Episode guide
This lists all of the adventures that figure in the campaign's continuity. Here they are listed in the order that they were actually run. The longest continuous run was from Episode 1 (February 1999) to Episode 22 (March 2003). The Mountain Campaign had no distinct episodes but did not cross-over, so I neither can nor need include it here.
Character participation is listed by episode number in the concordance.
Clicking on the episode number will carry you to the appropriate place in the game-world calender.
- [p1] --
- The party saves their landlady, Mrs Hespot, and uncovers an ancient legacy in Jacinth.
- [p2] --
- The party thwarts Glool'oop'loop.
- [p3] --
- The party uncovers the villain who is disrupting succession in a small barony.
- [IC] The Island campaign
- [1] Locked in the Keys
- The diplomatic party is stranded in the Skeleton Keys and wooed by the Nameless One.
- [2] --
- The diplomatic party is abducted by a zombie death barge and forced to serve a bad egg.
- [3] The False Prophet
- The diplomatic party thwarts a fake cult with its eye on the throne of Bhargive.
- [4] --
- The diplomatic party are magically abducted to settle a dispute between mad wizards.
- [5] Something is Rotten in the State of Gongor
- The diplomatic party thwarts a would-be invasion.
- [6] --
- The diplomatic party travels to the Temple of Blood and, after visiting the Temple of Bone, destroys Skyhold.
- [7] --
- Shar, Maire, and Tarrant rescue Shar's sister and two other captive brides from the Three Lords.
- [8] Over the River and Through the Woods
- Maire, Shar, and Sylvie see the birth of the Ruminant Skull undead army.
- [9] Fragments
- Maire, Shar, and Evan restore a fey-fighting artifact.
- [A1] The Fortunes of Prairiewell
- Elise, Forientis, and Einer solve a locked-manor mystery.
- [A2] Nothing Like the Sun
- Elise, Forientis, and Einer rescue an elderly knight.
- [10] --
- Maire, Tarrant, and Evan sign up with a Caravan heading East and end up fighting to save the world from Disease.
- [A3] The Sword of War
- Elise, Forientis, and Maris are accidentally teleported from their ship the Lady Marie to the isle of the unicorns.
- [12] By Hook or by Crook
- Maire, Shar, and Evan find the Lady Marie in the desert and, hoping to trade for the abducted ambassador, look for a magic relic in an abandoned castle.
- [11] Chal Ri's Angels
- The party rescues a noble's child from a wizard's estate.
- [13] One Big Shot
- The party intervenes in a high-stakes game of skill.
- [14] Reflection in Blade
- The party fights the mad master of a sword school in the Valley.
- [15] Artifice of the Gods
- The party is whisked off to the Isles to fight the Nameless One.
- [16] Adventurers Welcome
- The party explores the holy maze of Lentri.
- [17] Lending a Hand
- The party rides off to save Selia, but gets diverted by an agent from the Jewel Cities.
- [18] Closing the Circle
- The party, once again a diplomatic party, tries to negotiate peace but is waylaid by Ruminant Skull undead.
- [19] Shadows of Death
- The diplomatic party negotiates a truce between the warring nations.
- [20] Catting Around
- The party visits Holdenvale, clears Evan's name, and recovers a magic sword.
- [21] A New Circle
- The diplomatic party heads to Gongor, where a desperate army is at the gates.
- [22] Something More Rotten
- The diplomatic party finds the source of the undead army and is nearly killed by agents of the Three Lords.
- [A4] --
- Tarrant, Corvus, and Delphine fight to keep an eldritch horror from escaping a baron's basement.
- [23] Sirs, Ladies, and Majesties
- Maire, Shar, and Evan attend the coronation.
- [24] Southern Hospitality
- Maire, Brigette, and Evan destroy Apord!ah.
- [25] --
- Maire, Evan, Raphael, Maris, Ko, and others battle magical disturbances near the Necropolis.