Session 16: Keep the Blood Off the Streets

After the fight ends, the City Watch arrives. A tense interrogation, a near arrest, and a warning that draws a hard line between the streets above and the shadows below.
Gather. Laugh. Roll
Gather. Laugh. Roll
Campaign Recap

After the fight ends, the City Watch arrives. A tense interrogation, a near arrest, and a warning that draws a hard line between the streets above and the shadows below.

A young white dragon falls not to desperation, but to planning. In Session 11 of Voxels & Valor, an owl, a rope, and one bad save turn a dragon fight into a lesson in certainty.

The search for Floon draws the party into Candle Lane, a forgotten street where surveillance collapses into violence and Waterdeep reminds them that it does not wait.

A confident march up the mountain ends in a closed door, a failed negotiation, and a fight with no retreat. Voxels & Valor learns what certainty costs.

The search for Floon Blagmaar leads through Dock Ward taverns and into darker waters, where rumors harden into truths and Waterdeep makes it clear it won’t help.

A travel session where the world does everything it can to warn Voxels & Valor away—and they confidently ignore every sign. Ice, omens, and unchecked certainty on a frozen road.

A tense, funny, and slightly unhinged session recap as Voxels & Valor navigates Gnomengard, survives mistranslation and magic mishaps, and confidently decides they’re ready to fight a dragon.

Gnomengarde offers Voxels & Valor no answers—only mist, polite madness, and a barrel that bites back. In Session 7, trust begins to unravel.

Waterdeep doesn’t welcome heroes—it processes them. Doc hits the mud at the gates while Krentz brings violence to the Yawning Portal, Fluffy disappears into the well, and a cheering crowd’s “Dip” becomes a nightmare as something climbs out of the dark.