While facing a warring faction who wants the glaive, it lands with tremendous force upon Faerun. The Battle for the Glaive truly begins now.
A mighty divine glaive has fallen to Faerun. Can the party retrieve it in time to prevent war between two countries?
After a fierce battle to gain control of the stolen war machine, the party decided to steal it for themselves.
After dealing with hostiles at the unveiling, the party gives chase to the war machine. They manage to fight their way onto the great mechanical machine.
The group plunges into the graveyard in order to solve the case of the unholy murders.
The party returns to the castle with the duke to protect the queen. After fighting their way into the castle, they find the Queen is in danger. Ratmek is forced to use the orb in order to save her and the city. Afterwards the Queen decides to send them to the Knights of the Spire.
This episode has a lot: Two dragons fight in the skies over Grayhaven. Drakes and Harpies are hunting for the orb. Warble meets a wereboar and gets infected. They even manage to rescue the Duke.
The heros receive a personal visit from the Queen. Ratmek pulls her aside to discuss the fact that he has the orb. The group ends up being knighted, and Kamarius slept through the entire thing. Players leveled up
The party is sent to watch an unveiling of a local kingdom's gnomish war machine. Ozron starts a fight as competing gnomes steal the machine.
The party has received a letter from a priest a few towns over requesting help solving troubling disappearances and undead attacks in town. They head to Bloom to investigate.
The group has recovered the sacred gavel and made it safely back to the sewer's and the Lord Mayors hideout. They are going to enter the tournament in order to win the Queen's Cup. The winner's get an audience with the Queen and hope to convivence her to lift the oath's restrictions about leaving. When...
They have learned that a relic called the “Magister's Mace” in order to lift the travel restrictions placed on them by their oaths. The Lord Mayor's Ledger contains enough information for them to play a heist. Finding the information to reliable, they visit the mayor after the heist. Ratmek informs the Lord Mayor that they...
we will be starting curse of strahd at 10th level. 27 Point Buy, Max HP, 4000 gp, two uncommon magic items, normal starting equipment, two potions of greater healing. You will be 12-14th level when you enter the castle. There will be no magic items available for purchase in Barovia, so choose wisely. Some will...
Game Time: Thursday December 23, 2021 @ 7PM ESTCampaign Length: One-Shot (4-6 hours)Software Required: Fantasy Grounds Unity (No license required), DiscordRoleplay/Combat Mix: 50/50Number of players: 6 Total, 5 Needed Rules for character creation Books Allowed: AnyRaces Allowed: AnyAbility Scores: 27 Point Build Click for point buy calculatorStarting Level: 8th Level Hit Points: MAX hit points per levelStarting Gold: 2000 gp plus 1d10 x 25 gp, normal...
They attempt to leave the city but discover that the oaths they took prevent them from leaving. They don disguises and try to figure out what to do next.
The conclusion to Rise of Tiamat. The Group fails to stop the mages and must fight Tiamat. Cheshire repeatedly tries to hop on Tiamat, and Tiamat does her best to eat him. Will the group be successful in saving Faerun and the Sword Coast?
After finding the fallen abbey and defeating a carrion crawler, the group meets someone unexpected – The Lord Mayor. After defeating the mayor's henchmen, the group finds the orbs, but not before having to swear oaths.
The Cult of the Dragon is ready to raise Tiamat and the group heads to the Well of Dragons and the Temple of Tiamat.
After failing to dispose of the party, the cult hits back hard. They are determined to keep them from further interfering with the raising of Tiamat.
The sewers offers the group some safety and allows them to search for the fallen abbey. Until, they get discovered by the city guards.
Findazzle gets captured by the Duke, and is spirited away. The group get attacked by the Drow, and strangely enough they notice a goat watching the events. After defeating the drow and recovering Findazzle, they give chase to the goat and get attacked by a shield guardian.
Things do not go well for the players in the tower as the party fights fanatics, mages, and elementals. The blue dragon mask turns out to be a fake. As a result of the groups involvement in cult matters, the blue dragon destroys a nearby village.
Having a good lead, the group heads out to Xonthal's Tower in an attempt to capture Severin. They must navigate a maze in order to gain entry into the tower. One of the group learns that “Yes, there are Chuul in the Chuul pool. ”
After returning to Waterdeep, the Cult of the Dragon makes another attempt to wipe out the heroes. And this time, they came prepared. Kalak and Cheshire get taken out during the fight.
After encountering some difficulties such as unforgiving elves and cursed statues, the group finally makes it to the gates of Grayhaven.
After making their way inside, the group immediately encounters excitement as they save a local from a runaway carriage. The group then manages to find Tykus' place and more clues.
The caravan gets attacked and out group must earn their pay. Findazzle reveals a secret and the characters learn that there is a magic device that could alter the balance of power in the Greenwold. Days later, goblins decide to attack and they have an orc. Ratmek gets bitten and cursed by a were-goblin.
What happens when this group encounters a ghost? They run like frightened children. The group cowardly decided to avoid the ghost by exploring the chapel and fighting it's occupants.
The adventurers sign on as guards for a caravan headed to the city of Grayhaven. Along the way they make friends with a gnomish wizard named Finndazzle.
The group seeks out Neronvain's stronghold in hopes of stopping the green dragon rider and retrieving the mask. They find a creative way to kill a dragon – Use Sharks!
While investigating the disappearances of the townspeople, the group comes face to face with Splitfaced Stalkers
On the road back to Waterdeep, the Cult attempts to give some payback to our adventurers. Once safely back in Waterdeep, the party attends another council meeting. Delaan Winterhound of the Emerald Enclaive asks for help in prevent dragon attacks in the misty forest. The Council also decides to reach out to the Metallic Dragons,...
Exploring deeper into the ice cave, the party faces more than ice trolls. Arauthator the Dragon is waiting for them.
Can the party shutdown the portal and save the townspeople?
Game Time: Sundays at 7PM – 11PM ESTPlanned Start: September 12, 2021Campaign Length: LongTerm (Length of Adventure)Software Required: Fantasy Grounds Unity (No license required), DiscordRoleplay/Combat Mix: 50/50Number of players: 6 Total, 5 Needed Rules for character creation Books Allowed: Players Handbook, Dungeon Master’s Guide, Xanathar’s Guide, Mordenkainens, Sword Coast Aventurers, Tortle Package, Races Allowed: AnyAbility Scores: 27 Point Build Click for point buy calculatorStarting Level: 1Hit Points: MAX hit points...
The ice caves are filled with danger. Our party is forced to fight some ice trolls in their search for MacCath the Crimson.
Our party stops off at a tavern for a well earned drink, only to have the townspeople vanish into thin air.
The group sets out to find MacCath the Crimson in the north and to do that, they must cross the Sea of Moving Ice where they encounter giant octopi. They find the island they are seeking. The Ice Hunters who live on the island give the party the cold shoulder.
In this session, our party must clear out the tomb of Yuan-ti and rescue Varrum the White. With luck, they might even take possession of the White Dragon Mask.
As they navigate the hazards of the tomb, it's discovered that Yuan-Ti have taken over the tomb and captured Varram the White.
Before entering the tomb, a very unique messenger shows up. Cheshire proves his worth by helping the group enter the tomb.