From publisher blurb:
AN EPISODE FOR FOUR TO SIX WANDERERS IN THE ALMSFORD SETTING
You step carefully across the trembling ground of Ellory, following the sound of screams. The early morning mist is thick and tastes unnaturally of metal. The cloying brume and trees part to reveal the source of the tremors: an enormous sinkhole splits the earth at the entrance to town, opening with a shattering groan. Rield, an orkani farmer passing through the threshold, cries out in terror and pain as they lose balance and fall in. After a few excruciating moments, their screams turn to muffled, choking gags and abruptly end, a layer of earth settling over their entry point as gentle as a blanket laid over a crib. Instead of silence, a low, rumbling murmur eases across the ground right at the mist’s heels.
Around you, shutters snap closed as the citizens of Ellory hide from another disaster. Some cast piteous looks your way, but no one comes to assist aside from Delyth, a local logger, who kneels at the sinkhole’s edge. She casts a panicked glance over her shoulder and catches sight of your group just as the ground shudders underneath her and she too begins to pitch forward into the earth’s yawning mouth.
Running a DayLITE Episode, what does it look like?
The goal of a DayLITE Episode is to provide Alders and Wanderers with a chance to explore and play within our various settings through a semi-guided storyline with both larger and smaller plot lines that have a little bit of something for everyone. There are three things that make a DayLITE Episode unique.
Explore the story your own way. You are provided with an introduction to the story, along with background lore, and how the story could begin, as well as how it could end. However, how you get from beginning to end is entirely up to you - the Alder - and your Wanderers. You could run this episode over again and have entirely different stories unfold across groups of Wanderers.
Build the cast as you want. Rather than stuff tons of huge stat blocks, what we present to you are simple write-ups of each key player using the SHAFT technique: Someone, Home, Answer, Fear, Task. This gives you the freedom to construct and “mechanize” these individuals as you see fit for your table.
Map it out as you see fit. We don’t know how you want to explore the villain’s lair or the quaint little town, for all we know you could have a vastly different idea in mind. So, we provided you with location write ups using the LAMP technique: Location, Atmosphere, Mystery, Personal. This allows you to quickly whip them up as you see fit, and to assist in making the environs matter more to your Wanderers.
From here, all you need is your Wanderer cards, d12s, and you are good to rock and roll with your next wild adventure.