Sessions · 89 entries
Every night of play in the order it happened, three prologues and six seasons, each page holding only what was known when that night ended. Read the full account →
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SEASON 1 A bounty hunt that would not stop where the town that paid for it wanted it to stop.
E1 Awakening in Loshev Three strangers wash up in a river town on the same day, and the Council sends them all out on the same errand.
E2 Lost in the Woods A bad map, a forest that soaks everything carried through it, and five names, one of which is not a stranger.
E3 Dan's Darkest Secrets I The captives name the man who sent them, and the hideout on their map turns out to be older than anyone in Loshev.
E4 Dan's Darkest Secrets II The jailer's arm comes bare, and the errand the town paid for stops being a bandit hunt.
E5 Fox's Cunning A rich man will make the council move, for a price the party has to go and collect from someone else.
E6 Pursuit of Freedom The party buys its way out of Loshev and rides the river down to the biggest city on the continent.
E7 Ruinous Rendezvous The sale in the ruins was arranged by both sides, and neither of them said so.
E8 The Half-Cocked Plan Five crews, an auction two days out, and a plan its own author would not call better than half-cocked.
E9 Breaker of Chains I Two ways into the slavers' ground, and rather fewer men to spend on them than rode out of the gate.
E10 Breaker of Chains II The raid reaches the cage-hall, and the man in charge answers a demand for surrender.
E11 Freedom's Price The cost of the rescue comes due, and a bargain is struck that nobody feels good about.
E12 Restoring Order A fortune in stolen goods sits in a cave, and the party has to decide what it is for.
E13 The Valiant Few Rewards, a dinner, and a very long night of bad suggestions before a name finally sticks.
SEASON 2 A paid expedition west becomes work nobody is paying for, and the towns behind it do not wait. E14 Stones of Remembrance Loshev settles up, the company rides west, and finds a grave with initials on it.
E15 The Deluge A storm, a cave with something behind it, and at last the valley the maps only circle.
E19 Cold Comfort, Licking Flames The eggs go home, something burns a ring across the valley, and a book gives up its secret.
E20 Through Snow and Stone The company walks out of the mountains in winter, and finds out what its patron actually promised.
E21 Miles to Go I Errands, a smith who wants one thing only, and an auction of the party's own house.
E23 Fuffing Finally in Forven I A town without a captain, a wife who will not believe it, and a city that has quietly changed hands.
E24 Fuffing Finally in Forven II Calls paid across a city that has learned not to say things out loud.
E25 Spending Time Down in HG A winter of quiet groundwork in a city where the guard has stopped pretending.
SEASON 3 The season the company stopped hunting a man and started measuring the curse. E27 Into the Den of Thieves The long-delayed heist on the thieves' ruin, and what was running under it.
E28 Secrets in the Sludge I The well riddle answered, and what was waiting in the tunnel underneath.
E29 Secrets in the Sludge II The wind answers to a lever, and the Elder finally remembers what happened here.
E30 Secrets in the Sludge III What comes out of a cracked crystal, and what the apothecary has been putting in her medicines.
E31 Delve into The Crack A council at the refuge over a man on the road, and the answer nobody expected.
E32 Deals made, Deals Lost I A stone handed over at the refuge, and a long road north with a longer list at the end of it.
E33 Deals Made, Deals Lost II A day of errands in Loshev, and the councilman who wanted them off his lawn.
E39 Out of the Woods A drink out of a stranger's flask shows Aldo something seven hundred years old.
SEASON 4 The company shelves the curse it was formed to break and moves into a city that has been taught to hate it. E40 Shallow Breaths, Bird Beaks A fever, a feathered mask, and a councilman's gift that is not what he thinks it is.
E40.5 Rumormonger A quartermaster's report, a councilman's gossip, and a blade Koa puts down for good.
E41 Road of Dreams A guide finally tells the whole of it, and the last stretch of road has men waiting on it.
E42 A Change of Plans Eight prisoners nobody can feed, release or kill, and a decision about what the company is actually for.
E44 Fighting from the Shadows A name carved on the back of an idol, and a message going out in a bottle.
E45 Fanning the Flames Fire in daylight, a rescue nobody thanks them for, and an inside man who finally talks.
E46 Caught in the Web A bait-tavern is emptied overnight, and the guild in the ruins finally introduces itself.
E49 The Crown Achievement A crown wakes in the wrong room, and the party has to decide what to do with what comes out of Aldo.
E50 Bartenders, Books, and Beltran's Blade Three men go back into a city that wants them, hunting the smith who keeps one particular sword sharp.
E52 Martyr's Rest Three strangers are judged, two of them swear, and one of them prays alone at midnight.
SEASON 5 Three men go looking for answers and come back with a plan, a clock, and a cost none of them had priced. E53 Mildew and Misdeeds The company splits for five weeks; two of them find what they went looking for, and one finds what he did not.
E54 Riding to Ridh Koa fetches a vial and a healer; the withdrawal they were meant for goes very badly wrong.
E55 Wraithblade Keep A ledger out of a dead man's cache, then a keep taken quietly at midnight, and something buried under its altar.
E56 Sticky Situations The Elder answers more than he ever has, and the party finally names which curses it means to break.
E57 Map Room with ROOM!! Two keeps joined through the ethereal, one man alone at the root of the death-tree, and a town raided in their absence.
E58 A Loshev load of errands A day of errands in a robbed town, and a smith who knows exactly who did the robbing.
E59 The Fox and the Hound A vineyard banquet, a smell that will not go away, and something invisible in a councilman's chimney.
E61 Like A Dream Come True A visitor speaks through a sleeping woman and leaves a present; a war council picks the road.
E64 Long time planning The resistance has a leader, and she would rather the party stole something quietly.
E65 Meeting of the Minds A quiet job at the best inn in town goes loud, and the target will not hold still.
E67 The Soiree A councilwoman's monthly gathering, three guests who are not who the list says, and a door that opens late.
E68 The Meeting... finally... The man behind all of it finally stands in the room, and the night's second errand goes underground.
E69 It's a Pun der Stone!! Three questions for a dead man, a square full of rats, and one impossible shot.
E70 Chaos in the Streets The city burns, a burned spymaster runs, and the Few decide to stop being dead.
E73.3 Aftermath Pt 3 The Elder stops keeping things back, and the party puts questions to a dead man.
E73.5 Aftermath Pt 5 A prisoner walked across the city, an archer on the roofs, and smoke over the district.
E75 Beltran Routed A leaderless army is due to disband, and its commander has a reason to keep talking.
E76.2 The End of the Curses A week of waiting ends at sunrise, and the last keep costs more than the other two together.
E77 The Long Walk Home Two gods answer a question, a friend comes back changed, and there is post waiting at home.
E78 A Gift from Draazstone Three visitors come calling with a present, and the way west is no longer open ground.
E79 Al Sāmiyah Aid A door opens on an empty nest, and the only way out is a stone table with nobody on the far end.
E80 The Decision A biographer waits in the ruins, a city hands over its accounts, and a question the party refused to answer goes to the one person it belongs to.
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