Episode 31 - On The Edge of Darkness - Fishies
Exploring the ancient temple deeper and deeper, they find not everything is as it seems. One of the party members makes a terrible choice, that may haunt them later.

Exploring the ancient temple deeper and deeper, they find not everything is as it seems. One of the party members makes a terrible choice, that may haunt them later.
Deeper into the waters, they stumble upon an ancient temple filled with aquatic horrors.
Grudgingly, the party agrees to help the local station by investigating the problems under the water.
Someone realizes they made a terrible choice, as they are welcomed into a Fort for the evening and learn of a local problem.
With sadness they say good-bye to a friend and look to hire a guide to take them into the Deadspokes.
Returning to Portstown, bounties are collected and the adventurers prepare themselves for a journey north, while one member says good-bye.
The two tribes finally meet under a banner of truth, and find a betrayer in their midst.
Returning to the DewClaw with word from the other Gnoll clan, they plan a meeting between the two warring tribes.
The party finishes proving themselves and seeks a word with Longtooth about a truce.
Leaving the tribe the party heads east to find the other warring tribe of Gnolls, and are put to a test to find if they are worthy of being warriors.
Returning from the Trial, the Gnolls greet them as part of the tribe, and throw a massive party.
Finding themselves taking a short rest after a difficult creature, an errant shot leads to a collapse that may claim the life of the party!
Delving deeper into the Canyon, the voices speak to the party, guiding them into the unknown.
In an uneasy agreement, they party agrees to partake on a trial from the Gnolls to prove their worth.
Continuing south, they enter into the Jagged Teeth Spires, and must make a challenging climb, and an uneasy alliance.
Celebrating the new mayor in town, the party gets to know a new member, and prepares to head south.
Returning from the tower, the city of Portstown is left without a mayor, and it's given the choice to replace it, to the adventurers.
After finding the source of the Corruption in the Tower, the party stumbles onto the Wizards private collection of artifacts.
As they ascend the tower, the origin of the creatures from the sewers become clear.
Finding their way into an ancient Wizards Tower proves to be difficult, as are the nefarious traps set inside.
Learning of the secret in the sewers, the party returns to the surface to inform the local guards.
Exploring the sewers the party finds an unexpected problem with a creature living beneath the streets of Portstown.
Learning of a dark secret in the quiet city of Portstown, they delve into the local sewers looking for answers.
After returning to the Kobold camp, they decide to head west to the city of Portstown.
Dealing with a great loss, the party pushes forward, and one of them makes a connection with a dark presence.
Chasing an evil creature into a dark cave, bodes danger for the party.
The adventurers set out to help a small community of kobolds with a problem of a corrupt swamp nearby.
The adventurers find themselves in a dark swamp, and make an unlikely ally.
The Adventurers delve even deeper into the lost lair, and discover a terrifying creature within.
The adventurers investigate the Varsith Lair to find what secrets it holds.