Avsnitt
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The Isles are in flames. There is a war in the streets. The Church of Enlightenment has declared the Griffons as Erlig-worshipping heretics. Our heroes are trapped in the Hilltop, the neighborhood's prison, surrounded by inquisitors of the Church of Enlightenment, and another, more terrible thing is lurking on the streets, uncaring of the lines that mortals draw between them.
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Saknas det avsnitt?
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Rassa has reached the port city, and is looking for answers on how to fix the artifacts that were disrupted by his nemesis, the sorcerer. But after traveling all the way to the city, will his answers lie there, or will his epic quest take him still further into the wilderness, to confront spirits of winter and summer, locked in eternal struggle?
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Events in the district continue to escalate, as the crew finds out about secret experimentation sites created by the cult of Erlig, beneath the old Spice of Life, and in Hilltop, the neighborhood's prison.
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There is a bloodbath in the alleyway, and bath bombs in the alchemist's lab! The Church of Enlightenment is annexing territory with the blessings of the Griffons, people are losing their homes and businesses, and Watch Captain Orophon is calling in new Griffons from outside of the district to reinforce the neighborhood.
While all this is happening, Garlen, Zindlane, Morgan, and Baro must return to what's left of The Well to convince the seal's guardian to give the world just a little more time. -
We get the crew together one last time to talk about the campaign. What were our favorite parts? What worked? What didn't? How did our ideas progress over time? Join us for one last look at our game time together.
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Everything is coming to a head. Will the story break before our team of newspaper employees? Is this conspiracy too big for them to crack? Is the truth more important than survival?
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Flood season is over, the Zindlane, Baro, Morgan, and Garlen adjust to the new normal of The Isles. The Griffon Watch Captain has deputized the members of the Church of Enlightenment, and contact with the supernatural is now being prosecuted as being morally corruptive. Before our heroes can deal with that, however, they have a skull to return to the Lamplighters, as well as a way to potentially track down the Bleak Testament itself.
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A new interlude series where Jared (that's me!) plays a solo run through of the fantasy RPG Ironsworn. Rassa recovers from his injuries and attempts to fulfill the vows he swore while completing his first task. While learning the nature of the catastrophe that might be coming about due to the missing artifacts stolen by the warlock looms large, he must also return the warlock to a nearby town for a reckoning, as well as finding the Wise Woman's relative, to convince them to return to her home for training. Will Rassa break under the weight of what he must do?
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While Zindlane helps his sister settle into The Isles, Baro, Morgan, and Garlan tackle the job that Baro accepted from the assassin's guild. Their mission is to take out The Hermit, a "retired" assassin that crossed a line that even his guild wouldn't consider.
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A new interlude series where Jared (that's me!) plays a solo run through of the fantasy RPG Ironsworn. Rassa, a young warrior seeking to fulfill his first Iron Vows, stumbles upon a village in danger. The Wild Hunt is coming, and the cold spirits will soon be looking for the warmth of the living. Rassa needs to recover the town's talisman in time for the yearly ritual.
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Mac, Charples, Hazyl, and Kithra are closing in on the lost scion of House Cannith, but to track her down, they need to brave The Fallen district and face down the black market doctor/artificer Neng.
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Baro, Morgan, Garlen, and Zindlane stagger out of their harrowing experience in The Well only to find out that Zindlane's sister may be in danger. But what is the real danger they go to face?
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Mac calls in an old favor, Charples visits an old "friend" again, Hazyl has a revelation about the potential of the necrocapaciters, and Kithra gets pummeled. Again. House Cannith politics rear their ugly head, as do the first human test subjects from Neng's artificial Dragonmark experiments.
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Baro gets a job from the Night's Claws. Garlen sees a vision from the past. Morgan finds out the new role of the Church of Hermes in The Isles. Zindlane contemplates the end of the world. Danger sneaks up on our adventurers, mainly because they tempt fate.
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Charples' past catches up with him, Gelmir may be too good to be true, and Hazyl is too scary for the Watch. Oh, and Kithra and Charples might die in a week or so, nothing major.
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Our intrepid reporters find out some potentially uncomfortable things about a coworker, and then split up to investigate some leads. A trip to the Cogs means ends in the group encountering a new . . . friend?
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The Cradle has a very special visitor, and Zindlane convinces the rest of the crew to question the nature of reality when they step "outside" to retrieve some special items.
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Mac and Charples look for someone to patch up Kithra, and they find the paper's obituary writer, Dr. Hazel Summersorrow. Everyone has a nice lunch, they meet an up and coming author . . . fire is involved . . . things escalate.
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Last time, Zindlane, Baro, and Morgan ran into a dragon, and angel, and an unscrupulous noble land developer from Zindlane's past. Garlan returns from scouting out the location of the mutant crocodile that Grandmother Shark contracted them to deal with, but what else could be lurking on the streets, waiting to cause trouble?
Eric Bontz as Zindlane Robert Everson as Garlan Eileen Barnes as Morgan Brandon Barnes as Baro Jared Rascher as the Game ModeratorWhatDoIKnowJR.com
https://www.drivethrurpg.com/product/278005/The-Streets-of-Avalon
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