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Imprinted Echoes has been nominated for a CRIT Award in the Best Setting Description category!
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Finally back at the Aneen & Far, the group makes plans to leave Dynafel first thing in the morning.
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Everyone is in a bit of a pickle.
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The Slumbering Spectacle was truly a spectacle.
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Now with a few less shins burning holes in their pockets, everyone heads to the amphitheater to see what this performance by the Slumbering Spectacle entails.
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What’s the best thing to do when you arrive in a new city?
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Having settled in just a bit, everyone does a little exploring.
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The party finally sees Dynafel on the horizon.
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Brex went running for a fight, with a pack of iron margr.
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Usually the stoic protector, Brex has suddenly gone sprinting for a a fight, with a pack of margr set squarely in their crosshairs.
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The duplicates in the town of Mirath have been dealt with.
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We finally know the origin and purpose of the creatures that have been terrorizing the people of Mirath.
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Music and SFX Credits: Intro - “Whispers of the Ancients” by Justin Longacre (https://www.youtube.com/channel/UCb91nye1bAWGc70VQevM5cA) Music: Unseen Horrors by Kevin MacLeod Free download: https://filmmusic.io/song/4569-unseen-horrors Licensed under CC BY
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In order to find out where these tarza are coming from, venturing into the woods is absolutely the next step.
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The situation in this small settlement is much stranger than even originally thought.
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Upon arriving in Mirath seems like it will be a short visit in a small village.
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It seems that the road is safe for the moment.
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Everyone made it out of the city.
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The fight has only escalated.
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The Ghost has become impatient.
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The time for infiltration has arrived.
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Information is very hard to come by when you’re trying to work around dealings with a deeply seeded criminal organization.
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Now having let loose a little, it’s time to get back to business.
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There is plenty of information to parse through.
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Now back on solid ground there is so much to take care of.
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The ascent begins.
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It’s finally time to return to the surface.
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The harrowing altercation has come to an end but that doesn’t mean everything is resolved quite yet.
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With Amiri dispatched, our adventurers do their best to deal with the rest of the group hired by Sirades.
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Negotiations in the ruins have turned hostile.
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Now with the mystery of Lochra’s state and origin brought to light, it’s about time to complete the task the party was originally sent for.
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This revived construct shares the name with a long dead and highly revered Aeon Priest.
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Tana’s signal has led the party to the end of a hallway.
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After trying to keep the other delving group contained, our adventures explore the second half of the ruins.
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Everyone pauses to take some much needed rest in the ruins beneath Stirthal.
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Now with extra appendages and an extra squishy companion, the group presses on.
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Exploring ruins is always an interesting experience.
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The journey down the Voil Chasm is far from over and is already proving treacherous.
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The climb into the Chasm begins.
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It’s now time to prepare for the descent into the Voil Chasm.
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Now having their job lined up, the group finds a place to stay and gets a little more information on their task at hand.
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Finally arriving at the Jaded Ale House, our explorers take a moment to get their bearings before the person Adriul contacted them with arrives.
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The group has arrived at Stirthal.
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Cerdyn’s Pass is proving a good but difficult travel choice.
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Having made it through most of the Beyond, the next step in the journey to the Steadfast is to travel through Cerdyn’s Pass.
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A lot is changing for our sound sojourners.
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Things may be quiet for a little bit, so here's what you can expect now, and moving forward!
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This is the second of two interstitial episodes before we begin season two.
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As promised this is the first of two interstitial episodes before we start season two.