The team get to hunt a White Stag after finishing any other business.
Fleec get the chance to do a bit of stabbing in the back so to speak.
The team manage to sort out the diplomat at last.
The team finish dealings with the diplomat and move on
The team, especially Anselma, has the chance to set up diplomatic relations with her people.
The team make it back and they have a chance to catch up.
The team are able to enter the Feywild and help Alfre before going home
The team needs to avoid a couple of hazards to get to Vladimer.
The team gets to travel to the Urals to find Vladimir
A spot of fishing & a bit of travel trying to find a Mansi Shaman
Maybe a crack at trying to spy on the Necrocult.
Some of the team get a chance to strike against the Necrocult before doing anything else.
Go.L.F. has to choose between going back to the cave, going to Orleans, or going to Novgorod.
The team decide to try a rescue mission and a bit of treasure hunting.
The Cunning Linguists finish up with the painting & decide what to do next.
The team get to see the dark side of village life....
Will the team survive their venture into the wilds at the edge of the Frankish Empire
A few eggs, Anselma seeking help and the secret police
How much trouble can these guys get into? Way too much.
The team get to pay up for their crimes, and get to raid a certain tomb.
Returning to Eschbach, the active elements follow up on their recent adventure.
Choices are available to the team, but do they want to go down the left hand path or up the right hand path?
The Stompies have to assemble the basics for travel to Alexandria.
The team investigate a good bit of rock, and decide if they like it or not.
The team has a couple of new faces to fill in. They also have a few little tasks to catch up on.
The Scooby Gang gets caught up on the town of Eschbach
Anselma gets the chance to help her husband, and a big fight.
Slowly the time is coming for the heroes to depart
A bit of downtime & follow up them leaving north
The party is getting close to the island of Baltia.
The party runs into a number of adventures while heading north.
The team possibly gets a look into a new group too.
The heroes find themselves against a foe that may leave them blindsided.
Bring all those brave or foolish to the temple and the island.
The heroes get to find out more, and maybe fend of a possible enemy.
Looking at the prize, after killing Athelbrooke, what information is retrieved?
Our intrepid wander thief finds himself travelling to Tunisia
The heroes finish up with Father Tossil
While the others are preparing & running errands, Willhelm gets round toa thorough probing.
The village elders need a good ticking to get in line.
The siege is coming to an end (hopefully).
The final show down between Saxon & Frank..... At least for the time being.
The dreaded assault is coming close now. Can the heroes mitigate the worst of it?
A chance for our resident thief to get his teeth into something
Who is going to end up like John Wayne fresh of the saddle?
Will the old hag spit out the heroes, or swallow them whole?
A bit of downtime to gather information, and catch up on some fun for the characters.
Letting the redshirts go first into the cavern
Do the plucky adventurers continue, or do they return to Parisius for help?
Hi Ho Hi Ho, it's off to the sewers we go.
An introduction to the world. Maybe an assassination attempt too.