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Candela Obscura - Assignment 703 - The In-Between v1.3
Candela Obscura - Assignment 703 - The In-Between v1.3
Candela Obscura - Assignment 703 - The In-Between v1.3
The In-Between
The In-Between
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Premise
Threats
Dramatis Personae
Exploration
Exploration I: The Streets
Escalation
Escalation I: The In-Between
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Premise Hooks
Porfirio Montero is a man out of place. He has collapsed Read this section to the players as the hook for this
dead from bleed poisoning in a South Soffit bar, and he’s adventure:
very far from home as a Bridleborne Mountain bootlegger.
His gang has discovered a portal that connects the
mountains to the Newfaire sewers - but they’ve also had a The bar is lively at this hour of night, a small crowd of
run-in with the awful forces that reside in the In-Between. regulars gathering at their familiar South Soffit watering
hole.
dramatis personae Feel free to use one of these hooks to further customize the
assignment to your Circle of investigators.
The Bartender:
Patrick Fitzpatrick (he/him)
Criminal Connections:
The Street Urchin: You have some connection with the South Soffit underworld,
Red Connelly (they/them) and word has reached you of a turf war brewing: a
Bridleborne Mountain bootlegger is far out of place,
The Witch threatening the delicate balance between gangs. You’ve
Ariadne Volstonecraft (she/her) been called in to investigate the matter and keep the peace.
The Bootlegger:
Rosalita Montero (she/her) Just having a drink:
What started as an ordinary Tuesday night has taken quite
the turn. You were drinking at the Gilded Bough, your local
tavern, when a stranger walked in and died of bleed
poisoning. That practically never happens! Your curiosity is
piqued, and the chase is on to find out what happened to
this man.
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● His traveling papers state his name and his
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Climbing down iron rungs into the sewer, the air is heavy
Reveal: The dead man emerged from the sewers, and with humidity and smells like rot.
missed a rendezvous with the smugglers who were going to
pick up his moonshine. Stuffy and pitch dark, the sewers are an ancient
cobblestone edifice with two narrow walkways running
Newfaire is a living, breathing city in the grips of an alongside an open trough filled with the waste and
industrial revolution. Being out on the street should feel like garbage of the city. Occasional steamworks block the
it! Mix horses with motorcycles, street cars with penny path or force you to climb around.
farthing bicycles - the more juxtaposition of old and new, the
better. Only sanitation guild workers and criminals would be
caught dead in this miserable, malodorous place.
This particular street has 3 points of interest: the idling
coachman, the children playing stickball, and the sewer
entrance in the back alley. The sewers of Newfaire are largely holdovers from Oldfaire,
just built on top of and periodically refurbished.
If the players opt to investigate the idling coach, they may
learn: If the players opt to investigate the sewers, they may find:
● The coach driver is watching several different back ● Multiple sets of footprints in the algae on the
alleys. bricks, including several that are still wet.
● Two armed guards are riding inside of the coach - ● One set of footprints that radiates bleed. Those are
they are not amenable to questioning. Porfirio’s
● The coach is waiting to carry off the scarlet
moonshine to its ultimate destination at a A gang of teenagers is hiding, ready to waylay any other
speakeasy. gang members that might trespass on their turf. This can
● If the investigators secure the moonshine for the provide fuel for an action sequence, or if your Circle of
coachman, the coach driver will happily reveal investigators prefer to parlay, they may learn the following:
what they know - that the shipment was to be
expected from the sewers on this street. ● The teenagers are part of an actual gang: the
Tunnel Rats. They are led by Red Connelly.
If the players opt to question the children, they may learn ● They are mostly involved in smuggling and
the following after an appropriate test to impress or charm contraband.
the crowd: ● They heard another smuggler clinking around
● These children are approximately 8-10 years old, down here.
and call themselves a gang - the 5th Street ● They began to give chase, but were scared by
Irregulars. They don’t commit serious crimes, just something else, so they are waiting to ambush the
petty theft and occasional vandalism. next smuggler to come by.
● They know that teenagers and more serious
criminals are up to something in the sewers.
● A sick and sweaty-looking man recently came out
of the sewer behind the stables. He was dressed
funny.
Exploration II:
The Sewers
Red Connelly, the Street Urchin
Reveal: Porfirio entered the sewers through an arcane The “something else” that the teenagers avoided is an
portal, activated by the necklace he wears. unnamed humanoid monster, similar to a Nosferatu. Use it
as a boogeyman to make the Investigators afraid of the dark
Read this section to players as they enter the sewers below down here.
5th Street:
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aged marble that stretches in spindly paths, flaring out at
intersections in all directions.
Off of the path, there is only the void and a swirling field
of stars and nebulae. You should be careful to not fall off!
A nearby star burns brightly, illuminating the path as
though in broad daylight.
Distantly, you see another portal like the one you came
through. You also see what looks like a manor house,
suspended on an island and floating upside down.
Walking through the sewers for some time, you enter a Obstacles may include:
larger chamber than the tunnels you were previously ● Your perception of gravity suddenly inverts. Make
exploring. an appropriate test to avoid taking Mind marks.
● The path has partially crumbled away. The stars
Against one wall is a curious sight: a circular wall of below look terribly distant. Make an appropriate
cobblestones with strange runes etched into the test of finesse to avoid the fear of falling.
recesses. ● The pathways do not connect to where you’re
going, but if you’re careful you can jump. If you opt
When approached, both the runes and Porfirio’s necklace to go around, you’ll lose time but have a safer
glow with a pale blue light, as does an inset stone in the journey. Failing a related test may cause Body
center of the circle. marks.
● To foreshadow the threat of the Soul Storms, an
ethereal hand can swat out from under the
pathway with a groan, attempting to either grab an
When the necklace is inserted into the inset stone, the investigator or trip them at a pivotal moment.
portal is activated and the Circle can proceed through.
Escalation I: The
In-Between
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The In-Between is a fantastical environment, created by
Stairwells rise at improbable angles towards a second
wizards in approximately the year 700 as a means to
secretly travel long distances quickly. It is occasionally story, and a glass cupola opens up to a view of nebulae
discovered and rediscovered, but given the hazards of the twisting in the void.
place, it is rarely occupied for long.
A young woman sits barefoot and apparently upside
down at the edge of the cupola, watching your group
Exploring the In-Between, your players may find: intently.
● Every 100 yards or so - it is difficult to tell due to
the way space and time flow here - there is a lit
stone brazier. These lit flames are safe spaces in Ariadne is a quirky character, perhaps by nature or perhaps
the event of a Soul Storm. by long years of isolation. She only occasionally speaks
● Waterfalls that originate far out of sight, bending to with outsiders, and she should seem a bit rusty at it.
arch over or around the path in strange helix
patterns.
● Pathways that are in the process of being If questioned, Ariadne knows much of the lore of the
constructed or deconstructed, the stone apparating In-Between, as well as the following:
from the nearest structure. ● Smugglers have used the In-Between intermittently
● A guestbook on a marble podium alongside the since she has been here. She does not know how
path. No pen is present, but a clever investigator they get in.
could sign their name. The dates next to names ● She has been here for approximately 180 years,
start in the 700s and there are only about one studying arcana and growing in power as a witch.
hundred names all told. One Pablo Montero has ● Her manor house serves as a sanctuary from the
signed this year. worst of the Soul Storms, and gives her a base
● Floating islands that seem to be whimsical statues from which to perform her experiments.
from old children’s stories - these are additions ● Soul Storms are triggered by the routine eclipses
from the Witch, Ariadne Volstonecraft. of the central star illuminating the In-Between. The
investigators can stay safe by staying near to light
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the story. What she does with it is up to you, and may have Mechanically, this challenge is well-suited for the use of
ramifications into the Circle’s next investigation. countdown dice. You can set a countdown dice at 6, and
reduce that value by 3 for every critical success rolled by
the investigators, by 2 for every fully success, and by 1 for
After the Circle has survived the Soul Storm, you can move
At a narratively appropriate moment, read the following to them quickly along to the exit point - the far portal, which
the investigators: exits them at a peak in the Bridleborne Mountains.
The Soul Storm is the final act inside the In-Between - if the
investigators can survive this, they can survive anything! It
may be helpful to think of this as a chase sequence - until
the investigators reach a large light source like a lit brazier
or a fireplace, they are in danger. Try to keep the pressure
up on them with that in mind!
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Epilogue Questions:
1. Did the investigators successfully escape the
In-Between?
2. Did they help anyone during the course of their
investigation?
3. Did they bond with any NPCs, and if they did,
what became of them?
4. Did they form any alliances or enmities with the
criminal elements, government agents, or
supernatural forces chasing them?
5. Did they complete the transaction, paying the
Montero Clan for their shipment of scarlet
moonshine?
Credits
Rosalita Montero, the Bootlegger All artwork was generated using AI, like ArtFlow.
As the Circle of investigators emerges from the In-Between,
we fully expect them to be beaten and bruised by their Thank you to u/YaAlex for creating the basis for our
experience. They have one trial yet to face, however! Assignment design template, available here!
Porfirio was sent in to smuggle scarlet moonshine, and to
return with cash. Several chief personages from his gang
are awaiting his team’s return. Those folks are down near Thank you for playing this game - I do this for fun, and it
the tree line, camped in relative comfort for a trip that might brings me joy to be a part of your storytelling world!
take a day or two.
Epilogue
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