Session 3 "The Fair"
General Summary
A young Arwell and his friends find a carnival hosted by some seedy individuals.
Full Summary
One summer day around a remote residence in Sector 2, A young Half-Orc gets out of school in order to join their group of friends at their makeshift fort they made outside of one of their houses.
That day feeling particularly adventurous the 8 friends go off into the woods looking for adventure.
Over the hills and pass the trees right there in a clearig in front of them they find a broken down merry-go-round. The machine looks busted and rusted with an eerie aura emanating from it's porcelain animals. After some of the kids begin to play around the machine, others notice what was once maybe a full fair, forgotten and consumed by time with some stands and rides covered in dirt and moss. Fearing the dinner time bell, the kidds rush back to their respective houses for the day leaving behind the bygone fair.
At nighttime the kids are visited by a most peculiar feeling of curiosity that entices them to return to the forest, once there the once forgotten fair now seems bustling with people and joy. As it was to be expected, the kids begin to participate in all sorts of games winning prizes one after the other. During one particular game of lottery, Arwell seems to win the biggest prize that consists on a jewelry box he just can't seem to open.
During this events, some of the kids venture off into the house of mirrors where one by one are picked off leaving no trace behind.
As the night draws to a close, Arwell and another two friends find seats in order to witness the main event, sadly this happened to be a set up in order to kidnapp the group of friends and as they all run for their lives, Arwell is the only one to make it home safely.
The very next day Arwell returned to the fairgrounds only to find the clearing completely baren as if it had vanished overnight and with only the small jewelry box to remind him of the events of that night. Years later Arwell prepares to move out when all of the sudden he finds the jewelry box which now opens with ease revealing a beautiful bracelet that immediately attaches itself to his arm granting him unusual powers.
Seeking some sort of aid for his now confusing situation, Arwell finds the phone number for the Paranormal and Anomaly Research Association that after opening the office door finds himself in a waiting room alongside a triton and a tiefling. In a matter of minutes, a secretary allows them to meet up with a PARC representative.
Rewards Granted
Arwell lvl 3 Hexblade warlock
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