Having reached Novahold Keep, the party have a brush with a Githyanki and a figure in bandages atop a Red Dragon. The Gatekeepers and Nadar fight their way inside to find Opehlia and company. On the way they look outside to see the full form of the creature within the meteor, a gargantuan monstrosity laying waste to Gatetown. They make their way to Ophelia where they once again encounter Lucian and his Death Knight. The party escape with Ophelia, Anders and Lialeth while Nadar, Gerry and Anders Senior engage Lucian in battle. They meet up shortly with Kev who intends to teleport them to Phandalin before he is suddenly attacked and killed by an invisible Lucian, interrupting the spell. Kev's last action sees him complete the spell, saving the party but scattering them far and wide.
A group of morally reprehensible rogues are hired by Fury, an envoy of The Fourth, to assault the town of Phandalin and crush the resilience of its people.
The Gatekeepers continue their grueling battle against Lucian's forces. Arriving at the Pioneer's Rest, they manage to defeat the squad of Githyanki terrorising Berrith, Bartholomew, Aveline and Lids. After splitting up with Nadar, the party heads to the Undergate at Osz's request. The party liberates the underground tunnels and emerge in the Upper District where they reunite with Nadar just in time to witness the reveal of a massive eye within the Meteor.
The Gatekeepers return to Gatetown and bear witness to Lucian's will made manifest. With a snap, he opens a portal in the sky and unleashes hordes of planar horrors upon Gatetown. The party and Nadar fight towards the Keep, clashing with creatures as they go. Lucian makes a show of force by calling down a Meteor, destroying a large part of Gatetown and killing thousands. As the party stare up at it bewildered, the Meteor begins to crack.
During a stay in the chilly mountain town of Bracklewhyte, three travellers become embroiled in a night of undead terror!
The unknown watcher reveals himself to be Nadar Dalanthan, the First Pioneer. He resovles to fight the party, claiming that the only thing he knows is that he cannot allow the party to pass him. A fierce battle follows, with Slate dying and losing an arm. After defeating Nadar, the party finally enters the pyramid and witnesses The White's plans made manifest, revealing Lucian Fitzvarin, the self-proclaimed Fourth Pioneer.
The party continues traversing the ruins of Caldeep, encountering a gruesome display of charred skeletons long fused with the stone of the city. After a ludicrous display of gravitational force from Fresh, the party moves on through a makeshift graveyard where they find Gran Radcliffe's grave and finally come face to face with the mysterious figure that has been watching them, who prepares to reveal his identity with a sinister motive...
The Gatekeepers fight past undead tomb guardians and descend deep below, coming face to face with the destroyed majesty of a forgotten civilization. Exploring the ruins, they discover that they are being watched from afar as they press forward towards the monument that looms in the distance.
The White reveals a human form and a message of warning. Once an entity of good, he was struck down by a great evil festering deep below in a forgotten world. The White reveals that he has watched The Gatekeepers ever since their fateful shipwreck, watching as they grew in power. He believes that they can confront this evil before it gets out of hand. The Gatekeepers prepare and head out to descend deep below...
After being awarded medals of heroism by the Inquisitor herself and another sighting of The White, the party deals with the fallout of using the Bag of Beans in their own backyard. After everything calms down, they encounter The White once again, this time in their own home and seemingly with intentions to finally speak with them.
During an intense showdown with the Discordant Devil Chaos, Fresh loses an arm and his Fiendish power. Chaos reveals his true plan and the Plane Tearing Blade Azymzir. He plane shifts the Foundry onto the Material plane, right on top of Gatetown, marking the start of his Fiend War. After a brief struggle, Fresh's power is reclaimed and Chaos is defeated, his plans ruined by the very weapon he used to enact it. The victory comes at the cost of Flyint's life, though the Gateguard promises to right such a wrong. Now, the Gatekeepers can recover and enjoy the aftermath of a hard fought win.
The party powers through the enemy resistance and leave Zharros and Onax to fend off their pursuers. Moving ahead, they stumble into the room where the Foundry's magma is stored and confront Benn'jahmin in a no holds barred cage match title bout. Defeating him in a spectacular showdown, the party once agan moves forward with Zharros now at their side, ascending to the top of the rocky spire via a lift. During the rise, they spot a familiar figure in white. Reaching the top, they ascend once more to confront Chaos and put a end to his bullshit once and for all.
In the midst of a harsh confrontation with Trafalgar, Lecta and Yort, Zharros unleashes his Devil Trigger and marks the start of a great turnabout. The party fight back and decimate the opposition, with Yort fleeing the scene after Trafalgar and Lecta are struck down. Moving forward, the party encounters a horde of fiends waiting to tear them apart. Onax and Zharros step up and prepare to cover the party as they move forward.
After defeating both Sanguinius and Grimm for a second and final time, the party pushes into the foundry as Hamon, Yimm and Zevrin catch up and deal with some pursuers. Inside, the party faces off with The Twins. The two siblings escape and the party marches forward.
The Gatekeepers engage in a friendly conversation with Azazel and manage to part ways amicably with a wealth of information, including Chaos' potential location. Bidding Amica and company farewell, the party heads for a nearby foundry and begin an intense siege upon the facility.
The Gatekeepers explore Devils' Regret and visit the various stores to resupply for the upcoming battles. During their information gathering, they learn of a Pit Fiend War Veteran known as Azazel and his connection to Chaos. Following a well deserved rest, the party awakens to the end of a street fight and a menacing callout from Azazel.
After the party confronts Trafalgar, Lecta and Rebellion in the chambers beneath the fortress ruins, they manage to capture Rebellion and obtain some clues before escaping the burning underground. Emerging from below, they encounter Amica, a seemingly friendly Devil. With the clues directing the party to a place known as Devil's Regret, the party head out, accompanied by Amica, who offers his assisstance in various ways.
Amidst an intense showdown with Ozgozen in which Celimene briefly experienced death and Onax experienced war once again, Hamon the Deva arrives. Following the battle, he aids the party in discovering Lady's true identity as the fellow Deva, Yimm. With two celestials pledging assistance, the party must now set out to pick up on Chaos' trail.
The Gatekeepers successfully interrogate Blackbond and leave their mark on Cadaver Chain by destroying Chain Tower with the help of a lone Shatterstick. Following the destruction, they are once again preyed upon by Ozgozen the Orthon. Weakened from day's trials, they must go all out or die trying.
The party faces off with one of Chaos' friends, the wrestling Goristro Benn'jahmin. After defeating him and enduring an onslaught of enemies within the Helltaker's resting place, the party emerges with the Helltaker on their side. Returning to Chaclon, they begin their return to Avernus where they must now scout out Chaos' hiding place.
Following a brutal fight with the Wives of Ember, the party manages to extract the location of the Helltaker from the one surviving hag before she is executed. With a well deserved rest under their belt, they prepare to head out to locate the Helltaker.
Marching across Phlegethos, the party encounters a trio of non-hostile Devils that cliam to work for a "friendly" Devil named Amica. They direct the party to Magma Claim, a settlement at the base of a volcano. Upon arrival, the party come face to face with the unsettling coven of Hags known as the Wives of Ember. They decide to send the party to slaughter a group of Howlers that have been harassing the settlement in exchange for information on the Helltaker's location.
The party journeys down the River Styx, encountering both friendly and hostile creatures as they descend further into the Hells. Reaching Phlegethos, their goal now is to hunt down the elusive Wives of Ember Hag Coven and extract the location of the Helltaker from them.
In the middle of an intense battle, Zharros Redrock finally appears, saving his son in the process. With him by their side, The Gatekeepers manage to repel the assault. Under his guidance, they head for the Rver Styx to find Chaclon, Zharros' Merrenoloth contact. Once there, they discover an unkown barge docked where Chaclon should be. The party infiltrates the nearby watchtower and strikes down the Devils inside before moving onto the barge.
Having "accepted" a task from Blackbond the Cadaver King, the Gatekeepers have been lead into an ambush aboard the crashed remnants of one of Zariel's flying fortresses. Now, they must survive a siege from a group of Fiends that seem to be under Chaos' direction.
The party successfully prevented the execution of an amnesia-ridden woman of the cloth, taking out a handful of Cadaver Chain's guard force. As a result, the Cadaver King summoned the party and their allies to perform a task for him in recompense. Ther destinaton is one of Archduke Zariel's crashed flying fortresses, which coincides with Zharros' new meeting point. The party sets out into Avernus with Zevrin and Lady by their side as acid rain pours down from above.
The party spends some time at Mahadi's Wandering Emporium and meets some colourful characters. Continuing on, they meet one more, a disgraced Cambion named Zevrin, who gives them a tour of Cadaver Chain that ends in the party witnessing the attempted execution of a human woman.
The party makes their way across the war-torn hellscape that is Avernus, encountering roaming war bands, mysterious meteors and menacing Hellwasps amidst the ever-shifting landscape. As the labor of travel begins to catch up with them, they happen upon a colourful oasis of tents run by a mysterious gentleman.
After being thrown through an unknown colour pool in the Astral Plane, the party lands in Mechanus, a plane of clockwork law. There, they encounter the Modrons, a race of constructs that inhabit the plane. In exchange for a dealing with a rogue Iron Golem, they help the party reach the city of Sigil in The Outlands, a ringed city with gateways to many other planes. After some bartering, they manage to find a portal that leads them to the flaming wasteland of Avernus, the first layer of The Nine Hells of Baator...
The party travels beyond Basin and finds Thaddeus' portal deep within a set of ruins, guarded by a demon known as a Nalfeshnee. After a brief rest, they travelled through the portal to the Astral Plane. They set out to find a way to the Hells and encountered a series of strange events and a Githyanki named Va'adnos. After a brief stint of continued exploration, they were beset upon by a Psychic Storm, which blew them through a nearby color pool to an unknown destination. Before they disappeared, they saw a familair white figure standing amidst the storm.
The threat of the Second Fiend War looms. Before setting out, the party make their preparations. Flyint reconciles somewhat with Cali. Fresh is visited by Chaos, who gloats and taunts as he often does. Upon arriving in Gestalt, the party receives a secondhand message from Thaddeus that directs them to the town of Basin, where his portal to the Astral Plane can be found.
The Gatekeepers return to Gatetown and are rewarded with bounty money and recognition. However, just as everything seems to be getting better, Ophelia hands them an unmarked letter that reveals to them the situation in Gestalt. Incidents that appear to be fiend sightings have popped up across the continent. Now, the party must gear up and head for Gestalt to find a way to the Nine Hells to put a stop to the incursions before they get out of hand.
The Gatekeepers have defeated Tennant Geash and Her Dark Majesty, bringing light back to the skies with a hard fought victory, though some have fallen to bring about this world of light. The party and their allies have gained reputation and renown for their hard work and sacrifice. Now, they must look forward and prepare to face another evil that threatens the world.
Her Dark Majesty's Return has begun. The Gatekeepers dive headfirst into a shadowy portal that leads them to The Shadowfell, where they battle Argon, who is swayed by his parents to join the good fight. The party then clashed with Tennant Geash yet again, who has successfully begun the ritual to return Her Dark Majesty, Tenebraea, who the party must now face alongside Her High Chosen in order to prevent the destruction and assimilation of the material plane into a world of shadow.
After learning how Geash met Her Dark Majesty and came to be the leader of the Dragon Cult, the party successfully defeated Ellana in Geash's library and returned her to her senses through a risky process of killing and resurrecting her. As though sensing the moment of reprieve, The Presence arrived to interrupt and the party's allies encouraged them to chase after Geash. The Gatekeepers complied and made their way to The Chapel, bursting inside to discover what awaits them.
During a confrontation with Nobody, Charon, The Whiteclaw and Sioux, lines are drawn and truths come to light. Cali fails to find the will to carry on fighting and is marked for death, only to be saved by Flyint's act of mercy. The Whiteclaw retreats from battle, Nobody surrenders and Charon finally meets his end at Slate's hands. Now, the Gatekeepers must confront Grey and his elite squad in a head-on brawl.
Following a confrontation with The Presence and Vanitas, The Gatekeepers force their way into the fortress' main building. As Blackhand deals with The Presence and Backgammon attempts to keep Vanitas at bay, the party must delve deeper into the fortress and find Geash before his dreams of The Return come to fruition.
The Gatekeepers finally discover the whereabouts of the Dragon Cult's HQ, some sort of landmass or creature that moves across the ocean. As a never-ending shadow blankets the skies, they gather their allies and lie in wait in Tradeport, biding their time before a truly deadly battle begins.
After surviving their encounter with The Cult, the Gatekeepers head to Bounty Hollow to investigate the origin of the letter Blackjack received. There, they meet up with a man known as Karma in his manor and quickly come to find his motivations for inviting Blackjack into his home are anything but well intended, forcing the party to engage in a deadly shootout in order to learn more about his connection to Blackjack.
After fighting through the mysterious tomb, the party clash with Geash and his allies, who have already snatched the vestige. Following a temporary "truce" to deal with some mummies, the Cultist forces scrap with the party some more before they escape the tomb and leave the party to devise their next move.
The party arrives at their final destination and encounter the ever-persistant Dragon Cult. The party battle Dragonfang Elites amidst a violent sandstorm and once again clash with The Presence. With time being of the essence, their allies stay behind to deal with the unkillable paradox while the party descend into a mysterious lost tomb...
The party make a variety of acquaintances in Katharis, such as the rough and beaten Black Iron Victor. They retire to the Bunkhouse and secure a contract with a man named Jafar who may be able to lead them to possible sites where the final of the four artifacts may be located. Shortly after, Fresh unveils a recent devilish transformation to the party and Onax challenges the lad to prove that he is worth believing in through a show of force. After an intense battle, Fresh emerges victorious. Now, they must resolve their differences and journey out into the Howling Sands to recover the final artifact.
Arriving in Katharis, the party look around the city and attempt to secure the location of potential sites in which they could find the final artifact. Meanwhile, Fresh grapples with the prospect of unveiling a startling mutation, with Onax's reaction primarily weighing heavily on his mind.
Utena reveals her connection to Gantz and the Dragon Cult through the story of her birth in a bloody ritual. With her own reasons to confront The Cult, she offers the party her aid and proposes she take them to Ludos aboard her ship. What awaits them in the country of sand? Only one way to find- eh you get the idea.
The party escape Old Royal with the help of Utena and her group after a confrontation with The Chain who reveals himself to be Flyint’s brother Argon, presumed to be dead. They also cross swords with The Whiteclaw as well as Nobody once again. Is Utena to be trusted? How does she know the Dragon Cult? Only one way to find out.
The Gatekeepers touch down in Old Royal and begin their search for the artifact. After an unexpected encounter with some of the Pirate Council, the party learn of an auction being held by one Donobang Collander, a collector who is showing of a recent acquisition of his, some kind of coin. Awren recognises such an object and at Flyint's suggestion, the party begins to plan a heist to snatch the coin away during the auction.
The Gatekeepers have successfully claimed the power of the Vessel, the Hand of the Divine Dragon, learning of Her Dark Majesty's past and her conflict with the Order of the Divine Dragon. Will Flyint be able to live up to the strength of the Dragons who fought against her before him? Before the Gatekeepers can worry about that, they have one final test to complete before this mission is a success!
The Gatekeepers make their way through some kind of age old Draconic ruins beneath the mountains of a remote island. After recruiting Chains, a monkey, they delve deep, solving puzzles and battling Demons along the way. Now, they stand seperated by a door trap with an ominous tapping in the distance. Will they make it to the Vessel? Will it be worth it? Has Awren led them into a death trap?
With some unexpected guidance from Awren, the party set out to hunt down the artifacts The Dragon Cult require to return Her Dark Majesty to the Material Plane, as well as to find Awren's supposed vessel. In addition, The Dragon Cult seem to have stolen Laoghaire’s corpse. during the chaos of the attack. Where will this hunt for artifacts lead the Gatekeepers? Will they reclaim the body of their fallen friend?
As midnight comes, the Gatekeepers awaken to calamity descending upon Nightstone. As they feared, the Dragon Cult have attacked Nightstone, presumably to claim the town's namesake for their own nefarious purposes. Can the Gatekeepers repel this assault? What enemies will they encounter? Will Nightstone survive?
The Gatekeepers celebrate the Frosthigh Solstice and take a break from all the torment and death. Will Onax approve of Cali? Will Chaos spike the punch? Will the DM ruin everything by attempting to advance the dark and serious plot during a time of revelry and happiness? I'll never tell.
After suffering a great loss, the party finally reach the final fortress of the Firebringers Compound. Dorki, Amber and Rocky stay behind to fend of a group of enemies that have seemingly gotten past Blackhand and Onax. Hungry for vengeance, the party kicks in the door and come face to face with The Bastard Son of the White Death and Leader of the Firebringers, Gantz.
The party have learnt of the existence of Gelidus, a deadly White Dragon whose lair holds the only remaining source of pure Bitter Frost in all of the Northwind. In order to restore Bearspaw, the party will have to infiltrate the Dragon's lair. Can the Gatekeepers face down such a powerful foe and emerge victorious?
The party make their way through an interesting series of icy caverns within a one of the Silver Peak mountains. They encounter various unexpected things, ending with the floor giving away and delivering them to a group of Dragon Cultists, seemingly led by a mysterious Drow...
A group of adventurers are hired by a man to investigate the ruins near Basin. It's eating everyone. What horrors will they encounter? IT'S EATING EVERYONE HELP.
Following a mostly successful infiltration and an impromptu table fire, the Gatekeepers have seemingly tracked their foe to the roof of Castle Arc. Did they successfully draw out their target, or did their enemy draw them into a trap? We're about to find the fuck out!
The Gatekeepers get all dressed up and prepare to infiltrate Castle Arc amidst the End of the Fiend War celebratory service with the intent to discover the identity of the individual or individuals within the World Government that are hunting them down. Will the plan go off without a hitch or will the party turn into a Ballroom Blitz? Honestly they're probably gonna have to flee Arc Prosperis and never return. They're giga-fucked, for real.
The Gatekeepers have obtained a new mission! Lucius Fidenas has come up with a plan to draw out their enemy within the World Government and all it'll take is a flawlessly executed infiltration during a war memorial celebration at the World Government headquarters! Easy!
The Gatekeepers secure a meeting with Blindle's old colleagues at the College of the Arch Magi in hopes of figuring out some way to travel to different planes.
The Gatekeepers return to Arc Prosperis after survivng their encounter at Blackwell alongside Blackhand. In the early afternoon, they decide to explore a bit and do some shopping.
Arrving in Blackwell, the party quickly find Blackhand amognst the gruesome scenery. Blackhand fails to awaken and the party are surrounded by members of The Dragon Cult, the unkillable monster responsible for Blackwell's destruction and an old enemy reborn...
After exploring Arc Prosperis and gathering some startling info that suggest the man in the skull mask and an unkillable monster were responsible for the destruction of Blackwell, the party head to the town to help Blackhand and uncover the truth behind the incident.
The Gatekeepers arrive in Arc Prosperis and are greeted with a festival. Do they have time to relax and explore the festivities, or is Blackhand the higher priority? Where is Ulfur and what the hell is he doing?