Welcome to Willowmere
Willowmere is a small river village. Tonight its guiding beacon has gone dark, and the ferry is due before sunset. Ferrymaster Nessa needs a few helpful travelers to find the missing blue glass lens.
Make an adventurer who wants to help. Choose one connection: Nessa once helped your family; you are waiting for someone on the ferry; or this is your first chance to do something useful together.
You begin at the village dock. The old bridge and Bellkeeper's Chapel lie along the village road. You can ask questions, explore, negotiate, and try your own solutions. Fighting is not required.
At the table, describe what you want to do. The GM tells you what happens and asks for a roll when an uncertain action matters. You do not need to know the buttons or invent a voice for your character. Ask for help whenever you need it.
For the practice session: find your named token, drag it one square, and send /roll 1d20 in Public chat when the GM asks. The result will vary. Moving a token is a way to show your position; it is not permission to pass through a wall or move someone else's character.
Tell the group if you need a break or want to skip a subject. Before starting, agree where you will talk, when you will finish, and how to reconnect if someone loses their connection.