The Ice Weald opens to our party, but everything is not as it would seem. A warrior lies dead in the snow, and mysterious strangers lurk in the shadows of the trees.
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The Ice Weald opens to our party, but everything is not as it would seem. A warrior lies dead in the snow, and mysterious strangers lurk in the shadows of the trees.
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The cave-in is behind us, and the first cold night survived, but barely. The wind grows ferocious as Drang leads the party closer to the Ice Wield. Everyone gives Ozzy a hand.
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The camp of the white dragonborn wasn’t built to code. The gang pushes their new all-terrain vehicles to the limit. Maisel takes an unplanned nap. Ozzy has a way to keep everyone warm, but you’re not going to like it.
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It’s time to move northward, to the Ice Wield. The gang leaves town, and runs into a fellow traveler who Maisel takes a keen interest in. Ozzy’s quest to find giant beetles bears fruit.
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Everyone prepares to leave the cliffside. Ozzy tracks down a lead on some heat-resistant beetles for the long journey north. Drang and Maisel meet a fae who has ignored their call to court.
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The gang finds themselves sticking together on the trek to the Ice Wield. Drang is allergic to keys. Maisel tries to find a way to free Zeff.
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Drang and Maisel find themselves on a cliffside lift at the edge of a shipping town. Noir and Osseus pursue a syndicate target through that same town. Mistakes happen.
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