The Shackled Oblivion has been defeated and cast beyond time and reality. The Unbroken have saved Exandria! But while this tale ends, their legend begins…
In what could be the final epic of Exandria, the Unbroken fight to shackle the Mad God of Oblivion, Tharizdun.
In a fight that could turn the tide of the war, the Unbroken and Karkematth’s final lieutenant, Treacy, come face to face again for the final time...
The Unbroken learn that in war where there is victory there can also be defeat…
The Unbroken launch their first strike against the corruptive forces of Karkematth…
With the Unbroken Shackle created, the party get up to speed with what Karkematth and his forces have unleashed upon the land of Tal’Dorei.
With Treacy in retreat, the Unbroken must clear the dark enchantment that hangs over Vasselheim. But a greater task awaits each of them, as the party must separate in order to bring their pieces of the Unbroken Shackle together.
The Unbroken continue their battle through the Shadow Sovereign’s guardians, but they must be wary of the light at the end of the Tower…
Realising they’ve been trapped by their duty to protect the Platinum Shackle, the Unbroken must take the fight to Treacy in his captured Tower of Isolation, before he can turn it against the very city it’s designed to defend…
The new Lock-Breaker, Lord Treacy, launches his insidious plan for Vasselheim. However, in the intensity of a civilisation and the Platinum Shackle under threat, the Dawn City’s Leaders and the Unbroken’s duties are put into question…
In the Cobalt Reserve’s secret depository, the Unbroken must battle with a Demon Lord of the Night to possess the Shackle secrets of the Ebon Codex…
The Unbroken rub shoulders with Vasselheim’s high society at the Silver Shard’s gala fundraiser, but the mystery of the Obsidian Cabal’s shadowy benefactor, Lord Treacy, is soon revealed in a familiar face-off…
The Unbroken continue their investigations into the cult of the Obsidian Cabal, and follow the tangled web of the Shadow Sovereign…
Whilst the Unbroken must defend against the silent but deadly cult assassins, the Blades of Whisper. They must also find a way to make them talk…
A small thread of a troubled guard’s story is pulled by the Unbroken, and it soon unravels to reveal an ancient codex that could provide the answers they seek. But where there is light, there is dark, and the silent shadows are coming…
Nirathram the Bronze Shackle is saved and the third Lock-Breaker, Latara, is dead! The Unbroken must press their advantage as they travel to the dawn city, Vasselheim, to investigate how to build the Mortal Eighth Shackle of Tharizdun.
The Unbroken discover they’re not the only ones that have made preparations as Lock-Breaker Latara the Enchantress springs her trap on the Bronze Shackle…
Following the last Council of Celestia, several separated members of the Unbroken are reunited in an infernal interlude to Hell. As they only have one shot to permanently destroy Usvash, the Rakshasa Lock-Breaker.
The Unbroken most hold themselves together during the Soul Ritual as they fight off a final demonic infestation.
After barely surviving the explosive fight with the Balor Lord, the Unbroken must recover and patiently prepare for the Ritual that will bear the Bronze Shackle’s soul amongst them. But the party’s own souls will also be laid bare…
The incursions of Inys Lloeren take their toll on the Unbroken and their new allies. Under planar pressure, the island’s magical protective dome can only last for so long as a barrier, before it becomes a battleground…
The Unbroken continue to fight through the initial extraplanar infestation of Inys Lloeren. But just as the planar rifts can release sinners of the Everspring, they can also send saviours…
To aid their mission to protect the Bronze Shackle of Kord, the Unbroken travel to the floating island of Inys Lloeren. But they soon find they aren’t the only visitors to this magical place…
The truth of Karkematth and the Lock-Breaker is revealed, but in their continual fight against the Chained Oblivion, some of the Unbroken set themselves on paths to death and destruction…
Now that Enessa’s soul is saved, the Unbroken take some short time to rest and reflect. A visiting Professor and a voice from a ring begin to reveal more on the secrets of Karkematth…
With the Illithid defeated, the Unbroken rush to revivify their fallen ranger, Enessa. But as her soul waits to be weighed by the Raven Queen, a dark past seeks to tip the scales against her…
The Unbroken discover the ‘mastermind’ behind the illithid infestation, but in the final head-to-head between the aberrations and the party, which side will end up braindead?
During the Unbroken’s haphazard exploration of the illithid clone laboratory, they discover some of Karkematth’s treasures, including a mean-spirited Skull…
In the depths of Karkematth’s abandoned laboratory, the Unbroken must fight against the squatting Illithid’s corrupted clones…
After their Council with the Gods, the Unbroken are tasked with finding an ancient artifact “The Soul Splitter”, but to retrieve it Raphael will have to come face to face with his past…
The Unbroken seek the Guidance of the Gods to prepare for the eventual battle of the Kord Shackle…
As the sun sets on the Unbroken’s misadventure in Marquet, the party recover and prepare for their next move to find Latara and the Kord Shackle again. But they can’t move on, until Arthur does as well...
In the battle of blood and sand, will Zolar the Suneater emerge victorious or will Nodrog the Storm Herald earn his vengeance? And will the Unbroken finally get the Lock-Breaker enchantress Latara?
As collection day arrives, the Unbroken stalk the Ancient Blue Dragon across the Marquesian mountains, but Zolar is not the only threat they’ll face in his lair…
As the Unbroken begin their preparations to face the Ancient Blue Dragon Zolar, one day is filled with the misunderstandings between them and a lone rider…
Under the divine full moon following their Fort assault, the Unbroken recruit, research, reap, and rest. But as they begin to bring more information out of the dark, the stakes of the Marquet Missing continue to rise…
As the Unbroken try to pull the mysterious threads of missing memories and people, their only lead is the Fort of the Ancient Blue Dragon’s bandit minions. As they launch their assault on the fort, they may have found a new ally in their pursuit of answers…
The Unbroken reach the Tash Rabat caravansari as the next step in their search for clues, but they find more than what they were expecting as it’s not just Zeni’s memories that are missing…
As the Unbroken help their friend Zeni to piece together her lost memories, they soon find she is not the only one that is lost, but their travels across the desert dunes springs an encounter right out of the blue…
As the dealing’s done in Kymal, the Unbroken count their blesses and their allies as they prepare for the long game of the Convergence of the Cultists. But as one ally unexpectedly arrives, another distant member also unexpectedly makes contact across the continents…
While one of the Unbroken has fallen, another comes back to even the odds in the high stakes game of kill or capture with the Cultist Leader. But if they survive, will they risk it all again for a bigger prize?
The Unbroken double down on their gamble to assault the cultists’ warehouse, but pushing their luck ends up in one of them rolling Dark Eyes.
The Unbroken gamblers have a chance to hold up the Dark Eye’s cargo in Kymal, which would fold up the cult’s Tal’Dorei operation. But will they walk away in success, or will they fail and have to run?
With their victory over Tharizdun’s forces to protect the Arch-Heart Shackle, the Unbroken’s adventures in the Feywild come to a close. Those in Service to Summer and Winter must bid their respective faewells…
The Unbroken make their final stand against Izkelthia, the Hag Lock-Breaker and her corrupted fey forces. As they battle amongst the buried in the Valley of Heroes, will they succeed or will this Shackle be their tomb too?
The Unbroken’s plans are put to the test as the corrupted hordes enter the firing line…
As Tharizdun’s vanguard approaches, the Unbroken must plan, practice and pray as they prepare to defend the Arch-Heart Shackle.
The Unbroken must find the Key to the Arch-heart Shackle, the Summer Knight’s sword, Emberwind. But as Tharizdun’s forces march towards the Valley of Tombs by the over morrow, to find the help they need, they must reach out in hope…
The Unbroken’s quest to find the Arch-Heart Shackle takes them to the desert Valley of Tombs, where their next clue is buried. But what else lies in wait beneath the sands…
The Unbroken must face the corrupted Hag and Tharizdun’s other followers, but their lead for the other half of the Arch-Heart Shackle Map goes cold…
After a satisfying evening at the Summer Court’s Ball, the Unbroken must travel to a fey scholar that could help them with their mission to find the Arch-Heart Shackle. But at the scholar’s treehouse sanctum they find they’re not the only Outsiders in this realm…
The Unbroken shall go to the Ball! But the ambitions of a fey lord, the Bear King, must be satisfied with blood and honey…
Despite the help of an old friend, travelling to the Feywild is never straight forward, as the Unbroken must face the hungry and the haughty inhabitants of this realm before they can go to the Summer Court’s Ball!
With Aylsenore felled, the Unbroken pick their spoils from his frozen hoard, rescue the entombed soldiers of Syngorn and start their preparations to travel to the Feywild.
The Unbroken enter the lair of the Ancient White Dragon, Aylsenore, The Great White Death himself, but who will be dying on ice…?
Landing at the frozen edges of the Stormcrest Mountains, the Unbroken are soon assailed by the abominable inhabitants of the White Dragon’s hunting grounds…
The Unbroken travel to Syngorn to help rescue Tarathiel’s son, but in this coy city they must hunt for the truth as well as an Ancient White Dragon…
Back in Emon, the information that the Unbroken has uncovered on the Lock-Breakers poses difficult questions for the Tal’Dorei Council on who to invite into these secrets. A fey invitation may hold further information on the next shackle, but an unexpected visitor invites the party to a chilling development…
Palmar, Palmar, Palmar, Palmar, Palmar- Pameleon! The Unbroken find a very unexpected prisoner of the Dark Grasp, but their appearance raises more questions than answers on the Lock-Breakers’ cult.
Assaulting the Dark Grasp’s lair, the Unbroken keep the cultists’ hands idle, but it’s they who are the devils’ playthings.
In their quest to rescue their Changeling ally, the Unbroken must battle the cult that has a hold over the Ruins of O’Noa’s settlers.
Two new allies join the Unbroken on their adventures, one who plays with time whilst the other sings and sails for a dime, but will they help or will they hinder?
Dreams and Nightmares come true for the Unbroken as they pray for one ally and find another ally as prey.
The Unbroken feel the burn as they must show they have the strength to save the World Anvil.
The Unbroken are put to the test to reach the World Anvil…
Raven’s Wish has turned back time but can they find a way to prevent a fatal future from repeating itself?
The Unbroken get ahead of themselves as they face the Elder Brain…
The Unbroken rally against the mental assault of the Mind Flayers and other mental monstrosities of the Underdark.
The Unbroken mourn the loss of their comrade, but heavenly dreams soothe them with familiar faces…
The monsters of Dark Lake take a krak at the Unbroken and a heavy toll is paid to cross a bridge…
The Unbroken’s new aviary of allies aid them in their travels through the Underdark.
The Unbroken continue their fight against the Drow and gain a new ally...
The Unbroken experience the gnomish hospitality of Orlando's family, and make a start on their journey into the Underdark to find the World Anvil.
After some downtime in Westruun, the Unbroken arrive at Kraghammer to continue their search for the Shackles of the Chained Oblivion.
The Unbroken make their return to Westruun, to claim a long-awaited bounty! But what have they brought upon themselves in disrupting Lock-Breaker’s schemes…?
The Unbroken’s bluff is called and they make a run for it, but the violent hordes are breathing down their necks…
The Unbroken’s victory over Kardar is cut short as they try to escape a whole base of ravagers…
A Ravager rematch between Kardar and the Unbroken is silent and deadly…
The Unbroken continue to hunt down the Ravager Slaughter Lords.
The Unbroken head to Westruun to try and stop the Ravager forces as pawns in Lock-Breaker's plans.
Now knowing Lock-Breaker's true identity, the Unbroken must tread carefully with who they can trust to help...
The Stormcrest Shackle is saved, but the party are still on the backfoot in terms of information. However their downtime in Emon reveals far more than they were expecting...
New allies join the fight to help the Unbroken defeat the remaining demons and protect the Shackle.
The Shackle under Ioun's charge is under attack, the Unbroken must repel Lock-Breaker and his demonic forces.
The trials of Ioun continue and the Unbroken must prove themselves by facing their greatest fear.
In the Cavern of Axiom the Unbroken continue to face the trials of Ioun...
Raphael comes face to face (times 12) and meets his maker...
The Unbroken do some home visits for Pallius and Tarathiel, and venture into the Frostweald for Raphael.
Surviving the Diver's Grave, Zeni must now face her former Captain, the Dreaded Drakkar.
The Unbroken flounder with the creatures of the deep, but will they sink or swim?
Who lives in a cavern under the Sea? Dashilla the Sea Witch!
The Unbroken's new crew and ship sail to the stormy seas of the Diver's Grave, but what lurks deep beneath the waves for them?
Raphael reels from the shock of his recognition by the League of Miracles, and the Unbroken plan how to retrieve a crystal from a sunken ship...
The Unbroken's arrival at Darktow is surprisingly expected, but a deal with the Plank King could save Zeni's mentor Pallius.
The Unbroken set sky sail over the Mountains on their way to Darktow, but the weather isn't the only challenge they'll face in the skies...
The Unbroken travel to Tarathiel's family home in Syngorn for further research on the Shackles and also prep for Zeni's mission to save her mentor. The Ranger must roam elsewhere.
With the vampire threat removed, new clues point towards the Lock-Breakers plans to break the Shackles of the Chained Oblivion.
The Lady of the Night and the Unbroken make their last bloody stand...
The Vampire Manor fights back against the Unbroken's assault!
The Vampire Lord is slain, but amongst the dust and blood, at what cost was it?
The Unbroken finally come face to fang with Davorin the Vampire Lord.
Recovering from their recent vampire ambush, a new opportunity presents itself to end the bloodshed between the Unbroken and the Vampire Lord.
The Unbroken and the Vampires are both on the hunt, but who will become the prey?
The Unbroken take some downtime in their new Keep, and start to sink their teeth into the case of a Vampire Lord in Emon.
The Unbroken's infiltration of Merritt's Keep reveals the Leader of the portal plots, the Lock-Breaker!
Closing the portals at the Scar of the Cinder King, the Unbroken must hot foot it back before the last resonance stone explodes!
The Emon Lord Merrit is a Liar Liar, but it's the Unbroken who's pants are on fire.
The Unbroken teleport to Emon to continue their investigation into the planar rifts. Further member changes see their faithful shield replaced with a rapier sharp mind.
A mentor is lost and a party member travels a new separate path.
Having found and broken out the real Caretaker of the Temple, the Unbroken face the threat of the shadows.
Reaching the Shade Temple, the Unbroken find a suspicious new Caretaker of the Temple...
The Unbroken land in Stilben and begin a long trek into the mountains towards the Shade Temple. Simeon divines in preparation for what awaits them there.
The Storm's Call and the Unbroken prepare to be boarded by the pirates of the Dragon's Corruption.
The Unbroken sail to the Shade Temple's nearby city, Stilben, but first they must traverse the pirate infested waters...
With the Yuan-ti chasing their tails in retreat, the Unbroken have a stop gap in the town where they all first met, Drynna.
With the Unbroken’s ship trapped, the Yuan-ti launch their ambush!
With Whitestone saved from a demon incursion, the Unbroken set off to investigate the Shade Temple. But what's that hissing sound surrounding them?
The revelations of Sabali's actions are still being processed, but the Unbroken must face literal as well as personal demons this night...
The Unbroken wake to unwelcome news of an assassination attempt on Lord de Rolo, and one of them is the suspect...
The Unbroken, fresh from their ordeal in the Feywild explore what Whitestone has to offer.
The Unbroken race their way through the Feywild to return to the Wild Hunt in time.
The Unbroken fight the Fomorian and Foes of the Feywild.
The Unbroken continue to make their way through the Feywild.
The Unbroken continue their investigation into the Grey Hunts disappearance.
The Unbroken meet some powerful individuals.
The Unbroken continue their journey into the Parchwood Timberlands.
The party enter the Parchwood to find the lost grey hunters, Ussi pays the ultimate price against some trolls and Sabali is caught with his pants down!
Arriving at Whitestone, Orlando meets the father of firearms, Lord Percival de Rolo and he has a job for the Unbroken.
The Unbroken lick their wounds in Westruun, lose one Cleric and gain another, and decide to travel to Whitestone.
A tense chase as the Unbroken try to make their escape from Kardar and the ravagers. Back in Westruun, the murder investigation provides some but not all the answers.
The Unbroken launch their assault on the Ravager camp, but the Slaughter Lord lies in wait for them.
Finding the ravager camp, the Unbroken attempt to thin out their forces with an ambush.
The Unbroken follow the trail of the Ravagers and find their camp.
Before the party can leave to track their bounty, they wake to find their Council ally murdered.
Downtime in Westruun, and party consider whether to investigate corruption or be bounty hunters?
With the younger Pennerton now safe, the Unbroken now plan a Lodge Heist to save the Lord Pennerton.
Violence in the vault as the party face Salgoroth the Oni and the Pennerton hostage is protected by shadow and fur.
As the party fight through the bank, the vault holds trouble as well as treasure for them...
With their plan in place, the Unbroken start their bank heist of the Pennerton Exchange.
The group stakeout the bank, and Arin gets a visit from a lady in the night.
The party try to find a way to free Lord Pennerton, but they have a lucky escape themselves when Wind is caught by the Myriad.
The party get to the Pennerton Lodge, but the Lord of the Lodge is already spoken for...
The Unbroken head to Westruun to start gathering information for their heist, but face trouble in the Bramblewood.
Wind's past catches up with her, and the Clasp can offer her a way out of her debts. If only the Unbroken could help her rob a bank!
With the disease in Drynna resolved, the party investigate the recurring Sahaugin attacks at the docks.
The Party meet Raphael's Patron, Mab the fey Queen of Air and Darkness.
The apothecary's secrets are shared, and trust is starting to build among the Unbroken.
With the hag now dead, does the village Bel end as well as her curse? What next for the revelations of the Rootgarden?
The Unbroken chase Barathia the hag through the swamp and put a stop to her curse.
The party find their name as well as the culprit of the Drynna disease.
What is the link between the apothecary, the banshee and the reclusive leader of Bel? Who else isn't what they seem?
The party travel to the swamp settlement Bel, and encounter the 'Lady of the Lake'.
Gnolls run havoc as the party try to rescue the hostages.
Raptor attacks in the night, gnolls hold villagers hostage and the tabaxi does a costume change!
The party head to the Rootgarden Marsh, a possible source of the Drynna Disease.
Despite the apothecary's potions, the plague continues and the party set off to investigate its possible origin...
The party explore the cavern under the cottage, help deliver a cure and spend some downtime in Drynna.
What's that scuttling sound beneath the apothecary's cottage?
Our adventurers head on their first task to visit the apothecary, but a tabaxi's joke falls flat with a group of bandits.
The links start to be made as a group of adventurers meet in a tavern in a little town called Drynna on the East Coast of Tal'Dorei.