
The stream finally behaved, but I still managed to hand myself a new headache: three behind-the-scenes mechanics I now have to build clean inside Foundry so they don’t slow the table down when they hit play. In the recap, Nefir gets tossed back into the room like the universe is done borrowing him, Grashka drops a quiet truth that makes everything feel sideways, and the party keeps moving through Karra’s stronghold while very intentionally not opening the door that leads to a lich. A blood-fed amphora spits out angry spirits, the halls throw grief and claws in tight spaces, and by the end they’ve got a third key in hand and the uncomfortable feeling that the stronghold is done playing nice. Then in the DM Deep Dive, we get real about scheduling: what you can commit to, how to talk about it like an adult, and why flaking kills more campaigns than any monster ever will.