In Game Date: Ches 19, 1492 – The Year of Three Sailing Ships

A City Adorned in Fey Chaos

The session opens as the Spring Equinox dawns upon Waterdeep, the Crown of the North. The city erupts in a vibrant tapestry of celebration for Fey Day. On this day, it is said the veil between the mortal realm and the enigmatic Feywild grows thin, allowing for a rare and unpredictable commingling of worlds. While those in the countryside may bolt their doors and leave offerings to ward off mischievous sprites, the citizens of Waterdeep embrace the chaos with joyous abandon.

From the grandest villas of the North Ward to the bustling streets of the Dock Ward, the city is alive with a riot of color and sound. The air, carrying the last chill of winter now sweetened with the promise of spring, is filled with the lilting melodies of lutes and flutes, the hearty laughter of revelers, and the rustle of elaborate costumes. Nobility and common folk alike don the guises of fey creatures: satyrs with their playful pipes, elegant elves with pointed ears and shimmering gowns, and mischievous pixies with gossamer wings that catch the nascent sunlight.

Throughout the city, vendors hawk their wares from gaily-decorated stalls. One can find intricately crafted masks of silver and gold, whimsical flower crowns, and an assortment of trinkets said to bring the favor of the Seelie Court. The scent of sweetmeats and spiced wine hangs heavy in the air, a tempting invitation to indulge in the dayโ€™s festivities. For the wealthy, Fey Day is an occasion for extravagant masked balls held in the soaring halls of their private estates. Behind closed doors, nobles dance to ethereal music, their identities concealed by ornate masks as they engage in games of courtly intrigue and veiled flirtation. It is a night where social strata seem to blur, if only for a few fleeting hours.

Meanwhile, the cityโ€™s commoners take to the streets in a more boisterous and communal celebration. Troupes of performers, dressed in all manner of fey attire, roam from tavern to tavern, offering songs, jests, and dramatic recitations in exchange for a warm meal or a few coppers. Children, their faces painted with whimsical designs, chase each other through the cobbled lanes, their laughter echoing off the ancient stone buildings.

The Masterwork and the Message

In the subterranean Temple of Moriahdin, beneath the Crommer Estate, a quintessential dwarf named Moriah sat at his study desk. Standing a solid four feet in height and built like a beautifully crafted anvil, Moriah weighed somewhere between 165 and 180 pounds. His red hair and beard were neatly kept, framing a calm face with intelligent green eyes. He was wrapped in armor appropriately marked with the symbols of Moriahdin, the Dwarven All-Father.

Moriah was deeply focused and a touch frustrated as he looked over the schematics and books surrounding him. As the supervisor of the Crommer’s brassworks, he had been consumed by the business of production quotas and tolerances. He felt it was long past time he began his own masterwork, a project for the Smith Guild that had been shamefully neglected. Today, a holiday, might finally be his chance.

At 10:00 AM, with the Fae Day festivities a distant rumble above, Moriah gathered his materials. He made his way from his quiet dormitory room into the heart of the temple: the main forge. The roar of the bellows and the intense heat billowed up to greet him like an old friend. This was an exquisite forge, the finest he had ever worked, powered by impressive Gnomish mechanisms that pumped molten rock and metal at his command. This space was his domain.

As he prepared for the first satisfying strike of his hammer, two things assaulted his senses. First, an out-of-place scent of sweet meat, strangely cloying amidst the familiar smells of soot and hot metal. Then, a frantic, rasping pop-pop-pop on the outer southern door shattered the sacred quiet of the forge.

“I’m coming, I’m coming, calm yourself!” he grumbled, opening the heavy door. A young dwarven boy, his face streaked with tears and panic, immediately sprints past him and leaps into his arms. Moriah recognized him as Kaideu, the ten-year-old son of his employers, Bridget and Duff Crommer. “Moriah ! Moriah, we need your help!” the boy sobs, “Mommy and Daddy have gone missing!”

Looking up, Moriah sees another figure approaching slowly. It is Borin Stonehammer, the head of the Crommer family guard. Borin is ancient, well over two centuries old, his movements slower than they once were. The silver in his meticulously groomed beard has silver coming into it, and a simple patch covers his right eye. He confirms the devastating news: the Crommers attended a ball at Castle Waterdeep and have been missing ever since. Borin hands Moriah an official, wax-sealed document from the City of Waterdeep. It is a summons, calling for specialists to investigate a supernatural occurrence. Citing his sacred duty to protect the now-orphaned Kaideu, Borin declares he cannot go. He implores Moriah , as the most capable man he knows, to answer the city’s call.

Moriahโ€™s resolve is as firm as the stone around him. “Yes. I will do this for the house,” he declares, his focus shifting from his masterwork to his masters. He entrusts the forge’s security to Borin, bringing a wave of relief to young Kaideu’s face.

Just as the plan is settled, another knock, this one more casual, sounds at the door. It is Threestrings, a lanky, wiry human bard and friend to both Moriah and the Crommers. Upon hearing the news, his face falls, not with grief, but with the selfish dismay of a performer whose patrons have vanished. “What am I gonna do about my show later?” he laments. Moriah hands him the city’s summons. The bard’s face pales. “You want what? I’m not going in after a genie!” he protests, his careless words causing Kaideu to flinch. Despite his fear, a spark of opportunism ignites in his eyes. He offers to help by recruiting two capable associates he’s been working with. Leaving his instruments on a workbench, Threestrings departs to fetch his contacts, while Moriah prepares to journey to Castle Waterdeep.

The Templar’s Summons

Within the hallowed halls of the Spires of the Morning, Sir Kalen Solarrath prepared for the day. He was a man who embodied the light he served. Relatively tall, with a bright, upright posture and a composed presence, Kalen was someone accustomed to being watched. His features were calm and clean-cut, with golden-blonde hair kept neatly and striking, yellow-gold eyes that seemed to hold the warmth of the early morning sun. His armor was bright and finely detailed with subtle sunburst engravings that reflected a soft glow, complemented by a gold-trimmed cloak clasped with the emblem of the Order of Aster.

Quiet, sincere, and deeply devoted, Kalen’s ceremonial appearance was less a show of status and more a genuine expression of his faith in Lathander, the Morninglord. Within the serene walls of the Spires, Sir Kalen and his junior partner, the younger and greener Sir Dunkart Longdawn, were on duty. Their morning was spent on the mundane but necessary task of reviewing reports about a “rat pox” outbreak in the city. Their quiet work was interrupted by a rasp at their door. It was Prior Athosar, a senior cleric whose cloth robes bore the large, emblazoned symbol of Lathander. He brought an urgent summons: Kalen was to see Her High Radianceness immediately.

They were led through the main hall, where priests were serving breakfast to the city’s urchins and elderly, and into the High Radiance’s office. She sat behind a large desk with a letter unfurled before her. She slid it across the polished wood. It was a copy of the same summons Moriah received. The High Radiance explained that prominent members of their own church were among the missing, making this the Order’s duty to investigate. She tasked Kalen and Dunkart with handling the matter, seeing it as a crucial time for the Order to step up while the City Guard is stretched thin.

Kalen, ever observant, noted the peculiarity of the request coming from Captain Statget of the Dock Ward, not the Castle Guard. “This doesn’t seem like a normal ask,” he observed. The High Radiance agreed, urging him to uncover the truth. With a blessing, “Let Lathander’s light lay upon your shoulders,” she rolled up the scroll and handed it to him. As they departed, the ever-anxious Dunkart expressed his reservations. “You really think we’re going to go into a genie’s bottle?” he whispered. Kalen’s reply was steadfast: “We’re going to fulfill whatever obligation is necessary. It must be something more than steel that they need.”

The Riddle of the Fourth Sun

At the Monastery of the Sun, Sudara began his day in the sparring salle, the air ringing with the focused sounds of training. He was a half-elven male in his mid-twenties, with a lean build at 5’7″ and 160 lbs, his shoulder-length brown hair trailing behind him. He moved with a quiet grace, dressed in simple, comfortable reddish-brown robes, carrying no visible armor or weapons.

After a few rounds, he was dismissed by his master. As he exited, he was stopped by a guttural grunt. It was Dumac, a high-ranking Githzerai martial artist in the monastery, his presence both alien and authoritative. Wordlessly, he gestured Sudara into the armory. In the quiet of the weapons room, Dumac produced a small blade, a ninjatล. He pressed it into Sudara’s hands. The sword’s pommel was a finely wrought triangle, each face embellished with a symbol of one of the monastery’s three sun deities. “This is a gift from the dojo,” Dumak says, his voice a low rumble. “You will go, and you will use this where you need, and when you need.” He then directed Sudara to meet with Abbot Alger in the mirrored room.

Sudara found the Abbot, robed in brilliant white, standing before a bridge leading to the chamber. “The time has come for you to spread your light beyond the walls of this monastery,” the Abbot says, leading him inside. The room was a disorienting dome of paneled mirrors, a place where Sudara had trained to focus his inner sun. The Abbot’s mere presence caused the room to fill with a soft, internal glow.

“I will be promoting you to an Adept of the Order,” the Abbot declares. She asked to see the sword Sudara was just given. Taking it, she performed an unexpected action: she began to unscrew the triangular pommel. It came off, and as she tilted it, Sudara saw a void inside that appeared dark at first. Then, as if drawing power from the symbols on its exterior, a faint light began to glow within the darkness. “This is a symbol of what we call the Fourth Sun,” the Abbot explains, “that which shines even in the darkest places. It is my wish for you to identify what this Fourth Sun is and return to the monastery when you have achieved enlightenment.”

As Sudara reassembled the blade, a sudden chill entered the room, and the Abbot’s radiant glow faded, replaced by flickering shadows. He was filled with a vision of light and darkness, two sides of the same coin. The Abbot handed him his first task: the letter from the City Watch. His path to enlightenment would begin at Castle Waterdeep.

The White Hats of the Golden Horn

In a lower-end neighborhood of Waterdeep, Cade woke slowly in the small apartment he shared with his partner. He was a young man in his early twenties, around 5’10”, though he carried a weariness beyond his years. He was often hidden beneath a long, brown poncho. Beneath it, his hands told a story: white tape wrapped his fingers, and bruises were scattered across his knuckles. His disheveled mop-top hair hung over a face marked by contrast: one eye was a normal hazel-green, while the left glowed a constant, bright cyan blue, the source of cracked, lightning-bolt scars that snaked down the left side of his face and neck.

A note and some food had been left for him; Havik was already out, starting his day. Havik was a goblin who bordered between the size of a child and a young teenager. His most dominant feature was a weathered but clearly loved cloak of mismatched, patched colors, and he had a habit of nervously picking at its pockets. His large, unassuming eyes were flecked with gold and hidden behind gold-rimmed spectacles, giving him a nervous energy that belied a sharp, confident gaze.

They worked as “white hat” security for the Golden Horn Gambling Hall, a place they once knew from the other side of the law. Cade, a former drug deliverer, was brought into this legitimate work by Havik, who was keen to keep his partner out of their old world. A few buildings away, on the rooftop of the Golden Horn, Havik was taking in the Fey Day festivities from his usual vantage point. He was waiting for his contacts, a network of children from a nearby orphanage. Soon, three small orc heads, their faces hidden by nice masks, popped up on an adjacent roof. The leader, a mute girl Havik knew well, pulled off her mask and used hand signals to confirm her crew was ready to work. In response, Havik prepared to signal the start of their “workday.” With a twirl of his right hand and a whisper of words, he cast a spell, and the sound of a distant morning horn from a port carried over the block.

The sound reached Cade, his signal to get to work. As he approached the Golden Horn, he was intercepted by a familiar, unwelcome face: Threestrings. The bard excitedly shoved the paper detailing the job from Moriah into his hands. Cade’s face sours as he reads it. “Are you high again?” he asks flatly, dismissing the idea of tangling with a djinn as one of Threestrings’ jokes.

Inside the hall, the atmosphere was tense. Another employee, Benethan, watched Cade and Havik with a dirty look, his open distrust a constant threat. Cade gave Havik a look, signaling the absurd job offer. Havik, ever conscious of Benethan’s gaze and their precarious legitimacy, tried to brush Threestrings off. “We’re not trying to do those jobs like we used to do,” he insists, attempting to usher the bard outside.

But then Cade, looking over the paper again, caught the most important detail. “Hey, Havik,” he says, his tone shifting entirely, “we should probably do this.” He pointed to a specific line on the page: 1,000 gold pieces per noble saved. Havik froze, his caution evaporating in an instant. A slow grin spread across his face. “Well, Cade,” he says, his voice filled with newfound conviction, “you know Rule #37. You take any deal that involves a thousand gold for every noble.” With the debate settled by inviolable goblin law, they agreed to the job. As the trio departed, the dame at the counter called after them, “You know it’s Fae Day, right? Don’t be gone long. Things get real crazy around here after sundown!”

The Briefing at the Castle

The disparate threads of the morning converged outside the gates of Castle Waterdeep. Moriah, Kalen, Sudara, Cade, and Havik were brought inside and led to a main ballroom. The vast space was unnervingly quiet, occupied only by a few tense-looking guardsmen.

Sauntering down the stairs to greet them was a very large man with a tight-cropped mohawk and a neat goatee, clad in the fine armor of the City Watch. “Gentlemen,” he says, his voice gravelly with exhaustion. “My name is Captain Statget. So, you’re the specialists Lord Lohramar sent. Good.” He looks them over with a cynical eye. “Frankly, I don’t know what I was expecting anymore. Mages with more stars on their hats, perhaps? No matter. What matters is if you can succeed where everyone else has failed.”

He explained the grim situation. An aloof, arrogant genie treated a noble’s ball like a trip to the market, eating from the buffet while people vanished, screaming, into a magical bottle she left behind. A warlock and his crew of mercenaries tried to investigate; they lasted ten minutes before they, too, touched the artifact and vanished.

Statget held up a report. The list of “Lost Responders” was long. “These are not just names,” he says, his voice thick with emotion. “These are my people. Sergeant Mila Bruce, a mother of three. Corporal Finn, fresh from training, eager to prove himself. Twenty-six members of the City Watch. Gone.” He confirmed the handsome reward for the nobles, “The lords want their political assets back to avoid a war,” but his plea was for the others. “I want my people back,” he says, his voice dropping to a near whisper. “The baker’s wife who was serving refreshments, the young footman who just wanted to see nobles’ finery… There’s no bounty on their heads, but their lives are no less valuable. So I ask you directly: will you be looking for them, too?”

After securing their solemn agreement, he described the artifact: a golden, ornate bottle that practically hummed with power. It sat on a table in the grand ballroom, right where the genie left it. The room had been sealed since, a silent monument to the tragedy. “Let me take you to it,” Captain Statget says, his face a grim mask. He turns and leads the newly formed, unlikely party of specialists down into the ballroom, towards the unsettling, humming source of the city’s terror.

The Djinni’s Bottle

The party stood assembled in the grand, silent ballroom of Castle Waterdeep, the echoes of Captain Statget’s desperate plea still hanging in the air. Before them, on a small, otherwise insignificant table, rested the source of all this sorrow: a small, ornate golden lamp. The filigree was exquisite; Moriah, the dwarven smith, found himself genuinely impressed with the masterful detail work, even as a palpable sense of dread emanated from the object. Cade, whose life experience had not prepared him for the arcane intricacies of djinni and their prisons, hung back, his mismatched eyes wide with a mixture of fear and awe, not wanting to get too close.

“The City Watch will provide any support you need,” Captain Statget declares, his voice a low gravel. “We can secure this castle, run down leads in the city, offer you a place to rest. But I cannot, and will not, send another guard to touch that bottle. Whatever you face in there, you face it alone.”

The party began their inquiry. “How close must one get?” Kalen asks, his voice calm and steady. “The reports vary,” Statget admits, the stress lining his face. “Some say witnesses touched it. Others were simply in its proximity before they were whisked away.” “And you’re certain it was a djinni?” “She made her presence known,” the Captain confirms grimly. “Floating above the buffet table, helping herself to the festivities as if it were all for her amusement. Then she simply vanished, we presume, into the bottle.”

Moriah pressed for more information, his pragmatic mind seeking facts. He learned the incident happened two days prior and that the Castle’s own Watch Captain was among the missing, which was why Statget was called in from his post in the Dock Ward. Moriahโ€™s questioning turns sharp, challenging the wisdom of sending so many men to their doom before calling for specialists. Statget can only express his frustration, explaining that the city’s primary experts on such matters were away on diplomatic missions.

“We’ve had mages in here,” he adds, a flicker of remembered horror in his eyes. “The last group… a warlock was casting some type of identification spell. Then he just said, ‘Forget it,’ and they went close. Sucked in. Pulled up like a string of spaghetti and down into this lamp.”

The group debated their options. Breaking the lamp was suggested and quickly dismissed; the risk of harming those trapped inside was too great, and a previous attempt by a watchman to smash it with his club resulted only in him being sucked in as well. It became clear there was only one path forward. “I don’t think we’re going to be able to rescue them out here,” Sudara reasons. “Going into the lamp may be the only way.”

Before they commit to the inevitable, Kalen gathers them. “First, let us pray,” the paladin announces, his voice a bastion of calm. “Man should not enter upon such an important investigation without first consulting a deity.” He lays his hands upon each of them, casting a blessing of guidance.

With their resolve strengthened, Cade steps forward. “Make sure I’m doing this right,” he murmurs to Havik. He then reaches out, his arm wrapped in a faint, almost invisible wisp of black smoke, and attempts to use his telekinetic power to lift the lamp from a distance. The lamp rattles, a low hum vibrating through the room, but it refuses to rise. The magical energy struggles against it, and Cade drops his arm with a frustrated sigh. “Not strong enough,” he admits. “But the good news is, I’m still here. Seems like we can at least somewhat manipulate it with magic.”

“I gotta be honest with you,” Havik sighs, his nervousness returning. “I probably could have told you ahead of time. We just gotta go in there, man.” With a final, resigned look at his companions, the goblin starts walking towards the lamp.

The moment he approaches, the world collapses. For all of them, the grand ballroom melts away into an infinite, silent darkness. They feel a sensation of being lifted and whisked away, floating untethered through space and time. In the chaotic, disorienting void, Sudara, the monk, centers his mind and catches a faint, disembodied voice echoing from an unseen source, like a town crier far down the street: “Alright folks, here comes the next contestant on our grand game! Let’s see how they turn out…”

The Grand Game

The world snaps back into focus with jarring abruptness. Havik finds himself standing on a platform of cool, blue stone. It appears to be the roof of a tower, held aloft by four ornately carved pillars and surrounded on all sides by an empty, cosmic void. The platform itself is a chaotic menagerie, a petting zoo of sorts, filled with cats, dogs, birds, snakes, and monkeys. But the most shocking change is his own form. He looks down at where his stubby green legs should be and finds the spindly, furred limbs of a rat.

One by one, the others come to, each realizing with dawning horror that they too have been transformed. Moriah is a stout, loyal dog. Cade, a slithering, silent snake. Kalen, a graceful, sleek cat. And Sudara, a small, bright yellow canary.

Before they can communicate or even fully process their bizarre new reality, a figure floats down from above a central, spiral staircase. It is the djinni. She points a languid finger at the five newly-arrived animals and utters a single, resonant command: “Make me some supper.”

A wave of magical compulsion washes over them. Cade and Havik, the snake and the rat, are immediately overwhelmed and begin to scurry down the stairs without a second thought. Moriah, Sudara, and Kalen manage to resist the initial command, but seeing their companions depart, they decide it is wisest to follow.

The party descends through the tower. The first level below the roof is an antechamber containing three large, water-filled tanks connected by a complex system of brass pipework that impresses even Moriah. The next level appears to be the djinni’s personal chambers, featuring a lavish bedroom and a concert hall space with a large organ. All levels are populated by countless other animals, none of whom appear to possess the same spark of intelligence or ability to communicate that the party retains.

They finally arrive on what appears to be the ground floor, where the spiral staircase ends. Here they find a well-stocked kitchen, and inside, the snake and the rat are mindlessly at work, compelled by the djinni’s magic to prepare a meal.

“Stop!” Moriah barks, his voice coming out as… well, a bark. “The djinni has affected you!” “Hey man, I’m just gonna make this dinner,” Havik’s rat-form squeaks back, his focus entirely on his task. “It’s gonna be great! You should try it!”

The others try to persuade and reason with them, but the spell is too strong. They are locked into their task. While they work, Moriah explores a large storeroom and discovers a clutch of unusually large eggs. Sudara and Havik identify them as recently-laid eggs of a large bird of prey, possibly a giant eagle. Havik’s goblin instincts flare, and he becomes covetous, desiring an egg for himself. “Just for leverage,” he insists, “in case we run into a very large, evil raptor-like bird!” The others talk him down, reminding him that as a rat, he has no pockets to carry it.

After a few minutes, the meal is complete, a remarkably fine meal, by all accounts. With the task fulfilled, the compulsion lifts, and Havik and Cade snap back to their senses, confused. “Are we in the kitchen?” Havik asks, bewildered. Realizing they are trapped and at the mercy of the djinni’s whims, they decide their only option is to play along. They resolve to present the meal to their captor.

The Eagle’s Gambit

The party ascends back to the rooftop, Cade’s mage hand delicately levitating the prepared meal. The djinni descends gracefully, closing a book titled 1,001 Ways to Dismiss Potential Wishes. She accepts the meal with delight. “Oh, wow, this is amazing! I’m so excited to have you in my employ now. I can’t wait for you to stay with me forever!”

She scoops up Cade the snake, coiling him around her arm and smooching his face. Cade, uncomfortable, tightens his coils slightly with each unwanted kiss. When they attempt to negotiate their release, the djinni dismisses them. “I of course am a most gracious hostess. If you truly wish to remain, I have a few arrangements you might find appealing… ways to ensure your stay is truly eternal.”

Her patience wearing thin, she issues a new command: “Clean my place.” This time, Havik, Kalen, and Moriah succumb, beginning to mindlessly clean the tower platform. Sudara and Cade, however, resist the spell. Sudara, in his canary form, flies up to confront the djinni directly. “How would you feel if you were a prisoner?” he chirps defiantly. “My dear,” the djinni scoffs, “this whole realm is a prison. This is the Plane of Air. Nothing leaves.”

Growing tired of the canary’s insolence, she backhands him away. While the others are occupied, Sudara sees his chance. From his vantage point high above the tower, he spots a floating island in the cosmic void, miles away. Realizing it may be their only hope, he shares this information with the party before taking flight, heading toward the distant landmass.

It is a long flight, but after twenty minutes, Sudara reaches the island. It is a massive roost, home to a flock of giant eagles. Using a combination of gestures, Druidcraft, and Mage Hand, Sudara manages to communicate to the lead eagle that he knows the location of their missing eggs. The eagles erupt in a cacophony of furious, determined calls. The hunt is on.

Back on the tower, Cade has been tracking the canary’s flight. He watches as Sudara turns back, now accompanied by a massive flock of eagles flying with clear intent. An idea sparks. He slithers over to the djinni, who is engrossed in her book once more, and distracts her with questions about her favorite foods, positioning her with her back to the approaching eagles. He readies himself to strike.

The first eagle swoops in, rending the djinni’s back with its massive talons. In that moment of shock and pain, the party springs their trap. Cade lunges, constricting around the djinni’s neck. Moriah the dog leaps, his bite sinking deep. The sky darkens as twenty giant eagles descend upon the tower, swarming their hated foe. The battle is short and brutal. The djinni is overwhelmed, knocked from the air, and rendered unconscious upon the blue stone floor.

The Return

The moment the djinni falls, the world dissolves again. The party feels the same strange, sucking sensation as before, but in reverse. The animal forms melt away, and they feel themselves returning to their own bodies. The chaotic plane of the bottle recedes, and with a sudden lurch, they find themselves back in the grand ballroom of Castle Waterdeep, landing hard on the floor.

It is as if no time has passed. Dunkart and Threestrings stare, dumbfounded, as their companions reappear from thin air. But they are not alone. One by one, more and more people begin to pop out of the bottle, a gnome with goggles, a man with daggers drawn, and slowly, the room begins to fill with the missing nobles, guards, and staff.

As the chaos subsides, Sudara once again hears the disembodied voice from the void: “Those contestants were great! But let’s see how they do in the Grand Game…” The voice trails off as reality fully reasserts itself.

Havik immediately begins counting heads, his goblin fingers furiously tallying the nobles to calculate their reward based on Rule #37. Moriah finds the Crommers, who are shaken but overjoyed to be free. Kalen greets members of his church, offering the light of the Morninglord after their dark ordeal. Captain Statget, his face a mask of profound relief, confirms that twelve nobles and two dignitaries have been saved, promising a payment of 14,000 gold pieces once Lord Lohramar has signed off.

As the party provides their information to receive payment, the conversation turns to Cade’s strange, smoky magic. Kalen uses his Divine Sense and perceives a tiny, pinpointed speck of strong evil within Cade, near his heart, but not stemming from the man himself. The observation leaves the group with a new, unsettling mystery just as their first adventure together comes to a close. With the promise of payment and the dawning of new questions, the heroes prepare to go their separate ways, at least for now.


Leave a Reply