After returning to Leilon, the party looks for something to investigate while their belongings catch up to them.
Now that the storm focus in Wayside has been destroyed, it is time to track down the missing cultists. First stop: Fort Locke.
Gorthok's ritual is focused within the statue of Talos currently attacking the party. Can they defeat the statue and disrupt the summoning.
The statue attacks, things look dicey, although one of the statue's moves is negated by the sly application of meat.
The party face three talos-empowered suits of armour, somehow tied to the ritual that summoned Gothok once again. The Thunder-Pig is currently busy attacking the nearby Fort Locke.
The party take off towards Leilon in Kjarg's hastily constructed flying machine.
The party have two locations before them. One suggests the Myrkulites are fortifying Axeholm. The other suggests Talosians are planning something deadly at Wayside Inn.
The party finish their graveyard delve, and then head back to town to question the prisoner being held by Phandalin's guards.
In the narrow tunnels of a mausoleum, the party faces off against a Gibbering Mouther: a horrible abomination of mouths, eyes and flesh which adds the bodies of its victims to itself.
Hunting down the vampire spawn Argus Skeel, the party explores an eerie mausoleum at the graveyard north of Phandalin.
The fight turns against the vampire spawn, Argus Skeel. With his ghouls mostly defeated, he looks to his god for help.
Meanwhile, Vellen is due to overcome her wand-induced fright and return to battle.
Tracking Argus Skeel down by way of his horrible hat, Herdyr accidentally wakes up a group of ghouls who begin hunting her trail as she flees back to town, where Tharg and other allies can even up the fight.
Meanwhile, Anathema watches from her vantage point on a hill overlooking the road and the graveyard. Tharg is in town, being confused with heroes from the stories spread around town most recently.
Rumours about disappearing travellers and unnaturally frequent lightning strikes have intrigued the party. Investigations point to two newcomers, a shadowy grave digger named Argus Skeel, and a bubbly Talos follower called Vellen Firecrow.
The party have a great deal to do around town.
Will they accept ownership of the apartments in Tresendar Manor and the responsibilities that go with it?
What do they do with their cart, belongings and hangers on?
And what have their friends and acquaintences been getting up to since they've been gone?
Sinister thundering hoofs and the squealing of a gigantic boar echo over the storm, as three wind elementals attack the goats. The party rush out to guard their herd, and soggy battle ensues.
Overnight, clouds roll in from the west indicating stormy weather in the immediate future. These goats are tough though. They'll be fine in a bit of rain... Right?
Getting the massive herd of giant goats to go in one direction is a challenge at the best of times. When a flying threat appears, the quest is on to save as many goats as possible.
Heading out with Ms Wigglehoof and her 200 giant goats, the Party follow the road to Wayside Inn. There they find the place locked up tight and under seige from undead attackers.
After disposing of the cursed unicorn horn, the party make their way back towards Leilon.
The party enters the Beastlands and meet with Lurue, the goddess of magical beasts and unicorns.
Having prayed to Lurue, the goddess of Unicorns and other magical beasts, the party make an interrupted journey towards the Place of the Unicorn, a location where, at certain times, a way opens into the celestial realm known as the Beastlands. There, they may find a way to safely dispose of their cursed ivory rod.
The party soon realise that the unicorn horn has a subtle curse on it, leading others to mistrust the holder or covet its power for themselves. They must search for a way to dispose of it safely, or wield it fully and revel in the infamy it creates.
On exiting the mirror, they find the compound has been attacked by Iarno Albrek, and he has a new weapon. A black staff that seems to be rather necromancery.
A careful search of Albrek's belongings reveals some interesting items, the trail of a powerful magical artifact, and a couple of serious problems to solve.
The party take the dead torso of 'Brag' from the spider cave. Unfortunately, this corpse is unsettlingly lively, and doesn't seem to realise it's dead.
With their hands on Glassstaff's mirror, the party have the chance to investigate his belongings more thoroughly. However, the activated Guard and Ward spell has left them in the centre of a square mile of swirling, magically misleading fog. (Thursday Didcot)
Having settled things in Leilon, and after an awkward conversation with a Tiefling trickster, the party follows that lead to find Glasstaff's hideaway in the swamp around Leilon. (Friday Reading)
The party are asked to stick around while the town recovers, so they do some crafting and training. (Thursday Oxford)
After finishing off the elemental and saving the captured townsfolk, the party have another session of their Monster Harvest dream correspondence course. (Thursday Didcot)
The ritual heads to it's crescendo, summoning an elemental aimed at the sacrifices on the island, (Thursday Reading)
The Party find the centre of the Talosian ritual, and fight with Nixoxious and his posse of buff dudes. (Thursday Didcot)
The party fight on, into the streets of Leilon. (Thursday Oxford and Zoom)
The storm whips up as the party cuts down the first of the invaders into Leilon. Deeper into town, something fishy must be going on. (Thursday Didcot)
Finishing up the cave of the white hand, the Party look to the competition they have been preparing for, and the celebrations of Midsummer and Shieldmeet. (Tuesday session at Didcot)
The party must decide how to clean or quarantine the cave. Will they all get back to the cooking competition with a clean bill of health?
Continuing the fight to keep Triboar safe, the party face off against super-diseased orcs and their priest.
Do they go fight the followers of Yurtrus themselves, or leave it to local adventurers and clerics?
The party returns to Triboar. They have a few days to get everything ready before their grand cooking competition begins.
Resting in the halfling suburb of Merrymeadow, Tharg, Herdyr and Anathema discover a sibling disagreement regarding the treasured Holy Symbol of Sheela Peryroyl that once belonged to Genedoc Mericant.
On the road, the party encounters a farm with an odd problem.
Rhoban and Gloom are neutralised as threats. Justine is rescued and Joss is scheduled to be resurrected.
Things have changed in town. Allies are in hiding, and troublemakers seem to be on the rise.
From Conyberry, the party takes a detour to help clear orcs from a nearby shrine.
The ritual on top of the Circle of Thunder is interrupted. Will this be enough to top the nefarious plans of the cultists of Talos.
The half-orc cultists are hunting animals in the woods. What prey will be next?
Approaching the Circle of Thunder, the half-orc anchorites have prepared some surprises for the party.
Resting at night at the barrow the party find that the wisps they encountered are actually the ghosts of an old adventuring party.
The party set out to discover the secrets buried in Dragon Barrow.
The first sessions have no date index, and sparse notes from Herdyr. DM notes are skewed toward session prep rather than what happened.