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The party finds who they are looking for, but meet someone new in the process that changes their priorities.
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The party fights an underwater monster, that almost ends it for them.
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The party arrives at Titan's Rock, and makes a deal that could seal their fate.
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The party gathers things and finds their next destination.
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The party returns to Candor's Keep, and gets a bit of surprise.
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The party descend deeper into the cave and find something they didn't expect, and danger was close behind them.
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The party delves deeper and runs into an 8 legged foe that is not happy to see them.
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The party goes deeper into the cave and gets lost for a while in the darkness.
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The party runs into trouble on the ship, but finally make it to land.
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The party steals a ship and gets in some trouble in a race to gather an artefact.
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The party negotiates with an army for their freedom, and head to Yargish.
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The party gathers there things, and heads towards Yargish.
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The party gets answers to their questions, and get their next objective. They also find a new friend.
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The party have a tense ride back to Candor's Keep, and find an interesting discovery.
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The party travels back to Dearny and loses one of their own.
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The party is still imprisoned and tries to devise a way to escape.
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The party find the collection of items, and things spiral downwards very quickly from there.
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The party delves deeper into the Drow city, and discover an unlikely ally.
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The party enters the cave, and runs into trouble again.
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The party further explores the Pirate Hideout and finds a strange staircase to the unexpected.
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The party delves deeper into the Pirate hideout, and discover a problem.
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The party explores the pirate tunnels, and finds surprises around every corner.
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The party ventures into the sewers, and finds an unexpected enemy.
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The party boards the Spelljammer and arrives in Dearny, and are puzzled as to what is going on.
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the party makes another deal, and prepares to leave to save Oz.
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The party learns a lot about how to save Fresia and Oz, but at what cost?
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The party leave Tanis Symprum and something unexpected happens that plunges them into chaos.
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The party gets to the bottom of the mine, and make an unexpected deal.
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The party descends into the mine and finds a dark history.
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The party crosses the desert and finds the entrance to Tanis.
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The party awaits the judgement from Lord Shallowstone, and try to proceed forward in finding Cinderbloom.
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The party settles into town, and finds an old friend.
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The party gets in trouble as they travel to Governors Den.
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The party seeks the Hawkweed, and runs into a large pair of problems.
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The party proceeds into the dark forest, and runs into a flying problem.
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The party heads to Smyrna after a swim, and the condition gets worse.
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The party finds themselves in Colton Frost's ship, and tension is getting thick and they search for a cure.
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The party learns a terrifying secret about themselves, and Oz comes out of hiding to confront his fears directly.
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The party run away from an enormous foe and almost suffers a difficult loss.
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The party enters a deep hole, and finds a new person in trouble.
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The party runs into an old enemy, who surprises them before the come up with the next game plan.
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The party gets answers from the Academy, and learn secrets about Oz' past.
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The party travels north back home, and brings new family with them.
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The party swims for their life as a massive creature threatens to swallow them. They gather their things and head back towards Candor's Keep.
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The party goes back to Old Smyrna, and find their way into the old crystal room, but aren't prepared for what happened.
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The party find a mysterious crystal and go back to the surface world to get more information.
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The party barely survive the encounter and move into the library to search for books.
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The party get judged by Ogobogo and accidently awaken a dark evil.
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The party digs deeper into Old Smryna and finds some survivors.
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The party recovers from their adventures in Old Smyrna, and get a new task to return while Oz gets himself into more trouble.
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The party finds the entrance to Old Smyrna, and run into trouble early on.
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The party meets Colton Frost, and finds a curious device with a new friend.
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The party finds some strange hooded figures walking through the streets at night, and move to investigate.
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The party travels south towards Smyrna, and find a new friend.
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The party investigates the information that they find, and deal with loss for the second time.
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The party explores further into the crypt and awakens a dark power.
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The party explores the old tomb, and finds some dark answers.
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The party says goodbye to Briarfork, and goodbye to others in their life.
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The party finds Oz, and makes decisions that oppose their values.
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The party spends some time with the Burrowstone Family, and develop a plan for the harassers.
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The party find Luna very sick, and make a difficult choice while they dig into other things happening in Briarfork.
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The party continues to head north toward Briarfork, and runs into trouble.
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The party gets things ready for the trip north to Briarfork, and make a difficult decision.
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The party finally gets back to Candor's Keep and deals with new problems.
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The party gets their cure, but at what cost? They head to the ship, and start heading back.
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Jade is arrested and deals with the consequences of his actions.
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What is going on in this snow covered village? We find out in this one shot adventure hosted by our very own Oz and Gwyntyn.
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The party heads back to Perrin's Folley as the forest around it burns wildly.
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The party develops a plan to deal with the loss of Marzlin, and gets lost in the forest.
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The party finds the cave and deals with a difficult situation.
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The party speaks to the priest, and begins their next journey.
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The party shops for a few before boarding the ship and heading to Perrin's Folley.
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The party learns the history of the Shadowspark Family, and gets a new mission.
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The party discovers the basement, and get sad news about Hugh.
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A quick summary of what you missed in Episode 4 of the Shadowspark Chronicles!
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The party investigates an old house, and finds surprises!
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A quick Summary of the Shadowspark Chronicles, Episode 3.
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A quick Summary of the Shadowspark Chronicles, Episode 2.
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A quick Summary of the Shadowspark Chronicle, Episode 1.
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The group ends their fight and discovers a massive secret underground. They take a well deserved rest and find out, one of their own is not well.
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The groups come together as they protect the field, and run into sheer chaos, as Marzlin gets an opportunity for the Academy of Lost Sciences.
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We dive into the DM's notes to see what sneaky things he had for us.
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Join myself, Grayson, the hosts from Banter and Babble, Mike from TriNorth Studios, and King Cuddles for a night of laughs, and adventure.
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Where are they now? The party goes their separate ways as the campaign ends.
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The party confronts Varsith Reborn, and the fate of the island rests in their hands.
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The party continues the fight against Broman, and deals with his trickery.
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The Party climbs to the top of the Black Tower, and face their ultimate foe.
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The party enter the black tower and attempts to climb to find Broman.
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The Edge of Darkness is claimed and the party is surprised at an old friend visiting.
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The party continues the combat of the machines, and deals with loss.
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The party finishes off the evil assaulting creature, and head north to the woods to save Lucidia.
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The party gains more information, lay Arlo to rest, and head back out into the fray.
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The party fights their way to the source of the disruption, and take a difficult loss.
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The party deals with what happened in the King's Chamber, while Gaultier deals with loss.
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Zorramir and Grayson finally get their meeting with the king, and something happens.
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Arlo, Gaultier, and Blaylock face a dark foe while Grayson and Zorramir prepare for the next evening.
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Grayson and Zorramir attend the Opera, and the rest of the party find their way to Breckensfjord and talks to the King.
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Grayson, Fish, and Zorramir investigate the ship, and find a new friend. Then run into new enemies.
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The party finally splits and head in two directions. One finds the way to Breckensfjord down memory lane, while the other has trouble at the docks.
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The party decides what to do with all their troubles piling up at once, and Zorramir makes a choice.
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The party deals with a dark undead enemy, that has some local connections they were not prepared for.
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Blaylock comes to terms with his past, as the party decides what the future holds.
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Blaylock discovers the secret of his horn and meets an old ally, while Grayson finally runs into Lucidia.
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Arlo tells everyone about his past, and the party decides what the next path is.
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Arlo learns more about his new friends, and Grayson investigates the Temple for the missing book.
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Zorramir and Arlo explore the Fighters Guild and Arlo meets a missing family member.
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Gaultier finds his sister in an old hiding place and has a difficult conversation. Grayson looks for clues about the happenings in the city, and Arlo and Zorramir go shopping.
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The party shops for their needs, and runs into some interesting characters.
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The party leaves the ancient hideout, and continues North into Castle Verminia for the first time, and meet an old friend.
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The party deals with the Beholder, and the fallout from the encounter.
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A party shipwrecked on a desert island find a mysterious cave, and a startling secret.
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A party shipwrecked on a desert island find a mysterious cave, and a startling secret.
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The party finds the Mind Flayer and the real leader of the underground lair.
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The party dives deeper and finds the smithy, and discovers a hidden room.
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The party finds Gaultier's Father and must make a choice. (Network issues during Live Stream, audio will have blanks and cuts)
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The party explores further into the dungeon and find a terrible ritual.
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The party unlocks the maelstrom surrounding the cave, and heads inside.
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The party shores up their questions at the Blackwall and head to Lake Goldensbane to see the fate of Gaultier's sister.
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After time in the desert, and a massive foe, the party learns some things they didn't know about the Edge.
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The party rests after a draining fight, and wake up to a new friend.
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The party heads into the desert, to discover the fate of Zorramir.
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The party heads back out to the Blackwall and gets surprised in the shortcut.
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The party continues to purge the city of Portstown from an assault, and meet someone unexpected.
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The Party explores the familiar city of Portstown as they search for a cure for Zorramir.
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The party deals with deadly spiders and discovers more dark secrets from Zorramir.
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The party makes a choice and deals with a new situation from within the party.
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The party digs into the remnants of the Warforged's collection, and discover a dark secret.
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The party rests in the Svar-Kat settlement, and head north with a new companion.
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The Adventurers find a mysterious portal, and make a dangerous decision!
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The party explores deeper into the mines, and unleash horrors upon themselves.
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The party battles some dark creatures, and contemplates their role in this island.
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The party leaves the entertaining city of Ciderpoint and travels northward to a mysterious city in the plateau.
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The party investigates Ciderpoint, and takes in some of it's lavish offerings
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The party combats a massive wurm and proceeds into the city of Ciderpoint for a rest.
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The party runs for their life as the cavern collapses and has a heart to heart with Zorramir.
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The party finds Rash, and he has quite the surprise for them.
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The party discovers a captured beast, and runs into more issues.
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The party deals with the loss of a friend, and find a mysterious cave.
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The party fights off invaders on their ship, and finally make it to Capes Vassel, and find something unexpected.
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The adventurers prepare to leave, and head to the open ocean.
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The party processes a lot of information and decide what is the best path forward.
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The party returns to Breckensfjord and seeks answers to the information they found.
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The party finishes a fight against dragon and begins travelling back to Breckensfjord.
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The party delves deeper into the Ice Caves, and finds a peculiar conversation revealing a dark secret.
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The party deals with a new traveller and proceeds to the Dragon's cave.
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The party deals with a big problem, and runs into a slippery situation.
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The party faces off against a White Dragon, finds a new friend, and heads into the Iceflame Peaks.
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The party explores the Vault in Uthmelenon and finally heads back above ground.
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The party gets lost in the Artificers Hold and runs into a bit of a spider situation.
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The party explores the Artificer's Hold in the Wards, and runs into some trouble with the locals.
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The party delves into the Wards and enters the Experimentation Ward and finds an interesting situation.
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The party leaves the mine and deals with situation and get offered to go back below...
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The party delves deeper and gets themselves into an explosive problem!
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The party explores the ancient dwarven ruins of Uthmelenon, as they try to find a way out to safety.
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The party are sentenced for their crimes and make a very large discovery in the mines...
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The party still deals with a difficult loss and meet some new friends.
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The party begins the journey toward Breckensfjord...
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The party must make a difficult choice, and deal with the results
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What will the party do when they find out a secret about someone in the city?
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The party finally meets the King, and gets some questions answered.
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The party rests and gets some shopping in as they recover from the horrors of the Heart Tree.
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The party deals with loss, and a mysterious location is discovered.
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The party seeks to open the last seals to the ancient door, and discover the dark secrets inside.
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The adventurers deal with a new companion and try to figure out the dark secrets.
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The adventurers deal with a hallway of horror and try to still their minds as they find an unexpected surprise.
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As they explore the mists under the tree, madness sets in as it feels their world is collapsing.
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As bodies lie around them decomposing, the last pedestal unlocks a way deeper into the tree.
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Arriving at the Heart Tree in the center of the Deadspokes, the party must deal with the horrors found inside.
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Speaking with a new friend, the party searches deeper into the forest for a lost family member.
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Someone makes an interesting bargain, as the party gathers supplies and heads east toward the Deadspokes.
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Revealing the source of the problems at the Fort is a possible unlikely ally.
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Exploring the ancient temple deeper and deeper, they find not everything is as it seems. One of the party members makes a terrible choice, that may haunt them later.
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Deeper into the waters, they stumble upon an ancient temple filled with aquatic horrors.
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Grudgingly, the party agrees to help the local station by investigating the problems under the water.
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Someone realizes they made a terrible choice, as they are welcomed into a Fort for the evening and learn of a local problem.
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With sadness they say good-bye to a friend and look to hire a guide to take them into the Deadspokes.
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Returning to Portstown, bounties are collected and the adventurers prepare themselves for a journey north, while one member says good-bye.
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The two tribes finally meet under a banner of truth, and find a betrayer in their midst.
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Returning to the DewClaw with word from the other Gnoll clan, they plan a meeting between the two warring tribes.
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The party finishes proving themselves and seeks a word with Longtooth about a truce.
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Leaving the tribe the party heads east to find the other warring tribe of Gnolls, and are put to a test to find if they are worthy of being warriors.
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Returning from the Trial, the Gnolls greet them as part of the tribe, and throw a massive party.
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Finding themselves taking a short rest after a difficult creature, an errant shot leads to a collapse that may claim the life of the party!
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Delving deeper into the Canyon, the voices speak to the party, guiding them into the unknown.
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In an uneasy agreement, they party agrees to partake on a trial from the Gnolls to prove their worth.
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Continuing south, they enter into the Jagged Teeth Spires, and must make a challenging climb, and an uneasy alliance.
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Celebrating the new mayor in town, the party gets to know a new member, and prepares to head south.
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Returning from the tower, the city of Portstown is left without a mayor, and it's given the choice to replace it, to the adventurers.
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After finding the source of the Corruption in the Tower, the party stumbles onto the Wizards private collection of artifacts.
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As they ascend the tower, the origin of the creatures from the sewers become clear.
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Finding their way into an ancient Wizards Tower proves to be difficult, as are the nefarious traps set inside.
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Learning of the secret in the sewers, the party returns to the surface to inform the local guards.
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Exploring the sewers the party finds an unexpected problem with a creature living beneath the streets of Portstown.
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Learning of a dark secret in the quiet city of Portstown, they delve into the local sewers looking for answers.
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After returning to the Kobold camp, they decide to head west to the city of Portstown.
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Dealing with a great loss, the party pushes forward, and one of them makes a connection with a dark presence.
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Chasing an evil creature into a dark cave, bodes danger for the party.
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The adventurers set out to help a small community of kobolds with a problem of a corrupt swamp nearby.
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The adventurers find themselves in a dark swamp, and make an unlikely ally.
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The Adventurers delve even deeper into the lost lair, and discover a terrifying creature within.
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The adventurers investigate the Varsith Lair to find what secrets it holds.