The heroes finally face off against Iymrith, the Doom of the Desert in a battle that will shook the Sword Coast
The heroes gain unexpected aid and rush to meet the Doom of the Desert in her lair in Anauroch
The heroes barely managed to escape Ironslag and muster up their forces to take down Iymrith.
The heroes finally make their way to Ironslag to defeat the leader of the Fire Giants, Duke Zalto.
The Good Fellas make their way into Waterdeep where they gather gear for their upcoming fight against Duke Zalto
The Good Fellas catch some rest in Phandalin while readying themselves to perform a play to the Giftgiver.
The Good Fellas face against the Cult and gain a shocking revelations about their purpose in the Cult's plan.
The heroes arrive to Parnast, where they seek a way inside the cultists castle.
Escaping from the shipwreck, the heroes gather themselves in Yartar before beginning their chase for the Cloud Castle.
The heroes gain a clue that leads them to a gambling ship in Yartar named the Grand Dame.
The heroes find themselves in the middle of the politics of the Storm Giant court, trying desperately to stop the war between Giants and small folk.
The heroes make a deal with the fey in order to save Andrew and journey into the Storm Giant fortress
The party gains a horrifying revelation and return home with heavy hearts.
The party navigates beneath the Red Pyramids, hoping to find Nomime's captured brother.
The heroes return from Shadowfell to the desert where they began the daring rescue of Nomime's little brother.
The heroes regroup in the dark forest of Shadowfell. With food running out and desperation rising, the heroes get a chance of escaping the Plane of Shadows.
The heroes travel to the plane of shadows only to find themselves lost with no way home.
The plans change as Nomime's brother gets kidnapped by the hags from Ascore. The party decide to leave the Storm Giants for now and head out to Shadowfell of all places...
The heroes teleport to Neverwinter and begin their return to the village of Phandalin after several months of adventuring.
The Good Fellas bargain with the mysterious entities of Ascore in order to defeat the children of Iymrith and reclaim the blade of Mask for Bene.
The heroes depart from Citadel Adbar and make their way to the ancient dwarven city of Ascore.
From enhancing Ranvas' firearm with a tinkering gnome's promise to a clash with possessed dwarven knights, the heroes find both gratitude and betrayal in Citadel Adbar, setting the stage for their desert-bound journey.
The heroes delve into the forge of the Fire Giants to free the captured prisoners and locate the conch of teleportation. Things get heated when they stumble onto the princess of Ironslag...
The heroes finally locate Ironslag within the Ice Spires, but must first deal with the village of yak-folk and their dastardly schemes.
The heroes hijack a cult airship and make their way towards Everlund. During their journey they question the mysterious Red Wizard as well as get confronted by a hungry dragon.
The adventurers finally face the fearsome Hill Giant Chieftain Guh and her entourage.
The heroes finally arrive to Grudd Haug, where they face off against the fearsome Hill Giant and their minions.
The heroes depart from Everlund towards Evermoors to find the den of the Hill Giants. During their travel, they meet an unlikely ally...
The heroes escape the Temple of Annam and begin to track down the Giant Lords.
After the devastating loss of Virion Mosstrap, the heroes decide to press on towards the Eye of the All-Father to consult the Oracle. During their travel they come across a stranger in the most bizarre of places...
The heroes recuperate in Mirabar and find a new patron, before they venture off into the Spine of the World to loot the Great Worm Cavern and seek out the Temple of Annam, the All-father. Not all go to plan however...
The heroes meet with Harshnag the Grim who reveals them the location of the Eye of the All-Father. The Good Fellas must first seek out giant relics from the Uthgardt spirit mounds as offerings to the oracle who may aid them in stopping the giant rampage.
The Good Fellas manage to find Weevil, but the threat is not yet over...
The heroes make their way to Xanthral's Keep to seek out the outlaw Weevil. Strange things happen and their memories turn hazy...
The party take part in the ancient Wizard Trials and face perils like never before.
The heroes share bittersweet goodbyes with Bardy and venture towards North to the town of Longsaddle.
The heroes face a foe like never before as they find themselves against Venomfang, the gargantuan green dragon!
The Goodfellas enjoy a hearty rest in the town of Phandalin and reconvene with their old pals.
Ranvas and Virion begin their daring rescue mission while Bene, Bardy and Nomime try desperately to survive. The heroes find more information on the Cult of the Dragon.
The heroes split up, with half of them venturing to Kryptgarden to face the corruption within and the other in Mere of the Dead to battle against the Cult of the Dragon
The heroes get rescued from captivity and make their way towards Carnath Roadhouse.
The Goodfellas meet up with Felgolos and make their way to the city of Waterdeep to search for Bene's father.
The heroes visit the Harpers of Moongleam tower and spend a bit of downtime in the city.
After liberating Shadowtop Cathedral, the heroes make their way towards the city of Everlund
The heroes arrive to Noanar's Hold where a chance meeting leads them to the dark depths of High Forest
The heroes spent another downtime inside the luscious city of Yartar
After a few days of downtime in Triboar the Good Fellas finish up their tasks and head to Yartar to resurrect Bene.
The heroes face a new threat; fire giants invade the streets of Phandalin, pillaging and burning while looking for a lost relic.
The heroes begin their adventure to the Corkscrew Mines but their journey is quickly halted by an old enemy.
The Good Fellas rest after the adventure and began to plan their next journey, not before saying goodbyes.
The Good Fellas venture out to the unexplored depths of Wave Echo Cave, trying to find Nomime's father while clearing out the dangers for the Rockseeker brothers
The heroes delve deeper into the Cave investigating the strange pulse resonating from North and meet a suspicious character.
The Butcherers, along with a new set of friends delve inside the Wave Echo Cave to face the horrors within.
After surviving the attacks of the doppelgangers, the remaining Butcherers recuperate and find unexpected allies.
The adventurers desperately try to unveil and chase the shapeshifter in Phandalin. All hell breaks loose when the hunter becomes the prey.
The adventurers return to Phandalin after escaping the Cragmaw Tribe, but things quickly turn sideways as a murder takes place. There also seems to be duplicates of their friends...
The party takes a stand as the goblinoids of Cragmaw Castle clash against them
The adventurers travel along the Phandelver region searching for clues about the whereabouts of Cragmaw Castle.
The adventurers delve deeper into the Redbrand Hideout and meet a familiar face.
The adventure group deal with the aftermath of the fights against Redbrand as well as plan to get rid of them.
The adventurers learn of the local band of thugs called the Redbrands and soon the streets are covered in blood.
The adventurer's have been hired by Gundren Rockseeker to deliver his supplies to the town of Phandalin.