Fiction | Game | Medium Adventurers League ⚔️
A Monastery in the Mist
A tutorial for the MAL wits rules, and an introduction to a new game location

This is part of a story that works as an interactive game. If you want to make the most of it, have some paper and dice at the ready! Click here for the beginning of the Medium Adventurers League. You can also go back to the Guild Hall, or head to the inn for a rest.
In a moment between quests, you find yourself sitting at the bar in the League Headquarters. Yorrick has just served you a cool ale.
“Is there somewhere I can learn to develop my, like… strategic thinking?” you ask Yorrick, reflectively.
He raises his bushy eyebrows, and stops polishing a glass. “Well, young adventurer… perhaps you are more committed to the profession than I realized.”
Add 1 to your reputation unless it is a negative number. If it is currently below 0, subtract a further 1.Your commitment to the cause (good or evil) is being noticed!“For sure, Yorrick,” you reply. “I want to be the real deal. And some of the puzzles I’ve come across on quests make my brain hurt.”
He puts down the glass and leans forward. His breath has a rich, grassy smell, and you wonder what he eats. “You need to go see the Monks of Mediana,” he says in a low voice. “Their arts will improve your presence of mind, and also your stealth.”
“Sounds perfect!” you say.
He narrows his eyes, looking around the taproom. “They’re fussy, though. Perhaps someone known to them will need to introduce you.”
“Okay,” you reply, hoping that Yorrick is volunteering for the role.
“You’ll need a tribute, too. 10 silver pieces for the monastery.”
“Ten!”
“They got repairs to do, kid.”
Grumbling, you check your pouch.
If you are ready, remove 10 silver pieces from your inventory. Otherwise, click here to return to the main League Headquarters, and come back to this training later.Later that day, once a red-faced dwarf has taken over Yorrick’s duties, the two of you leave the headquarters. Yorrick points to your destination, the sets off with a broad smile. The big bull headed man appears relaxed — being off duty suits him.
The monastery is a building that you have seen many times on your travels. It looks little more than a ruin. Today it is cloaked in mist.
“How many monks live there?” you ask.
“Hard to say,” says Yorrick. “But there are two branches.”
“Branches?”
He nods thoughtfully. They call them the Sky Path and the Earth Path. It’s not a good-versus-evil thing, exactly but they have very different philosophies. You may be asked to pledge your loyalty to one — I’m not sure.”
“Then… which one should I choose?”
“That, kid, is up to you! You might find yourself more popular around the taproom if you choose the Sky Path. But I’m sure the Earth Path has… other advantages.”
After walking on for around an hour, you begin to rise up the final slope towards the monastery. It’s no ruin — just very old, and although one tower is in a ruinous state, the bulk of the building is intact.
In fact, you can see a lot of work being done on the structure right now. Two monks are replacing roof tiles, and another is working on a drain pipe. All of them wear pale blue robes, sashed with belts, and carry daggers and other items.
When you reach the main entrance, an older female monk greets you suspiciously. “New recruit?”
“No, Tempest. This one is a simple newbie to our League, and needs a bit of training from you.” When Yorrick hands over your ten silver pieces (at least, you think he gives her all ten…), she brightens.
“Very well Yorrick. You can go. I can already tell that this will take some time. Come.”
As Yorrick departs, you follow the monk into a small ante-chamber. Inside is a small table with a chess set and a dish full of marbles, a bookcase, and two armchairs. A cat is curled in one of the chairs.
Before you say anything more, Tempest reels off a rhyme:
“My life can be measured in hours. I only serve to be devoured. Slim, I am quick. Fat, I am slow. Wind is my foe. What am I?”
If you can answer, Tempest gives you a flawless glass marble. Click here to see what happens next.
Otherwise, use the encounter below to rely on your wits.
(Here is a link to a dice-rolling app!).
Trickery Encounter: Riddle.
Challenge rating: Easy (roll 10+).
Roll using wits.If you succeed, Tempest gives you a flawless glass marble.
If you fail, you receive nothing.Either way, click here to continue.




