Having navigated through the village of Palebank, the party has arrived to the frozen fortress that once was the Jolly Dwarf
The party rush onwards into the desert
The party has left behind the fort, the queen, and all the refugees. They now seek to head north to rescue Magic from Palebank Village
The party have defeated not only Fletcher, but also Kethra's adopted sister, Faerae. Now they are left to decide where to venture to next.
The group has discovered the Glass Blades have been compromised! Whats worse, they know a "queen" is coming but do not know who or when! Surrounded on all sides by danger, what will they do now? Who can they trust?
The players have called for an impromptu video meeting to discuss what they have learned.
The party is victorious over the Cave Dragon and Sentinel and have claimed the treasure of Paladin Shanks. Now to just get out of here...
The party has realized they are not alone down in the catacombs. Something is wrong, things aren't what they seem! Balliwicks armor was pink! There was another Freya!! Kethra can make flowers now!!!!
The party is hanging at Hullidak and have been notified of a hidden dungeon.
A....a lot has happened. So much time has passed since first getting together and coming north to these desolate wastes. Maybe now isn't the best time but- there will likely not be another chance. We need to talk.
The party is surrounded by the one claiming to be Kethra's sister. She has come to claim their beloved fighter.
A return to the world left behind, what awaits our intrepid misfit crew?
The party continue their journey on up towards Palebank Village
The town is on fire and the party is leaving
The group, having returned to Tip-top and conquered it through Kethra's intimidation need to discuss where to go next.
One thing has been certain since the time they've entered into this plagued swamp; A'ren has lied to them over and over again. This cannot go unpunished.
Having slayed Malfuriel, the Betrayer, the group decides on where to go next.
Having ventured into the disease-ridden Bloodmire, the party has been having a fairly smooth trip. Most in-part, due to the magic of Freya. After almost an hour of traveling the mire they have come upon a tree-top colony of halflings.
The next day...
It was all set, they made it to the mansion they knew where Fletcher was, they were at his door. Yet their choice to rest gave the villain the perfect chance to run. This chance resulted in most of Shadycreek burning. Returning back to the town and seeing the wreckage that had occurred the party ventured to their home to find it mostly abandoned. The only one there was they young Honor, hiding away in the basement.
The party has navigated their way through the mansion. Now only a few rooms remain.
The party have decided to abandon the push into the Bloodmire and instead focus on storming the newly found mansion to the southwest portion of the Savalirwood.
The players have arrived at the Witch of the Emerald Grove, Aidi's Hut seeking information on where Fletcher could be. Will things go over as smoothley as they anticipate?
After a tense discussion the party seeks to make good on a promise that Bailiwick made to the blacksmith Gajine.
Something didn't sit right with Kethra about the answers given by Alyndra. She seeks to investigate the Dark Dove.
A week has passed since the party acquired the Vuulental Mansion, they now must decide how to proceed.
The party has successfully saved Honor and have decided to barricade themselves in the room she was kept in to recooperate.
Having entered the house the party saved an unexpected victim from a kidnapping: Honor Liel. How do they proceed from here?
The adventuring party has returned to Shadycreek, what lies in wait in the town of thieves?
The final leg of the journey home has commenced. Jagoda is here too....
Having reclaimed the fortress of Hullidak and returned it to Gimisi, the sole survivor of the fort; the party readies themselves for the last hurdle of their return trip: The Savalirwood.
Beneath the fortress of Hullidak only webs and zombies awaited the party. Upon finding the creature responsible for the webs Freya collapses and loses her memory. How will the team proceed from here?
With the fortress theirs the party is left to pick up the clues of what really happened in this fort.
The party encounter the White Bone Gang at the opening of a canyon enroute to Hullidak Fort.
At the behest of the young Freya, the party is taking a detour to the Uthodurnian fortress known as "Hullidak" before venturing back to Shadycreek.
A large skeletal shark is trying to stop the party from reaching shore for some reason! Palebank is only a day's travel away!
The cure is at hand! The party must locate it and return back to town before lives perish!
The players have arrived at the disease laboratory known as Salsvault. Will the cure for the affliction affecting the villagers and even Kethra reach be found in time?
With one of the party infected as well as a handful of villagers the four heros head off to the icy archipelago known as "Eiselcross"