The party head towards the standing stone, the place of power for the powerful entity known as The Rows'. Here, with the help of Old Man Jenkins, they plan to conduct a ritual that will not only sever The Rows' connection with Crow's Hollow but severely weaken it.
The party have retrieved the sickle of first harvest, however they are currently under attack by the Crypts guardian. Can the escape the crypt with the sickle? They need the sickle in order to complete the ritual of severance.
The party plan to investigate the Crow Family Crypt to find the Sickle of First Harvest, an item that was originally used to summon The Rows', an item that is essential for them to sever its connection to this plane.
The party come to terms with Ophellia's new form. They continue upstream to try and purify the river in order to attain one of the vital components for the Ritual of Severeance.
The party meet up with Old Man Jenkin's, and find out how to stop the Cult.
After killing the Reaper and his subordinates, the party continue their search for Old Man Jenkin's. After they let Icarus recover for some time before going to look for Old Man Jenkins
After speaking to Winifred, the local Hedge Witch, the party discover the rough location of Old Man Jenkins. However, they are also met with a letter threatening them and the safety of Tilly, who has been taken hostage. The cultists are willing to exchange hostages with them.
After taking Sarah Blackwood prisoner from the Old Mill, the party have garnered the wrath of one of the cults most fearsome members. They had best be ready for retribution, because the cult members are going to start fighting back.
The party continue their investigation of the Old Mill
After discovering some unsettling things from some documents at the abandoned farm, and interrogating the malformed cultist that attacked them, the party know that the cult that serves The Row's are in the final steps of a great ritual. What will happen if this ritual is allowed to happen? They don't know, but it can't be good. They need to find a way to stop this from happening or find a way to leave before it does, but leaving town would leave everyone else here to their fate.
We pick up the session with the party continuing their exploration of the abandoned farmhouse. Picking up where we left off at the beginning of combat with some Vicious Vines.
After their encounter in the Corrupted Chapel, the party continue their investigation of Crow's Hollow.
They don't know how or why they have ended up in Crow's Hollow, but there is something very wrong with this place. Darnalore senses a familiarity to that of the Grove she grew up in, and is determined to find out the connection. After a brief discussion with a Tiefling at the tavern, the party find out that he hasn't been able to leave the village, despite his best attempts. According to him, no one else seems to believe him when he says he can't leave. The party pick up exploring the corrupted chapel.
The party conclude their business with the Quickpaw Tribe and then continue North, discovering the mysterious village of Corws Hollow. The village does not exist on their map, and strangely all of the villagers are human. A rare sight on the continent of Iyos.
We pick up this session with the party in the Whispering Woods, trying to locate 'The Black Devil' who attacked the Quickpaw tribe, leaving 8 of their tribe dead.
As the party move on from their encounter in Barerun, they discover a village in the aftermath of a vicious attack that has left a number of their population dead. And now, they want revenge on the creature responsible!
The party ask their questions to the Game Master, and then leave Duin behind them in order to meet with Uriel.
Asog has been captured by the Devil's Menagerie. Will the rest of the party be able to rescue him, or will he become Malady's test subject? If they fail, that might be the fate of all of them.
This session is the 1st while we are using the new and updated 2024 rules for D&D.
The party begins to plan for their journey to meet Uriel.
The party camp in the woods before continuing their hunt for Wolf Pelts to complete their job request from the Guild.
After their rough battle in the ruins in the iron mines, the party take a little time to rest up before deciding their next adventure.
The party have arrived in Duin and are looking to become mercenaries to earn some coin for their furture travels.
After meet Enora, the party join them on their journey towards Duin.
After the battle at the Ovis Tribe Settlement, the party continue their journey towards Duin.
We start off with the party settling down for the night at Grammies place, before travelling towards Duin. After reaching the Ovis Tribe Settlement, they engage in combat with a number of spell plagued.
The party escape the realm formerly known as Eden, and return to "where they belong". All party members are now level 5, and we begin the 2nd chapter of the campaign!
The party have been teleported to some unknown location. They will need to find a way to survive and escape this place.
The party were killed during the Harvest Festival and now find themselves alive, back several hours previously. What happened? What should they do? Was that one big dream or have they travelled back in time? Will Hazirawn and the Shadow Blades be arriving in the village later that night? Can they convince others that they aren't crazy? Will they figure out what is going on? Rescheduled to Friday*
The party have agreed to Hazirawn's terms and agreed to work with him. Will they be able to get away?
After brunch and slaying a couple of wyverns in the previous session, the Harvest Festival is underway. Everyone is doing their final preparations for the festival to celebrate. On the morrow, you will depart Tanjarr with Uriel on an unkown journey.
We pick up our session where the party has stumbled upon a slumbering basilisk, which they suspect has killed Ol' Scatterbeard. Will they deal with the threat or will they retreat?
The party need to finish delivering the apparatus to Uriel.
After burning down the majority of the bandit camp at Talon's grip, and having killed a number of their number, a number of bandit survivors flee the camp to live another day. Beaten, bruised and exhausted the party decide to leave the camp before the leader makes an appearance.
The party have returned to bandit camp with a case of Alchemist's Fire. Their intent, cause chaos and eliminate the bandits!
The party head to Talon's Edge to rescue the prisoners of the Ovis tribe from the bandits that are holding them to ransom.
After running from a mysterious shadow that appeared within the blighted woods, you likely have more questions than answers. You will need to report what you saw to Midnight via Lucas.
Harvest season is upon us. While your lessons with Uriel have been paused so you can help the village take in the local harvest and prepare for the festical in two 10-days time, Uriel also informs you that after the festival, you will all be going on a trip. To where? You don't know.
We will begin the session finalising starting equipment for the campaign, afterwards the characters will officially be level 1. Uriel has prepared a special lesson for the party today, and has given them until sundown to complete it.
The Prequels! These will be a few short events, mostly theatre of the mind, which will help define your characters when they are adults at the start of the campaign, and deepen your connection to the village of Tanjarr as your home. This is a chance for you to improvise encounters and meetings with NPC's and characters that have significance to your character, and develop those relationships with them and between your characters as a party. So feel free to suggest such encounters as we go.