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Getting into the chapel is just the first of several hurdles. When air turns to noxious fumes, how will our heroes overcome?
With the assistance of Lulu and new party member Ingrid, the group looks towards Elturel's graveyard for the Helm of Torm.
Having made their way in to the crashed Spelljamming ship turned casino, the group must seize the advantage their chaos has provided them and get away with that cube!
The group sets out to track the possible burglar Night Robert to whatever "little hole in the wall" he indulges his gambling vice.
Join Spelljammer veterans Henri, Todd, and Jackson Dukes as they arrive in the fungus spacer city of Amanita to make contact with an old ally, and make a new allegiance in the process.
Chimera's loss prevention team arrives in the City of Glass and it's a showdown to repel their airship and their repulsive Slaaditor.
Finding Kwalish's laboratory and what has become of the legendary inventor, the group takes one of his inventions on a test drive.
With a craft built for underwater travel the group is able to reach the Undercity. Inventions strange and terrible await them.
Strange noises in an otherwise abandoned structure lead to a strange discovery and a stranger occupant.
An intact structure in the city of glass poses more questions than it answers, but remains the only safe route through the city's layer of ooze.
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