It's deep night in Sunbeam, and the group has parted ways. They've each their own agendas to attend to - ancestors to visit tucked into the city's dark corners, swampland rituals to be completed, and tools of battle to be built.
Flashes of the past, words of the now. Old hands, new blood, promises to be made. Sacred words are shout into the wind and wood. Plans of war fill the night-draped gardens. A hermit and a spy take a breath before the dive. The witch makes motions in the dark.
The headquarters are scattered with signs of the conquered clowns, and the party has a lot to explore. This tenement served many more collectives than the pierrot or samson's lot, and the treasures left behind could prove meaningful in the fight. Snoogle in hand, the party delve deeper in.
The dance of subterfuge and rallying continues as Herbert makes his way to the Blue Door Inn to speak with Marge. A thin chance, but their allies grow thinner. Meanwhile, the rest of the fellowship goes about some Sunbeam shopping.
Old friends and begrudging new allies surround the fellowship as they find their feet in Yottle's gleaming capitol. Shady deals and tense confrontations pave the path to intelligence about the forthcoming meeting while underhanded menaces lie in wait for the party.
Three towers, like Elpo's hands, like the river and the mountains and the ever crawling sea of forests, grasp at the sky in the heart of Sunbeam. The fellowship has arrived to discover wayward knights, dangerous conspiracies, and a labyrinth of bureaucracy to wade through. Change will be slow and laborious, but they march on determined.
1 hr 37 min
About Secret Hearth
From the publisher's feed
Join four intrepid tabletop gamers in a series of improvised audio adventures - from fantasy to science fiction, and every weird thing in between.