A strange collection of individuals arrive at the town of Lubellum. They fend off against the shadows, receive a reading of their Fate from the Fortune Teller, undergo their first encounter with The Informant, and brave the night with a lone light expelling the incoming darkness.

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Staying awake through the night, the party watches dawn rise above the now desecrated Lubellum. They meet a mysterious figure by the name of Anthro, who they found again in a strange workshop they identified as a pocket dimension. They take the town’s waypoint out as shadowy tendrils chase them, vying to dissipate the light; they see Anthro once more as they are whisked away, watching as he is stabbed by a shadow and takes a lifeless expression as the party arrives in the quaint Kingdom Town.

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The party takes leave from Kingdom town, making a brief stop at the Mayor’s house, finding a lone dragon sitting in the plains they walk through. They encounter the Protector, scale the inverted dwarven kingdom’s mountain, and enjoy the amenities that it offers, including the casino, where they encounter the Fortune Teller once more in a strange reading. They part ways for the night, each encountering a similar motif in their dreams: “What is your name?”

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The pawns awake from the previous night and take advantage of the many luxuries the festival before them has to offer. They trek through the different realms of each room, representing core tenets of the world they inhabit, and complete the trials that they offer to them. A flame lights with each test passed, with only one unlit torch remaining.

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Challenge

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5 items under this folder.