Our heroes get more information about the shipwrecks, heal the sick, and discover they may be in over their heads.
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Our heroes get more information about the shipwrecks, heal the sick, and discover they may be in over their heads.
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Our heroes catch up with friends, argue over the breakfast table, and carouse for a cause.
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Our heroes debrief with High Priest Varas and spread the Good Word of phyllo pastry filled with chopped nuts and soaked in honey.
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Our heroes change the lives of the people of Vulkarus.
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Our heroes visit a morgue and tear open the weave itself.
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Our heroes learn that in order to keep Max alive for the next month, they'll have to win popularity contests with three different factions that hate each other. Easy, right?
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Our heroes wrap up their business and leave the party in their honor early, and every conversation at that party went totally fine, thanks for asking.
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Our heroes return to the ball, shaken by the revelations in the Imperial Crypt.
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Our heroes make a startling discovery in the Imperial Crypt.
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Our heroes face what DEFINITELY does not feel like a regulation dungeon trap. To reiterate, they remain bad at dungeons.
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