The party continues to navigate the turns and surprises of the cave system. The deeper they go, the more confusing it gets. (NOTE: This session was recorded live and does not have our normal audio. While the mics were much better than previous years, there is some occasional distortion.)
The party descends into the depths of the natural tomb. Hoping that the third implement is still there... (NOTE: The audio in this episode will not be as good as normal. This was recorded at a live session and while the audio is much better than previous years, it still has some rough spots. Sorry!)
The party has made their way to Mon Haleth. With time not on their side, they seek out the third implement of summoning. (NOTE: The audio in this recording is a little rough, due to it being recorded in a live session where we get together in person once a year to play D&D.)
Armed with new information and understanding the threat, the party makes hasty plans to protect the two implements of summoning in their possession.
The party is still trying to glean what information they can from the Tome of Night and then make important decisions once they have obtained it. "They" also decide to check in with Disturbed's commanding officer...
The party has met up with Flynnigan's old master who has given them a potential way to retrieve more information on the evil that is rising in the lands. It just might kill them in the process... (Note: This is recording 2 of the 2024 camp sessions so audio will be different and the episode may end abruptly.)
The party is in Cantercaven and must make the major decision to report in to Arensae'th at the Archive of Truth... or move on to King's Reach... (Note: This is recording 1 of our 2024 camp sessions so audio will not be super and the recording may abruptly end... sorry! We did try some new mic's this year!)
Finally outside the walls of Mordethar and on the run, the party decides on a path to find out more about the plot they find themselves caught up in. They reach out to allies and are tracked by their foes... but which foes? The Clerics of Kord or the Cultist of the Sleeper?
...continuation of part 1.
The party has defeated what appears to be the head of the cult in the tomb as they fought over the implement of summoning. The next feat they must accomplish, get out of Mordethar before the wrath of the organization comes down upon them...
The party is facing off with the shadows in the final room of the knight's tomb... an evil lurks behind the scenes but will they discover it in time?
The party has arrived in Mordethar and found their first place to investigate... The War Graves... attempting to stay under the radar... they quickly... hit the radar...
With the excitement behind them, the party sets their sights on Mordethar to find the first name on their list. Who will this Efir Alcour be? Will they be recognized inside the city walls?
The party continues to navigate the treacherous path to Fort Pass Guard. An unusual encounter with some local fauna leads to some hilarious effects...
The party, fleeing the dragon born city in a rush, heads northeast into the desert. Their plan, re-enter the midlands through Fort Pass Guard in the Atenmal Mountain range... but fierce weather had other plans for them...
Flynnigan, Disturbed, Elthinias, and Storm have completed their task in the oasis below the dragon born capital. Now the task is getting out of the oasis and then out of the city alive....
Flynnigan, Disturbed, Elthinias, and Storm attempt to piece together the puzzle of the prophecies and texts. In the process they discover that somewhere in the oasis an ancient evil may be rising...
NOTE: A camp session was held and the audio was not great, maybe some day I will post them. End result, we have caught up with the party after a lot has transpired.
Flynnigan, Disturbed, Elthinias, and Storm have arrived at the capital city of the dragon born, Shanka'Laren and after many events, are mid-heist for some stolen ancient knowledge stolen from the Archive of Truth. With the best of intent, the party is attempting to rectify the wrong...
Grands, an elven sorcerer and Karakos, a shifter ranger, find themselves in the small town of Wolthens along the river banks of the Vander Brook. Recently deprived of funds for their adventures, they get word of a haunted estate that might need a pair of brave adventurers to clear of it's dangers. The family heir is looking to move back in but doesn't dare... Perhaps the right amount of gold will persuade the pair to look... In all the shadows...
With the villagers of Watergen Oasis saved, the party plans their journey to leave the Wastes. Strange dreams begin to plague one of them as they once more travel out into the heat of the desert. Is it heat exhaustion or is it something more...