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At long last, the party approaches the much-anticipated Well of Fate. With the use of the wheels that they took from Trisyn, they manipulate enormous stone slabs to reveal different doorways. As the resident expert on different types of holes, Lucky randomly picks which mini-dungeons to explore.
Having failed to kill any of the hags, the party quickly confers and decides to push their advantage while they have it. If the hags have time to retreat and regroup, all might be lost. So, with many of their resources expended, the party continues to hunt down the coven.
In a shocking turn of events, the party changes tact and uses the age-old solution to most problems: violence. In a tense and dramatic series of encounters, the party takes on two of the three hags of Trisyn, but realize that they might be outmatched.
Cleaning out the abandoned inn leads to a series of strange encounters. Lucky gets lucky. Jantor and Mitzka feel the clock ticking, but some plans require a certain amount of cooking time to reach fruition. Ultimately, the party uncovers Trisyn’s shocking secret.
While the town is certainly unsettling, it invokes in the party such a feeling of paranoia that they begin second-guessing every decision that they’ve ever made. They debate their options in excruciating detail while beginning to explore Trisyn, eventually hatching an unorthodox plan.
The party late at night arrives in town,
and seeks out shelter, finding an old friend.
The innkeep asks too much (it’s a shakedown).
The party sleeps like beggars in the end.
Upon the morrow, the whole party deems
that in this town not all is as it seems.
Having reached an agreement with Jantor, the party allows him to attune to the Totem of Tiggal, allowing them to travel north much more quickly. Having defeated the gnolls only hours ago, the party sets out through the Dagharalish Mountains and the Erohavian North in search of the Eye of the Norns.
Jantor tells the party the results of his communed conversation with Jold. However, there is more to the conversation than Jantor first let on, forcing the party into another argument that pushes them to the point of breaking.
A pack of savage gnolls attacks Jantor’s hut, and the party struggles to fend off the attack with their new friend, Lucky Shore. Many counterspells are cast.
Following Jack’s interpretation of Jold’s entreaty, the party heads north towards the Dagharal mountains. After a chance encounter with a carnivorous elk, the party happens across an archdruid and a tabaxi wielding the bagpipes.
From the publisher's feed
The Sanity Damage podcast is a series of TTRPG campaigns set in a multiverse cooked up by Nathan Heard and his peers. Sanity Damage's first campaign, To Whom the Sea Belongs, follows the story of…
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