Chaos reigns as not only the PCs, but the players themselves have trouble wrangling it. Jewel, Bee & Stennel finish up their business in the undercity, take a rest & head into the noble district to follow up on some leads from the brain dog hunt.
The guildoes head into the Undercity to try and track down the center of elicit activities, have a debate on who makes the worst decisions, and do a fight
The guildoes negotiate through their encounter with the leader of the Pewter Kings. Bee bluffs, Jewel panics, and Stennel takes the lead to get the group to safety.
The guildoes grapple with the Brain Dog and run further into the basement, down one member. They storm the undercity looking for answers
The guildoes decide to storm a warehouse in hopes of rescuing the random boy that Bee met. Jewel commits to a bit leaving Bee & Stennel in support positions
The Guildoes meet up for their midnight rendez-vous, and guess what – it goes exactly how you would expect a suspicious meeting to go. Jewel, Stennel and Bee follow their “do-gooder” instincts and it leads them off their Grasslands Path.
Jewel & Stennel join forces with Fanboy Bee to travel to the Ghent Grasslands on a rescue mission. Bee talks about not washing his hand after shaking Jewel’s handl, Stennel never bathes, and Jewel is spamming prestidigitation at both of them. Jeremy’s mic had some weird reverb we couldn’t fix, sorry about the echo!
The Guildoes talk Machair Abbey. From the miasma-spewing wyverns & turkey flirting to killer javelin throws and breaking magic items, the crew reveals their feelings and some behind the scenes motivation.
The Guildoes talk Timatone. From Bumbling Barnabus to morality of PR workers. A few revelations and behind the scenes updates.
The Guildoes talk Banthum, Neon Lights, the explosion at Prominence Theater, Druids of Bioluminescence, and the sprawling laboratory. Jeremy reveals some of the missed secrets, Vanessa explores Jewel’s background and Sean reaffirms his hatred of Kua-toa.