Solo Tabletop RPG Actual Play – Ironsworn: The City of Eternal Night Part Four

Read Part Three here

Dreviz had grown up in Kronholm, but as a goblin, his experience of the city was different from that of the humans who dominated. The goblin artificer was born & raised in Grimscrabble’s Roost, a ghetto carved out beneath the city where the city’s rulers mandated all of “that kind” be forced to live. The goblins could only find work doing the most undesirable tasks, often in service to the aristocracy, who were frequently lost in a stupor of narcotics and shadow magic.

Through sheer luck, Dreviz was a coal deliverer, and one of his regular clients was a slightly eccentric old man who constructed the most beautiful arcane devices. He liked Dreviz, one of the few humans who didn’t discount every goblin they met, and taught the lad his art. A decade later, the old man passed, and before his family could liquidate his workshop for the gold, Dreviz stole a few essential tools and continued to hone his craft during his off-hours. 

Eventually, his reputation spread, so he became the first goblin invited to join the Larcenists’ Society. He became acquainted with the fence Ransley Carver within their ranks and helped him out on several heists. Their next target was the Starlight Seraph, an intricately carved sapphire made to resemble a winged baby angel. Dreviz was expected to construct a safecracking omni-tool, but a big piece was still missing: a solution to dealing with the guards & many barred gates in the jewelers’ vault. A message from Carver arrived that morning, stating that a solution had been discovered.

Dreviz was not expecting to see Uram of the Greywolves, a sandy-colored desert orc sitting at Carver’s table in his sewer lair, sharing breakfast with the fence and his bodyguard Melicent. Dreviz let it be known that he didn’t like orcs (though he had never actually met one, only read about them in the pulp novels he found in the trash around the homes of Nocturne Plaza. They seemed rather nasty, and being the smallest of the crew, the goblin believed himself to be the most vulnerable should the orc get out of control.

Uram intimidates Dreviz with his imposing strength to stop shit-talking orcs in his presence.

(Compel with Iron – Weak Hit.)

This causes the goblin’s face to drop a bit. He mutters that this orc better prove himself out there. If he doesn’t see Uram crushing the skulls of anyone who intervenes, he’ll be right in thinking him a mole for the Protectorate. The orc goes back to chomping down on what he considered a feast fit for a king but, to his new comrades, was a modest nibble first thing in the morning.

Carver goes over the plan, outlining the Starlight Seraph’s location two floors below the ground floor of the Celestial Spark Boutique. Explosives would do a big part of the job; however, the stealthier this operation can be, the better. This is where Uram’s brute strength comes in by tearing the three iron-barred gates out of the way. Dreviz has disenchantment tools to help unlock the safe. The heist will happen after hours, but a healthy contingent of three guards will patrol the building. Melicent will be there as insurance, Carver explains, giving Uram a glance if things go south.


That night, the heist begins. Melicent uses her lockpicks to get them into the service entrance of the boutique. The trio make their way to the staircase leading down to the vaults. It’s Uram’s time to shine now.

(Face Danger with Iron – Weak Hit)

Uram can pull away the first set of bars, but it took much more effort than he had expected. His shoulders and arms burn as he rests briefly and breathes in. Melicent reminds him the clock is ticking.

(Face Danger with Iron – Weak Hit)

Again, Uram’s arms are burning, this time even worse. He realizes that they assume he is stronger than he actually is. One more set of bars to go.

(Face Danger with Iron – Strong Hit)

This time, Uram takes a deep breath, closes his eyes, focuses on nothing, and wrenches the bars away without a problem. He’s still a bit achy, but Melicent looks impressed enough not to kill him. Derviz moves to the safe with his disenchantment. Melicent tells Uram to keep an eye open with her to ensure the security guards don’t get close.

(Are the guards close to the safe? Odds: Likely. Answer: Yes.)

One guard is making their rounds near this area of the boutique. Uram moves in to knock the man out before Melicent can slit his throat.

(Face Danger with Iron – Strong Hit with a Match)

Uram quietly knocks the guard unconscious and notices another guard Melicent missed. He also takes that guard out and dumps them both in a corner of the store. Melicent seems very grateful that Uram saved her skin. Uram helps her off the ground, and they stand around, waiting for Dreviz to wrap things up. He starts a conversation, hoping they can connect, asking her about her life in Kronholm.

(Forge a Bond (w/Melicent) – Weak Hit. Oracle: Remove Ally)

Melicent mentions a Protectorate officer by the name of Hobbs, who killed her brother two years prior. Her brother was also part of the Society, and the two of them had been part of a job that stole gold from the officers’ fund – an account that held the wealth the Protectorate regularly stole from people they picked up on the streets. Hobbs was trailing them; they didn’t know; he jumped Melicent’s brother, whose struggle with the officer gave her time to run away. Uram is impressive, but she’d trust him if he took that stinking redcoat off the map.

(Fulfill a Vow – Strong Hit)

Uram helps Melicent and Derviz navigate back into the sewers and to Carver, where he excitedly takes the Starlight Seraph. “Job well done,” he tells Uram and everyone else. “I think you will be quite useful to me, young orc.” (Faction: Keep Your Word +2 Rep)


The next day, Uram attempts to slip away from Carver’s lair without being noticed to meet with Hobbs at their designated time in the Crescent Gardens. 

(Face Danger with Shadow – Strong Hit.)

(Oracle: Manipulate Creation.)

Hobbs is happy to hear that Uram has begun to build a relationship with Carver’s crew. He has an update, though. Intelligence tells them the Larcenists’ Society will be constructing a magical explosive they want to plant at the base of The Obsidian Obelisk. This is the object holding back the shadow rift. In the chaos caused by the rift being torn wide open, the Society will loot the arsenal of the Luminari Engineers. With those weapons, they will be the only ones with a chance against the shadow magic in Kronholm.

Uram has no choice but to agree to do the job. Hobbs assures him that his people are still being held in the slave pens. Uram needs to figure out how much he should trust the guy. Maybe he should kill him right here and fulfill his vow to Melicent. For now, the orc chooses to stay in his hand.


Back at Carver’s place, Uram tries to strike up a conversation with Derviz about the big heist.

(Compel with Heart – Weak Hit)

Derviz explains that the bomb is being cooked up in the laboratories of Morgan Copperkettle, a gnome who serves as the chief artificer of the Society. Uram wonders if he could observe her doing it. Derviz says it is possible if the young orc does something for him first.

(Oracle: Deliver Resource)

Derviz explains that the goblins in Kronholm live in segregation. They have a history with shadow magic as a people, so they were blamed early on for the accident that opened the rift. They can be found in Grimscale’s Roost. Derviz wants Uram to deliver gold he’s made doing jobs for the society to Mayor Brepper, the unofficial leader in Grimscale. Derviz can’t do it himself as the Society has him under close watch; his skills are too valuable, and he could be kidnapped. Uram vows to deliver the money.

(Undertake a Journey – Weak Hit)

Uram travels from the sewers beneath The Shadow Slums to the extensive system of tunnels that run in layers beneath Kronholm. It takes hours, but he reaches one of the many markets scattered throughout the area for a rest.

(Oracle: Move Peace)

Protectorate officers linger nearby, looking over everyone who passes through. Uram keeps his hood up and his head down. He can tell they are looking at the orc, which is not a common sight down here, but all they give him is a “move it along, buddy.”

(Undertake a Journey – Weak Hit)

(Oracle: Resist Religion)

“May you be bathed in the Eternal Waters,” a young human woman says to Uram as she extends a leather strap bracelet adorned with translucent blue beads. 

Uram is grabbing a bite from the grill stall when the woman approaches him. She wears robes adorned with delicate, water-inspired embroidery or patterns reminiscent of flowing rivers and cascading waterfalls. Her feet are bare, a dubious choice given how grimy it is down here. Her hands and arms are adorned in simple jewelry made from crystals & shells.

Uram takes the bracelet mid-bite. He’s used to humans reacting in fear of him, but she isn’t phased.

“Will you join us below?” the young woman asks. The old woman working the grill stall locks eyes with Uram and slightly shakes her head. Uram says no. The young woman says, “Be blessed in the waters,” and walks away.

The Fellowship of the Eternal Waters, the old lady explains. Religious cult that came about a few decades ago in reaction to the rift. They believe there are sacred holy waters hidden far beneath Kronholm that would seal it if poured into the rift. Bunch of nonsense if you ask me, the grill master says before tending to the meat.


(Reach Your Destination – Result: Weak Hit – Oracle: Hunt Creature)

Uram arrives in the rickety wood-cobbled neighborhood of Grimscale’s Roost and finds the goblins are in a fervor. A Bonewalker was seen by a woman getting water from the well. These shambling skeletons are the remains of people who fell into the abyss beneath Kronholm, resurrected by the shadow magic that has consumed the city. Mayor Brepper sizes up the orc and recruits him for the hunt.

(Gather Information – Result: Miss.)

(Pay the Price: A person or community you care about is exposed to danger.)

Uram goes looking for clues as to where the bonewalker may have headed. Mayor Brepper follows. They discover the bone walker about to tear apart an elderly goblin it stumbled upon.

(Enter the Fray w/Heart – Weak Hit. Take initiative.

Uram pulls his blade and takes an attack stance with the bone walker lunging.

(Strike w/Iron – Strong Hit.

Uram goes into a rage and slashes his blade, taking the bone walker’s left arm completely off.

(Strike w/Iron – Strong Hit.

Uram breaks the ribcage of the bonewalker, who stumbles around.

(End the Fight – Result: Weak Hit.

Uram finishes off the bone walker but suddenly feels lightheaded. He looks down and notices deep wounds inflicted by his now-dead foe. The blood loss is too much, and he collapses.

(Sojourn – Miss.)

Uram is brought back to the land of the living, but the goblins haven’t been able to heal him. Mayor Brepper thanked him for delivering the gold and helping with the bone walker. She warns him about the Larcenists’ Society; they use up people like him all the time. If he ever needs a place to hide, Grimscale’s Roost is open to him.

Read Part Five here

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Author: Seth Harris

An immigrant from the U.S. trying to make sense of an increasingly saddening world.

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