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In this extra long episode, the party finds themselves strong-armed into the broken remnants of Old Sheresh by the strangest beings they've met yet. A tale of brains gone bad, the oddest of pets, and how trusting the structural integrity of old buildings isn't the best of plans.
Hot on the trail of a cultist, the party finds there are older, darker things lurking in the shadows of Sheresh. Will the group be willing to bargain with an ancient, eldritch force to track down their quarry? A tale of blood, the eccentricity of artists, and silent orphans.
When the party tries to organize an expedition to find a lost city, they discover that their enemies have allies.Hunted by a priest of Hate, the group seek to turn the tables on their foe. A tale of biting flies, monkey waiters, and table chatter gone wild.
The party confronts an ancient evil to protect their charges, and show that the ocean isn't the only place that's salty. A tale of the drowned dead, idols most grotesque, and fated armor.
Deciding to enter the hotel business, the group makes a deal with an old acquaintance. A tale of maritime mingling, desperate belay pin throwing, and a lesson in humility.
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