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POSH follows the hints Swarryned gave them, and makes a couple more discoveries. Will this be enough for them to defeat the Wastelings? Or will they be stuck in Everdusk for another day- perhaps even until they meet their end?POSH follows the hints Swarryned gave them, and makes a couple more discoveries. Will this be enough for them to defeat the Wastelings? Or will they be stuck in Everdusk for another day- perhaps even until they meet their end?
P.O.S.H. knows how to "kill" the Wastelings... at least one of them. But the "dead" one always comes back. The party decides to focus more on that which survives the Wastelings' aura, with a hint from a couple hidden sources.
DJ Tanner and Champion are ready to throw down... will the party overcome this onflict, or will they destroy themselves before they can make it out?
A different group of adventurers in a different world! This time mastered by Cameron, and introducing the four characters in a... rather uncompromising position. Where do they find themselves, and what must they do to escape?
The party finds more tools for them to utilize and more items mysteriously left untouched by the Wastelings... but how do they use them, and where do they go from here?
The party learns more about these mysterious entities floating around the ruined husk of Everdusk. They also meet someone quite unexpected, but what can they learn of this stranger, and are they here to help, or to hinder?
The party has found themselves in a destroyed Everdusk City Hall, facing off against a creature that exudes death and destruction, naked and almost powerless. What can they do to survive, and what is the situation in the rest of Everdusk?
The party has been granted some help from the city of Drulft, but what's going to happen to the Guild of Thieves? What familiar voice will they hear leaving the city? And what are they going into through the portal?
POSH has saved the Deep Races (and the world, at the same time) from the conquest of the Throat-Rend tribe of orcs. To repay our heroes for their deeds, the people of the Underdark will offer some insight into skills and talents they didn't have before. How will our adventurers choose to better themselves?
The party is ready for their audience with Tdrekt Shteorr, but what can they do to stop the Chieftain of the Throat-Rend Tribe from completing his conquest? And how can POSH be sure they will live up to their end of the bargain?
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