Dungeons and Dragons 5th Edition play series with the occasional other game or episode thrown in for variety. Currently playing an original campaign titled The Blight of Riverhaven and converting our video series into this podcast. Social Stuff: http://twitter.com/bonusaction http://twitch.tv/bon…
The rescue of Arn Anari draws some unwanted attention, and the party is able to plan their next move as the city prepares for war.
Having lost Riverhaven, the party heads north to Arn Anari, and Tillman discovers important information about Annaya. ———————- We return after an enormous break! Life gets in the way some time and it has just been impossible to keep up with editing. Going to try and get back into some semblance of a regular schedule […]
The party continues their attack on the Scaleblade headquarters in Riverhaven
The party seeks to take down the Scaleblade leadership in Riverhaven
The party arrives at the rendezvous point outside Riverhaven and begins to plan their return to the city.
The party assesses the situation in the north before making their next plans, but they’ll need help from Freeport.
The party decides to check in with an old friend as they return to the north.
The party catches their first glimpse of what’s happening in Riverhaven since Veilin took over.
The party starts the trip back to Riverhaven, but meets Scaleblade resistance along the way.
The party returns to Freeport and has to decide where to go next.
The party deals with the mess the Order left behind, then receives a message from an ally
The truth behind Tillman’s visions is revealed as the party delves deeper into the facility.
The party finds the facility where the Order learned their dark magic
The party is able to explore more of the island and finds a tribe of unusual Kobolds and a mysterious grave
The party begins to explore the island they’ve been searching for, making a new friend in the process
The party continues their search for the island and runs into some of Lyle’s old friends
The party tries to set Freeport on the right path before continuing their journey.
The party is inside Pearlhall Manor when the rest of the rioting pirates decide to attack.
The party allies themselves with the pirate class in Freeport in an attack on Pearlhall Manor against Lazy Vua’lu’zal, who may be more powerful than they expected
Lyle uses the tension in Freeport to gain allies and make enemies, but may secure the party a ship in the process.
The party finally arrives in Freeport, and Lyle finds some new hostilities towards pirates.
The party encounters a field of undead and a cavern with a connection to one of the party on their way to Freeport
After fending off werewolves, the party decides to confront the witches that have curse Ne’ermoore
The party seeks a few days of peace in Ne’ermoore, a small village known as a haven for those on the run
The party is forced to flee Riverhaven after the assassination of Soran Maganti, but the Scaleblades are close behind.
Soran Maganti arrives at the party thrown by Davril Greycloak
The party attends a masked party thrown by Davril Greycloak
The party devises a plan to rescue their friends and eliminate a threat to the city.
The party learns of some changes in the power structure in Riverhaven, as well the arrest of two friends.
The party discusses what to do next, and begins their voyage to Riverhaven with the anti-magic device.
Scats is missing, and she didn’t even take her jerky, something must be seriously wrong. The Seeker with the Orc Army is captured and brought to the city.
The party heads back into the now abandoned mines under Hettin to find the source of the tremors once and for all
The party finds more than expected when searching for information about the anti-magic device
The party treks deeper into the Darkwood, tracking the missing search party
The party is sent to evacuate the trading post Stilson’s Crossing before the approaching Orc Horde arrives.
The party makes their move to escape enslavement in the mines of Hettin.
The party’s plan to free themselves and their fellow miners grows larger than they thought.
Enslaved by the mining consortium at Hettin, the party finds themselves at the mercy of the very city they came to save.
A rapid descent down the mountains brings the party at last to Hettin.
The party sets out north to try and cross the Moonreach Mountains before the Orcs to warn Hettin.
Time is up, but the party makes one last stop before fleeing the doomed city.
The Arn Anari Highguard make their move against The Order and the players move to assist them.
The players find themselves asked to support both the leadership of Arn Anari and the elite guard who want to fight back, and don’t have time to help both.
The party finds themselves behind enemy lines and trying to find their way to the center of the Orc-sieged city.
The party finally arrives at Arn Anari, and finds the Orc invasion isn’t yet over. They seek another way into the city, offered up by their Cleric with a mysterious history.