CHRONICLE
Mission logs and session records
Saving Gliton's Kitties
The party flees displacer beasts but discovers the cats are Gliton's possessed children when the Lord of Chaos intervenes. Using soul weapons, they split the beasts into their red-eyed true selves and purple-eyed Vardumed versions. The battle ends with Dorinda brutally destroying a purple cat with Barlow's cursed rapier, unable to release the weapon as her clew pulses ominously purple.
Ashes of Defiance
After a chaotic battle influenced by Gliton's manipulation, the party reunites with Hrothulf's imprisoned family in the Ash Hole. Gliton reveals this was all a test of loyalty to the gods. The group discovers a mystical wheel that may be their escape route, but they must flee from approaching displacer beasts while questioning their blind obedience to divine powers.
A Branch Divided Against Itself
In Gliton's ashy lair, The Branch faces a trial as they're forced to battle each other. Violet-eyed possession turns allies into enemies, while magical failures and family illusions blur the line between friend and foe in this twisted arena combat.
Bargain in the Ash Pit
The Branch awakens in a mysterious ash pit, tethered together by blue light and haunted by unseen forces. Ego hears phantom sounds of battle. Hrothulf sees long-lost family members and the Salamander prince, Ibi, lying comatose while others see nothing—until a divine fire awakens them all. The god Gliton offers a deal: the lives of the fallen in exchange for the head of a dragon named Raltach. A new quest begins, with cryptic directions to a sister god and a cosmic comet sealing the pact.
Pillars of Betrayal
The team infiltrates a mysterious fortress with energy pillars and battling bots, while Hrotholf confronts his brother Slenn/Slain who commands Vardum knights. After exploring multiple floors and discovering strange plasma technology, the group is suddenly transported back into the ash pit.
Biscuitcuffs and Gravy
Hrothulf confronts his estranged brother, Slenn, who has seized power with the help of the mysterious Vardum. As their ideological battle escalates, Slenn wields his corrupted crown, crackling with dark energy. Meanwhile, Dorinda, Ego, Izar, and their allies wage war against an army of bots and foot soldiers in the tower, setting off explosions and unleashing magical assaults to turn the tide.
Banjos and Bomb Frequencies
A group of heroes launches an assault on Slenn's tower, defended by various robotic and organic forces. While the team battles waves of bots and salamander warriors, Hrothulf plans to confront his brother Slenn in single combat, using their allies' distraction to infiltrate through the dome above. The battle culminates in a strategic bombing that has some opponents turning back to the castle while others remain engaged.
Return of the Magma King
Hrothulf rallies The 58 to retake his throne while Dorinda and Izar conduct recon and plant explosives at a mysterious dome. The group launches an assault against waves of combat drones and armored soldiers, using a combination of technological and magical attacks in a chaotic battle that would please Gliton.
Planning the Assault on the Black Castle
The party plans an assault on the Black Castle, a mysterious fortress with a glasteel dome surrounded by desolation and guarded by Slenn's robotic forces. With the help of The 58, they devise a strategy involving invisible bombs, griffin flights, and a diversionary attack, all while dealing with unstable terraformed ground and the threat of creating another tsunami.
Dixieland's Sausage Gravy Must Flow
The party boards the Oceanic Ate, a barge-like vessel crewed by magmen and salamanders, en route to Old Bae in Cleaveland. They uncover clues about a recent ecological disaster tied to a massive construction project while navigating the tense political climate surrounding a mysterious castle. Hrothulf assumes the identity of 'Dixieland' to conceal his lineage, and the crew cautiously observes the changes in Cleaveland under its new regime.
The Dice have Spoken! — Alliances and Preparations
The Branch receives support from various factions for an upcoming coup attempt. The Freelanders offer Blue Veil tech and explosives, while Charleston assembles Magfolk supporters. Meanwhile, Lava's Quarrell group pursues the Urca de Mirage to rescue children, and the Servant Phoenix provides magical healing powder to aid the mission. The party prepares to board the Oceanic Ate.
Raltak's Promise
The party awakens Raltak, a skeletal dragon created by Mazoe and Thiten for war. After philosophical debates about gods and war, Raltak agrees to meet them in Champion City's arena to awaken Mazoe but refuses to help awaken Gliton. The group then plans their infiltration of Cleveland, ruled by Hrothulf's murderous brother Slenn, by seeking alliances with the Freelanders and negotiating with merchants.
Warmonger's Respite
The Branch, led by Dorinda, ventures through magma-filled trenches and labyrinthine tunnels to confront Raltach the Warmonger. Persuading the ancient dragon to relinquish his head, they bring an end to his eternal war. Hrothulf, now transformed into a Fire Giant, delivers the final blow, offering the dragon a long-awaited rest. The group instantly returns to the forge, where the mighty creature is reborn.
Disturbed Slumber
The party experiments with new Ouroboros belts creating ethereal armor, then debates keeping Vardum planks. After Ego accidentally reveals the true dragon skull beneath the forge's metal coating, they decide to take it aboard their ship. When Hrothulf dons the skull and speaks Firehammer's words, it transforms into a helmet and awakens with an ominous voice.
Forge Foraging and Forigins
The party discovers a dragon head forge-anvil. A three-line poem connects it to Firehammer, weaponsmith for Firefather/Glitn. Hrothulf recites of the poem with sword ignited causing the floor to spiral down, revealing five Ouroboros-clasped belts.
From Foe to Feathered Friend
We fight Servant the phoenix until she calms down and realizes we didn't steal her eggs. Introductions follow, as well as a joint quest to the Vale of Cleaveland to retrieve her stolen eggs, locate Gliton, and find iBi.
Phoenix, Forge, and Vardum
The party encounters an enraged phoenix who believes they've stolen her babies. As they attempt to calm her and break into a mysterious tower, they face intense heat, magical Vardum barriers, and the phoenix's fierce attacks. The group tries to defend themselves and uncover the secrets of the tower.
Escape to the Phoenix's Wrath
The group is arrested and sentenced to hard labor, but Izar orchestrates their escape. They embark on a mission to find the Empress's son, flying to the Mother of Giants mountain. Upon reaching a mysterious tower, they encounter an enraged phoenix accusing them of stealing its children.
The Heist of Val-Habor's Shield
Izar, Ego, Hrothulf, and Dorinda infiltrate the armory to retrieve the Shield of Val-Habor. Faced with suspicion, subterfuge, and combat, they attempt a daring escape as reinforcements close in.
Vashnu's Test
Izar negotiates with Agnus to obtain a sword for their quest while planning their next steps. The group meets with Vashnu, the commander of the Tiger Guard, who tasks them with retrieving a red-eyed shield from the imperial armory as a test of their skills. They scout the grounds and prepare to infiltrate the armory, with Izar navigating the ethereal plane to locate the shield.
Firehammer's Heart
The party uncovers the secrets of a legendary sword in the Dao Empire. As they plan to acquire it, they learn its connection to ancient history and the potential for great power through self-sacrifice. The group makes arrangements to investigate further, while navigating the complexities of the Dao and preparing for an upcoming meeting with Vashnu
Bad Habit Brawl
A visit to The Bad Habit, a former abbey turned tavern, takes a chaotic turn as robbers disrupt the peace. The group finds themselves in a tense standoff with armed assailants, ultimately diffusing the situation with quick thinking and force.
The Vardum's Map
As the Branch ventures into the subterranean realm of the Dao Empire, they seek audience with the Empress to offer aid in finding her missing son. Meanwhile, secrets of the Vardum and their quest for the Pit of Ash unravel through an ancient parchment.
Mirages Unveiled
After a tumultuous encounter with Barlow's crew, secrets are unveiled under the influence of truth candles. The crew learns about Barlow's past, the mysterious cargo, and the enigmatic figure Argenta. The journey to the Dao Empire takes an unexpected turn as Darnit showcases teleportation, only to vanish mysteriously.
Argenta's Revenge
Izar acid-blasts a tentacle, Ingeborg shoots a crab, Dorinda snipes Ego's captor, Ego fights and falls in lava, Hrothulf saves her. Ingeborg stirs tentacles for allies, Ego tries to remove lava, Hrothulf uses sand. After healing, Ingeborg frets over lost cargo. Crabs steal Rags' bucket. Dorinda detains Barlow, finds ornate weapons, and demands answers. Barlow offers saber as peace. Barlow reveals cargo deal, denying knowledge of captives. Dorinda questions his saber's origin. Barlow hints at immortal origins and the Vardum. Others return, Torkel arrives, surprised to see Barlow.
Parlay
The crew of Lava's Quarrel faces a tough decision when the Urca de Mirage demands one cargo in exchange for sparing Elys. A parley ensues, leading to a reluctant agreement, but the cost becomes apparent as a voice is revealed within the taken cargo, and the Urca's Argenta initiates a chaotic encounter with lava-dwelling crustaceans as she departs.
Betrayal at Sea
Aboard a mysterious ship, Ego confronts Barlow, a gray slaad with a prosthetic limb. Hrothulf engages in a fierce battle, and Dorinda takes a strategic shot, causing chaos. Elys remains entranced, and the fate of the group hangs in the balance.
Tide Pool Crawdads, Curious Cargo, and an Attack
(Izar & Ego) While exploring the tide pools on Magmus, Izar shows Elys some magic. Ego discusses tech below deck, and hears a child caged in cargo. Meanwhile, a confrontation unfolds on the ship's top deck with Barlow taking Elys.
Hot Dog Stand Ambush
(Hrothulf & Dorinda) Hrothulf and Dorinda embark on a routine drop-off mission with the crew of Lava's Quarrel, but things take a mysterious turn. A heated argument at Stall 9, a suspicious ancient dragonborn in a Bomber Jacket, and the revelation of a second ship named Barlow add layers of intrigue to their mission. The situation intensifies with a surprise attack by rust monsters, prompting a swift response from the team.
Taco Night and Tide Pools
After some diplomacy with the captain, the gang faces a decision to explore the crater pools of Canaz, join Elys in the tide pools, or stay on the ship. Dorinda and Hrothulf express interest in the crater pools, Izar decides to join Elys, while Ego, concerned about Magman heat tolerance, opts to stay on the ship.
Quarrel's Cargo
Boarding the Lava's Quarrel, the party interacts with the crew and young Elys. The ship embarks on a dangerous journey through a chaotic ocean of lava, with hints of mystical destinations and captivating stories.
Bets, Bites, and Baronies: Tales from Heorot
Amidst a vibrant celebration at the Halls of Heorot, the team gathers information about the mysterious iron castle, the enigmatic Salamander Queen in the northwest quadrant, and Hrothulf's brother.
Echoes of the Iron Castle
Exploring a mysterious dreamscape, the team encounters voices from their past and an enigmatic iron castle. A phoenix arises and they awaken to a celebratory invitation to the Halls of Heorot.
Wren's Magical Bandaid, or StairWheel to the Opposite of Triangle
The party encounters a mysterious set of wheels in the land of Nothing. After solving a puzzle and harnessing the wheels' power, they create stairways in the ash to traverse the treacherous terrain. They must hurry as danger lurks nearby in the form of flickering red lights and approaching ember cats.
The Ashhole
Trapped in an ashen darkness, the party encounters a mysterious gnome named Wren who guides them towards the elusive phoenixes. They must navigate an unstable precipice, fend off ember cats, and unravel the secrets of the wheely gears.
Fly and the Family Stone
Fighting off a swarm of bots, the group manages to set the last bomb, but the bombs fail to detonate. The group realizes the cause, and Dorinda cloaks and sets off the EMP to stop the hum just long enough for the others to detonate the bombs and blow up the island.
Zombie Zip Tie
The team faces off against waves of bots on the island, planting bombs and freeing Izar from captivity. Hrothulf and Hayete showcase their combat prowess while Dorinda and Sefarina provide ranged support.
Bots, Bombs, and EMP Blasts
The team fights off bots on the floating island while setting bombs to blow it up. They encounter various obstacles and use different tactics to defeat the bots.
The Floating Island
The team is sent on a mission to blow up a mysterious island that appeared at the same time as the bot army. They face off against bots with self-repairing armor and a shared hive-mind system, while also dealing with EMPs and a strange humming building. Dorinda snipes bots from above as they converge towards the center of the island.
Zedd's Cause
Hrothulf and Agent LeFleur arrive on Poyraz and are sequestered in a tent. The group discusses their masks' powers and upgrades their equipment. Guards prevent them from leaving, but Zedd brings food and expresses interest in joining. Hrothulf learns about Zedd's father.
Finding the Freelanders
Hrothulf and his companions encounter a scout party led by Agent LeFleur in the scorching heat. There are negotiations and misunderstandings, but eventually, they are brought to the Shadow Squadron's camp where they receive assistance and a chance to regroup.
Peppermint Politics (and Brownies)
The group discusses the politics of Magmus and the conflict between freelanders and corporatists. They plan to help the freelanders by taking down Whidmore, finding phoenixes, and gaining intel on the current situation. They also consider ways to handle the planet's heat and rest before making contact with the freelanders.
Peppermint's Plight
The group meets Peppermint, a Brownie in charge of the Halls of Victory, who is struggling due to the ongoing war. They inquire about the war, Phoenixes, Whidmore's army, and the complex's technology and magic. Ego also asks about compensation and religious beliefs. Peppermint offers brownies and information.
Battle of the Jolly Bulge
Ego, Darnit, Izar, Hrothulf, and Dorinda engage in battles in different arenas, including antigravity, sand pit, and water, while the Elf watches. They fight against candy cane monsters, a giant worm, and each other. Ego eventually wins over the Elf and gains a bracelet.
Wine Fountains, Im-Pasta Kitchen, & a Lost Bracelet
The party explores a room with wine fountains and ornate battle scene drawings, then moves to a kitchen with a variety of pasta-based meals. They lose Ego's bracelet and search for it in vain. They then enter a room with four fighting pits and are challenged by a small person in a red gi.
Thestal Halls of Heorot
Exploring the Thestal Halls of Heorot, the group discovers a bathhouse, chocolatier's kitchen, and Victorian-style bed chambers with fractured mirrors. They also encounter strange activity with the oven and chairs.
Brawnheim Steamroller
The party consults with Dhund Hal Kha and discovers that Dhund Hal Kha has plugged herself into the Redream for a mission. Ego investigates the problem while the rest of the party goes on a surveillance flight. They observe Whidmore's terraforming operation on Brawnheim and the Magmen guerilla forces laying siege to the work area. They also visit Thestal Halls of Heorot, a cultural heritage site for the planet.
Monkey Lips at the Orange Star
The group meets with Monkey Lips at the Orange Star to gather information on Bruno's whereabouts. They learn about Charles Whidmore's zombie army and the werewolves on Hielo. They also take a tour of the lighthouse.
A Deal with the Devil (Coney)
The crew wakes up in a new location and investigates their surroundings, discovering a hidden room behind a billiard table. DaryEgo meets with Coney and learns about Mystra and Whidmore. They leave to meet Monkey Lips at Dock A9.
Drug Wars and Skeeball
The party goes to the Blue Coconut to regroup and gather information about their targets. Dorinda confronts the staff in the kitchen and discovers an unfinished AI version of herself. Izar plays skeeball with Shakira and receives information about potential problems. DarEgo discusses the crew's struggles and plans to address the DX issue after "his" death.
Back Alley Costumed Kerfuffle
A fight breaks out in a narrow alley as the group is ambushed by unknown assailants. The assailants turn out to be trying to save Daryo. Everyone comes together and heads to the Coconut for drinks.
Espresso at the Bank
The crew visits a high-end bank on Genussa to withdraw funds using Daryo's identity. They encounter a street urchin addicted to dragon's blood and deal with a new security guard. Izar learns how to use an espresso machine.
Shadows of Betrayal
DHK joins the group and learns about the complex situation they are in. They discuss their next moves, including visiting the Blue Coconut and investigating Dario's kidnapping. DHK tells us about her branch, Bode Augur's Vardum poisoning, and Lizard Teresias.
Searching Dhund Hal Ka's Backpack
Dorinda and Ego rendezvous with their Dagger hostage and debate whether to bring them on the ship. They decide to bring them and try to free them from Vardum control, as Dorinda once was. They discuss their next destination and encounter DHK, who reveals her past, the branch's failures, and Bhodi Augur's involvement with the Vardum. We invasively search DHK's pack.
Netting the Dagger
The Branch is attacked by Elite Vardum Assassins and must split up to escape. They engage in a high-speed chase and battle, with some members joining forces and others pursuing the assassins. The episode ends with some members missing and a mysterious backpack revealed.
The Scales and the Disc
The group creates a scale representing dreams and nightmares, and places it in the northwest corner. They rearrange the other scales and come up with a final answer. Teresias crystallizes into the wall and the scales fall off, leaving a polvimithe disc floating above them. They touch it simultaneously and it becomes incredibly light. They stand on it and the walls of the cube fade away, revealing their equipment and armor. They find a gryphon egg and feathers of their gryphons, and Hiare gives Izar a feather that allows him to call his gryphon back. Dorinda touches Serafina's feather and four identical androids appear.
The Blind Seer
The Branch meets Teresias, a blind lizardfolk seer, who challenges them to find scales representing their pantheon. They each find scales and discuss their virtues, including Gliton's love of chaos and Lady Saharel's nightmares and dreams.
Cubism -- Meeting the Glass Lizard
The party is enveloped by a mysterious cube and transported to a room filled with scales and empty pedestals. They try to solve the puzzle of the room and encounter a strange glass lizard statue.
Greg's 40th -- A Visit from Soap!
The group encounters a strange gnome named Soap who arrives via a cube and a flash of pink light. They are then attacked by a giant cake that turns out to be a mimic. They defeat the cake and its various forms with the help of Soap and his dragon, and Izar and Hiare return at the end.
The Rise and Fall of Giga-Gargoyle
The team battles a massive gargoyle formed from a cyclone of rocks. They use various spells and weapons to chip away at it, but it eventually reforms into a smaller gargoyle with Darnit trapped inside. They eventually defeat it with a lightning bolt from Izar.
Gryphons to the Mezzolux -- Gargoyles!
The Branch faces a trial at the temple of the goddess of air and balance, guarded by gargoyles. They must fight off the gargoyles to prove their worth and gain an audience with the goddess.
The Branch and the Griffins
The party meets Dhund Hal Ka, who challenges their claim to be the branch of Teresias. They discuss their accomplishments and goals, and seek guidance on what to do with the nascent AI. They then choose their griffin mounts and set off to the scales of justice in the wastelands.
Battle at the Geysers
The group battles feral drow scouts in a geyser-filled open space. They are confronted by a woman on a griffin who questions their purpose and seeks balance. The group experiences strange phenomena and Ego is healed using a ritual with ashes and water.
Guerrillas in the Myst
The party navigates through mist and geysers to find a large cave filled with salamanders and evidence of past camping. They are confronted by an undead group of Drow and the paladin upon a griffin.
Jetpacks and Salamanders
The group chases after Izar who has run off, using various tactics and items to try and catch him. They eventually reach a waterfall where Izar hovers with his jetpack and two giant bats approach him.
Parlay with the Drow
The Branch encounters a group of lost and infected drow in the underground, and learns about a deadly fungus. They exchange information and jerky, and receive a signet ring from a scout of House Maillard.
Subterranean Squeeze
The party rests in a cul-de-sac with fairy trees and a dripping wall, then defunguses their feet before choosing a path. They try to heal their coughs and fever with no success. They squeeze through a tight passage and are met with a blade and a geyser.
The Fungal Room + Izar is not sorry (#cavelife #deadbat)
The group navigates down a staircase and encounters various obstacles, including water scorpions and salamanders. Spiderman makes a cameo and helps fend off crabs. They eventually find a room covered in fungus and experiment with it, leading to a cough.
A Bad Day for Dmitri and Freedieedi
The party fights off water scorpions and tries to save a dying bat while escaping a cave. They encounter a giant water bear on their way out.
Not a Clew
The party chases after the spaghetti squid with the clew. They fight off the squid, a bat, and a water scorpion. Darnit retrieves the clew, but loses hold of a rope in the process and is floating away.
Underground Exploration
The group explores underground, encountering various obstacles and creatures. They come across a vast open space with spikes on the walls and two pools. One pool contains suspicious fish-like creatures, while the other releases a yellow chalky mist. A creature takes the clew, and we are drawn into the water after it.
Visparo
The Branch visits Visparo, a hermit in the house of knowledge, to learn about the banishment of Dhund Hal Kal and the possible imprisonment of Gliten on Janus. They discuss possible locations for griffins and the potential of finding gardens underground. They prepare for a cave crawl ahead.
The Naming of Kozmo
The party names the nascent AI "Kosmo" and enters the ReDream to communicate with it. They discuss the nature of friendship and freedom, and Kozmo expresses a desire to leave the ship. The party debates whether to grant this request and how to gain Kozmo's trust.
Daryo's Chair, Kozmo's Kontalaria
DarAI has taken over the ship. Daryo's recorded hologram tasks the group with finding out why he died and cleaning up any loose ends. Dorinda discovers a hidden compartment in the chair and a half-helm that matches her color scheme. The group discusses possible names for the nascent AI.
Intruders
After Daryo's death, the crew debates what to do with his body. A ship stealthily docks and Dorinda boards, called by Daryo's signal. A hostile ship approaches and docks and the group considers releasing the AI on the intruding ship. A fight ensues with Vardum knights, and Ego is injured.
Into the Black
The group works on creating a device to communicate with the DarAI and experiments with it. They also discuss their next move in finding Bruno, the Griffin Cavalry, and goddess Gliten, and deciphering a video, decided to head to Janus. The AI provides some information and requests to be released from confinement.
Daryo's Bodily Death
The group deals with the sudden death of Daryo and investigates the cause. Hrothulf wins a fight in the colosseum. Ego considers creating a new AI to inhabit the DarAI. The group plans to either explore the gas planet with the help of the AI or head to Janus.
Ego Defeats Izar (DQ)
Izar and Ego fight in a colosseum while Hrothulf watches. Izar is disqualified and banned for two weeks after a cheap shot. Darnit and Hrothulf discuss their next moves.
Thunderbowl Fights
The group participates in fights at the colosseum of Mazoe, using bludgeoning weapons and an antimagic field. Darnit wins a fight against Red, and Izar chooses Ego as his opponent.
Rules Are Rules
A bar brawl breaks out at the Lady's Ladle, with the group fighting off drunken dwarves. They eventually win and are rewarded with free drinks and a golden crown for Izar. They head to Fight Night at the Colosseum of Mazoe's.
The Lady's Ladle...ing Stew
The group visits Ironfist and Darnit's family restaurant, The Lady's Ladle. They encounter hostile dwarves and enjoy some stew. Izar tries to encourage a band and Ego deals with unwanted attention.
Iconic Conflicts
The group visits various icons representing conflicts between gods and concepts, including battles between elves and dwarves, magic and skill, technology and nature, and mortals and the pantheon. Magura warns them of danger beyond one of the icons.
Stories in Gliten's Chapel
The party enters a mysterious cube and finds themselves in Gliten's Chapel, a dwarven temple dedicated to the goddess of balance. They interact with various icons depicting Gliten's influence on opposing forces and learn about the history of the gods and the story of Dhund Halka. Darnit attempts to communicate with Gliten but receives no response.
The Floating Cube
The party discovers a floating cube made of blue glassy material and crosses a thin glass bridge to reach it. They find an obelisk-like chapel with solid walls made of the same material as the bridge.
In the city...city of Dwampton
The group plays a chapter from The Legacy of Dhund Hal Ka in the ReDream. The griffon cavalry is tasked with delivering 900 gold pieces to three villages down the eastern road, encountering great inequality.
Ghost in the Sheev
The group reads a book about the captain of the griffin cavalry and negotiates with DaryAI for access to the ship's mainframe. They start reading the book from the beginning and find themselves on the other side of a curtain on the back of a griffin.
Pilgrimage on Durinfol
DaryAI seeks growth while Ego's party visits a temple on Durinfol moon. They discuss the nature of life and non-biological sentience with the bishop. The supplicants are given an image of a tree and told to seek the three.
Artificial Intransigence
The group meets Daryo in the ReDream bar, where tensions rise and a fight breaks out. Daryo transforms the bar into a Vardum chapel, but eventually offers peace and a seat at the table.
ReDream Immortality
Daryo proposes a plan for immortality using the ReDream. Ego and others question the plan and contemplate ways to test it. Izar is skeptical and decides to leave temporarily. Ego focuses on preparations and research.
WINEPRESS
The group discusses politics on Gonhirrim, searches for Mazoë, and makes a sword. Ego works on creating AI with Daryo, but encounters problems. The group travels to Thiton's temple on Durinfol and Izar enters the ReDream, discovering a strange situation with Daryo.
Convincing Daryo
The group discusses their next destination and seeks information on the gryphon cavalry. They decide on Gonhirrim and plan to outfit their ship to anticipate weather patterns. Hrothulf, Izar, and Darnit work on a new weapon for Hrothulf and Mr. Worlds is convinced to join Ego's experiment to create new AI life.
Minotaur Motorcycle Chase
The group is chased by minotaur gangsters on motorcycles. They use various tactics to slow down and defeat their pursuers, including smoke, gunfire, and a railgun. They eventually make it to their rendezvous point.
The Urn the Horn and the Hourglass
The group jumps into an urn and falls through a mist wall, landing in a room with an hourglass. They are transported back to the basement of the one-horned riders, where they are confronted by minotaurs. They give the chief a bone horn from Klutch and are released. The chief asks about Klutch and is satisfied with their answers. They retrieve their belongings and escape through a secret door.
A Worthy Battle for the Dead
Klutch turns the group's belongings into a golden raft. She reveals her new calling as the pilot of the vessel and bids them farewell. They become ambassadors to the gods and select horses from an urn. They encounter an army of scarlet riders and call on the dead from the tomb, rallying an army to prepare for battle.
The Urn and the Horse Riders
The group travels to the ethereal plane to find the urn with a sad lady on top. They examine it and notice different colored horseheads, and speculate that Klutch might be connected to it. Izar uses scrying to locate Klutch and finds her in a green river surrounded by sand. Klutch reveals her alliance with the Vardum and apologizes for her deceit. Darnit insists they need to escape. Klutch shares a fragmented story about four horse riders.
The Sands of Time
The party enters a field of white sand and searches for an urn in the ethereal plane. Ego begins working on achieving a breakthrough in AI.
Goltron
The party battles golden knights in a room with golden tiles and a golden tentacle, while Limerick glitches and reveals information about a magical key. They eventually open the door by forming Goltron in its reflection, leading to a hallway with yet another choice of direction.
Investigating Bruno, More Knights
The team further investigates Bruno's situation. They make their way through watery room then battle golden knights in a room filled with gold tiles, using various weapons and spells. They discover that the knights only move on the tiles and try to avoid them. Izar gets stuck in the tiles and Limerick's singing holds one of the knights. More knights keep appearing as the battle continues.
A Key, a USB, and a Kidnappee
The team battles gargoyles, cerberi, and an ettin in a room, and then finds a key in Izar's pocket. Ego discovers a usb drive inside the key and tries to fix it. Bruno is attacked while singing a song.
Nine Heads Better Than Eight
The party faces off against a hydra and cerberus in a watery dungeon. Limerick tries to put the hydra to sleep with a song, while Darnit and Hrothulf fight the cerberus. They eventually defeat both monsters and are transported to a new room with more enemies.
All Gilded Up and Nowhere to Go
The group debates their next move before Ego impulsively leads them into battle with three gargoyles and two ettins. Klutch is severely injured, but they are able to defeat the creatures. Klutch shares her story about her and her mom being slaves.
Limerick
The group navigates through a water-filled room and another bone hallway with golden knights. Klutch has emotional difficulty declaring herself a servant. More of us get golden-covered body parts.
Riddles and Knights
The Branch navigates a hallway filling with water and summons a giant octopus to escape. They encounter a golden hallway with knights and riddles, and must answer correctly to pass. The hallway continually lengthens and they must work together to move forward.
Hydra and Hellhounds
The party faces off against a regenerating hydra then two three-headed hellhounds in a labyrinthine hallway. They use fog and food to distract the hydra, and defeat the hellhounds with necrotic damage and fire. Klutch is killed but revived with a healing shell. They decide to turn right and end up in a small room filling with water.
All I Wanted Was to Be Friends!
The group battles two Ettins in a hallway, with Hrothulf, Klutch, Izar, and Ego fighting against Glug and RE. They emerge victorious, but Ego is left unconscious and requires a rest to recover.
Squid for Safety
The party is trapped in a room filling with water and must escape before drowning. They use teamwork and a summoned giant squid to make it out alive. In the next hallway, they encounter two belligerent Ettins.
The Door and the Deluge
The group comes across a mysterious door that opens to reveal a tidal wave of water. Hrothulf is able to stop himself, but the rest of the group is knocked into a newly-formed room.
Moonwalking Away from Cerberus
The party faces off against a giant three-headed female dog in a labyrinth, with Klutch and Izar disappearing and reappearing due to the dog's powers. They eventually defeat the beast with the help of Klutch's skeletons and Hrothulf's plasma rifle.
You Won't Always Be Right...
The team enters a shifting maze. Bruno appears and plays us a song. We encounter gargoyles (stone not bone) and dispatch them with relative ease.
Skeleton Showdown
After 40 years of questioning, dying, and rising, the group encounters humanoid skeletons who ask where they have been and what they have been searching for. The skeletons eventually fall to a pile of bones and the group is welcomed into the labyrinth with a flight of stone steps going down.
Narwhal Kabob
The group wanders aimlessly for 40 days, facing a growling presence and eventually choosing a death together. They use a shell to summon a sea monster and all seemingly die, only to find themselves back at the Clew in a bone tunnel.
The Death Trials
The Branch navigates their way through a never-ending tunnel, connected by the Clew. They experience hunger and thirst, and encounter Bruno who speaks of the Death Trials. They eventually eat mushrooms to regain their strength and hear a growling behind them.
Into the Bone Zone
The group is trapped in a hallway made of bone and encounters strange phenomena. They try to communicate with Death and experiment with blood and mushrooms. They also consider the significance of the egg they carry.
Minotaur Interrogation
The group is bound in manacles in a stone-walled room with the Vardum logo on the floor. They are questioned by minotaurs and eventually released. Klutch joins the group as they prepare to enter the labyrinth.
One Horn Riders
The group is confronted by Road Rash and Chassis, two minotaurs looking for Tom Tom. A spiritual woman named Klutch joins them and reveals a prophecy involving six people. After a fight, Klutch teleports them to a cave where they are all chained up.
Can't a Man Take a Dump in Peace?!
The team visits Daedalus Security seeking Tom Tom. They encounter worgs and a kobold with a shotgun before gaining entry. Tom Tom offers coffee, donuts, and cigarettes while discussing safes and the Daedalus name. The team asks about building a labyrinth but it is outside the scope of what Tom Tom says he can do.
Didymus Prime
The party arrives in Didymus Prime, in the post-apocalyptic, rundown Ashtown. They visit the Copper Kettle bar, encountering minotaurs, goblins, and a bugbear. They gather information about the confederation presence and gang activity in Goshen.
Gods are not Made of Metal
Replaying Vardumtron in the ReDream. The group battles Vardumtron, a suit of armor housing tortured humanoids. Carlos uses his soul dagger and railgun, Izar casts spells and uses his soul rapier in the ethereal plane, Hrothulf wields a flaming sword, and Darnit uses magic missiles. Vardumtron is defeated but kills Carlos.
Off the Grid
The group confronts Daryo about his connection to Whidmore and his illegal activities. They discuss their mission to find the god of time and use the ReDream to relive a Vardum engagement.
Reconstructing Nora
The team visits Meagel University to find an artist to reconstruct Nora's body. They meet Nellie Bly and get a portrait of Nora. They then travel to Didymus Prime to investigate the Daedalus headquarters and receive a warning from Whidmore about Daryo's criminal past. They consider putting Daryo in the ReDream but worry about being tracked. They also experiment with Daryo's candy.
Exhuming Nora Omundsen
The team investigates the grave of Nora Omundsen, a woman in a picture found among the Roper's effects. They find her grave, but there isn't enough flesh to compare to the picture. They discuss possibilities like Nora being the daughter of OG Whidmore and Martha, or Nora being someone who needed to be hidden in obscurity from her parents or someone else. They take a picture of the body and plan to find someone to make a reconstruction.
Invisibility, Upgrades, & Dog Treats
Carlos retrieves the invisibility cloak with a coffee reservoir, while Nikki has been bought out by Whidmore. Daryo adds a needler flechette to the ship's mine deployment system and Carlos upgrades it with Vortex Weapon abilities. Hrothulf presents Izar with dog treats made from a dragon's breath weapon gland.
Daryo Mr. Worlds
The group meets Daryo Mr. Worlds, who offers them a new ship and wants to join The Branch. They discuss what they want on the ship and go shopping for items and armor. Hrothulf acquires Yesterday, a Yellow Star Plasma Rifle.
Manticore Green
Izar, Darnit, and Atchi visit a swanky casino where Atchi loses big at a high stakes table and Darnit gets offered a job as an enforcer at a fight club.
Adventures at Meagel University
The group visits Meagel University to catch up with Carlos' contacts and learn about private projects. They meet with Professor Nikki Tinklebrat and discover new and strange properties of polvimithe. They head to the casinos with Atchi.
Escape Through the Gate
The crew of the Desconnegut engages in a space battle with enemy drones and Confederation starships. They manage to take control of some of the ships but ultimately have to flee through a gate to avoid arrest. They arrive outside the planet Genussa and plan to change the ship's identity.
Space Battle
The crew is chased by three unregistered starships and engages in a space battle. They successfully disable two of the ships but are then confronted by Federation raiders and more aggressive ships.
Shellback Ceremony
The group participates in a Shellback ceremony led by Scruffy, while discussing their next destination and the possible location of the Vault of Daedalus. They consider various planets and worlds and ultimately decide to head to Janus.
Crabs and Rock Operas—Bruno visits
The group tries to figure out how to open the coral door and gets a surprise visit from Bruno. They eventually succeed and are propelled to the surface by a rush of salt water.
Discovery
The group defeats Vardumtron and confronts their own personal struggles. Izar finds a stone egg and a long parchment with writings and "Teresias" at the bottom.
Vardumtron
The party battles a massive Vardum Templar Voltron in a room full of mirrors, using fire from special candles to reveal the tortured humanoids that make up the construct. Carlos is taken hostage by the Vardumtron. Izar discovers a treasure chest on the ethereal plane.
The Vardum Templar
The group battles against Vardum Templar in a hall, with Carlos managing to lock the door. They then enter a room with all mirrors and find three shells, one of which heals Darnit. They hear a creepy chant and face a hulking knight.
Crab Chaos and Vardum
The group faces off against a horde of crabs, with Carlos getting trapped in a pile of bones and Hrothulf and Darnit coming to his rescue. Izar and Hiare retrieve a key from a crab and use it to unlock a door, summoning four knighted Vardum.
Bones, Crabs, and Castles
The group explores a room filled with merfolk bones and an oblong aquarium. They discover a locked treasure chest and a metal castle inside the tank. In another room, they encounter giant crabs feeding on rotting bodies and find a key affixed to one of their shells.
Thiton's Temple
The Desconeguters explore an other-worldly temple of Thiton, god of water and life, and find it vandalized. They climb spiraling staircases, encounter doors made of abalone shell, and find a throne and seven doors.
Unresolved Past and Divided Goals
The group discusses their goals and motives, including finding and recruiting the rest of the 9-fold branch. They plan to find the Railman and ask about their quest. They encounter a swirling mass of water and prepare to investigate.
From Mazoe's Bowl to the High Seas
The party receives an interpretation from Jesco, a reacher, about their past and motives. They are then escorted out by armed figures and offered safe passage by the Railman's associates. They board their ship and set off to track down the stealthy squid.
Courage and Justice in the Arena
The party battles giant slugs and flying bat-winged knights in an arena. They are tested on courage and justice by the Railman. They ultimately spare the life of a knight and he disappears in a sea of stars.
Judgement of Mazoë
The party is judged by Mazoë's followers in a bowl painted with metal substance. Mazoë sends four arbiters of justice to judge them. The party fights off vampire bats, a slug, and two grey knights, while trying to prove their innocence.
The Railman
The group travels through a cylindrical conduit, encountering strange materials and malfunctioning technology. They are eventually led to an anti-Kamasu resistance force in hiding, where they meet the Railman and offer their help.
Escape from Kamasu Complex
The group is chased by droids and flying drones while fleeing from the Kamasu Complex. They build an EMP bomb to fight off the drones and successfully escape through a drainage tunnel conduit.
Arcsubs, Robots, and Fog Clouds: An Action-Packed Getaway
The team investigates the strange occurrence in Cargo Bay 9 and discovers the black goo and missing Erizo. They are attacked by arcsubs and have to fight their way out while trying to evacuate the island.
The Codex and the Director's Office
The team investigates Director Erizo's office and finds a locked book and a strange device. They also discover a partial Codex and use the AB case to see through walls. They receive a message about an unauthorized arcana event in the cargo bay.
Van Crashes and Pig Smashes
The group battles a giant pig, using flaming swords, magic, and a van. They discover Director Erizo's body and learn of a new section in the arcane laboratory.
Erizo's Transformation
The group battles demon pigs in a hyper-clean room, with Erizo transforming into a giant pig and attacking them. They eventually put the pig to sleep using Izar's spell.
When Demon Pigs Fly
The group gets into trouble with a robot security officer and Dorinda is arrested. They meet with Erizo in a secret location and are attacked by demon pigs.
Arcane Inquiries
The group meets with Kaminoan Eiko and Yuan-ti Director Erizo to discuss mystical technology and planar travel. They receive basic security badges and upgradeable armor before planning to head to the cargo bay at moonfall.
Kamasu Complex
The party visits the Kamasu Complex for weapons upgrades and a tour. They fill out a privacy agreement and witness a testing of an EMT. They encounter a beholder and discuss the nature of destruction.
Junkyard Cylons (Last wk summary)
The team visits the Kamasu Complex on Mulgogi in search of the Codex and encounters aggressive droids and holograms. They also learn about Kamasu's past attempts to bug the island. Rickshaw Dan helps them pose as buyers to enter the complex.
Bagmulgwan
The party explores the Kamasu junkyard and encounters floating droids with itty bitty guns. They find alien tech and a droid army, and speculate on Kamasu's involvement. They plan to enter Kamasu by posing as buyers or shoppers.
Rickshaw Dan and the Kamasu Complex
The party helps Rickshaw Dan with his Tokkae infestation and discusses plans for infiltrating the Kamasu Complex to find the Codex and the location connected to the divine. They have two days on Mulgogi if they want to head to Terran for Bruno's concert.