Several individuals gather in a place for their kind... but will all of them leave what appears to be a simple convention?
Several individuals gather in a place for their kind... but will all of them leave what appears to be a simple convention?
Tragedy! Poor Phillip, the barkeep at The Frothing Tankard! His dog has gone missing and there is no trace of where he went! It's up to these newly joined adventurers to find him.
The Group tracks a lead on the Crimson Claw to a shady looking bar in the saurian neighboorhood. Inside they find a secret passage to a CC hideout, and a bit more besides...
The group chases what appears to be an escaped CC member down the chute and find themselves in a dense labyrinthian underground passage filled with strange secrets...
The League take up a contract from Freken Varkas to find out what's happening with his glass shipments. So the team goes to Vorakis to figure it out...
On their way to Vorakis, the League stop by the Beer Baron's place and sample some ales, but they also get to sample some local emnity...
The League finds their quarry, a mansion set deep into a forest along the path to Vorakis, what's inside will confuse them...
The League, newly christened, try to obtain real estate via legal means. This was their first mistake...
The League find their way north to the foot of the divide and see naught but cold ahead...
The League arrives in Terminal Two to find it besieged by a massive undead army, asked to help out they prepare some fortifications for the town and help them defend themselves, but what is causing all of this?
The League go to the scrapyard and find not much but metal and zombies, but a secret waits above the clouds for them to unlock...
The League returns to Terminal Two and find their efforts have paid off, but they aren't the ones getting paid...
The League make their way back to Vorakis, but as they arrive they realize everything is akimbo...
The League takes a chance at saving the city and ventures into a cult's hideout. Valla knows more than she's letting on...
Our heroes return victorious from the Cult of Torog's evil lair... but what waits for them?
Our heroes regroup after their struggles in the Cult of Torog and get ready for new adventures.
Confronted on all sides by obligations and the like, the The League of Farstriders tries to figure out their next steps, only to find that someone has already taken steps on their own...
The League decides on a shortcut through the woods to expedite their journey to Electin. What they find will baffle them.
The League find themselves in a Firbolg village, one of natural connections and tightly held trust. They parlay with the Elders, asking to be allowed to help...
Having secured access to their forest, and a promise of a rare reward, the League venture forth. Aided by Sildo they land on the edge of corruption and begin their march inward.
The League finds their way into the corrupted forest, braving strange fey, random attacks by blights, and traps alike. Despite all their obstacles, they manage to prune the Vinelord and his animated trees. Though victory seems marred by a strange presence nearby...
The League ventures southward, newly enhanced by songwood, toward Electin. Led by their friend Enoona, they find their way through some marsh, across the water, uncover a stowaway aboard their ship, pass by some mountains and eventually land in Lower Electin. Their presence shouldn't be known... but something is waiting for them when they arrive.
Stykora saw them coming, prepared a crowd-sourced ambush, and left them for dead in the middle of the wilderness. Thankfully, a bewitching song is guiding Vik right toward their goal.
Following Vik along his path of bewitchment, they find and infiltrate Stykora's Forest Fortress. Rife with traps and similarly-entranced slaves, they manage to find a secret passage into her innermost sanctum. A tense battle follows, with both sides receiving heavy losses, until at last Stykora is revealed to be a hag. She flees in the confusion of Akta releasing a wave of bloody energy. Finally, with help from her brother, they manage to right her twisting mind. Now, they return to Lower Electin to ponder their victory and the potential threat posed by a hag on the lam.
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