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A communal dinner in the cafeteria where the player characters mingle with an eclectic mix of long-term residents, attendants, and other travelers.
Key Events & Interactions
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In this installment of Low Moon Origins, our party finds themselves thrust into the otherworldly, surreal depths of the Iron Plane of Water. Having arrived at the colossal, shifting fortress of the elemental lord, Thalassar, they are now confronted with the bizarre reality of their new existence. The citadel is a breathtaking and disorienting marvel: a sprawling structure of ivory ribs, glowing coral, and suspended glass domes where the very concept of 'above' and 'below' is challenged by infinite currents and silent, massive leviathans circling like wolves. As the party settles into their assigned chambers—submerged sanctuaries that can be miraculously commanded to fill with air—they must grapple with the intense isolation of the deep. Tensions mount as they meet their mysterious, individual attendants, figures who seem to harbor dark histories and unsettling secrets about their own pasts and their reluctant servitude to Thalassar. From the stoic and scarred Fenwick to the energetic, ink-stained Vashti, these caretakers are more than just servants; they are remnants of other lives, tethered to this planar prison. The episode masterfully balances the atmospheric dread of the environment with the quiet, character-driven drama of the players learning to adapt their physical forms to a world that defies the laws of their home plane. As they begin their arduous training to master movement within the water, they are forced to confront the limits of their own resilience and the psychological toll of existing between life and death. Will they master these elemental shifts before their time runs out, or will the crushing pressure of the fortress prove too much to bear? Listen as the party navigates internal conflicts, mysterious omens, and the daunting challenge of surviving in the heart of an elemental god’s domain.
#RCGT
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In this gripping episode of Palace Pages, the aftermath of a harrowing journey begins to take shape as the surviving adventurers emerge from the shadows of the Southern Misco Retreat. Bearing the heavy burden of both a lost comrade and a tale that defies easy explanation, Selina, Mikkel, and their healer, Elowen, must navigate the delicate political landscape of their home. What they thought was a short excursion has mysteriously stretched into weeks of lost time, leaving them to contend with suspicion from the authorities and the tragic finality of Dan’s death. While Mikkel finds a moment of respite and utility at the local smithy, laboring over damaged gear and discovering enigmatic runes, Selina and her companions are thrust into an urgent audience with Lady Sirinu and Lord Bainor. The atmosphere is thick with tension as the group attempts to reconcile their harrowing dungeon crawl with the kingdom's official reports. The revelation of the 'Ash Hall'—a site linked to a string of sinister disappearances—raises the stakes, transforming their personal ordeal into a potential existential threat to the crown. The episode masterfully balances the grief of loss with the grinding gears of palace politics, as our heroes are commanded to investigate the chilling testimonies of asylum patients to determine if their own experiences are part of a larger, darker pattern. With a new mission set, a mysterious carriage waiting, and the weight of royal scrutiny pressing down on them, the pages find that their survival is only the beginning of a much larger struggle. Secrets are whispered in the great hall, duty pulls them toward the asylum, and the lines between heroism and overstepping become increasingly blurred. Join the party as they sharpen their steel and their resolve, bracing for the grim reality that some doors, once opened, can never be truly closed.
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While camping at the Undermountain dwarven shipping port that has clearly been long abandoned the party is attacked by hideous creatures.
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The party in traveling away from the reliquary room discovers an ancient shipping port. They explore it and the information is interesting historically. As the party camps for a rest period (feels like night) they are set upon by some trouble.
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The party attempts to move in the right direction to get away from the reliquary room and to a part of the mountain from which they might use magical transport safely. They have 25 fallen with them, a mix of races mostly dwarves. They send scouts ahead and Raian in particular shows his usefulness.
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The air in the subterranean reliquary room is thick with dust and the lingering scent of ancient magic, but for our weary adventurers, the real challenge is just beginning. As Season 25 continues, the party finds themselves trapped within the cold, silent stone walls of the reliquary room, tasked with an impossible escape mission. With no clear path toward the surface and the disorienting weight of their surroundings pressing down on them, the tension reaches a fever pitch. The group is burdened not only by the psychological toll of their recent discoveries but by the pressing need to escort a group of fragile survivors to safety. This is no simple trek; it is a desperate struggle for survival through a labyrinthine descent that defies logical navigation. Compounding their frustration, their elemental mage finds their typical repertoire of traversal spells stifled by the crushing magical density of the ruins. With no teleportation to whisk them to safety, every foot forward must be carved through sheer willpower and tactical ingenuity. The stone itself seems to conspire against them, shifting and groaning as if resisting their intrusion. As the party evaluates their options, the moral weight of their mission looms as large as the granite ceilings. They must decide who leads, who protects, and what sacrifices are worth making to see their charges reach the light of day. Will they rely on brute strength to break through the monolithic barriers, or will they discover a hidden mechanism waiting to be manipulated? The atmosphere is heavy with the threat of pursuit and the dwindling hope of a clean getaway. Loyalties are tested, nerves are frayed, and the simple act of putting one foot in front of the other becomes an epic test of endurance. Join us as the party navigates the claustrophobic corridors of the reliquary complex, battling both the physical limitations of their environment and the growing desperation within their own ranks. In this episode, the line between hero and survivor blurs, and the path to the surface feels further away with every heavy, echoing step taken into the dark. Every choice they make now will ripple forward, determining whether they emerge as triumphant conquerors of the stone or remain trapped in the reliquary room forever.
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The party attacks barge guards to protect refuges on the way out of the Gnome Vale.
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Tensions reach a boiling point in the Gnome Vale as our heroes find their time running out. In this gripping episode of the chronicle, the party finalizes their clandestine arrangements with Glimwren’s attorney, setting the stage for a desperate exit. Shadows lengthen over the Vale as they bid a bittersweet farewell to Glooria, acutely aware that their presence has become a liability that the local authorities can no longer ignore. With the mysterious and powerful tuning fork of earth-shaping secured—a device that holds the secret of the collapsible Kuss—the group embarks on a perilous journey across the water. But the sanctuary of the barge is short-lived. A sudden, violent conflict erupts mid-transit, forcing the party to choose between remaining unseen and standing for the innocent. As the gnome militia closes in, the group must make a series of high-stakes decisions that reveal their true nature: they are selfless protectors of the weak, yet they possess a dangerous, renegade streak that pushes them to shatter the law in pursuit of a greater good. Amidst the chaos of battle, the party struggles to shield a group of refugees, proving that while they may be outcasts in the eyes of the establishment, they are the only shield standing between these innocents and total annihilation. As the horizon of the mainland draws near, the weight of their mission grows heavier. The Order of Stone Singers awaits the artifacts, but with the High Priest of the Earth Mother tracking their steps and the lingering influence of the Brass Key of the Unlocked Door distorting Glimwrens reality, the path ahead is shrouded in mystery. Every choice has a consequence, and the party is beginning to learn that their interference in the world’s ancient mechanics has drawn the attention of forces far beyond their control. Will they reach their destination before the consequences of their recent violence catch up to them, or will the very earth they seek to shape turn against them? Join us as our travelers flee into the unknown, leaving behind the only safety they have known to pursue a destiny carved in stone and struggle.
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From the publisher's feed
Full Sessions from a 35+ year Role Playing campaign with four groups running. Modified first edition D&D rules, entertaining stories Background discussions with stars players and in character…