In this session, the party—Drakar the cleric, Solaris the monk, and A the druid—spend time in the city of Agro following a recent adventure.
The Wedding in Potter’s Fields
With several hours before a wedding they helped make possible, Drakar investigates the mysterious “Anarch,” learning he was supposedly one of Agro’s founders 230 years ago—making the armored figure they encountered either impossibly old or an impostor .
That evening, the group attends Bilga’s rustic barn wedding in Potter’s Fields. Drakar helps walk the bride down the aisle alongside her stepfather. The celebration is joyful and lively, with dancing, gifts, and plenty of drink. A enjoys a brief romantic escapade with Blake, a handsome but overly talkative town guard, while Solaris dances but keeps her distance. Drakar remains focused on the family and festivities .
A Summons from the Watch
The next morning, Blake—now on duty—summons the party to the Tidewater Watchtower. There, they meet Captain Dalintok and are introduced to Vi (Viflo), a member of the Forerunners, an undercover investigative arm of the city guard .
Vi explains that a powerful Magisterium, Asflag Momont, has died suddenly under suspicious circumstances. Before his estate is auctioned in three days, the Forerunners need a valuable painting secretly retrieved. Because the estate is heavily watched and politically sensitive, they require outsiders.
After negotiation led by A, the party secures 275 gold each plus “LE” (Illegal Entrant) pendants granting them near-citizen privileges within Agro . They agree to travel via hidden cartways through Skullport to infiltrate the estate discreetly.
A Gift and Preparations
Before departing, they visit Bilga’s stepfather, Hosh, who gifts them an elaborate experimental wagon called the “Oatrunner,” outfitted with bunks, storage, and even a hidden compartment. Though they lack animals to pull it, it stands as a future base of operations .
Attempts to acquire thieves’ tools fail, leaving them without specialized burglary gear.
Confrontation at the Cartways
At dawn, Vi leads them to a hidden entrance—but it has been seized by the Kingdom of the Nail, a thieves’ faction already hostile to the party . Their representative, Vitold, refuses entry and bars the party from using the passage.
Negotiations collapse after threats and posturing, and combat erupts. The party fights multiple rogues in the confined entrance chamber. Vi proves deadly, delivering massive sneak attacks, while Drakar blesses and supports the team, A unleashes tidal and ice magic, and Solaris stuns enemies with precise strikes .
Vitold is killed, and the remaining thieves are swiftly defeated. The session ends with the party victorious and preparing to proceed deeper into the cartways toward Skullport and the Magisterium’s estate .
Overall Plot: What begins as a lighthearted wedding celebration shifts into political intrigue and urban espionage. The party is recruited for a high-stakes covert mission involving a dead Magisterium and a secret painting, only to immediately clash with the criminal underworld controlling the city’s hidden routes. The stage is set for infiltration, mystery, and deeper conflict within Agro’s power structure.
Here is a collection of campaign notes from each session.
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Session 001
In this session, the party—Drakar the cleric, Solaris the monk, and A the druid—spend time in the city of Agro following a recent adventure.
The Wedding in Potter’s Fields
With several hours before a wedding they helped make possible, Drakar investigates the mysterious “Anarch,” learning he was supposedly one of Agro’s founders 230 years ago—making the armored figure they encountered either impossibly old or an impostor .
That evening, the group attends Bilga’s rustic barn wedding in Potter’s Fields. Drakar helps walk the bride down the aisle alongside her stepfather. The celebration is joyful and lively, with dancing, gifts, and plenty of drink. A enjoys a brief romantic escapade with Blake, a handsome but overly talkative town guard, while Solaris dances but keeps her distance. Drakar remains focused on the family and festivities .
A Summons from the Watch
The next morning, Blake—now on duty—summons the party to the Tidewater Watchtower. There, they meet Captain Dalintok and are introduced to Vi (Viflo), a member of the Forerunners, an undercover investigative arm of the city guard .
Vi explains that a powerful Magisterium, Asflag Momont, has died suddenly under suspicious circumstances. Before his estate is auctioned in three days, the Forerunners need a valuable painting secretly retrieved. Because the estate is heavily watched and politically sensitive, they require outsiders.
After negotiation led by A, the party secures 275 gold each plus “LE” (Illegal Entrant) pendants granting them near-citizen privileges within Agro . They agree to travel via hidden cartways through Skullport to infiltrate the estate discreetly.
A Gift and Preparations
Before departing, they visit Bilga’s stepfather, Hosh, who gifts them an elaborate experimental wagon called the “Oatrunner,” outfitted with bunks, storage, and even a hidden compartment. Though they lack animals to pull it, it stands as a future base of operations .
Attempts to acquire thieves’ tools fail, leaving them without specialized burglary gear.
Confrontation at the Cartways
At dawn, Vi leads them to a hidden entrance—but it has been seized by the Kingdom of the Nail, a thieves’ faction already hostile to the party . Their representative, Vitold, refuses entry and bars the party from using the passage.
Negotiations collapse after threats and posturing, and combat erupts. The party fights multiple rogues in the confined entrance chamber. Vi proves deadly, delivering massive sneak attacks, while Drakar blesses and supports the team, A unleashes tidal and ice magic, and Solaris stuns enemies with precise strikes .
Vitold is killed, and the remaining thieves are swiftly defeated. The session ends with the party victorious and preparing to proceed deeper into the cartways toward Skullport and the Magisterium’s estate .
Overall Plot:
What begins as a lighthearted wedding celebration shifts into political intrigue and urban espionage. The party is recruited for a high-stakes covert mission involving a dead Magisterium and a secret painting, only to immediately clash with the criminal underworld controlling the city’s hidden routes. The stage is set for infiltration, mystery, and deeper conflict within Agro’s power structure.
FundPirate
The Die As Cast podcast