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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 story begins in the city of Karami on the central peninsula on the cont ...
 
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Bk. 04 Ch. 16 Rather than take on The Contract House by themselves, the party seeks out support in and around Caravel. There are plenty of avenues for additional support, but time is of the essence. Lynn Jarvis will certainly put efforts in motion after the first assault. In order to save time, decisions need to be made. Some support may need to be…
 
Bk. 04 Ch. 15 The guards of The Contract House turned out to be unexpectedly well-trained, leaving our party in a bit of a bind: they can press on and maintain some element of surprise, or they can retreat to solidify their forces. Both options have their risks and rewards, but a decision must be made before more forces arrive. The future of Carave…
 
Bk. 04 Ch. 14 In the Contract House of Caravel, Lynn Jarvis made no secret of his power and control within the city. He is doing what he believes is necessary. Darvin, Arannis, and Finnigan have decided that delaying would give him too much time to prepare. Seeking an alternative means to Lynn, they begin a circuitous route through the stronghold. …
 
Bk. 04 Ch. 13 The Silver Purse could not answer questions about the recent economic turn here in Caravel, but they were able to point the way to Lynn Jarvis. The local merchant guild leader has taken up residence in The Contract House after the incident in Vermillion. Without elven leadership, the city needed a steadying hand. The progression from …
 
Bk. 04 Ch. 12 After a scrape in the Church of Rebellion, it's time to get a better idea of how Caravel changed so drastically in such a short amount of time. Signs point to The Silver Purse as the cause, but why would the merchant guild do such a thing? And how could they? The answers won't be found in the church, but there are plenty of places to …
 
Bk. 04 Ch. 11 In the city of Caravel, a Church of Rebellion has taken root to spread the teachings of the new god. However, they are hesitant to accept Arannis as the god that he is. Carmella Hodges demands proof and she's not about to make it easy. When the situation takes a turn for the worse, it may take more than words to convince her and the r…
 
Bk. 04 Ch. 10 The road south will bring many opportunities for new adventures, but we must first pass through some old memories. Leaving The Duke's Lament behind, the party finds themselves approaching the city of Caravel. The home of The Stained Court and obscene prices isn't quite what it used to be. Even without entering the city, some dire chan…
 
Bk. 04 Ch. 09 A new day dawns in The Duke's Lament, and there is much to do. Before we can hit the head and continue the journey south, Duke Everheart needs assistance. The Withering has been affecting him so much and for so long that the tavern has fallen into deep disrepair. Healing the Duke comes first, but that is only the beginning. Music: twi…
 
Arannis and Darvin have made some progress in their divine lessons, but it is only the beginning. They both have a long way to go if they want to reach their potential. Duke Everheart patiently waits through the night, anticipating freedom from The Withering. He has been suffering for a long time and one more night won't hurt him. But when morning …
 
Bk. 04 Ch. 07 After removing all of the lingering effects of The Withering from Cerul, it would seem that Rystos' lessons may be useful after all. Arannis and Darvin still have a long way to go, but it's a start. Returning to The Duke's Lament, the party has some time to unwind before enjoying a peaceful night. Their new traveling companions want t…
 
Bk. 04 Ch. 06 Finnigan and Rystos may have burst onto the scene in wildly different manners, but perhaps they can learn to work together. After all, both have much to reveal. As the party seeks rest and refreshments in The Duke's Lament, they must also face some of their own shortcomings. Arannis' divine magic is proving difficult to control, so ma…
 
Bk. 04 Ch. 05 Dangerous plant creatures burst through the ground to assault the party as they travel to a well-known roadside tavern: The Duke's Lament. Terrifying creatures bloom from enormous stalks, but it's an eerie laughter from below the ground that is the most disturbing. As the battle rages on, young Mahogany returns with a new allies in th…
 
Bk. 04 Ch. 04 Striking out from the capital, the party heads south towards Earl and La Berra. There is a lot of ground to cover, and the party has undergone some changes. Though they have said goodbye to their Denouement allies, they have gained several faces both new and old. Samudio, happy to be on the road again, is already angling to make a qui…
 
Bk. 04 Ch. 03 The Church of Rebellion has successfully endorsed the power grab of the giants, lead by Elder Gar'Shen. On top of that, they seem to have attracted the attention of several individuals. As the founders of the church return from the Holy Hall of Tren'Ga, they are faced with a new group with their own desires. But it is the plans of old…
 
Bk. 04 Ch. 02 Killing a king and creating a new church has a way of drawing attention. That sort of ambition and influence can be seen as a threat or as a tool, and it doesn't take long before other parties try to wield it for themselves. When confronted with such a situation, by faces new and familiar, the newfound Church of Rebellion must decide …
 
Bk. 04 Ch. 01 Welcome to Book IV! A dead king. A fallen palace. A new god. With the capital city of Vermillion reeling from recent events, the citizens are in desperate need of stability. Arannis, the newly self-proclaimed God of Rebellion must decide what to do with his new power. Darvin, Veil, and Iolana must find their paths forward. New allies …
 
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…
 
Iona Sintoram is willing to negotiate for Sam's freedom, but she desires more than just gold. As a member of The Conscription, with a Grimm Pendant of her own, she knows how useful Darvin's flesh can be. Our heroes must balance their morals against their friendship with Sam to find a way of sealing the deal. Patreon: patreon.com/skyrendpodcast Disc…
 
The party has found their old tamani friend, Samudio, fighting in The Stained Court of Caravel. While the fights there tend to be non-lethal, they still doubt that he is there of his own choosing. Trying to keep a low profile, they look focus on legal options to retrieve their friend. The easiest way to do that would be through Sam's patron, but sh…
 
Caravel is the closest major city to Vermillion, but it has very little in common with the capitol of Carricar. The trade city has much to offer in terms of distractions, including the relatively new fighting pit: The Stained Court. With a final chance to unwind before turning to the capitol, what our heroes find may cut the relaxation short. Patre…
 
The escape from Honey Hollow went better than anticipated, but the journey north is by no means safe. The ocean branches have brought new obstacles to the region, adding to the old, and there is the ever-present darkness that looms in The Winter Belt. Trouble can come from anywhere, and it will take a keen eye to stay ahead. Patreon: patreon.com/sk…
 
With Cregan out of the picture, the party looks to the threats still awaiting outside, and above, the fair city of Honey Hollow. Thorn is worried that they may not be able to hold the remaining forces at bay without help, especially with those phoenixes waiting to wreak havoc. With the flying horses provided by Gossrym, surely our heroes stand a ch…
 
Veil's carefully planned ambush is ready to be put into action against Cregan and his Conscription forces. Captain Thorn has been able to lend some assistance, but it may not be enough. The Conscription has been known to use Grimm Pendant's to keep death at bay, and Cregan has no problem with overkill when the situation arises. Patreon: patreon.com…
 
The Conscription has arrived above Honey Hollow, and they are being overly direct in regards to their purpose. The city must hand over those afflicted by The Withering to receive Koram's grace or face utter destruction at the hands (and wings) of a small and powerful force. The options for a safe escape are few, but something must be done soon. Pat…
 
With the events in Honey Hollow wrapping up more smoothly than anticipated, the party is looking to make an easy exit into the darkness outside. It seems the last thing to do before leaving is to get Gossrym to make good on his end of the deal. The Monstrosity God has pledged to give wings to the party's horses. Surely, that will be the last hurdle…
 
If you go to Honey Hollow, you need to visit Sweet William's! The music, the company, and (of course) the mead can't be beat. It's the perfect place to unwind and catch up with friends, new and old. Darvin, Arannis, and Iolana do their best to rest before taking advantage of their temporary truce with Gossrym. But even when they try to relax, there…
 
It's study time in Honey Hollow! Lianna and Gossrym combine their divine wisdom to help the party, who are looking for more unorthodox solutions to Withering. Meanwhile, Darvin, Arannis, and Iolana try to return the favor by providing their own insights. And no study night would be complete without a chance to unwind. Patreon: patreon.com/skyrendpo…
 
Inside Honey Hollow, Arannis, Darvin, Veil, and Iolana find time to prepare for the second leg of their journey. The city has changed over the years, but many familiar faces still abound...some welcome, some less so. Still, there are plenty of intriguing possibilities around. It's just a matter of being bold enough to take advantage of them. Patreo…
 
After sending away their allies, the party needs to find a way to the capitol city of Vermillion. With the ocean branching into the air all over, travel by sea has become much less reliable. They are weeks, if not months, away by conventional means. But, perhaps the unconventional will provide a shortcut. If they're lucky, it may even be safe. Patr…
 
Iskra and Ingrid have been subdued, with Iskra primed for a friendly interrogation. Her knowledge of- and ability to get close to- Malcias could be invaluable. Princess Collett, Felicity, and Tonk Maggle have been freed, and everyone must figure out where to go from here. The dangers ahead are great, perhaps too great for some. Patreon: patreon.com…
 
The battle with Iskra Maldon and Ingrid Madeiras rages on as the pair of genasi raise the stakes, with poor Felicity paying a hefty price for their cruelty. Their belief in the ways of The Conscription, along with their Grimm Pendants, encourage them to fight even when outmatched. If not stopped here, who knows what they might be capable of once th…
 
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