Following their accidental imprisonment in a magical crystal, the villagers from our previous Adventurers outing want Finney the Wizard out of their hair. They decide to hire the brave band of player characters to find the old coot a new place to live—or, at least, to make sure the dread tower of a fearsome death mage suddenly becomes available real estate. In order to do so, however, the adventurers must first make the perilous trek across blighted fields and cursed forests simply to reach the place. Can they defeat yet another master of the undead, and—by the time they reach his extremely isolated and well protected fortress—will they even want to? Listen in to this week’s Actual Play to find out!
You know how the old story goes: a group of wandering adventurers arrives in a small medieval village, road-weary and eager for a rest, or maybe a pint at the local tavern–hijinks ensue. However, in this instance, our group of brave wanderers arrives in one particular village to find the place deserted, vacant of any human presence. It seems the local wizard, an elderly and somewhat absent-minded fellow, has accidentally cast a spell that trapped the village’s population in a crystal, and while he was trying to reverse the process, just happened to teleport it into the clutches of a mad lich who reigns in eternal undeath from a nearby tomb of horrors. Now, our stalwart band must journey into an ancient necromancer’s lair in order to retrieve the missing gem so that the goofy old wizard can set things right. Can they rescue the townsfolk from the evil skeleton and restore them to life? And shouldn’t there be some kind of reward for this sort of thing? Listen in to find out!