Episodes

Session 14 Chaotic and comedic

“The party is walking out of the brine fog with the rescued guard, Ledger and the egg crate, heading for the wagon — they have only just reached the edge of the mist, and the DM is 'considering whether or not you guys make it'”

7 NPCs 6 decisions
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Session 13 Comedic, frenetic heist that kept working despite nearly every stealth roll failing

“The paddock, stables, and hay supply are in flames and Vaela has just stormed into the warehouse, hair blazing, cormorant cord in hand, demanding 'Where is he?' — the DM ended the session mid-entrance and skipped the outro voiceover ('I gotta figure out what just happened')”

6 NPCs 10 decisions
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Session 12 Tense infiltration with strong comedic undercurrents

“Vaela and Ledger have been escorted inside the Old Redwater Mill — Ledger headed toward the corral, Vaela to a cot in the office, with Kreel somewhere on site and unaware of the ruse”

5 NPCs 8 decisions
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Session 11 Warm and comedic with serious undertones

“The party is traveling upriver toward the mill on two rafts pulled by Pickles — a full evening and into the morning by river, per Stout — and open questions were left for next session: whether to long rest en route and whether they might overtake Kreel's raft, which is only a few hours ahead.”

10 NPCs 11 decisions
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Session 10 Action-packed with strong comedic undercurrents

“The two dark-clothed arsonists from the market square were never found — they lit the fires and vanished before anyone could confront them.”

9 NPCs 9 decisions
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Session 09 Tense undertone beneath a largely comedic and character-driven session

“Three unlit rafts were spotted heading downriver toward Thornwall Fords by Callum and Petra — Callum warned the party they might not see morning.”

6 NPCs 8 decisions
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Session 08 Comedic and character-driven with building menace

“A bloodied note left by a Splinter's Bend guard reads 'We know what you did in Waymoot. Your road ends at the Ford.' — a direct Vance threat at the party's current location.”

9 NPCs 7 decisions
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Session 07 Comedic and chaotic in the first ha

“Grimm, the beast-handler, escaped into the woods; who he works for is unknown to the party.”

7 NPCs 7 decisions
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Session 06 Chaotic and comedic with moments of

“The party is appointed east to Thornwall Fords with a letter of introduction to the Kingsguard there — what awaits them is unknown”

6 NPCs 7 decisions
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Session 05 Chaotic and comedic, escalating from a satisfying but sloppy road ambush into an accidental brawl with an NPC the party had just befriended

“Three party members (Gorlog, Skrit, Wicket) are restrained by Pendergast's Cease and Desist, with combat still active next session.”

11 NPCs 8 decisions
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Session 04 Comedic and chaotic with escalating stakes

“Silas's disguised men have dropped their aprons and leveled spears at the Greasy Spoon on the logging road, with Gorlog and Wickett outnumbered”

8 NPCs 10 decisions
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Session 03 Comedic and energetic with escalating stakes

“One ankheg escaped by burrowing underground — its location and whether it will return is unknown”

5 NPCs 8 decisions
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Session 02 Comedic and warm, with genuine emotional beats

“The contents of the note Wickett attached to the departing dog are unknown to the other players and the audience.”

3 NPCs 9 decisions
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Session 01 Lighthearted, chaotic, and comedic

“Tracking hounds are heard in the distance as the party camps in the King's Forest, suggesting Constable Barnaby's pursuit has not ended”

4 NPCs 6 decisions
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