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Seasons of Skyrend is a custom 5th edition D&D adventure that focuses on the stories of our characters as they try to survive in the world around them. The year is 164 A.T. The fifth age has been marked by recovery and rebuilding efforts since a great global catastrophe commonly referred to as The Turn. Cities fell, rivers were rerouted, and mountains came crashing down as whole continents were shaken to the bedrock. Our players begin in the city of Karami. The city lies on the central penin ...
 
“Tiger, tiger, burning bright/In the forests of the night/ What immortal hand or eye/ Could frame thy fearful symmetry?” These often quoted lines are part of The Tiger in William Blake's Songs of Innocence and Experience. In 1789, William Blake released a limited edition of the book. Being a gifted artist, poet and printmaker, he undertook to personally publish all his work himself through a very painstaking but highly artistic process of etching, thereby transferring his drawings and poems ...
 
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SPOILERS AHEAD The cast comes to the table to answer some questions directly from YOU, our wonderful Skyfriends! Our second ever Q&A session covers everything from the very beginning up through our third Interlude game. We do our best to stay on topic, but don't be surprised if we get off-topic. It was fantastic to explore so many questions from ev…
 
Welcome back to The Glamour! This interlude takes place between Books III & IV and features our D&D-based minigame called "The Glamour" by our very own Scott Blake. Join us as we take on the roles of our ambitious and greedy members of The Glamour as they seek personal gain on a global scale. The impact they can have is immeasurable...and not neces…
 
One way or another, the struggle to save those affected by The Withering ends here and now. The threads of so many hang in the balance. No mortal body can hold them for long, but Arannis will push his to the limit to save as many as possible. It's the exciting conclusion of Book III that will leave the world forever changed. Patreon: patreon.com/sk…
 
The Vermillion Bulb represents the last hope for the survival of countless creatures. As the gods and their children struggle against The Withering, the members of The Bard's Rebellion prepare to put everything on the line. Darvin, Iolana, Veil, and Arannis must find a way to save as many souls as possible. The task will demand difficult choices an…
 
Deep in the heart of the palace, the royal family's private vault is set ablaze. As the flames grow and consume the past, the party seeks out another fire. The massive Bulb they have been told lies beneath the palace is the last hope for putting a stop to The Withering. As powerful as the Bulb may be, it is equally dangerous. Harnessing such power …
 
While Veil and King Aldabas fight for dominance within Huracan's body, the rest of the party needs to deal with Lt. General Raz'Ai, a fire giant who will protect the king no matter the cost. The royal family's private vault is littered with mementos, but it is hardly a treasure vault. If the party wants to save Iolana's father, they must win. If th…
 
Within the royal family's private vault, King Aldabas and Richard Landan are hastily working to enact the king's plan. Veil, Arannis, Darvin, and Iolana have to act now to prevent them from doing something terrible. With Huracan still yet to be seen, there's no telling what the king has up his sleeve. Whatever it may be, he needs to be stopped. Pat…
 
King Aldabas has been dropped into an escape tunnel by his attendant, Richard Landan, as the battle against the giant El'Brus continues. As he continues to flood the rooms and bring in aquatic dangers, the party needs to decide if they can afford to leave the fight early to pursue the king. Either option is dangerous, and there's no telling what aw…
 
Having snuck into the king's chambers, the time has come to act. The party tries to hide among the Withered statues of elven royalty, hoping to catch King Aldabas and his attendants off guard. Once the action begins, there's no turning back. At a minimum, they are committing treason. The king is well protected, but the element of surprise may be in…
 
After setting up a distraction in the underground cells, the Darvin, Veil, Arannis, Iolana and the crew emerge back onto the main floor only to find a surprise guest. They'll need to act quickly so as not to reveal their true intentions in the palace. It is vital they make it to the king without raising any sort of alarm, but the path isn't always …
 
Within the cells beneath the capital's palace, the party tries their hands at improvised surgery. Unsurprisingly, it is no easy task. When their elemental patients cry out, the guards get suspicious. Luvah, the lizardfolk guard the party bribed to get into the cell, has to balance the value of that bribe against his duties. When the time comes, the…
 
King Aldabas has delivered his speech, announcing a new era on the horizon for the citizens of Carricar. What role Iolana's father is meant to play in all this is unknown, though it surely can't be for his own benefit. But first, the party wants to set up a distraction to make their attack on the king a little easier. The palace's dungeon is holdin…
 
Kenny the Mace and his entourage are looking to get into the palace. Surely the wealth and influence he has built up in Caravel have earned them entry. But this isn't the real Kenneth Mason. Arannis, Darvin, Veil, and Iolana are doing their best to play their parts, but they'll need more than a bit of luck to get in. With the king's announcement dr…
 
In The Denouement guild house, bumps in the night are not uncommon, but some late-night visitors have more surprises than anyone can imagine. When morning comes, it will be time to head to the palace. The question of method of infiltration still hangs in the air and, given the heightened security for the king's announcement, force seems like an unw…
 
On the eve of their most brazen assault, The Bard's Rebellion draws ever closer to their goals in the capital. While the freedom of Iolana's father, Huracan, is forefront in everyone's mind, it is not the only concern. Trying to find a restful night shouldn't be too difficult, but they will need to stay focused on their goals. Patreon: patreon.com/…
 
Maintaining secrecy while passing through the orc borough of Vermillion turns out to be more of a challenge than expected. The closer the party gets to the center of the city, the more suspicious and reactionary the guards become. No matter what happens, they can't afford to give the king any reason to be aware of their presence. Patreon: patreon.c…
 
When the party arrives at the capital, they decide that they need to keep a low profile until it is time to make their move. A Denouement passage makes for the easiest way to enter undetected, but that is only the start of it. In a city as vast as Vermillion, the odds of moving unseen are terribly low, and making plans on the fly carries dangers al…
 
Tonight, The Denouement guildhouse in Caravel hosts a pair of tamani along with our heroes. As Arannis, Darvin, Veil, and Iolana get the opportunity to learn more about Samudio's past, they must also deal with the fallout of the assassination and the city-wide search for Sam. Knowing that they are pressed for time to get to the capital, they will n…
 
The Chapel of Alithea honors Typh, the shapechanger god. With some time to kill, Veil pays the chapel a visit. Whether they are looking for answers or assistance, the chapel seems a more viable option than anything previously available. While they have some time to reflect on who they are and what they want, the Denouement assassins seek to carry o…
 
The hit on Iona Sintoram is scheduled to go down tonight, and that means our heroes have the day to themselves. What could be a day of relaxation or preparation soon turns to a day of revelation. The truths of the past and of personal motivations are brought to light, and they aren't exactly comfortable. The consequences of action, and inaction, ca…
 
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