Back in the present, Torunn is gone, and in his place- somehow- is Benjil Turcott, one of the figures the party witnessed during the Legend Lore ritual. And he, too, is cursed with the Azure Bonds. There isn't much time to come to terms with this fact, however- their next destination is on the map, and it means requesting aid on their journey...
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Amalessya, Lak'hot, and Entro have encountered the monastery's guardian, one of the many gods of Kara-tur. Stealing the power from the Pool of Radiance will mean defying one god- if the cultists are successful, will Amalessya be able to defy Moander as well?
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The cultists know that the Living Tree is tapping into a pool of radiance, and Amalessya has made her wish known to it. The next step is to locate the pool itself, so they may steal its power for Moander- but you didn't think it would be unguarded, did you?
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Amalessya, Lak'hot, and Entro have infiltrated the mystical monastery in the far east in the hopes of finding a hidden source of great power. But as they learn more about the goings on in this enigmatic cloister, the great power just might make itself known...
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In the final flashback of the ritual, Ildana experiences the strangely familiar memories of a group of cultists in the distant past- cultists sent by Moander, the Jawed God, to steal a source of great power from the far-off nation of Wa.
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Having slain the temple guardian and found a cache of holy relics, Benjil hears a voice from the sword beg him not to turn it over to the Zhentarim. Should he listen to this voice, or go through with the deal? Can the Black Network even be trusted to uphold their end?
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Continuing the ritual, our heroes experience the life of a halfling mercenary in the ruined city of Teshwave, hired by the Zhentarim to steal a treasured artifact of Lathander- but a dungeon full of deadly traps stands in the way.
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Some big changes are happening this week, both in-game and out! In a ritual to learn about the artifacts that will help them defeat Tyranthraxus, our heroes first experience the collective memories of a group of elven soldiers, the N'Vaelahr, as they fight against a powerful warlord- a warlord who wields a helm capable of controlling dragonkind.
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The party has rid themselves of another tattoo, and found one of the artifacts that will allow them to kill Tyranthraxus- a sword called the Blade of Lathander. With sword in hand, they fall back to the town of Phlan to convene with some old friends- and then turn to magical means to decide the next course of action.
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The High Inquisitor is slain, and Fzoul Chembryl has some troubling news: the inquisitor's pet beholder, Orox, is coming to kill them all. Will the party work with their enemy to come up with a plan, or will they throw caution to the wind and fight an epic battle for survival?
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The party is brought before the High Inquisitor of Bane, in the hopes of gaining an ally against Fzoul Chembryl. But an alliance with a representative of the god of tyranny might not be as forthcoming as they thought...
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Our heroes are thrust into the arena (after coming up with a clever group name) and forced to fight for their lives. Will they survive? Probably. Will they attract the attention of someone that can help them take down Fzoul Chembryl? Listen and find out!
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The party continues on their journey to Zhentil Keep, after learning about the various powers struggling for control of the city. A lengthy customs process leads to some friction once inside the city walls- but Torunn has a risky plan that might lead to an advantage...
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The party spends some time in the town of Dagger Falls, where the Zhentarim have been ruling with an iron fist. Do our heroes join the secret resistance, or use their tattoos to ingratiate themselves with the oppressors? (Spoilers: maybe both.)
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Before setting out towards Dagger Falls and the northern Dales, the party fails to secure a meeting with the elusive archmage, Elminster. To add insult to injury, they come across a destroyed farm community- and bloody tracks leading into the hills...
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Finally, some answers! Back in the present, the party is told a tale by the Nameless Bard, an enigmatic figure who may or may not have had a hand in creating their tattoos. This information may shed some light on their predicament- but can they trust anything he says?
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In the last part of the prologue flashback, our heroes embark from Phlan to Tilverton on their newly-acquired royal quest. Along the way, they meet a mysterious stranger, and share tales over the campfire. But was their meeting chance... or something else?
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Our three heroes reach the end of the dungeon: the tomb of Hob Kraven, a figure whose evil was so powerful he corrupted the order of paladins entombed with him. Will Torunn, Fennec, and Ildana be able to defeat his shambling undead form? And will they find out the last mystery of this divine prison?
Listen and find out!
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Still in the flashback to their first adventure in Phlan, the heroes have located both keys they need to progress. But an encounter with the tomb's hungry shadows leaves them drained, and they're about to find out that they were woefully mistaken about the nature of this dungeon...
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Continuing with our flashback to when it all began, Torunn, Fennec, and Ildana explore an ancient crypt while following a mysterious warning and wading through a bone-filled sewer. Can they find the guardian's guardian to locate the keys needed to reach their destination? Or are they wading straight into a trap?
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