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The adventurers explore an abandoned temple that is nice and dark and ominous.
They find that it isn't as abandoned as they though...in more ways then one.
Also we have to try and use our brains...its painful.
The Caretaker offers the hunters a bargain to aid them in their journey. As a consequence, we get an insight into what makes the characters tick.
Akira is rudely awoken and caused a bit of a stir amongst the party.
He is full of stories about demons and visions of spooky children. No wonder he is always in a bad room.
The group have an encounter with a mysterious being who is strangely bound in a very frustrating way. Friend, foe or something else?
The search of the boat reveals some interesting discoveries and Akira has more fun making friends with the party and challenging the terrain.
While heading back to town the party bumps into some locals.
What should have been a simple trip to Texas unravels further as group approaches the location of a sighting of the Morris townsfolk.
Trapped on an Island for an unknown amount of time the party decides to investigate a shipwreck to see if they can find any leads to how they got on the island...and for something to do.
There they face the deadliest opponents they have encountered so far.
After the events on the airship the adventurers are surprised to find themselves stranded on an island.
Let's see what destroys them first, the world or the team dynamic.
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