Session 002: Trouble at the Well
General Summary
Our adventurers battle a dinosaur while the folks from the tavern take on the giant octopus. Aphid charms the octopus into returning from whence it came... only to watch as another creature, this time humanoid, is spat out of the depths. The crew returns to focusing on the dinosaur while their allies keep the new enemy on the other side of the pool. From there, they make quick work of their foe. Examining the body after the fight, they find a thin film on its hide and manage to identify it as a kind of residue that is sometimes left behind in the working of planar magic.
As they leave the fenced area around the Well, they are met with shock from the gathered crowd. Apparently it is extremely abnormal for two creatures to exit the Well when only one went in. They speak to the grey-haired woman who has been running the Trial. While they converse, another little spout shoots out of the Well and a damp piece of lavender fabric plops to the sand. The woman is even more confused, but Zenith recognizes the fabric as part of the outfit last worn by his friend, who he has not seen in several days. They question the woman, who tells them that she does not know where the Well of the Wavekeeper goes. They know that when something is thrown in, something comes out, usually aquatic in nature. It is normally a 1:1 exchange. The iron fence was constructed to keep wildlife from wandering in and is mostly kept locked except for during Trials. The only other person who has a key is the mayor, who the grey-haired woman seems to scoff at...
The woman goes on to tell them that the person who would know the most about the Well and where it might lead would be the priest of the Wavekeeper who often travels from the capital to research it. This priest, although prone to traveling and investigation, should be found at the temple of the Wavekeeper in Halitara.
The conversation ends and the Trial continues, our heroes sticking around to watch. The rest of the Trial goes smoothly, one creature emerging for every goat tossed into the Well. Once the Trial is over, the group investigates the perimeter of the fence surrounding the Well. The iron fence seems to be in good shape. There is another gate on the other side, this one obviously used less than the other since it is not so close to the typical path. However, it appears that this gate is unlocked, its padlock merely arranged to look as though it is still closed. Eventually, the group leaves and proceeds to find a way to fill the time until the winners are announced.
Food is had on Aphid’s dime and the two who helped with the fight earlier join them. They introduce themselves as Oswyn Shoreditch (the dwarf, he/him, seemed to use magic during the fight) and Sathi (the long half-elf, they/them, used knives during the fight). They congratulate the party on their performance, wave off their thanks, and accept some free food. They also tell the group about the Trial Circuit. Since Trials pretty reliably have cash prizes, some people (adventurers like yourselves) travel up and down the coast competing in the Trials to make coin. The next Trial scheduled happens to be in the next city to the South, Ivaran, in a week’s time.
As the sun sets, the grey-haired woman announces the winners. In third, a group of individuals the party has not encountered and only vaguely recognizes as locals. In second, the Grit and the Grind. When this is called, Oswyn and Sathi stand, along with their companion who appears to have been sitting on the other side of the room. In first place come our heroes, called simply ‘the ones who fought the big dinosaur thing’. They collect a bag of 100 gold as their prize and so win their first Trial.
Having agreed to head to Ivaran, the group prepares to leave. Jack sends a package. Aphid takes a nap? Possibly? Mohr contemplates the water. Zenith goes looking for spell components and finds an eccentric lighthouse keeper. The keeper exchanges some goods for a favor: delivering a letter to the Ember Tower in Felimandoo. With that, the group leaves the town of Narwhada and its mysterious Well behind…
The journey passes without issue. Two days’ travel brings them to Ivaran, a port city composed mostly of red brick, with clean streets and the bustle of lives being lived. The group finds a place to stay at the Inn of the Wayfarer, secure some beds for themselves, then set about signing up for the Trial. They are directed to a board at the Hooked Tower where they put down their newly coined name: The North Wind.
Just as they put down their number, Mohr hears a scream and looks up to see a figure dragged into an alley. The group moves quickly and with some clever action, reveal a hidden staircase stretching down into darkness…
As they leave the fenced area around the Well, they are met with shock from the gathered crowd. Apparently it is extremely abnormal for two creatures to exit the Well when only one went in. They speak to the grey-haired woman who has been running the Trial. While they converse, another little spout shoots out of the Well and a damp piece of lavender fabric plops to the sand. The woman is even more confused, but Zenith recognizes the fabric as part of the outfit last worn by his friend, who he has not seen in several days. They question the woman, who tells them that she does not know where the Well of the Wavekeeper goes. They know that when something is thrown in, something comes out, usually aquatic in nature. It is normally a 1:1 exchange. The iron fence was constructed to keep wildlife from wandering in and is mostly kept locked except for during Trials. The only other person who has a key is the mayor, who the grey-haired woman seems to scoff at...
The woman goes on to tell them that the person who would know the most about the Well and where it might lead would be the priest of the Wavekeeper who often travels from the capital to research it. This priest, although prone to traveling and investigation, should be found at the temple of the Wavekeeper in Halitara.
The conversation ends and the Trial continues, our heroes sticking around to watch. The rest of the Trial goes smoothly, one creature emerging for every goat tossed into the Well. Once the Trial is over, the group investigates the perimeter of the fence surrounding the Well. The iron fence seems to be in good shape. There is another gate on the other side, this one obviously used less than the other since it is not so close to the typical path. However, it appears that this gate is unlocked, its padlock merely arranged to look as though it is still closed. Eventually, the group leaves and proceeds to find a way to fill the time until the winners are announced.
Food is had on Aphid’s dime and the two who helped with the fight earlier join them. They introduce themselves as Oswyn Shoreditch (the dwarf, he/him, seemed to use magic during the fight) and Sathi (the long half-elf, they/them, used knives during the fight). They congratulate the party on their performance, wave off their thanks, and accept some free food. They also tell the group about the Trial Circuit. Since Trials pretty reliably have cash prizes, some people (adventurers like yourselves) travel up and down the coast competing in the Trials to make coin. The next Trial scheduled happens to be in the next city to the South, Ivaran, in a week’s time.
As the sun sets, the grey-haired woman announces the winners. In third, a group of individuals the party has not encountered and only vaguely recognizes as locals. In second, the Grit and the Grind. When this is called, Oswyn and Sathi stand, along with their companion who appears to have been sitting on the other side of the room. In first place come our heroes, called simply ‘the ones who fought the big dinosaur thing’. They collect a bag of 100 gold as their prize and so win their first Trial.
Having agreed to head to Ivaran, the group prepares to leave. Jack sends a package. Aphid takes a nap? Possibly? Mohr contemplates the water. Zenith goes looking for spell components and finds an eccentric lighthouse keeper. The keeper exchanges some goods for a favor: delivering a letter to the Ember Tower in Felimandoo. With that, the group leaves the town of Narwhada and its mysterious Well behind…
The journey passes without issue. Two days’ travel brings them to Ivaran, a port city composed mostly of red brick, with clean streets and the bustle of lives being lived. The group finds a place to stay at the Inn of the Wayfarer, secure some beds for themselves, then set about signing up for the Trial. They are directed to a board at the Hooked Tower where they put down their newly coined name: The North Wind.
Just as they put down their number, Mohr hears a scream and looks up to see a figure dragged into an alley. The group moves quickly and with some clever action, reveal a hidden staircase stretching down into darkness…
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