Series III - Chapter II
Nulsc does something stupid. Grieg attempts to help him out. Eilis keeps the ship under control.
Nulsc does something stupid. Grieg attempts to help him out. Eilis keeps the ship under control.
The intrepid crew of the Scale of Zaffre are forced to deal with their less than welcome guests while a storm brews on the horizon.
We begin our third series with an introduction to the crew of the Scale of Zaffre: Captain Eilis the Priest, First Mate Greig the Ranger (and his weasel companion/puppetmaster Socs), and Nulsc the uhh... well, try not to stare. This series will be one of ramming ships, bloody civil war, and cold, cold waters. Find the moves we'll be using for ships here.
The climactic finale! The beguiling eye of the Shah, Iltani Evermind, confronts the party! Velo takes flight as Kuri and Silic stand stalwart against Sluzer's impending planar breach.
The penultimate episode! The party continues on in the labyrinth as Velo prepares for unwanted and unexpected company. Kuri pops off.
Nijaz, Kuri, and Silic plunge forward into the labrythine catacombs beneath The Castle. Nijaz keeps meeting old friends while Kuri and Silic discover Velo's secrets.
After a brief respite in the throne room, the gang's progress is halted. Nijaz meets an old friend before Kuri and Silic become a little closer.
Kuri, Nijaz, and Silic enter the Castle of the Sweetened Angel, and learn the details of his extended life.
After shoring their barge; Kuri, Silic and Nijaz glimpse the maelstrom firsthand, and Kuri makes a new friend.
Nijaz the Wizard, Kuri the Necromancer, and Silic the Mage begin their journey to investigate an emerging cosmic threat.
We're now beginning our second series! Nathan is taking over the role of dungeon master (and editor), while the rest of us are playing all-new, magic-using characters. In this episode, we introduce Nijaz the illusion-focused Wizard, Kuri the Necromancer, and Silic the Mage of the Tower.
Our heroes have pinpointed the location of their cult's sacred hide, but time is running out. Can they claim their holy relic before the traitor Gomda makes his exit?
With an unwavering sense of direction and certainty of their divine mission, the party heads back to Lower Ral Bashan.
The stalwart followers of Vind seek refuge. Will they decide to weather the storm or wait for it to blow over?
With a whirlwind enveloping the 10,000 Steps of the Lion, two sinister sorcerers square off in the eye of the storm.
An offering is made and Vind clears the fog to show its disciples the path forward. But rumbling thunder forewarns the arrival of a storm.
The team realizes they are outmanned in hostile territory and choose the strategic route by breaking out of prison once they get the chance. Oh wait, no, the opposite of that.
The gang decides the best way into Ral Bashan is with an escort. But the tour ends unexpectedly. Plus the DM infodumps about the city he made.
Big trouble in little Ral Bashan.
We start off continuing the Q&A, setting up the adventure to the city of Ral Bashan. Then dice hit the table!