Pressing on through the bowels of the ancient structure, the party encounters hidden dangers and gets to meet some of the original inhabitants. Perhaps they will be interested in a performance…
The party has a tense battle with a dungeon surprise, and learns a little more about the dangers underground and each other.
The party faces off with another round of foes and hidden dangers within the ancient ruin as they continue their search for the Arcanum and Vosh. And badgers happen.
The party reaches the end of the line and enters into an ancient ruin. As they patrol the outskirts of the strange dungeon, they quickly realize that they are not alone.
The party investigates the cave-in and discovers there are worse things in the dark than a rusty bucket.
The party gears up to sneak back into KOPOCO HQ to gain access to the secret tunnel. Can they get through the twisting maze of corridors and layers of security without being caught?
The situation gets tense in the basement of The Red Building and the party has to fight for their lives. Also, the DM makes an unbearable amount of bad puns.
The party engages in some shenanigans at the Red building before meeting with Vincent Coyne. How will he respond to their wild accusations?
The party interrogates Beatrix and learns the rat’s nest goes deeper than they were hoping. They continue to untie this twisted tale and plan for another excursion.
The party accepts the invitation to meet with the leader of the rovers, learns more information about their foes, but will they make it back to the Augury for a night of rest?