Date Day Day of Month Location Game
6/1 Mon 1st Mon None
6/4 Thu 1st Thur Eisenhower Drew’s Pathfinder
6/8 Mon 2nd Mon El Santiago Pathfinder (experienced) Abomination Vaults
6/11 Thu 2nd Thur None
6/15 Mon 3rd Mon El Santiago Pathfinder (experienced) Abomination Vaults
6/18 Thu 3rd Thur Eisenhower Drew’s Pathfinder
6/22 Mon 4th Mon El Santiago Pathfinder (experienced) Abomination Vaults
6/25 Thu 4th Thur None
6/29 Mon 5th Mon Pathfinder (experienced) Abomination Vaults
Last night, our band of adventurers, including a Sorceress, Fighter, Cleric, and a Witch with her Mongoose familiar, embarked on a memorable quest.
The town of Harrenford has lost six miners beneath the ruined observatory of Vhal Turog. One returned alive but cannot
remember his name. A silver mist now crawls from the mine at night, and people who breathe it dream of lives they never lived.
The Mission -
Enter the lower vaults, rescue survivors, and stop whoever is waking the Moon-Glass Lens. The council offers coin, healing, and public thanks. The survivor offers only a warning: Do not let the glass learn your name.
What they know -
• The observatory belonged to astrologers who studied dreams, death, and names.
• The enemy uses mirrors, silver knives, and stolen voices.
• The vault reacts to magic, true names, fear, and memory.
• You have time for one quick rest inside, but not a full retreat.
So far the memorable part was the battle in the Hall of Echoing Sigils.
The corridor widened into a hall of seven black mirrors. Each mirror reflects the group with one person missing. Five Silver sigils flare beneath your boots, and the reflections begin speaking in your voices.
Goal - Disable or bypass three sigil anchors before the hall drains memories. Run in exploration if the players are cautious, or in initiative if they trigger the first rune.
The adventurers were able to disable three of the five sigils, but they remain in the hall with three of the four Rune Acolytes. It appears that they were about to advance once the sigils were defeated, but the battle remains engaged, and the damage is adding up for both sides. The Cleric took severe damage, but has come back, temporarily. The fighter has also taken some damage, but he’s one tough fighter!
Next week, the quest continues.
Thanks to Carol, Megan, Tim & Drew for taking on the challenge.
The town of Harrenford has lost six miners beneath the ruined observatory of Vhal Turog. One returned alive but cannot
remember his name. A silver mist now crawls from the mine at night, and people who breathe it dream of lives they never lived.
The Mission -
Enter the lower vaults, rescue survivors, and stop whoever is waking the Moon-Glass Lens. The council offers coin, healing, and public thanks. The survivor offers only a warning: Do not let the glass learn your name.
What they know -
• The observatory belonged to astrologers who studied dreams, death, and names.
• The enemy uses mirrors, silver knives, and stolen voices.
• The vault reacts to magic, true names, fear, and memory.
• You have time for one quick rest inside, but not a full retreat.
So far the memorable part was the battle in the Hall of Echoing Sigils.
The corridor widened into a hall of seven black mirrors. Each mirror reflects the group with one person missing. Five Silver sigils flare beneath your boots, and the reflections begin speaking in your voices.
Goal - Disable or bypass three sigil anchors before the hall drains memories. Run in exploration if the players are cautious, or in initiative if they trigger the first rune.
The adventurers were able to disable three of the five sigils, but they remain in the hall with three of the four Rune Acolytes. It appears that they were about to advance once the sigils were defeated, but the battle remains engaged, and the damage is adding up for both sides. The Cleric took severe damage, but has come back, temporarily. The fighter has also taken some damage, but he’s one tough fighter!
Next week, the quest continues.
Thanks to Carol, Megan, Tim & Drew for taking on the challenge.