The Mainland

Solstice Port

Having fueled up a floatplane with demonic essence, the party left Frozen Hell behind and docked offshore. Their first stop was Solstice Port, they were met with suspicious glares and whispers from the rough-and-tumble denizens of the town, ruffians and fiends of all kinds.

Potential Activities:
- Rescue Request – The survivors of the siege on Frozen Hell are waiting for a rescue at Glacial Harbor! Finding the right captain (who won’t try to pull any funky pirate moves) to rescue them is important, even moreso in this port.

- The Black Market – Every city could have a criminal underworld functioning right under people’s noses… in Solstice Port, the guards are in on it, giving peddlers the ability to hawk any and all wares. If one needs to purchase something shady, this is an easy place to get it.

Frozen Hell

Through ample flower-filled shenanigans, the group of four managed to fall into another world. Their first destination in this world was the accursed Frozen Hell (or White Hell), a tundra with fairies and monsters. They avoided a large feathered beast and managed to freeze it in a Sub-Zero Lake before being guided towards a Ruined Settlement, finding a faerie dragon play-pretending to be a plain hoard-keeping dragon.

Before heading off towards the northest point, the group decided to scavenge a little bit in search of goodies… unfortunately they got their hands on one of the seven items that will destroy the world: a talking mask called Wis, capable of granting endless knowledge and foresight to its host. Getting through the tundra wasn’t easy, but the group had the destination, and the will to get there, making short work of a goblin-filled underpass before finally getting to the final stretch of their journey in the Frozen Hell: a 20-meter-long rift in the earth that runs from one end of the land to the other.

Potential Activities:
- Clear the Underpass – Goblins are rude, noisy, and most pertinently, numerous. The critters stinking up the underpass make it hard to relax given that the occasional scout/rascal makes its way out of it and into the wilderness, threatening to jump out and go OOGITY-BOOGITY at someone at any point! Dealing with the goblin menace, using violence or some other method, should be rewarding and probably even feel good.

- Do Not Make Deals With Fairies – Clear but faded instructions in the back of the map reveal that the Crystal Tree Forest is inhabited by fairies. The group has become aware that fairies are notorious pranksters, as one Sau displayed her power and prowess during the trek to the ruined settlement. Still, even with this information, the fairies might be able to offer a solution to the group’s rift-related problem!

- Do Not Feed The Warg – Once again, the map’s faded instructions are quite clear. The ice fortress makes for a beautiful vista, but the threat of a warg (a big wolf, according to one of the survivors) means one should be careful when entering to plunder its riches. The scenery on its own is probably not a good reward, but the team might be able to find a solution to their gap-shaped dilemma there!

Innawoods, Day 1

Our heroes Mat and Lukas made a bunch of friends on their first day, playing cards and baseball to pass the time. Trouble arose during the first night as Linda appeared to have gone missing. Splitting into groups to search for her, the two boys met up with another group of campers, and were pointed towards a rather frightening clearing… or a demon glade. Linda was eventually found in a stupor, confused and scared, in the hands of the Innawoods bus driver.

Potential Activities:
- Late Night Entertainment – Filled with rebels and growing testosterone, the boys cabin doesn’t go to bed when told to do so. With everyone hyped up by their arrival in camp, a number of games have begun to crop up after midnight, from card games to truth or dare.

- Mission Impossible – Hormones don’t make you stupid per se, but they do lead to a lot of stupid choices. A few of the teens managed to sneak in a few brewskies from the Lodge into the boys cabin, and are ready to attempt the stupidest and most daring panty-raid in history.

- Spirited Away – There’s a night watchman standing guard outside the cabin preventing one from leaving (unless it’s to the bathroom). Curiosity is a painfully strong driving force though. With a buddy as a decoy, you can break through the first line of defense to go explore.
- Having distracted the night guard once, this decoy system is guaranteed to fail if attempted twice in the same night. Try again tomorrow…


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