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The party devises a plan to punish Crovenwelk's Hermit. Talrond reveals the purpose behind the Night Symphony cult. They recruit Pimrin as an astronomer, trek across the back of a dead titan, and find themselves in the Observatory, a hollow mountain filled with constellations that chart the passage of time.
After the party escapes the Sepulcher of Silence under mysterious circumstances, they recruit a knight investigating Crovenwelk to settle the secrets of the Hermit.
Our adventurers near the end of the Sepulcher of Silence. They find spirits inhabiting clockwork spinal chords, bristlecone pine angels come to life to slay outerplanar demons, and a skyscraping titan holds the peak of a mountain up like a new moon in the sky. After many years, the Corvenwelk hermit's house is opened...
Chasing the renegade automatons into the depths beneath the bristlecone pine grove, the adventurers come face to face with strangely thematic puzzles and dangers. Listen as they use their wits and brute force through surreal dungeon rooms and uncover the morbid motivations of Pimrin's sentient bots.
The party makes a deal to investigate Pimrin's renegade automatons and help the town of Crovenwelk. During the investigation, the gang puts on a show at Fiddlehead Redd's, but the festivities are short-lived, interrupted by a fiery Vestige while a band of bots invades the town and scurries up the Tanglevyrmen. What do the automatons want?
After their perilous adventure and halting the forest curse, the party returns to the Order of the Earthward Horn to receive their rewards, curate by the spirits of Craadl themselves. On a journey to Crovenwelk, they take some time to bond with each other before a rampage clockwork automaton causes trouble in the sundial hamlet. And who the heck is Pimrin?
Our adventurers tussle with a shadowy Neep and delve deeper into the oneiric forest temple to fulfill their contract. In the end, they are forced to confront their darkest fears and insecurities, staring into the face of oblivion....
After making a deal with the Order of the Earthward Horn in exchange for magical boons, our 3 adventures take off into the diseased Runeholt to rescue Neep, the nephew of the late Chancellor Artemis. Along the way they find moss-covered prairie dogs living in abandoned armor, melting mercury flower bouquets that promise them their deepest desires, and a lost dwarf with a broken multi-tiered wristwatch.
Our 3 misfit adventures are drawn together to help an anonymous apothecary in the "Festival of Bitter Gourds". Instead, they find a bunch of weirdos and naturally volunteer to protect them from horrific evil!
From the publisher's feed
"It's like Dark Souls mixed with Cat in the Hat" - Carth
Welcome to the world of "How to Drain Your Flagon"! Embark on a thrilling journey with four spirited friends as they unravel the…