Clockwork

00163
In which we meet the bandit on the road and kill him....

LOG

Our intrepid heroes put the kibosh on a poorly-executed ambush and meets a party of low-level adventurers. It doesn’t end well.

Later, the rest of the gang finally come face to face with the demon. Nothing much comes of it, but at least they know Serri isn’t totally mad.


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00162
In which we bring hell to the king, baby...

LOG

[synopsis here]


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00161
In which Serribon is afforded a night for reflection...

LOG

[Synopsis goes here.]


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00160
In which we pick on a bunch of fairies...

LOG

<synopsis>


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00159
In which, bli'me, we's 'eroes!

LOG

Serribon and Ibram conquer the wilds of the sundered lands in a series of humorous vignettes.


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00158
In which we get the low-down...

LOG

Vargas and Serribon question the village elder about the state of the world. Miriam gets to play My Little Centaur. The gang then makes plans on how to spend the rest of their year in the Dark Ages.


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00157
In which we mess with the bull, and he gets the horns...

LOG

The whump sends Vargas, Miriam, Ibram, and Serribon to the Dark Ages in order to save some helpless villagers from the neighborhood bandits. It’s a bit of a slog, but nothing they can’t handle. Once the dust settles, Vargas discovers that his whump chrono was better designed than he thought.


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00156
In which the ants go marching (x+1) by (x+1). Hurrah!

LOG

The gang is dropped-off in yet another ‘Lost World’-type valley – this one showing signs of having once been managed by intelligent hands. They make for a road Serri and Cassandra spot in the distance, with hopes of following it out of dinosaur-land. A couple of minor misadventures later, they discover that the ‘road’ is paved with an impossibly-long column of formians fleeing the jungle for gods-know-where.


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00155
In which the party takes a cruise on a ghost ship...

LOG

The whump takes Ibram, Vargas, and Miriam to the deck of the Ether Dragon – a mysterious crystal ship that plagues the waters of the Queen’s Lake. All who have been foolish enough to explore it end up sailing into the deep ethereal; never to be heard from again. Our hardy adventurers make a decent go of it, unleashing massive property damage and gaining some insight into the fate of the Dragon’s previous passengers.


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00154
In which Ibram departs the mystery village...

LOG

[Synopsis goes here.]


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