Pepper and Undree have been sent recruiting and find themselves in the port city of Anthusis with a couple potentials. After some introductions and their pitch, the pairs team up for a local tournament to suss each other out. Along with some crazy displays and shenanigans, will the Society find some new members, or lose some they already have?
Having handled one part of their assignment, the crew returns to the Puddles the next day after the tide goes out. As the party works to finish the job, we’re treated to a bit of foreshadowing and find that it’s not all ego–size really does matter to Zorgo.
Fresh off a delivery and good night’s rest, most of the crew traveling from Otari awaken to find their next mission already awaiting them. Steve makes his triumphant return in great, ‘bold fashion. The crew is tasked with aiding the Society’s nearby goblin allies, and exploring a their storm-damaged abode. So soon after finding Xelry wanting, will the party find that Zorgo lives up to his own hype?
Some fresh and not so fresh faces faces meet up in Otari and ready themselves to travel together to Absalom. As fate would have it, a local needs a package transported to Absalom ASAP, and the crew figures some extra cash can’t hurt. But what should be a simple courier trip comes across some difficulties, both internal and external. Can they get the packages there in one piece, or will something hinder them along the way?
Having successfully entertained a caravan full of goblins and staved off an ambush, the party can now start to really dig into the darker side of Undree that’s appeared more fully than ever before. Or…now here me out…they can basically ignore it and move on like it didn’t happen at all. Which option do you think they’ll choose?
Still needing to reach the work site and figure out the problems, the team moves ahead takes matters into their own hands. And that always turns out well.
Glorion and Undree are back working with Pepper, and Alfred finally gets to meet them in person. Another face new to everyone joins the team with a foreboding introduction. As the team chosen to protect a caravan, the group meets their contractor and eventually the caravan team, making the first impressions they’ve become known for.
As they set off on their latest adventure, will their antics finally catch up with them, or will they somehow carry on, exhibiting more luck than any one group should have?
While their frequent teammates are off on another assignment, Brutok and Pepper have been pseudo-sidelined while they help with an investigation into one of their own. Meeting up with some fresh recruits, they take on a bounty to show the newbies how the Society does things…or at least their best approximation of it.
We’ve got 3 new characters and a new player this time around (and, unfortunately, some odd audio artifacts), so give us a listen and let us know what you think of the new crew members!
The team continues on with the trials, thus far handily schooling the acolytes. While tensions are high, Glorion doesn’t let anything as trivial as that stop him from showing off his skills, and a few others take begin taking part as well. Can the Pathfinders’ luck and ability hold up, and if so, will Master Sanvara hand over the relic as promised?
The group is in for a bit of a rude (afternoon) awakening as they arrive for their meeting with a Venture Captain and find their new party member impatiently awaiting their arrival. While Glorion generally remains oblivious, Windsor’s sabbatical from the cold north to the desert has him dealing with hot temperatures and tempers, and more often then not, Undree is left seeing red. Who is this ‘Orshalla’ anyway?