Jul 18, 2025 7:40 pm

Along the northern edge of King Wilthain IV's vast realm, cradled by the forested foothills of the Queenfall mountains, lies the sleepy village of Arras. Your home. From the far north, the Fentir River lazily winds its way down to cut the village in half. The deep woods stretch far and wide in every direction. Life out here is rarely easy, and everyone is expected to pull their own weight. The people of Arras are practical, hardy folk who are used to solely relying on each other.
It is the middle of autumn, and the harvest is wrapping up. Soon winter will sweep through, the fields will lie barren under a blanket of snow, everyone huddled indoors. But not yet. Today is Flamefade, the equinox festival. Today, Kimra, goddess of oaths, pride and the hearth is honored, thanks is given for the bountiful harvest, and prayers are offered for a mild winter and an early spring.
It should be a time for celebration. Yet given recent events, the six of you can't fully shake the feeling that something more sinister is transpiring...
OOC:
So, now we're finally getting started! This first thread will only be a very quick prelude. In the last few weeks, all of your characters have been part of some significant event. Each of you will get to make a roll and describe what you did in response to the event. Though I've divided you into pairs for this, both characters in each pair gets to make a roll (and does not have to use the same ability score). I've given some suggestions for what you might roll, but you're free to improvise, as long as it seems reasonable.[ +- ] On Ability Checks
While attack rolls and saving throws are pretty similar to how they work in modern D&D, ability checks are a little different. For an ability check, simply roll 1d20, but here you want to roll as low as possible. The number you're trying to equal or beat is your ability score. So if you attempt a Dexterity check and your Dex is 14, that is what you need to roll equal to or less than. A natural 1 is an automatic success, a natural 20 is an automatic failure.
If you have a skill that applies to the attempt, your ability score is counted as +2 higher than normal. For very simple or particularly difficult tasks, you might also get a bonus or penalty to your ability score. If you have a skill that another player character lacks, you can help them by lending your expertise, giving them the same +2 (though if their failure has consequences, you might share in it).
If you have a skill that applies to the attempt, your ability score is counted as +2 higher than normal. For very simple or particularly difficult tasks, you might also get a bonus or penalty to your ability score. If you have a skill that another player character lacks, you can help them by lending your expertise, giving them the same +2 (though if their failure has consequences, you might share in it).

There's been something strange going on at Ana's hut. Now granted, most of the villagers would say that everything going on at Ana's hut is strange. But to Beric and Ophira, this is as close to a second home as anything could be; they know when something is not as it should be.
The cats, normally so willful and independent, lately have been unwilling to stray far from the hollow. Out of nowhere, the spiders started weaving their webs with ferocious obsession, blanketing every corner of the hut. When Beric tried asking them, all he got from them was "hard times are ahead, a wise spider can't be too prepared". Meanwhile, on her excursions into the forest gathering herbs and berries, Ophira twice came across a strange vine—ashen grey with crimson thorns—that no tome in the hut speaks of.
Anathema brushed any mention of these events off, merely telling Ophira to focus on her studies and Beric on his work. But two weeks ago, a fierce autumn storm trapped all three of them in the hut overnight. At first, Ana seemed unbothered. But when putting on a kettle of tea, a sudden scream tore itself from her throat. Her legs giving way, she collapsed on the floor, her body shuddering, tears streaking down her cheeks. As lightning flashed outside, the two of them could swear they saw a shadow move outside.
What did you do?
Example rolls: A Charisma roll to calm Ana; Intelligence to examine her for signs of wounds; a Constitution roll to brave the storm outside, trying to see if anyone's out there.
Thalen & Thea

While the Stone Hall might be said to be the heart of the village, Galthic's Inn across the street surely has to be a close second. If you want to find someone around here? Go to Galthic's. If you want to know what's going on around here? Go to Galthic's.
Being the gifted storyteller that he is, Thalen rarely struggles to get a free drink or two out of the innkeeper. Even an old grump like Galthic has to concede that keeping him around is just good business. As for Thea? Well, once you've wrestled Karhu the Night Reaver with your bare hands and won, drinks tend to be on the house.
In a place like this, rumors flow as freely as ale. Over the past few weeks, various smallholders and workers from the outlying farms have gathered to commiserate over a tankard or three. Though most of it is the usual griping and frustrations of village life, here and there you pick up some… strange whispers. Might there be more going on here than is first apparent?
What did you do?
Example rolls: A Charisma roll to charm your way into a conversation; a Dexterity roll to eavesdrop in on some conspiratorial whispers; Intelligence to piece together disparate rumors into a bigger picture; Constitution to drink someone under the table and loosen their lips.
Gaelan & Lirann

There are a thousand spirits within only a days walk from Arras. Some are as ancient as the woods and mountains, wholly uncaring of the insignificant people that inhabit their lands; others are barely more than a whisper upon the wind, born and snuffed out before a single season has passed. While most of the villagers might exclaim that 'the spirits are surely unhappy' during a bad harvest, or leave out small offerings in a symbolic fashion, they rarely give them more thought than that. To Lirann however, the spirits are just as real as her human neighbors. Sometimes, maybe even more so. And lately, many of them have seemed more and more agitated.
And so, late in the evening three days ago, she and Gaelan found themselves out in the woods—not far from the small, peaceful glade Gaelan had once discovered—tracing the path of a skittish Fleetpaw spirit. It was one of several such that Lirann had established a solid rapport with over the years. Gaelan's presence was necessary, of course. After all, word had it that brigands had been sighted in the area.
No matter what rituals or offerings Lirann attempted, the hare-spirit could not be enticed into showing itself. Most unusual. However, neither of them had much time to ponder the reason for it. Saltback, Gaelan's trusty steed—tied to a tree not far away—suddenly began pulling on the rope, neighing, kicking its hooves wildly. Lirann sensed a strange shudder ripple through the woods. Only moments later, they heard the sound. It started low and distant, metal dragging over rock, branches crunching underfoot. Someone, something, was drawing closer.
What did you do?
Example rolls: A Dexterity roll to attempt to hide; Wisdom to quickly pick up on the sound and identify where it's coming from, buying yourself time; you can also choose to make an attack roll to attempt to stand your ground and drive the threat off.