Last time, the crew made their preparations for an underground auction — a location of a mysterious crate, a bidding floor full of people with reasons to want it, and a plan that assumed the other interested parties were there to buy. They weren't.
The Crow's Roost sat perched like a bird of prey—a salvage shop cobbled together from the hulls of dead ships. It was here the party sought answers about the Clarion Crate.
The Rust Bucket Tavern had earned its name. Old enough that the wood had long since rotted away and been replaced entirely by rust — structural rust now. Dim, warm, close. Not quite a dive; definitely not Gilded Keel's resort.
In the chaos of Atlas's raid, the party made their escape the hard way. Thorne's lighthouse, which had pulsed violet and alien for so long, went dark the moment they cleared the cove.
At the edge of the world, where the sea meets the sky, a lighthouse burns with a light that isn't fire. The players confront Dr Elias Thorne on Watchtower Cay.
In which our heroes play a high-stakes game of hide-and-seek with searchlights, hallucinate the past in a tunnel of sand, and discover that kobolds make excellent (if paranoid) bar buddies.
The Hollows held its breath. The party awoke at The Driftwood Inn not to the usual clamor of the port, but to a suffocating "low tide" anxiety. Atlas Group had locked down the harbor, a reactionary fist closing tight after the destruction of their dredger at Whispering Deep.
A DnD session narrative In which our heroes discover that underground cities have skylights, tortoises make excellent armorers, and the best way to start a heist is with accidental seduction.
The introductory tale of the DND story