Adventures in Beast World: A D&D Adventure podcast artwork

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Adventures in Beast World: A D&D Adventure

Join a group of friends from the small farming town of Erin as they make their way in the world of dungeon delving and join up with the Littefeld Caravan. Their circles of friends grow and change, and they learn just what it means to delve into both the dungeon and the folks it attracts.-We are just a group of friends who play D&D for the fun of the game. We record our sessions we thought it would be fun to share. New episodes stream live on YouTube most Tuesdays!(yes sessions 1 & 6 are missing)-D&D Campaign set in Beast World from "The Delver's Guide to Beast World" by Heartleaf games.

  1. 43

    Adventures in Beast World - Session 42 - The Druid Circle

    Liora returns to the grove with the elders of the Druid circle to which both Fynn and Niora belong. It is a family reunion of sorts. Great praise is given along with some gifts, but a firm warning that evil forces are definitely at work. The crew gets information on where to maybe look next as their search for the Black Rose continues.

  2. 42

    Adventures in Beast World - Session 40 - The Blackfang

    The crew engages with the vampire that seems to have brought the corruption.

  3. 41

    Adventures in Beast World - Session 41 - The purification ritual

    Session Date: 2025-03-18The crew executes the purification ritual to clear the corruption from the heart tree grove and from Niora. It is not a ritual for the feint of heart.

  4. 40

    Adventures in Beast World - Session 39 - The Root of Corruption

    The crew fights their way through the roots of the heart tree seeking the source of the corruption. What they find may lead to as many question as answers.

  5. 39

    Adventures in Beast World - Session 38 - The Grove of the Heart Tree

    Session Date: 2025-02-11The crew follows Liora to the grove of the heart tree to try to save the forest and her master.

  6. 38

    Adventures in Beast World - Session 37 - The Road Ahead

    Session Date: 2025-01-21After a day of shopping and resupplying in town, the crew needs to decide where they are going next. Fynn collected a message that was nailed to the door of their wagon, but hasn't told anyone else about it yet.Stacy has left to head home to Erin to recover and take Sam's parents home as well. Tea has also parted ways with the party, seeking something a little bit slower pace than the adventures they were on.A curious fox was asking a lot of questions of the party and seemed to know a lot about them. Fynn says it is the "perks" of being a famous delver.

  7. 37

    AiBW: One-Shots & Oddities - The Low Crater pt1

    As we wait for the rest of the table to join, we will start a one-shot with some side charaters. From Winghorn Press, "The Low Crater"

  8. 36

    Adventures in Beast World - Session 36 - The Aftermath of Farheim

    Session Date: 2025-01-14 Happy New Year! Resuming our game after winter break! The Crew recovers after the battle at Farheim and does a little shopping. We say goodbye to some friends, and maybe make a new one. Where will the winds take everyone next.

  9. 35

    Adventures in Beast World - Session 35 - The Soulwhisper Battle

    The party continues to engae with the Soulwhisper Lurker and the Black Rose assassins. Will they come out on top? Will they find Sam's parents?

  10. 34

    AiBW: One-Shots & Oddities - The Wild Sheep Chase

    Session Date: 2024-09-10 As the table is missing some players this evening, we will be taking a break from the main Beast World campaign to play a simple one-shot. This is the table's session 34A. Nothing in this session applies cannonically to our rgular story. All of our players have been invited to bring any level 5 character to this session. Titled: "The Wild Sheep Chase" by Winghorn press. We plan to be back in Best World next week!

  11. 33

    Adventures in Beast World - Session 34 - Into the Well Below the City

    Session Date: 2024-09-03 The crew heads down the well to investigate the caverns below the city, following the mysterious whistling.

  12. 32

    Adventures in Beast World - Session 33 - Transcendent Tiramisu of Transgender Transfiguration

    Sam gets tired of being in a different body and begs Stacy for a solution. So the crew spends a morning with Stacy baking her way out of this mess. Then the crew, whole again, makes their way out to the well to plant their next steps.

  13. 31

    Adventures in Beast World - Session 32 - Charon's Cone of Cacophony Cancellation

    When subject to the strange nightly music again, Charon devises a plan that helps the crew. Some folks don't take it to heart and still find a way to become enchanted.

  14. 30

    Adventures in Beast World - Session 31 - Bone Broth

    The crew interrogates the prisoner they took. They get some information. They also learn that young Tea, doesn't quite have the stomach for some of this killing.

  15. 29

    Adventures in Beast World - Session 30 - Rooftop Chase

    The crew continues the rooftop chase of the assassins.

  16. 28

    Adventures in Beast World - Session 29 - Pop Goes the Jackal

    The crew goes to visit the mayor, Lord Alrick. They witness an assassination attempt and decide to go after the assassins.

  17. 27

    Adventures in Beast World - Session 28 - Barracks Investigation

    After noticing that the city guard are not out and about, the crew decides to pay a visit to the barracks. What they discover is a little problematic, and CHaron triens to whip the guards into shape.

  18. 26

    Adventures in Beast World - Session 27 - Of music, monkeys, and spots

    The crew meets a new party member, and finds an interesting magic item.

  19. 25

    Adventures in Beast World - Session 26 - An Aubadian Problem

    Session Date: 2024-06-18 The crew deals with some bounty hunters and tries to figure out what exactly Stacy did to have them after her.

  20. 24

    Adventures in Beast World - Session 25 - Fynn Talks to Flowers at Flera's Florist Shop

    Session Date: 2024-06-04 11 Saattaa 1365 The crew returns from the Church of the Black Rose after defeating Zeke. On their way back through they had done a little investigation into the haunting whistling tune they heard which led them to the Florist's shop. The crew didn't see any activity of note so they decide to return to investigate during the next day. Upon returning to The Rusty Nail Inn, Charon leads most of the group in a little bit of drunken reverie. Going back over the experience of the day and the wounds some of the party suffered, it seemed a fitting end to the day. Trying Butch's special stash of booze, got some of the party quite loosened up. After passing around some healing magic, Stacy decided it would be fun to explore some pyromancy and set a table on fire. Meanwhile, Fynn left the "youngsters" to their devices and sought some quiet in his room for the evening. The next day, the crew set off to the florist shop to do a bit of poking around. Flera was happy to talk to Stacy about the many uses of Lavender while the rest of the crew did some snooping around. El let himself in to Flera's living quarters, but turned up not much aside from a bunch of house cats. Fynn, ever thoughtful was able to use some magic to speak with some of the plants in the shop. He learns that someone did break into the shop the night before, another bear. He also learns that the plants do remember having seen at least one child come in the shop. In the continued search, El discovers a magic orb, tucked away on one of the shelves. Fynn cautions him not to just take it right now, but that there may be a time for that. Sam snops a little behind the counter of the shop and discoveres a stack of receipts. Of note, there seem to be many receipts for a "Lucille," and on the back of one of the receipts is yet another list of familiar names, the names of children now missing. Charon had the interesting idea to ask Flera about black roses. She explains that she doesn't know of any that occur naturally, but she knows some magic and potion mixtures can make a black rose. Charon asks for two. Flera heads into the back room of her shop, where she will not let any of the party follow. She claims that it is both private and possibly not the safest place for others. Charon is also able to obtain a few less savory specimens for his kit from the shop. As the crew starts to head back out, they notice a distinct lack of town guards around. The only guards they do see seem to be wearing the emblem of the black rose...

  21. 23

    Adventures in Beast World - Session 24 - The Church of the Black Rose

    Session Date: 2024-05-14 10 Saattaa 1365 Zeke has just dropped Charon to his knees, and the party has found itself in combat with a high priest of the Order of the Black Rose. Fynn has a moment of scattered thoughts as he understands the meaning of what is about to happen from his position in the back of the church. While less contemplative about the situation, Stacy also finds herself slightly outside the initial threat radius as things start to go sideways. Sam has managed to get off some magic from the mirror blade and a collection of reflected Sams surround Zeke. Charon is able to also use command to set Zeke back for a moment. However Zeke retaliates with some powerful psychic magic taking a big hit on Charon. However Charon comes back with some quick tactical thinking and places a sphere of silence around everyone at the altar. Making nearly all spellcasting impossible, both enemies and allies must resort to melee combat. Zeke summons a spiritual weapon and starts swinging at Sams. Everyone else in the sphere also just starts swinging whatever they have. Stace manages to get out of the silence to be able to use some magic, Though she does draw some attacks. Weapons fly, blood is spilt, some suffer more grievous injuries than others, but eventually the priest of the Black Rose is defeated. The crew takes some time to investigate the church. A ritual knife is picked up from the alter. A hidden compartment is found in the lecturn that has some papers that seem to indicate a plot to assassinate the town lord/mayor. The investigation also turns up a hidden trap door that leads down into a secret basement office type space. Unfortunately there doesn't seem to be a trace of the children here. However, strewn across a desk are papers that mention the names of the missing children (Ghemli, Harley, Silvan, Ami, Lucille, and more). Ami and Poppy both heavily circled. In the same desk a secret compartment is discovered and broken into, where the crew discovers some gold and the Cloak of the Forgotten. Once the crew has searched through everything in the church, they decide to head back towards the inn and their wagon. The day is drawing to a close and there seems to be far less activity in town than the night before. As the crew gets closer to the center of town they start to hear a strange melodic whistling. It is clearly not natural, though they cannot seem to find a source. They spot some shadowy figure around the florist shop and decide that maybe an investigation is in order.

  22. 22

    Adventures in Beast World - Session 23 - The Investigation Continues

    Session Date: 2024-05-07 10 Saattaa 1365 The crew meets back up at the Inn, finding Stacy is up and about they fill her in on the goings on. Testing theories, and playing with magic, El prestidigitates an image of the now missing Otter, showing it to Butch, the barkeep. Finding yet another person who can't really focus on the image and doesn't recognize the youth. Sam asks after her parents and El tries to make a picture of them, but Butch tells them that with all the people that come through it isn't always easy to remember individuals. The crew heads over to the Dramphinian temple to ask about the goings on. It seems there is only one young initiate in residence at the momet as the order has headed off in to the foothills to track down a potential threat. The initiate informs the crew that he has heard of Church of the Black rose, and it is something that the order is looking into, however the current mission was more of an immediate priority. He also informs the crew that he can attempt to get a message to Lyraleth Morgenstern as they have visiting members through all the time, there are just no guarantees on how long it will take for the message to reach her. The crew then makes their way over to where the Church of the Black Rose has taken up residency. Outside the central city, but still very much part of the city. The building is somewhat imposing with a dark air to it. The front doors are locked with puzzle lock. Placing the carvings in the correct order allows the crew to open the doors. Fynn, El and Stacy are the brains behind actually solving the puzzle. This of course after Fynn has to talk Stacy out of bashing the door down or just teleporting inside. The crew enters the building, finding Zeke, a priest of the order apparently cleaning up what appears to be a sacrificial alter. The crew tries to strike up a dialog, with Fynn sticking to the back of the building and Stacy attempting to sneak around the perimeter. The others make a rash decision to head straight up the center aisle. As El tries to bluff his way into sounding like he wants to join the church, Zeke senses something is afoot. He lays down a powerful command spell on Charon, and the party find themselves in combat with a powerful dark cleric.

  23. 21

    Adventures in Beast World - Session 22 - Lost Memories of Lost Children

    Session Date: 2024-04-30 10 Saattaa 1365 The crew wakes the next morning and gathers at the Rusty Nail to meet with Fennek. Stacy is suspiciously absent from breakfast, due to illness. Finding Fennek enjoying breakfast at a table in the corner, when the crew makes to join him, things go a bit sideways. Fennek tells the crew he has no memory of ever speaking with them before, and certainly not of inviting them to breakfast. When the crew explains how they met and saved Ghemli, Fennek starts to get agitated and insists that he has no son. As the crew continues to press, Fennek becomes more agitated. The crew steps away for a private conference, at which point Fennek gets up and leaves. Butch, the bartender stops by the crew as he clears plates giving them a little warning about making impressions on important people in the city. He does also mention that Castillian, a reporter at the Daily Scoop has been "bothering people with baseless stories of nonexistent children." While all this is going on, Charon, can't help but overhear what the crew has been inquiring after. While a little surprised at first to encounter a jackal, the crew engages with Charon, who has been in town a few days and been looking into these disappearances. After sharing some coffee, they decide to continue the investigation together. The crew, with the addition of Charon head over to The Daily Scoop to chat with Castillian and see what he knows about what is going on. Upon arrival at the offices, the female tradewind receptionist basically ushers them strait in to see Castillian when they mention missing children. Upon entering the office, it is clear that this reporter is somewhat obsessed with this story he is chasing. He is very interested in any information that the crew has, and also eager to share with other people who actually recognize that something is going on. He shows them his "murder board" and as the crew shuffle through notes and clippings around the office they discover interesting bits of information. It becomes apparent to the crew that only people with little to know relationship to the town or the kids remembers that they existed. This seems to explain why the crew and Charon remember these children. They find a newspaper clipping that dates back multiple decades, talking about similar occurrences, and El finds a photo in a smashed frame on the floor of a child whose name appears to be Harley. When They ask Castillian about the photo they see that he can't really focus on it at all and says he has no idea who it is. El also picks up a file about the stable boy. The crew does also uncover more signs that could point at this Church of the Black Rose that they keep hearing about. Feeling like they have enough to go on, the crew regroups and makes a plan to continue their investigations. Fynn wants to head over to Fennek's house and do some snooping and the others make a quick trip to Fluff's shop in town. Fynn is able to do some reconnaissance as he polymorphs into a spider. He discovers that Fennek's hose does indeed have a room that appears to belong to a young pup. The crew reconvenes at the Inn, finding Stacy is up and about, they take a moment to fill her in before heading out to their next point of interest.

  24. 20

    Adventures in Beast World - Session 21 - Arrival In Farheim

    Session Date: 2024-04-23 9 Saattaa 1365 After making a hasty exit from Mansque, the crew strikes out for a couple days ride over to Farheim City, following the clue left by Sam Howell's parents in the library. The crew is feeling a little anxious as they don't know who they can trust as it seems that many allies may not be as friendly as they had thought. They don't even stop to talk to the baron as they make their way out of town. On the drive the crew studies the journal that they liberated from the hidden room in the library. It appears to be a log of arcane and scientific experiments that seem to center around creating fiend vessels and building creatures. It makes reference to dungeon magic and the pink goo and similar experiments to what the crew had encountered in the past. As Stacy Charelston finds great interest in the journal, Fynn Callaghan forces her to make a trade, her spell book for the journal while she studies it. This, to prevent Stacy from trying to copy any spells. At first a point of contention, it turns out to not be a huge issue. After a bit of studying, Stacy decides that the ride is a good time to do some baking for her friends. As the crew pulls up to the gates of Farheim they notice a bit of a disturbance taking place. The city guard is involved in a situation with a young otter. The otter looks a little shabby, and appears to have stolen a loaf of bread off the cart in front of the crew's wagon. Much to Fynn's dismay, Sam tries to go talk to the guards, as most of them are also wolves. While she doesn't get very far, Fynn talks to the baker and covers the cost of the bread to get this young otter out of trouble. Fynn then explains to the guards that the bread is taken care of, and the guards decide to allow the Otter to go with a stern warning that if this keeps happening, they will involve his father. The Otter is very grateful to the crew, and invites them to come and meet his father. As he leads the crew through the city he introduces himself as Ghemli. When they arrive at his house, it becomes immediately apparent that this young pup doesn't have a financial reason to be stealing bread. The house is rather nice and when Ghemli's father comes out, he is quite well dressed. Fennek is happy that Ghemli has been returned safely, but he also is not happy to hear what the pup has been up to. Both Fennek and Fynn give Ghemli a bit of talking-to, which everyone hopes is taken to heart. Fennek then invites the crew to meet him for breakfast the next morning at the Rusty Nail Inn as he has some business he would like to discuss with the crew. For the rest of the evening the crew takes some time to explore the city, some on their own, some together. Fynn goes off in search of any friends who might be in the area. He runs into Madrina Blackpine, a red squirrel, a bit more senior (in both rank and age) to Fynn. Along with an Ovine Ram, Decklan Blackhoof, and a cervine elk, Eamon Wildhorn. Fynn takes a moment to catch up with friends, gather a bit more information about things in town, and then heads back to town, stopping by the Dramphinian temple first, though it seems to be closed up for the evening. Stacy decides to sell magic pies out of the wagon, we think without actually telling patrons what they do. Sam grabs a drink (or a few) at the tavern, and El does a little shopping, picking up a magical map. Stacy and Sam get rooms at the inn for the night, while the boys stay in the wagon.

  25. 19

    Adventures in Beast World - Session 20 - The Hidden Room

    Session Date: 2024-04-16 6 Saattaa 1365 The crew is attacked by a shadowy creature and a pair of creatures that seem to be similar amalgamations of creatures like they had found in previous delves. The shadow is quite intent on defending the space, and some of the friends take some serious damage. Stacy, mishearing Fynn, launches a fire bolt through the shadow which sets part of the room on fire. Bookshelves begin to burn as El an Sam realize that they might actually be doing more damage to this creature than their magic wielding friends. Both Stacy and Sam hang on with a little help from Fynn so that Sam can deliver the final blow. The shadow creature dissipates, leaving the dead bodies of the others behind. The crew also turns to fighting the fires set by Stacy. El tries to make use of the new magic he is learning, but can't cast fast enough to make a dent. Stacy manages to put out the fires with a few icy blasts, but the damage is done. Nearly three shelves of books have been destroyed. The crew takes a moment to recover and then they send for Roderick Thistlemoor, telling him that the room is all clear. When he comes down he is surprised to see this space that shouldn't exist and a bit relieved to see the missing books. Though he is a bit distressed by the fire and ice damage to so many books. Fynn questions Roderick about who the party can talk to about what was going on here. Roderick offers to try to set up a meeting with the head mage and confirms that it might not be a bad idea to talk to the Dramphinians. Stacy discovers a journal that seems to document some of the experiments that were performed putting creatures together. She also manages to covertly start reading through more of the restricted magic books. Fynn takes another look out the windows, based on the landscape he believes that they are somewhere near the border of Allemance and Vinyot Sam takes a moment and flips through the Really Useful Book, landing on a page with a message that reads: "The key is in the Titles." As the crew all put their heads together to think about it, Fynn looks at the titles and realizes that the first letter of each title spells out the name of a cipher, the ROT13 cipher. Fynn starts scratching out the key to the cipher and decodes the message. Fynn and El investigate the desk in the middle of the room. They discover a blank book and writing implements which they give to Stacy to use as a spell book. In another drawer they find a pouch with 200GP. They also find that one of the desk drawers seems to be magically warded in a way that would raise some kind of alarm if opened. The pair have a quick discussion and decide that people already know they are there, so how much could it hurt to set off the alarm? As El gets ready to open the drawer, Roderick comes running back into the room. The old rabbit barely gets out a warning that the crew probably needs to get out as quickly as possible. Upon alerting his colleagues and the arch mage, a huge response was mounted, guards and mages are on their way with the intention of detaining anyone involved. While Roderick is telling Fynn what is going on, El gets the drawer open, which sets off the magical alarm, curtains start snapping shut across the windows. El gets spooked, slamming the drawer shut without looking at what was inside. The rest of the crew also spooked, is ready to follow Roderick and starts piling up the stairs. Roderick leads them to a bookshelf where he finds a book, pulls on it, and the shelf slides aside, revealing a secret staircase. Fynn has a bit of an "I told you so moment" and the crew keeps trooping on. However neither Sam nor Stacy is able to enter the stairwell. Turns out both were carrying restricted books and the wards were actually still working. Sam points this out them, and Stacy sets the book down while Sam just flings the one she has across the room. Now, with nothing to hinder them, the crew is led out a side entrance of the library.

  26. 18

    Adventures in Beast World - Session 19 - Into the Library

    Session Date: 2024-04-11 6 Saattaa 1365 The crew then goes to collect El before heading up into the restricted sections of the library tower. El has found the basic reference section and is learning some new cantrips like Prestidigitation. He is quite excited to discover that he has some magical talent. The basic reference section is clearly a room that has been set up knowing that folks would come and practice the magic they were learning about. The room bears scorch marks, broken and mended bits, and a bowl of fresh fruit. It is clear that the fruit often gets used as part of the learning process as there are smashed fruits and stains around the room as well. Fynn explains to El that he can check out books from this section to keep studying if he would like, and El picks one to take with. The crew then heads up a floor into the bottom of the restricted section. The restricted section is up in the tower of the library. The room is shaped like a donut around a central core, but there are no windows. Both the inner and outer walls are lined with bookshelves. As the crew starts to go through this room they notice a few very strange things: There are books that are missing from the shelves. Fynn points out that books from the restricted section are not to be removed from the room, hence the study areas set up there. From his experience he explains that there are usually magical wards that prevent both manual or magical means of removing the books. There is a magical residue left in each empty spot where a book used to be. Stacy determines that this was likely some form of teleportation magic. It seems to have taken the entire book and everything around it as there is no scent from the missing books at all. Stacy finds a note, wedged under the corner of one of the book shelves. The note has a list of books and a message written in a cipher. Something about it looks familiar, but she can't place it until Sam looks at it and realizes that it is her mother's handwriting. (Note from Sam's Parents) Sam finds a little book with a red leather cover and gold lettering. The title of the book is: A Really Useful Book. Inside, each page has simple messages, almost like advice, but with no context. The message that same reads is: "Remember what your mother said." Once the crew has gleaned as much information as the could from this level, they head up to next level, a room filled with even more restricted books. The internal dimensions of the donut room is the same, though the exterior wall is closer, making the room feel a lot smaller. On the south side of the room stands a statue, holding a book. The crew finds similar missing books, and near the statue discovers the faint smell of other creatures. Stacy also puts forward a theory on the missing books: what if they somehow haven't actually left the building? As El goes to check out the book the statue is holding, he touches it, which triggers some mechanism that closes the staircase they came up on. They all hear a voice speaking a riddle

  27. 17

    Adventures in Beast World - Session 18 - Starting the Investigation

    Session Date: 2024-03-26 6 Saattaa 1365 After the crew finished dinner with Baron Mansque IX, they head back to their wagon by way of the city center. After sitting through the odd dinner, they all decide that a little bit of street food is worth stopping for. Finding some food carts that strike everyone's fancy, the crew fills their bellies on something a little more substantial and less classy. The next morning, Vaughn Larkspur shows up bright and early to deliver the advance payment that the Baron promised. He is as haughty as usual. The crew also wakes to find that sometime in the night Alex has slipped out. No one knows what happened, but the crew suspects that something the Baron had said about his past may have made him a little skittish. The crew goes off in search of a good cup of coffee as well as some items for their journey before starting their search for Sam Howell's missing parents. While in town Fynn Callaghan wants to find some spell components for some of the more intense magic that he can wield. With the new infusion of gold, getting what he needs is not a big issue. They find a Gemologist who can supply the diamond dust that Fynn is looking for, and they manage to haggle out a pretty good deal. Stacy Charelston asks the proprietor about magical gems. He doesn't typically deal in inherently magical items, but he has been known to make items on commission that the purchaser has then taken to be imbued with magical properties. Sam is interested in finding some sending stones so the party heads across the street to The Mystic Arcanum, a shop of magic and arcane items. The proprietor, Ignatius Stoneheart, is a large Ursine Bear who clearly has done some magical experimentation. He sells Sam a pair of sending stones, as he often has them because they are a project that many of the students of magic here in the city try their hand at making. It isn't the best pair of stones, but they function. The crew also notices that Ignatius is reading a book that seems to mention the Pink Goo. This is of particular interest to them. While they debate if they can afford a magical tome, Fynn reads through the section, committing it to memory, because, well, he can do that. As the crew is doing their shopping, Phil Calling sets off to find some realtors as he is interested in buying a place here in Mansque. While the crew doesn't understand his motivations, they assume he has found a way to start his real-estate empire because he never comes back. After completing their shopping, the crew makes their way back to the library tower at the center of town. The time has finally come to start their investigation. Fynn guides them through to the main circulation desk where they meet Roderick Thistlemoor, one of the librarians. While Fynn tries to figure out where to go to get the information they are looking for, Stacy manages to aggravate some books, that start flapping around the room. Roderick say they must tell a story to calm the books, though a few take some good hits from the party first. Stacy ends up telling a tale that pacifies the swarm and Roderick cautions the crew to be a little quieter. Roderick also gives a bit of a history lesson as he tries to pacify the book swarm. (Magic libraries, who would have thunk it) El heads off to find some books on beginner magic while Fynn and Stacy get their bearings on where to go.

  28. 16

    Adventures in Beast World - Session 17 - Dinner with the Baron

    Session Date: 2024-02-27 5 Saattaa 1365 After a day of shopping and primping, the crew makes it way up to estate of Baron Mansque IX. Some of the party is visibly on a bit of an edge, some are bubbling with nervous energy, while others try to maintain a sense of composure. They are brought into the estate by Vaughn Larkspur, the Baron's manservant. Vaughn makes it quite apparent that he looks down on the station of the party, even seeming to question his employer's taste in bringing the rabble into this house. The party is briefly greeted by the Baron, who asks them to wait just a bit before dinner will be ready. Vaughn ushers the crew into a sitting room and before leaving is mindful to warn the crew not to break anything. While waiting and looking around the room, some of the crew do and discover some interesting things. Sam finds a jade chalice that is nearly exactly the same as the one her mother has at home. Without really thinking about it, Sam gravitates toward the chalice, and has to be blocked by El from actually trying to take it. Meanwhile, Fynn discovers some books talking about some of the new arcana that has been being documented since the collision of the Broken World with the Beast World. Of particular interest was a book talking about the Astral Sea. Phil finds some interesting collections of ancient iconography of the known pantheon of Beast World deities. Alex seems to fixate on the organization of the room. Something about it just doesn't sit right with him. As he starts to try rearranging the furniture, Vaughn returns and gathers the group to usher them into the dining room. He directs everyone to very specific seats at the grand table. The crew find themselves sitting at a grand table with settings and decor that make it quite difficult to see anyone else at the table. Their place settings consist of silverware that they are not used to seeing. Clearly this is not going to be your average fork and knife meal... The Baron starts to tell the group about why they are here. He has been following their exploits, and seems to know an awful lot about most of the crew. What might be most alarming though is that the Baron had Sam's parents in his employ, and on many a previous occasion it would seem. However this time, they seem to have gone missing and not checked in for over a month. The Baron brings up Phil's past, in a public, yet discreet way. Asking if the party knows what Phil is there trying to do. The discussion seems to go largely under the radar of the rest of the crew, though they were watching salad carnage. Phil and the Baron do come to agree that this crew seems to have potential that Phil's last did not. The Baron addresses Fynn. Making some comments about family and lineage and being in the right place at the right time, he is somewhat cryptic, but strangely similar to a past conversation Fynn has had. The Baron now trains his attention to Alex, the somewhat unexpected guest. However despite Alex only recently joining the party, the Baron has done his homework and is able to speak intelligently about Ale's past. He suggests that Alex may have found himself in a position to make some old debts go away. In general, the Baron seemed to know far more about everyone in the crew than any of the crew expected. The Baron explains that he would like the crew to pick up the investigation where Sam's parents left off. He also would like to find out what happened to and hopefully rescue Sam's parents. He explains the dire nature of what he suspects, the ancient evil that is stirring and trying to make use of the new Dungeon magics to further their agendas. Everyone raises a toast to the his new partnership. The baron agrees to give the crew a bit of financing for the upcoming adventure as well.

  29. 15

    Adventures in Beast World - Session 16 - The Summons to Mansque

    Session Date: 2024-02-20 18 Huhtikuu 1365 After what for most of the party was a raucous night of celebration, the crew regroups in the morning for breakfast at the Glasshedge tavern. THe crew considers what their next move is going to be and where to set a course in order to potentially meet back up with the Littfeld Caravan. Additionally, Fynn Callaghan tells the crew about the conversation that he had the previous evening with Lyraleth Morgenstern, the Dramphinian Paladin. While he is trying to explain that she would like to speak with the crew about some of their previous adventures, Lyraleth pulls up a chair and joins the breakfast. Lyraleth explains that she has been tracking these occurrences of pink goo and the Dungeon laboratories that seem to go with them. The crew shares the stories of how they really got their start in Delving and the pink goo covered animals they encountered along with the experiments and laboratories. Everything from the raven and toads, to the goblins and owlbear. After giving Lyraleth notes on where they had found these things, she continues to explain about how forces older than the Dungeon and lurking in the shadows of the world seem to be stirring after decades of quiet. When someone in the party pipes up about the Batwolves that they escaped from, this all but confirms Lyraleth's suspicions, and after reminding the crew to pass along any findings, she quickly gets on the road. When they finally arrive back at the wagon, a Brethren man is waiting for them, by his looks he appears to be some kind of servant. He delivers a letter addressed to: Sam, Stacy, El and Fynn. The letter is an invitation for the crew to come to Mansque to look into concerning goings on in and around the city. The crew must now decide if they are answering the call of the Baron, or if they head back the way they had been planning. Needless to say, Sam was all about heading to Mansque, and the party did not require much convincing. Rolling hills, beautiful farms, and good spring weather make for a nice ride. After about a week of traveling, the crew takes a day to rest and resupply at Fort Kingsfang before continuing on their way. (cue shopping montage #1) The ride north continues, moving out of the farmland into the riverlands and finally the mountains of the Mantle loom in the distance. Despite moving into late spring and the days growing longer, the crew doesn't experience as much heat as they are used to as they have ventured quite a bit further north than any of the friends from Erin have ever been. After another week on the road, the great library tower of Mansque comes into view. Upon reaching the city, the guards don't question them at all upon reviewing the letter from the Baron. They are directed to where they can park the wagon and set up camp. While they are making camp and relaxing from the days on the road, a knock at the wagon door startles some. The same servant who delivered the letter stands before Fynn, takes in the motley crew behind him, and proceeds to deliver a new message. The servant tells them: "Your presence is requested by the Baron tomorrow. Please arrive at the appropriate time and be appropriately dressed for dinner." Upon delivering the message, he promptly leaves. El and Fynn head off in search of a tailor, and when they step into the Silken Burrow Boutique, it becomes readily apparent that this is the shop of an Alley celerine. The proprietor, Thistlewisk Threadfoot is an eccentric Alley rabbit with quite the panache. He has to dig deep into his stash of fabrics to find something that Fynn approves of, but when Thistle and El put their heads together, the resulting garments seem to suit Fynn and yet still keep a bit of that Alley flair. El also has a suit commissioned, certainly a bit more ostentatious than Fynn's, yet still appropriate for the upcoming dinner. The crew does some final primping and prepares to head up the hill to the estate of Baron Mansque.

  30. 14

    Adventures in Beast World - Session 15 - Mother of Mazes Part 4

    Session Date: 2024-02-13 17 Huhtikuu, 1365 The party descends to the lowest level of the church, they pass through a hall lined with a dozen or so clockwork paladins, seeming to confirm that this is where they keep coming from. The paladins do not seem to acknowledge their presence, allowing them to enter the shrine of the Clockwork Guardian of Merit. This giant mechanical entity is the executor of the test of merit. The crew, assuming this being is in control of all the other mechanical soldiers, begins their assault. Fighting alongside some new friends, the Guardian and it's guards prove to be a fairly formidable foe. The guardian manages to test the merit of El, creating a seemingly evil copy of El. The copy begins attacking the party as well. Now faced with attacking what seems like a friend, the party does manage to dispatch this evil twin. Both Stacy and new friend, Alex, take some massive blows rendering them unconscious, though the quick actions of friends keep them both alive to survive the battle. The crew manages to defeat the Guardian and its soldiers. As it releases a final death gasp, the paladins from the hall begin marching into the room and disappearing into the mirrored sword the guardian was wielding. Whatever magics or forces that held the building together begin to unravel and the church starts crumbling around everyone. Sam quickly grabs the magical blade of the guardian and the crew makes a hasty exit, sweeping the floors as they go up for any other stragglers. As they exit the building it collapses behind them, leaving behind an ominous blue mirror in the center of the dust and rubble. A haunting reflection of the pastor looks out at them almost as if saying "until next time." Then the mirror collapses as well. The crew returns to Glasshedge to find the town in the throws of celebration. Everyone toasts the heroes and extends offers of welcome. They are given free room at the inn, and there is plenty of food to go around. The festivities go on in the town square late in the night. Some seek a little solitude or quiet in the tavern. The town also brings together a nice reward for the crew, a bar of gold each, worth about 300GP.

  31. 13

    Adventures in Beast World - Session 14 - Mother of Mazes Part 3

    Session Date: 2024-01-21 16 Huhtikuu, 1365 The crew regroups after the assignation of the Pastor. After a bit of back and forth they decide that it is probably best to attempt to rescue the prisoners before taking on the clockwork guardian down on the lowest level of the church. Descending the stairs on both sides of the church, Fynn Callaghan is able to block the stairwells to prevent anyone from coming up while they execute a prison break. While the crew enters the prison level they find themselves subject to an aura of truth, though some are able to shake it off, others feel the strange compulsion to only be able to speak truth. A lone clockwork paladin stands guard, and across from it is a statue of the Mother of Mazes, holding a potion. The crew tells the Paladin that they were sent by the Pastor, and the Paladin, believing that anyone who enters the aura can only speak truth allows the crew to not only search the prison but release the prisoners. The Paladin also tells them that the potion the statue is holding is part of the test of merit. In the prison the crew finds another delving crew lead by Iskender, a male armadillo. In the back of the cell the crew sees a female bison cleric, Elena, tending to an unconscious female ovine, Aileen. Fynn is able to help with the healing of Aileen, enough to get her on her feet and with the help of her friends get he upstairs and out. Iskender is very set on helping defeat the guardian below as he wants to make right by his defeated crew. Towards the back of the prison the crew finds two more occupied cells. In one cell they find a lone female elk Paladin, still in full plate armor, Lyraleth Morgenstern. Across from her is an uppity Tradewind Vulpine, Cadence, who also offers to help in the coming fight. Lyraleth offers to help see the freed prisoners and townspeople back to their homes and will catch up with the crew later. After escorting prisoners upstairs and making some final preparations, Fynn clears the stairwell from earlier and the crew heads down into the depths of the church. Through a hallway lined by clockwork soldiers they make their way into a large, sanctuary-like room. Dominated by a column lined pool, the room is lit by torches held by statues of the mother of mazes. At the far end of the room is the clockwork guardian. In a moment of quiet as the crew takes in the surroundings, the ticking and whirring of the clockwork beings is the only sound. The clockwork beings in the room come to life and battle ensues...

  32. 12

    Adventures in Beast World - Session 13 - Mother of Mazes Part 2

    Session Date: 2024-01-02 15-16 Huhtikuu, 1365 The party finishes off the clockwork soldiers in the town and as the last one collapses, it lets out an earsplitting shriek. As the party regroups and gets its bearings, they notice a door open and a canine face poke out. They go over and are ushered inside by Councilman Thomas. Thomas is an old hound with dapper clothes and old, tired eyes. He tells the crew about the situation in town and how he even tried to scout out where the clockwork soldiers were coming from and where the townspeople were disappearing to. He tells the crew about a church that appeared up to the north in the woods. He tells them that this wasn't the first time that the soldiers had been defeated, the should expect reinforcements within a day. With every set of reinforcements, the townspeople have been forced to stay in confinement for even longer. While they are chatting, some of the remaining townspeople start coming out and milling about the square. The crew brings in the wagon of supplies and starts distributing food and supplies to the townspeople. They are able to find a few useful items in the shed that the soldiers had been using for confiscated weapons and armor. They also learn about someone who might be able to supply them with a few potions to aid on their quest. One of the townspeople offers the crew a place to stay for the night before they set off on the road to the church. The next morning, the crew gets up early and heads out on the road north. They manage to sneak past the convoy of replacement soldiers that are heading back to the town without provoking a fight. As the day moves on the crew come to a large clearing where the cathedral-like church stands. Staying on the edges of the clearing, the crew scouts the church, noting the large stained glass windows depicting scenes of a hooded figure with a mask of mazes. The scenes look eerily like Pirohuan iconography, but gravely distorted. While scouting they note that there are two small side doors on the east and west sides of the building, along with the main doors on the south side of the building. Attempting to peer inside they can make out figures in the pews, as well as a lone figure preaching at the front of the congregation. The crew decides to make entry through one of the smaller side doors, with Fynn and El sneaking inside. When they hear the preacher start spouting blasphemous ideology they waste no time simply assassinating the mouse. Phil comes in and starts releasing the congregation from whatever spell the preacher had them under. Most of the congregation didn't even remember how they got there, and are very ready to return home. However some of them do remember that they had seen people be taken downstairs and suspect some kind of prison below the church, they also think that is where the soldiers keep coming from. The crew resolves to rescue any prisoners and destroy whatever is making the soldiers.

  33. 11

    Adventures in Beast World - Session 12 - The Mother of Mazes

    Session Date: 2023-12-26 15 Huhtikuu, 1365 The crew picks up a new lead from Annette Starcross as Littfeld Caravan is preparing to move on to it's next port of call. This time, the crew is answering the call of a strange letter from the Glasshedge district of Goldentide. Annette gave the crew a letter that read: Delvers, The district of Glasshedge has been cordoned off from the rest of its city, and barriers have gone up across every street leading into the neighborhood. The whole place has gone quiet. A cadre of soldiers have quarantined the neighborhood, and they’ve begun carrying the locals off to some remote location in the wilderness. We haven’t confirmed its exact location, but Dungeon activity is all but assured. What’s more, bizarre flyers have been found nailed to doors and blowing through the streets of the larger city. They advertise the “Church of the Mother of Mazes” and her “merciful mission.” One of the flyers is attached in this report. Local officials have been no help. It seems the guard want nothing to do with it, but I don’t think the trouble will stay in Glasshedge forever. We’ve negotiated with the occupying force and secured you a contract delivering emergency food supplies. They’ll be expecting your arrival and will allow you past the barrier. The rest is up to you. The crew sticks with the caravan as it heads towards Patrie, then breaks off and continues Northwest towards Goldentide. As they draw closer to the Glasshedge district, they can see the barricades, and a lone guard at the one on the road they are on. As they approach the barricade they discover that the guard is neither beast nor brethren, but a clockwork construct. It allows them to pass with their shipment of food and supplies. Entering the center of the district the crew is met by more clockwork guards and a clockwork paladin. As they attempt to talk to the paladin, it continues to reiterate that they are there to server the Mother of Mazes and that their job is bring everyone into her fold. The crew presses a bit for answers as to where the missing townspeople are, and for additional information about this "goddess" but the Paladin seems to only have a few answers. Phil even offers to join the church, but is a little put off when the paladin insists that he give up all his worldly possessions. As it seems like no conversation is going to get them anywhere a fight breaks out between the crew and the clockwork soldiers. Phil attempts his new plant growth trick and manages to ensnare a bunch, and the party starts taking them down.

  34. 10

    Adventures in Beast World - Session 11 - Catching up a new friend

    Session Date: 2023-12-12 6 Huhtikuu, 1365 After spending some time helping get mead from the old temple and a good long rest, the crew spends a day around Littfeld. It starts out showing their new friend Fynn Callaghan around the caravan and telling him about some of the delves that the crew has been on since they joined Littfeld Caravan. All of the odd happenings, the strange creatures, and the pink goo really piqued Fynn's interests, and he is a little concerned that the crew hasn't reported any of their findings to anyone who seems to particularly care. The crew starts by introducing Fynn to Annette Starcross. Annette explains that she doesn't usually talk to anyone else about the leads she gives out, and that the crew hadn't checked back in with here for a bit, so she wasn't fully up to speed on some of things that the crew had found. For the time being it sounds like the crew plans to stick with the caravan. Phil's shopping trip takes him over to Lucas and Grier’s where he commissions an owl-feather hat. Lucas says it will take a few days to get the stock of feathers required, but to come back when the caravan reaches the next town and they should have a hat for Phil. Phil pays a small, upfront fee, with the remainder due on delivery. Phil also visits the Bluebird Wagon, the produce and foodstuffs vendor of the caravan. Stella helps him find some rations, a bag of beans, and some apples. Lastly, Phil stops by the music wagon to have some work done on his war gong. Meanwhile, El and Fynn head over to talk to Morris Gypsum-Rebus-Yllaster about the pink goo and strange creatures. Morris tells them about the experimenting he has done on the goo. The crew hadn't told him about the monster printer, and he is very interested in that and wants to go check it out. Fynn tries to insist that is a bad idea and maybe they should have some Dramphinian Paladins make sure it is safe. It is hard to say what Morris will do, as he is quite eccentric. Next stop on the caravan tour for El and Fynn is The Big Wagon to talk to Cullen McGuire. Fynn would like to know if there are any Bretheren Shamans in the caravan and if there are any Dramphinian Paladins around. Cullen of course is very much interested in more pies from the young delvers, but he is able to direct them to Bodhi, a shaman who is currently in camp. He tells the friends that they often do have Paladins around camp, but he doesn't think any are currently in residence. Cullen promises to let the crew know if any show up. The whole crew catches up and Phil asks Sam for some help and the two of them head off out of the caravan while everyone else heads over to talk to Bodhi. Phil decides it is a good time to experiment with the magic items he found in the underground temple. He places Sam, sprinkles a bit of the Soil of Fecundity around her, steps back and throws the beans and some apple seeds at her while casting plant growth. Nearly immediately a huge apple tree springs up and a bunch of bean stalks entangle Sam. While Sam is able to keep her crackle tart safe, she doesn't quite escape the vines. Phil has to cut her out of the beanstalks. Phil is quite pleased, Sam is a little put off, and a bunch of people are intrigued as to the appearance of a giant apple tree outside the caravan. Phil takes some apples before heading back towards the caravan. At the same time, El, Fynn, and Stacy find Bodhi. Once again Fynn expresses the concern he has for the things that the crew has found on their recent delves. Bodhi tells them that while she doesn't have many details she has heard that humans may have conducted similar experiments back in the broken world before it was broken. She is interested in the technology that was the monster printer as it sounds like it could be from the broken world.

  35. 9

    Adventures in Beast World - Session 10 - The Whispering Blossom

    Session Date: 2023-11-28 The crew continued to press through the underground temple. Doing a bit of exploring of the big chamber, they encounter a handful of sarcophagi. They find one more big set of double doors that lead to a massive mausoleum. Opening the doors the crew could see a massive plant growing in the middle of the room as well as Hannah and another woman who were seemingly enthralled by the plant. In traditional fashion, Sam Howell runs into the room and is completely overwhelmed by the aura that the plant is emitting. She becomes charmed by the plant. Emily also takes off to try to rescue her partner, and also becomes caught in the aura of the plant. Some of the more cautious and skeptical members of the crew hang back and start waging a ranged attack on the seemingly hostile plant. Phil Calling is able to get some magic in place to counter the plant's aura, allowing the crew to get in a bit closer. The plant makes a few assaults on the minds of the crew, but once Hannah is freed from the control of the plant she unleashes some powerful magics to both offer some healing to the crew and do some damage. The crew has a pretty hard fight, but finally makes tossed salad out of the Whispering Blossom, releasing it's hold on anyone still enthralled. The crew finds some Soil of Fecundity, and Fynn takes a sample of the plant. On the way out of the temple the crew finds a store room full of barrels of mead. Taking a smaller barrel that they can carry, when they get back to town the local tavern keeper explains that it is a rare find and enters into a business deal with the crew for the find. All of the captives are returned to their friends and families and the town toasts the crew as heroes. The crew offers to have Fynn join them on their continued adventures.

  36. 8

    Adventures in Beast World - Session 9 - A Missing Brother (Part 2)

    Session Date: 2023-11-14 The crew, with their new friend, Fynn Callaghan, head underground into the cave entrance that the twig blights and vine creatures seemed to have been guarding. Once inside the cave they come to a fork in the cave system. On one side, stairs lead up to ornate double doors, while on the other, a natural tunnel leads off to another smaller door. The more studious folks in the group head up to the ornate doors to get a good look at them. Carvings of traditional Pirhouan iconography cover the doors, indicating that this may have once been a Bethel. While seemingly long forgotten, there were signs and scents that this has been actively used recently by a number of creatures. Ever diligent, El did not find any traps on the great doors, pushes open the doors and leads the crew in, triggering a trap in the next room. Vines spring out from the floor, ensnaring the rabbit, while the rest of the crew manages to dodge out of the way. It takes a few minutes of hacking at the vines to break El free, but eventually, with the unexpected help of Emily they manage to beat back more animated plants. The crew takes a moment to look around the room, realizing they are in some sort of tomb or crypt. While some of the sarcophagi seemed to be disturbed or damaged, the crew decided that they shouldn't do any further disturbing of the dead. Continuing through the room Fynn discovers that the next set of doors, also covered in carvings, depicts iconography that he has never seen before. Motifs of plants that don't appear to be native to the Beast World adorn these doors. In some ways it looks like the carvings may have been carved over something older, but it is hard to tell. While Fynn stops to really dig into the doors, the rest of the party pushes on into the dark corridor beyond. In El's infinite wisdom, he sets the next set of doors on fire in the hope of shedding some light on the corridor. Meanwhile, Stacy Charelston leads some of the friends through the darkness, stumbling into a room that may have once served as a sanctuary. Today it is being used as a holding room for the beasts that have been abducted by the cultists. Some cultist guards get the jump on the crew as they come out of the darkness a bit unprepared for a fight. However the crew rallies and quickly takes control of the situation. After dispatching the cultists, the crew takes stock of the situation. They have found Samuel Tinsley, the young ovine whose sister they had met in town, along with Thadric Greenbough. Seemingly missing from the group of captives is Emily's partner, Hannah. Not wanting to leave anyone behind, the crew headed back through the dark corridor to the still smoldering door. Without any real element of surprise, the crew piled into the main room of the ancient bethel. The cultists being none to happy about losing their prisoners, are not wary about picking a fight with the crew. The crew put up a good fight though and was able to beat back the cultists.

  37. 7

    Adventures in Beast World - Session 8 - A Missing Brother (Part 1)

    Session Date: 2023-11-07 _4 Huhtikuu, 1365_ The party gets a good night's rest after returning all the stolen items to townspeople and visitors of the festival. Not to mention some pretty full coin purses as well. They set out with the intent to enjoy the festival, but are soon pulled aside by a distressed ovine woman seeking their assistance. Elena Tinsley is missing her brother, Samuel Tinsley. She tells the party that Sam has been missing since the previous day. Sam Howell is a little confused at why this woman thinks she is missing, forgetting others share the same name. Elena tells the crew that Sam likes to look at all the flower gardens and that she thinks he headed off to one of the gardens north of the town. She says it is very unusual for Sam to not come home and not tell her where he is going. The two are very close. The crew decides to do a bit more investigation in the town to find out as much as they can about the missing teen. Stopping first at the Fairweather Floral shop, they talk to Clara Fairweather. From Clara they learn that some odd things have been reported in the Whispering Garden. While she insists that the garden is named such because of the wind, there are a couple in the crew who feel like that is a little suspect. Clara suggests that they might learn more from some folks over in the local pub, so the crew heads down the street. The local pub, owned by Alden Brackenwood is hopping with people celebrating the festival. Some of the crew are a bit surprised to find a pub run by a brethren. They also encounter one lone wolf, Emily, who appears to be the only creature in the pub not celebrating. Sam slides in to talk to Emily, learning that Emily's partner, Hannah, has also gone missing. She tells Sam that her partner is a druid, and they came to the festival to catalog new and exotic plants. She also said that Hannah was out exploring the Whispering Garden and Emily spent the entire night looking for her. Emily offers to come help, but the crew insists that she rest and they will continue the search. With all this new information the crew heads north, out of town to the Whispering Garden. Walking through the garden they stumble upon a ursine bear stuck in a tree. The tree seems to be covered in what appears to be a living vine that has taken a hold of the bear. The crew works quickly to free the bear and chop up the vine. After some introductions the party solicit's Fynn's help to locate the missing beasts. While searching the crew encounters more living plants. Vine and twig blights start coming after the party almost as if they were protecting something. After making a fairly sizable pile of kindling out of the twig blights, the crew finally clears a path. Fynn's nose leads them to find the entrance to a cave system that takes them under the gardens. The crew gets ready for another delve.

  38. 6

    Adventures in Beast World - Session 7 - Theft at the Festival

    It is true, we are also missing session 6. We have no idea what happened to it. Session Date: 2023-10-17 1 Huhtikuu, 1365 The crew arrived in Granfield just as the Granfield Spring Blossom Festival was kicking off. The town was a buzz with activity, shops open, market stalls in the square and lots of visitors from all over Allemance coming to celebrate. After a bit of shopping, upgrading some weapons and armor, the crew witnessed a commotion outside of the Swiftwater Boutique. The shop owner, Elara Swiftwater, came running out into the street yelling about thieves. Being a group of generally good Samaritans, the crew headed over to investigate. According to Elara, the thieves had taken The Lupine Heart, a treasured family heirloom with some magical properties. Not only did it have significant meaning to the Swiftwater family, but also to the town. Believed to be passed down from Pirhoua herself, it is believed that the pendant offered some protection and good fortune to Granfield. The only information that Elara could give the crew was that she believed the thieves were Murine Rats and it seemed like they may have headed south. As the crew attempted to get a bet on the rats, another commotion went up around the general store. The crew went by to check it out, discovering more thefts. The shop keeper also described the thieves as rats and pointed the crew in a general direction. Following the leads, the crew headed out of town, and were finally able to distinguish a set of tracks that lead them a little ways off into the foothills where they discovered an abandoned tower. It seemed like a recently well traveled area and a good place for a hideout, so they began to hunt around for the thieves. What the crew did not expect was to run into two Batwolves in the ruins. After experiencing the ferocity of the fiends, El was quick to nope out of there and jumped down the well in the center of the ruins. Not long after the rest of the crew followed suit, opting for whatever might come rather than potentially fighting a loosing battle. El was both pleasantly surprised and a little shocked hitting the cold spring water pool in the cave below the ruins, but happy to be out of danger for a moment, ducking out of the way as the rest of the crew came tumbling down after. As they splashed around for a minute in the pool, Sam remembered that Batwolves are usually indicative of vampires... When Phil sings about the adventure later, he tells the story as if this daring escape had been intentional, because they quickly discovered that the cave system they jumped into was the hideout of the thieves. El was able to scout ahead and figure out where and how many thieves were there and the crew quickly came up with a plan to take them on. With Phil doing his best to keep them off balance, and almost completely incapacitate the leader with Tasha's Hideous Laughter for nearly all of combat, the crew came out victorious, though a little banged up. The stolen goods were recovered and the crew returned to town returned everything to rightful owners. Elara was so relieved to have the Lupine Heart back, she paid the crew a handsome sum of 1000gp and offered to help them any time they were in the area. She was also excited to have her people make El some new styles. As the festival continues, the crew rides the high of helping to save it, and at least a few people start to recognize them. Though the dark thought of vampires in the area lingers in the backs of a few minds.

  39. 5

    Adventures in Beast World - Session 5 - Meadowmere & The Dungeon Part 2

    Session Date: 2023-10-10 24 Maaliskuu, 1365 The party continues into the depths of the dungeon where they encounter what seem to be iron goblin skeletons. As if the skeletons of these creatures were cast, or manufactured. As they make fairly short work of putting the skeletons down, El climbs up through a tunnel to check out a hidden room. The room has a chest in the middle and blood and bones along one wall. El noped out of there pretty fast deciding that whatever was in the chest was not worth the risk. Following the only other way out of the skeleton room, the party stands at the top of a deep shaft. While they manage to doge a loose rung in the ladder, Sam Howell's impulsive ladder slide to the bottom sets off another exploding putty trap. The explosion blows a hole in the floor which Sam falls through and alerts a pair of Delver Hunters looking to stop any delvers coming into the dungeon. While Stacy tries to talk them out of a fight, it quickly becomes unavoidable. The crew does manage to put down Aili and Kjartan. While going through the hunter's camp, the party finds a hidden door that leads into a laboratory of sorts. They discover notes and molds for making goblins as well as a failed experiment that led to the creation of a "Choblin" (half chicken half goblin). The party frees the choblin from its cage, but doesn't want it to follow them, so they lock it in the lab. After taking a rest in the hunter's camp, the party moves out to the final room of the dungeon. In it they discover a machine that is printing goblins. However the machine has broken and it has created a massive deformed goblin with multiple heads, arms, and legs. As the party begins to try to put this monstrosity out of its misery they quickly realize that the printer is continuing to work and is healing the massive beast. The crew splits their focus, some taking on the machine itself and others taking on the goblin. Some of the crew take some heavy hits, but they manage to destroy the machine and kill the deformed goblin. All in all, it looks like someone is using the magic of the dungeon to try to create some abominations. The crew heads back out of the dungeon, riding the highs of their first delve and the adrenaline of the fight. They mount up in their wagon and head back to meet up with Littfeld. Upon their return to the caravan the crew receives a letter: Dear Delvers, We’ll never forget you for saving our homes. Our children will grow up safe because of you, and we will make sure they know your names. Please visit us sometime. You are always welcome here. Sincerely, The people of Meadowmere

  40. 4

    Adventures in Beast World - Session 4 - Meadowmere & The Dungeon Part 1

    Session Date: 2023-10-02 23 Maaliskuu, 1365 When morning comes, the crew set off towards the nearby village of Meadowmere. They find it abandoned, as if no one has been around for a while. Much like the scout report had indicated. As they press on towards where they think the dungeon entrance is, they are ambushed by small green creatures (goblins) that have built some structures in the trees. While the crew take a bit of a beating, they were able to take out all the goblins. These strange creatures are not something they had really ever seen before. They certainly did not seem to be native of the Beastworld. The friends retreat back to their wagon and the village hoping to find some useful first aid supplies. While they find some bandages, they don't find much useful and frankly are feeling a little under prepared for having to do bandage up their friends. They decide to tend to wounds and get a good night's rest before heading down in to the dungeon. The next morning, feeling a lot better, the team heads back up to the dungeon entrance. With Sam Howell in the lead, they start down the stairs. As Sam pokes a little violently at some exploding putty with her sword, she is deafened for a bit. The rest of the crew manage to escape as they were far enough behind her. The first room they come to has two stone tablets in the center with drawings and notes about goblins. The closer the friends look at the drawings, they more they realize that these are not so much medical in nature, but more light a schematic on how to build a goblin, how to build a living creature. From internal organs all the way to clothes and equipment. The crew heads even deeper into the dungeon, encountering a room full of animated goblin parts. Arms, legs, heads, feet. The swarm of parts goes after the crew, but El figures out how to stop more from being dropped in on the group. Eventually the friends make goblin soup out of all the parts. With an assist from Sam, El climbs up the chute where the parts came from and discovers Dungeon Component 1136. It also sounds like the walls might be breathing...

  41. 3

    Adventures in Beast World - Session 3 - Joining Littfeld & A Heist

    Session Date: 2023-09-18 22 Maaliskuu, 1365 The next morning the four friends say their goodbyes and head off to join the Littfeld Caravan. They pull up alongside "The Big Wagon" and meet Cullen McGuire, the leader of the caravan. He is happy to have them join up, and explains a little bit about how life in the caravan works. He even offers them a slightly better deal on dues in exchange for monthly pies from Stacy Charelston. As the caravan comes to a stop and starts circling up for their stay near Erin, the crew finds a place to park and makes their way over to Holly's. As one of the main hubs of social life in Littfeld and where Annette Starcross told them to meet her, it seemed like a good place to start. The crew picks up some drinks at the bar and finds Annette sitting in a corner. Annette, who is a little bit drunk, tells the friends that she needs them to do a little heist for her as another dungeon scout has taken an item from her. They go back to her new boyfriend's wagon where she explains the heist and gives them the lay of the land. She wants the crew to break into Oliver Allseeker's wagon and steal back her ointment container. She gives them a Chime of Opening to help on the endevor. The crew plans the heist, manages to get in and out without drawing any attention, and returns the ointment to Annette. They also get a little look at Oliver's book of clients. As a reward, Annette gives the crew Annette's Ointment, a potion of speed, as well as a lead on a dungeon for them to explore. The lead reads: Scout Report Allemance Summer 1364 According to rumors gathered in the field, the farming commune of Meadowmere was overrun by monsters from a dungeon which appeared in a nearby forest. The monsters are diminutive creatures with green skin who walk on two legs. They have remained within a three-mile radius of the suspected entrance, but this has displaced all the residents of Meadowmere to a town nearby. Davis, Central-South The crew make their way back to their wagon for their first night as part of the caravan. They are excited and nervous, but they are ready for adventure.

  42. 2

    Adventures in Beast World - Session 2 - Visiting Morris

    No, you aren't crazy, we are missing session 1... It is a bit of a bummer, but it is the way it is. Session Date: 2023-08-21 The crew sets out to find the Alchemist who lives near town. They follow the advice of one of the local kids who points them towards the bog. He says his mother went to visit the alchemist when she needed medicine. On the trail through the bog the crew is attacked by some oversized toads whoa re also covered in the pink goo. They quickly discover that the toads are not easy to dispatch as they seem to turn into pink goo and can seep into the ground, showing back up in other places. They dispatch all but one of the toads, then quickly make their way out of the bog to the alchemist's house. The friends find Morris Gypsum-Rebus-Yllaster, an eccentric Ferret alchemist. He never stops moving and looks like he has come close to blowing up his home quite a few times. He offers to make them the tires they need in exchange for a sample of the pink goo. Thus the friends venture back to the bog to collect a sample from the dispatched toads. Morris tells them it will take a day to make the tires, and the friends are welcome to spend the night. While there Morris tells the friends why he has not been living in town, how he gave the Mayor scales when trying to cure an illness she had. He tells the friends that he has found the cure for that, and they agree to take it to the mayor and see if she would accept it as an apology. The next morning, the friends collect the tires from Morris and head back to Erin. The town has prepared yet another celebration as a send-off for the friends. They have even rallied together to give the friends a draught horse to pull their wagon. They all spend one last night with their families before setting off to catch up with the Littfeld Caravan.

  43. 1

    Adventures in Beast World: Audio Trailer

    Welcome to Beast World! &nbsp The year is 1365, the world has finally found some peace after the invader wars with the Brethren (humans). For the most part today, Beast and Brethren live side by side. However The Dungeon is pervasive and it's mysteries call to many. As many seek to unlock the secrets of the Dungeon, there are some who look to this "new" magic to increase the powers of old evils. There are stirrings in the shadows that one usually does not talk about in polite society. &nbsp Join a group of friends from the small farming town of Erin as they make their way in the world of dungeon delving and join up with the Littefeld Caravan. Their circles of friends grow and change, and they learn just what it means to delve into both the dungeon and the folks it attracts. &nbsp The Crew:Dungeon Master - Alex Weisman Current Players: Sam Howell - Rachael Stacy Charleston - Robyn El Rustmail - James Fynn Callaghan - Emily Charon - Dean Tea Quill - Marla Former Players: Phil - Emmanuel Alex - Kevin &nbsp Join us as we go on this adventure together. This podcast currently is just raw recordings of our sessions, so you get the full experience of what it is like at our table. We are just here to have a good time and tell some stories together! &nbsp We try to play weekly, though more often we end up at every other week. Sadly, I think we are missing recordings of session 1 and session 6, but hopefully the story still makes sense. &nbsp Thanks for checking us out!

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ABOUT THIS SHOW

Join a group of friends from the small farming town of Erin as they make their way in the world of dungeon delving and join up with the Littefeld Caravan. Their circles of friends grow and change, and they learn just what it means to delve into both the dungeon and the folks it attracts.-We are just a group of friends who play D&D for the fun of the game. We record our sessions we thought it would be fun to share. New episodes stream live on YouTube most Tuesdays!(yes sessions 1 & 6 are missing)-D&D Campaign set in Beast World from "The Delver's Guide to Beast World" by Heartleaf games.

HOSTED BY

The Delving Crew & DM

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Join a group of friends from the small farming town of Erin as they make their way in the world of dungeon delving and join up with the Littefeld Caravan. Their circles of friends grow and change, and they learn just what it means to delve into both the dungeon and the folks it attracts.-We are...

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