What Dreams may Tell

Day 0. The adventure begins

A message led you all to Snall for the reading of a will.

For most of you, the father you never knew.

He’s left the five of you his shop (Dan’s Curioum) in the small town of Rael, a short walk west of Snall. Apparently he was an archeologist. He’d buy and sell trinkets and go searching for old artifacts.

While you were in the Misty Moon in Rael, Sudian’s girlfriend was grabbed by some thugs and dragged out of the bar.

You all followed but lost them in the woods. After some searching, you found a lodge. You could hear Isabella (clearly afraid) and some toughs.

After some steps forward and some steps back, you rescued Isabella and got back to Rael.

The story of your adventure has been heard in the area and you’ve developed a reputation for getting things done.

You’ve decided to keep the shop. People can find you there and ask for help.



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