The clanging of a clarion bell fills the Sanctum Parlor. First Karina then the remaining Wizards Three run into the room from different directions. They look to the pool in the center, its water making ripples as the alarm sounds.
Finally! It's been *hours!* We barely could stand to wait another moment!
Karina! Honestly! There must have been some problem? Dungeonmaster, can you sense what's wrong?
What? Er, no, my dear, no.
Gweek! Gweek! **Ppbbbpppttt**
Gweekin! My word! Why are you acting so weird, lately?
Look!
Rising from the pool, mid-step through a march, Diana, then Presto, set foot into the room, not a drop of water on them. Their clothes and bodies are grimed with their journey. Ginga blinks into appearance near Presto. The clarion bell falls silent.
Ah, children! But... but what of the cavalier?
(motions to the pool)
A long, hovering platform breeches the pool, crests a long arc, and floats to a rest between Diana and Presto. Shallow grooves crisscross the knobby perimeter of the bed, glowing with light, its magic keeping it aloft. Atop the bed lies the figure of Eric, his shield placed reverantly on his chest, his body bruised, his clothing tattered.
Oh, my stars and wishes! You poor dears! Oh, this is a tragedy!
Nope! No delivery bonus? Now that's a tragedy!
We have the piece. But it was... expensive.
Bark! It was difficult!
Everything was a weird blend of magic and technology. We found a giant colossus and saved its persona, but Eric got caught as the whole thing exploded. We gave the colosso-brain to our friends, the Warforged Pilgrims, who helped us with this hover-bed.
This does indeed have an oddly-flavoured magic.
Uh, yeah. And it's carrying our *friend.* Who is *hurt badly.*
Indeed! Have a care, Dungeonmaster!
(to Eric, as she pushes the hover-bed toward the Sanctum proper)
Come, child! Let me tend those wounds. Starting with a nice bowl of warm soup!
Yip! Yip! Ginga comes too!
How about a chocolate milkshake?
I'm afraid not, brave cavalier. But I might be able to find some apple pie!
O-ooh! Pie...
Karina examines the Rod-piece, turning it over and over. She holds it up to the light as if to peer through it.
This doesn't make any sense. Each piece of the Seven-Part Rod tethers us to the next. But this piece seems to indicate that the next piece is... already here?
You mean, it's in your collection here at the Sanctum Sigil?
It is in this very room.
Impossible! Perhaps I might be able to discern something?
He confers with Karina, taking the Rod piece and between his folded hands in prayer and placing the base of his hands against his forehead. He sways, eyes shut, and turns about the room, eventually standing in front of... Diana.
Me?!
I sense something. You held it last! Tell us about... a gem. A large, blood ruby?
What? No! No, it can't be. That... thing? Presto?
What thing? What do you mean, Diana?
Diana staggers in her disbelief across the room. Where the steps rise from the parlor floor into the inner hallways, she sits, turned away but knowing she must face the truth.
That jar I gave you. The one with the unholy symbols on it?
That ugly old thing? That was... Oh.
Presto realizes. He brings forth a squat jar from the space inside his hat. It is indeed ugly and old, with crude runes and geometric symbols etched in red with seemingly random patterns.
That was when we lost the others. The Dread Mists.
Suddenly, the Rod piece in Dungeonmaster's hands leaps through the air and smashes the clay jar! Floating in mid-air, there are now two pieces, joined together. Now nestled inside the long thin cylinder from the Mournlands is a long thin, spiraling blood-red ruby. The Presto and the wizards peer at it floating there while shielding their eyes.
Yes. I didn't tell you the whole story.
(resigning herself)
It wasn't the Dread Mists. It was the Plane of Shadow. The Dread Domain. Barovia, the Dwelling of the Darklord...
to be continued in 7.2 Barovia Town Centre . . .
But before we get into that, time for LEVEL UPs!
✦ Did you participate in the game session? DIANA ✅ ERIC ✅ PRESTO ✅
✦ Did you explore a new location? DIANA ✅ ERIC ✅ PRESTO ✅
✦ Did you defeat one or more dangerous adversaries? DIANA ✅ ERIC ✅ PRESTO ✅
✦ Did you overcome an obstacle without using force? DIANA ✅ ERIC ✅ PRESTO ✅
✦ Did you give in to your weakness? DIANA ✅ ERIC ✅
Totals: DIANA 5, ERIC 5, PRESTO 4. Tag that many skills. If already tagged (because you rolled a Demon or a Dragon with that skill during the chapter) you cannot double-tag. Roll *above* that number to advance the skill by +1.
. . .
GM FOOTNOTES:
Not going to lie. I hate having to type "Rod piece" or "piece of the Seven-Part Rod" or "Rod of Seven Part" over and over. What an unweildly name. Also, I can't imagine how much snickering goes on around each and every table forced to talk about "rods" once a week for a year or two.
It is difficult to track experience in this, a solo game. I feel like I may need to experiment and take a cue from The 13th Age-- after every 3rd battle (maybe 4th) should be a session. I've been liberal with Presto learning spells from the Wizards Three instead of incremental advancement, but at this rate, the adventure would finish before any characters get a new Heroic Ability as per the rules as written.