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 continent of Carricar. Karami fared better than most cities after The Turn. Like most of the continent, Karami lies in a state of perpetual autumn. Because of where it lies, the city also has much more night than day. Our story begins in The Bard’s Rest, a tavern on the west side of the city. From there, the adventures that will define the fifth age lie ahead. Where we go from there all depends on the choices our players make.
This is the first chapter in our inaugural trilogy. In this chapter, we are introduced to Veil, the Changeling Rogue. These first three chapters serve as an introduction to our characters. They are best thought of as a supplemental to the main story which begins with chapter 4. In these first three chapters, each player answers some fairly basic questions regarding their character’s background. We set this up so that everyone could...
This is the second chapter in our inaugural trilogy. In this chapter, we are introduced to Arannis Grey, the Half-Elf Bard. These first three chapters serve as an introduction to our characters. They are best thought of as a supplemental to the main story which begins with chapter 4. In these first three chapters, each player answers some fairly basic questions regarding their character’s background. We set this up so that everyone...
This is the third chapter in our inaugural trilogy. In this chapter, we are introduced to Master Darvin Grimm, the Human Monk. These first three chapters serve as an introduction to our characters. They are best thought of as a supplemental to the main story which begins with chapter 4. In these first three chapters, each player answers some fairly basic questions regarding their character’s background. We set this up so that every...
With the character introductions out of the way, we are ready to begin our adventure. In this chapter, Darvin, Veil, and Arannis head into the woods for some highbrow camping. However, their reasons for doing so do not necessarily align.
Music: twitter.com/DarylBarnes_
Patreon: patreon.com/skyrendpodcast
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The owl hunt continues as Lord Robin's birthday party comes to an end. Not everything goes as planned, so there is some quick thinking that will need to get done. We'll see how Darvin, Veil, and Arannis handle a party that gets out of hand.
Music: twitter.com/DarylBarnes_
Patreon: patreon.com/skyrendpodcast
Discord: discord.gg/yEbuAVU
Back in the city proper, the party meets a nice, old man named Hizerni. Arannis, Veil, and Darvin decide to help him out when they notice he's not having the best day. Let's just say, it gets away from them.
Music: twitter.com/DarylBarnes_
Patreon: patreon.com/skyrendpodcast
Discord: discord.gg/yEbuAVU
After the events with Hizerni at the Temple of Koram, people are starting to take an interest in our heroes. Living up to those expectations can be a challenge, especially if those expectations don't live up to reality.
Music: twitter.com/DarylBarnes_
Patreon: patreon.com/skyrendpodcast
Discord: discord.gg/yEbuAVU
It looks like Darvin is in a spot of trouble. Will Veil and Arannis do anything to help the young monk? Do they even care about what happens to him? One way or another, they will help decide the fate of Master Darvin.
Music: twitter.com/DarylBarnes_
Patreon: patreon.com/skyrendpodcast
Discord: discord.gg/yEbuAVU
Darvin is out of jail, but now what? Breaking Darvin out of the Royal House left a trail of dead bodies. Count Valence is not one to let such actions go unpursued. How long will our heroes be safe within the city?
Music: twitter.com/DarylBarnes_
Patreon: patreon.com/skyrendpodcast
Discord: discord.gg/yEbuAVU
Karami is feeling less safe by the minute, and now it looks like The Bard's Rest is in danger. Veil and Arannis try to help their employer as Darvin makes his way out of the city. Will they all be able to make it out safely? And will the road be any less dangerous?
Music: twitter.com/DarylBarnes_
Patreon: patreon.com/skyrendpodcast
Discord: discord.gg/yEbuAVU
Count Valence has sent a messenger to spread word of the criminal activities of Arannis and Darvin. His first stop is in Fort Barberry, where Veil is trying their best to stop that message. Fair warning: things get worse before they get better.
With Fort Barberry and the troubles of Karami behind them, the simple town of Old Barberry seems like a good place to unwind and prepare for the long journey south. Maybe they can even get into some of the butterfly fun with the locals.
While helping Old Barberry prepare for their annual Butterfly Festival, the locals started showing strange signs of lepidopterism. Darvin and Arannis have been unknowingly tempting fate, but what will happen to them? And what of the townsfolk?
In the wake of the butterfly incident with the shrine to Gossrym, our adventurers are ready to hit the road. Sniffins was waiting by the wagons, but Samudio was nowhere to be seen. They must find their friend and prepare for the bitter cold weather of the south.
The road south to the city of Honey Hollow has more dangers than just the cold. Join us as we meet new acquaintances and make a stop in Medullary Hill. If they just pay a toll, they can keep moving along. If only it were that simple.
While attempting to leave Medullary Hill, a new visitor arrives. It is not here for conversation. And then there's the whole issue with the Skeleton Prince. Biggs is trying to set up a deal for safe passage despite the rest of the group's willingness to leave. Let's find out who had the right idea.
Biggs has big plans for Darvin, Veil, and Arannis, but first they need to accept the deal being offered. Darvin is doing his best to earn their trust while also trying to make sure he and his companions can get back on the road safely. Can he play along long enough to get them all out safely?
It's been a long trek, but our adventurers have finally made it to Honey Hollow. Veil may have an ulterior motive, but Arannis and Darvin have the luxury of getting to know the city. Honey Hollow is open to travelers, and is always willing to accept a helping hand.
The party has agreed to help out an old Half-Dragon named Brizandene, but they have some business to attend to in Honey Hollow first. Veil is eager to finish up their assignment. Meanwhile, Darvin and Arannis find it difficult to remain idle. Each tries to find some semblance of their old routine within the city.
Under the snow in Honey Hollow, Veil and Darvin work diligently to fulfill their duties. Cortland and Mayapple are unaware of the forces working against them, but their fates are not yet sealed. On a lighter note, Arannis is all set to perform at Sweet William's and has even made friends with a local musician. Good for him.
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