the rival kingdom and the northern border.

He follows the corridor across blank spaces and finds its junction: a neglected border road beyond the quarry, where the western routes converge before continuing toward the rival kingdom.

Ettel

Ettel

So the forest trail, the quarry road, and the border routes all connect through one western junction. That gives us a place to watch.

Judge

Judge

Good. Record that junction clearly. If shipments are moving through this region, it is the most likely passage between the rifts and the rival kingdom.

The result is solid, but the map’s oldest markings consume more time than expected. Their dates are too faded to establish which route was used first, leaving the convoy’s exact schedule uncertain.

Ash

Ash

Then we should send a patrol to investigate immediately. I volunteer to go.

✓ Quest Accepted

Secure a watch at the western junction

Director's note

Suddenly, The Hunter of Yharnam also volunteers to go.

The Rifts Reveal a Threat
Ash
Ash
Ettel
Ettel
Judge
Judge
the silent hunter
The Silent Hunter
Ash

Ash

Then we should send a patrol to investigate immediately. I volunteer to go.

Before Judge can answer, a silent hunter steps from the guild’s outer hall. His attention fixes on the western junction marked across the charcoal map.

The Silent Hunter

The Silent Hunter

I am a hunter. I will scout the road. If beasts or men guard it, I will find their trail.

The guild townspeople fall quiet around the notice tables. Ash straightens eagerly, while Ettel studies the hunter with the caution of someone measuring an unfamiliar ally.

Ettel

Ettel

You may scout, but no one approaches the rival border alone. I will come with you.

Judge

Judge

Agreed. Record every sighting and return before any confrontation. We need evidence of movement, not another battle beyond our walls.

Clerks mark two routes on the parchment. Ash gathers a field pack, while the Hunter checks his weapons in silence and turns toward the western gate.

The Lone Wanderer leaves Honorhold guild main hall behind and arrives at western junction.

“Travel with Ash and the hunter to the western junction.”

SUCCESS (Legendary Agility, rolled +2)

The Rifts Reveal a Threat
Ash
Ash
Ettel
Ettel
the silent hunter
The Silent Hunter

The western junction lies beneath a dull sky, where cracked pre-collapse pavement divides between the quarry road, the forest track, and a neglected northern highway. Wind pushes grit across faded lane markings.

The Lone Wanderer reaches the junction first and spots fresh tire impressions crossing the dust, their tread sharply defined despite the weather. A snapped branch marks a concealed turnout overlooking all three roads.

Ash

Ash

There are recent tracks. Someone came through after the rain, and they did not want to be seen.

He moves lightly to the turnout, avoiding loose stones and exposed gravel. From the ridge, he finds a concealed handcart below, its canvas-covered crates tucked beside an abandoned service shed.

The Silent Hunter

The Silent Hunter

A supply cache. The tracks continue north. Three, perhaps four travelers, armed and careful.

Ettel

Ettel

Good work. We have evidence and a position to observe from. We will record the cache before anyone approaches it.

Quest Complete

Secure a watch at the western junction

“We still need to know if there's activity of portal magic being used. I say we head down to investigate.”

SUCCESS (Legendary Perception, rolled +0)

The Rifts Reveal a Threat
The Lone Wanderer

The Lone Wanderer

We still need to know whether portal magic has been used here. Let’s head down and investigate the cache.

The Silent Hunter

The Silent Hunter

I will go with you. The tracks can wait while we examine what was left behind.

The Lone Wanderer descends from the turnout with Ash, Ettel, and the silent hunter. They approach the concealed handcart without disturbing its fresh tracks or canvas-covered crates.

He studies the cache, the soil, and the shed’s broken foundation. Faint violet dust clings to a crate hinge, while a scorched circular mark stains the pavement beneath the cart.

The Lone Wanderer

The Lone Wanderer

The residue is fresh, and the rift opened beside the shed.

Ettel

Ettel

Then this was not merely a shipment waiting for transport. A portal opened here recently, and someone moved the crates through it.

Ash

Ash

We have found the sign we needed. Let us record it carefully, then learn where those travelers went.

The evidence is clear: portal magic was used at the western junction, and the armed group continued north along the neglected highway.

“Check the cart and the shed for any weapons and ammo to take.”

SUCCESS (Legendary Perception, rolled -2)

The Rifts Reveal a Threat
Ettel
Ettel
the silent hunter
The Silent Hunter

The Lone Wanderer opens the cart’s warped compartments and searches beneath the canvas. He finds a battered revolver, two loaded magazines, and a box of loose cartridges wrapped in oilcloth.

Inside the broken shed, he checks fallen shelves, a rusted locker, and a collapsed workbench. Beneath the boards, he recovers a short hunting shotgun, shells, and a cleaning kit.

He tests each weapon, confirms the ammunition is serviceable, and packs the revolver, shotgun, cartridges, shells, and cleaning kit among his gear. The cache is worth taking.

The Silent Hunter

The Silent Hunter

I will scout ahead while you search. If the armed travelers return, I will find them before they reach this place.

The careful search consumes several minutes. Dust shifts across the northern tracks, leaving the group certain of the direction but unable to determine whether three or four people passed.

Ettel

Ettel

Record the weapons and ammunition with the portal residue. This cache now gives us evidence of both the shipment and the people moving it.

+ New Item Acquired

Battered revolver

+ New Item Acquired

Loaded magazines

+ New Item Acquired

Loose cartridges

+ New Item Acquired

Hunting shotgun

+ New Item Acquired

Shotgun shells

+ New Item Acquired

Cleaning kit

“Give Ettel the hunting shotgun and show her how to use it with Firearms skill.”

SUCCESS (Superb Firearms, rolled +0)

The Rifts Reveal a Threat
Ettel
Ettel
the silent hunter
The Silent Hunter

The Lone Wanderer lifts the short hunting shotgun from his gear and offers it to Ettel, keeping the muzzle pointed safely toward the empty road.

He shows her the safety, loading port, and pump action, then demonstrates the proper stance and shoulder placement with practiced economy.

Ettel repeats each motion under his instruction. Her grip steadies, the action cycles cleanly, and she keeps the weapon controlled while sighting along the empty barrel.

Ettel

Ettel

I understand. It is simpler than I expected, but powerful enough that care matters. Thank you for trusting me with it.

The Lone Wanderer places the shotgun fully in Ettel’s hands and gives her the shells and cleaning kit. She now has the weapon and knows how to use it safely.

The Silent Hunter

The Silent Hunter

We should move. If armed travelers remain ahead, we will find their trail.

“Follow the hunter as he tracks the travelers.”

SUCCESS (Superb Tracking, rolled +2)

The Rifts Reveal a Threat
the silent hunter
The Silent Hunter

The Lone Wanderer follows the silent hunter north along the neglected highway, reading crushed weeds, displaced grit, and shallow boot impressions where the travelers left the pavement.

The trail winds through a drainage cut and beneath leaning concrete barriers. Fresh oil drops mark the route, while a torn strip of canvas hangs from a rusted fence.

The Silent Hunter

The Silent Hunter

They slowed here. One carried weight, another watched behind. Their caution failed when the ground turned soft.

The Hunter leads him beyond the barrier to a hollow overlooking the northern road. Below, four armed travelers crouch around a covered pre-collapse truck beside a dead generator.

Violet residue stains the truck bed and the cracked asphalt beside it. A folded route map lies on the hood, its marked line continuing toward the rival kingdom.

The Silent Hunter

The Silent Hunter

We found them. They have not seen us. Their cargo and route can be recorded before we decide whether to approach.

From the concealed ridge, the Lone Wanderer has a clear view of the travelers, their truck, and the portal residue. The hunter remains low beside him, waiting for his next move.

✓ Quest Accepted

Secure the route map

“Approach with the hunter and order the travelers to surrender.”

SUCCESS (Superb Persuasion, rolled +1)

The Rifts Reveal a Threat
the silent hunter
The Silent Hunter

The Lone Wanderer rises from the ridge and descends toward the road with the silent hunter beside him. The four armed travelers turn sharply from the covered truck, hands moving toward their weapons.

The Lone Wanderer

The Lone Wanderer

Drop your weapons and surrender. We know about the cargo, the route, and the rift residue. No one needs to get hurt.

The command carries across the hollow with calm authority. The silent hunter keeps his weapons ready, while the Wanderer’s rifle remains trained low, covering the travelers without provoking them.

Armed Travelers

Armed Travelers

All right! We surrender. Do not shoot. We are putting the weapons down now.

Four rifles and sidearms clatter onto the cracked asphalt. The travelers raise their hands and step away from the truck, leaving the marked route map and covered cargo exposed.

The Silent Hunter

The Silent Hunter

They are compliant. Bind them, then inspect the truck.

The surrendered travelers remain beside the dead generator under the hunter’s watch. Their weapons lie out of reach, and the route map waits on the hood for examination.

“Bind them and ask them if they're from the Capital Wasteland.”

SUCCESS (Good Strength, rolled +4)

The Rifts Reveal a Threat
the silent hunter
The Silent Hunter

The Lone Wanderer binds the four surrendered travelers with cord from the truck, tightening each restraint securely. The scraped palm stings as he pulls the final knot firm.

The Silent Hunter

The Silent Hunter

I will watch them while you question them. I say we continue with this investigation.

The Lone Wanderer

The Lone Wanderer

Are you from the Capital Wasteland?

Armed Travelers

Armed Travelers

Yes. We came through a violet rift with the cargo. We were ordered to move it north to the rival kingdom.

The admission confirms the convoy’s origin. As the travelers shift against their restraints, a folded dispatch slips from one coat and lands beside the truck’s wheel.

Armed Travelers

Armed Travelers

The dispatch has the next crossing point marked. Another rift is supposed to open tonight, farther north.

The Hunter retrieves the dispatch without opening it and holds it out for inspection. The group now has a tangible lead to the next scheduled rift.

“Who are you working for? How are you creating portals to get here?”

SUCCESS (Superb Persuasion, rolled -2)

The Lone Wanderer

The Lone Wanderer

Who are you working for? And how are you creating these portals to get here?

Armed Travelers

Armed Travelers

We work under sealed orders for the rival kingdom. We do not open the rifts ourselves. A fixed station uses paired equipment, a charged power source, and an anchor from the destination world to tear open each violet crossing.

The answer identifies the rival kingdom as the convoy’s employer and explains the working method. The four travelers exchange wary looks, realizing they have disclosed more than their orders allowed.

Armed Travelers

Armed Travelers

The station prepares the route, then the anchor locks onto this world. The rift stays open only long enough for the cargo and escorts to pass. Tonight’s crossing will use the same process farther north.

The Silent Hunter

The Silent Hunter

Then I will go north. I can find the station, follow its trail, and return with proof before the crossing is complete.

The Hunter’s offer gives the investigation a direct path, but the travelers’ admission carries a social cost: their employers will know the convoy was questioned, and the Lone Wanderer is now tied to that disclosure.

Armed Travelers

Armed Travelers

You're making a big mistake. Our employers will know about this. Just let us go.

“Have Ash and Ettel escort the traveler's back to Honorhold and go with the hunter.”

SUCCESS (Superb Persuasion, rolled +0)

The Rifts Reveal a Threat
Ash
Ash
Ettel
Ettel
the silent hunter
The Silent Hunter

The Lone Wanderer separates the surrendered travelers from their weapons and directs Ash and Ettel to escort them back to Honorhold for questioning.

The Silent Hunter

The Silent Hunter

Follow me. We can reach the station before the next crossing and return with proof.

Ash

Ash

Ettel and I will bring them safely to Honorhold. No one will be harmed while they are under our guard.

Ettel

Ettel

Agreed. We will deliver the travelers, their dispatch, and the captured weapons to Judge. Go with the hunter and learn where that station lies.

Armed Travelers

Armed Travelers

We understand. We will return to Honorhold and answer for the shipment there.

Ash gathers the travelers into a guarded file while Ettel secures the dispatch and their weapons. The road south opens before them, leading back toward Honorhold.

The Lone Wanderer turns north beside the silent hunter, following the armed group’s fading tracks toward the promised rift station and the crossing expected tonight.

✓ Quest Accepted

Expose the northern portal station’s operation

− Scene Quest Removed

Secure the route map

“Reach the north station.”

SUCCESS (Legendary Agility, rolled +1)

The Rifts Reveal a Threat
the silent hunter
The Silent Hunter

The Lone Wanderer and the silent hunter follow the northern highway through broken concrete and waist-high weeds. The road climbs toward a low ridge marked by fresh tire tracks.

Beyond the ridge, they find the station beside a failing pre-collapse relay tower. Rusted equipment, a dead generator, and violet residue ring a scorched circle in the cracked pavement.

The Silent Hunter

The Silent Hunter

The station is active. Someone prepared this crossing recently, then left before we arrived.

The Lone Wanderer crouches beside the relay housing, careful not to disturb the residue. A battered control panel still holds a faint charge, and a route marker points farther north.

The Lone Wanderer

The Lone Wanderer

The rift station is here, and the equipment is still warm.

The Silent Hunter

The Silent Hunter

We have reached it. Record the controls and the residue. Then we decide whether to wait for the crossing or follow the operators.

Wind moves through the broken tower as the station’s weak charge flickers beneath the panel. The northern route, the rift equipment, and the next crossing point now lie within reach.

“Wait for the next crossing.”

SUCCESS (Great Willpower, rolled +1)

The Rifts Reveal a Threat
the silent hunter
The Silent Hunter

The Lone Wanderer settles beside the failing relay housing and waits. Wind combs the waist-high weeds while the weak charge pulses beneath the control panel.

The Silent Hunter

The Silent Hunter

We will wait and see if an armed convoy enters from the portal.

Minutes pass in the broken tower’s shadow. The violet residue brightens across the scorched circle, and the relay’s dead indicators flicker one by one.

The Lone Wanderer

The Lone Wanderer

The charge is building.

A vertical seam of violet light tears open beside the relay tower, filling the cracked pavement with wavering color. The rift stabilizes into a clear view of a dim northern staging ground.

The Silent Hunter

The Silent Hunter

The crossing is open, now let's see who our guests are.

The rift holds steady before them, its far side fully visible through the violet glow. A large convoy starts entering from the other side.

Quest Complete

Expose the northern portal station’s operation

Skill Upgrade: Hacking Good→Great

✓ Quest Accepted

Confront the convoy

“Wait for the convoy to enter and confront them.”

SUCCESS (Great Willpower, rolled -2)

The Rifts Reveal a Threat
the silent hunter
The Silent Hunter
The Silent Hunter

The Silent Hunter

I will stand with you when they emerge. If they resist, I will stop them.

The rift widens, and a battered convoy rolls through: two pre-collapse trucks, a fuel trailer, and armed travelers riding in the open beds. Violet light flickers across their rusted panels.

The first truck clears the crossing before its driver notices the Lone Wanderer and the silent hunter blocking the relay road. The convoy brakes hard, tires grinding over cracked pavement.

The Lone Wanderer

The Lone Wanderer

Stop there. Lower your weapons and surrender. We know this convoy came through the rift.

For one breath, the Wanderer's resolve falters as rifles rise in the truck beds. The hesitation is visible, but he steadies his aim before anyone fires.

Armed Travelers

Armed Travelers

Do not shoot! We surrender. Keep the weapons trained low and let us step down.

The convoy's armed travelers climb down with raised hands. The silent hunter collects their nearest weapons while the trucks, cargo, and open rift remain fully under the Wanderer's control.

✓ Quest Accepted

Secure the convoy

Quest Complete

Determine whether more convoys are crossing the violet rifts

Skill Upgrade: Tracking Superb→Legendary

Quest Complete

Confront the convoy

“Have the hunter interrogate the travelers while searching the convoy for weapons and ammo to take.”

SUCCESS (Legendary Perception, rolled +2)

The Rifts Reveal a Threat
the silent hunter
The Silent Hunter

The silent hunter keeps the surrendered travelers in a guarded line while the Lone Wanderer searches both trucks and the fuel trailer. He checks seats, tool compartments, cargo crates, and concealed spaces with methodical care.

The Silent Hunter

The Silent Hunter

Who ordered this convoy north? Speak plainly, and tell me what waits at the staging ground.

Armed Travelers

Armed Travelers

The rival kingdom issued the orders. The cargo is weapons, ammunition, and fuel for their border forces. We were told not to inspect it.

The Lone Wanderer finds two battered rifles, three revolvers, boxes of cartridges, shotgun shells, and spare magazines packed beneath blankets and false panels. He removes every usable weapon and round, leaving the trucks disarmed.

The Silent Hunter

The Silent Hunter

How many crossings have you made, and where is the next one? Do not hide behind sealed orders.

Armed Travelers

Armed Travelers

Three crossings have already carried supplies through. The next is farther north, at a staging ground beyond the relay road. More guards are waiting there.

The recovered weapons and ammunition join the Lone Wanderer’s gear. The Hunter secures the travelers for transport, while the answers and seized cargo establish the northern staging ground as the convoy’s next confirmed link.

✓ Quest Accepted

Warn Honorhold of the imminent convoy threat

Quest Complete

Secure the convoy

+ New Item Acquired

Battered Rifles

+ New Item Acquired

Revolvers

+ New Item Acquired

Cartridges

+ New Item Acquired

Shotgun Shells

+ New Item Acquired

Spare Magazines

The Lone Wanderer leaves northern rift station behind and arrives at Honorhold.

“Return to Honorhold with the prisoners, using the trucks as transport.”

SUCCESS (Legendary Agility, rolled +4)

The Rifts Reveal a Threat
Judge
Judge
the silent hunter
The Silent Hunter

Honorhold’s western gate rises through late-afternoon dust and ringing bells. The two battered trucks roll in under guard, carrying the secured prisoners and seized cargo as townspeople gather along the stone road.

The Lone Wanderer handles the failing vehicles with remarkable precision, guiding both trucks through the crowded approach without striking a cart, wall, or bystander. The fuel trailer arrives intact behind them.

The Silent Hunter

The Silent Hunter

The prisoners surrendered at the northern station. Their cargo and weapons are secured. The road is clear behind us.

Honorhold gate guards surround the convoy and take custody of the four bound travelers. During the unloading, the Lone Wanderer spots a weathered route ledger beneath the driver’s seat, marked with three completed crossings and a final northern staging point.

Judge

Judge

I believe I said to scout the convoys, not engage and bring them here. But alas, this is good. We can question them further.

Armed Travelers

Armed Travelers

We will answer any questions you have. Just know that the rival kingdom will know that you are interfering when they realize we haven't arrived.

The convoy settles into Honorhold’s guarded yard, its weapons stacked for inspection and its engines finally silent. The successful return gives Judge a complete prisoner escort, intact vehicles, and a new route record before nightfall.

The Lone Wanderer leaves Honorhold guarded yard behind and arrives at the guild.

“Leave Judge with the prisoners and walk with the hunter back to the guild.”

SUCCESS (Legendary Agility, rolled +1)

The Rifts Reveal a Threat
Calimakal
Calimakal
the silent hunter
The Silent Hunter

The guild’s main hall receives them with warm lamplight, clattering dishes, and the sharp scent of oil from the weapon benches. Calimakal looks up as the Lone Wanderer and the silent hunter enter.

Calimakal

Calimakal

Back from the gate already? Judge’s people were still unloading those battered trucks when I sent supper toward the yard.

The Hunter crosses to the notice tables without answering. He studies the guild’s western and northern maps, then places one gloved finger on the road beyond the relay station.

The Silent Hunter

The Silent Hunter

The convoy was captured, but its route continues. The next staging ground lies farther north, and more armed men are waiting there.

A fresh charcoal mark now joins the map’s recorded crossings. Nearby guild members quiet their conversations, and Calimakal sets two untouched bowls on the nearest table.

Calimakal

Calimakal

You two can relax now, there was another team sent to investigate. You did your part.

The hunter remains beside the map, silent and ready, while the guild’s warm shelter gathers around the new northern lead.

Quest Complete

Warn Honorhold of the imminent convoy threat

Skill Upgrade: Persuasion Superb→Legendary

“Eat with the hunter and ask him if he too came from another world like me.”

SUCCESS (Legendary Persuasion, rolled +1)

The Rifts Reveal a Threat
Calimakal
Calimakal
the silent hunter
The Silent Hunter

Calimakal leaves two bowls steaming on the nearest table. The Lone Wanderer sits with the silent hunter, while the guild’s noise settles into a low background murmur.

The Lone Wanderer

The Lone Wanderer

Did you come from another world too, like me?

The silent hunter lowers himself across the table and removes one glove before taking up his spoon. He studies the Wanderer for a long moment, then answers without evasion.

The Silent Hunter

The Silent Hunter

Yes. I came from Yharnam, a city far from this kingdom. I am a hunter who hunts beasts there. And now... well, now I'm here.

He gives the account plainly, with no boast in it. The answer places him as another outsider, though his route between worlds remains as mysterious as the Wanderer’s own arrival.

The Silent Hunter

The Silent Hunter

Seems we are both strangers to this land.

The Hunter returns to his meal, and the Lone Wanderer eats with him beneath the guild’s warm lamps. Across the hall, Calimakal quietly refills their cups.

✓ Quest Accepted

Learn what brought the silent hunter to this world

Director's note

The Lone Wanderer takes the time to heal with a stimpak.

“Ask the hunter more about how he got here.”

SUCCESS (Legendary Persuasion, rolled -1)

The Rifts Reveal a Threat
the silent hunter
The Silent Hunter
The Lone Wanderer

The Lone Wanderer

Tell me more about how you got here.

The Silent Hunter

The Silent Hunter

I was hunting beasts in Yharnam when a portal opened underneath me and took me here.

The Hunter speaks without embellishment, his spoon resting beside the bowl. He describes Yharnam’s ruined streets, the beasts that populated them, and the sudden crossing that left him here.

The Silent Hunter

The Silent Hunter

Compared to this place, Yharnam is a nightmare that you cannot wake up from. This world is... peaceful.

The Lone Wanderer takes a stimpak from his gear and presses it to his scraped palm. A brief sting gives way to cool relief as the small wound closes.

The Silent Hunter

The Silent Hunter

But I have no intention of staying here. A hunter must hunt. So I will investigate those rift crossings and find a way back to Yharnam.

The Hunter sets down his spoon and rises, reading the map again before leaving the guild. Leaving The Lone Wanderer by himself.

Quest Complete

Learn what brought the silent hunter to this world

“Return to Ettel and her party.”

SUCCESS (Legendary Perception, rolled -1)

The Rifts Reveal a Threat
Mari
Mari
Ettel
Ettel
Leonard XII
Leonard XII
Logan Scarborough
Logan Scarborough
the silent hunter
The Silent Hunter

The Lone Wanderer crosses the guild hall toward the breakfast table, where Ettel, Leonard, Logan, and Mari are gathered again.

Before sitting, he presses a fresh stimpak against his scraped palm. The sting fades beneath cool medicine, leaving the skin closed and usable.

Ettel

Ettel

There you are. I was wondering where you had gone. Where did the hunter go?

The hunter was already gone. Leaving the guild to investigate the next portal site.

Leonard XII

Leonard XII

A hunter from another world... he must come from a rough place if he doesn't take a moment to relax.

Ettel

Ettel

He's a little scary, but he's helped us ever since he arrived. Kind of like you, wanderer.

“Spend the rest of the night with Ettel and her party.”

SUCCESS (Legendary Persuasion, rolled -1)

The Rifts Reveal a Threat
Mari
Mari
Ettel
Ettel
Leonard XII
Leonard XII
Logan Scarborough
Logan Scarborough

The Lone Wanderer settles at the breakfast table with Ettel, Leonard, Logan, and Mari.

Ettel

Ettel

Stay with us tonight. We can eat, talk, and leave the northern trouble for tomorrow. You have earned a quiet evening, my friend.

Calimakal brings out supper while Mari retells the day’s stranger moments with dramatic gestures. Leonard debates the convoy’s route, and Logan carefully records each useful detail.

Mari

Mari

You should tell us more about your world. Preferably the entertaining parts, not only the ones involving armed convoys and terrible food.

The Lone Wanderer spends the evening with them, answering what he can and listening as the guild’s lamplight replaces the night beyond the windows. Laughter gradually overtakes the war maps.

Ettel

Ettel

Logan has more information about that wizard you were looking for. But that can wait for tomorrow.

The guild becomes full of adventurers and citizens. All chatting and eating as the night grows around the city.

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