Here's where you find out what's happened in previous adventures and what's still to come (in some cases).
Scavenger Hunt
- Herod the Alchemist needs something from one of the previously cleared tombs and would like the party to retrieve it for him.
The Cattle Mutilators.
- A local farmer finds his fields and crops under attack by blood-sucking fiends and he'd like some adventurers to help him overcome his enemies.
The Race
- Can the party retrieve the treasure first?
You're my only hope!
- Herod the alchemist would like the party to rescue his granddaughter but he's curiously silent about her kidnappers.
Beyond the Mountain
- The players decide to join Draylus and his friends in their fight against the great evil which lives beyond the mountain.
What Goes Up
- The company, now including Draylus and his friends, make their way down the mountain to the town of Irskone, which is at the foot of the pass.
Wither now?
- The party has defeated the guardian beneath Fortress Trasks revealing only more riddles.
Stranger Than News from Iskone
- After several adventures the group at last gets the Arcadians as far as Irskone.
Let's Make a Deal
- The group returns to Iskone with Amara and prepares to head North to the sage.
A Single Step
- The group heads north to meet with the sages of the Arcadian temple.
Killing Time
- Nope, not really just not ready for the real adventure yet.
Untitled
- The group must decide what to do next: pursue the witch, return home, pursue the symbols or do something completely different.
With Great Power
- The Overlord and his forces are, for the moment shattered. The group has some time to think, plan, and prepare for what is next.
Adjustment
- Adjusting for reading the book.
Dismal Swamp
- The Brethren begin their journey.
The Debt
- Paybacks can be a bitch.
Homecoming
- After being a way for quite a while the group returns to Gaylesboro.
Claim Jumpers
- The party returns to Blue Fall with a force of dwarves in tow.
The Western Marshes
- The group, seeking to help their new friend Salash to fee his people, head to the Western Marshes.
End of an Era
- The players may at last have found the true overlord. Will they emerge victorious or will they die in the swamps like vermin?
Changing of the Guard
- The companions return to Gaylesboro and find a few surprises await them.
Shoot the Darkness
- The adventurers head west to investigate an abandoned village.
Dark Secrets
- The group tries to figure out where the dark forces came from and, more importantly, where they've gone.
Hope of Shadow
- The Dark Gathers and shadows walk the land. Are the heroes of Gaylesboro worthy of the task?
Just Desserts
- Having defeated the Gathering Dark, the Heroes of the North are summoned to meet with the king at a weeklong festival in their honor.
The Plot Thickens
- The players have uncovered a plot to force a war with the ogres, but have they found it in time?
Interlude
- A bit of furious activity, then some downtime.
Outward Bound
- Gaylesboro needs heroes but doesn't have much room for them.
I LIVE!
- The party has entered a recently discovered tomb and killed the first major guardian. What lies beneath?
An Old Friend
- The players aren't the only ones who've been away from Gaylesboro for awhile.
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