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Flow of Shiver

The document describes a detailed in-game narrative set in the city of Korvosa on a rainy night, focusing on the atmosphere and events in various districts including Midland, the Old Docks, North Point, and Old Korvosa. Players encounter various characters and situations, such as a drunken man warning of a ghost ship and children playing in the rain, while uncovering local gossip and rumors. The narrative culminates at St. Caspieran's Salvation, a dilapidated mission that symbolizes the city's decay and the struggles of its inhabitants.
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0% found this document useful (0 votes)
10 views15 pages

Flow of Shiver

The document describes a detailed in-game narrative set in the city of Korvosa on a rainy night, focusing on the atmosphere and events in various districts including Midland, the Old Docks, North Point, and Old Korvosa. Players encounter various characters and situations, such as a drunken man warning of a ghost ship and children playing in the rain, while uncovering local gossip and rumors. The narrative culminates at St. Caspieran's Salvation, a dilapidated mission that symbolizes the city's decay and the struggles of its inhabitants.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Departing Midland

3 Lancet Street - Zellaras House - Outside In-Game Time: 22:30 Oathday, 18th of
Sarenith 4708
Weather Condition: Steady Rain
Temperature: High 59°F / Low 47°F
Wind Speed: 5 mph, light breeze
Precipitation: Persistent drizzle, thickening to rain (edited)

As the door to Zellara’s home creaks open, the sound of rain fills the room, a steady
rhythm that seems to echo the city’s heartbeat. The cool night air rushes in,
carrying with it the scent of wet stone and the faint tang of the Jeggare River.
Outside, the rain falls in a relentless drizzle, painting the cobblestones dark and
slick with water. Small puddles collect between the uneven stones, their surfaces
rippling as drops strike. You step into the street, leaving behind the faint lavender
aroma of Zellara’s sanctuary—a remnant of the Harrow reader’s humble attempts
to make her dwelling a place of comfort amid Korvosa’s bustling chaos. As the
door closes behind you, it’s as if the threads of her soft voice and the cards’
whispered truths are swallowed by the night. The streets here in Midland are
relatively quiet—patrolled but still wary. A pair of guards huddle under an
awning, trying to avoid the worst of the downpour. A Chelish-styled carriage
splashes through a puddle, its driver hunched against the rain. The few
remaining merchants packing their goods work quickly, muttering curses under
their breath about the weather. Lamps flicker behind fogged glass, their light
refracting in the rain. In the distance, the bells of a Varisian caravan echo faintly,
blending with the rhythmic clang of a blacksmith’s forge somewhere unseen.

The Old Docks

In-Game Time: 22:40 Oathday, 18th of Sarenith 4708

As you approach the West Docks, the scent of the Jeggare River sharpens, mingling
with the unmistakable stench of saltwater, rotting fish, and damp wood. The world
seems narrower here, the streets hemmed in by leaning warehouses and sagging
tenements. Lanterns on rusted hooks cast uneven light across the boardwalks, their
glow distorted by the rain into smudges of gold on the dark, slick planks.

The creak of weathered wood beneath your boots becomes your constant
companion, a reminder of the thin barrier separating you from the brackish water
below. (K Local OR K Nature DC 12: Sharks) Crates of salted fish and barrels of
brined meat line the walkways, many leaking oily puddles that shimmer in the faint light.
The dockhands working this late are few but watchful, their faces partially obscured by
rain-soaked scarves or the brims of battered hats. One man leans on a rusted harpoon,
his gaze tracking your every move like a gull waiting to scavenge scraps.

A splash of unexpected brightness cuts through the gloom as a group of children dash
by, their laughter ringing through the rain. They chase after a scruffy mutt, its fur matted
with mud and rainwater. The dog darts between barrels and crates, narrowly avoiding
the grasping hands of its pursuers.

One boy, no older than eight, stumbles and lands hard on the wet wood with a sharp
yelp. He sits up quickly, holding his scraped knee and glaring at the others as they
disappear into the distance.

● Heal DC 10: Helping the boy bandage his scrape could earn his trust and
perhaps some local knowledge.
● Diplomacy DC 12: A kind word or small coin might encourage the boy to share
what he knows about the docks. Success could reveal rumors of Beltias Kreun’s
gang frequenting the area near St. Casperian’s.

Bailer’s Retreat R8 West Dock wip

As the group nears a weathered building with a sagging roof, the painted sign swinging
above the door reveals its name: Bailer’s Retreat. The faded lettering and crude
depiction of a boat sinking below stormy waves leave little doubt about the tavern’s
reputation. A trio of half-drunk sailors stumble out, laughing and cursing in equal
measure, their heavy boots splashing through the rain-soaked street.

A disheveled man sprawls on the tavern’s front steps, one hand clutching a near-empty
bottle while the other gestures weakly toward the harbor. His slurred words carry an
ominous tone. “She’s there, I tell ya... the ghost ship... sails black as the night, crewed
by the damned... it’s out there, waitin’ for us fools to fall in its path...” He trails off into
incoherent muttering.

● Knowledge (Local) DC 10: Bailer’s Retreat is notorious for its rowdy patrons,
particularly newly released prisoners from Citadel Volshyenek. Fights are
common, and the guard often pays unwelcome visits.
● Intimidate DC 12 (optional): The drunkard might divulge more if pressed,
though his ramblings are unreliable at best.
● Perception DC 14: You notice a slip of paper peeking from the man’s coat
pocket. On closer inspection, it appears to be a crumpled list of names, though
its significance is unclear without further investigation.
As you continue deeper into the district, the rain intensifies, soaking through cloaks and
pooling at the edges of the wooden boardwalks. The once-faint smell of brine and decay
becomes overwhelming, clinging to the air like a shroud. The distant sounds of revelry
and arguments spill from open tavern doors, blending with the rhythmic clang of metal
on metal as dockhands secure their cargo.

Leaving Midland Behind


As you make your way northward, the streets of Midland give way to the cobbled lanes
and tighter corners of North Point. The rain continues its steady drumming, filling the
silence between your party’s footsteps and the distant murmur of the Jeggare River.
Lanterns hang low from wrought-iron hooks, their golden light diffused by the fog rolling
in from the riverbanks.

A few late-night wanderers, cloaked against the weather, pass by without more than a
glance. The homes here, though modest, stand sturdy and well-maintained—a stark
contrast to the crumbling structures that await you in Old Korvosa.

North Point

In-Game Time: 22:55 Oathday, 18th of Sarenith 4708

North Point, the oldest district of Korvosa, bears its history in its architecture. Narrow
streets twist and turn unpredictably, a relic of the city’s early, unplanned development.
The district is quieter than most at this hour, save for the occasional splash of a carriage
cutting through puddles. The lights of the Pantheon of Many (South Shore, S5 on Big
Map) glow faintly in the mist, the white marble walls of the building standing as a
beacon of peace.

● Knowledge (Religion) DC 10: Build just two years ago, this massive octagonal
building is the fourth largest in the city. Its white-marbled walls hold shrines to 17
different deities, with only Gorum, Lamashtu, and Rovagug excluded from the
“Core 20.” The pantheon respects all of the deities it serves, and all 17 spaces
are equally sized. Clerics representing their respective deities perform rites under
the watch of a pair of impartial observers.

Further down the street, the faint strains of a lute can be heard from the open windows
of Jeggare’s Jug, a small tavern catering to dockworkers and other laborers. Its faded
sign swings gently in the rain, offering respite to those weary of the elements.

A Fateful Discovery
As you walk, a crumpled piece of paper flutters in the wind, snagging briefly on the
corner of a nearby crate. The paper is sodden from the rain but still legible, its bold title
catching your eye: The Korvosan Carrier.
(Perception DC 10 to notice the paper. Failure results in it blowing further away,
requiring a DC 13 Reflex save to catch it before it vanishes into the night.)
The page is a mix of gossip, public notices, and Korvosa’s latest happenings. Among
the headlines:

1. Blackjack is Back:
After months of absence, the city’s masked vigilante has reappeared, saving a
young woman and her children from an attempted abduction in Old Korvosa.
Serah Polliver, the victim, recounts the hero’s intervention against wild-haired,
blue-skinned gnomes.
2. Royal Hangover Ruins Reception:
Rumors swirl about King Eodred II’s health after his absence at a prominent ball.
Official statements insist the king is merely focused on the city’s welfare, while
Queen Ileosa steps further into the public eye.
3. Safety Amid Turmoil:
Field Marshal Cressida Kroft reassures citizens that the Korvosan Guard is
working tirelessly to maintain order, though she declines to comment on the
Order of the Nail’s involvement.
4. Sanctuary of Shelyn:
A notice invites citizens to the temple for advice, solace, and words of beauty
from the Lady of Love’s priests.
5. Jeggare’s Jug Advertisement:
A note on the tavern in Old Dock highlights its pepper whiskey—a local favorite
among its patrons.

Crossing the Jeggare to Old Korvosa

In-Game Time: 23:10 Oathday, 18th of Sarenith 4708

As you cross the bridge into Old Korvosa, the atmosphere transforms as though you’ve
stepped into another world. The cobbled streets grow narrower and rougher, jagged
stones jutting up where the mortar has long since crumbled. The buildings here lean
precariously, their wooden supports warped from years of damp and neglect. Sagging
roofs almost meet above your heads, forming claustrophobic tunnels that trap the rancid
stench of refuse, fish guts, and mildew.

The lanterns, where they still stand, are dim and cracked, their glass smudged with
grime. The meager flames inside struggle against the rain, casting uneven, flickering
light that stretches shadows into grotesque shapes along the walls. The rainwater pools
in the alleyways, mixing with slop from overturned barrels and filth scraped from the
streets. The puddles shimmer with a greasy sheen, like liquid mirrors reflecting the
decay around them.
Old Korvosa

Dockworkers and laborers trudge homeward, their faces worn and hollow. Some carry
crates or sacks, their shoulders hunched against the rain. Others simply shuffle forward,
staring blankly at the ground as if willing the night to end. A group of Korvosan Guards
lurches out of a dilapidated tavern, their raucous laughter cutting through the otherwise
oppressive quiet. One of them stumbles and falls face-first into a puddle, prompting a
round of mocking cheers from his companions.

R3: Travelling Man, The (Old Korvosa, (R3 on Big Map): K Local 20: This small tavern’s
main claim to fame is its proximity to one of the otyugh plugs used by the city to feed its
sewer beast allies. People flock to this tavern every Oathday, when a small contingent
of Korvosan Guards winch open the plug and throw in some fresh meat and veggies.

Children peek out from behind cracked shutters and broken windows. Their faces are
pale and gaunt, their wide eyes tracking your movements with a mix of curiosity and
caution. One boy, no older than seven, scampers out from the shadows to snatch a
piece of discarded bread from the gutter before vanishing into the maze of alleys.

A haunting melody drifts faintly through the rain—a violin’s mournful strains. The notes
seem to echo from nowhere and everywhere, blending into the steady patter of rain on
wood and stone. The sound is both beautiful and deeply unsettling, as though the music
itself is a lament for the district.

Farther along, a woman sits hunched in the corner of a doorway, her hands trembling
as she grips a small bundle wrapped in rags. Her hollowed cheeks and sunken eyes
betray her hunger, but she clutches the bundle protectively, murmuring softly to it as if it
were a child. K Nature DC 110: The faint smell of shiver clings to her, sour and acrid.

A group of three men in patched leather armor leans against a wall near a crooked
lamppost, their eyes sharp and predatory. They watch your group closely, muttering to
one another in low voices. Their hands rest casually on the hilts of daggers at their
belts, the universal language of intimidation. (Pauper Boys, shiver dealers)

The Architecture of Desperation

The tenements of Old Korvosa seem to breathe despair. Their walls, once painted in
vibrant colors, are now streaked with dirt and faded to muted grays and browns. The
occasional Varisian tapestry or string of bright beads hangs from a window, a stubborn
reminder of the culture and hope that refuse to be entirely smothered.

Cracks snake through the plaster, and wooden beams protrude where walls have
buckled. The gutters overflow, spilling dirty rainwater in rivulets down the sides of
buildings. The doorframes sag, and many doors hang ajar, revealing dark interiors
where the flicker of a single candle or the faint glow of a dying hearth hints at life within.
A few shops cling to life along the main street, their signs faded and illegible. A
pawnbroker’s window displays tarnished silverware and rusted tools, while a bakery
next door has long since gone cold, its ovens filled with cobwebs.

Bridgefront’s Depths

The air grows heavier as you delve deeper into Bridgefront. The alleys are narrow and
twisting, hemmed in by the oppressive weight of leaning buildings that seem to clutch
each other for stability. Their rooftops nearly touch, creating an unbroken stretch of
shadow that amplifies the gloom. The cracked plaster walls are streaked with grime,
and the occasional faded mural—once a proud display of Varisian heritage—is now
defaced with crude graffiti and claw-like scratches.

The ground underfoot is uneven, a mixture of mud, broken cobblestones, and refuse.
Piles of rotting garbage line the streets, buzzing with flies and the occasional scurrying
of rats. A tattered doll lies forgotten in a puddle, its glassy eyes staring lifelessly at the
darkened sky above.

Every so often, a sharp cry of pain or despair echoes from one of the sagging
structures, only to be abruptly silenced—whether from fear or violence, it’s impossible to
tell. The glow of distant lamps is muted by the thick mist, leaving most of Bridgefront
cloaked in oppressive darkness.

Arrival at St. Caspieran’s Salvation

In-Game Time: 23:20 Oathday, 18th of Sarenith 4708

The rain intensifies as you approach your destination, its steady rhythm filling the
otherwise silent streets. St. Caspieran’s Salvation emerges from the shadows like a
broken monument to better days. Once a sanctuary of healing and faith, the old mission
now stands as a bitter reminder of the city’s decay.

The sagging belltower leans slightly to one side, its once-proud silhouette marred by
cracks and erosion. The bell itself, now corroded and silent, is barely visible through the
skeletal framework of the tower. The walls of the mission are streaked with soot and
grime, a mixture of neglect and the unrelenting filth of the district. Moss creeps up the
foundation, its sickly green hue blending with the dark stone.

A faint, flickering light dances behind a boarded-up window near the entrance, casting
long, shifting shadows onto the wet street. The uneven wooden door is scarred with
scratches and gouges, as if countless desperate hands have pounded on it seeking aid
—or perhaps refuge. Above it, a weathered carving of Sarenrae’s sunburst symbol
hangs crookedly, nearly swallowed by years of soot and decay.
As you stand before St. Caspieran’s Salvation, the weight of the district presses down
on you. This place is no haven of hope—it is a prison for the desperate, a trap for those
ensnared by Gaedren Lamm’s web of addiction and despair. The flickering candlelight
within seems less a beacon of warmth and more a faint, dying flame struggling to
survive in a sea of darkness.

Main Entrance
The weathered double doors creak on their hinges as the wind tugs at them, but the
faint murmur of voices from within assures you the building is far from abandoned.

Two thugs linger near the main entrance, their postures casual but their eyes sharp as
they scan the street. One of them leans against the wall, arms crossed, his greasy hair
plastered to his scalp by the rain. The other holds a battered cudgel, twirling it idly in his
hand, though his gaze never strays far from your group.

The faint smell of cabbage soup and unwashed bodies wafts out from the doors
whenever they shift in the wind, mingling with the damp air. Behind the thugs, you catch
a glimpse of the dimly lit lobby, its scratched wooden tables and scattered benches
visible through the open doors.

Skill Check Opportunities at the Entrance:

● Diplomacy DC 15: Convince the thugs you’re harmless visitors, perhaps


beggars seeking shelter or addicts looking for a fix. Success grants access with
minimal resistance.
● Intimidation DC 15: Threaten the thugs into letting you in, though it may draw
attention inside.
● Bluff DC 15: Pretend to be affiliated with Beltias or another part of the operation.
Failure may lead to suspicion or confrontation.
● Stealth DC 20: Circumvent the entrance entirely, sneaking in through another
route like the boarded courtyard doors or scaling the walls to a window.

If Combat Ensues:
The thugs aren’t looking for a fight but will defend themselves if pressed. They call for
reinforcements if things go poorly (1d4 thugs arrive after 3 rounds).

Inside the Mission: The Lobby


The main lobby is dimly lit, the only light coming from a few flickering candles on a
cracked mantle. The air is heavy with the stench of vinegar, wet wood, and the
unmistakable odor of human desperation.
Benches line the room, most of them occupied by gaunt, pale figures slumped over in
various states of stupor. Some are asleep, their shallow breathing the only sign of life,
while others twitch and mumble incoherently. The occasional cough or groan echoes
through the space.

Sleight of Hand DC 18:

● Success: You deftly slip a vial of shiver or a coin pouch from the distracted thug
or one of the jittery addicts nearby without attracting attention.
● Failure: The thug’s sharp eyes catch your movement, and he slams a hand
down on the table, snarling, “Oi! You’ve got sticky fingers, eh? Let’s fix that!”

One figure—thin to the point of emaciation, with stringy hair plastered to their skull—sits
curled up on a bench near the corner, clutching their forearm where fresh needle marks
crisscross the flesh.

starts muttering incomprehensibly when approached, but loosens their grip if spoken to
gently or bribed (offering 1-2 gp or food). The note can then be retrieved easily.

Perception DC 10:

● Success: You notice one of the nearby addicts gripping a crumpled note, their
arm bearing a fresh, jagged wound. Blood seeps sluggishly from the injury. The
note’s crumpled edge pokes out from their clenched fist.
● Failure: The addict blends into the despondent crowd, and the note remains
unnoticed.

The paper is damp, and some of the ink has smudged, but the handwriting is legible. It
reads:

"B—
Can’t keep doing this. Last time you promised I’d get more, but now I’m barely getting
anything for what I bring you. You said it would get better. You lied. I’ll be upstairs to
settle this after I get my share. Don’t forget the deal. —D"

The letter is unsigned, but the context suggests it was written by an addict desperate for
more shiver. The mention of “upstairs” and the initial “B” strongly implicates Beltias
Kreun. The reference to "settling this" hints at tensions within Gaedren's operation—
something the party might be able to exploit.

What the PCs Learn From the Note:

● Beltias’s Location: The note heavily implies that Beltias is upstairs in the
mission and can be confronted there.
● Tensions in the Operation: Whoever wrote this is growing frustrated with
Beltias, suggesting potential cracks in the organization.
● A Lead for Further Action: Investigating upstairs will likely bring the party face-
to-face with Beltias.

Skill Check Opportunities in the Lobby:

● Perception DC 15: Notice that one of the addicts has a fresh wound on their arm
and is clutching a crumpled note.
● Sense Motive DC 12: The thug’s distracted posture suggests he’s more
interested in making coin than keeping tight security.
● Sleight of Hand DC 18: Pickpocket a vial of shiver or a coin pouch from the thug
or one of the addicts without being noticed.
● Bluff DC 14: Pretend to be a new buyer or someone looking for information
about Beltias.

Beltias’ Thug
Amid the murmur of raspy breathing and occasional muttering, the thug at the far end of
the room cuts a striking figure of authority.

● A twitchy man with hollow cheeks mutters: “Need more... just one more...
please...” His eyes dart nervously toward the thug, then back to the group.

The Thug:

● Appearance: A stocky, barrel-chested man with a patchy beard and a face


weathered by years of street brawls. His knuckles are raw, his eyes bloodshot,
and his posture suggests a man who’s seen plenty of fights. A rusty club dangles
from his belt, but his hands are free, ready to grab a weapon—or someone’s
throat—at a moment’s notice.
● Behavior: He watches the room with a mixture of boredom and opportunism.
Every few moments, he waves a trembling addict forward, their coins clinking
onto the table in exchange for a small vial of shiver. Though alert, his greed
distracts him, making him vulnerable to subtle tactics.

Sense Motive DC 12:

● Success: The thug’s eyes linger on the coins and the vials more than the crowd.
He seems less concerned with maintaining security and more focused on lining
his pockets. He’s likely susceptible to flattery or bribery.
● Failure: The thug appears as menacing and vigilant as you’d expect, giving little
room for weakness.

Dialogue with the Thug


Greeting/Initial Approach:
● If the PCs approach casually or try to engage him directly:
Thug: “What’re you lookin’ at? If you’ve got coin, step up. If not, piss off.”
● If the PCs approach as potential buyers:
Thug: “New, huh? Fine. Coin first, then the goods. Don’t waste my time.”

Asking About Beltias (Diplomacy/Bluff DC 14):

● Success:
Thug: “Beltias? Hah, you’ve got nerve, askin’ ’bout the boss. He’s upstairs, busy
with business. Don’t think he’ll wanna see you lot, though. If you’ve got a death
wish, go ahead and knock.”
○ Follow-up: If pressed, the thug gestures toward the staircase with a sneer.
“Up the stairs, second floor. Try not to make too much noise. Wouldn’t
wanna wake the boss in a bad mood.”
● Failure:
Thug: (Leaning forward menacingly) “Ain’t none of your business where Beltias
is. You think this is a social club? Sod off before I put you out.”

Insults or Aggressive Behavior:

● PCs escalate with threats or insults:


Thug: (Standing up with his club in hand) “You’ve got a big mouth, huh? Let’s
see if it’s bigger than your guts. You’ve got three seconds to turn around before I
break something.”

Bribery (Offer 5-10 gp):

● Thug’s Reaction: He eyes the coin greedily, swiping it from the table and
grinning.
Thug: “Alright, alright. You didn’t hear it from me, but Beltias is upstairs, probably
schemin’ in his room. Just don’t get me involved if he’s pissed, yeah?”

Pressing for More Information (Follow-up):

● If they ask about the shiver operation:


Thug: (Chuckling) “You think I’m gonna spill all the boss’s secrets for a couple o’
coins? Nah, mate. All I know is the goods come in regular, and the junkies keep
us busy. That’s all you need to know.”
● If they ask about the note in the addict’s hand:
Thug: “What note? Don’t care. These poor sods write all kinds o’ things when
they’re desperate. Most of ’em are just cryin’ for more shiver.”

Escalation Options:

If the PCs engage the thug aggressively or he becomes suspicious:

● The thug bangs the table, shouting for backup: “Oi, lads! Get down here! We’ve
got trouble!”
● Reinforcements arrive from the nearby soup kitchen or flophouse (1-2 thugs join
the fight).

The Kitchen (Area 4)

● Clue Opportunity (Kitchen):


Through a doorway at the back of the lobby, the faint clatter of pots and the
murmur of voices indicate activity in the kitchen. A sharp-eared party member
might hear the name "Beltias" muttered in passing by one of the workers.

The kitchen is a cramped and filthy space dominated by two long tables piled high with
mismatched bowls, dented tin pots, and the remnants of a gray, watery stew. The smell
of overcooked cabbage, spoiled meat and the sour tang of vinegar fills the air. At the far
end, hunched over an enormous cauldron of bubbling gray slop, is Mumsy Garrison—
a stout, weather-beaten woman with forearms as thick as hams and fists that look like
they’ve knocked out a few teeth in their time. She’s missing her front teeth, which only
emphasizes her scowl. A greasy apron hangs off her stout frame, stained with
unidentifiable smears of food and grime.

Her weapon of choice—a hefty wooden rolling pin—rests in her iron grip as she stirs the
cauldron with exaggerated aggression. She glares at anyone who dares come too
close.

Skill Check Opportunities in the Kitchen:

● Diplomacy or Bluff DC 14: Engage Mumsy in conversation to learn more about


Beltias or the pigeons she mentioned. She’s gruff but talkative with the right
approach.
● Perception DC 15: Notice a ledger partially hidden beneath a pile of bowls on
one of the tables. The entries mention weekly shiver deliveries and include a
cryptic reference to a location: “Meet at the Arkona Warehouse.”
● Stealth DC 16: Slip past Mumsy to investigate the back pantry, where a trail of
birdseed leads to a small cage of homing pigeons used by the gang.

The Ledger (Found in the Kitchen)

As the party moves into the cramped, foul-smelling kitchen, the sour-faced Mumsy
Garrison stirs her pot of watery cabbage soup with one hand, while the other remains
firmly wrapped around a battered rolling pin. The piles of mismatched bowls and dented
tin pots are scattered across the long, greasy tables. Amid the chaos of cookware and
scraps of stale bread, one of the party members notices something unusual: a corner of
a leather-bound ledger sticking out from beneath a stack of cracked bowls on the far
end of the table.
The ledger is easy to spot with a quick glance (DC 12 Perception), as though whoever
placed it there didn’t particularly care about hiding it. The page it’s open to shows
entries written in a tight, angular hand, listing the weekly deliveries of shiver. Each entry
includes vague codes like "Lot 7: 3 vials / Lot 15: 6 vials" and scrawled notes such as
“Beltias paid in full—send stock upstairs for prep.”

Further inspection of the ledger reveals a cryptic reference buried in a list of drop-off
locations:
“Meet at the Arkona Warehouse. Contact Jardan Predonski to arrange security for
deliveries.”

The ledger goes into no further detail about Jardan Predonski, but the note about the
warehouse is clear enough to follow.

What the PCs Learn From the Ledger:

● Shiver Supply Chain: Shiver is transported from this mission to another


location, with the Arkona Warehouse mentioned as a key hub.
● The Connection to Jardan: Jardan Predonski is listed as the contact for
securing shipments, giving the PCs a lead on someone tied to Gaedren’s
operation.
● Clue for the Future: Players may deduce from the frequency of entries that the
next shipment will be prepared soon—urgency mounts.

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