Charlie – Lorne
Aaron – Ivy
Joe – Varg
Max – Gerald
The players began in the baths. They explored the room and saw a small access door in the corner. Opening it, they heard gurgling water in the next room. They proceeded into the room and found a large stone cistern filled with near-boiling volcanic water. A small ladder led to an access hatch above. Ivy went up the ladder, opened the door, and saw a large hall filled with marble columns and ornate classical statues. An owl landed in an alcove across the hall, hooting loudly. Ivy looked towards it and noticed a glimmer coming from the neck of a larger statue in the center of the hall.
Gerald looped Ivy’s rope around the top rung of the ladder, and the group descended into the hall. Varg inspected the nearest statue, trying to read the inscription that seemed to be in a dead language.
Turn One – Scholar (ob 1) – Success
Varg was able to discern that the statues were all of famous healers and doctors from ancient times.
While Varg was reading the plinth, the halflings proceeded towards the statue in the center of the hall where Ivy had seen the glimmer. The statue was about nine feet tall, with a large diamond pendant hanging around her neck. She appeared to depict a goddess.
Lorne and Gerald hatched a plan, Lorne stood on Geralds shoulders and attempted to use his spear to lift the necklace off of the statue. Lorne dropped his backpack onto the ground to make the attempt easier, and Gerald put aside his spear.
Turn Two – Laborer (ob 2) – Fail
Unfortunately, Gerald was unused to this form of work and wavered. The spear contacted the statue, who in response shoved the two thieves down. They tumbled to the ground as the statue woke up from its prolonged sleep. The halflings groveled for mercy, but the statue was deaf to their pleas. She screamed in confusion, rage, and pain – the profound sound echoing throughout the temple. After this shock, the party ran for the door of the hall – leaving behind the pack and spear.
The party escaped out of the temple room, looking back to see the statue struggling to free her feet from the plinth. They quickly discussed their options, and decided to hide from the statue in the magical fog below them. They saw the owl flying nearby again, as it descended into the fog bank.
The statue freed herself, and the party held hands to descend into the fog. Attempting to hide from the statue briefly, intending to go back for their pack and spear.
Turn Three – Will Test (ob 3) – Lorne Passed, Others Failed
After entering the fog, the members each heard alluring calls from different directions. They tried to keep holding hands, but each pulled in a different direction. Soon each adventurer found themselves alone in the fog, not remembering clearly when they had lost the hand of their friends. After a time, each adventurer stumbled into a door in the fog. The door was of blackened burned wood, with a round handle in the center of the door. The frame was of heavy granite stones.
Each adventurer stepped through the door, and after stepping into blackness they had the sensation of being in the branches of a swamp tree. They looked at their bodies, and saw that they had become birds.
We looked down into the swamp near Fencott and saw young Lorne on the back of his father’s skiff. His father was poling through the fog, complaining about the unfairness of life and how the fishermen’s guild would not allow him to sell fish in town. Young Lorne stared idly off into the distance, but was interrupted from his reverie when the skiff lurched and he heard a heavy splash. He turned to see that a swamp gator had disturbed the boat, and his father had fallen into the water below.
His father briefly cried out for help, but the gator closed its jaws and Lorne saw his father dragged into the depths amidst a cloud of bloody water. Lorne stood shocked for a long time, but his father did not emerge.
Eventually, Lorne had the wherewithal to try to pole back to town.
Turn Four – Sailor Test (ob 2) – Lorne Failed
Young Lorne got lost in the swamp, poling aimlessly until long after sunset. He eventually found a small island with a strong willow tree and an abandoned fox den. He crawled into the shelter of the fox den, sobbing and sodden.
We took flight, entering a dark swampy fog and emerging on a sunny day above a halfling village nested atop a hillock – Hymoor. We descended and saw Ivy on the day that she became a Bounder of Hymoor. This day of celebration in honor of the new recruits was turned, as Ivy became aware that the mayor of the town was involved in some dirty dealing with the dwarves of the nearby mountain.
Ivy confronted the mayor about his indiscretions, and refused to listen to his reasons or threats. She went about town, spreading news of his deceit and misdeeds. Going to her own parents first, to convince them that the mayor needed to be stopped.
Turn Five – Persuasion Test (ob 3) – Failed
Ivy’s mother scolded her for stirring up trouble where she had no proof of misdeeds. She said that the town needed unity at a time like this, not for rumors of indiscretion. The bird saw Ivy go off, in panic trying to convince others of the mayors crime. We then saw Ivy’s mother slip into the mayor’s tower. She told him of Ivy’s actions, clarifying that the mother is also involved in the smuggling operation, and suggested that Ivy be sent away from town before she could discover that the mayor was actually her father.
We flew from Hymoor to the neighboring town of Noke, a busy crossroads where Gerald’s friend had just been given a large bag of coins to take to a nearby garrison of rangers. The friend trusted Gerald to help him keep the coins safe, but as soon as he fell asleep Gerald took the coins. Gerald went gambling, proud that he finally had enough coins to go to the high rollers table.
Turn Six – Criminal Versus Test – Failed
He gambled all night, winning enough to keep hope but still gradually losing every coin. In disbelief, he begged for mercy, but the gamblers laughed at him and threw him out of the tavern.
Finally, we followed the river all the way down to the south coast. We saw a young war orphan, Varg, sold to the wizard in the nearby Gymirtårn. The wizard worked him to the bone, cruelly demanding perfection and hours of service. When Varg would disappoint him, he would torment him with cruel spells. We saw the wizard demand Varg’s help in gathering alchemical components.
Turn Seven – Alchemist Test Ob 3 – Failed
Unfortunately, Varg did not remember exactly how to harvest and transport the components. He disappointed the wizard, who sent him cruelly to his room without food. In his room, Varg was tormented by ghostly whispers around him and the occasional loud noise that seemed to come from just behind him. With this torment, sleep eluded him and he suffered in quiet agony.
The adventurers emerged from this strange trip through their memories, finally free from the temple and it’s enchanted fog. They tried to make an unsafe wilderness camp, but unfortunately some wandering monsters appeared nearby. Gerald and Lorne decided to keep watch, so they were wise to the arrival of these newcomers. A raft of beastmen landed on the island, with two captive prisoners. The beastmen led the prisoners towards the temple, and the party tried to hide from them.
Check One – Sneaky Nature Versus Test – Gerald Passed
Gerald and Lorne were able to hide the party in an alcove as the beastmen marched their captives past. After the beastmen entered the temple, the party made camp.
Lorne’s Instinct – Hunter (ob 3) – Failed
Lorne went down to the water and attempted to capture a small flock of waterfowl. He made too much noise, scaring them off before he could set his snare.
Gerald’s Instinct – Cook (ob 3) – Succeeded
Gerald prepared a preserved ration and shared it with the group.
Check Two – Varg Afraid Recovery Roll – Failed
Varg tried to overcome his fear, but failed.