A Dungeon & Dragons campaign centering around a small group of adventurers exploring the island of Drakkenvald off of the Sword Coast.
The party finally lands on Velmora, and discovers a dire fate.
The party helps around town, and prepares for their next trip.
Justinian makes a choice, and the party returns to Candor's Keep.
The party has some private conversations, and figure out a plan.
We talk about what happened during our Coy's Comic adventure, and talk on the state of things in the campaign as we near Episode 100.
The party discover more about Perrin's Folley, and a bit of secret.
The party returns to Perrin's Folley and are met with a less than warm welcome.
The party travel back home, and plan their next destination.
Gwyntyn makes a bold choice and the part end the evil.
The party fight owlbears, and have another meeting with a dragon.
The party finishes up their studies, and heads out into the woods.
The party research more as Marzlin hears from his family.
The party takes a much needed rest, and takes time to research what is to come.
The party find some unexpected rooms, and get a summon from someone quite important.
The party gets a strange visitor and find themselves in another cave.
The party meet with the Queen, and Pora's fate is decided.
The party recovers from the battle, and finally gets answers
The party finds the problem, and has an epic showdown.
The party returns to Candor's Keep, and are whole once again.
The party faces off against the Pillar of Fire in an epic confrontation.
The party find a new friend, and prepare for battle, as Anaximander finds his way out of Limbo by a curious method.
The party works to free Yargish, and deals with another terrible loss.
The party returns to the Yargish War Camp, and plan to siege Yargish and free it from the Automaton threat.
The party fights the pillar of water.
The party has an interesting visitor and throws their choices into chaos.
The party decides on what to do with Crow, and experiences another horrific event.
The party finds who they are looking for, but meet someone new in the process that changes their priorities.
The party fights an underwater monster, that almost ends it for them.
The party arrives at Titan's Rock, and makes a deal that could seal their fate.
The party gathers things and finds their next destination.
The party returns to Candor's Keep, and gets a bit of surprise.
The party descend deeper into the cave and find something they didn't expect, and danger was close behind them.
The party delves deeper and runs into an 8 legged foe that is not happy to see them.
The party goes deeper into the cave and gets lost for a while in the darkness.
The party runs into trouble on the ship, but finally make it to land.
The party steals a ship and gets in some trouble in a race to gather an artefact.
The party negotiates with an army for their freedom, and head to Yargish.
The party gathers there things, and heads towards Yargish.
The party gets answers to their questions, and get their next objective. They also find a new friend.
The party have a tense ride back to Candor's Keep, and find an interesting discovery.
The party travels back to Dearny and loses one of their own.
The party is still imprisoned and tries to devise a way to escape.
The party find the collection of items, and things spiral downwards very quickly from there.
The party delves deeper into the Drow city, and discover an unlikely ally.
The party enters the cave, and runs into trouble again.
The party further explores the Pirate Hideout and finds a strange staircase to the unexpected.
The party delves deeper into the Pirate hideout, and discover a problem.
The party explores the pirate tunnels, and finds surprises around every corner.
The party ventures into the sewers, and finds an unexpected enemy.
The party boards the Spelljammer and arrives in Dearny, and are puzzled as to what is going on.
the party makes another deal, and prepares to leave to save Oz.