The characters are chasing Pirate Queen Jeesa Wavechaser and her two starfaring cutters. She's wanted for treason in Delmayne and piracy in Alarah. Triangulation of strike points and process of elimination has suggested that she is operating out of a small island somewhere in the Great Wing Sea, en route between Alarah and the elven nation of Alasia. Will they be able to find her, and is it true that there is a pirate port somewhere in those islands?
Airaion wants the characters to go pirate-hunting, and they still have to meet with the Allyre about the Sword of Alarah, and his brief sojourn into piracy, without embarrassing him before the court. In the meantime, the two nosiest people in Alarah (the head of the bardic college, and the Allyre's top intelligence officer and vizier) are snooping around the characters and their backgrounds. Talk about a pressure-cooker!
The characters arrive on Permafrost, the only place to resupply air and water before making it across the enormous expanse of the Draconia System. They have five days' leave. There's a victuals and supply depot, a customs authority, a Naval office, a bar, an inn, ski chalets, and a brothel. What sort of trouble can they get into in five days?
The young officers of the Arianrhod's Pride are on leave at the Wintermist Estate in Evergleam. They enjoy a little downtime - perhaps a bit too much! - and they learn some things about the Sergeant's history that make them question whether his parents' disappearance was as "accidental" as it seemed...
Now that Crowley's fate has been determined, the crew of the Arianrhod's Pride must deal with Marine Captain Goldbranch, and his overstep. They also blow off a little steam beforehand, and Xerxes and VonVin stop beating around the bush. Will there be political consequences for our intrepid crew?
While they are out training in their new "bug-suits," the young marines spot a blackness that blots out stars. They are about to be in the fight of their lives, all hinging on their ability to master their new space marine armour... and yesterday, two of them got tangled in the rigging...
Hoping to stay out of trouble, the characters decide to stay on the ship until they are ordered back to work. But fate has different plans. With the new "bug suits," the characters are about to be transferred to a new unit. And it seems Madrimlian's adventure with the Cthulan brain juice isn't *quite* over yet...
The characters continue to spend their leave - and their money. Madrimlian continues to pursue paralytic poisons, Lourik searches out new guns, and Crowley searches for a way to part more fools from their money. In the meantime, Airaion goes home to Kanothi to visit the "grave" of his missing parents, and Selene accompanies him. What *did* happen to Airaion's parents, and their missing ship?
Now that the characters have gotten to the bottom, of the bandits' boat, they have discovered an unlikely ally in the tragic case of Luwraek, the metal gnome. They have handily dispatched the first band of brigands as they returned to the ship, and now they find out if their luck holds when confronted by Captain Selasryn Witchsinger, a Swordsinger of the Svartalfar school, Witchsong.
At the end of last game, the characters discovered a disease within the AIN, corruption. Now they are face to face with that corruption. Let's see how they handle it. Second video of the session can be found at: https://youtu.be/DH17hOlVvJY
The young would-be officers get used to shipboard life, and deal with Lieutenant Goldenbough.
Who are we? Why are we here? These questions will be answered tonite!