The adventurers find themselves in a desolate city filled with strange, humanoid
automatons. As they navigate the ruins, they discover these robots are the creations of
Sprock, a Tinker Gnome who was experimenting with mechanical guardians. Gourd
insists they proceed cautiously, but Wurm and Abe debate about destroying the
constructs to claim the city’s treasures.
What will you do?
1. Sneak through the city undetected
Using stealth, the group avoids most of the automatons and manages to find a
safe route through the city. They gather supplies but leave the automatons
untouched. (Continue to Chapter 5).
2. Attack the automatons head-on
A fierce battle erupts, but the automatons overwhelm the group with endless
reinforcements. One by one, the party falls under a relentless barrage of metal
and gears. (END: Death by Automatons).
3. Attempt to take control of the automatons using MoPuck’s magic
MoPuck tries to cast a spell to seize control of the constructs, but his spell
backfires, creating a feedback loop that detonates several automatons nearby,
causing a massive explosion. (END: Death by Explosion).
4. Follow Gourd’s advice and avoid conflict
Gourd leads the group away from the heart of the city, avoiding major fights.
They make it through the city safely but lose time on their journey. (Continue to
Chapter 5).
5. Challenge Sprock to shut down the automatons
The Tinker Gnome agrees to a challenge—a test of magical skill. If Wurm and
Abe succeed, he will grant them safe passage. But Sprock proves too clever, and
in a twist of fate, his magic traps the group in a maze of illusions from which they
never escape. (END: Lost in the Maze).
Chapter 5: You Dun Walk Inn
After escaping the automatons, the weary adventurers find themselves at You Dun
Walk Right Inn, a local pub. Wurm notices a strange symbol carved into his hand by a
cackling old man, and Abe recognizes it as the signet of Alexander Darkwood, a
powerful mage known for leaving clues to treasure. Rasa meets Sly M'Connor, the
barkeep, who points out a wanted poster bearing Rasa’s likeness.
What will you do?
1. Investigate the symbol and follow Darkwood’s clues
The group pursues Darkwood’s clues, leading them to a hidden chamber.
However, a final puzzle reveals a trap, and the walls close in, crushing the party.
(END: Death by Trap).
2. Confront the old man
The old man is a powerful sorcerer, and in the ensuing struggle, he summons a
vortex that pulls several party members into the astral plane, scattering the group
across dimensions. (END: Party Lost Across Planes).
3. Bribe Sly for information on the wanted poster
Sly accepts a small bribe and tells Rasa that he’s being hunted by bounty
hunters in town. They prepare for combat, narrowly escaping death in a skirmish.
4. Ignore the warnings and rest at the inn
The group settles in for the night, but their wanted status catches up with them.
Bounty hunters burst into the room, leading to a fatal showdown. (END: Death by
Ambush).
Chapter 6: Meeting the King
After their trials, the adventurers finally make it to Lionheart, where they meet King
Joffey Lionheart VII. Their arrival is tense, as the kingdom enforces a strict “no dragons”
rule. In a rare moment of peace, Wurm befriends the king, finding common ground in
their devotion to Noir. The adventurers join a grand feast, and a sense of uneasy
alliances settles over the group as they prepare for what lies ahead.