Table of Contents
Einarr and his companions awake to find themselves chained in the dark of a dungeon, captured by the dwarves of Myrkheimr for the sin of trespassing down the Paths of Stone. Meanwhile, Jorir still awaits the pleasure of his Thane, seeking an audience to bring those very same people down below and end the curse on their land.
When Jorir is finally granted his audience, he is shocked to discover that his liege-lord Einarr, the Cursebreaker himself, is here – captive! Worse, Einarr and his companions are to be sacrificed to Malunion on the next favorable day! Can Jorir free his lord from the sacrificial altar – and his people from the demon’s grasp?
- 13.1 – Rude Awakening
- 13.2 – Scorn
- 13.3 – The Court of Iron and Brass
- 13.4 – Infiltration
- 13.5 – Jailbreak
- 13.6 – Kin No More
- 13.7 – Cleansing
- 13.8 – The Temple Path
- 13.9 – Improvisation
- 13.10 – Secret Passage
- 13.11 – Deeper In
- 13.12 – Serpent’s Hall
- 13.13 – Falling Scales
- 13.14 – Inner Sanctum
- 13.15 – Extraction
- 13.16 – Escape
- 13.17 – The Way Forward
- 13.18 – Brawling
- 13.19 – The Auspicious Day
- 13.20 – Demon’s Advent
- 13.21 – Kraken Father
- 13.22 – Rune Tactics
- 13.23 – Shifting Tides
- 13.24 – Outside Perspective
- 13.25 – Uncommon Working
- 13.26 – Aftermath
- 13.27 – Farewells
- 13.28 – Homecoming
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