The waters of the ocean begin to freeze over. If traveling by boat, all motion of the boat will cease.
The moginer begins to tell his tale. Above the frozen waters, slimy sea creatures thrash and crawl, and no wind blows, leaving the air feeling stagnant.
The tale is one of unthinking violence and of penance. The albatross around the moginer's neck once guided a ship from the frozen north seas to safety, and the moginer repaid this kindness by slaying the bird. After that, the boat was cursed, and the entire crew suffered for the moginer's crime.
The ice melts and the sea goes eerily calm. A ship appears in the distance, drawing closer. Two ghostly figures on it toss dice, and watch the moginer with greedy interest. Should the Heroes choose, they can sail out to meet this ship, and toss a dice to try to win the moginer's freedom from the curse. (Success will be determined by a mod coin toss). Losing will not bring any harm to the Heroes, but the moginer will not be freed.
Should the Heroes lose or choose not to play in the spectral figures' dice game, they will need to hear out the end of the moginer's story to complete the quest. The moginer floated on the ocean for many days after the rest of his crew died. Eventually, he was rescued, but the lingering curse compels him to wander without rest, telling his tale and cautioning all who listen to show kindness to all creatures to avoid his fate. He will ask the listener for a blessing or prayer.
Listening to the end of the tale will not free the spirit from his wandering, but will help reduce his suffering. Perhaps, if he tells it enough times, he will one day find his freedom...
Rime of the Ancient Moginer
The moginer begins to tell his tale. Above the frozen waters, slimy sea creatures thrash and crawl, and no wind blows, leaving the air feeling stagnant.
The tale is one of unthinking violence and of penance. The albatross around the moginer's neck once guided a ship from the frozen north seas to safety, and the moginer repaid this kindness by slaying the bird. After that, the boat was cursed, and the entire crew suffered for the moginer's crime.
The ice melts and the sea goes eerily calm. A ship appears in the distance, drawing closer. Two ghostly figures on it toss dice, and watch the moginer with greedy interest. Should the Heroes choose, they can sail out to meet this ship, and toss a dice to try to win the moginer's freedom from the curse. (Success will be determined by a mod coin toss). Losing will not bring any harm to the Heroes, but the moginer will not be freed.
Should the Heroes lose or choose not to play in the spectral figures' dice game, they will need to hear out the end of the moginer's story to complete the quest. The moginer floated on the ocean for many days after the rest of his crew died. Eventually, he was rescued, but the lingering curse compels him to wander without rest, telling his tale and cautioning all who listen to show kindness to all creatures to avoid his fate. He will ask the listener for a blessing or prayer.
Listening to the end of the tale will not free the spirit from his wandering, but will help reduce his suffering. Perhaps, if he tells it enough times, he will one day find his freedom...