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Our party attempts to uncover more information about the arcanum from a wizard working in the same group that originally sealed it.
The party investigates the giant mechanical home wandering the plains of Devenrichem only to uncover a hidden truth.
Our party makes their way out of an automaton infested Castledorn, but first? Looting.
Our interlude continues as the Rockkickers battle the automatons that arrived on Valyr's doorstep. After combat, this was hardly a D&D session at all.
We connect with the previous party to better understand what is happening. Secrets unfold, dreams are shared, and a visitor that could kill the plane has landed on their doorstep...
The party continues to discuss the Magister and the energy signature picked up outside of Castledorn with the gods.
The party heads off to the Godly Assembly, and you know what they say about meeting your heroes...
The party encounters someone from Wren's past. But what this person has planned is not something they expect, and the person who gave the needed spell has spelled disaster for an entire plane.
The party attempts to leave the carnival only to learn of the Magisters little secret.
Blue gets cuddly spider toys and not much else happens besides carnival games and bants.
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