In session 1 of this highly charged investigative thiller, our heroes will have to sift through mountains of clues, brave treacherous terrain and even overcome bad seafood in their quest to save the Punjarii Mage Guild.
After helping a daring exodus of the townsfolk, the mismatched band seeks to further hinder Lord Doyle and make another step down to the road to freedom. After a tip and some investigation, the group prepares an ambush and prepare to assert their dominance and show who’s boss.
In late June 1928, George Gershwin returned to New York from Paris where he had hoped to study with famous composition teacher, Nadia Boulanger. She declined his request, however that doesn’t mean he returned empty-handed. Three mysterious pages of an unknown score plague his thoughts. When the investigators come upon these, where will they lead them?
Having successfully defeated liches, ghouls, and imps, among other creatures, the team of Slayers receive a mission to investigate the disappearance of a prototype golem. Upon arriving at the site, they discover the normally obedient golems holed up inside the foundry fighting off the army outside. From their use of Alpha Team, to their stealthy and subtle entrances, when you hire the Slayer’s Guild, you get your money’s worth. Kinda…
This is the first half of our last session of Sellswords of Punjar. It is about 2 hrs long. The whole session is about 5 1/2 hours long and I will post the 2nd part soon ( taking out some dead space ).