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By Jared Rascher
The podcast currently has 28 episodes available.
The . . . finale!
The Isles are in flames. There is a war in the streets. The Church of Enlightenment has declared the Griffons as Erlig-worshipping heretics. Our heroes are trapped in the Hilltop, the neighborhood's prison, surrounded by inquisitors of the Church of Enlightenment, and another, more terrible thing is lurking on the streets, uncaring of the lines that mortals draw between them.
Rassa has reached the port city, and is looking for answers on how to fix the artifacts that were disrupted by his nemesis, the sorcerer. But after traveling all the way to the city, will his answers lie there, or will his epic quest take him still further into the wilderness, to confront spirits of winter and summer, locked in eternal struggle?
Events in the district continue to escalate, as the crew finds out about secret experimentation sites created by the cult of Erlig, beneath the old Spice of Life, and in Hilltop, the neighborhood's prison.
There is a bloodbath in the alleyway, and bath bombs in the alchemist's lab! The Church of Enlightenment is annexing territory with the blessings of the Griffons, people are losing their homes and businesses, and Watch Captain Orophon is calling in new Griffons from outside of the district to reinforce the neighborhood.
We get the crew together one last time to talk about the campaign. What were our favorite parts? What worked? What didn't? How did our ideas progress over time? Join us for one last look at our game time together.
Everything is coming to a head. Will the story break before our team of newspaper employees? Is this conspiracy too big for them to crack? Is the truth more important than survival?
Flood season is over, the Zindlane, Baro, Morgan, and Garlen adjust to the new normal of The Isles. The Griffon Watch Captain has deputized the members of the Church of Enlightenment, and contact with the supernatural is now being prosecuted as being morally corruptive. Before our heroes can deal with that, however, they have a skull to return to the Lamplighters, as well as a way to potentially track down the Bleak Testament itself.
A new interlude series where Jared (that's me!) plays a solo run through of the fantasy RPG Ironsworn. Rassa recovers from his injuries and attempts to fulfill the vows he swore while completing his first task. While learning the nature of the catastrophe that might be coming about due to the missing artifacts stolen by the warlock looms large, he must also return the warlock to a nearby town for a reckoning, as well as finding the Wise Woman's relative, to convince them to return to her home for training. Will Rassa break under the weight of what he must do?
While Zindlane helps his sister settle into The Isles, Baro, Morgan, and Garlan tackle the job that Baro accepted from the assassin's guild. Their mission is to take out The Hermit, a "retired" assassin that crossed a line that even his guild wouldn't consider.
The podcast currently has 28 episodes available.