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Following the intense battle with the Rhyzombie and the reality-shattering revelations from the gods, a small core group of the main crew—Adüné, Nymueh, Kiro, Jimbo, and Dan—finally pause to catch their breath. The lingering hum of the vibrating tree still echoes through the deck, leaving the party exhausted and in desperate need of a moment to regroup before facing what comes next.
Seeking a brief reprieve, the crew gathers for a well-deserved round of drinks at the tavern Celestial Brew. Over floating ales and high-altitude brews, they unwind and toast to their survival. However, the rest is short-lived as business calls. Settling in for the night, the crew hands over the ship to the hyper-efficient gnomes of the Star Talker Federation Union.
With Adüné docked at the golden gantry, the gnomes get to work bestowing her long-awaited 2nd Upgrade as their promised reward. As mechanical gears turn and Aetheric modifications are installed onto her living hull, the gnomes fine-tune her systems and prepare the sentient ship for the ultimate leap: outerspace flight into the cosmos beyond Tareth.
The Conundrum Inc gang finds the witch they have been looking for. Listen in to find out if they survive this unmasking.
Ash calls an Audible and begins to lay plans in place to become the goddess she has always meant to be.
In order to glimpse the cosmic truth, our party had to step beyond normal perception and enter a deep, shared trance with the elder gnomes at the Tuning Fork Tree. What they witness upon awakening into the divine plane is nothing short of apocalyptic: Liber-tree, the newly formed rogue god, has slaughtered the sleeping pantheon, scattering their divine forms across the Mammatus clouds! While Zenith, Lady Death, Lono, and Craiglyna strain every ounce of their remaining power to hold Liber-tree in check, the gods deliver a chilling ultimatum to our level 20 heroes: the end times have been triggered. The clock is ticking, and the party has exactly 13 pages in the notebook to fill with their final plans, notes, and revelations before the world of Tareth comes to an absolute end. How will the campaign conclude when reality itself has a page count?
The horror in the capital reaches its boiling point as the crew of the Conundrum Carriage pushes deeper into the mystery of Korel. Fresh off a brutal battle to bring down a giant skeleton, the party scours the shadowy halls of the governor's mansion in search of answers.
Instead of a mastermind, they discover Governor Ollek Resnikov himself—despondent, defeated, and obsessively painting away in isolation. But the true heart of the conspiracy lies just down the hall. Armed with clues, lingering suspicions, and a whole lot of bad vibes, the gang stands before the final threshold: the bedchamber of the Governor's wife.
Is she the witch behind the grotesque horrors plagued across the land, or is something even more sinister waiting on the other side?
The doors of the Conundrum Carriage burst open to reveal a wild assembly of new companions, leaving Scooby Don't to lead the charge into the capital city of Korel. While Winrey spends time running order fulfillments for Dwarf Winfrey, the rest of the gang fan out to scout the town. Their investigation leads them to the Recommended Inn, where they gather key intelligence on Governor Ollek Resnikov, his alleged witch wife, and their fortress-like castle.
To get the real power behind the city, the crew heads into a dark alley outside the local tavern, pushing past heavy orc guards to contact the big boss himself: Jebadiaha Troll-Gut (via his loyal henchman Hart-Gut-Migillacutty). With Troll-Gut's intel in hand and a restless night spent at the Recommended Inn, the party officially breaches the castle grounds. The mystery is heating up—will they uncover the truth about the Governor, or have they walked right into a trap?
Conundrium Inc. does it again! They escape the bad guy and burn down his village... wait who's the heroes again?
Conundrum Inc. continues on the hunt for the Witch Hunter General - Vidomeer after digging up long forgotten tombs and capturing some of the witch hunter's men.
Heading towards his last known location in Tolev. Where the Conundrum Crew performs in the local tavern. Whereupon the witch hunter general makes himself known with a crack of a gun shot.
First impressions are everything—unless you're Jimbo and Ord, in which case a first meeting involves getting absolutely blackout drunk with Ezra. What was supposed to be a standard introduction to the Shadow Seekers quickly devolves into pure tavern chaos, culminating in a mutual stomach-turning debuff that neither will soon forget. Meanwhile, Aganon hits the books to prep Ezra for an upcoming high-stakes duel, uncovering a chilling truth: they are dealing with a sinister coven of Night Hags.
After sleeping off the hangover of a lifetime, it’s time for the main event. Ezra steps into the arena for a brutal duel to unconsciousness against the Grandchip’s formidable Seeker/minder. Will the werewolf barbarian's primal strength carry the day, or will the lingering effects of the tavern brawl bring them down?
Following the harrowing discovery that their companion, Winry, has been abducted, the crew of the Conundrum Carriage waste no time. Gathering what clues remain, they trace the abduction back to their prime suspects: the ruthless Witch Hunters operating out of northern Divgorod.
With tensions running high and the clock ticking, the crew rallies together, securing their transport and setting a desperate pace toward the bleak, treacherous northern frontier. As the familiar landscapes fade into the shadow of the northern wilds, the party must contend not only with the grueling elements but also with the looming threat of an enemy known for their absolute intolerance and brutal efficiency. The journey ahead promises to test the crew's resolve, forcing them to prepare for an inevitable confrontation to rescue one of their own before they face the Witch Hunters' grim brand of justice.
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