The players make huge strides across the nation of Kingrun as they venture towards the town of Mournvale. Let's play two truths and a lie: the players will see a traveling bard, a horrifying monster, and a golden retriever.
Once again the party sets out on the open road. As the landscape shifts, new dangers make themselves known to thwart the journey of the party. Kris is as paranoid as ever in light of his recent readings. What secrets of the Fiddle-Faddle Clan will the team uncover?
The players say their goodbyes to Stovenmore and prepare to hit the open road! Kris has a detailed checklist to complete before they leave however, and Awnis' destiny hangs in the balance of the groups coming ride. What color horse will Topher chose?
The players confront Graf, the murderous goliath guild member-turned agent of Akoleth! Will the guild's troubles die with him, or will the party greet death first?
Mars informs the party that there are more insidious goings-on within the guild causing dissention. The players investigate the disappearance of a town guard stationed the night a troll made it all the way to the city center without being noticed. Who or what malevolent force is trying to corrupt the guild, and will the bloodshed end when they find it?
The hooded hermaphrodite, the Terror of Stovenmore, jumps aboard a moving caravan full of guild supplies. He/She didn't notice that the players are stowed away and ready for action! What secrets plaguing the guild will be uncovered with his/her demise (including his actual gender)!
The players enjoy their rewards from restoring balance to part of the guild. Plans are made to trail a bandit or bandits that are marauding the caravans that supply the Exco Hunters. Topher falls in love with a girl in red!
The party emerges from the forest and ventures back into the heart of the guild's troubles. More answers begin to surface concerning the party-grabber contract that went bad.
The players are engaged in a no-frills battle with a team of evil cultists! Ita finds out that the key to overcoming death was the friends he made along the way. Stay tuned to the end for some bonus info on the characters post-fight!
With Topher spearheading the charge and Ita, Awnis, and Kris in tow, the players venture into the mysterious forest outside Stovenmore where they are beset with many perils! Will they reach the center of the blights that plague the town?
Ita, Topher, and Kris are hot on the trail of some miscreants within the guild. They have also undertaken getting to the bottom of the mysterious woods outside the town. But first, they must properly arm themselves!
Ita, Kris, and Topher are back up to their old tricks! As Gesel To'Urin'To lays out his master history of this side of the continent, the players find new resolve to solve the riddle given to them by the Golden Dragon.
This is the final fight! The players face of with Sir Sen, the evil cannibal lord of the town! Will they be able to resist his attacks, or perhaps, even their own temptations?
Ziggle, Keller, and Kelfir are plunged head first into a monstrosity storm! The psychological toll on them may be fatal!
The players find themselves at odds with other-worldly horrors! As they face off against deadly foes, what other mysterious and strange phenomena will they encounter? Give some love to Dylan for putting this together.
Dylan busts out his DMing hat and puts it on to run a story for the other guys! A rag-tag group of misfits with amoral compasses undertake a strange request from the sovereign of a city. What strange phenomena will accompany their mysterious journey into the realm of legends?
The players enjoy a jovial celebration of their guild initiation complete with a drinking contest, eloquent speeches, and sudden urgencies arising within the secretes of the town's local conditions. What will they learn on their mutual questing?
After finishing their fight with the trolls outside the impressive gates of Stovenmore, the party enters into discourse with Mars, a prominent guild member. Along the way, they discover the true beauty of the city and discuss their motivations for entering it and its guild.
The players venture forth, perplexed by the mysterious obstacle in the woods. Could there be hags nearby to cure Ita's troubles? One thing's for certain, enemies are lurking nearby.
As an expert in laboratory experiments, a former tax collector, a sorcerer with a troubled past, and a blue collar executioner set up camp on their travels west, a magical force is used to help the players learn more about one another. What dark secrets will they discover, and what perils await them on the road?