As the players venture into the Temple of the Dawnfather they prepare for their hardest encounter to date.
After Whisper and Drezzin's late night indiscretion, the party takes off from each other to prepare for the long journey north to Olc Skerry. Bait descends into slow madness, while Whisper finds a friendly ear in Nalfein.
The gang barters with Sir Rhett, meets with Jillin, and plots their next moves. Meanwhile, Whisper had some Night Moves of her own...
The party learns how hard quarantining really is. And folks? They suck at it.
The gang returns to Rosohna, but puts themselves on quarantine after dealing with the slaads. And then breaks quarantine.
The gang deals with the slaad problem in the mines of Xarzith Kitril, before settling things up with Sir Rhett
The gang spends a night at The Bag and the Balloon. Endless antics ensue.
The gang reaches Xarzith Kitril, city of Dragonborn and home to the ruidium mines
The gang beats Drezzin off... the giant crystal. Bad things happen
Encamped outside the ruins of Draconia, and with Andy now returned, the party sets their sights on exploring the ruins.
With a fractured party, and a new suspicious person amongst them, the party enters the Deepmoth Ravine with their sights set on the Ruins of Draconia.
The party reels in the aftermath of an interpersonal conflict that has left two members locked in mortal combat, and others fighting feelings of resentment towards each other. Will they be able to continue on? Where does one find a therapist in the wastes of Xhorhas? Do they all just need to hug it out?
In the wake of the fight with Dubliss, Andy shares the power of the beacon with Drezzin. The party self-implodes as interpersonal conflict threatens to tear the entire group apart.
The party continues their journey further south where they encounter an old nemesis and his enhanced atrocities
As the party approaches The Many Hosts of Igrathad they are met with the spawn of their former adversary.
The party recoups from their fight with the Dwendalian squad, discovers something huge in their shipment. Hacket takes flight.
The party departs Asarius to the Hosts of Many Igrathad in a race to collect ruidium. What they encounter along the way will take them to the breaking point.
The party prepares for their journey ahead and makes their way to Asarius, the first stop towards their destination south and learns of news that will change the course of things to come.
After a month of R&R in Rosohna, the gang - no longer the Marauders - makes moves to leave the city and fulfill their obligations to Sir Ret. First, they seek consecution as promised by the Bright Queen. Nothing could possibly go wrong, could it?
The party, whisked away to the plane of Avandra, must face down its scion. Will they do battle, or find a peaceful resolution?
Andy continues to be Andy. Meanwhile, the party meets a new ally and says goodbye (temporarily) to an OG.
New party members are introduced, while some alliances become stronger. Andy falls into a deep depression that pulls the group dangerously close to trouble.
Whisper reunites with her daughter as Andy and Shiro race to attempt to revive Felix. An odd introduction brings a potential new ally into the Marauders.
Whisper takes the party to her home for a night of relaxation and celebration, but discover that the Children of Malice aren't yet defeated and hold the heart of the city.
The gang meets the Bright Queen, and prepares for consecution.
With the son of Kossuth defeated, and the Children of Malice in full retreat the party takes a moment to relax, reflect, and plan for the future.
The finale to an epic four session battle
The Longest Day Part Three
The battle to the Lucid Bastion continues.
The party heads out to the Blightshore. Andy makes sure his dick still works.
An epic fight for the fate of Andy's dick. Will he bone again? Or will he get boned?
The party ventures into the city of Rosohna, which is now under the control of the Children of Malice.
The party buries Malegg, and uncovers something surprising about Andy. They meet a new traveling companion Shiro, who is shrouded in mystery but claims to know his way through the Underdark.
Yasmine evades the clutches of the law and exacts her revenge on Malegg's Marauders
The gang enjoys a relaxing afternoon of R&R in an upscale inn, before their journey into the underdark. They plan out their next moves, which includes a twist to turn uncover Yasmine as a spy of the Cerberus Assembly.
With the truth of Andy's deal with Yasmine revealed, and a group of assassins defeated, the gang questions Andy of the exact nature of his deal, and schemes a way to get rid of the bounty and possibly expose Yasmin as a spy to the Dynasty.
A new day dawns in Asarius and things are looking up for everyone. The gang meets a new friend who joins the Marauders, and secrets are brought to light.
The party arrives in Asarius, the city of beasts. Whisper and Hacket reunite with their old friend Yizzik, owner of The Moorbounder's Rest, while they plot out the next steps for their journey to Rosohna. Andy takes care of some unfinished business, and Malegg receives a promotion.
The party continues their two-week trek towards the city of Asarius, learning more about each other's lives, as well as encountering a strange gnome with his own secrets. Bonds are forged, and betrayals are revealed.
The players journey the long road to Asarius, learning more about each other and encountering dangers along the way that will challenge them. Drezzin reveals his secret identity.
As the group returns to Broonbobah, Andy discovers he's bitten off more than they chew. Quests are turned in and evil awaits.
With the Sand Hydra defeated, and lies within the group exposed, the party must find a way to reconcile with each other and determine their next moves.
The party departs Aruuth to seek out the source of the trade route disruption, moving southwest following the ominous cloud. What they encounter on the way will push them to their limits.
Our party travels northwest to the orc village of Aruuth and uncovers an evil that threatens more than just the orcs.
With six dead raptors defeated, and the sun fast setting our group is faced with decisions regarding their survival. Sleep in a den of raptor eggs? Or take their chances on the open Savannah?
With Startisha successfully returned to her village, our party of adventurers is rewarded but not before learning that there is something larger looming over the villages of Ithagrad