The Lads arrive in Voltracity, now needing to find passage on another ship. In the meantime, they search for equipment and knowledge.
The Lads continue sailing to Voltracity.
The Lads depart to Voltracity, stopping in Acrusia where Vikivath puts on a gladiatorial show.
Arriving in Krong, the Lads help a man with a grudge get even before seeking passage to Evemora.
The Lads find several bounties on their board in the morning, all from Krong. As they travel there, they're ambushed by horrid creatures of gold and red skin.
The Lads have escaped the Death Party and travel back home but, along the way, are ambushed by assassins.
The Lads face the corpses of Ellonia's Rejects' fallen, finally reaching Malicia Grimm... or so they thought...
The Lads make their way down the second tunnel, encountering a party for a skeleton called Bone Throne Tony.
The Lads make their way through the second area of the Death Party, encountering party-hat-wearing skeletons, a present, and a party game.
The Lads continue through the mine track tunnels and locate the keys to an ominous obsidian plinth.
The Lads enter the macabre, yet cheerful Mines of Grailstein in search of the Bonemancer. They begin the Death Party through mine track tunnels strewn with all manner of frightening traps.
The Lads search Galerion's cabin and receive a disturbing post-mortem message. When they return to tell Laddy of their success, he tells them of his old days in an adventuring party called Ellonia's Rejects.
The Lads trek through a dying forest littered with magical and mundane traps, finally reaching the source of this undead infestation.
The zombies and skeletons are dealt with, and the Lads give Dunn the bad news. However, this turns into an opportunity for the Lads to negotiate a nice payday with the Reeve.
The Lads return to Belsnik, and Laddy officially welcomes Cosmo, Lambert, and Vikivath. The next morning Laddy brings them a bounty from the Logging Guild asking for their protection.
Two weeks have passed, and The Lads finally receive a bounty from a retired Adventurer named Will Moore, but when they reach their target, they're greeted by another group of adventurers.
The Lads make their escape from Zesto's Finest and finish up their business around Norlun before returning home.
While the Paladins and Glen are busy distracting some of Zesto's guards, Willow and Skha'k have infiltrated Zesto's Finest. With an employee cornered, Willow demands they tell him everything they know.
Glen has been found out as Zesto's employees follow him and a charmed Zesto guard into Ariel's.
Muda has placed a large order for statuettes at Zesto's Finest. Now the Lads plan to sneak into Zesto's during the night but decide to take on a local bounty before doing so.
Glen has completed Timara's request. Before he returns to her Temple, the Lads peruse Norlun and take some time to rest and plot their next move at the local inn, Ariel's.
Glen has accepted Timara's request. He will bring her a precious amulet from the High Priest of the Church of Good Fortune. Meanwhile, the Lads plot their attack on Zesto's Finest.
The Lads leave Mariam and head to Norlun for their primary target, Zesto Finesto. Along the way, a gang of bandits and a light-blue-robed Cleric stop them on the road.
The Lads descend into the hidden basement of the Silk Guild, taking on the Clutter Beneath bandits and their captain, Kaliban.
As the Lads begin to interrogate the Silk Guild supervisor, a gang of bandits ambush them from the forest.
As the Lads attempt to sneak out of the Silk Guild, a dropped waterskin alerts the Guild to their presence.
Willow and Jaraleto attempt to pay off their friends' bail, but Hettle refuses and instead wishes to argue his innocence in court.
The Lads discuss plans for another search for bandits in Mariam.
The Lads take on the God of the beastmen, Kish'lagg, the Avatar of Savagery.
Defeating the ambushers, the Lads learn of a recent attack on their home village.
Awaking to thundering skies, the Lads enter Krong as Hettle plans to turn himself in.
The Lads make allies of an old tavern brawler and a pair of paladin brothers.
The Lads continue their web collecting in Greatweb Forest for the Silk Guild.
In Mariam, the Lads investigate taverns and a local guild for clues.
The Lads journey to Mariam in search of the bandits hiding there.
The Lads return to collect their bounty, then celebrate Laddy's birthday!
The Lads track the bandits back to their campsite and deal with them
The chasing bandits are dealt with, and the party completes their journey as they return home.
With the bandits cleared out of their hideout, The Lads plan for their journey back to Belsnik.
Having found the loan shark's hideout, the Lads prepare to attack.
The Lads awake to an empty bounty board, until an unfamiliar, distraught face enters the tavern.
The party awakes another day, where their bounty board awaits them