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Recorded on Christmas day, with our bellies full of unhealthy holiday treats, a few of us decided to end the night the right way with a little senseless violence and nonsense.
Our next short story begins with a familiar group: Thidius, Dalinar, Briok and Jack are back! Still recovering from the events in Phud's childhood home, the party is resting in a field when some strange happenings begin...
After discovering that the culprits behind the attempt on Kax's life was connected to the Whitecap Gang in Neverwinter, the party try to come up with a strategy on how to finally rid themselves of this problem.
The party is split: Thrym and Kax go to Neverwinter to converse with Proprietor Juritan and to recruit some mercenaries. Nyx and Kee remain in Longsaddle to bolster the town's defenses. Upon regrouping, more tension arises as they have difficulty coming to an agreement on their course of action. This is not helped by the party's choice in mercenaries.
Welcome to The Matters at Hand, a new series from Night Owl Nerds where a handful of the players get together to talk about The Matter of the Gods campaign...and other random stuff.
In this episode we delve into the history of our characters. For Nyx and Thrym, this means stories of events that happened before we started recording!
Come, get to know us!
Kax faces off with a blue, gelatinous humanoid claiming to be Clancy, Longsaddle's resident necromancer. From there, things go even more sideways as the party tries to uncover who sent this abominable assassin.
A torrential downpour pummels the party into submission, forcing them to seek shelter in a cliffside cave. While Nyx, Thrym and Kee make camp, Kax wanders into the nearby woods to hunt for food. His search lands him face to face with one of the largest quarries he's ever encountered: an ancient, sand-colored dragon.
Nyx, Thrym, Kee and Kax regroup after a week of rest and discovery in the town of Mirabar before heading out on the road to Longsaddle. But, of course, there are obstacles before them that delay their departure. Some far less welcome than others.
The party continue their trek into the crypt of Mirabar, wherein lies the tormented spirit of Dawn Quarrel. A grueling battle ensues, leaving the weary travelers desperate for a bit of respite. But even a bit of rest is not complete without accomplishing a few personal goals.
From the publisher's feed