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.
- 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
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.
Inspect Evil (Easy) - Quill is not evil.
Bundling Up
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.
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
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
Thin Ice
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.
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
Man of the Mountain (Optional)
Font of Hours
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.
Inspect Evil (Very Easy) - The priest is not evil.
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.
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.