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The party is saved from their predicament in exchange for loyalties, favors, and goods. They make their way to the capitol to meet with the king. Tensions rise in the throne room as Betsy confronts a shadowy figure, Urutak bristles at the way the court speaks of his homeland, Moonfang tends to th…
The party take a few weeks to get ready and prepare for an excursion. Betsy and Vale have a heart to heart. Moonfang and a galapa go head to head. Urutak meets one of his heroes, and Kilgore feeds a god. A few questions are answered. Many more are asked. It's starting to feel like LOST. The N…
Picking up right where they left off, Kilgore, Betsy, Moonfang, and Urutak muster their wits and courage to infiltrate the Atrouse manor and steal a priceless artifact. Some major players and pieces are introduced. The party splits up. Twice. Only the best choices are made here. Featuring a short t…
After more intense discussion and negotiation, Betsy, Urutak, Kilgore, and Moonfang agree to search for a relic hidden at the defiled and desecrated Saint Anne's Convent. An old acquaintance aids them; then they are plunged into blood and chaos as they are confronted by the ever growing cult of th…
Emboldened by a level up, the party engages in combat with a powerful Dremmist cultist. Urutak, Betsy, Kilgore, and Moonfang are forced to confront some of their biggest fears while battling for the sacred piece of Father Ryan's carapace. Promises and bonds are tested, mettle and resolve are put to…
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