A quick stop on the journey to destiny brings strong emotions, both jubilant and bittersweet, to the surface.
The first journey on the high seas starts with a desperate chase to catch one of their own and ends in fire and flames!
With Odila gone missing, plans get moved up and complications to leave Candleflame arrive.
Treading ground that feels familiar so long ago has our heroes looking towards the next adventure, and the next friendship.
A triumphant return to the pastoral village shows that sheep herders really can throw the best parties!
The party narrowly avoids having to slaughter an army and promises to steal a princess for an old friend.
Caught in a blizzard, the party thinks quickly on their feet and channels some powerful magics to survive!
A chase through the snow and a choice between old friends and new!
The party finally lets their curiosity pull them towards the mysterious glowing green lights, and they discover something horrifying.
Nothing says "old abandoned ruins" like scavengers!
The stale air of passages long-abandoned moves for the first time in generations as the party treads into the darkness of the unknown.
Fleeing Shacklegorscht with Qedan in hand, the party takes the first step in the final approach of the Dragonsteel Mines and the secrets buried deep beneath Forgehammer.
The pieces are in place, the board is set, the plan is a good one. Now let's see what will go wrong with the heist of the century!
Bengt enters the ring to get frosty and the party shops and puts the final preparations in for their heist.
Kayl and Frederick both seek knowledge about themselves, while Gurgleglark requests some help and offers a plan.
Finding solace in the undercity of Shacklegorscht, the party looks for allies and much-needed rest.
Myconid psychedelics aside, a purple worm and Shacklegorscht lay ahead!
Bengt leads the party beneath Forgehammer and finally into the caverns of the Underdark
The culmination of the depth of the Forgehammer mines as the party discovers something fel in the shadows.
Finally defeating the tricky Fey's maze, the party has one final obstacle before heading to the Feywild through Squelaiche's portal.
The snow and ice of the mountains awaits! And the party's plans for a shortcut may prove more intense than they were expecting!
Out of the jungle and into the mountains, Dragonborn await!
With their goal in hand, the party must make a detour through the swampy jungles of the Green Maw, where they are influenced by something sinister.
The party pushes deeper into the maw, finds an ally and their cursed artifact.
Odila scouts the Goblin cave and leads the party into the maw of their fortress to steal the Scale back.
With Dragonborn escort in tow, the party climbs the foothills of the Spine of the World mountains and stumbles across something large, angry, and feathery!
Splug in tow, the party sets out to track down the rest of the goblin ilk and instead finds Dragonborn!
Clues lead into the foothills to the west, and towards some goblins.
Allaris the Ravager finally steps out of the shadows for a confrontation in front of the gates of Apple Tree Pond.
Apple Tree Pond looms in the morning fog, quiet save for the sound of sheep and a blockade of bandits.
Offered some gold for what seems like a simple task, the party bands together and sets out into the world...
A Human, a Tiefling, a Kalashtar, a Halfling, and a Dwarf walk into a bar...