Session 16: The Underrun
Queensport Shantytown → City Sewers → Cobbler’s House TONE: Low and smelly. Classic dungeon-under-the-city with a warm ending. DM NOTE: Sessions 15…
Queensport Shantytown → City Sewers → Cobbler’s House TONE: Low and smelly. Classic dungeon-under-the-city with a warm ending. DM NOTE: Sessions 15…
Sen → Iced River → Queensport Gates TONE: Escape and arrival. Puff saves the day; Queensport shuts them out. The Circus Brother…
Village of Sen TONE: Warm and low-stakes. A rest between storms. Let the party breathe. Sen Sen is a fishing village on…
Silverbend — Riverside Village TONE: Investigation and revelation. The Dagon thread becomes real and serious. Silverbend The village of Silverbend is built…
Dragonspine River — Heading North TONE: River adventure. Chaotic and fun, with a growing sense that Sable is more than she appears.…
Porthaven — Festival of Dormius TONE: Caper comedy turns serious when Corster corners them. Reunited in Porthaven The party reassembles in Porthaven…
The Mirkwoods → The Feywild → Everwinter TONE: Consequence and forgiveness. The Red God is terrifying and fair. The time-out is genuinely…
The Mirkwoods TONE: Moral turning point. The party chooses wrong. Let them. That’s the point. Amaranth Nettleweed’s House The house is deeper…
Road to the Mirkwoods TONE: Tension building. Corster is not what he appears; the Mirkwoods are not safe; the locket matters more…
Sleepy Hollow → The Clouds → Jack’s Home TONE: Fairy tale moral weight. Grendlyn is sympathetic; Jack is a thief who doesn’t…