Comedy / Sci-Fi & Fantasy / Mystery
Six strangers share a prophetic dream that condemns two of them to death. As they chase down their impending demise, a dangerous question grows. Does fate change once you've seen it?


While stranded at sea, six strangers share a prophetic dream that condemns two of them death. As they question other passengers they learn some strangers are not strangers at all.

When one of the crew is found murdered, suspicions fly on a manifest full of motives. First Mate Marcus Temme turns to one of the players to help strong-arm a ship packed with suspects.

One passenger is missing. One is locked away. One is under guard. None may be acting alone.

Fearing for the Captain's safety, the players force their way into her cabin. What they discover changes the entire power dynamic on The Cherry Wind.

The party narrows down the killer to one of three people and leaps into action; swords, spells and swashbuckling erupt on the top deck, but don't look anyone in the eyes.

Having said their goodbyes, each player heads off alone into the city of Baldur's Gate. Some return home. Some are on the hunt. Some look to new beginnings. Yet the vision remains unsolved and their lives may be more connected than they could ever suspect.

Paths begin to intertwine as players chase answers to personal questions. From the theatre district to a totally legitimate restaurant, their journeys take them to some of Baldur's Gate's most outlandish locations.

Vinh and Asher are attacked by members of a secret organization that may be the cause of everyone's problems. Their fates now firmly intertwined, the party signs a contract for a mission in search of more answers.

The party is sent on a suspiciously simple job to find a sword within the corpse of a long forgotten titan. The web of lies begins to show as team leader Vyrnon seems only interested in Flik's survival.
Flik's retrieval of the sword has unintended consequences as the party must now square off against an undead horde of Longstriders and acolytes of The Future.
The party returns to Baldur’s Gate with the body of the beholder.
On the hunt for more answers Flik, Asher, and Ulavina meet with the author of a popular romance novel series.
Laura, a young romantic, secrets away to the arms of a masked vigilante.
DM Brian leads the players through a fine dining puzzle.
An unexpected return to a popular tavern kicks off the party’s plan to infiltrate The Future.
The party is onboarded into The Future and gain a better understanding of the master plan at work.
A magic item awaits the party inside a small idyllic town where everything is a bit too perfect.
The party learns there is no fantasy, The Future has developed farsight magic through small sapphire monocles.
An imprisoned dragon in the basement shows how far The Future is willing to go to achieve their goals.
In the aftermath of the battle, the party discovers that the Medaji are collaborating with The Future.
The party discovers the source of their shared vision and race off to confront Almori.
The battle with Almori grows deadly as he turns the raging lightning storm against the party.

Asher

Dryddian

Flik

Tolo

Ulavina

Self - DM

Vinh Erikson von Longstrider

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