The Scions defend Fort Faustus from an onslaught of powerful beasts
The Scions receive a report that someone claiming to be the freedom fighter Syllin is terrorizing the legion stationed in the old even capital, Avec. Seeing as how they killed Syllin, they head to Avec to investigate.
With the Brotherhood surprising both Imperial and Senate armies, the Scions and the newly united Four Elements race to stop them.
Vincenzo made the Scions an offer they couldn't refuse. Except they did.
The Scions must run the gauntlet to find Vincenzo. But first, they must deal with the angry Eladrin spirit woken up by Rayuuv and Wanda.
After getting sucked through the portal in the Eladrin ruins, the Scions find themselves in the mithril mines. What dark things did Vincenzo uncover?
After meeting with Tiberius, the Scions head to the Eladrin ruins to determine if they can uncover the source of the undead infestation.
The Scions attempt to rescue Silas from the Imperial camp without alerting the entire legion.
The Krom Krushers defend themselves from the basilisk and seek to uncover the mysteries of the kobold legion.
The Scions have entrusted the safety of Monterra to the Krom Krushers, a group of wannabe heroes/mercenaries for hire. That might have been a mistake.
The Scions find themselves staring down a detachment of elite Imperial infantry. Elmoira returns to the fight after scouting the Imperial garrison.
After destroying the undead at the ruins of Pelor's temple, Junjie tells the party to look for Yuan on an abandoned farm outside town.
After defeating the strange zombies and meeting Daisuke Ironfoot, the Scions continue their search for Yuan and Silas
The Scions return to Haversmeet at the request of Yuan. She sent a message saying that there's a problem with the Four Elements that only Anton can solve. Silas also sends a message, he is worried that the two Imperial armies are about to clash, and Haversmeet is caught in the middle.
Monterra's walls have been breached, the Scions fight desperately to keep the Brotherhood from overrunning the city. Trogdor looms overhead, ready to rain burnination on his foes.
The Scions defend Monterra from Trogdor and his force
The Scions intercept the Black Brigade's prisoner transport in an attempt to rescue the Krom Krushers from certain torture and death at the hands of Captain Gallus.
The Scions defend Abraxis from Syllin and her kill squad
The Scions' army clashes with the Brotherhood of Burninaiton
After defeating the Arch Magus the Scions return to Monterra only to find it beset by a myriad of problems. They'll have to raise an army to fend off the twin threats of the Black Brigade and the Brotherhood of Burnination.
The final showdown with the Arch Magus. The winner determines the fate of Nikea.
The Scions clash with Theodosius. The end game draws near.
After convincing a Death Tyrant to let them pass, the Scions explore an underground lair in the feywild beneath Nikea.
The party heads to the sewers to pursue the Arch Magus; things start moving to the endgame
The Scions find a unsigned sending stone telling them to head to the docks at midnight. The author promises that it's time to learn the truth. Or is it a trap?
The Scions find themselves locked in combat with undead who have been summoned to Theodosius's ritual room. Something loud and ominous is coming from the
The party has learned that the necromancers were part of a secret order called the Sigil and Flame. Dralin and Chandrilla offer them different paths to investigate the order.
The party continues to fight the undead at the Memorial Grove. One of the necromancers, his control stone shattered, lies on the floor at the mercy of a reveneant. The second necromancer attempts to escape before the party can capture him. Dralin and his paladins hold off a horde of undead from surrounding the Scions.
The party finishes up its fight with Bonesaw and prepares for the next adventure.
The party finishes the fight with the owlbears, and then pursue some more leads
Orren Wren has been defeated, and the Scions must decide his fate. The party continues to search for clues on the whereabout of the Arch Magus
The party continues to scour the Orren Wren's basement to find his whereabouts. What horrors await them?
The party explores the dungeon underneath the Artificer's shop. What horrors wait below
After investigating the docks and delivering the fake control stone to Arcanium, the party has discovered its intended recipient was one of the faculty, Professor Theodosius. They've also learned that people at the docks started disappearing after a well-dressed gnome began regularly appearing. The Scions will have to decide which lead to investigate next.
The party responds to an urgent request from Chandrilla Dawnstar in Nikea. She needs the party's help with an extremely urgent matter, and asks the Scions to come as quickly as they can.
The fire temple has been invaded by Syllin. Will the party be able to convince her to join their cause, or will this become a three way fight?
After teleporting to the coordinates provided by Master Bruce, the party finds itself on a Spelljammer gunship named the Sharphorn. After being introduced to its admiral, Artermis Sharphorn, an impeccably dressed humanoid hippo and his agree, the party is asked to slip past the Gith blockade and clear out the Fire Temple of its demon infestation. The party was given control of a Strike spelljammer ship named the Nighstrike, which was deftly piloted by Rayuuv around the patrol. While preparing to descend the party was boarded by a crew from a gith space galleon, and find themselves fighting off the invaders so they can land on the asteroid's surface.
The party uses the Staff of Shifting Worlds to warp to the coordinates given to them by Master Bruce. They find themselves on a space galleon, surrounded by armed hippos in naval uniforms.
The party confronts the blue dragon Abraxis in his lair. Will Wanda's history as the Wyrmstealer lead to violence, or can the party convince Abraxis to stop raiding Monterra?
The party sets out to find the blue dragon that's been terrorizing Monterra and stealing all their booze.
Wanda unlocks one of her hidden memories while studying the Staff of Shifting Worlds
The party accidentally opens a rift in space time with the recently recovered Staff of Shifting Worlds. Where did it take them?
Claudius announces his governorship as the city mourns. The party prepares to defend the city from a breakaway legion intent on claiming the city for themselves.
The party has found Lady Demeter in the basement of the villa, seemingly tortured at the hands of Krom's inquisitors. They desperately beat back the assault in an attempt to free her.
The party discovers that a mysterious new adversary has put a bounty on their heads, and it didn't come from the imperial legions. The governor is somewhere in his villa, but where could he possibly he hiding?
After dispersing the crowd the party is ambushed by a group of imperial soldiers intent on collecting the sizeable bounty on their heads. Where is the governor, and is he complicit in this ambush?
The party continues their fight against the mysterious blue dragon, attempting to save Wanda from its clutches
After rescuing Wanda and destroying Lloth's great pyramid, the party heads toward the capital city of Monterra.
After finding their way to the second floor of the pyramid and fighting off several waves of undead, the party are tricked by a group of Drow into fighting a zombie beholder before they can move further into the pyramid.
After sneaking into the Great Pyramid, the party must find their way to the top of the structure if they want to find Rayuuv's spiritual half.
After defeating the Morkoth and travelling through the astral gate the party finds itself in an ancient Elven necropolis somewhere in the desert. One great pyramid remains standing among the ruins, and its power draws the party closer. The entrance to the pyramid is heavily guarded, but Rayuuv is convinced that his other half is being held somewhere inside.
After defeating his kua-toa followers, the party prepares to confront the Kraken and end the island's curse once and for all.
The party feasts with the fire giant king and hears his tale of the Kraken. As they move closer to the storm, the end game draws near.
After failing to slip past the harpies, the party will have to defend themselves and escape through the mountain pass. As the party gets closer to the storm, the denizens of the island become increasingly strange.
The party defends themselves against an ambush from weretigers, and continues to move toward the center of the storm.
The party braces itself for a fiddle contest between Billy Bob and a demon. As the party moves closer to the storm, things on the island start getting...stranger.
After defeating the weretigers and finding the Crown of the Forest Queen, the party delves deeper into the jungle. Rayuuv has sworn vengeance against the weretiger who almost killed him, and is convinced that his quarry is stalking them from the shadows.
The party fights the mighty froghemoth and continues its trek into the jungle.
After defeating the hydroloth the party is taken to the halfling village. Perhaps they know a way off the island.
After defending the Stugatz from a group of undead pirates, the party washes up on the shore of a mysterious island.