The Font of Hours

A mysterious man has arrived in Jastrey claiming to be a banesage in search of the Font of Hours. He needs adventurers to accompany him on an expedition through the frozen lands of Glesmyr. In return, they can share in his journey and perhaps prove themselves worthy of the gift of prophecy.

Materials
  • Water elemental licenses
  • Undead licenses
  • Scholarly costuming
  • Priestly costuming
  • Several furs
  • Large pieces of paper or cloth, or a huge sheet that can be cut into large, irregular pieces
  • A wide bowl of water

In Search of the Future

Narrative
Having heard rumors of a banesage in town seeking help, you gather at the Shady Corner and find a conspicuous man enjoying a drink.
Scene Notes
Quill is a thoughtful but absent-minded banesage of Banekeril. When questioned about his need for adventurers, he will enthusiastically explain how his research has revealed the location of the fabled Font of Hours. He is journeying there hoping to prove himself worthy to be an oracle. He is no fighter and has no payment to offer, but anyone accompanying him has the once-in-a-lifetime opportunity to see the Font for themselves.

When the party agrees to accompany him, Quill explains that they must set out from the volcanic city of Lovinia. If nobody can provide a portal, he will use a gate crystal to take them all there. If they can, he provides conduit material to guide the portal.
Narrative Effects
Insight (Easy) - Quill is clearly excited at the prospect of finding the Font. He seems genuine in his request.
Inspect Evil (Easy) - Quill is not evil.

Bundling Up

Narrative
The portal deposits you in the vast crater of a dormant volcano. Large pipes transmit heat throughout the city, making the air cool but manageable. Golems and smallfolk are busy at work, tilling the fertile earth and mining for precious metals. They look at you askance as Quill leads you up stairs to the exit.
Scene Notes
Have one monster play Brax, a dwarven fur salesman at the lip of the crater. Two should play his golem guardians. The rest can play random NPC farmers and miners. Brax will attempt to warn the party about the bitter cold awaiting them in the wastes and offer to sell them furs for a mere two gold pieces each, though he can be talked down to one gold piece.

Position the furs behind him in case some enterprising thief wants to try to steal them without being seen. He can also be attacked, though Brax will retrieve his furs and threaten to call the guards if there is any funny business. If this happens, Quill will hurry the party out of Lovinia.
Narrative Effects
Explore (Easy) - The tunda ahead is freezing cold.
Insight or Tailor 25 (Medium) - Brax is fleecing you, no pun intended. The furs aren't worth nearly what he's charging.
Inspect Evil (Medium) - Brax seems a little sleazy.

Braving the Wastes

Narrative
You set out from Lovinia and into the frozen wastes. Vast arctic fields stretch out all around you while snow-capped mountains loom in the distance. Suddenly, a blizzard kicks up, freezing you to the bone and whiting out your vision.
Scene Notes
The party is Slowed and takes periodic, level-appropriate Ice damage. Immunity applies normally, and story actions can be used to avoid or mitigate the effects. Notably, anyone wearing furs is unaffected. Other story actions can be used to dissipate the storm or find a way out of it. If none of these are used or successful, allow the storm to dissipate once you've inflicted enough Ice damage to drop one third of the party.
Narrative Effects
Adapt Climate (Easy), Conjure (Medium), or Furs (Automatic) - You are unaffected by the cold.
Commune Spirit (Medium) - The hateful winter spirits wish to lead you astray and drain all the warmth from your bodies.
Consult (Hard) - The immortal's voice beckons you forward out of the storm.
Dispel or Purge (Hard) - You banish the foul magic in the air. A moment later, the unnatural storm clear.
Explore (Hard) - You see a break in the storm and lead the party ahead to safety.
Fly (Impossible) - The fierce winds of the blizzard make it impossible to take off.
Forecast (Very Hard) - You take a guess and sense
Inspect Evil, Magic, Nature, or Spirit (Easy) - This is no natural storm, but a spell conjured by evil spirits on the winter winds.
Portal (Impossible) - The storm disrupts your portal, and, without a conduit, you have no way of knowing where you'd end up.
Propel (Medium) - You are able to shake off the cold and pull yourself through the snow. You are no longer Slowed.
Track (Hard) - Using your own tracks as a guide, you lead the party forward out of the storm.
Tread (Medium) - You are able to stand atop the snow. You are no longer Slowed.

Biting Cold

Narrative
As the air clears, the snow drifts around you begin to stir. They rise and take humanoid forms, reaching toward you to steal the warmth from your blood.
Scene Notes
Have all monsters play water elementals. If they manage to drop any party members, they will attempt to perform a 10-count Frostbite attack. If the attack is successful, the frostbitten limb is Maimed for the remainder of the adventure. Only one limb per character can be affected in this way. Those with furs or immunity to Ice damage cannot be frostbitten.

Thin Ice

Narrative
You continue onward, reaching a vast ice floe. Large slabs of ice drift atop arctic water, making for a treacherous passage. One misstep could be your last.
Scene Notes
Quill will indicate that the mountain from his research is just ahead, and there is no way around. Thinking it a test of faith, he will insist on going first but fall in beyond the reach of the party and be lost.

Arrange large sheets of paper at random to represent slabs of ice. The ice floe should be at least 15 giant steps across so a normal Teleport does not reach the whole way. Movement-relates actions can be used to make crossing easier. Those who miss a step end up in the water, suffering a Plot Stop and heavy, level-appropriate Ice damage. If they are not rescued within 10 seconds, they sink. Take them aside and tell them they will reappear in the "Man of the Mountain" scene.
Narrative Effects
Adapt Climate (Hard) or Immune Ice (Automatic) - You shrug off the cold of the arctic waters and are able to swim normally.
Fly (Easy) - You glide effortlessly to the other side of the ice floe.
Propel (Medium) - You make a giant leap between slabs of ice, bounding five steps forward.
Tread (Medium) - You walk atop the arctic water and cross to the other side safely.
Tumble (Medium) - You balance gracefully on the precarious slabs of ice.

Light and Darkness

Narrative
After another short walk, you reach the base of a tall mountain jutting straight out of the ice. The entrance of a cave lies directly ahead of you, a strange light pouring out of it. Gangly, frozen undead have gathered around it, attempting to approach but repulsed by some unseen barrier. As they turn to attack you, the sky is filled with bands of brilliant, many-colored light.
Scene Notes
Announce that casters feel a surge of power. Because of the World Crown, all spells are incantless for the duration of the fight. Have monsters play undead and respawn as necessary to make this a tough encounter.

Man of the Mountain (Optional)

Narrative
As you lick your wounds, a large man covered in white fur approaches your party at a distance. He drops a large bundle from his shoulders and sets it down, making sure you can see it, before fleeing.
Scene Notes
Skip this scene if nobody fell into the water during the "Thin Ice" scene. The man of the mountain rescued anyone who did. The party finds them wrapped in the furs at one health, frostbitten from their ordeal but otherwise alive thanks to the man's help. Any attempt to call after the man, follow him, or capture him fails.

Font of Hours

Narrative
Within the cave, the ice seems to emit its own blue-green luminescence. A short hallway leads into a wide cavern dominated by a perfectly circular pool cut into the floor. I giant icicle hangs from the ceiling. As you watch, a single drop of water falls from its tip into the center of the water, sending tiny ripples along its eerily still surface. Mesmerized by the sight, you almost fail to notice the priestly undine who rises to greet you.
Scene Notes
The priest will welcome the party without threatening them, though anyone who causes trouble or attempts to disturb the water will instantly be teleported back to Jastrey. When asked his name, the priest will explain that he had one once but has guarded the Font for centuries and forgot it long ago. He will explain the Font's nature, that it contains a single drop of water for every hour of every day since the beginning of time, and that those who gaze deep within will see the future. He will then take any aspiring oracle forward one at a time to gaze into it.

In truth, the Font is nonmagical and shows nothing but clear water. The priest will privately ask each aspirant what they see. If they say nothing or lie, they fail the test. If they give an answer that looks beyond the surface for some deeper meaning (e.g., "I see nothing, because the future is uncertain" or "I see only my reflection, meaning the future is what I make of it"), they pass. Note their names for use in future oracle-related story lines.

When all aspiring oracles have looked into the Font, the priest will offer them a portal home.
Narrative Effects
Insight (Very Easy) - The priest is perfectly sincere, though can't tell you everything out of a sense of duty.
Inspect Evil (Very Easy) - The priest is not evil.

I enjoyed the mod. Wasn't really trying to go down the Oracle route but looks like my answer should have put me on the list. So I guess I'll see how Kaelan evolves on his own. But it was alot of fun.

A trip across Glesmyr should not include a cold, wet, sleepy bird that fell into the river four times.
 
Encounters were well structured with a mix of combat and environmental difficulties.  The challenge of crossing the icy river was an excellent physical/luck puzzle that was unique (and unfortunate for Swift).  The conclusion felt lacking as it focused on introspection without good prop to push the PCs thinking that way, though also unique.  

I personally enjoyed Gaia's response to your misfortune--yes I'll fish you out but I'm not carrying you across. Take your chances.

I really enjoyed this adventure.  Well thought out, gave good player options and room for influence.  Only suggestion - for story actions (like on the ice-flow), there is no need to split it into two sections if you're going to allow us full use anyway - for example:

Using propel on the ice, automatic success - can take 5 steps
Used propel on the ice again, automatic success - got across

Not a real issue by any means, but it did cause a line that held up the mod for a minute or two.  I was expecting to have to use the written mechanic after only getting about half-way across, or at least have to pick a number for the propels (I see it written as medium).

4/5 would go again.

I found it to be interesting how it worked out. Fun and full of options.