Dungeon Patrol: Recent Episodes

Monsters of Roll

The Dungeon Patrol Podcast is a weekly Dungeons and Dragons fifth edition actual play podcast where a group of five friends come together to slay imaginary foes and traverse fantastical realms. Using the framework provided by the core D&D 5E rulebooks, the friends battle, carouse, and level-up in a custom-built world called Athulas. Heavy on storyline, character development, and loot, the Dungeon Patrol podcast aims to provide fun and exciting adventures for fans of classic tabletop role-playing games.

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Adventure's Edge is an actual play, TTRPG podcast set in the World of Tellus. In our first campaign, "Heroes of the Vale", a group of people come together to find a cure for a deadly disease, only to be thrust into a web of increasing danger as they try to live up to what it means to be a hero. Heroes of the Vale is a story-driven game with a mix of roleplaying and action.

For more information about the show, cast, world, and rules, please visit us at www.AdventuresEdgeRPG.com.

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Hi everyone! This is Don with a long overdue update. We have started a new show, with new characters, and a whole new story over on Adventure's Edge. If you enjoyed Dungeon Patrol, I feel confident that you will enjoy our new show, and you will hear most of the same voices and the same style of show that we brought you here. You'll find us wherever you are listening now, just search for Adventure's Edge. You can also learn more about our new show, cast, rules, and the game world at www.AdventuresEgdeRPG.com. Thank you for all of your support, and we hope you give us a listen!

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In this episode Jeff and Don discuss the upcoming content, we talk a little bit about the new game world and the new rules, and when Adventure's Edge will hit your podcast app. Check it out!

The World of Tellus (World Anvil Link)

Adventure's Edge - Fantasy Reimagined! (worldanvil.com)

Adventure's Edge Discord Server

https://discord.gg/WyV3xQGEWR

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Hello Dungeon Patrol Fans. This is DM Don giving you an update on what is next for the show.

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Aaaand that's a wrap! The Dungeon Patrol Crew discuss the finale, Season 3, and ask a few questions to each other and the DM.

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With the Ex-Arcanum broken and scattered, and their alliance with KoPoCo secured, the party wraps up some loose ends and demonstrates what 9th level characters can do! [I updated the file after getting feedback that the background audio was too loud in my first version. -DM Don]

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Our exhausted heroes face off with Chairman Clawfist and his guards. Will they win the day with wits or steel? And will they finally get a long rest? Find out now!

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With Marissa and her allies defeated, the party must complete their mission using the somewhat cryptic notes from Aranaxis Lunarum. Will they succeed? And will Triss and Vosh work through their differences? Find out now!

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In the second half of the epic showdown with Marissa Falconer and the Ex-Arcanum, the party must bring the conflict to an end so they can complete their mission. Will shifting loyalties turn the tide of battle against our heroes? Find out now!

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The action starts off fast and furious, with the party and their unexpected ally facing off against a room full of wizards and their guards. Chaos reigns, but will Love in fact take the day? Find out now!

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In this third installment of our Q&A show, Jeff and Don discuss the campaign, being a "forever DM", and answer a few listener questions. Join us next week for the epic battle with the Ex-Arcanum!

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The party rushes after Agron through a vast complex of rooms and corridors. How did the Ex-Arcanum get here first? Will they finally find the answers they have been seeking? And can they handle them? Find out now!

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The party reaches the end of the line, only to find the missing band of fanatical kobolds! Once again they have to fight for their lives, so close to their goal, yet so far.

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The newly empowered party reaches the bottom of the elevator and has to navigate the undercity once again, stopping briefly to make a new friend.

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The party finishes exploring the ancient sky ship, and then sets their sights on the nearby manor which should contain access to the tunnels below. Racing against the Arcanum, what dangers lurk ahead? Find out now on Dungeon Patrol!

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The Party faces off with the ghost of the Dread Captain Arkley. Will they survive this supernatural encounter and continue the quest? Will Dagmar catch a break? Find out now!

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The Party spends some quality time looting the tower, deals with a setback and makes new plans.

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The party contends with one more puzzle before they can reach the top of the tower. Will they find the answer in the stars? And what lies at the top of the stairs? Find out now!

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The party continues onwards and upwards into the puzzle-riddled tower of Aranaxis Lunarum. How many more must they solve before reaching the top? What great secrets will they learn? Find out now!

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Still reeling from the loss of their new sandwich-maker, the party attempts to solve the mystery of the potion lab as they try to climb higher in the tower.

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The party solves the first mystery of the ancient palace tower, only to learn that it holds even deadlier dangers than enemy wizards.

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The party ascends the palace tower, opting for the direct approach at dealing with the Arcanum wizards. What mysteries and dangers will they unlock in the upper reaches? Find out now!

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You didn't ask for it, but here it is - The Season 2 Elar Supercut! As we continue forward with Season 3 next week, learning new details about the enemies at large, Elar breaks down the events of Season Two. So sit back, relax, and enjoy a little bit of Elar.

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With half the party gone, Brokkos and Dagmar (A.K.A. Thad and Jeff) pick up the slack a second time to discuss the finer points of being a Dungeon Master. Please enjoy this second Q&A until the whole crew returns to continue the adventure next week!

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In this episode, most of the Dungeon Patrol crew are on vacation. Thad and Jeff spend an hour talking about building characters and other nerdy nonsense. We'll see you next week!

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The Party reaches the palace, finally coming face to face with the Arcanum and their lackeys, which leads to actions that make them pause and question who the heroes and villains are in this story.

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The party contends with furry fury, then uncovers a significant clue to the nature of the ancient city before pressing on towards the palace and the mysteries it may hold.

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The party continues exploring the mysterious, ancient city. They move onwards towards the central palace, overcoming one obstacle after another in their quest for answers.

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The party finally makes their way out of the maze of tunnels, only to discover an even more expansive search area in their quest to find Vosh.

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The party takes a much needed rest, and the players discuss the campaign so far as we prepare to go back into our live, in-person studio next week!

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Pressing on through the bowels of the ancient structure, the party encounters hidden dangers and gets to meet some of the original inhabitants. Perhaps they will be interested in a performance…

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The party has a tense battle with a dungeon surprise, and learns a little more about the dangers underground and each other.

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The party faces off with another round of foes and hidden dangers within the ancient ruin as they continue their search for the Arcanum and Vosh. And badgers happen.

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The party reaches the end of the line and enters into an ancient ruin. As they patrol the outskirts of the strange dungeon, they quickly realize that they are not alone.

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The party investigates the cave-in and discovers there are worse things in the dark than a rusty bucket.

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The party gears up to sneak back into KOPOCO HQ to gain access to the secret tunnel. Can they get through the twisting maze of corridors and layers of security without being caught?

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The situation gets tense in the basement of The Red Building and the party has to fight for their lives. Also, the DM makes an unbearable amount of bad puns.

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The party engages in some shenanigans at the Red building before meeting with Vincent Coyne. How will he respond to their wild accusations?

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The party interrogates Beatrix and learns the rat's nest goes deeper than they were hoping. They continue to untie this twisted tale and plan for another excursion.

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The party accepts the invitation to meet with the leader of the rovers, learns more information about their foes, but will they make it back to the Augury for a night of rest?

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The party enters The Red Building and mingles with the local nightlife. To garner favor and information, a member of the team braves the fighting pit. Who will fight? Who will win? Find out now!

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With the portrait of Lieutenant Vosh in hand, the party continues along with Dagmar on a tour of District 9. The day becomes part investigation and part shopping montage.

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After dealing with the brigands and getting sleep at last, the heroes enlist their new friend to take them around town. The only logical outcome of this is a musical number.

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Our heroes arrive at The Augury and get settled in to their new home, ready for some well-deserved rest. Their sleep is soon interrupted, and as expected, chaos ensues.

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Our errant trio follows Seela Silverscale into the strange new city of Knockabout and truly begin to realize that they aren't in Vadrogan anymore.

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Faced with a difficult decision, the group parts ways with a valued member and delves deeper into the dark in pursuit of Lieutenant Vosh.

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We gather once more to discuss the dark and exciting season two, which saw our party traverse the doomed city of Vadrogan.

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The party must free their giant friend and help him to embrace his glorious destiny, but as events unfold, they are forced to make a decision that will dramatically impact their own fates, and entangle them in a vicious web of intrigue that threatens the entire world.

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The party finds the home of the mysterious Foreman, whose many secrets may reveal the path to salvation or ruin.

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After witnessing the rousing spectacle led by the strange outsider, the party members spy yet another unusual visitor in the Saltside market.

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The party members are led to the Labyrinth's elaborate control room, where new clues and a magical gateway serve to compound the mystery.

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The party must fight to save a mysterious stranger from becoming a waterlogged meal for the monstrous creature of the canal.

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The Labyrinth's second level elevates the stakes and causes the party to see danger around every corner.

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The party runs afoul a creature that's perfectly at home in the labyrinthine corridors, and they must overcome it before they can begin to venture deeper into the deadly maze.

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The trail leads the party to the city's most infamous gladiatorial arena, the Labyrinth, but even gaining entry to the legendary maze may prove deadly.

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The party faces off with a grizzled former gladiator and only victory will bring them closer to finding their missing friend.

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The party confers with an old friend before undertaking a perilous journey across Oldtown to track down their next lead.

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Hot on the trail of their missing friend, the party receives their first and only clue from an unlikely messenger, but hidden dangers threaten to derail their pursuit.

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The party regroups at Madame Tuvari's to work on unlocking the meaning of the Baron's encoded messages. A night recuperating with the ancient fortuneteller serves as a precursor for a fateful homecoming.

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Having found the mysterious book in the possession of a strange cult, the party must survive an attack from formless creatures of mist and somehow convince the book's owners to reveal its contents.

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The party visits the temple dedicated to the god of death to find the Book of Skulls, but a surprise awaits them in the dark catacombs below.

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The party finds the hidden temple dedicated to the god of secrets, but they must participate in an elaborate ritual to earn the fickle deity's blessing.

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The party travels to the infamous Fleshmarket to look for the missing spy, but a grim discovery reinforces the dangerous nature of their quest.

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The search for a cure to the wererat's curse leads the party to the temple district, but finding a cleric proves more difficult than they anticipated.

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The party must fight their way out of the murky graveyard to track down one of the Baron's elusive spies.

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The party continues their exploration of the perilous prison and a grisly discovery points the way to the exit.

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The party finds the crotchety cooper and they convince him to aid their quest. What they learn may help to clear Wolfknut of suspicion.

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The party sets off to investigate the Peck & Whimby warehouse, but they quickly uncover more than they expected.

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A hasty escape from Oldtown leads the party back to Hacklow's candle shop, where someone anxiously awaits their return.

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The adventurers stumble onto a gruesome scene and decide to take action. The aftermath leads to the discovery of a sinister plot against Wolfknut and his crew.

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The party must confront a terrifying gelatinous creature before discovering ominous clues that point to a conspiracy of unknown proportions.

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The party travels to the chandlery in search of a secret entrance to the Dark Runs that lie deep below the city, but they must first deal with the shop's lone inhabitant.

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The party confronts the pirate lord Wolfknut before embarking on another quest that will take them deep into familiar, but unfriendly territory.

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The party continues their journey to the lighthouse where a dangerous enemy lies hidden in the mists.

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The party delivers the recovered supplies to Arvik before being summoned to the villa where Wolfknut awaits with a mysterious new mission.

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Our clever crew arrives at Stakeworth Manor and spies the much-needed glass. After some cautious exploration, they are determined to retrieve the precious panes, or die trying.

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The party decides to help Freya, and nightfall finds them lying in wait for the saboteur's encore appearance.

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The party ventures into the greenhouse in an attempt to discover what nearly killed Arvik's dog, and later they must decide whether to help the gentle giant with another quest.

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The party finds a couple of surprises during their exploration of the villa's basement, and a return trip upstairs reveals new information and old rivalries.

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The party's precarious situation is compounded by the bandit leader's erratic behavior, but they manage distract the villa's occupants long enough to formulate a plan.

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The party convinces a curious halfling to free them from their makeshift prison. They follow him to his camp, but the welcome they receive is decidedly unfriendly.

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With tensions in the city set to boil over, our party members find themselves at the home of Remus Nova on the night of his grand wedding feast.

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The gang comes together to discuss season two of Dungeon Patrol.

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The gang gathers once again to discuss season one. Questions are answered and feelings are shared in this fun and expansive look back at the campaign.

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Season one epilogue.

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A knock on the door reveals a familiar face bearing grim tidings. With Scornsby defeated, they must now confront one final foe who wields the power to destroy the world.

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The end of the civil war sends the heroes in pursuit of the usurper. To catch him, they must travel halfway across the kingdom, where he plans one last surprise for the young Queen.

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The adventurers are asked to scout the enemy position before being given their own command. Their actions, both past and present, will determine the fate of the loyalist army.

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The heroes fly off in search of the loyalist army, hoping to warn Lord Stormbreak of Redthorn's betrayal before any confrontation with the usurper's forces.

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The heroes make haste for Oldhome in a desperate attempt to stop the traitor Redthorn from finishing his quest to assassinate the unsuspecting Queen.

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The heroes witness the decimation of the mad king's mighty army and have only one chance to escape. But survival may necessitate new and dangerous alliances that could prove difficult for all to accept.

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The heroes somehow wake to find themselves chained to large standing stones. Their lives, seemingly restored, are quickly in jeopardy again and they must find a way to escape their latest predicament.

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Our heroes navigate the winding corridors of the enemy-occupied citadel in a desperate effort to rescue Thora's sister who is locked away in the heavily defended central tower.

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Our heroes set their plan to infiltrate the citadel of Northwall, but guards have been posted to deter interlopers. Thora and Redthorn must think quickly to gain entry before time runs out.

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The heroes traverse the dark, undead-infested halls beneath the ancient fortress of Northwall and eventually end up on the surface, where a chance encounter gives them the opening they desperately need.

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Our heroes trek deeper into the cave, following the haunted voice of Ajax the Satyr, who tells them about the Mad King's dark deeds some 120 years past. But someone, or something, wants to prevent them from going any further.

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The heroes hide along the rugged mountain path, awaiting the arrival of a small squad of enemy knights who are unwittingly strolling into their carefully planned ambush. The ensuing battle quickly turns in favor of our adventurers, and ends with many questions.

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Our heroes pierced the veil between worlds and began their journey up the lost mountain. But it isn't long before their presence disturbs the fierce denizens of this strange land.

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The adventurers accompany Redthorn on a desperate mission to rescue his beloved squire before the onset of war. They travel back to Northwall and reconnect with old acquaintances along the way.

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The adventurers make haste for Oldhome and meet up with a harbinger of one hero's past. With the alliance in mind, they march on, only to discover that much has changed in the days since their departure. With the stakes already so high, a friend's inconvenient loyalties become a cause for concern.

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The fate of the alliance depends upon the honesty and silver tongue of the party's most unlikely hero, but Heartwood Hollow's powerful magics reveal much more than anyone expected, including the identities of those responsible for Lady Graylash's mysterious murder.

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The heroes continue their investigation into the mysterious circumstances surrounding Lady Graylash's death, and the Elves make an unusual offer to quickly resolve the stalled negotiations.

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The heroes settle into their new quarters and discover that an old acquaintance is embroiled in the mysterious death of Lady Graylash. Their investigation is briefly stymied by an overprotective servant, but quick thinking gains them an audience with the grief-stricken Lord Graylash.

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The heroes arrive on the mist-darkened shores of Harmony Bay, only to discover a ravaged Elven encampment. Terrified screams alert them to the presence of a survivor, and offer grim portents of trials yet to come.

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The heroes must battle an unnatural creature on a bleak island enshrouded by a thick, oppressive fog. An escape from the dispiriting mist proves frustratingly difficult, as the fate of their quest hangs in the balance.

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The party battles the dwellers of the deep and they are eventually forced to seek shelter on a nearby island. They quickly discover that something strange has happened to the island's inhabitants, and a cursory investigation reveals much more than they expected.

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The heroes prepare to sail to their next diplomatic assignment and a surprise visitor arrives to send them on their way. After a day of smooth sailing, they settle in for their first night aboard ship. But they soon discover that trouble lurks just below the surface.

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The heroes overcome another obstacle, and in the process, they are reminded of the dangerous enemies they have made. Their return to Oldhome appears to be short-lived, as a new mission promises to take them far from home.

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The party encounters a strange band of Orcs and they are forced to make a fateful decision. Their mission for the Dwarven king also comes to a conclusion as their triumphant return to Umberstone leaves them with mixed feelings.

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Following the desperate battle with the dark elf matriarch, the heroes learn much about her evil plans. They resolve to finish their work in the stygian confines of the Drow caverns before returning to the surface world where old acquaintances await.

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The heroes must face off with a confident Drow captain before they can challenge the dark lady herself, but all is not as it seems. The renegade matriarch has a guest, and the party is forced to quickly determine friend or foe.

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Our heroes must make a perilous bridge crossing to deal with a dangerous dark elf wizard before they can delve deeper into the Drow caverns in pursuit of the Dwarven king's quest.

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When the dark passage they were following splits into three, the party must decide which path leads to their prey. But a muffled cry from the gloom draws them toward a confrontation with the unworthy adherents of nameless and vile gods.

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The party finds the entrance to the hidden home of the renegade drow, but their bold entry is met with determined resistance, and devious tricks.

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The heroes enter the ethereal plane and slip, unseen, out of Umberstone. They continue their journey down the mountain toward a seemingly inevitable confrontation with the renegade drow matriarch, Zuna Luzaen, but unforeseen dangers threaten to push them over the edge.

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The party does their best to persuade the Dwarven king, but he's powerless to help their cause while so many of his subjects oppose it. It soon becomes clear that some within the mountain will do anything to end the alliance once and for all.

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The heroes leave Skybornhal and continue their journey to Umberstone. They camp within sight of the Dwarven mountain, but a sudden blizzard prematurely darkens the evening sky. That night, they discover they're not the only ones seeking entry to the Dwarven stronghold, and they must act quickly in order to gain an audience with the king.

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Our heroes face a desperate challenge that will determine their admittance to the monastery, but the fight does not go as planned. Despite the setback, the party is taken to the abbess of the mountain who offers a few surprises of her own.

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The heroes battle the remaining Orcs and learn much about their plans before finishing their climb to Skybornhal. Their desire to find Kul-Sho's aunt meets with some resistance, and they must decide whether the reunion is worth a brutal trial by combat.

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The heroes are knighted at a gathering of the realm's elite, and one of the Queen's inner circle uncovers a lost family connection that stirs up painful memories. As the party comes to terms with the revelation, a new mission offers them the opportunity to reconnect, and just possibly, even the odds.

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The heroes visit the Maiden's Blush and uncover more secrets from Bjorn's troubled past. They eventually return to the Iron Citadel, where a late night meeting leads to an epic confrontation.

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The party enters the secret cellar below the Stone Cups tavern and they must fight for their lives against the strangest of foes. A thorough search of the small underground lair reveals much, but the heroes will need help to make sense of it all.

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The heroes depart the Farbelow outpost and arrive safely in Oldhome. Their brief audience with the Queen turns into a reunion of old friends, and a new ally encourages them to continue their investigation into the Householder threat.

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Our heroes' deeds earn them some well-deserved recognition and a few days rest. They leave Fallingwater, buoyed by the respect and admiration of the city's populace, but they quickly learn that, despite their success, some will always look down on them.

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The heroes receive more information about their new foes before heading up the hill to the Coldmarch manor, where some careful reconnaissance is followed by a quick entry. Inside, a bold plan and tremendous teamwork may be just enough to overpower the current occupants.

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The heroes head to the Coldmarch estate to learn more about that noble family's possible involvement with the tragic fire that devastated Fallingwater. Their visit to the river Baron's home goes from awkward to deadly in the blink of an eye, and the party discovers much more than they expected.

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The party rides on to Fallingwater where a devastating disaster has left the city in turmoil. An often misunderstood cult is blamed for the misery, and the heroes decide to intercede before more innocents come to harm.

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The heroes hear screams coming from the rustic farmhouse that serves as the Twilight Vigil's headquarters. They rush into the gore-splattered confines and discover that only one occupant has fallen victim to the attack. But this unfortunate soul was family to some, and his final request will prove difficult for the party to ignore.

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The party heads to Northwall looking for evidence of the red-robed cultists. They meet a weary trio of zombie hunters along the way and agree to join forces. A new discovery sends a wave of panic through the exhausted newcomers, and the heroes are quickly caught up in a reckless chase through the dark of night.

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The heroes follow the trail left by the marauding Drow back to a small cave. Inside, they find an accumulation of loot--evidence of the dark raiders' prior success. After gathering the ill-gotten goods, they once again travel north, only to be stopped by a strange collection of misfits on a mission of mercy.

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The party crosses the mighty Mawbren river and continues their journey north. They encounter soldiers and refugees along their route, and the signs of impending war are everywhere. After sharing troubling stories around a fire, sleep comes slowly into the heroes' camp that night, followed closely by dark new foes.

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The party takes the north road out of Argwyn's Pass and encounters a monk of the river goddess, Vend, who warns them of trouble ahead. Our heroes must decide if the cost of revenge has suddenly become too high, or pay the price for a chance to corner a deadly foe.

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The heroes continue their exploration of the Heralds' foul temple and find a frightened young boy. The child informs them that a group of townsfolk, including his mother, is being held by slavers in a nearby courtyard. The party marches to the rescue, but the battle reveals strange new alliances that serve only to deepen the mystery surrounding the bloodthirsty cult.

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A secret passage from a bloody altar room leads to a bedchamber where young captives await a gruesome fate. The heroes must hope they have what it takes to stop the unstoppable before they become its next victims.

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The heroes enter the abandoned drainage tunnel, hoping to quietly gain entrance to the Temple of the Everlasting. With dire warnings about a hideous creature that haunts the dank passage, they must proceed warily, or risk life and limb.

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A betrayal brings the party face-to-face with the painful reality of the kingdom's current troubles. With more lives hanging in the balance, they must quickly set aside their own grief and carry their mission deep into enemy territory.

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After surviving the night at the Pickled Sprite, the party hits the road in an attempt to stay ahead of their mysterious enemy. They make it to the strange town of Orbreystone, where divinations and a father's despair send them off on new quests that may ultimately reveal more about the troubles plaguing the kingdom.

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Fresh off a nearly fatal encounter, the party stumbles across some unexpected traveling companions on the road to Twallingford. Their arrival in the city leaves them feeling uneasy, but some timely help from allies quickly reassures them. They must eventually decide whether to risk spending a night in the troubled town.

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The party deftly avoids a sticky situation at the logging camp, but a strange sense of foreboding follows them deep into the forested hills. That night, they learn that some victories come with deadly consequences that may ultimately cost them their lives.

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With the fortress secured, the victorious townsfolk turn their attention to the enemy forces now marching toward their homes. With every hand needed to prepare for any potential retribution, Lady Fallingwater turns to the heroes for help, and they must decide whether their aid can be bought with promises alone.

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The party leaves the dungeon and makes one final climb to the fortress. Their cautious exploration of the ancient citadel is interrupted, and they must act quickly or risk losing all.

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The adventurers continue down the darkened hall and encounter two curiosities. To satisfy both, they must decide whether to split the party for the first time. Life and death decisions are made quickly, but not easily.

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With mysteries to ponder, the party continues their epic climb until a cave-in halts their progress and forces them off the beaten path. The detour holds new dangers that will test our heroes and make them long for the light of day.

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Our heroes begin their ascent through the heart of the mountain fortress. All is well until they meet another party whose motivations are mysterious. The nascent adventurers must decide how to handle this encounter, and more importantly, its troubling aftermath!

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The party chases after the villainous Larchwood, but a young girl's story leads them to discover the secret entrance to an ancient Dwarven fortress. The group must deal with the current occupants before making the fateful decision to climb higher up the mountain.

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The adventurers meet at the Overlook Inn in the small border town of Endwall, where they encounter a mysterious beggar, a brutish soldier, and a local legend. Our heroes must quickly decide what to do when these forces collide!