A purring door leads to a kill-room: cages, a pirate captain with a monster of a “pet,” and Bernadette Follis broken in a cell with an arm missing. What follows is pure trench-fight D&D, where the floor turns into a hazard map, Mecoo keeps getting dragged back from the edge, Nefir burns himself down to keep a kid alive, and Bramble erupts out of captivity with Sydan’s fire at his heels. When the dust finally settles, it isn’t just loot and prisoners being hauled out of Tricadia, it’s a daughter being carried home. Two weeks at sea, one hand-carved replacement, and one high-level miracle later, the party gets something rare: a win that actually feels like it matters.
Music: Conclude the Heist (Escape Theme) by Supernova Collective https://supernovacollective.bandcamp.comLicensed under Scrybe Quill Context Licensehttps://www.scrybequill.com/license