
Sign up to save your podcasts
Or


Once again we find Mossy and Seph in a "sticky" situation. Upon trying to leave they have a run in with the clean up crew.
While Mossy and Seph are out and about the rest of the party try to figure out a plan for when their ship arrives. Just a simple conversation on the way to a shopping trip.
Mossy and Seph head out to meet someone she knows, Cheia Mu’de, at The Dancing Crate. Chaos ensues...
Sheru manages to uplift the spirits of the residents of Rah, at least for a short time. Seph and his Patron also experience something strange during the night.
Sheru does what Sheru does best. He's found a nice little shop in Rah.
The Red Sands talk further with Urrk, the barkeep of The Roc's Perch, and learn more about Rah. They have some plans to make as they travel further into Southern Mtuchawa.
With caution, the party enters Rah. Magic and religion are highly regulated by the church here so they have to be very careful.
The party decides to go to Rah, a port of some renoun. They run into a helpful outsider who gives them the rundown of the area.
With all the efforts to remember put to the test, only one seems to work. But will it be enough to get the party to complete the quest they've been given?
The Red Sands try their best to get Seph to see the truth about their new friends. They also try everything they can to remember the last day, and not magically forget what they have learned.
From the publisher's feed