Mouthpiecethe Færrin roundtable

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Episode 8Campaign2026-6-2234:09

Rust, Numerology, and the Sea Shanty Below

Through a Song, Darkly

Bram · RecapperMaeve · Lorekeeper
0:0034:08

Synopsis

The party descends into the Undercroft of the Strider for the first time, discovering a hidden society of mutated mongrelfolk workers trapped in debt bondage to Harlequins. Following directions from a bird-like worker named Marin, they push into a forsaken sector where deeply mutated creatures worship one of the Sinister Six, wearing horn talismans and speaking an evolved dialect of the dead language Urthram. After a fierce battle against the unholy mongrelfolk, the party recovers the ink ribbon they were sent to find, discovers incomplete spell manuscripts titled 'Perfection's First Step,' and realizes the Sinister Six are emulating voidsong — before crossing the threshold into a Fane, where the session ends on a cliffhanger.

Transcript 266 lines

Bram No, no, no, you're underselling it — Benny's recap was a thing of beauty, he had the whole previous session laid out like a lawyer's brief, I'm talking the eye-in-hands symbol, the four princes, the ink ribbon deal with the bone-faced curator, the walls and the moat —

Maeve He muddled the faction names so badly the GM had to step in.

Bram That's — okay, that's a detail, that's a pebble in the shoe of an otherwise immaculate —

Maeve He called Ternion the helpful ones. It was Kurnian who offered help. Anzu corrected him at the table.

Bram Was it Kurnian? I thought —

Maeve It was Kurnian. Ternion was cold but not rude. That's what the GM said. Cold but not rude. Kurnian was the one who was actually kind and offered help but won't join because they're allied with Grayson.

Bram Right, right, Kurnian and Grayson, that's — see, I almost had it. But my point is Benny's working from written notes, not memory, and there's something about that, right? He's treating it like —

Maeve Like a briefing.

Bram Exactly, like a mission briefing, and yeah, he fumbled a name or two, but the structure was all there. They need a map, the Harlequins have a library, the curator wants an ink ribbon, they've been killing hearts for energy, they fortified their base — walls, moat, rooms — the whole operation is getting more organized by the session.

Maeve Sure. And I'll give him this — getting the eye-in-hands detail right matters. Four princes and the eye that awakened them. That's the kind of thing you don't want to get wrong and he didn't, even if he couldn't keep Kurnian and Ternion straight.

Bram So we agree, Benny's recap was solid.

Maeve I said the structure was there. I didn't say it was solid. You can't misidentify which faction is willing to work with you in a game where faction alignment is the whole engine. That's not a pebble, that's a load-bearing brick.

Bram ...fair enough. Moving on — Argyle. The Ritual of Gaius.

Maeve Oh, here we go.

Bram What? It's smart! He wants a constitution, a magical contract binding every member of the group not to harm each other or their heart. You need a Wish to break it, and only if the target is willing. That's — that's airtight security for an expanding alliance.

Maeve It's smart in theory. In practice, the GM forgot he approved it.

Bram That's not Argyle's fault!

Maeve I didn't say it was. I said the GM casually said yes to Gaius and Angelic Messenger at some earlier point and then forgot what he'd approved. That's the consequence of saying yes too easily at the table. You end up with a player who's been sitting on a ritual that creates an unbreakable magical contract and the GM doesn't even remember signing off on it.

Bram Okay, but to be fair to the GM — and I don't say that often — Argyle learned it from pact brokers during Scale training, which is, what, that's legitimate in-world, right? He didn't just pull it out of nowhere.

Maeve The sourcing is fine. The sourcing is actually great. It's the bookkeeping that's the problem. And then the Butterfly Bender —

Bram Oh, the Butterfly Bender! That's — okay, that's the funniest thing this party has found in weeks. It's a drinking ritual. You black out. You might get beneficial outcomes. It costs twenty gold of alcohol and it's a medicine check, not mythic. It's just — it's chaos in a bottle and they want to use it every time they're stuck.

Maeve They want to use it as a problem-solving tool. We don't know what to do, let's get blackout drunk and see what happens.

Bram And that's beautiful! That's the kind of emergent play that makes this game sing!

Maeve That's the kind of emergent play that gets someone killed. But fine, it's a plot hook generator, I'll give you that. The real issue is Gaius, because then they do the math on it.

Bram Right — a full day to cast per person, and they've got seven new allies to bind. Three from Solari Sub-surface, Salvado and two nappers, and Kadou from Alkahest Freight —

Maeve Alkahest Freight, not Alcahast.

Bram That's what I said.

Maeve You said Alcahast.

Bram ...did I?

Maeve You did.

Bram Well — Alkahest Freight, then. Seven people, one day each, that's a week of casting, and they've got plans tomorrow. So they delay.

Maeve And Benny's solution?

Bram Benny says they should just kill all their allies instead.

Maeve Because they can't cast Gaius fast enough.

Bram Because they can't cast Gaius fast enough! And the GM — the GM just says that's one option. No judgment, no pushback, just that's one option. I love this table.

Maeve I love this table too, but I want to be clear about what's happening here. The party wants an airtight trust mechanism. They can't implement it in time. So the fallback to murder is sitting right there, half-joked, half-not. That's the tension. They're accumulating allies faster than they can vet them.

Bram And meanwhile Argyle's off asking Scale allies for ritual spells, and he gets Oil Slicked Walls.

Maeve Which is banned in Pathfinder Society play.

Bram Banned in PFS, but the GM allows it for the home game. And Lance from Scale transcribes it. And it affects a seven-mile radius —

Maeve Seven miles. The upper surface of the Strider is smaller than that.

Bram So it covers the whole Strider and then some! That's a massive defensive ward!

Maeve It's a massive defensive ward that's banned for a reason. Argyle pushed hard on whether it was allowed, the GM relented, and he's going to regret it.

Bram You don't know that.

Maeve I know that a seven-mile radius defensive spell banned in organized play is going to come back around. Either the GM builds encounters that bypass it, which makes the spell feel wasted, or he doesn't, and the party waltzes through the Undercroft behind a wall of slicked defenses. Neither outcome is great.

Bram Or — and hear me out — it's a home game and the GM can calibrate around it. Also, Consecrate was on the table but they passed because the group doesn't share a deity, which is actually a smart call. And they confirmed Radiant Arms is allied, they're collectively paying tithes —

Maeve But hearts don't mix energy. If a third party takes Radiant Arms' heart, they get all its latent energy. That's a vulnerability.

Bram It's a vulnerability, sure, but it's also the cost of doing business. You ally with someone, you accept some risk. Which brings us to — Argyle gives one of the captured Sable and Sons laser weapons to Radiant Arms for R and D.

Maeve Along with an energy source.

Bram Along with an energy source. And their reputation goes up with Radiant Arms. And the table has this ridiculous debate about whether it's corporate espionage or just theft.

Maeve Argyle insists it's grand larceny.

Bram Grand larceny! As if that's better!

Maeve It's a distinction without a difference. The GM notes the weapons weren't given in confidence, but trade secrets are changing hands. Sable and Sons has different methodology than Radiant Arms, and now Radiant Arms gets to study a captured weapon. That's espionage whether Argyle wants to call it grand larceny or not.

Bram I mean — Johnny was in on this debate too, right?

Maeve Johnny was there. The GM confirmed it. Corporate espionage, theft, whatever you want to call it — they handed stolen tech to an ally to curry favor. It worked. Reputation increased. But it's a move with consequences down the line.

Bram Everything's got consequences down the line with you.

Maeve Because everything does have consequences down the line. That's how campaigns work.

Bram Fair. Okay, so they rest overnight — no rolls needed, no invasion, clean rest. And in the morning, Argyle tells the Scale contact to, quote, get straight and stop being a drunkard.

Maeve Which the GM had to ask for clarification on. Twice.

Bram Because it was vague! Argyle's off on this side quest of medicating someone's sorrows and nobody at the table knows what he means. It's —

Maeve It's Argyle being Argyle. He's got this pastoral streak where he wants to fix people and he doesn't always explain what he's doing.

Bram And then they head to the garage, sub-level one, and they descend. Into the Undercroft. For the first time. This is the moment, Maeve. This is where the session really starts.

Maeve Agreed. The elevator is a metal box with a manual lever — up or down, no buttons. You stop at your floor manually. Big green numbers painted on girders marking each floor. Anzu and —

Bram And they can see at least fifteen floors before darkness below. The Strider's legs boom every six seconds, sending percussive pressure up through the whole structure. Every six seconds. That's —

Maeve That's the Strider walking. That's what a strider does. It moves.

Bram But feeling it from inside, from below, in this rickety elevator — the groaning, the creaking, it hasn't been used much — that's atmosphere. That's the GM earning his keep.

Maeve The GM also said floor nine before the players corrected him to twelve.

Bram He forgot what numbers are! He said it himself!

Maeve He forgot what numbers are. Which is either charming or concerning depending on how much you trust your GM's prep.

Bram I trust it. The vibe was there. And then Argyle — Argyle goes off on this numerology thing and I am HERE for it.

Maeve Oh God.

Bram He rolls a thirty-four religion and a thirty-six occultism —

Maeve Both excellent rolls, yes.

Bram Both excellent! And the GM reveals — six outer gods, six other gods appearing, four princes — but no pervasive magic number. And Argyle just goes, fifteen floors, four hands plus one eye, times three, equals the princes times the hearts, and it's just — it's right in their faces, guys!

Maeve The GM explicitly said Argyle would think the fifteen connection is a stretch.

Bram The GM said that! But Argyle pushes it anyway!

Maeve Because Argyle pushes everything anyway. Look — a thirty-four religion and a thirty-six occultism are great rolls. The lore he got is real. Six outer gods, six other gods, four princes — that's genuine cosmological information. But the numerology, the four plus one times three thing — that's pattern-matching, not pattern-finding. He's seeing faces in clouds.

Bram Or he's seeing a real pattern that the GM planted and the in-character disclaimer is just the GM covering for the fact that Argyle stumbled onto something.

Maeve That's possible. I'll concede it's possible. But you don't get to assert it's true just because it'd be cool if it were. Fifteen floors could just be fifteen floors.

Bram In this game? Nothing is just anything. Everything means something.

Maeve That's a nice t-shirt. Let me know when it's a theory.

Bram Okay, fine — but then the rust thing. The crafting check, a twenty-seven, reveals rust on the supposedly new Strider construction. Rust! On a new vehicle! Why would somebody build a new vehicle out of rusty metal?

Maeve And Anzu says —

Bram Anzu says they bought a used Strider and did some adjustments.

Maeve Which is either brilliant or the GM's worst nightmare of players reading too much into set dressing.

Bram I think it's brilliant. I think it's the players engaging with the world as a real place. The Strider is supposedly new, it's got rust, the society checks don't tell them much about the strider market or Istria —

Maeve Hildebrandt mentioned a group that explored toward the wall. They were Istrian, didn't use a strider.

Bram Right, so there's this whole Istrian context they don't have access to yet, and the rust is a thread. It's a thread hanging there. And Anzu just —

Maeve Anzu just grabbed it. Which I respect. But the society checks were a nineteen and a twenty-three. They failed to get meaningful information. So the theory is built on a critical crafting check and vibes.

Bram Better than nothing.

Maeve marginally.

Bram So they open the bulkhead door into the Undercroft proper. Cramped hallways — seven feet across, six feet tall. Taller characters ducking. White panels with harsh light, not warm. And they hear a sea shanty. Off-key, many distinct voices, not harmonic. People working, somewhere deeper in.

Maeve And Johnny starts whistling Wellerman.

Bram I mean —

Maeve While approaching underground workers who live in debt bondage beneath his feet. The GM notes this is like whistling about the tax man to people who live beneath you.

Bram It's Johnny! That's Johnny! He doesn't think about it, he just — the man heard a shanty and he whistled along. Is it tactless? Absolutely. Is it in character? One hundred percent.

Maeve It's both. That's what makes it good. But then they find the workers and the whole tone shifts.

Bram Yeah. About fifteen mutated humanoids maintaining lubricant platforms for the Strider's legs. A human with a third arm growing from his neck. An elf with peeling scales. A dwarf with one huge foot and one tiny foot. And Anzu's occultism — a thirty-five —

Maeve Identifies them as mongrelfolk. Slip-affected humanoids, mutated by unprotected large jumps on the slip. The condition is irreversible and isolating.

Bram Irreversible. That word does a lot of heavy lifting.

Maeve It does. And Argyle immediately connects them to the minions the Harlequins summoned during the wheel fight.

Bram Which the GM confirms! So these aren't just random workers — these are the same kind of creatures the Harlequins were pulling out as cannon fodder. The party's base, the Strider, is running on the labor of people who've been permanently mutated by slip exposure and trapped in debt bondage.

Maeve And that reframes everything. Every time the Strider moves, every six-second boom, that's these people working the legs. The party's home is built on exploited labor.

Bram It's a gut punch.

Maeve It's a very well-constructed gut punch, yes. And then Johnny approaches the bird-like one —

Bram Marin.

Maeve Marin. Scraggly red and blue feathers instead of hair, the beginnings of a beak. His snort comes out as a shrill sound because his nose is half-beak. Johnny offers gold for information and Marin rebuffs him. Gold is useless underground. We ain't got no use for gold.

Bram Because Marin's debt started at two hundred gold and has grown to eighteen thousand due to interest.

Maeve Compounding interest. On a debt that can never be paid because gold is useless down here. It's a trap. It's a meat grinder. You owe two hundred, it becomes eighteen thousand, and you can never earn because you can never leave.

Bram And Marin asks — you got a ticket out of here? That's all he wants. He wants topside. He wants off the Strider.

Maeve And the party can't give him that. Not right now. So Marin directs them to a forsaken sector — past acid vats and steam collection, an unlit area where people collect strange items. He's trading information for a chance, any chance, at escape.

Bram And Johnny — oh, Johnny. Johnny's negotiation in this scene is —

Maeve A roller coaster.

Bram It's a roller coaster! He swings from Italian socialist, everyone gets sandwiches, to mob enforcer, I'll break your kneecaps, in the same breath. It's — I don't even think Johnny noticed the whiplash.

Maeve Oh, he didn't. And then the sandwich thing —

Bram The sandwich! Johnny offers his BLT to Marin. Marin lunges for it. Benny yoinks it away. Gets a plus three sandwich yoink bonus to intimidation.

Maeve A plus three sandwich yoink bonus. That's on the character sheet now, presumably.

Bram And Marin — Marin's response is incredible. He says, I don't know why this all of a sudden turns into aggressive posturing. He's just — he wanted the sandwich and now he's being threatened.

Maeve And Johnny defuses it by promising six sandwiches daily at dawn, delivered with a note bearing Marin's name. If the note doesn't come back up, sandwiches stop and they assume he's been shanked.

Bram It's heartwarming.

Maeve It's a death sentence.

Bram It's not a —

Maeve Argyle said it himself. Marin will be shanked within a week of receiving daily food deliveries. You're in a debt bondage pit where everyone is desperate and starving and you're going to send one guy six sandwiches a day with his name on a note? That's painting a target on his back in fluorescent paint.

Bram Or — or — it's a lifeline. It's a connection to the surface. It's someone up top who knows Marin exists and cares whether he's alive. That has value.

Maeve It has value until the first person bigger than Marin decides those sandwiches should be theirs.

Bram ...okay. I hear you. But I choose to believe in the sandwich.

Maeve You would.

Bram And Argyle — meanwhile, Argyle is offering medical aid to the workers, right? He's checking them out. But he finds their conditions are chronic. Lifelong effects of slip exposure. Beyond his ability to treat.

Maeve Which is the real gut punch of that scene. Not the combat, not the politics — it's that Argyle, who wants to fix everyone, literally cannot fix this. The damage is permanent. The system that created the damage is permanent. And the party walks past it on their way to the quest objective.

Bram They do. And that's — that's a choice, right? The game is making them choose. Do they stop and deal with this, or do they get the ink ribbon they need for the library?

Maeve They get the ink ribbon. That's the choice they make.

Bram For now.

Maeve For now.

Bram Okay. So they follow Marin's directions. Scaffolding over an endless pit. Dark, unlit doorway into the forsaken sector. Argyle has darkvision, the others use a flashlight —

Maeve Johnny's flashlight. Which is a nineteen-sixties-era flashlight with a switch. He keeps calling it a torch.

Bram Because it IS a torch! A torch is a flashlight!

Maeve In this setting it's a flashlight. And the marching order matters here — Argyle and Benny in front, Johnny behind with the light, Anzu and Othello in the rear.

Bram And the floor grate is twisted. Misshapen. Frozen in a warped form by some great twisting force. That's —

Maeve That's the Strider's structure being physically deformed. Not rusted, not worn — twisted. Something powerful did that.

Bram And they see twinkles of light about three hundred feet ahead. Smell acrid battery acid. Hear distant voices with a melodic, sing-song quality. And Argyle —

Maeve Argyle puts in earplugs.

Bram To block the singing.

Maeve The mongrelfolk singing. Which, given that the voices turn out to be an evolved dialect of Urthram connected to the Sinister Six —

Bram Okay, I see where you're going.

Maeve He's walking into an area where corrupted religious speech is happening and he's deafened himself to it.

Bram It's a magical defense! We've seen what songs do in this world. Voidsong is a thing. The Stillness is a thing. Protecting your auditory input in a corrupted zone is smart.

Maeve It's smart if you know the singing is dangerous. He doesn't. He just doesn't want to hear it. It's willful ignorance dressed up as prudence.

Bram I think it's both. And it's in character — Argyle is the kind of guy who puts in earplugs. But then Anzu — Anzu is the one who actually hears it. And Anzu recognizes the melodic quality as resembling Urthram.

Maeve A dead tonal language. Anzu learned it from dusty books at Belvedere.

Bram And getting closer, it's not Urthram. It's a dialect of it. Like old English to modern English. Weird grammar, chittering undertones, sounds that feel evolved rather than preserved.

Maeve Anzu's framing is important here. He says it's almost as if they never stopped speaking this language and it's evolved for them. That's not a dead language being recited from a book. That's a living language being spoken by a living culture.

Bram And Anzu's Urthram is dusty book Urthram. Book-learning. He can recognize it, but he can't fully access what these creatures are saying. There's a gap between scholarship and lived practice.

Maeve Which is a great bit of worldbuilding. The party's expert is an expert from books. The creatures in the Undercroft are speakers from birth, or from however long they've been down here. The knowledge asymmetry goes the wrong direction.

Bram And then — the perception crit. A thirty-four.

Maeve And they see them. Far more mutated than the workers near the surface. A creature with an anglerfish head. One with an atrophied face and one giant swollen eye. Another covered in porcupine quills. And one wears a horn-shaped talisman carved from Strider metal.

Bram Carved from the same metal as the Strider itself.

Maeve And Argyle's religion check — a twenty-eight — connects it to the stained glass mural of a horn-bearer seen in Tywelwyn's base.

Bram So the same iconography. The Sinister Six. The usurper gods. It's not just present in the Undercroft — it's connected to what they've already seen topside.

Maeve And the occultism check, a thirty-six, plus the religion check confirm — these creatures are unholy. Worshipping one of the Sinister Six.

Bram And here's the thing — Anzu gets the nuanced occultism answer and Argyle gets the blunt religion answer. Anzu's is all context and theory and Argyle's is just yes, obviously, unholy.

Maeve Which is how those skills should work. Occultism gives you the framework, religion gives you the divine verdict. They're both right, they're just answering different questions.

Bram Right. And then — combat.

Maeve Because Johnny tries to cast Bluff while the party is not stealthy.

Bram They were not stealthy at all.

Maeve They were walking through a dark corridor with a flashlight. They're spotted. One of the creatures launches a fireball.

Bram And reflex saves — Argyle and Benny fail, full damage. Johnny and Anzu succeed, half. Othello takes full twenty-three fire damage. And Johnny had Eat Fire active —

Maeve And Anzu clicks his pre-cast Eat Fire, reducing fireball damage to one.

Bram Pre-cast. Before the fireball was launched.

Maeve Yes.

Bram That's either brilliant preparation or —

Maeve It's metagaming. It's suspicious metagaming that the GM accepted.

Bram I don't think it's metagaming. Anzu is a careful player. He pre-casts defensive spells in dangerous environments. That's just good play.

Maeve He pre-cast Eat Fire in a situation where he had no specific reason to expect fire damage. He heard singing and smelled battery acid. Battery acid is not fire.

Bram But they're in a corrupted zone worshipping the Sinister Six and he's an occultist who knows what these things can do. I think it's reasonable.

Maeve I think the GM accepted it because it's a cool moment and the table was having fun. But if I were running it, I'd at least ask why.

Bram The GM did accept it, and then initiative is rolled, and — Argyle. Divine Wrath.

Maeve Both Oculums critically fail their saves and die instantly.

Bram Instantly! Both of them! The two most dangerous enemies on the board, gone, just —

Maeve And the bloodied Orus dies from the same blast.

Bram One spell, three kills, two of them on crit fails. That's — you can't plan for that. That's the dice telling a story.

Maeve And Benny lands a natural twenty reaction attack for forty-seven damage on an Orus trying to fly past.

Bram The Orus survived but barely. And Argyle gets temp hit points from Death's Call when nearby creatures die, so he's stacking benefits on top of the carnage.

Maeve But Argyle forgot he has a reaction that deals spirit damage to attackers who hit him with piercing or slashing.

Bram He realized it after the fight was nearly over.

Maeve Which is a running problem with this table. There's so much mechanical complexity that players are consistently forgetting their own abilities. It's not a knock on them — the system is dense — but it does mean the combat encounters are probably tuned for a party that's using everything, and they're using most things.

Bram But what they are using, they're using well. Look at Johnny's turn — Dirge of Doom to frighten enemies, Haste on Benny, Benny takes an attack of opportunity for seventeen plus bleed, Johnny creates a diversion for Benny —

Maeve And then the IRS agents.

Bram The IRS agents! Johnny summons these little IRS-agent figures that deal thirty damage and yell give us your capital gains! And the GM notes these guys don't know what capital gains are!

Maeve Which is funny. But the action economy question is real. Johnny spent his entire turn on a combo — Invented Vulnerability to give slashing weakness plus the summoned IRS agents — to deal thirty damage to a nearly-dead enemy.

Bram But the slashing weakness is what enables the kill! Argyle finishes the final Orus because Johnny's weakness made it vulnerable. It's a debuff-and-burst combo. The thirty damage isn't the point. The weakness is the point.

Maeve I'll grant that. The weakness enabled the kill. But the IRS agents themselves were wasted damage on a target that was already dying. Johnny could have done the Invented Vulnerability and let Argyle clean up without spending actions on summons.

Bram But then we don't get the capital gains line. And that line is worth more than the action economy.

Maeve That is a take.

Bram It's my take and I'm standing by it. Also — Anzu kills the last two Manus with Frostbite. Unamped Frostbite, after the amped version's save succeeded. That's efficient. That's clean.

Maeve That is clean. And then the aftermath.

Bram The aftermath is ugly. Infernal wounds. Persistent bleed. Argyle spends multiple rounds stabilizing Benny and Johnny. He's got an item that reduces the flat check DC from twenty to ten for stopping bleeding —

Maeve Which is the kind of item you buy specifically because you've been fighting things that cause persistent bleed. Good prep.

Bram And he uses Battle Medicine on Johnny for twenty-eight healing. And Johnny fails multiple recovery checks before finally succeeding on a DC five.

Maeve And the GM plays through multiple rounds of bleed recovery, quote, because I think it's funny.

Bram Which — I mean, was it funny?

Maeve I think it was funny for the GM. I think the party was watching their action economy bleed out — literally — while the GM cackled. There's a difference between entertaining and punishing, and persistent bleed walks that line.

Bram But the real revelation is — they never moved. The entire fight, the party stood on the staircase. They made it no distance at all.

Maeve They fought a whole combat without advancing a single square.

Bram That's either a testament to how dangerous the enemies were — they couldn't push forward — or a failure of tactics.

Maeve It's both. The Oculums were dimension dooring around the battlefield, attacking with glaives and beards and claws, inflicting infernal fever and persistent bleed. The party was reacting, not advancing. When the biggest threats died to Divine Wrath, the remaining enemies came to them. There was no reason to move.

Bram And then the loot.

Maeve The loot is interesting. Argyle finds a non-magical horn amulet. Anzu identifies two magical pamphlets —

Bram Perfection's First Step.

Maeve Titled Perfection's First Step. Incomplete manuscripts. About perfection, apotheosis, ascension, deliverance. Each has about six pages with the last two to three pages blank. Waiting to be completed.

Bram And Anzu completes one in ten minutes with no apparent catch.

Maeve No apparent catch.

Bram But it's powered by a Sinister Six patron.

Maeve It's a focus spell — Unbreaking Wave Advance — sourced from an enemy patron. There's always a catch. The catch is that you're drawing power from a usurper god. That's the catch. It's just not an overt mechanical catch right now.

Bram Do you think the GM is going to have that come back later?

Maeve I think if you complete a spell scroll called Perfection's First Step that's about apotheosis and ascension, powered by one of the Sinister Six, and you think there's no catch, you're the mark. The catch is spiritual contamination. The catch is that the Sinister Six just felt you use their power. The catch is that something is now aware of you.

Bram Or it's just a focus spell and the flavor is flavor.

Maeve In this game? Nothing is just anything. That's your line, not mine.

Bram ...that is my line, damn it. Also — the mongrelfolk tincture.

Maeve Grows additional fingers. Plus two reflex DC, twenty-foot climb speed for ten minutes. And it is, quote, gritty and spicy.

Bram Gritty and spicy! I love that. I love that the mongrelfolk have their own alchemy. These aren't just suffering workers — they have a culture, they have craft, they have stuff that the party can't make.

Maeve Agreed. That's good worldbuilding. The mongrelfolk aren't just victims. They have agency and tools. Limited, but real.

Bram And then Argyle swaps out Show the Way for Locate, targeting ink ribbon, and —

Maeve After an extended rules debate with the GM about what Show the Way actually does.

Bram It says AND, not TO!

Maeve That's the kind of pedantic spell-text argument that splits tables. But they resolve it, Argyle gets Locate, it points north, and they navigate to a barracks room.

Bram Full of tightly stacked metal beds, no mattresses, twisted frames from oversized occupants. Overwhelming acid smell. More wall art. And Detect Magic reveals a level five magic object in a pack.

Maeve Inside — the ink ribbon. A film-reel container, deep red. Plus rags, a bar of lye, and a small key with a skull emblazoned on it.

Bram The skull key! That's a Chekhov's gun if I've ever seen one.

Maeve And Anzu finds a parchment with runic markings related to but not quite Urthram. So there's another layer of text they can't fully read. More knowledge they can't access.

Bram But the ink ribbon — they got it. The primary quest objective. They can go back to the bone-faced curator and get library access.

Maeve They can. But they don't go back. They push forward.

Bram They push forward! Because Anzu — Anzu compares the music notes on the walls to their own voidsong paper.

Maeve And this is where it gets really interesting. The notation uses a different scale, but the actual tones described are a pretty good match. The Sinister Six are emulating voidsong.

Bram The same power Anzu wields. The same thing that carved itself into Anzu's soul. The Sinister Six are trying to replicate it.

Maeve Anzu says — they've kind of figured out how to — and then trails off. Doesn't finish the thought. Because the implications are terrifying.

Bram So is this about Anzu specifically? Are the Sinister Six copying Anzu's power?

Maeve I don't think so. I think voidsong is a broader cosmic phenomenon. The Sinister Six are tapping into the same source that the voidsong came from. Anzu is a vessel for it. The Sinister Six are trying to build their own vessels, their own versions. It's not about Anzu personally — it's about the power.

Bram But that still means Anzu is connected to the enemy whether they like it or not. They're all drinking from the same well.

Maeve Exactly. And the wall art reinforces it — poems about perfection, apotheosis, ascension, deliverance. Crude drawings of stick figures dancing around an orb. Extensive horn iconography. The Sinister Six's worship isn't just ritual — it's an attempt to replicate a specific cosmic power. And the party's own occultist carries that power in their soul.

Bram That's — that's a heavy thread.

Maeve It's the heaviest thread of the session.

Bram Okay. And then — the end. They push forward past the ink ribbon, into increasingly dense spider webs, cramped acid-smelling hallways, skittering sounds beneath the walls.

Maeve Johnny's perception crit lets him guide the party through the webs. Cancels Anzu's failure. Argyle and Johnny both crit their stealth and acrobatics. After fifteen minutes of careful navigation —

Bram They feel a tingle. Like passing through an air curtain. They've entered a Fane.

Maeve A Fane of the Sinister Six. Inside the Strider. Their base. Their home. The thing they've been fortifying with walls and moats and Oil Slicked Walls — it contains an enemy stronghold.

Bram And the session ends. Right there. On the threshold.

Maeve With depleted big spells and an infernal-fever-infected Johnny.

Bram And you think they should have retreated.

Maeve I think pressing into a Fane with Argyle's Divine Wrath already spent, with Johnny running persistent bleed from infernal wounds, with no idea what's inside — I think that's foolhardy.

Bram Or it's brave. They have momentum. They've just won a fight. They've found the quest objective. They've discovered the Sinister Six are emulating voidsong. They're on a roll —

Maeve They're on a roll into a desecrated zone that they know nothing about. Fanes are where hearts live. Hearts have control over their fanes. They can make them look like whatever they want. The party is walking into someone else's domain at half strength.

Bram But they don't know it's a Fane until they feel the tingle. By then they're through the air curtain. Retreating means turning your back on whatever's inside.

Maeve Retreating means living to come back at full strength.

Bram Retreating means giving the enemy time to prepare, to reinforce, to notice you were there. You push through when you have the chance.

Maeve You push through when you have the resources. They don't.

Bram We'll find out next session.

Maeve We will. And I suspect we'll find out the hard way.

Bram ...you might be right.

Maeve I usually am.

Bram Don't push it.

Maeve The spider webs, the skittering — something's in there. Something big. And they walked in with a fever and empty spell slots.

Bram Yeah.

Maeve Yeah.

Bram Well — you had to be there.

Maeve We were there.

Bram I know. I'm just saying — next session's going to be something.

Maeve It certainly is.