You have traveled for many days, leaving the last hold of the realm, Solenia, the capital, for the wilder area of the borderlands. Farms and towns have become less frequent, and travelers few. The road climbs higher the further you get into this country of forests and mountains.
The path to the Keep winds up a steep, rocky hill, cutting through patches of sparse yellow grass and wildflowers buzzing with bees. It is the height of summer and the air, muggy and sweltering, smells yet of fresh lavender and pine. The bright azure sky is clear all the way to the horizon, and the sun glints directly overhead like a disk of pure silver. You've become all but blind to the way it flickers every few minutes. Far below the hill the forest spreads north like the nap of an emerald rug. To the south, the land crumbles away to the midnight-black pits and creeping vines of the fens.
This is your last day of travel, and the Keep is just hours away. Some of you can even see its sturdy towers, gleaming in the sun, peek over the next rise. You have traveled together, the rough dozen of you, for safety—even the roads closer to the capital haven't been truly safe in an age—but who knows how your destinies may warp and weave inside the Keep . . . and beyond?
Carl, human cleric 1, 3/3 hp
Fred, human fighter 1, 8/8 hp
Farem Dor, human fighter 1, 7/7 hp
Bofum Dor, human fighter 1, 4/4 hp
Eltrezar, human magic-user 1, 4/4 hp
Kraagor, dwarf fighter 1, 9/9 hp
Natassia, human acrobat 1, 4/4 hp
Darlene, half-elf ranger/druid 1/1, 2/2 hp
Ezra, thief 1, 3/3 hp
Delfarious, human illusionist 1, 4/4 hp
Sir Norris, human knight 1, 9/9 hp
Robin, half-elf thief 1, 5/5 hp
Talyndra, elf 1, 2/2 hp
Father Petronius, human cleric 1, 5/5 hp
Fadrielle, elf ranger 1, 4/4 hp