We are a Dungeon and Dragons podcast focusing on roleplaying and storytelling with a strong narrative along with humor and good cheer. Come and join us each week for a stirring adventure of strength, emotion, and collaboration as we follow the journeys of these characters brought to life by an extraordinary cast.
After a long hiatus from uploading these episodes, we are back with a brand new campaign. We start this one after the last campaign events have wrapped up. We start off with a new set of individuals in our party as we begin to look forward to a seafaring adventure upon the ship the Tree Dawn Light. Welcome to this adventure now in progress!
The party enters into the Freehold of Myrria. Here they make their best attempt to make good first impressions before some old family members begin to shake our heroes to their core.
The group begins its journey toward Myrria and meets a roc flying toward them. But will the religious kingdom of Myrria offer hope and opportunity or more discord?
The group has finally finished their conflicts in Ul'Venar and begins their last days in Southbend before heading to Myrria but not before sorting through some other elements of choices recently made. After discussions with Jaben Methodius the group heads to have a conversation with Olid the Fateweaver.
After the events of the Grove, Ul'Venar, and Southbend the party finally reaches the end of the Moonbow story arc and has a moment of time as the events of the past week have taken their toll. Returning with Jaben Methodius to Ul'Venar the group is met with friendly faces and says some lasting goodbyes as they move on from this adventure toward others ahead.
The party has fought off the horde of defenses before Fadone and the ritual to summon the Guardian. Now they must fight to defeat this creature before it can reach its full potential. Will they all survive? And what happens when a bargain's debt comes due.
The party has finally moved through the entirety of the forest surrounding Ul Venar and approached the guardian's lair. Here they fight with Jaben Methodius as they try to prevent the guardian's rise. Whether they make it in time and whether they all survive comes down to quick thinking and quick choices.
After a harrowing battle that left one of their own dead and recently revived, the adventurers left the mage tower of Ul'Venar with Urric and head back into the city proper just as troops of the Blessed Guide arrive, bringing an acquaintance of the party, Jaben Methodius, back into their orbit. Now they have to decide whether this man is friend or foe before heading into the forest in order to stop the summoning of the Guardian. But first, they must find where the followers of Sylas have gone to.
Rushing toward the massive tree structure of a mage tower within Ul'Venar, the adventurers have split themselves up with Reyavor, Corzaphir, and Victoria watching as Mara and Verhis rush off toward the tower on Leyla's enlarged for. What dangers will they face inside and will they be able to stop Captain Arrend's plans before it's too late? This episode clearly shows the pros and cons of splitting the party and all that entails when you do.
The adventurers make it to Ul'Venar and see the city within Salengrat Timberland. They begin to understand the political dynamic within this area as well. What will they think of the head Priest of Sehanine and the leader of the Elven city Priestess Sokzir Zilzabo.
As the adventuring party moves from The Grove toward Ul' Venar, they learn a bit more about themselves and this new city as threats loom in the distance. In this episode, the players take a much-deserved rest after the fighting at Giant's fall and now they begin their travels to the famed Elven city within Salengrat Timberlands.
The party returns to The Grove in order to discuss the destruction of the Domunculus Luci and what to do with the defeated Elleris Zangil. Reyavor learns more about his past while the rest of the party learns more about Sylas and the group that has infiltrated Ul' Venar.
The adventurers have left the grove after deciding to take their chances heading after the gathering forces at Giant's Fall and are set to attack the werebear collective there and stop Barrish's plans before he has the chance to break the Domonculus Luci. Everything seems to go to plan until another creature enters the fray.
The adventurers have made their way to Marid in the Feywild. Will they survive the encounter or will she wear their own faces like a set of new clothes? Will the curse of lycanthropy end for Mara and Victoria? As they finish their adventure within the Feywild what else might the group learn about the real cause of blight rot?
The adventurers have left The Grove in order to cure Victoria and Mara's werebear curse, but what lies within the Feywild is a mystery. Almost as much a mystery as what Merid the Blood Hag might ask for in return for a cure. Corzaphir learns more about their past and what happened since they were tortured by Sister Serenity and Commander Jaben Methodius, and Verhis's affliction grows more potent.
In this episode, the adventurers enter into the werebear community and come to understand the different dynamics within as they have try to discover a cure for their affliction.
We follow our adventurers as they head into Salengrat Timberland in search of the Drow city of Ul' Vennar. They continue on a hunt for a hopeful cure to werebearism and hope to find their way through the dangers of a mix of forest and Feywild.
This episode follows the story thus far as this campaign is already on its 26th session and has been going on for over half a year thus far. This serves as a summary of the events up until now and as an introduction to the players and their characters. Welcome to the Adventure!