In the last session the heroes had survived the Skinsaw Cultists at the sawmill and had taken out their leader, Justice Ironbriar, as well. The Mayor and a dispatch of city guards had arrived on the scene, but due to some quick thinking the party managed an unseen escape. The next piece of the puzzle seemed to be at The Shadow Clock ... and what had the mayor meant with his parting words?
Sunday, April 28, 2013
Sunday, April 14, 2013
The Seven's Sawmill (04/12/2013) (Updated)
As happens upon occasion half of us when to Scott's house, the other half went to Corky's house. They live relatively close to each other, so no harm no foul and we all soon ended up a Corky's. I am not sure we will be able to top last week's jaw dropper this week, but all are looking forward to the next portion of the investigation.
Friday, April 12, 2013
The Road To Magnimar (03/29/2013)
After having spent the previous session wandering through the mysterious and haunted Foxglove Manor the characters and the deputies were glad to be out of there and able to get back to Sandpoint. By working through all the different haunts and visions they encountered in the house and then freeing the Revenant Iesha from her attic prison and allowing her to do the dirty work of defeating Aldern Foxglove - now in his full ghast form - the party believed they had at last resolved the long sordid mystery of the Foxgloves and Sandpoint. New clues had been found though, and they pointed the party towards Magnimar, the City of Monuments.
Subscribe to:
Posts (Atom)