20 Session 0.5 — Props & Handouts
Print this page. Cut cards at the dashed lines. Hand each card to players at the indicated moment. GM reference cards stay behind the screen.
All player handouts are written in-world — no game mechanics visible to players.
20.1 Player Handouts
These are physical objects the characters find or already possess. Hand them out at the moment listed.
20.1.0.1 Sera’s Letter — Give to Pel at session start
Hand to Pel’s player before the first scene. It is already in his pocket.
The paper has been folded and refolded many times. The handwriting is careful — she usually writes faster than this.
Six weeks ago. No date.
Something is happening in Varenhold. I do not feel safe writing it plainly.
I am looking into something beneath one of the Lowmark Dawnhalls. I have an access record that should not exist. I don’t know yet what it means, but I know the handwriting.
Come if you still trust me.
— S.V.
Below, in a different ink, added later:
The Dawnhall on Crestwick Lane. Ask for Berric.
20.1.0.2 Berric’s Ledger — Give when Investigation DC 14 passed in Phase 2
Phase 2. Investigation DC 14. Pel can connect the date to Sera’s letter immediately.
A worn maintenance ledger. Most entries are in the same practical hand — supply orders, repair requests, patient counts. Then one entry breaks the pattern.
DAWNHALL LOWMARK — BASEMENT ACCESS LOG
…flour delivery confirmed, 40 sacks… …lantern maintenance, east wall, completed… …two new cots requested from Guild…
Entry — six weeks ago: Access: lower storage — inspection and assessment Duration: ongoing, open-ended Authorized by: (a different hand — formal, precise, the script used in Spire administrative documents) Signed: (illegible)
…candle stock low, order placed… …patient intake up, need more blankets…
The Spire hand does not belong here. Berric did not write this entry.
20.1.0.3 Chalk Marks — Give when Religion DC 13 passed in Phase 3
Phase 3, upper basement floor around the reinforced door. Religion DC 13 identifies the runes; no check needed to see the marks or the scraping above the doorframe.
Chalked on the stone floor, rough but deliberate, like someone practicing or leaving a note for themselves:
ᚾ ᛊ
Nauthiz — Need. Sowilo — Sun.
Two of the four marks that open something. Someone knew part of the sequence and wrote it here.
Above the doorframe, recent chisel marks where text was removed. Only fragments remain in the stone:
“…THE ERROR WAS IN THE…”
“…DO NOT…”
The plaster used to fill the gaps is still pale. This was done within the last month.
20.1.0.4 Vault Door — Give when party reaches Phase 6
Read the door description aloud first. Then pass this card.
Old stone. Eight feet tall. No handle, no keyhole.
Twenty-four runes carved in a ring — every rune of the Elder Futhark, each precise, each deep. Four of them are slightly raised, proud of the surface by a finger’s width. You can feel them when you run your hand across the stone.
ᚠ ᚢ ᚦ ᚨ ᚱ ᚲ ᚷ ᚹ ᛟ ᚺ ᛞ · ✦ · ᚾ ᛜ ᛁ ᛚ ᛃ ᛗ ᛖ ᛒ ᛏ ᛊ ᛉ ᛈ ᛇ
Highlighted runes can be pressed.
Below the ring, carved in old academic Varenhold:
“We did not come here to celebrate the failure. We came here to understand it. Press what you know in the order that it happened.”
20.1.0.5 Plinth 1 — The Bell — Give when Plinth 1 found
Phase 7. Investigation or passive Perception finds each plinth. Pass this card when they examine it. Religion DC 11 or Investigation DC 11 to translate the inscription.
A stone column, waist-height. A bell is carved into the face. Below it, the dial mechanism — two rotating rings.
An inscription in Elder Futhark runs around the base.
Top ring: ᛗ Bottom ring: ᚨ
Inscription (translated):
“The bell speaks when the hand of man carries the word of god.”
Mannaz — Man. Ansuz — God.
20.1.0.6 Plinth 2 — The Chain — Give when Plinth 2 found
Phase 7. Same as Plinth 1.
A stone column, waist-height. A chain-link is carved into the face. Below it, the dial mechanism.
Top ring: ᚾ Bottom ring: ᛃ
Inscription (translated):
“The chain holds when necessity grasps the turning year.”
Nauthiz — Need. Jera — Harvest/Year.
20.1.0.7 Plinth 3 — The Eye — Give when Plinth 3 found
Phase 7. Same as Plinth 1.
A stone column, waist-height. An open eye is carved into the face. Below it, the dial mechanism.
Top ring: ᛖ Bottom ring: ᛈ
Inscription (translated):
“The eye sees when trust opens what is hidden.”
Ehwaz — Horse/Trust. Perthro — Dice Cup/Hidden.
20.1.0.8 Plinth 4 — The Flame — Give when Plinth 4 found
Phase 7. Same as Plinth 1.
A stone column, waist-height. A flame is carved into the face. Below it, the dial mechanism.
Top ring: ᚦ Bottom ring: ᛊ
Inscription (translated):
“The flame arrives when the giant force is pointed at the sun.”
Thurisaz — Giant/Force. Sowilo — Sun.
20.1.0.9 Calibration Dial Reference — Give when first plinth found
Pass immediately when first plinth card is handed out. This is a player aid, not an in-world document — it summarises what all four plinths will tell them.
CALIBRATION DIAL — 4 rings, 4 settings
| Ring | Symbol | Top | Bottom |
|---|---|---|---|
| 1 | Bell | ᛗ | ᚨ |
| 2 | Chain | ᚾ | ᛃ |
| 3 | Eye | ᛖ | ᛈ |
| 4 | Flame | ᚦ | ᛊ |
Wrong setting: ring stays cold, no damage. Try again.
Correct setting: ring warms. Make a stabilization skill check (DC 14 — Arcana, Religion, Investigation, Sleight of Hand, or Athletics).
Fail: 1d6 radiant to acting character. DC rises to 16 until end of their next turn.
20.1.0.10 Vault Wall Fragment — Give if History DC 13 or Investigation DC 12 passed in Phase 7
Phase 7. Characters examining the north or east wall. No check needed to see the writing — only to understand it.
Carved into the stone of the north wall, in the formal script of the scholars who built this place:
“The second attempt was authorized by the same hand that sealed the first. The error was not in the will. The error was in the calibration of the initial anchor — we corrected the method, but the foundation stone was already wrong. We have documented this. We are sealing this vault so that the next attempt begins with honest knowledge, not the hope that the problem fixed itself.
If you are reading this: you found us. That means someone gave you the door sequence. Ask them why.”
Below this, a later addition in different handwriting, hastily carved:
“Kenaz. The fire was wrong. Not too little — too much, too fast. The controlled burn became an uncontrolled one. We did not manage the ignition. That is the whole answer.”
20.2 Item Cards
Hand these to players when items are looted. Each card describes what the item does — written for players, not as in-world text.
20.2.0.1 Flash Vial
Consumable — found on Restorer Scouts (up to 6 total)
Thrown weapon. Range 20/40 ft. No attack roll required.
All creatures within 5 ft of impact point make a DC 12 Constitution save or are blinded until end of their next turn.
A sealed vial of amber-resin compound. Shatters on impact and releases a burst of concentrated light.
20.2.0.2 Ritual Lantern of Warding
Wondrous Item — looted from Bridge Guard
Charges: ☐ ☐ ☐ (regain 1d3 at dawn)
Action — 1 charge: All creatures within 30 ft make DC 14 Wisdom save or are frightened of the bearer for 1 minute (Constitution save DC 14 ends on each of their turns).
Free action: Bright light 30 ft, dim light 60 ft.
An iron lantern wrapped in ritual cord. The flame inside burns amber even in darkness.
20.2.0.3 Ritual Chain
Weapon (+1 Flail) — looted from Bridge Guard
+7 to hit | Reach 10 ft | 2d6+5 bludgeoning
On hit: target makes DC 15 Strength save or is grappled (escape DC 15).
While grappled and on a bridge or ledge: DC 12 Dex save at start of each turn or dragged 5 ft toward the edge.
Enchantment fades after one week outside ritual context.
20.2.0.4 Primer Lantern
Wondrous Item (rare) — looted from Maerin Voss
Charges: ☐ ☐ ☐ ☐ ☐ (regain 1d3 at dawn)
Attack — 1 charge: +7 to hit, range 30 ft. Hit: 2d8 radiant. Target makes DC 15 Constitution save or blinded until end of its next turn.
Daylight — 2 charges: Cast daylight (action).
Free action: Bright light 30 ft, dim light 60 ft.
A lantern of worked bronze and amber glass. The flame responds to intent.
20.2.0.5 Charged Amber Shard ×4
Consumable weapon — 2 per Anchor-Bearer looted
+5 to hit | Range 20/40 ft (thrown) | 1d8 radiant
Charged for 1 hour after combat. After 1 hour: inert stone, 1d4 bludgeoning only.
Fragments of amber supersaturated with anchor energy. Discharge on impact. The glow fades as the charge bleeds out.
20.2.0.6 Restorer Sash
Wondrous Item (social) — found on Scouts (up to 3)
While wearing this sash visibly:
Advantage on Persuasion checks with Restorer-sympathetic residents of the Lowmark.
Disadvantage on Deception checks when lying to those same people (they recognise the sash and expect honesty from a bearer).
Deep red cloth with an amber-thread sunrise pattern. Unmistakable to anyone who knows the Restorers.
20.2.0.7 Restorer Lieutenant Token
Social item — looted from Bridge Guard
A small carved bone disc stamped with a stylised lantern. Recognised by Restorer rank-and-file as a sign of authority within the movement.
Opens faction dialogue with Restorers in Sessions 2–3 who would otherwise be hostile.
Does not work on Restorer leadership (Maerin, Edoran) — they know who holds a lieutenant rank.
20.2.0.8 Restorer Codex
Plot item — looted from Maerin Voss
A hand-bound journal in Maerin’s handwriting. Contains:
- The history of the second ritual attempt
- Three scholar names — the makers, still living
- A partial map of anchor network sites across Varenhold
- The door sequence and method Maerin was given, with notes on its source
- Her own doubt, written in the margins: “Who knew to send this to me specifically?”
Critical evidence for Sessions 1–3. Theron Waide (City Archivist) will want to see this. So will the Spire. And the Restorers will want it back.
20.3 GM Reference Cards
Print and keep behind the screen. These are not player-facing.
20.3.0.1 Anchor Tracking
AC 15 | HP ☐☐☐☐☐ 40 | Resist: Radiant, Fire | Vuln: Thunder
Rings calibrated: - ☐ Bell (ᛗ + ᚨ) - ☐ Chain (ᚾ + ᛃ) - ☐ Eye (ᛖ + ᛈ) - ☐ Flame (ᚦ + ᛊ)
Stabilization checks: ☐ ☐ ☐ success / ☐ ☐ failure (DC 14)
Round: ☐1 ☐2 ☐3 ☐4 ☐5 ☐6
| Round | Effect at Init 20 |
|---|---|
| 1 | Pulse. No damage. Wall inscriptions seem to shift. |
| 2 | 10-ft radius: DC 13 Con save. Fail: 2d6 radiant. |
| 3 | Sickroom worsens. Social checks at disadvantage until addressed. |
| 4 | Light-Sick Echo appears at Plinth 1. Roll initiative. |
| 5 | DC 13 Wis save or disadvantage on next attack/check. |
| 6 | Final Flare. 30-ft radius, DC 14 Con. Fail: 4d6 radiant + blinded. |
20.3.0.2 Ixa — Vault Door Vision
When Ixa comes within 10 ft of the vault door:
She recognises the stonework. The pattern of the marks. She has seen these before — not with her eyes.
Wisdom DC 15:
Fail: Overwhelmed. Stunned until end of next turn. Other players see distress (reads as sensitivity to old magic). On recovery she knows: - Two runes from the door sequence (ᚺ Hagalaz and ᚾ Nauthiz) - One plinth dial combination of the GM’s choice
Success: Flashes come, do not break her. She stays functional. She can clearly describe one fragment — enough to identify one door rune or confirm one dial setting the party has already guessed.
Either outcome: Ixa’s player knows this place means something. The rest of the table does not know why.
Do not explain this. Let it sit.
20.3.0.3 NPC Quick Reference
Maerin Voss — Opens with words. Calls a halt if 2 allies fall or civilians are hurt. Cracks if shown the Codex and told she was used as a delivery mechanism.
Three lines to know: - “You feel it, don’t you? This is not dead stone. This is an answer.” - “I will not let fear bury the dawn again.” - (if shown the ledger) “…Who knew to send this to me?”
Bridge Guard — Surrenders below 20 HP. Gives ᚺ ᚾ ᛊ. Does not have ᚲ. Knows someone outside the Restorers funded this operation.
Berric Halven — Relieved the party is here. Knows the ledger entry is wrong. Final line before they leave: “She asked me to send word the moment anything happened. I sent it hours ago. She lives three streets away. She would have heard the bell.”
Ilya Ren — Upstairs. Never comes down. Voice only from Round 3: “Whatever is below us, it is killing them now.”
20.3.0.4 Encounter Summary
Phase 1 — Street (Medium) 3× Restorer Scout CR 1 | 200 XP each Flash Vials, Pack Tactics, radiant crossbows Adjusted XP: ~1,200
Phase 5 — Bridge (Hard, terrain-amplified) 1× Bridge Guard CR 5 | 1,800 XP 82 HP, AC 18, Ritual Chain reach/grapple, Lantern fright If alarm raised: +2 Scouts arrive round 2 Adjusted XP: 1,800 base / 4,400 with reinforcements
Phase 7 — Vault (Deadly) Maerin CR 5 (1,800) + 2× Bearer CR 3 (700 ea) + 4× Desperate CR 1/4 (50 ea) + 2× Echo CR 2 (450 ea) Base: 4,300 XP | Adjusted ×2: ~8,600 XP Plus anchor hazard (up to 4d6 radiant round 6)
Total session adjusted XP: ~11,000 Daily budget for 10× level 4 chars: ~12,350
20.3.0.5 Faction Stakes
If the ritual runs to completion and fails again:
| Faction | Result | Why |
|---|---|---|
| Restorers | Short-term win | Proof of concept, martyrdom fuel, recruitment spike. Leadership walks free. |
| Spire | Win | Justification to crack down on Restorer cells, seize vault evidence, expand Lowmark jurisdiction. |
| Healers’ Guild | Loss | Grey sickness spikes. Dawnhall reputation damaged. They hold the human cost. |
| Lowmark residents | Loss | Anchor flare harms the sick immediately. Dawnhall becomes unsafe. |
| Compact | Nervous | Another failed ritual accelerates Varenhold’s economic decline. |
The horrible positive: A completed-and-failed anchor leaves a resonance scar — permanent magical dead zone, grey sickness accelerates 3-block radius. But it burns out the Spire’s forensic evidence. Restorer leadership escapes prosecution. They have a new martyr site.
Scouts are useful idiots: Paid 4 silver each to “manage crowd overflow for a vigil.” They do not know about the vault. If captured: “We were told it was a ceremony. We were not told what was below.”
20.3.0.6 Clue Chain — Vault Door Sequence
Party needs: ᚺ ᚾ ᚲ ᛊ in that order.
| Phase | Source | Clue |
|---|---|---|
| 3 | Chalk floor | ᚾ and ᛊ visible (2 of 4) |
| 3 | Scraped wall | Makers removed warnings — someone is hiding the sequence |
| 5 | Guard surrender | ᚺ ᚾ ᛊ (3 of 4 — no ᚲ) |
| 6 | Door inscription | “In the order that it happened” = failure → need → method → goal |
| 6 | Ixa vision (fail) | ᚺ and ᚾ confirmed + one dial setting |
| 6 | Ixa vision (pass) | Confirms one rune or dial the party has already guessed |
| 7 | Vault wall | “Kenaz. The fire was wrong. Not too little — too much, too fast.” |
Why ᚲ Kenaz is hardest: The Guard doesn’t have it. It’s not in the chalk. Ixa must remember it or they must derive it from the vault wall. The wall tells them what Kenaz means here (the corrected method) — the inscription tells them when it fits (third, after need, before the goal).