The Good Ship Frosty, Season 1: A Forging of Blades (Eberron 5e)

Chapter 1: Sharn

Session 1

The Heist

The crew pulls a daring dragonshard heist on a lightning rail.

Log
Session 2

The Standoff

A meeting with a buyer turns into a Mexican standoff.

Log
Session 3

The Dragonshard

The crew attempts to unlock the shards' secrets.

Log

Chapter 2: Aruldusk

Session 4

The Guards

A murder scene leads to arrests.

Log
Session 5

The Second Heist

An infiltration of a House Cannith villa goes wrong.

Log 1 Log 2

Chapter 3: The Mournland

Session 6

The Bomb

The investigation's path leads into the Mournland.

Log
Session 7

The Plateau

The crew finally meets the person they've been seeking.

Log 1 Log 2 Frosty Log
Session 8

The Fortress

The enemy is far greater than was believed.

Main Log Varus Log
Session 9

The Lord of Blades

The crew comes face to face with Eberron's most infamous warforged.

Log 1 Log 2

Chapter 4: Flamekeep

Session 10

The Cardinal

Contacting the authorities proves difficult.

Log
Session 11

The Darkness

The airship receives some intruders.

Log
Session 12

The Flight

Frosty decides to strike out on his own.

Main Log Frosty Log
Session 13

The Return

The rest of the crew tries to get in touch with the Keeper of the Flame.

Log 1 Log 2
Session 14

The Keeper

The Keeper reveals some backstory.

Log

Chapter 5: Chydris

Session 15

The Approach

The Thrannish navy attempts to intercept the attack.

Log 1 Log 2
Session 16

The Crawl

The crew re-infiltrates the fortress.

Log 1 Log 2
Session 17

The Engine

Some familiar faces are encountered.

Log 1 Log 2

Chapter 6: Thronehold

Session 18

The War Council

The crew must prepare a city to resist an amphibious assault.

Log 1 Log 2
Session 19

The Siege

The final battle is joined.

Log
Session 20

The End

This fight will decide the fate of the nation.

Log

The Good Ship Frosty, Season 2: The Shattered Star (Eberron 5e)

Chapter 1: Zilargo

Session 0

The Phase Trio

Six months pass, and new allies are made.

Log
Session 1

The Third Heist

The crew makes plans to steal a new airship.

Log
Session 2

The Demon

The airship is secured, with some difficulty.

Log Rosso
Session 3

The Negotiation

Midair repairs turn into a race against time.

Log Rosso
Session 4

The Chase

The race against time turns into an actual race.

Log

Chapter 2: Arcanix

Session 5

The Towers

The crew heads to Arcanix for a kidnapping.

Log Rosso
Session 6

The Issues

Two troubled souls discuss their problems.

Main Varus
Session 7

The Plan

Plans are made to break into the Inner Demesne.

Log
Session 8

The Infiltration

The plan is carried out.

Log
Session 9

The Attack

The infiltration continues.

Log
Session 10

The Orrery

The attack concludes.

Log Rosso

Chapter 3: Flamekeep, Redux

Session 11-16

The party parts ways for a month to pursue their own goals. Read each day's logs in numerical order to get the entire chronology, or each character's column for just their story.

Frosty Gromesh Rosso Varus
Aryth 23 1 1 1 1
Aryth 24 1 2 5 6 1 4 1 4 1 3
Aryth 25 5 6 1 2 3 1 4 1
Aryth 26 2 3 4 5 1
Aryth 27 1 1
Aryth 28 1
Vult 01 2 3 4 5 1 3 4
Vult 02 1 2
Vult 03 1 2 3 1 3
Vult 04 1 2 2 2
Vult 05 1
Vult 07 1 2
Vult 10 1 1
Vult 11 2 1 1
Vult 12 1 2
Vult 13 2 1 1
Vult 14 1 1 2 3 4

Chapter 4: Thaliost

Session 17

The Gates

The crew follows the demon to Thaliost.

Main Gromesh
Session 18

The City

The reality of the situation in the city slowly unfolds.

Log
Session 19

The Building

Investigations lead the party to a merchant's penthouse.

Log
Session 20

The Collapse

The penthouse is, naturally, a trap.

Log
Session 21

The Rebels

The party tries to gain the rebels' trust.

Log
Session 22

The Clouds

A deadly bombardment leaves the party cornered.

Main Varus & Rosso
Session 23

The Reconciliation

The rebels become more willing to talk.

Log

Chapter 5: Khyber

Session 24

The Caverns

The Frosty Five descend into the caves beneath Thaliost.

Log
Session 25

The Waste of Time

They spin their wheels for a bit.

Log
Session 26

The Fourth Dimension

A mindbending puzzle blocks the way forward.

Log
Session 27

The Pit

The crew crosses into Khyber.

Log
Session 28

The Stone Sails

Strange mysteries lurk in the depths.

Log
Session 29

The Village

What is this mockery?

Log
Session 30

The Waterfall

Finally, Gromesh's goal is within his grasp.

Log

Chapter 6: The Tower of Justice

Session 31

The Sendings

Events proceed faster than expected.

Log Rosso
Session 32

The Hunt

The party splits up to look for Dariznu.

Log
Session 33

The Knights

Cornered, diplomacy may be the only option.

Log
Session 34

The Banquet

Finally, Archbishop Dariznu will be brought to justice.

Log
Session 34

The Halls

Beyond these doors, a greater mystery awaits.

Log
Session 35

The Cathedral

What is the true Dariznu?

Log
Session 36

The Next War

This fight must not determine the fate of the nation.

Log

Epilogue

Sessions 37-40

Each story comes to an end... for now. Read the logs in numerical order to get the entire chronology, or each character's column for just their story.

Frosty Gromesh Rosso Varus
1 2 4 6 1 3 6 7 1 5 6 1 2 3 5

The Good Ship Frosty: Side Stories (Eberron 5e)

The Frozen Manor

Session 1

Arjin Holes Up for the Winter

Some low-level adventurers go to clear the mephits out of Varus' house.

Log
Session 2

Arjin Puts His Foot in His Mouth

The factions at play in the house are explored.

Log
Session 3

Arjin Falls in Another Hole

Prepare to face Cryonax, Archomental Lord of Risia!

Log
Session 4

Arjin Dooms Us All

This hole is the most dangerous of all.

Log
Session 5

Arjin Gets Something In His Head

Why is this ancient being in Varus' basement?

Log

Flashback: The House of Roots

Session 6

Build Up

Blaze founds a Warforged community center.

Log
Session 7

Break Down

Blaze's past is catching up with him.

Log

The Good Ship Frosty, Season 2.5: Road Trip Spinoff (Eberron 5e)

Chapter 1: Preparations

Session 0

The Prologue

Some new faces are introduced.

Log
Session 1

The Question

Frosty has a heart-to-heart with Father Alestair.

Log
Session 2

The Cycle

The fastest route to Sarlona is via Lammania, the plane of Nature.

Log

Chapter 2: Kasshta Keep

Session 2

The Keep

Kasshta Keep, the pillar of Adar.

Log
Session 3

The Beginning

The risks and conflicts of the journey are laid out.

Log
Session 4

The Mist

A boat takes the party upriver.

Log

Chapter 3: The Road to Ahdryatmin

Session 5

The Ghost

As the trek begins, a new face joins the party.

Log
Session 6

The Blizzard

A blizzard forces the travellers to take refuge in a cave.

Log
Session 7

The Tunnel

Something hateful hides in the dark.

Log
Session 8

The Roc

A shadow falls across the sun.

Log

Chapter 4: Village Tashadryat

Session 9

The Spirit

A festival is marred by secret agendas.

Log Later
Session 10

The Ambush

Threats emerge from the night.

Log
Session 11

The Mist

The threats attempt to retreat.

Log

Chapter 5: Ahdryatmin & Shambhala-Na

Session 12

The Spirit of the Land

Honey communes with the land.

Log
Session 13

The Pagoda

A pleasant but sinister monastery may be Ashtai's last hope.

Log Frosty
Session 14

The Bath

Angela gets the hots for a female efreeti during a philosophy discussion.

Log Frosty Rosso Angela

Chapter 6: The Road to Hazataratain

Session 15

The Bud

Everyone engages in some introspection.

Log
Session 16

The Band

Some familiar faces are encountered.

Log
Session 17

The Reavers

Terrible beasts creep in the darkness.

Log

Chapter 7: Meerkish

Session 18

The Aarakocra

Another pleasant town hides another worrying secret.

Log
Session 19

The Whirlwind

The Dreaming Dark redouble their efforts to seize the quorbound shards.

Log
Session 20

The Aftermath

The party experiences repercussions.

Log

Chapter 8: Back on the Road

Session 21

The Stone

Angela catches up to her past.

Log
Session 22

The Patrol

A Riedran force presses the split party.

Log

Chapter 9: Haztaratain

Session 23

The Monastery

Business is settled, and new faces encountered.

Log
Session 24

The Elementals

The person they came to find is MIA.

Log
Session 25

The Metaconcert

Finally, the mind seed is uprooted.

Log Honey
Session 26

The Sortie

A Riedran army approaches the monastery.

Log
Session 27

The Monolith

The party struggles, divided, against a superior enemy.

Log
Session 28

The Rage

A secret weapon threatens to divide everyone again, metaphorically this time.

Log
Session 29

The Resolution

Kalashtar, elemental, and dragon all agree: this ends here.

Log

The Good Ship Frosty, Season 3: The Lords of Dust (Eberron 5e)

Coming Soon!

Godslayers (5e)

Prologue

Session 0

A Tutorial of Godly Proportions

Four adventurers are drafted into a war of the gods.

Log

Chapter 1: The Penninsula of Power

Session 0.1

Igfig: Behind Enemy Lines

The Rogue Mage scouts out the first target.

Log
Session 0.2

Igfig: Isolated Adventures

The Rogue Mage probes deeper.

Log
Session 0.3

Ben: Why Is This War

Erky asks some important questions.

Log
Session 0.4

Ben: Men on Fire

Erky apprehends a spy.

Log
Session 1

Battle at the Peninsula of Power

The first target: The General.

Main Igfig

Chapter 2: Battlerock Tower

Session 1.1

Igfig: Investigations

The Rogue Mage searches for new spells, and holes in the enemy's defenses.

Log
Session 1.2

Igfig: Prophecies

The Rogue Mage makes contact with Nightshade.

Log
Session 2

Siege of Battlerock Tower

Target two: the Brigadier.

Log

Chapter 3: The City by the Sea

Session 2.1

Yin: Gift of Silvanus

Uirlis consults his patron deity.

Log
Session 3

An Unexpected Guest

The tarrasque swings by for a visit.

Log
Session 3.1

Ben: Milkshakes for Dragons

Erky tames dragons.

Log
Session 4

Captain of the Highest Seas

Target III: The Admiral.

Log

Chapter 4: The Cathedral of Chaos

Session 5

To Kill a Mockingbird

Target the fourth: The Archbishop.

Log

Chapter 5: The Dying of the Light(house)

Session 5.1

Igfig: Final Investigations I

The Rogue Mage plans for the final battle.

Log
Session 5.2

Igfig: Final Investigations II

The Rogue Mage gathers allies.

Log
Session 6

Breakdown

The final challenge.

Main Erky

Godslayers, Season 2 (5e)

Chapter 1: Same Old Strange New World

Session 1

Finale

As the final battle rages on, the party finally penetrates Vecna's lair.

Log
Session 2

Finding Answers

The party tries to make some sense of this new world.

Log
Session 3

Tent's Negotiations

Access to the Library is blocked until "knowledge is preserved".

Main Aeoth
Session 3.5

Popepourri

Yar decides to learn more about these "gods".

Yar
Session 4

God of Magic

The master of the library explains why the party must die.

Main Aeoth

Chapter 2: Haven

Session 5

A Brief Respite

The party consolidates and finds an unexpected victory.

Main Aeoth
Session 6

Delving into Haven

The seat of nature poses many challenges.

Main Bucky
Session 7

Remnants of Haven

Something in this god's demesne is not as it should be.

Main Bucky Rangnyr
Session 8

God of Creatures

Why Is This War

Log

Chapter 3: The World Tree

Session 9

Character Arcs and Rec

Personal stories and relationships are advanced.

Log
Session 10

Getting to the Root of the Problem

The way to the next divine demesne is blocked by an impenetrable plague-mist.

Log
Session 10.5

Metal Gear Bucky

Bucky goes solo to seek a means through.

Log
Session 11

Ya Dun Hecked Up

The party prepares to ascend into the Great Tree.

Main Yar Bucky + Aeoth Rangnyr
Session 12

Barking Up The Right Tree

The Powers That Be take issue with their quest.

Log
Session 13

God of Nature

A betrayal leads to battle with an unkillable foe.

Log

Chapter 4: The Mind Palace

Session 14

Turning Over a New Leaf

The death of gods is tearing the world asunder.

Log
Session 15

Mine Readers

A botched teleport lands the party in a mysterious realm of illusion.

Log
Session 16

Mind Your Step

How do you escape an infinite prison made of memories?

Log
Session 17

Meeting of the Minds

I Warned You About Stairs

Log
Session 17

The Fight Gets Rolling

The Rogue Mage gets angry.

Log
Session 18

God of Chaos

The enemy may well be undefeatable, even for a god.

Log

Chapter 5: ???

Session 18.5

Yar

Some backstory for the man who got back

Lyrics
Session 19

Whispers

A vision infiltrates insecurities.

Log
Session 20

Vortex

The source of the instability is at hand.

Log

The Divide (5e West Marches)

The Sealers

Session 1

The Tomb of Two

Magical artifacts lead to a betrayal.

Recap
Session 4

The Vault of Despair

A secret chamber unearthed by miners leads to yet another betrayal.

Recap

The Princess

Session 2

Temple of the Golden God

When a titan points the way, a princess finds a helping hand.

Recap
Session 3

The Shipwreck

Shadows lurk in a beached refugee ship.

Recap
Session 5

The Shipwreck, Part 2

The party returns with reinforcements.

Recap
Sessions 6 & 7

Tower of the Silent God, 1st Expedition

A tower rises from the sea for three days every 500 years.

Recap 1 Recap 2
Session 9

Tower of the Silent God, Second Expedition

Curses lurk in the lairs of creeping horrors.

Recap
Session 10

Techno-Chapel of the Rat Saint

An ambrosial cure-all can be found in an isolated chapel, it is said.

Team Elana

Session 14

The Upper Marrows

Sewer-dwellers have stolen a shipment of magical treasures.

Recap
Sessions 15 & 16

Desert Rendezvous

Smuggling magical mirrors proves to be more dangerous than expected.

Recap 1 Recap 2

Others

Session 8

The Inverted City

An underground city hangs over a lava pool, its fires protecting treasures within.

Recap
Session 11

Tomb of The Golden King

Recap
Session 12

The Flooded Cavern

Recap
Session 13

Beyond The Flooded Cavern

Dungeon World

The Mystery of Morsten Manor

Session 1

In Which Harry Almost Dies

An abandoned manor hides terrible secrets.

Log 1 Log 2
Session 2

In Which Harry Does Die

The house seems to resist the very concept of escape...

Log

The Goldentail Affair

Session 3

In Which There Is a Whale

Weeks later, the survivors of Morsten Manor encounter a new plot hook.

Log
Session 4

In Which There Is Wine

What is the secret of the goldentails?

Log
Session 5

In Which There Is a Mist

The party hatches a plan to stop the abductions.

Log
Session 6

In Which There Is Resolution

The only way to end this lies in the depths of the lake.

Log Follow-up

Skeletons and Silver

Session 7

In Which Burglary Occurs

Wealthy houses are being burlged, and it might be the party's fault.

Session 8

In Which Murder Occurs

The burglaries are connected to a cult and a familiar ghost.

Session 9

In Which Necromancy Occurs

The cult attempts something terrible.

No Country For Old Kobolds

Woohoo

Welcome to a land of waterslide kobolds, fungal dwarves, and razor sheep.

IC

Short Games by Igfig

Castle in Chains (D&D 5e)

Session 1

Silver Island

Some travellers take refuge on an island in a storm.

Log
Session 2

Whispers

With the rattle of chains comes dread.

Log
Session 3

Secrets

The hidden past begins to unfold.

Log Fitz/Davril
Session 4

Them

The architects of this horror are revealed.

Log
Session 5

Below

The only salvation may lie in the depths.

Log

Blades in the Dark

Session 0

Introductions

The characters meet for the first time.

Log
Session 1

Dirty Harry and the Holy Fuck

A crew of scoundrels opens a brothel in Doskvol's worst district.

Log

Real Ultimate Power

Session 1

Real Ultimate Power

Some ninjas flip out and kill people.

Log

Skull Wizards of the Chaos Caverns

Session 1

Mad Libs

A bard, a mayor, and a bobcat walk into a dungeon...

Log

Avatar Prime (Anima Prime)

Session 0

Practice Session

In a place beyond canon, the team battles the Rough Rhinos.

Log
Session 1

Airship Crash

An airship founders in a storm.

Log
Session 2

Spirit Binding

Secrets are revealed.

Log
Session 3

Adventure Canceled

Igfig lays out how it would have ended.

Log

Dogs in the Vineyard

Session 1

Prologue: Dog College

The Dogs discover what kind of people they will be.

IC 1 IC 2
Session 2

Counsel

A town is vexed by demonic attacks.

IC
Session 3

Upcountry

The Dogs track down some bandits.

IC
Session 4

Throwdown

The bandits refuse to come quietly.

IC
Session 5

Investigation

The Dogs investigate a murder.

IC
Session 6

Resolution

The demons are drawn out into the open.

IC

4e One-Shots

Cabin in the Swamp

Some adventurers satisfy their curiosity.

IC

Short Games by Delf

5e One-Shots

The Chest of Desiring

Elite thieves must heist a queen's gala.

IC IC 2

The Haunting (Call of Cthulhu 7e)

Session 1

The Corbitt House

An author learns of a murder echoing a book of his... which he doesn't remember writing.

Log
Session 2

A Stormy Evening

A series of strange encounters raise more questions.

Log

The Brothers Thornthrasher (5e)

Session 1

A Perilous Investigation

Two brothers begin to build their legend.

Log
Session 2

A Dashing Caper

They (dashingly) steal an airship.

Log

Tales of Fake Jedi (Star Wars: Edge of Empire)

Session 1

Escape From Mos Shuuta

Two buddies need to get off Tatooine, fast.

Main Log
Session 2

Escape From Two TIE Fighters

Some people don't like spaceship thieves borrowers.

Main Log
Session 3

Escape From Black Refuge

The jedi make a new friend.

Main Gabe
Session 4

Escape From an Insane Droid

The new friend is just awful.

Main SC4M
Session 5

Escape From Nar Shaddaa

Finally, the jedi find the guy they're looking for.

Main log

Spoopyventure (5e)

Session 1

Tricks

Four trick-or-treaters must hunt down a candy-stealing licorice dragon.

IC
Session 2

Treats

Four keys are needed to open the way to the dragon's lair.

IC 1 IC 2

The King's Sleep (Dark Sun 4e)

Session 1

King's Summons

The sorcerer-king of Kurn is laid low by a terrible illness.

IC IC Waffle
Session 2

King's Quest

The heroes enter his subconscious to fight the disease.

IC IC Waffle IC Ig & Yin
Session 3

King's Covenant

Accomodations are reached.

IC

Dragons and Elves (4e)

Session 1

Camels

Adventurers are tasked with rescuing a paladin.

IC
Session 2

Portals

The paladin is being held in a Feywild castle.

IC IC Ig & Ben
Session 3

Fartfignuggen

A god(?) is born.

IC
Session 4

Demonweb

Stranded in the Demonweb, the rescuers must fight for their lives.

IC IC Waffle

Short Games by Waffle

5e One-Shots

Fetch Quest

Adventurers are tasked with delivering a cargo from Point A to Point B.

Log

Coffee Shop AU

When a talking sheep stumbles into a coffee shop, its employees become embroiled in shenanigans.

Log

Short Games by Ben

Harran's Tower (D&D 5e)

Session 1

Swamp Trek

Goblins are raiding towns from a tower in the swamp.

Log
Session 2

Goblins in the Mist

A cunning strategem is enacted.

Log
Session 3

Table Wars

All these strategems turn out to be pointless.

Log
Session 4

Dances with Worgs

The rest of the goblins are encountered.

Log

Drunken Bear Fighters (Drunken Bear Fighters)

Session 1

Drunken Bear Fighters

Drunken Bear Fighters

IC

Fiasco

Quest For The Golden Panda

Session 1

Involves No Actual Pandas

A woman tries to conceal an affair from her husband.

IC

Shetland Firestorm (Spelljammer 4e)

Chapter 0: Prologue

Session 0

Origins

Shetland Firestorm receives its name.

IC

Chapter 1: The Nentir Vale

Session 1

The Battle of the Bands

Shetland Firestorm takes part in a battle of the bands against a minstrel troupe.

IC 1 IC 2
OOC 1 OOC 2
Session 2

The Battle of the Battle of the Bands

Things turn sour in the concert's aftermath.

IC 1 IC 2
OOC 1 OOC 2

Chapter 2: Space

Session 3

Welcome to Wildspace

The alien but benign Gratch explain that the galaxy needs the band's help.

IC 1 IC 2
OOC 1 OOC 2
Session 4

Escape to Wildspace

The Gratch mothership comes under attack by Imperial Elven forces.

IC 1 IC 2
OOC 1 OOC 2
Session 5

Escape From Wildspace

The band has only minutes to learn to fly a spelljammer and escape.

IC 1 IC 2
OOC 1 OOC 2

Chapter 3: Chiron

Session 6

Planet of Junk

Their first stop is a world completely covered in a planet-wide junkyard.

IC 1 IC 2
OOC 1 OOC 2
Session 7

Tunnel of Jerks

A roving pack of jackalweres causes trouble and reveals new paths.

IC 1 IC 2
OOC 1 OOC 2
Session 8

Crates of Gelt

The ultimate treasure is unearthed.

IC
OOC
Session 9

Crazy Old Guys of Horkon

Time for a shopping trip.

IC
OOC
Session 10

Appraisal of Wrecks

A new ship! Unfortunately it's at the bottom of a lake.

IC
OOC
Session 11

King of Eels

The band must harness the power of eels to raise the wreck.

IC
OOC

Chapter 4: Also Chiron

Session 12

The Depressing Episode

Wilco and Adam get in a slapfight in the mud.

IC
OOC
Session 13

The Embarrassing Episode

Everybody screws around a lot.

IC 1 IC 2
OOC 1 OOC 2
Session 14

The Redemptive Episode

The band gets some new members.

IC 1 IC 2
OOC 1 OOC 2
Session 15

The Moderately Special Episode

The band repairs an ancient computer complex.

IC 1 IC 2
OOC 1 OOC 2
Session 17

The Final Episode

The secret history of the planet is revealed, and then fought.

IC 1 IC 2
OOC 1 OOC 2

Chapter 5: Space, Revisited

Session 18

Dead Air

A distress call leads to the band becoming trapped on an near-airless asteroid.

IC
OOC 1
Session 19

Dead Pirates

The band ambushes the pirates who set the trap.

IC 1 IC 2
OOC 1 OOC 2
Session 20

Dead Sexy

The band takes the fight back to the pirate base: a giant space aloe.

IC 1 IC 2
OOC 1 OOC 2

Chapter 6: A Bunch of Places

Session 21

A City

The ship puts in at a space station... but it's controlled by elves.

IC 1 IC 2
OOC 1 OOC 2
Session 22

A Planet

The band is put on trial and sent to prison.

IC
OOC
Session 23

A Battleship

Prison break! Followed by a battleship hijacking.

IC
OOC
Session 24

A Gala

The band crashes a gala being held by top elven brass.

IC
OOC

Chapter 7: Two Rocks

Session 25

The Rock of Bral

Finally, a civilized place to trade and upgrade!

IC
OOC
Session 26

The Maestro of Rock

A slammin' beat leads to the galaxy's greatest music teacher.

IC 1 IC 2
OOC 1 OOC 2
Session 27

The Tests of the Maestro

The Maestro tests the band to see if they are worthy of studying with her.

IC 1 IC 2
OOC 1 OOC 2
Session 28

The Brawl of the Tests

The final test is a big fight, of course.

IC
OOC

Chapter 8: A Remote Moon

Session 29

Ninja Lizard Assassin

There's an intruder in the Maestro's base.

IC
OOC
Session 30

Musical Training Complex

The intruder is defeated, and a legend is recounted.

IC 1 IC 2
OOC 1 OOC 2

Chapter 9: Ur Graxa

Session 31

Awakening

Finally, the Gratch home planet!

IC
OOC
Session 32+

Ending

The final chapter that never was.

OOC

Shetland Firestorm: Side Stories

Prelude: Castle Coklov

Session 2.5

Castle Coklov, Part II

Castle Coklov has been captured by goblins!

IC 1 IC 2
Session 3.5

Castle Coklov, Part III

The band braves the heights of the Latrine Tower.

IC 1 IC 2
OOC 1 OOC 2
Session 6.5

Castle Coklov, Part IV

The goblins are ousted, but they escape with the Gauntlet of Heartbreak.

IC 1 IC 2
OOC 1 OOC 2

Interlude: The Backups

Session 4.5

Into the Woods

Some adventurers explore a forest full of ruins.

IC
OOC
Session 7.5

Igfig Is Bad at Puzzles

They try to reactivate an ancient piece of magical machinery.

IC 1 IC 2
OOC 1 OOC 2

Interlude: Quiet Night in Sharn

Session 12.5

Part I

A team of private investigators is hired to find a missing Medani heir.

IC 1 IC 2
OOC 1 OOC 2
Session 17.5

Part II

Some thugs don't like all these questions the team is asking.

IC 1 IC 2
OOC 1 OOC 2
Session 19.5

Part III

The inquisitives meet with a courier who knows more than she's letting on.

IC
OOC

Interlude: Dungeon Crawl of Stuff

Session 16.5

Part II

Some guys go into a dungeon and fight stuff.

IC 1 IC 2
OOC 1 OOC 2