Well, Reza tried. Hey! there seems to be an secret tunnel under this tower!
The rival's party is defeated. now's the time for Reza to make amends.
Reza is now by himself, can he save the friends he betrayed?
The party's home has finally been renovated! We come to them as they iron out the details
The gnolls have literally begun to eat each other, the party now has a chance to scavenge the rest of the chasm unmolested.
The party survived the horde, and captured one of the leaders. What does it know?
After dealing with the Zhentarim, the party discovers possible gnoll footprints.
After some shopping, the party can now start dealing with problems
Arriving in Saltrings, the party can tell the situation has deteriorated. Can the party resolve it before Erland gets lynched?
After killing that vampire, the party decides its time to return to Saltrings. Things should be peaceful with the end of the Sahuagin menace right?
The party wakes up in the middle of the swamp, they've been given a second chance.
The party have found out the tower is infested with a mysterious Red Slime that is able to impersonate people, possible via stolen memories.
Erland has come to, just outside of Saltmarsh, what were we doing again?
What happened in this session is solely as the other party members remember it
The party goes on the hunt for Thousand Teeth, they'll have to fight their way through the swamp first.
The party Is just outside the Lizardfolk Lair, its time to investigate!
The party have a map of the town, time to introduce themselves.
The party has been told for the first time to leave the island. sometimes it hard to make goodbyes.
The party have either slaughtered or imprisoned the crew, they spend some time inspecting their new ship.
Times up, The raid is tonight. Will the party be able to capture the smuggling ship and discover their true intentions?
The party now faces their greatest obstacle!... a training puzzle for magical children. Maybe they shouldn't have killed that guy downstairs?
What a great festival! mostly at least. The party does wonder why that Goliath is just standing there after Erland's speech.
After the arduous trials of the previous days, a festival couldn't have arrived at a better time.
A few villages in Kyuba are at wits end, mourners are not returning from their pilgrimages and two adventurer groups have failed! They have pooled their money for a large bounty, hoping sterner stuff can resolve the problem. 3 solo adventurers have answered the call, but can they succeed where others have failed?
Nursing a hurt pride from their defeat by the green dragon, and unable to track The Crescent Suns after seemingly skipped town on a charter boat. Hopefully the party can get some good luck soon.
After the deaths of those innocents, the party just wants to get away from town for awhile.
Zombies! With weird blue boils on them and guns! What the hell I thought this house wasn't actually haunted!
After being run out of the mansion by spooks and bandits(?), the party attempt round 2
The party was rewarded generously for what they have done for the Kingdom of England. Now what?
When the party arrived in Neverwinter, Gundren told them all to gather in the Sleeping Dragon on February the 6th. It is now that day, the beginning of the end of their contract.
After a quick break, the party still has the rest of the castle to clear before Phandalin is completely rid of the Cragmaws
Cragmaw Castle stands before our adventurers, will they stand up to the challenge and free Gundren?
Droop's got a gun! almost makes you forget the party was nearly killed just yesterday!
After killing the necromancer, there just seems to be less in general for the party to worry about. Wonder how poor Gundren's doin.
With the bodies of orcs splayed and Ogre guts spilling out, the party needs to decide their next move now that the roads are safe for all.
After failing to eliminate the necromancer that camps at Old Owl Well, the party needs to review their options.
With the Redbrands eliminated, the party can actually take things easy for once. Of course, adventurers eventually find themselves in danger, or even go to it directly! With multiple options to pursue and the benefactor still in captivity, the party definitely have their plates full... Unless?
Deep in the Redbrand hideout, the party licks their wounds. They're stuck in a barracks with a goblin that is too cowardly to even fight back and wondering if they're even close to the bandit leader.
After fending off a group of Redbrands extorting the town, the party must now deal with the metaphorical X on their backs.
After surviving the goblin ambush and slogging through the Cragmaw Hideout, the party has slain Klarg and freed Sildar! However, Gundren is still missing. With the only hint being that a figure named "The Black Widow" has taken Gundren in a place known as Cragmaw Castle, the party must decide what to do about their imprisoned employer. Perhaps Sildar might know something?
For one reason or another, you've all been recruited by a dwarf by the name of Gundren Rockseeker While the details were sparse, you know he has gone a day ahead of you with his bodyguard to Phandalin. Your job is to defend a cart of supplies to Phandalin, not too hard right?