A fence is paying for one night's work, and the tower he wants opened stands three miles out on the salt.
Qoleth is a salt port. Everything scraped white out of its pan-fields has to be weighed and stamped before anyone can legally sell it, and the brass seal that does the stamping belongs to Dessin Tallow, who keeps it in an old shore-mark tower three miles out along the pan road — a building he bought, sealed, filled with his own arrangements, and does not sleep in.
Tonight he is in town at the weighing-court. A fence named Bassar Vetch is paying for one night's work: get that seal out of that tower and put it in his hand. He pays on delivery and not an hour before.
Odiya Sarn brought you the job and she is coming with you. That is the whole crew.
Not the front door — that is the other world in the catalog. This is the one for a player who already knows how the game works, because nothing here is going to point. The frame is fixed and small: the job, the road, the tower, tonight. Everything between the outside of that wall and the thing you came for is yours to work out, and every way of doing it costs something different. Go slow and quiet, or go fast and loud, and then live inside whichever one you chose — because the score is only half the job. The way out is back through the night you just had.
You type what you would actually do, in your own words. Nobody offers you three options.
You start at level 3 — you already do this for a living, and the module hands you the tools to prove it. Expect to finish there or a step past it; a night's work is not a career, and levelling is not what this one is about. You bring your own character and choose everything about who they are; the module sets the level, so the job and the crew always match. Two of you, no hiring. It runs about ninety minutes, in one sitting.
Odiya Sarn
Bassar VetchAn email when something real ships. No spam, no gate, no countdown.
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