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?
The team has started the race, and the quick action by Brutok has prevented them from being in last place. But there’s plenty more challenges ahead, and not all of them are natural. Will they shovel themselves out of their deficit, or are they going to flake out and just head home? Tune in to find out!
A number of the crew have drifted to the frozen north, and met up with an old friend. They’ve been invited to take part in a local endurance race and test of skills. Windsor’s attitude toward Undree cools as he hears the chilling tales of his recent exploits, but it’s not quite enough to ice things over completely. Brutok is confused by a number of conversations and situations, and Glorion has a snack.
We rejoin the crew mid-battle against some irritable sewer monsters. Will the party wipe away the danger to themselves and their allies, or will they flush their careers, and their lives, down the drain?
BGM by Will Savino of Music d20.