Session 12 Recap - Balances Struck
Session 12 Recap - Balances Struck
"The world doesn't forgive debts. It only moves them."
After the violence of the Warp Witch encounter, the Misfits came home to Emberwood with wounds to answer for, a relic still owed to Camp Dawn, and more quiet business than any one evening could hold. Some of it got settled. Some of it got put off again. All of it left a mark somewhere.
A Familiar Shape at the Gate
The party hadn't even finished crossing into Emberwood before Sasha fell into step beside them — unhurried, unbothered, like she'd been waiting for exactly this moment. She wasn't interested in small talk. She wanted to know about the Chapel. Whether they'd gone. Whether they'd walked out with something the Silver Order had gone quiet about.
The party gave her less than she asked for. Nobody confirmed the Sceptre outright.
It didn't matter. She'd seen enough in how carefully they avoided the question. Sasha left the way she'd arrived, already thinking about whoever she'd report to next. The party has little doubt that Mel will know about the Sceptre soon, if he doesn't already.
A Quiet Night for Six
Later, alone, Six dreamed. A flash of a city street — Drakkenheim, before the meteor, whole and unbroken. Someone nearby, out of sight, whistling a tune he didn't recognize.
He hasn't mentioned it to the others.
The Workshop
During the party's long rest back in Emberwood, Doc spent his downtime buried in notes and borrowed formulas. By the end of the night he'd worked out four new recipes: Champion's Weapon, Familiar Figurine, Dazing Hammer, and Aqua Delerium. The party put the last one to immediate use, brewing a single dose before the night was through.
Separately, Emberwood's going rate for Animus Vessels has settled for now — 300 gold per vessel, a price the party can plan around for their next supply run.
Aldor the Immense made another attempt at tracking down a pair of Bracers of Ogre Strength for Rustar. The lead came up short again — but Aldor's confident the next attempt will land easier than this one did. He's said as much before, and he's been right before.
A Price at the Stones
Rustar led Six and Tough Luck out past the last of Emberwood's cottages to the Shrine of the Old Gods, where Old Zoya was waiting among her seven standing stones, same as always.
She looked at both of them the way she'd once looked at Rustar — plainly, without flattery. What she could do for their contamination, she told them, wasn't a cure. It was an exchange. Nothing came off a person for free; it only moved somewhere else, and somebody or something always paid the difference.
Six heard her out and declined. Whatever he's carrying, he's carrying alone a while longer.
Tough Luck accepted. The rite was short, and the price was real: some of his blood for the stones and a sliver of his own luck, drawn out of him at the stones same as the contamination was. He walked away lighter — and with the distinct, unshakable sense that his luck doesn't quite sit where it used to. That's a debt still on the books. It'll come due.
On the way out of the grove, the raven's-beak charm Rustar has carried since his first conversation with Zoya let out a sudden, sharp squawk — the first sound it's ever made. Rustar didn't have an explanation for it. He wrapped it in a towel and didn't take it back out for the rest of the night.
An Honest Report
Back in Emberwood, Drakzen and Doc finally climbed the Watchtower stairs to give Ansom Lang the report he'd been owed since before the Chapel. This time, nothing was held back — the Warp Witches, the Sceptre, all of it, laid out plainly.
Ansom took it the way he takes most things: quiet, measured, more relieved than surprised. Two things came out of the conversation worth remembering:
- Ansom will send support when the party is finally ready to push into Queen's Park — no specifics yet, but the offer is standing and sincere.
- River may be willing to help produce aqua expurgo herself, if the party can secure Oscar Yoren's actual research and recipes rather than relying on Yoren himself to brew it.
Both are loose ends worth pulling on later.
An Impasse at the Skull & Sword
Six went to see Mel alone, hoping to finally settle the Yoren job — the potion redirect Mel had asked for weeks earlier, back before the Chapel was ever on anyone's mind. Six argued they'd done their part and wanted payment.
Mel didn't see it that way, and he wasn't shy about saying so. No potions have moved. Nothing's been redirected. The Queen's Men don't pay for effort — they pay for delivery, and there hasn't been any.
The conversation ended at an impasse. No gold changed hands.
Before Six left, Mel offered something else instead of an apology — a name, dropped sideways the way Mel drops everything: the Black Ivory Inn. This time he had reasons, plural, and he laid them out one at a time like a man counting coins onto a table.
The first: the Black Ivory Inn is, by every account Mel trusts, a fully operating inn — sitting inside the outer city, inside the Haze itself, running like nothing in the world is wrong with the ground it's built on. That shouldn't be possible. Mel didn't pretend to have an answer for how it is. Neither, he admitted, does his employer — and that bothers her more than almost anything else does.
"The Queen doesn't care for mysteries she hasn't solved herself. An inn that just... works, somewhere that isn't supposed to let anything work? That's the kind of thing that keeps her up at night. Not that she sleeps much to begin with."
The second: the tunnels. Old smuggling routes run underneath the inn, and by Mel's telling, they're a way into the inner city that doesn't require walking through anyone's front gate.
And then, because Mel never lets an opening go to waste, he circled back to Six directly, the way he always does.
"You know she's the most dangerous person in this city, right? Not the Academy. Not the Order, God love their shiny armor. Her. And people with your particular gifts don't stay unclaimed forever, Six. Someone always claims them eventually. Better it's someone who'd actually use you right."
That's what makes the Black Ivory Inn worth the party's attention, in Mel's eyes — and worth watching, in the Queen's.
Camp Dawn
The party rode to Camp Dawn to finally deliver the Sceptre of Saint Vitruvio. This time, it was Ophelia Reed alone who received them — Thurgood Marshal was elsewhere, and that introduction will have to wait for another visit.
Ophelia's gratitude was plain and unhurried. In exchange for the Sceptre's safe return, the Silver Order gave the party a Necklace of Adaptation, 250 gold each, and a healing potion each — a fitting gift from an order that holds its line against the Haze itself.
Frankie was left waiting outside camp again, this time under Augustine's watch. The party's read on the Silver Order hasn't changed: a construct walking openly among the knights still feels like a bad introduction waiting to happen.
While they were at it, Six — having turned down Old Zoya's offer at the stones — asked Ophelia to cast Purge Contamination on him instead. He watched the whole rite closely, half-expecting to see the same kind of exchange Zoya had described: something taken, something paid, somewhere. He didn't see anything like that. Whatever the price of this cure is, it isn't visible from the outside. That's sitting oddly with him.
Pluto Jackson's Pitch
Back in Emberwood, Rustar ran into Pluto Jackson again — no rematch at Kick the Can this time, but Pluto had something more serious on his mind regardless. He's putting together a book, Monsters of Drakkenheim, and he wants it built on real accounts instead of tavern exaggeration. He asked Rustar for exactly that: what the party's actually fought, what it did, what worked.
Rustar corrected more than one entry already sitting in Pluto's notebook — including a wrong assumption about the Warp Witches (no petrification, no charm against iron; the real danger was never physical) and an even more wrong one about the ratlings beneath the city (not mindless vermin, and not alone down there). Pluto took the corrections in stride, same as he takes most things, and the door's open for more of this later.
Loose Threads
- Tough Luck's luck — the price paid to Old Zoya isn't fully understood yet. Something about his fortune has changed, and it will matter later.
- Rustar's raven-beak charm — it has never made a sound before tonight. It's currently wrapped in a towel.
- Oscar Yoren's offer to Six — still open, still untaken.
- Augustine's private luncheon with Kosta Stavros at the Red Lion. Will be handled next session, or in a private session prior.
- Thurgood Marshal — still unmet. Only Ophelia received the party at Camp Dawn.
- Sasha knows the party has the Sceptre, even without a direct confirmation. She's almost certainly already passed that along to Mel.
- The Yoren job is at an impasse — Six believes the party held up their end; Mel disagrees, and no payment has changed hands either way.
- The Black Ivory Inn — named directly by Mel for the first time. Still unexplained, still worth pursuing.
- Aqua Expurgo — production is still stalled on Oscar Yoren's cooperation, but River's potential involvement is a new angle worth pursuing.
- Six's cure at Camp Dawn — he watched closely for the trade Zoya warned him about and saw nothing. Whether that means the price is simply invisible, or something else entirely, is still an open question.
- Queen's Park — Ansom has agreed to send help whenever the party is ready to make the push.
Next Session
The party is heading to Shepherd's Gate for a follow-up on Tough Luck's search for Hazel, before turning their attention to the Black Ivory Inn.