A Dragon Flies Into a Bar
Adventure

A Dragon Flies Into a Bar

by Eidolon Publishing

One-ShotLevel 13-6 hoursFantasyAdventureCombatSocial5 acts14 arcs1 chapter

A party of newbie, down-on-their-luck adventurers must help a bullied silver dragon wyrmling find and recover his stolen hoard—before his older sister arrives.

Synopsis

The players begin this adventure in the Green Goat Inn, an inn and tavern for adventurers visiting the town of Leilon—even inexperienced, down-on-their-luck adventurers like them. After ordering breakfast and exploring their surroundings, the players’ peaceful morning is shattered when the silver dragon wyrmling Flax crash-lands in the inn’s kitchen, creating panic and bedlam amongst the innkeeper, Renna, and her two pets, Cake and Ruby. If the players calm the kitchen’s occupants, Flax can share that his hoard was stolen by an unknown culprit last night and that he’s traveled to the inn to seek help from a friend—the dwarven miner Gundren Rockseeker. Whether by Gundren’s request (and offer of payment), Renna’s suggestion, or their own initiative, players who agree to help Flax can follow him out of Leilon to the Sleeping Tower, a tilted tower that houses his lair—for Flax’s older sister, Iomandra, is coming to visit him at noon, and if Flax doesn’t find his hoard by then, Iomandra will make him come back to live at home. After speaking with Flax and potentially racing him down the final stretch to the tower, the players must explore the tower, deal with a local pack of hostile giant rats, and reach the (initially inaccessible) second floor in order to investigate the scene of the crime. All clues point in a single, unambiguous direction: the gray-brown Mud Pie Pond, which lies a short distance to the west of the tower. Upon reaching the pond, the players find themselves drawn into a confrontation with the Mud Pie Gang: a trio of mean-spirited mephit bullies that have inhabited the pond for centuries, and who stole Flax’s hoard in an attempt to drive him away from the Sleeping Tower. If the players have encouraged and supported him, Flax can also unlock his cold breath in this fight, using it for the first time to protect his new friends. If the players defeat the mephits, they can recover Flax’s hoard from the mephits’ burrow beside the pond, as well as an assortment of other treasures that the gang accumulated over the years. When noon arrives, Flax’s older sister Iomandra arrives to decide Flax’s fate—and, if the players helped Flax master his breath weapon, to reward them for their efforts.

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A Dragon Flies Into a Bar

Adventure Pitch

It’s a beautiful day in the fishing town of Leilon, but the players—a group of newbie adventurers—are down to their last coins and without a job to earn more. But when the anxious silver dragon wyrmling Flax literally drops into the players’ inn seeking help finding his stolen hoard, can the players track down the culprit and recover the hoard before Flax's sister arrives at noon?

Adventure Specifications

Party Size & Level: This adventure is designed for five 1st-level player characters, but includes balancing information for parties of two to eight players.

Expected Runtime: This adventure is expected to take between three and six hours to complete.

Themes: This adventure focuses on the following themes: independence, anxiety, confidence, childhood, maturation, and trust.

Content Flags: This adventure contains or touches on:

  • potential violence against animals (the Rat Pack, the flying snake)

  • mild fantastical child endangerment (Flax against the giant rats and Mud Pie Gang)

  • cartoonish emotional abuse and bullying (the Mud Pie Gang targeting Flax)

  • mild death and decay (Fenrick’s skeletal remains)

  • mild claustrophobia (the Rat Warrens)

  • references to grief and parental death (Flax’s and Iomandra’s parents)

  • references to mild body horror (the desecration of Flax’s parents)

  • references to mild imprisonment (the Mud Pie Gang’s past captivity)

Adventure Summary

The players begin this adventure in the Green Goat Inn, an inn and tavern for adventurers visiting the town of Leilon—even inexperienced, down-on-their-luck adventurers like them. 

After ordering breakfast and exploring their surroundings, the players’ peaceful morning is shattered when the silver dragon wyrmling Flax crash-lands in the inn’s kitchen, creating panic and bedlam amongst the innkeeper, Renna, and her two pets, Cake and Ruby.

If the players calm the kitchen’s occupants, Flax can share that his hoard was stolen by an unknown culprit last night and that he’s traveled to the inn to seek help from a friend—the dwarven miner Gundren Rockseeker. Whether by Gundren’s request (and offer of payment), Renna’s suggestion, or their own initiative, players who agree to help Flax can follow him out of Leilon to the Sleeping Tower, a tilted tower that houses his lair—for Flax’s older sister, Iomandra, is coming to visit him at noon, and if Flax doesn’t find his hoard by then, Iomandra will make him come back to live at home.

After speaking with Flax and potentially racing him down the final stretch to the tower, the players must explore the tower, deal with a local pack of hostile giant rats, and reach the (initially inaccessible) second floor in order to investigate the scene of the crime. All clues point in a single, unambiguous direction: the gray-brown Mud Pie Pond, which lies a short distance to the west of the tower.

Upon reaching the pond, the players find themselves drawn into a confrontation with the Mud Pie Gang: a trio of mean-spirited mephit bullies that have inhabited the pond for centuries, and who stole Flax’s hoard in an attempt to drive him away from the Sleeping Tower. If the players have encouraged and supported him, Flax can also unlock his cold breath in this fight, using it for the first time to protect his new friends.

If the players defeat the mephits, they can recover Flax’s hoard from the mephits’ burrow beside the pond, as well as an assortment of other treasures that the gang accumulated over the years. When noon arrives, Flax’s older sister Iomandra arrives to decide Flax’s fate—and, if the players helped Flax master his breath weapon, to reward them for their efforts.

How to Run this Adventure

We’ve written this adventure to try to reduce your work away from the table while empowering you (and your players) to tell your story at the table. That means:

  • Compendium-First Design. We’ve placed all location and character information into a separate Compendium, which you can pull up as-needed to familiarize or remind yourself of the details within. (You can find the Compendium at the end of this adventure.)

  • Light-Touch Scaffolding. We’ve provided a sequence of narrative scenes meant to guide and inspire your play at the table—especially when roleplaying NPCs—without straightjacketing you with long read-aloud text or sprawling contingencies.

  • At-the-Table Execution. We trust you to narrate scenes and descriptions, adjudicate rules interactions, and improvise character dialogue without memorizing particular scripts and outcomes, but have planted seeds in the text that should make your job easy.

  • Scene-Agnostic Frameworks. We’ve broken social and stealth mechanics down into simple, universal, fiction-first systems that (like combat) can be applied in any arbitrary scene, allowing for flexibility when players do the unexpected.

If you’re running this adventure for the first time, we suggest you:

  1. Read or skim the Narrative to familiarize yourself with the adventure’s expected structure, referencing the Compendium as you go, and

  2. Read off the page at the table, pulling up Compendium entries in the sidebar as-needed to recall specific details.

Learn about Helm

Proceed to Welcome to Helm

Begin the Adventure

Helm Tutorial

Welcome to Helm

Welcome to Helm, your interactive companion for running tabletop adventures. Before you set sail on your first voyage, this tutorial will chart the waters ahead and show you how to navigate a scene in Helm. Every feature you'll encounter below is live. Click things. Poke around. Nothing here bites.

How Helm Works

Helm is built around one core philosophy: we give you everything you need to know, and how you present it is up to you.

This means Helm works for every kind of DM. If you want to run things exactly as they appear on the page, you can do that. If you'd rather improvise, riff, and make the adventure your own, Helm gives you the room to do that without worrying about missing critical information or breaking the game. Either way, everything you need is here.

This is made possible by two systems working together: scenes and the compendium.

A scene captures what is happening right now at a specific moment in the adventure. It's your live tool at the table: who's here, special events that kick things off, and what you do when your players react. They're flowcharts.

The compendium holds everything that is always true about a character, a location, or an item, regardless of when it appears in the adventure. It's your reference library: backstories, room descriptions, item properties, world lore. They're encyclopedias.

Scenes and the compendium never repeat each other. The scene tells you a character is nervously stirring a pot. The compendium entry tells you she's a halfling chef with a fear of fire. Together, they give you everything you need. And anything not covered by either is yours to decide.

Lets begin by breaking down Scenes

Scenes

A scene begins by telling you where the scene takes place. Before the scene starts proper, It will be important to convey the location and its description if the players are entering it for the first time in this scene. For example, This scene takes place in A Location (Well, not really... its taking place in Helm).

A scene will then give you a reference point for what characters are doing at the beginning of a scene.

When you first open this page:

  • You are here, reading this for the first time.

  • A Character is NOT here. (She is patiently waiting for you over at the compendium section.)

Flavor Text

This is a flavor text box. It contains text meant to be read aloud (or paraphrased) to your players. Flavor text sets up events that are about to take place, or describes events as they unfold: a figure stepping out of the shadows, a door slamming shut behind the party. This is where the adventure comes alive.

You'll always recognize flavor text by its distinctive styling, a quoted block set apart from the surrounding text. After a flavor text box, the scene opens up into the information you'll need to run it.

Interaction Blocks

Scenes rarely involve the whole party doing the same thing at the same time. The tabbed section below is an interaction block. Each tab holds a different piece of information, and clicking between them lets you quickly find what you need. In play, you flip to whichever tab matches what a player is doing right now. Try clicking through them.

Each tab in an interaction block covers one point of engagement: an object to inspect, a topic of conversation, a phase in the interaction, ex. The tab's title tells you what it covers. The content inside tells you what happens when the players interact with it, what they learn, what rolls might be required, and how a character responds.

Whenever a scene has a lot of information you might need to switch back and forth between, interaction blocks organize it into tabs so you can find the right piece instantly. During prep, read through all the tabs to get a feel for a scene. During play, flip to the one that matches what's happening at the table

Waypoints

At the bottom of every scene, you'll find a set of branching boxes. These are Waypoints. They tell you where the adventure goes next based on what the players choose to do.

Each Waypoint has a condition as its header. That's the situation that needs to be true for this path to open up. When that condition is met, just click the linked scene name inside and you're on your way.

Think of Waypoints as the ports on your chart. When your players sail into one, you'll know exactly where to go next.

Compendium Entries

As you read through a scene, you'll notice certain words are styled as clickable links. These are compendium references. Clicking one opens a compendium entry in a panel on the right side of your screen: a self-contained profile of a character, location, item, or other key element. The entry stays open beside the scene you're running, so you can reference both at the same time.

Compendium entries come in several types, including A Character, A Location, A Handout, A Lore Entry, A Rule Each follows a consistent format so you always know where to find what you're looking for. Try clicking one of those links now to see what a compendium entry looks like and learn how to read it. For example, uh oh! Your are playing out a conversation with A Character and they are really interrogating poor Dr. Character. See if you can pull up A Character's knowledge section to figure out what they know!

You're Ready

That's Helm. Flavor text sets the stage. Interaction blocks organize the options. The compendium fills in the details. Transitions keep you moving. The Star Map shows you where you are. Everything works together. Remember, these adventures are meant to answer all your questions and tell you what happens in the world of your story. Its up to you and your players to figure out the best way to tell that story! Relax, improvise, use the tools at your disposal, and have fun!

The best way to get comfortable is to open an adventure and start running. The tools do the heavy lifting. You bring the voice.

Secret Tutorial Scene

Ooooo look at that! This is the next scene in our little adventure! If you happen to get lost navigating our scenes don't panic! We have a tool for that too!

The Star Map

To the left of your screen, you'll see a visual diagram: the Star Map. It's a bird's-eye view of the adventure's structure. Each node is a scene, and the lines between them are the paths players can take. Your current scene is highlighted, and connected scenes are visible as adjacent nodes.

The Star Map updates as you move through the adventure, so you always know where you are, where you've been, and where the story can branch next. You can also click any node to jump directly to that scene, which is useful for quick reference, backtracking, or skipping ahead during prep.

Think of the Star Map as your chart of the waters ahead. The scenes are the ports. The transitions are the headings. And your players are the ones at the wheel. But the Star Map isn't sailing alone.

The App Dock

The entire left section of your screen is called The App Dock. Along with the Star Map tab, It holds several tools for navigating and managing your adventure.

  • Compendium: Every scene comes loaded with its own relevant compendium entries: monsters, items, lore, and more. If something in the scene text links out to the compendium, this is where it lands. More on this later!

  • Assets: Maps, handouts, and artwork crafted by the Eidolon team, organized by scene. Pull these up on the fly to show your players or just use them to set the mood for yourself.

  • Dice: A built-in dice roller for when you don't have your physical dice handy (or you just want the table to stop questioning your rolls).

  • Combat: An initiative tracker that keeps the order of battle clear for both players and monsters. Add combatants, track turns, and keep the chaos organized.

  • Party: A quick-reference panel for your players' key stats. HP, saving throws, whatever matters most at the table. Keep an eye on your crew without breaking the scene.

  • Campaign Log: Add notes for each session as you run them. Jot down what happened, what the players did, what you want to remember for next time. It's your running record of the adventure as it actually unfolded at your table.

  • Calendar: Track time in-universe with a fully functional fantasy calendar, complete with special events and rollable weather. You can swap between different calendar systems in Settings.

  • Notebook: Your private scratch pad. DM notes, reminders, half-formed ideas, anything that doesn't fit somewhere else lives here.

  • Community: A place where previous DMs share tips, warnings, and clever tricks on what worked and what didn't. Wisdom from the veterans. (Coming Soon)

  • Familiar: Meet Flax. Your helpful little guide lives here, ready to troubleshoot, clarify, and point you in the right direction whenever you hit a snag mid-session. (Coming Soon)

  • Scheduling: A place to plan and track your upcoming sessions, so the campaign actually keeps moving. (Coming Soon)

  • Settings: Customize your Helm layout, switch calendar systems, and make the workspace feel like yours.

.... Okay... that's kind of all I had for you here! You can go back now.

So... WHat now

Well, I guess proceed back to Welcome to Helm

A1. Morning in Leilon

A1a. Ordering Breakfast

This scene takes place in the Taproom

As the scene begins:

  • Gundren Rockseeker is asleep at the bar.

  • Renna Goresy is in the kitchen (soon to arrive behind the bar)

  • Rubyis asleep by the fireplace

  • Cakeis waking up on the bar.

When the adventure begins, read or paraphrase:

A distant bell tolls eight times, its sonorous chime rolling over the stone cottages and wooden palisade of the small port town of Leilon. Its sound finds fishermen hawking the day’s catch, wagons trundling through the muddy streets, and children shouting and playing in the town square. Above it all, the morning sun bathes the small town in golden light, burning off the early mists and leaving the air pungent with the rich, briny odors of the settlement’s neighboring mudflats.

Such sights, sounds, and scents, however, are subdued within the comfortable confines of the Green Goat Inn. The Green Goat is not Leilon’s most raucous establishment, nor is it the most expensive. It is, however, a welcome watering hole—and resting place—for those who have come to seek their fortune on the rugged frontiers beyond.

It was this call to fortune that led you to rent rooms here, hoping that fame and glory awaited beneath the shadow of the taproom’s mounted giant goat skull—but thus far, you’ve had little luck finding work. Now, down to your last few gold pieces, you sit upon one of several sturdy stools lining the taproom bar, the tavern’s jobs board seeming to taunt you with its emptiness.

For now, however, there are more urgent matters than finding work—namely, finding breakfast.

Ask the players to introduce and describe their characters. Then, read or paraphrase:

A crackling fire blazes in the hearth behind you, over which a large, green goat skull hangs. A dwarf, the other sole occupant, sits at one of the tables arranged around the center of the room. He lies face down in his bowl of porridge, snoring loudly.

A door swings open from behind the bar, and Renna—the inn’s orcish owner, with whom you’ve now become well-acquainted— strides in, a calico cat close at her heels.

Renna smiles warmly, her well-trimmed tusks poking above her green upper lip, as she leans over the counter of the bar, her ravenbone necklace clattering around her neck. The cat—a proud creature you’ve come to know as Cake—leaps up onto the bar, strutting by with languid grace.

Renna absently runs her calloused hand across Cake’s back as she says, with gravelly cheer: “A thousand apologies for the wait! Now, what would you fine folk like me to fix you for breakfast?”

If the players ask for a menu, Renna shares that she can cook:

  • a bowl of oatmeal for 3cp

  • scrambled eggs and onion with a slice of bread for 1sp

  • a side of bacon for 1sp

  • any other improvised dish (e.g., an omelette or pancakes) for 1 to 5sp, depending on the complexity

If the players are interested in a conversation, Renna is happy to answer their questions, gossip about Gundren Rockseeker, and/or reassure the players that they’ll find work soon.

If the players finish ordering, Renna promises to return shortly and invites them to explore the taproom while they wait, suggesting that they check out the books and games on the shelf in the corner or the dartboard along the left wall. She then departs into the kitchen, Cake following close behind.

A1b. Waiting for Breakfast

This scene takes place in the Taproom and Kitchen if the players choose to explore that far.

As the players are waiting for breakfast:

  • Gundren Rockseeker is asleep at the bar.

  • Renna Goresy is in the Kitchencooking.

  • Rubyis asleep at the fireplace.

  • Cakeis relaxing at the bar.

While waiting for their breakfast, the players can explore the Green Goat Inn as they please.

If the players inspect Gundren, read or paraphrase:

This sleeping dwarf wears a wide-brimmed hat and sports a long black beard braided with engraved brass tubes. He’s face-down in a bowl of porridge and snoring loudly.

If the players check Gundren’s pockets, he doesn’t wake up. (He’s a heavy sleeper, and doubly so due to his current exhaustion.)

A1c. The Dragon in the Kitchen

This scene takes place in the Taproom and Kitchen

Before the players are interrupted:

  • Gundren Rockseeker is at the bar.

  • Renna Goresy and Rubychasing Flaximundar in the kitchen.

  • Cakeis relaxing on the bar.

When this scene begins, read or paraphrase:

A sharp yowl erupts from behind the kitchen door, followed by the sound of dishes shattering and a dog’s heavy barks. Renna’s voice cuts through the noise: ”Help!”

If awake, Gundren urges the players to investigate and assist, entering the kitchen alone if ignored.

If the players enter the kitchen, read or paraphrase:

Mayhem reigns in the kitchen beyond the door. A pile of dishes lies broken across the floor, not far from an upended stool and an overturned flowerpot. A mastiff snarls up at a soot-stained, winged reptilian creature, which dives through the air to avoid a swing of Renna’s broom. Mere feet away, Cake yowls, darting across a cluster of clay shards and a puddle of oil toward an open window. Beneath her, not far from a bucket filled with sand, the oil creeps slowly toward a spilled cascade of red-hot embers from the fireplace.

“Nee-nee-nee-nee-nee—” the winged reptile squeals, its claws wiggling desperately.

Renna’s head whirls toward you, broom raised high for another strike. “Free lodgings tonight if you help me get this thing out of my kitchen!”

Ask the players to roll imitative, and roll initiative for each other creature present.

In combat, each character acts as followed unless the players influence or stop them:

  • Cake attempts to flee out of the open kitchen window.

  • Ruby attempts to knock Flax prone with her bite, then attempts to grapple him using her unarmed strike.

  • Renna attempts to attack Flax with her broom (use her club attack).

  • Flax takes the Dodge action and attempts to evade all attacks while searching for Gundren, continuing to stutter and babble incomprehensibly. If he takes damage, Flax immediately drops to the floor and cowers, whimpering and rocking on the floor in distress and fear. (Because Flax is a child, describe any “damage” as superficial, scuffing or discoloring his scales without causing real injury.)

  • Gundren, if present, recognizes Flax and alerts the players that he’s “not a monster, just a scared dragon wyrmling!” He then does his best to help the players calm the other combatants.

On initiative count 20 of the second round of combat, the oil reaches the ember and ignites, exploding to fill a 5-foot square directly in front of the fireplace. (See Fire for the rules governing the fire’s behavior.)

If cornered by fire, Flax uses his next available action to unleash extinguishing as many burning squares as he can manage. He then promptly faints, reviving after 1d4 + 1 minutes, if he’s shaken awake as an action, or if he takes any damage.

Proceed to A1d. Flax's Plea.

A1d. Flax's Plea

This scene takes place in the Taproom

Before the players are interrupted:

  • Gundren Rockseeker is with the party.

  • Renna Goresy is at the bar

  • Ruby and Cakeare around the taproom depending on the resolution of A1c. The Dragon in the Kitchen

Once calmed, Flax attempts to seek out Gundren and ask his help in finding his hoard, sharing his Loud Knowledge “Iomandra’s Visit” and his Quiet Knowledge “The Stolen Hoard” and “Flax’s Anxiety” when helpful or relevant.

If Gundren learns that Flax’s hoard is missing and that the players are adventurers, he asks the players to help find Flax’s hoard, promising to pay them 5 gp per player if they do. (Gundren offers to accompany Flax and the players on their journey, though he warns them that he isn’t much of a warrior should armed conflict arise.)

Otherwise, Gundren asks the players and Renna if they know of any adventurers in the area who might be able to help Flax find his hoard in exchange for gold. (“I’m not much of a private investigator,” Gundren confesses sheepishly, “and something tells me the lad’ll need proper professionals to find the culprit here.”)

A2. The Scene of the Crime

A2a. Journey to the Tower

This scene takes place on the way to The Sleeping Tower

As this scene begins:

  • Flax and Gundren are traveling with the party

As the players depart the Green Goat Inn, Flax leads them toward Leilon’s southeast gate. Read or paraphrase:

The morning sun shines brightly over Leilon’s eastern wall, warming the air with the promise of approaching summer. The smell of fresh-baked bread mixes with the salty air of the sea breeze, which blows through the bustling street of unfamiliar faces.

If he’s leading the players, Flax trots ahead of them, anxiously glancing over his shoulder to ensure they’re still there while townsfolk gawk and stare at him

While traveling, Flax urges the players to hurry, his feet prancing nervously on the road. (“My hoard could be anywhere,” he whimpers. “And I need to get it back soon.”) If he hasn’t already, Flax can share his Loud Knowledge “Iomandra’s Visit.”

As the players approach the southeast gate, read or paraphrase:

Ahead, a twenty-foot-tall palisade rises around the town, its thick logs lashed tightly together and sunk deep into the ground. As it approaches, the muddy street runs through a pair of broad, timber-framed gates, through which a steady trickle of traffic comes to and fro.

As you pass through the gates, the town falls away, the road now flanked with wooden-fenced fields, their neatly-laid crops swaying in a sweet, wildflower-scented breeze. Across hills and meadows, the occasional pillar of white smoke marks the location of a nearby farmhouse. In the distance, a viridian forest around the base of a tall, craggy hill.

As the players travel, a curious Flax asks the players about themselves, beginning with whichever player has shown him the most kindness. Flax’s questions might include:

  • “Who are you? Where are you from?”

  • “What’s your favorite food? What’s your favorite game?”

  • “Are you an adventurer? Have you ever found treasure? Have you ever slain a monster?”

  • (To a player carrying a visible weapon) “Are you good with that? It looks dangerous!”

  • (To a player carrying a visible instrument) “What’s that? How do you use it?”

Ten minutes after the players depart Leilon, read or paraphrase:

Ahead, a dirt path branches north from the road into the tall grass beyond. Around it, rolling meadows stretch toward a low ridge that rises above the fields, its base vanishing behind a small wood.

At Flax’s direction, you take the northern path, leaving the main road behind. After a few minutes’ travel, the trees pull away, revealing the crumbling remains of a rounded stone tower at the base of the ridge a few hundred feet away.

If the players have befriended him, Flax shouts “Finally!”, his wings wriggling excitedly. He then turns to the players and asks, with puppy-dog eyes, “Race you there?”

If the players accept Flax’s challenge, he races them to the tower. (Use the Race rules to run this race.) This race has the following waypoints:

Distance

Waypoint

Events

0 feet

Start

None

50 feet

The Gully

This eight-foot gully is difficult terrain. A running creature can vault over the gully by succeeding on a DC 5 Strength (Athletics) or DC 5 Dexterity (Acrobatics) check. On a failure, the creature falls Proneat the bottom of the gully. (Due to his fly speed, Flax automatically flies over the gully.)

100 feet

The Tall Grass

The first creature to reach this waypoint startles a flock of quail, which fly from the brush and buffet the first creature behind them, forcing that creature to succeed on a DC 5 Dexterity saving throw or halve their speed next sprint.

150 feet

The Mud Patch

A creature that runs through this ten-foot patch of slippery mud must succeed on a DC 13 Dexterity saving throw or fall prone. A running creature can vault over the mud patch by succeeding on a DC 8 Strength (Athletics) or DC 8 Dexterity (Acrobatics) check. On a failure, the creature falls Prone in the mud.

175 feet

The Stream

This four-foot stream is difficult terrain. A running creature can vault over the stream by succeeding on a DC 3 Strength (Athletics) or DC 3 Dexterity (Acrobatics) check. On a failure, the creature falls Prone in the stream. (Due to his fly speed, Flax automatically flies over the stream.)

200 feet

The Sleeping Tower

None

If Flax wins, he whoops happily and darts through the air in joy. Decrease his Anxiety Die by 1.

If Flax loses, he congratulates the victor, either cheerfully (if it was a close race) or disappointingly (if it wasn’t).

A2b. Outside the Tower

This scene takes place in The Sleeping Tower, specifically the Tower Exterior

As this scene begins:

  • Flax and Gundren are with the party

Upon arrival, Flax excitedly welcomes the players to “his lair”—though he deflates immediately afterward, adding morosely, “for now, at least.”

If asked, or if relevant or appropriate, Flax might share his Loud Knowledge “Flax’s Lair” and “The Rat Warrens.”

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