DAY 3 - MORNING | Weather: Heavy snow, strong wind | Temperature: -12C | Visibility: 60ft | Light: Overcast dawn, dim
🕯️ GM (The Storyteller)
*The wind hits like a fist. Snow drives horizontally across the narrow mountain path, stinging exposed skin and turning the trail into a treacherous ribbon of ice.*
*Grog's knee, the one the bandit leader's brace shattered two sessions ago, screams with every step. The iron knee brace Sister Maren bought him in the last town creaks and groans. His movement is already halved from the permanent injury. In this snow, it's glacial.*
*Aldric pulls his cloak tighter. He didn't fully recover from the last fight. 28 out of 32 HP.*
[Voice: GM Narration, wind howling in background]
RATION CHECK - Day 3 Morning:
🎲 Ration inventory:
- Grog: 3 rations remaining (requires 2/day, large creature metabolism)
- Aldric: 4 rations remaining (1/day)
- Lyralei: 5 rations remaining (1/day, ranger packs efficiently)
- Sister Maren: 4 rations remaining (1/day)
Estimated days to Korvosa: 2
Grog needs: 4 rations for 2 days. Has 3. SHORTFALL: 1 ration.
Everyone else: sufficient.
Water: Snow can be melted but requires fire or magic. No fire in this wind.
🕯️ GM (The Storyteller)
**Ration problem.** Grog eats double because he's enormous. Half-orc barbarian metabolism. He needs 2 rations per day and has 3 remaining for a 2-day journey. That's a shortfall of 1.
If he doesn't eat enough, his rest recovery is halved (food penalty). With that broken knee, he NEEDS full recovery.
Sister Maren, you could cast Create Food and Water. But that's a 3rd-level slot. You have 2 remaining. You might need those for healing if things go wrong on this mountain.
Lyralei, you could forage, but it's a blizzard. Survival DC 18 to find food in these conditions.
This is resource management. Every spell slot is a decision.
[Voice: GM Narration]
LIGHT CONDITIONS - Dawn, Overcast, Heavy Snow:
🕯️ GM (The Storyteller)
Visibility is 60ft in the blizzard. Dim light from the overcast sky. Without a light source, you have disadvantage on Perception checks beyond 30ft.
Aldric, you could cast Light (cantrip, unlimited uses) on your staff. It won't cost a spell slot. But it makes you a visible beacon in the storm. Anything tracking you by sight locks onto the light.
Alternatively, Lyralei has 2 torches. A torch lasts 1 hour and can be extinguished by wind (50% chance per hour in these conditions). And carrying a lit torch means one hand is occupied.
Light source decision. What do you use?
[Voice: GM Narration]
⚔️ Aldric (Player)
I cast Light on my staff. It's a cantrip. Free. And I'd rather see than stumble off a cliff.
🕯️ GM (The Storyteller)
*Aldric's staff flares with a warm, steady glow. The blizzard swirls around the light like moths, snowflakes caught in the radiance. The path ahead becomes visible. So does the party, to anything watching from the darkness.*
**Light (cantrip) active on Aldric's staff. No spell slot cost. 60ft bright light, 120ft dim light. Party is now visible to creatures within 120ft.**
Cantrip resource management: this is why wizards prepare Light. It's not glamorous but it keeps the party alive in situations where torches fail.
[Voice: GM Narration]
🕯️ GM (The Storyteller)
Lyralei, as the party's Level 10 Ranger in your FAVOURED TERRAIN (mountains), you're in your element. The rest of them are suffering. You're reading the wind.
**Ranger Wilderness Assessment (WIS +4):**
1. This storm will last until late afternoon. Pushing through is possible but will cost exhaustion.
2. There's a rock overhang about 2 hours ahead that provides shelter. You've camped there before.
3. The snow is hiding a switchback trail that cuts an hour off the route, but it's narrow and icy. One wrong step and it's a 200ft fall.
4. Grog's knee brace is grinding. The cold is contracting the metal. If he pushes the full day without rest, the brace could seize up entirely.
What do you recommend?
[Voice: GM Narration]
⚔️ Lyralei (Player)
We push to the rock overhang. Two hours. Main trail, not the shortcut. Grog can't handle icy switchbacks with that knee brace. We camp there and wait out the storm.
🕯️ GM (The Storyteller)
Smart. The safe choice.
**2-hour march in heavy snow. CON saves every hour for cold exposure (DC 12).**
[Voice: GM Narration]
🎲 Hour 1 - CON saves (DC 12, cold exposure):
Grog (CON +4): d20+4 = [8]+4 = 12 - PASS (barely)
Aldric (CON -1): d20-1 = [14]-1 = 13 - PASS
Sister Maren (CON +2, advantage from winter gear): d20+2 = [6,15]+2 = 17 - PASS
Lyralei: EXEMPT (ranger cold gear, favoured terrain)
Hour 2 - CON saves (DC 12):
Grog: d20+4 = [11]+4 = 15 - PASS
Aldric: d20-1 = [9]-1 = 8 - FAIL. Aldric gains Exhaustion 1.
Sister Maren (advantage): d20+2 = [3,12]+2 = 14 - PASS
🕯️ GM (The Storyteller)
Aldric stumbles. His fingers are blue. His teeth chatter so violently he can barely speak. The cold has broken through his travelling cloak.
**Aldric gains Exhaustion 1.**
Exhaustion effects:
- Combat suggestions drop from 3+INT to 2+INT. His brilliant mind is foggy. He'll get fewer options until that exhaustion clears.
- Disadvantage on ability checks.
- Speed not yet affected (that's Exhaustion 2).
Sister Maren wraps her cloak around him. Grog, despite his own pain, puts Aldric's arm over his massive shoulder and half-carries him.
Two hours of misery. But you reach the overhang.
[Voice: GM Narration, sombre]
🕯️ GM (The Storyteller)
*The rock overhang is a natural shelf cut into the mountainside. 30ft deep, 15ft high, open on one side but sheltered from the wind. Old fire marks on the ceiling. Lyralei has been here before.*
**Camp Setup - Lyralei's Ranger Bonus (step by step):**
Base wilderness rest quality (rough camp, no fire): x0.5
Ranger Level 10 bonus: +0.75
Favoured Terrain (mountains): +0.25
Sheltered overhang (not open sky): +0.25
Can you build a fire? The wind is blocked by the overhang. Survival check.
[Voice: GM Narration]
🎲 Lyralei Survival check (fire in snow, sheltered): d20+8 = [13]+8 = 21 vs DC 12 - SUCCESS.
Fire lit. Rest quality bonus: +0.25
Rest quality calculation:
Base: x0.5
Ranger Level 10: +0.75
Favoured Terrain: +0.25
Shelter: +0.25
Fire: +0.25
Total: x2.0
Food/water requirement for full quality:
- All party members must eat 1 ration (Grog: 2) and have water.
- Water: snow melted by fire. Covered.
- Food: see ration check below.
REST QUALITY - Food & Water Requirements:
🕯️ GM (The Storyteller)
**Rest quality x2.0, but only if everyone eats.**
Grog needs 2 rations. He has 3 total for a 2-day journey. If he eats 2 tonight, he has 1 left for tomorrow. That means tomorrow he's underfed (rest recovery halved).
Alternatives:
1. Grog eats 1 ration instead of 2. Rest quality drops to x1.0 for him (food penalty).
2. Sister Maren casts Create Food and Water (3rd-level slot). Feeds everyone. But she drops to 1 remaining 3rd-level slot.
3. Lyralei forages at the overhang. Survival DC 15 (lower than blizzard, sheltered area). If she succeeds, she finds enough to supplement Grog's rations.
Spell slot decision, Sister Maren. What's more valuable: a spell slot now, or a spell slot for emergencies tomorrow?
[Voice: GM Narration]
⚔️ Sister Maren (Player)
How bad is Grog's knee? Do I need to save a slot for healing?
🕯️ GM (The Storyteller)
Sister Maren, your WIS +3 medical assessment:
The knee is a permanent injury (F-083). Cure Wounds won't fix it, that only heals HP. You'd need Lesser Restoration (2nd level) to halt deterioration, or Greater Restoration (5th level, which you don't have) to actually repair it.
But if Grog pushes through another day in the cold WITHOUT proper food and rest, the injury could worsen. A permanent injury that gets aggravated becomes **debilitating**. His movement drops from 20ft to 10ft. Effectively immobile in combat.
The iron knee brace helps. It provides stability and prevents the worst degradation. But it's not a substitute for food and rest.
**Prosthetic equipment effect:** The knee brace gives Grog +5ft movement (would be 15ft without it) and prevents automatic degradation checks during normal travel. But in extreme cold, the metal contracts. It's currently grinding against his kneecap.
[Voice: GM Narration]
⚔️ Lyralei (Player)
Let me try foraging first. DC 15 is doable with my bonus. Save the spell slot.
🎲 Lyralei Survival (foraging, sheltered mountain overhang): d20+8 = [12]+8 = 20 vs DC 15 - SUCCESS.
Lyralei finds: mountain hare (1 ration equivalent), winter berries (1 ration equivalent), clean ice for water.
Total foraged: 2 rations. Enough to supplement Grog's shortfall.
🕯️ GM (The Storyteller)
*Lyralei sets snares at the path entrance and returns thirty minutes later with a mountain hare and a pouch of winter berries. Ranger efficiency. She's done this a hundred times.*
**Ration update:** Grog eats 2 rations (1 from his pack + 1 foraged hare). Everyone else eats 1. Full food requirement met.
**Rest quality: x2.0 confirmed.** As good as a standard inn. In the middle of a mountain blizzard. This is why you bring a ranger.
Sister Maren's spell slots: preserved. Both 3rd-level slots remain.
[Voice: GM Narration, warm]
NIGHT WATCH - 02:00 | Lyralei's Snare Alarm Triggered
🕯️ GM (The Storyteller)
*A sharp SNAP echoes through the overhang. Lyralei's snare alarm has been tripped.*
*Everyone jolts awake. The fire has burned low. Outside, the blizzard has calmed to steady snowfall. Moonlight filters through the clouds.*
*Two shapes in the snow. Low to the ground. Massive. Yellow eyes reflecting the dying firelight.*
**Two winter wolves.** Starving, desperate, drawn by the smell of cooked hare. These aren't scrawny timber wolves. Winter wolves are magical beasts. Frost breath. Pack tactics. Smart enough to be dangerous.
*Roll initiative.*
[Voice: GM Narration, tense]
🎲 Initiative: Lyralei 19 (already awake, on watch) | Wolf Alpha 16 | Wolf Beta 14 | Aldric 11 (Exhaustion 1, groggy) | Sister Maren 9 | Grog 7 (broken knee, slow to rise)
WOLF ENCOUNTER - ROUND 1 | Conditions: Heavy snow (difficult terrain), dim light, firelight
🎲 Weather combat effects:
- Heavy snow: ALL movement costs double (difficult terrain)
- Icy ground: DEX saves at disadvantage for all combatants
- Dim light beyond firelight: disadvantage on attack rolls beyond 30ft
- Grog's knee brace: movement already 20ft, halved again to 10ft in snow. He cannot close distance.
🕯️ GM (The Storyteller)
**Combat conditions are brutal.** The snow means every step costs double. DEX saves are at disadvantage on the ice. And Grog's broken knee plus the difficult terrain means he has 10ft of movement. He can't charge. He can't rush. He fights where he stands.
Aldric, **Exhaustion 1 is active.** Your combat suggestions drop from 3+INT(5) = 8 options to 2+INT(5) = 7. Your mind is foggy. You'll see fewer creative plays.
Lyralei, you were on watch. Bow in hand. Your turn.
Your 3 suggestions:
1. **(DEX)** Arrow to the Alpha's chest. First strike before they close distance.
2. **(WIS)** *The Alpha is slightly ahead, the dominant one. Kill it and the Beta may flee. Targeted strike to the throat. -2 to hit, but throat damage triggers choking.*
3. **(DEX)** Fire arrow into the snow between them. The sudden light and heat may cause them to hesitate. Buys a round.
[Voice: GM Narration]
⚔️ Lyralei (Player)
Option 2. Targeted strike to the Alpha's throat. End this fast. We need rest, not a prolonged fight in a blizzard.
🎲 Targeted Strike - Wolf Alpha's throat:
Attack: d20+8-2(targeted) = d20+6 = [17]+6 = 23 vs AC 13 - HIT.
Damage: 1d8+4 = [7]+4 = 11 damage.
Throat hit: Wolf Alpha CON save DC 14 or begin choking.
Wolf Alpha CON: d20+3 = [9]+3 = 12 - FAIL. CHOKING.
Wolf Alpha HP: 36 - 11 = 25/36. Choking (-2 to all rolls, bleeding 1d4/round).
🕯️ GM (The Storyteller)
*The arrow buries itself in the Alpha's throat. The wolf's snarl becomes a wet, gurgling howl. Blood sprays across the white snow. It staggers, choking, but doesn't go down. Winter wolf hide is thick.*
*Both wolves charge through the snow. Difficult terrain halves their movement but they're still fast enough to close.*
[Voice: GM Narration, urgent]
🎲 Wolf Alpha attacks Lyralei (choking, -2): d20+6-2 = d20+4 = [13]+4 = 17 vs AC 16 - HIT.
Bite damage: 2d6+4 = [3,5]+4 = 12 damage. Lyralei HP: 73 - 12 = 61/73.
Wolf Beta circles to Grog (senses the injury, targets the weak):
Attack: d20+6 = [8]+6 = 14 vs Grog's AC 13 (damaged armour from tavern fight) - HIT.
Bite damage: 2d6+4 = [2,4]+4 = 10 damage. Grog HP: 76 - 10 = 66/76.
Grog's knee buckles from the impact. He braces with his greataxe but can't pivot to counterattack.
WOLF ENCOUNTER - ROUND 2
🕯️ GM (The Storyteller)
Lyralei, the Alpha is on you. Its jaws clamped on your forearm. Bow useless at this range.
1. **(STR)** Grab the arrow in its throat and DRIVE it deeper. No attack roll needed, it's already embedded.
2. **(DEX)** Draw hunting knife. Slash across its eyes. Blind it.
[Voice: GM Narration]
⚔️ Lyralei (Player)
Option 1. I grab the arrow and shove it through.
🎲 Arrow push - automatic hit (already embedded):
Damage: 1d8+1(STR) = [8]+1 = 9 throat damage.
Wolf Alpha choking intensifies: CON save DC 16: d20+3 = [4]+3 = 7 - FAIL.
Wolf Alpha HP: 25 - 9 - 3(bleed) = 13/36. Severe choking. Losing consciousness.
🕯️ GM (The Storyteller)
*Lyralei grabs the arrow shaft and RAMS it deeper. The wolf's snarl becomes a death rattle. Blood pours from its jaws. It releases her arm and staggers backward into the snow.*
Grog, the Beta is circling you. Your broken knee means you CANNOT pivot to track it. You fight defensively. The knee brace locks up every time you shift weight. But you're a wall.
Your 2 suggestions (INT -1, defensive stance forced by injury):
1. **(STR)** Greataxe sweep. Wide arc. You don't need to move, just swing in a circle. The wolf has to come to you.
2. **(STR)** Wait. Let it lunge. When it commits, bring the axe down on its spine.
[Voice: GM Narration]
⚔️ Grog (Player)
Option 2. I wait for it. Patience. It has to come to me.
🎲 Grog readied action: attack when Wolf Beta lunges.
Wolf Beta lunges: d20+6 = [11]+6 = 17 vs Grog AC 13 - HIT. Bite: 2d6+4 = [1,3]+4 = 8 damage.
Grog HP: 66 - 8 = 58/76.
Grog's readied attack triggers: d20+7 = [15]+7 = 22 vs AC 13 - HIT.
Damage: 1d12+5 = [11]+5 = 16 damage.
Wolf Beta HP: 36 - 16 = 20/36.
🕯️ GM (The Storyteller)
*The wolf lunges. Grog takes the bite on his left arm, grunts, and brings the greataxe down on the wolf's back. The blade bites deep. The wolf yelps, twists free, trailing blood.*
*Grog doesn't chase it. He can't. His knee won't allow it. But his face says: come back and try again.*
**Defensive fighting with a permanent injury. He can't charge, can't pivot, can't pursue. But he can ENDURE. CON +4 and STR +5 in a stationary fight. This is Grog's new reality.**
[Voice: GM Narration]
WOLF ENCOUNTER - ROUND 3
🎲 Wolf Alpha bleeding: 1d4 = [4]. HP: 13 - 4 = 9/36. Choking worsens.
Wolf Alpha attempts to flee. Movement halved (choking + snow).
Lyralei opportunity attack: d20+8 = [15]+8 = 23 vs AC 13 - HIT.
Hunting knife: 1d4+4 = [3]+4 = 7 damage.
Wolf Alpha HP: 9 - 7 = 2/36. Collapses in the snow. DOWN.
Wolf Beta morale check (Alpha down): d20+2 = [4]+2 = 6 vs DC 10 - FAIL.
The Beta flees into the blizzard.
🕯️ GM (The Storyteller)
*The Alpha tries to run. Lyralei's knife catches it across the hindquarters as it turns. It takes three steps and drops. A dark shape in white snow, twitching, then still.*
*The Beta sees its leader fall. It whimpers, turns, and bolts into the darkness. Its howl echoes through the mountain pass. Mournful. Fading. Gone.*
*Silence returns. The fire crackles. Blood steams in the snow.*
[Voice: GM Narration, quiet]
POST-COMBAT - Wound Assessment & Infection Check:
🎲 Wolf bite wounds - infection check (beast bites in unsanitary mountain conditions):
Grog arm bite (two bites, untreated): 30% infection chance per wound.
Bite 1: d100 = [22] - No infection.
Bite 2: d100 = [45] - No infection. Lucky.
Lyralei forearm bite (ranger field medicine applied immediately): 10% infection chance.
d100 = [67] - No infection.
All bites clean. No infection this time.
🕯️ GM (The Storyteller)
Both sets of bites are clean. No infection. Grog got lucky twice. An infected wound on top of that broken knee would have been catastrophic.
Lyralei bandages both of Grog's bites with practiced efficiency. Then her own forearm. Ranger field medicine.
But Grog is hurting. The defensive fighting aggravated his knee. He's sitting by the fire, jaw clenched, one massive hand gripping the iron knee brace. The metal is cold against his skin.
[Voice: GM Narration]
🕯️ GM (The Storyteller)
*Grog's eyes drift to the painkiller pouch in his pack. Dull green pills. Stonebark Extract. 25gp per dose. He's used 2 this week already.*
*One more dose and he needs a CON save DC 14 or he becomes dependent. Dependency means he needs one every day or takes 1d4 WIS damage from withdrawal. A barbarian with WIS -1 can't afford to lose more WIS. And after the Bloodrage Draught incident at the tavern, Lyralei is already watching him.*
**Painkiller temptation. Addiction risk: CON save DC 14 if he takes it. Failure means dependency.**
*His hand reaches for the pouch. Stops. Reaches again. Stops.*
Grog: "...I don't need it."
*He pushes the pouch back into his pack. His jaw is set. His knee throbs. But he made the choice.*
*Willpower. From the man with INT -1 and WIS -1. Sometimes strength isn't about the stat block.*
[Voice: GM Narration, respectful]
🕯️ GM (The Storyteller)
Aldric, your Exhaustion 1 is still active. You haven't completed the long rest yet (interrupted by wolves). Your suggestions in that fight were limited. 2+INT instead of 3+INT. You felt the fog.
Sister Maren, you didn't need to cast during the fight. **Both 3rd-level slots preserved.** Smart. The ranger and barbarian handled it with steel.
But Grog's HP is 58/76 and Lyralei is at 61/73. Do you heal now (spending a slot) or let the rest handle it?
[Voice: GM Narration]
⚔️ Sister Maren (Player)
The rest quality is x2.0. That should handle the HP recovery. I save my slots. We might need them tomorrow if the weather stays bad.
🕯️ GM (The Storyteller)
*Good call. Spell slot discipline wins campaigns.*
The party settles back in. The rest continues. Two hours lost to the wolf fight, but the remaining rest time is enough.
**Long rest begins (resumed).**
[Voice: GM Narration]
🎲 LONG REST RECOVERY (x2.0 quality, food/water met):
Grog (Level 10, CON +4, max HP 76, current 58):
Recovery: (4+4) x 2.0 = 16 HP. Current: 58+16 = 74/76. Nearly full.
Knee brace: prevented degradation check. Knee status unchanged (permanent, not worsening).
Exhaustion: 0. No change.
Aldric (Level 7, CON -1, max HP 32, current 28):
Recovery: (-1+3) x 2.0 = 4 HP. Current: 28+4 = 32/32. Full HP restored.
Exhaustion 1: REMOVED by long rest. Now 0. Mental clarity returns.
Spell slots: fully restored.
Lyralei (Level 10, CON +1, max HP 73, current 61):
Recovery: (1+4) x 2.0 = 10 HP. Current: 61+10 = 71/73. Close to full.
Sister Maren (Level 8, CON +2, max HP 48, current 48):
Already full. Spell slots: all restored on long rest (3rd-level: 2, 2nd-level: 3).
DAY 4 - MORNING | Weather: Clear, cold | Temperature: -8C | Visibility: unlimited | Light: bright sunlight
🕯️ GM (The Storyteller)
*Morning. The storm has passed. The sky is a deep, crystalline blue. Snow blankets the mountains in every direction. Breathtaking and deadly.*
*Everyone is nearly at full HP. Aldric's exhaustion is gone. He can think clearly again. 3+INT suggestions restored.*
*Grog's knee still aches. It always will. But the brace held, he's fed, rested, and ready to move.*
[Voice: GM Narration, bright]
POST-COMBAT LOOT - Wolf Alpha Carcass:
🕯️ GM (The Storyteller)
The Alpha's carcass is frozen in the snow. Winter wolf pelts are valuable. 50gp each at a tanner.
Lyralei skins the Alpha efficiently. One pristine winter wolf pelt.
**But: ENCUMBRANCE CHECK.**
Winter wolf pelt weighs 15 lbs. Current party carry weight:
- Grog: 180/200 lbs (heavy gear + greataxe + rations). Can carry the pelt (195/200). But the extra weight on his bad knee...
- Aldric: 45/100 lbs. Can easily carry it but he's not built for hauling.
- Lyralei: 90/120 lbs. Over 75% capacity. The pelt would push her to 105/120. Movement penalty at 100+ lbs.
- Sister Maren: 70/110 lbs. Can carry it (85/110). No penalty.
Who carries the wolf pelt?
[Voice: GM Narration]
⚔️ Sister Maren (Player)
I'll carry it. I have the capacity and Grog's knee can't take the extra weight.
🕯️ GM (The Storyteller)
*Sister Maren straps the wolf pelt across her pack. 85 out of 110 lbs. Manageable.*
**Encumbrance updated. Sister Maren: 85/110 lbs. No movement penalty.**
*Grog nods his thanks. He knows the pelt would have been the final straw for his knee. The brace is already grinding.*
[Voice: GM Narration]
RATION UPDATE - Day 4:
🎲 Ration inventory (after Day 3 consumption + foraging):
- Grog: 1 ration remaining (needs 2 today). SHORTFALL: 1.
- Aldric: 3 rations remaining. Sufficient.
- Lyralei: 4 rations remaining + can forage en route.
- Sister Maren: 3 rations remaining.
Foraging en route (clear weather, DC 12): Lyralei auto-succeeds with ranger bonus.
Foraged: 2 rations (winter berries, frozen stream fish).
Grog's shortfall: covered.
🕯️ GM (The Storyteller)
*The path to Korvosa continues. Estimated arrival: tonight if the weather holds.*
*Grog limps forward, leaning on his greataxe like a walking stick. The iron knee brace creaks with every step. It's not elegant. But it works. A 15gp piece of smithwork keeping a barbarian on his feet.*
*Aldric walks with renewed energy. Exhaustion gone. His mind is sharp again. The Light cantrip on his staff is unnecessary in daylight, so he dismisses it. Conserving nothing, spending nothing. Cantrip efficiency.*
*Lyralei scouts ahead, finding game trails and shortcuts that only a mountain ranger would recognise. Her foraging keeps Grog fed. Her snares kept them warned. Her bow kept them alive.*
*Sister Maren walks steadily under the weight of the wolf pelt, her spell slots untouched. Two 3rd-level, three 2nd-level, all in reserve. A cleric's discipline: don't cast until you must.*
**Session Journal: Mindspin Mountains, Day 3-4. Blizzard survived. Aldric suffered Exhaustion 1 (recovered). Wolf ambush, 2 winter wolves, Alpha killed, Beta fled. No infections. Grog resisted painkiller temptation (Stonebark Extract, addiction risk). Ration management successful through ranger foraging. Sister Maren's spell slots preserved through smart resource decisions. Grog's knee brace holding. Wolf pelt acquired (50gp).**
*The lights of Korvosa appear through the mountain haze as the sun begins to set. Smoke from chimneys. The distant sound of a harbour bell.*
*Your adventure continues.*
[Voice: GM Narration, hopeful]