From publisher blurb:
AN EPISODE FOR FOUR TO SIX WANDERERS IN THE DRAKON SETTING
Long ago in Drakon's formative history, the land was savagely ruled by a tyrannical Warlord turned Empress, Vrela the Inevitable. Initially a member of an Iron Bastion, she quickly and ruthlessly rose through the ranks of a war band overseen by a particularly power-hungry Iron Dragon unrivaled in strength named Grazthalal...
And now, her old cult is trying to bring her back...
In this episode for the Drakon setting, dive deeper into Drakon’s history and how Vrela’s links to ancient evils are beginning to poison the dragons who call this place home, as well as turn mortals against one another.
The Shadowplauge is wrapping its dark talons around the throat of Scalesong...what will you do?
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.