Having just escaped from the demonic fleet of the strange cult, Einarr and the crew of the Vidofnir are in need of some way to fight the horrors unleashed and eliminate the cult for good. Fortunately, it just so happens that those who are experienced in the ways of magic and story tend to accumulate wisdom as well as lore…
- 5.1 – Matrons of the Hall
- 5.2 – Wise Women’s Table
- 5.3 – Medicinal Bath
- 5.4 – Hasty Departure
- 5.5 – Whispering Woods
- 5.6 – At the Blue Hall
- 5.7 – A Borrowed Boat
- 5.8 – Lost in Fog
- 5.9 – Undersea Assailant
- 5.10 – Into the Tower
- 5.11 – Bubbles
- 5.12 – Among the Leaves So Green
- 5.13 – Hero Worship
- 5.14 – Raven Dreams
- 5.15 – Altered Memory
- 5.16 – Floor Three
- 5.17 – Stenjätte
- 5.18 – Closed Circle
- 5.19 – Deathmatch Tafl
- 5.20 – Tuichu
- 5.21 – Relational Maze
- 5.22 – Mortality
- 5.23 – Valkyrie
- 5.24 – Second Chance
- 5.25 – Infirmary
- 5.26 – Poultice
- 5.27 – Raven-Door
- 5.28 – Huginn and Muninn
- 5.29 – Örlögnir
- 5.30 – Escaping the Tower
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