Here you can find recaps of the standalone adventures that the party has had, and the events that have taken place because of them. For overarching stories check out Quests and Items and for background about the world itself, check out Lore.
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Team A
Team B
Team C
Team A+B
Party Event
Story Event
Concurrent Events
The Party meets for the first time in the city of Sunclaw, summoned to assist with taking down a cult. But everything is not as it seems...
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They roll into town and meet Beatrice, Arorin, Mayorson, and Reinhardt. Beatrice gives the party three jobs to do in exchange for room, board, and weapons.
The party sets out to rescue Urinlana, a Centaur captured by thugs under Sawyn the Spellsword, leading to a conflict with a Githyanki general. Despite the Githyanki's escape, they succeed and receive enchanted weapons from a grateful Urinlana, learning the artifacts lose their power with their creator's death. Returning to Four Roads, they face challenges from Mayorson Birch's animosity while cementing their role as defenders of the town.
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The adventurers arrive in Feyn to investigate the halted produce shipments and a missing woman, discovering a curse that afflicts them after consuming the town's food and drink. Their investigation uncovers a dark secret involving the Feyn Farming Academy and a ritual sacrifice to a malevolent deity. After confronting the evil beneath a well and lifting the curse, they face personal dilemmas and leave the rescued infant, Starling, in Four Roads, reflecting on their journey's complex tapestry of heroism and sacrifice.
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The party is told that a Sea Monster is attacking all ships coming in and out of Anor's Post. The Heroes of Stone race to find out what's happening before more ships are attacked and destroyed.
A world event occurs.
Sawyn's forces arrive early and the town is ablaze. The Heroes of Stone rush to save the civilians and protect the people that took them in.
A concurrent event.
A concurrent event.
After a year of rebuilding, the party is ready to continue their adventure. But a nearby ghost town is causing trouble for locals who say there's a treasure worth the risk.
On their way to Falconspike, the party comes across Falcon's Beak, a small town with an odd problem. Half the community sees a large chasm while the other doesn't. How can they solve this and maybe save an old friend..
The Heroes of Stone finally arrive in Falconspike to enter a festival that will grant them access to the Falconspike Library. But it looks like they missed the opporunity to sign up. How will they get in now?
A sub-event.
A sub-event.
The Heroes of Stone can finally confront Sawyn for what she did to Four Roads. But not everything is as it seems as others are manipulating events from the shadows.
With the party split and new friends, Gix goes to claim the Keep he won from the Deck of Many Things. Looks like Mayorson Birch is here too... and the Mayor looks familiar.
Rota visits Goblheim where the Goblins have structured their society after Rota's Teachings. But somebody named the Prophet claims to speak for Rota. But who is this prophet and how does he know so much?
Team B sets out on their first quest all together to look through the Falconspike Library Restricted Section to find out more about the Shadow Lord and the Heroes of the Sunfall. Time to dive into books.
Setting off to visit the temple of the Dream Goddess to find out more about their prophetic dreams, the party comes across a burning building. Something feels familiar as they are once again in a dream without their memories.
Team C in Antiquity help a young Nate get vengeance against the Shadow Lord. If they lose, they're history.
Hoard of Secrets: The Four Courts of Lies: The Keys to the Dragon King's Shackles are held by the High Lords and Ladies of the Four Fey Courts, but not all may be willing to undo the actions of their ancestors.
In the grand tapestry of our adventure set against the vibrant backdrop of Sunclaw, a city teeming with mystery and magic, a diverse group of adventurers was brought together by fate and a summons from the enigmatic Lord Covington. The party, composed of Sarqen, the valiant wood elf barbarian; Yirki, the keen-eyed Aarakocra Soul-Knife Rogue; Bigsby, the stoic Dragonborn Ranger; Rota, the devout Human Cleric; and Azra, the charismatic Fallen Aasimar Bard, whose path would take a turn fraught with betrayal and redemption, were tasked with unraveling a dark conspiracy that threatened the very fabric of their world.
Guided by Lord Covington’s steward, Grishold, the team was charged with the formidable task of dismantling the insidious Followers of the Three, helmed by the Oathbreaker Paladin, Veldred Cotter. Their quest began in an inn run by an Orc named Broom, whose encounter with Azra led to an unfortunate misunderstanding and a demonstration of the unpredictability that would color their journey.
As the adventurers delved into the slums, they uncovered the cult’s quest for three magical artifacts tied to deities of old: The One Who Knows, The One Who Destroys, and The One Who Creates. With cunning, bravery, and a bond forged in the fires of adversity, they secured the Helmet of the One Who Knows, embarking on a perilous path that would test their mettle and their resolve.
The party's journey through a pocket dimension, where they retrieved the gloves of the One Who Creates, marked a pivotal moment in their adventure, returning to a Sunclaw now under the cult's sway. The disappearance of Azra, betrayed or betrayer, cast a shadow over the group, challenging their trust and unity at a critical juncture.
As the cult's grip tightened, Broom emerged as a beacon of resistance, leading the Golden Hand rebellion. New allies joined the fray: Flicker, a Fire Genasi artificer, and Cedric, a Leonin Rune Knight, their arrival signaling hope amidst darkness. Together, they confronted the mysteries of a tower that challenged their very perceptions of reality, facing down mirrored versions of themselves and uncovering the depths of deceit surrounding their foes.
In a desperate struggle against these uncanny reflections, Flicker was overwhelmed, his valiant efforts culminating in a devastating defeat. The party, burdened by grief and driven by a resolve forged in the fires of their fallen comrade's sacrifice, pressed on, carrying Flicker's body in the hope of finding salvation or redemption.
Amidst the shadows of loss and the echoes of battle, the adventurers encountered Gix, a Satyr shapeshifter warlock whose timely intervention offered a glimmer of hope and a new ally in their quest. Gix, with his knowledge and shapeshifting prowess, guided them deeper into the tower, where they confronted the Professor—a figure from Bigsby's past and the right-hand man to Veldred. The encounter revealed a harrowing truth: the Professor, once a mentor and guide, had been ensnared by demonic possession, his will subjugated by forces seeking to harness the tower's arcane secrets for nefarious ends.
In a climactic confrontation, the party uncovered the extent of the corruption that had taken hold of the Professor, leading to a battle that was as much an effort to save a lost soul as it was a fight for their lives. The Professor's last moments, freed from the demonic influence, offered cryptic clues and warnings, hinting at the deeper layers of deception and the unseen forces at play in their quest to save Sunclaw and confront the shadows that sought to engulf their world.
The revelation of the Dream of Sunclaw, a magical construct devised by Lord Covington to shield the city from a magical plague, brought the adventurers face to face with the consequences of their forgotten pasts. Erased memories had made them unpredictable in their quest to thwart Veldred, once an ally, now revealed as the architect of their trials.
In the climax, the party was forced to reckon with Veldred's fate, choosing to leave him behind, memory erased, in the name of the greater good. This decision underscored the somber realities of their journey, a path marked by sacrifices and the weight of unseen burdens.
Stepping out of the Dream into a world transformed by time, our heroes, now legends from an era long past, were confronted with the daunting task of finding their place in a future both unknown and unfathomable. The specter of The Shadow Lord, a relic of their intertwined pasts, loomed large as a challenge yet to be met, a reminder of the enduring bond between them and the trials yet to come.
This tale, a reflection of heroism, camaraderie, and the indomitable spirit of those who dare to stand against the darkness, serves as a beacon for our adventurers. It’s a reminder of their journey, their losses, and the unwavering resolve that will guide them in the adventures that lie ahead, with the echoes of Azra's fate—a poignant testament to the cost of their quest and the price of betrayal and redemption that defines their path.
Emerging from the depths of the Dream of Sunclaw, our heroes awaken to find themselves in an unfamiliar and transformed world, far beneath the surface of what they once knew. Encased in stone alongside other statues—a silent testament to those trapped within the same dream—they confront a large, magical stone tablet, the very heart of the Dream that had ensnared them and the city above.
Upon breaking free from their stony prison, the party is swiftly thrust into the harsh realities of this new world, facing off against a group of bandits led by a rogue named Jericho. The confrontation, while perilous, ends in the adventurers' favor, and Jericho, perhaps recognizing the strength and resolve in his adversaries, directs them towards the town of Four Roads, a nexus of hope in a land unfamiliar.
As our heroes acclimate to the future world beneath the surface, their arrival in the town of Four Roads marks the beginning of a new chapter. Welcomed by Beatrice Birch, a battle-scarred yet warm-hearted former adventurer, and her family, the adventurers find a semblance of home and purpose. Beatrice, with her eye patch signifying battles past and her role as the matriarch of a notable family, including Reinhardt the blacksmith and her two children, offers the party much-needed refuge and support.
However, not all in Four Roads share Beatrice's enthusiasm for the supposed ancient heroes. Mayorson Birch, the town's mayor and Beatrice's eldest, views the adventurers with skepticism and disdain, convinced they are nothing more than homeless beggars exploiting his mother's kindness. His insistence on their expulsion from their newfound haven underscores a rift between his pragmatic governance and Beatrice's compassionate leadership. Despite holding the title of mayor, Mayorson's influence pales in comparison to his mother's, whose adventurous spirit and deeds have earned her the heart and respect of the townspeople. His confrontation with Beatrice over the adventurers' presence culminates in a stormy departure, a vivid demonstration of his frustration at remaining overshadowed by his mother's legacy.
Amidst this family drama, the party undertakes their first mission on behalf of Four Roads: the rescue of Urinlana, a Centaur fallen victim to thugs under the command of Sawyn the Spellsword, a lieutenant of the formidable Shadow Lord. This endeavor leads them into conflict with a Githyanki general, illustrating the dangerous alliances formed by their adversaries. Despite the Githyanki's escape, the party's victory strengthens their resolve and cements their role as defenders of Four Roads.
Urinlana's gratitude manifests in the gift of +1 weapons, a boon tempered by the revelation that such artifacts lose their enchantments with the death of their creator. This knowledge adds a layer of complexity to their quest, intertwining their fight against external threats with a deeper understanding of the magic that weaves through their world.
As the adventurers navigate the challenges of Four Roads, including Mayorson's animosity and the town's broader struggles, they are drawn deeper into the fabric of a community standing at the crossroads of hope and despair. Beatrice's unwavering support, in contrast to Mayorson's opposition, highlights a fundamental truth: the real power lies not in titles or authority, but in the ability to inspire and unite people. With Beatrice's backing, the party finds not just temporary shelter, but a cause worth fighting for, setting the stage for their continued journey in a world brimming with danger and possibility.
Sawyn's role as a harbinger of unity for those exiled and disenfranchised paints a complex picture of the adversaries the heroes face. Amidst the struggle for survival and sovereignty, the lines between friend and foe blur, challenging the party to navigate a world where allegiances shift like sand and the battle for justice requires not just strength, but understanding and compassion.
As the party settles into their new roles within Four Roads, guided by Beatrice's wisdom and the community's needs, they stand on the cusp of a broader conflict that stretches beyond the town's borders. The saga of Sunclaw's champions continues to unfold, weaving a narrative of heroism, sacrifice, and the unbreakable bonds forged in the fires of adversity.
Upon arriving in Feyn as dusk blankets the sky, the adventurers carry a request from Beatrice to investigate the sudden halt in high-quality produce shipments to Four Roads, alongside the mysterious disappearance of a woman from the same town. The woman, as they later discover, had faced the agonizing decision to relinquish her newborn to the Feyn Farming Academy, only to seek her child's return with a change of heart.
The party's entry into Feyn is marked by an encounter with Howard, a gate guard who guides them to the inn amidst the curious sight of townsfolk laboring under the cloak of night. Their inquiries about the missing woman are met with a cold reception at the inn, foreshadowing the sinister truth that shrouds the town.
Their hospitality soon turns to a chilling revelation when the mayor confesses that the party, having partaken of the town's food and drink, are now afflicted by a curse that dooms them to combust under sunlight. This dire fate, borne from a cursed feast weeks prior, propels the adventurers into a desperate search for answers.
Their investigation leads them to the revered *Feyn Farming Academy*, a beacon of hope for aspiring young farmers and orphans seeking a better station in life. Yet, beneath this veneer of opportunity lurks a dark secret, uncovered by Yirki's stealthy examination of the academy's records, which suggests a grim annual ritual involving the disappearance of a newborn.
Confronted with tales of a distraught mother's search for her son, and her tragic end within the well she believed held her child, the party is ensnared in a web of deceit and sacrifice woven by the townsfolk to appease a malevolent deity for bountiful harvests.
Resolved to confront the evil beneath the well, the adventurers, alongside a remorseful Howard, battle an Oni and a Hag in the depths, uncovering a portal to unknown realms. The Hag's bargain spares the infant and her own life, revealing the extent of Feyn's corruption and the innocent lives ensnared in its machinations.
The resolution of this harrowing ordeal, marked by the lifting of the curse with the daylight exposure of the mother's body, leaves the fate of Feyn's leadership to its aggrieved populace. As they depart, Yirki faces a personal dilemma, unearthed by a mysterious note and a magical doorknob that transports him to the Assassin's Guild, where he's tasked with a contract against Sarqen, a comrade-in-arms. This revelation tests the bonds of loyalty and the weight of past obligations.
In the wake of their trials, the party names the rescued infant **Starling**, in homage to Yirki's grandfather, leaving the child with its kin in Four Roads, a poignant conclusion to their quest. Yet, as they venture forth, the shadows of their actions and choices loom large, a testament to the complex tapestry of heroism, sacrifice, and the relentless pursuit of justice in a world rife with darkness and light.
Arriving in Anor's Post, a port city teeming with life yet burdened by overcrowding, the adventurers embarked on their third task from Beatrice: investigating rumors of a Leviathan terrorizing the waters. Their inquiry led them to the Lusty Mermaid tavern, a nexus of information and shady dealings, where they encountered Drakesh and Myrryl, smugglers with knowledge of a sailor who had survived a Leviathan attack. After aiding Drakesh against aggressive thugs, the party ventured into the city's underbelly, navigating the sewers to find Trikelts, the sailor with tales of a mechanical Leviathan, an account that hinted at the influence of a missing figure known as The Tinkerer.
The sewers, doubling as slums, trapped them with malfunctioning mechanical doors, underscoring the absence of The Tinkerer, whose expertise seemed crucial to the city's functioning. Trikelts's mention of cultists donning mustard-colored robes guided the adventurers to a clandestine meeting place, revealing a smuggling cave beneath the city that served as the cult's lair. There, amidst the clash with pirates engaged in summoning the Leviathan, the creature emerged — not a beast of flesh and blood, but a marvel of machinery, its form crashing to the ground once Rota ingeniously displaced the surrounding water.
In the aftermath, the pirates fled, but the party managed to rescue an individual trapped inside the mechanical Leviathan: the Tinkerer himself. With the Tinkerer's knowledge and a memory shard from the pirate leader, Eileen of the Unbreakable, the adventurers uncovered a conspiracy spearheaded by Barbridge Goldhands, the Dragonborn head of the Merchants Guild, revealing the Leviathan's menace as a plot to manipulate the city's fortunes.
Seeking solace and safety, the adventurers retreated to an inn where they encountered Guarn, a Leonin Paladin, and Axora, an Aasimar Cleric, agents of the Holy Order and devout followers of Helm. This meeting was not only crucial for the exchange of vital evidence but also marked by a lighter, yet significant, moment when Yirki introduced the inn to his invention of waffle sandwiches, offering a momentary reprieve from the gravity of their situation with this culinary innovation.
As they prepared to leave Anor's Post, fortified by new alliances and revelations, their journey took an unexpected turn. En route back to Four Roads, Rowan Birch intercepted the party with dire news: Sawyn the Spellsword had arrived in Four Roads ahead of schedule, threatening the town and Beatrice with retribution for unpaid debts — debts the adventurers had hoped to mitigate through their missions. This alarming update spurred the party into action, racing against time to defend Four Roads and those who had become not just allies but family. Rowan's urgent message underscored the stakes of their return, transforming their journey into a desperate bid to safeguard the town that had embraced them, and to confront the looming menace of Sawyn the Spellsword. This blend of heroism, magical prowess, and the bonds forged along their journey highlighted the adventurers' deep commitment to each other and to the innocent lives entwined with their own.
In their fervent rush back to Four Roads to thwart Sawyn's assault, the adventurers pressed on despite the toll of exhaustion, driven by a sense of duty and urgency. Along the way, Gix confided in his companions about troubling dreams foretelling their intertwined destinies and a murky future, adding a layer of premonition to their mission.
Upon reaching Four Roads, they were met with devastation. Sawyn's forces had unleashed destruction upon the town, leaving a trail of ruin and despair. Amidst this chaos, the party leapt into action: Bigsby rescued Reinhardt, Cedric pulled Urinlana from the clutches of a burning demise, Rota orchestrated civilian evacuations, and Yirki faced a harrowing revelation while attempting to save Starling. Confronted by Balthazar of the Court of Blood, a figure with vendettas weaving through the Feywild to Feyn, Yirki learned of the child's significance to Balthazar's schemes of power restoration.
In a desperate move, Yirki used a magical doorknob gifted by the Assassin's Guild to transport Starling to the safety of his ancestral home, Nest, binding himself to a dark contract with Einnare of the Assassin's Guild to ensure the child's protection in exchange for Sarqen's life.
Meanwhile, Gix uncovered a tragic betrayal within Mayorson Birch's household, finding him at the mercy of Sundew, a succubus who had manipulated events in favor of Sawyn. With the assistance of his patron, Bill, Prince of the Eclipse of the Feywild's Court of Moons, Gix dispatched Sundew, saving Mayorson from a darker fate but resulting in his exile due to his unwitting complicity.
The battle at Beatrice's inn brought Sarqen face to face with a wood elf barbarian adorned with a horned helmet. This warrior, revealed to be Hasqen, stood as a testament to Sarqen's long-lost lineage, a descendant from the distant past Sarqen originally hailed from. Their battle, a convergence of past and present, ended in a draw, leaving Sarqen with a profound connection to his future kin.
The adventurers' confrontation with the Githyanki bros culminated in an unforeseen alliance with a protective forest bear and its cubs, emphasizing the unpredictable nature of their journey. In the aftermath, the solemn discovery of Beatrice's demise at Sawyn's hands united the party in grief and resolve.
Choosing to honor Beatrice's memory by rebuilding Four Roads, the adventurers dedicated the following year to restoration and healing, embracing the community that had become their home. This decision marked not only a commitment to the physical rebuilding of Four Roads but also to fostering the hope and resilience that defined their collective spirit, ensuring that Beatrice's legacy would endure through their actions and the rebirth of the town.
In their exploration of the ghostly vestiges of Heroes End, the adventurers were drawn into the tangled histories and mysteries that permeated the town. Amid their search, they encountered Pim, the Kender merchant tied to the enigmatic Merchants of Im, who introduced them to the pressing concern of locating his assistant, Nate, lost amid the town’s spectral chaos.
The town, shrouded in whispers of the past and cries of the damned, revealed its dual haunting: vengeful spirits made tangible through their rage, and the more benign specters lingering in sorrow. It was within this eerie atmosphere that the adventurers found Nate, ensnared by a mechanical contraption emanating from a house with a unique consciousness. This house, known affectionately as Harold, bore a personal connection to Flicker, hinting at deeper layers of Flicker’s past and the intricate web of artifice that bound the town.
Nate’s quest for magical treasures and the pursuit of Flicker’s journals, believed to hold the key to locating a powerful amulet capable of transcendent healing, intertwined with the adventurers’ broader mission. The discovery of the journals within Harold’s confines led to a poignant revelation through a spectral projection of their collective past, where the decision to enter the Sunclaw Dream fractured their unity, with dissent from Al'kash, the druid, marking a solitary note of refusal.
The curse that had ensnared Heroes End traced back to a malevolent mirror, a relic that arrived in the town’s hour of vulnerability. In confronting this dark artifact within the mayor’s house, the adventurers faced the mirror’s lethal guardians. It was during this climactic battle that Harold, longing for companionship, manifested in a warforged body, driven by the loneliness that pervaded his existence. This act of self-preservation and the desire for connection hinted at Flicker's survival; according to the lore of artificers, Harold's continued existence and sentience suggested that Flicker’s essence remained, fueling the magic that animated Harold.
Choosing to return to Four Roads, Harold embarked on his own path, leaving the adventurers with Flicker's journals. Sarqen, bearing the weight of these tomes, hoped to unravel the mysteries they contained and the fate of Flicker, whose life force still whispered through the magic that bound them all.
With the echoes of Heroes End behind them and the knowledge of Flicker's potential survival stirring new hope, the adventurers set their sights on Falconspike. The promise of the city's festival offered not only a pathway to explore their pasts through the city's grand library but also a step closer to understanding the vast tapestry of magic, memory, and destiny that connected them to the Time Tree, the Devourer, and the elusive amulet with its miraculous potential.
Upon reaching Falcon's Beak, a quaint town perched on the brink of a chasm opposite Falconspike, the adventurers were drawn into a perplexing situation. The townsfolk were embroiled in a heated debate with a female elven rogue and a goblin cleric at the center, divided by conflicting realities: some asserted the presence of a chasm separating them from Falconspike, while others vehemently denied it. Through keen observation, the party deduced that two distinct timelines had somehow merged, creating a rift in the collective memory of the town's inhabitants. This anomaly was carefully concealed from the rogue and cleric, who seemed to be entangled in a conflict from a war that, to the party's knowledge, had concluded half a century prior.
The rogue and cleric shared their own tale of loss, having been separated from their comrades within the caverns beneath the town. Guided by hints and the mysterious presence of Chester, the clocktower keeper whose cryptic remarks suggested a deeper understanding of the temporal disturbance, the adventurers ventured into the caves through the clock tower.
Within the shadowy depths, they encountered younger versions of Beatrice and Reinhardt, alongside Beatrice's husband, Xander. The reunion was bittersweet, filled with unspoken truths and the heavy knowledge of futures yet unfolded. Their journey through the caves led them to a harrowing discovery: a segment of the Timeless Guardian, a colossal sea serpent that patrols the realms of time, impaled by a tooth from the Devourer and wracked with agony.
In a desperate bid to alleviate the Guardian's suffering and restore the balance of time, the party embarked on a perilous effort to extract the tooth. This ordeal was marked by moments of unforeseen connection, as Yirki and Beatrice were thrust into a shared vision of their memories, revealing the depths of Beatrice's past and foretelling her tragic fate.
Amid the chaos, Xander was lost to the whims of the Timeless Guardian, casting Beatrice into a future she now faced with the foreknowledge of her own demise and the certainty of raising Mayorson alone. In a poignant exchange before the timelines corrected themselves, Beatrice secured the Devourer's tooth from the adventurers, a decision shrouded in regret and the ominous implication that it would eventually be forged into the cursed sword known as The Devourer's Maw.
With the Guardian's pain eased and the timelines seemingly realigned, the party proceeded through the tunnels towards Falconspike, intent on partaking in the Festival. This journey through Falcon's Beak and the caverns beneath not only unraveled the mysteries of a fragmented timeline but also left the adventurers with the heavy burden of knowledge and the impact of their actions on the fabric of time and fate.
Upon their arrival in Falconspike, accessed through the city’s underground passages, the adventurers learned they needed the endorsement of one of the city’s influential houses to partake in the upcoming festival. Yirki’s fortunate encounter with Einnare, a matriarch of one of these houses, paved their way into the competition. Through clever manipulation, they secured their team's spot by framing the previously favored champions, thereby representing the Shadowthorn family.
The festival's onset was marked by a perilous test of Yirki's newly honed sniper abilities, orchestrated by a sniper attack targeting Sarqen. This deliberate act by Jack, an Eladrin assassin and Yirki's mentor, served to evaluate Yirki's readiness. The fact that Yirki recognized his assailant — and chose to keep this knowledge secret — added a layer of complexity to the unfolding drama. Despite encountering sabotaged equipment and facing targeted challenges, the adventurers emerged at the forefront of the competition by the day's end.
The narrative further deepened with their interactions with Alvin Nicklebrook, the festival’s security head and Howard’s brother from Feyn, and Nate, who proffered his stealth expertise for a fee. The looming presence of The Shadow Lord, accompanied by his mysterious Shadowkin soldiers, infused the festival with an aura of menace.
The following day unveiled an abrupt and sinister shift in the festival’s security, now overseen by a figure known only as The Boss, who had insinuated himself into the position under mysterious pretenses. The adventurers found themselves embroiled in a grim charade: tasked with executing Alvin, falsely accused of being the sniper by The Boss's machinations. Their refusal to partake in the execution underscored their ethical steadfastness amidst the festival's darkening twists.
Concurrently, a deal struck with Jerry, a member of the Shadowkin, proposed they employ a special weapon against a shadowkin behemoth in the festival’s final showdown — a favor that promised them an uncertain alliance with these creatures of the Void.
The adventurers’ journey through a maze, riddled with accusations from The Boss hinting at past grievances, led them to victory against the backdrop of Gix’s impulsive act that provoked a deadly crackdown on perceived rebels, a stark reminder of the brutal politics at play in Falconspike.
The festival's climax erupted in chaos, marked by the dramatic reappearance of Azra as The Boss, his vendetta fueled by the agonies of countless cycles endured within the Dream at Sunclaw. The confrontation with Azra, juxtaposed with the battle against the behemoth, was not merely a contest of strength but a confrontation with their intertwined pasts.
Emerging victorious, the adventurers were granted residence within Falconspike's affluent sector, a reward that belied the complexity of their standing as new adversaries of the Shadow Lord. Azra, spared and taken into their care, symbolized a living testament to their shared history and the cycles of vengeance and redemption that defined their existence.
The revelation of the Shadow Lord's changeling operative, alongside their newfound notoriety as festival champions and the deliberate defiance they exhibited, heralded future trials and tribulations. The whimsical decision to commemorate their victory with matching tattoos stood in contrast to the gravity of their circumstances, navigating a path fraught with intrigue, alliances, and the shadow of a history that continues to shape their destiny in Falconspike.
The daring infiltration of Czen'ha Tower by the adventurers, accompanied by Arorin and Brooma, was a calculated venture into the heart of Sawyn's domain. With sending stones ensuring communication, they navigated the tower's labyrinthine passages, unveiling magical cells designed to impose psychological torture reflective of the occupants' crimes. This journey through illusions and moral quandaries revealed not only the tower's cruel intent but also the personal histories of its key figures through discovered journals.
The adventurers' descent into the tower's depths brought them face to face with the personal quarters of Sawyn, Skarr, Hasqen, and the Yuan-Ti sorceress, Zephyrial. These spaces, vacant yet echoing with the essence of their owners, offered a glimpse into complex narratives of loyalty, ambition, and familial strife. Sawyn's journal, a window into her tortured past, unveiled a figure shaped by betrayal and exile, her power and resolve hardened by the scars of her upbringing and the unyielding grip of vengeance. It was this inability to forgive those who wronged her, coupled with a self-reliant pursuit of power, that set Sawyn on a path of isolation, ultimately leading to her downfall.
Amidst the tower's challenges, the party freed Valqen from his cell, gearing up for the confrontation with Sawyn and Zephyrial. The battle that ensued was a testament to the adventurers' resilience and strategic prowess, leveraging Gix's newfound knowledge to disrupt a ritual of blood and betrayal. Zephyrial's attempt to usurp Sawyn's power ended in failure, thanks to the adventurers' intervention.
In her final moments, Sawyn divulged a crucial directive: to seek the true Shadow Lord because he's been replaced by a changeling, a plea that underscored the depth of deception within the ranks of power. She said to find Veldred, a name that they have not heard in a while, reappearing mysteriously. This revelation set the adventurers on a new quest, laden with the weight of Sawyn's legacy—a narrative of power born from strife, a life marked by the failure to reconcile with the past, and the fatal consequences of unchecked ambition.
The aftermath of Sawyn's demise brought forth new challenges and revelations. Hasqen's demand for a duel with Sarqen, driven by a need to assert Leocan leadership, and the reconciliation between Skarr's forces and the adventurers, highlighted the complex tapestry of alliances and enmities. The decision for Valqen and Faenri to seek redemption for the Leocan, coupled with Yirki's resolution of his ancestral burden and the ensuing tensions within the party, reflected the enduring impact of their journey through Czen'ha Tower.
In the wake of their harrowing encounter within Czen'ha Tower and the unraveling of Sawyn's last words, tensions within the party came to a head, particularly between Sarqen and Yirki. The revelation of Yirki's secretive contract, which necessitated the downfall of the head of the Leocan tribe—a role unwittingly fulfilled by Sawyn, not Sarqen—strained the bonds of trust and camaraderie they had built. This strain erupted into a palpable confrontation, fueled by the weight of their shared trials and the secrets kept in the shadows. Sarqen, feeling betrayed by Yirki's withholding of information, confronted him in a clash that was as much about their personal grievances as it was about their collective ordeal. This altercation, punctuated by Sarqen's blow to Yirki over his silence regarding the sniper's identity, symbolized a moment of reckoning between the two, challenging the foundation of their alliance. This conflict, while momentarily fracturing, ultimately served as a cathartic release, allowing them to voice the unspoken tensions and uncertainties that had accumulated throughout their journey. As they prepared to venture forth on separate paths, the resolution of their fight left open the question of how their experiences and the revelations borne from Sawyn's demise would shape their relationship and their individual quests ahead.
As the adventurers prepared to part ways, each driven by individual quests and the shadows of their shared experiences, they stood at the threshold of new chapters. The city of Goblheim beckoned Rota with the promise of reconnection, while Gix's pursuit of a mysterious Hold hinted at adventures yet to unfold. Their paths, divergent yet bound by the trials within Czen'ha Tower and the looming quest to unravel the mystery of The Shadow Lord, promised a continuation of their saga—a narrative woven with the threads of power, redemption, and the search for truth amidst a world shrouded in shadows.
Gix and Bigsby's journey to the Southern Swamps, accompanied by a band of new companions eager to learn from the Heroes of the Sunfall, embarked on an adventure filled with revelations and confrontations. Quinn, the Goliath Fighter with ties to Sawyn's forces; Vivian, the half-githyanki warlock/paladin; Lorqen, the Divination wizard of the Leocan tribe; and SPELLBOT, the warforged wizard, each brought their unique skills and histories to the group as they navigated the challenges ahead.
In Reedbank, a town skirting the swamp's edge, they encountered Mayorson, once exiled, now living under the tutelage of the town's mayor, learning humility through manual labor. The party's stay in Reedbank led to an unexpected reunion with Xander, Mayorson's father, who had been flung into the future during the clock tower battle and chosen a life of anonymity over disrupting his family's newfound happiness.
Venturing into the swamp in search of a demon-infested keep, they encountered an abyssal guardian at its gates, introducing them to the trials of Sylithra, the Goddess of Pain. Through these trials and veiled hints from the abyssal denizens, the adventurers learned of their enslavement to the castle and the existence of an object capable of breaking their chains.
Gix's solo confrontation with Sylithra unraveled a web of deceit when she revealed herself as Sundew Birch, the Succubus seeking vengeance for her defeat in Four Roads. Her transformation ignited a battle, pitting the adventurers against her controlled abyssal horde.
In the aftermath, faced with the moral dilemma of dealing with the abyssal creatures, Gix made the grave decision to end their existence, a choice that brought forth the true Sylithra. Impressed by their resilience and the elimination of an impostor, she granted them a boon and the treasures of the keep, now rightfully Gix's.
Choosing to entrust Mayorson with the keep's restoration, Gix and his companions, enriched by the experiences and the pain they endured, continued on their paths. This adventure not only tested their mettle and morals but also solidified their resolve for the challenges that lay ahead in their fight against the Pretender Lord and the unraveling mysteries of their world.
Rota, Yirki, Sarqen, and Cedric, along with newcomers Vesta and Grimm from Four Roads, ventured into Goblheim, a city deeply influenced by the teachings of Lathandar as interpreted by Rota’s past self. Their arrival coincided with tension among Goblheim's ruling families and the mysterious influence of a figure known as the Prophet, who had rallied the goblins into raising an army under the guise of fighting The Shadow Lord.
In Goblheim, they discovered the city's devotion to Lathandar conflicted with historical texts, a contradiction highlighted by Vito Grimgut’s daughter, Meg, a cleric of Lathandar. The adventurers learned of the Prophet's secretive military training area and his absence from the city, promising an impending confrontation upon his return.
The church service they attended revealed undercurrents of conspiracy among the younger generations of Goblheim’s families, using a unique sign language. This observation led to a skirmish outside the church, instigated by an explosion that bore a dire warning: "Heed the Prophet." Meg’s invitation to meet in secret ushered the party into a deeper web of intrigue surrounding the Prophet’s true intentions and the affliction known as the blight, a disease enhancing soldiers for a dark purpose. In a confrontation under a restaurant, both Sarqen and Vesta were Blighted, hastening their plan and heading to the Prophet immediately.
Their exploration of the Prophet’s lair unveiled shocking truths: the Prophet was an alternate-timeline Rota, a member of a council seated at the Time Tree’s canopy, tasked with rectifying the prime timeline. His drastic measures, including the introduction of the blight, were revealed as a misguided attempt at a greater good, justified by his belief in an eventual restoration of order. To show his good will, he healed Sarqen and Vesta of the blight using an artifact, one that Sarqen realized might be what Nate was looking for.
Despite the Prophet showing them his timeline, as well as the canopy of the Time Tree where the Council of Rota's sits, his plan caused too much pain and suffering that the party could not justify and they began a fight.
The confrontation with Blightforged Rota, transformed by the blight into a near-divine entity, tested the adventurers to their limits. Yirki’s desperate act with the time branch opened a portal to the Time Tree’s detritus, summoning a shadowy behemoth that claimed Blightforged Rota. The being spoke Yirki's named showing some familiarity, before it dragged Blightforged Rota through, leaving behind only a hand just as the portal closed. Rota picked up and kept this hand as he reflected.
The aftermath saw Goblheim under the stewardship of Meg and the family leaders, tasked with rebuilding in the wake of the blight’s scourge. For Rota and his companions, the encounter with Blightforged Rota—witnessing an alternate self's downfall—left an indelible mark on their psyche, prompting a period of reflection and recovery before their journey back to Four Roads.
This chapter in their saga, marked by battles against both external threats and the internal turmoil of potential futures, underscored the complexities of their quest and the unpredictable nature of their path through a world brimming with magic, conflict, and the shadows of alternate destinies.
In their quest to unravel the enigmas of the Heroes of Stone, The Shadow Lord, and the Time Tree, Team B—Lorqen, SPELLBOT, Grimm, Quinn, Vivian, and Vesta—set out for the Falconspike Library's most secretive chambers. Their journey, navigating through both bureaucratic hurdles and magical barriers, led them to an encounter with PAGEBOT. The malfunction of PAGEBOT propelled them into a narrative woven with danger and mystery, thrusting them onto the deck of Tempest's airship, a vessel of legend bestowed by the gods.
As they navigated this new reality, they met Rorik, Tempest’s first mate, a Goliath whose traits mirrored Quinn's, establishing a connection that spanned timelines. Their plight was soon compounded by an attack from page-formed tornadoes, amidst which they were introduced to Nate. Recognized by Grimm and SPELLBOT as The Shadow Lord's present visage, Nate's role as an unwavering ally to the main heroes came into sharp focus, revealing a complex tapestry of alliances and identities.
The journey to The Sunfall unveiled a past entangled with the present, where Balthazar's early schemes alongside the Sun King laid the groundwork for a future confrontation. Here, Team B discovered the main heroes of Team A ensnared in stasis, a maneuver orchestrated to mold their heroic legacies—actions predestined rather than chosen, casting shadows on the nature of their valor.
Amidst the turmoil, Rorik's later bravery and Quinn's magical intervention highlighted the depth of their camaraderie, challenging The Oblivion Scribe's malevolent grip. This act of defiance against erasure emphasized the enduring spirit of their fellowship.
The pivotal battle with The Oblivion Scribe, revealed to be Kale—a figure whose past as The One Who Destroys hinted at a complex temporal journey—underscored the fluidity and mystery of time within their universe. His defeat peeled back layers of their quest, intertwining the destinies of Kale with the broader narrative and hinting at the transient nature of existence across timelines.
This narrative crescendoed with the summoning of Mother, a being of shadow birthed from the detritus of history, by the Sun King and Balthazar. The revelation that the heroes' iconic deeds were not born of organic heroism but were meticulously crafted scenarios introduced a disconcerting perspective on fate and destiny.
Upon returning from the Arachna Terrastic's confines, Team B's understanding of the world and its intertwined timelines deepened. Agatha's insights into The Oblivion Scribe's origins and purpose, along with the revelation of Kale's transformation and the existence of other Scribe fragments, poised Team B at the brink of further adventures. Armed with newfound knowledge and a book chronicling the Heroes of the Sunfall, Team B emerged from the library, their journey enriched by the revelations of orchestrated heroism and the pervasive influence of entities like Mother, setting the stage for the next chapter in their saga.
The Heroes of Stone, on their way to the Temple of the Dream Goddess, hear a commotion from the woods and see a house ablaze. They approach to find a half-elf in dark armor doing battle with a large troll with a wolf-like face. Helping the Half-Elf to escape, they learn that her name is Velara and she is the Chosen of the Dream Goddess. She informs the party that they are already asleep at the temple of the dream goddess and are here to help her stop an old forgotten deity from getting to the Dream Goddess's Loom so that he could take her place as a deity.
They delve deeper into the Dream Realm, encountering nightmares of their own before coming face-to-face with Eldrion and his bodyguard. Eldrion tries to convince the party that Velara is actually the evil one here, and as evidence points out that she controls the nightmares of the area. Velara counters by saying that the Dream Goddess uses Nightmares to help dreamers confront their fears in safety so that they can do so confidently in the waking world. The party sides with Velara and fights off Eldrion, eventually uncovering that Eldrion’s Aasimar Bodyguard is actually Guarn who reverts back to his true Leonin self.
Eldrion disappears but the party, using Sarqen’s Magical Lantern, reveals that Velara is actually the four-armed hag from Feyn. Not trusting her, they leave her behind, eventually confronting Eldrion at the doors of the Dream Goddess's Loom. Just as things are about to take a turn for the worst, Gix calls out to his patron for help and in a rare turn of events, Bill arrives and knocks out Eldrion. Bill offers a way out of the dream realm that isn’t talking to the dream goddess, but the party takes their chances as they can’t waste any time.
The Dream Goddess admits that this was all a trick to get the party there as she wants to make a deal with Mother and Balthazar to hand over the party so that she can leave the time tree and remain a deity in another existence. With only a brief moment to save themselves, the party distracts the Dream Goddess and grabs ahold of one of the loom strings, letting themselves be pulled through the abyss to an unknown location.
Partnering with the mysterious Nate, Tempest and the Crew decide to assist him in taking down the Shadow Lord who rules the mining city known as The Secret City. According to Nate, the miners are kept in poor conditions and forced to mine their lives away for ore which is sent to the Sunfall. The profit from that mining however stays with the Shadow Lord and the Shadow Queen, so if they follow Nate's plan, he will take control of the city and create an equal system in which all of the citizens will reap the benefits of the ore, and they could choose where and who it's sold to.
The party leaves the ship and quickly finds themselves falling through the ground into the mines. As they try to make their way to the undercity, they uncover a few things: a monster made of the magical ore the city is mining, a journal outlining shadowy figures deep in the mines, and also the entrance to a mysterious magical prison. After unlocking it, they find that it's the Prison of the Dragon King, who was imprisoned and had his power drained by the heads of the Fey Courts. He is still bound to his prison as long as the four keys are still held by the high lords, but as a gift he can control natural stone for the party as long as it is a part of his mountain. They continue with his help to the Under City.
With Ore gathered from the creature they defeated, they learn that if they assist a family by providing them with the Ore to become the top producing family, they can create enough of a distraction to get to the surface of the city. Once there, after commiting hijinks tied to a familiar and some levers, they are able to secure a tower and signal the crew to come in. But alas. BETRAYAL. It looks like the Shadow Lord knew all along that this was happening and he had an ambush ready for the crew. But the party saves Tempest and Rorik, and they escape into the earth with the help of the Dragon King, realizing that Nate sold them out for some reason.
After some interrogations and searching, they find Nate's hideout and find out that he betrayed the crew so that there would be enough distraction for him to sneak into the castle with a small group of crew members to assassinate the Shadow Lord. But after some discussions and attempts at betrayal again, the party learns that Nate is actually two souls trapped in one body, and that his real goal here is to save the Shadow Queen who was his betrothed at one point. He wants to kill the Shadow Lord and save her, and feels that the party might disrupt those plans. The real plan is to shut down several magical devices around the castle to disrupt a protective sphere on the city that prevents it from being found or scryed on. This would be used as a leveraging tool for the Shadow Lord to give up his position or die.
The party follows the plan, going into the prison with Maggie, the lovable and clumsy. They see that the Shadow Lord is actually down in the prison and not in the throne room, and uncover that he's planning to fake his death and join the crew because he thinks the Shadow Queen is trying to kill him. Several other things uncovered were the four Fey Courts and that they also imprisoned the Satyr King for giving up their continent to the Elves. After saving the Shadow Lord, they figured out how to get to the Satyr King's prison and released him, where he revealed that he hid his son Bill in the Court of Moons and that he wants their help to re-establish himself as their King.
At the bottom of the Castle they found the magical device they were sent to destroy, along with a mysterious portal to the void. Unable to move towards it, and thinking that the device may be holding back the portal from opening, they left it as is and returned to save their crew and head up to Nate to warn him about Raenela. Leaving the Spear Crew to disable the Magical Circuit Device when they gave the signal.
When they snuck in they overheard Raenela mention that she's actually from a Blighted Branch and was brought here by the Shadowkin to be their Material Anchor. She killed the original Raenela and had Nate executed all those years ago, meaning it was not the Shadow Lord that did it. The party gave the signal to disable the magical device, but the Spear Crew was unable to approach due to the growing void portal. Maggie grabbed the device from them and ran into the portal towards the device meaning to sacrifice herself, the Satyr King running after her. Before losing contact, Maggie revealed that she was actually Tempest's daughter, although Tempest didn't know it.
After some fighting when things were going poorly for the Shadow Queen, she pleaded to the Shadowkin for help who only indicated that they were in this for their survival and not her goals, and that her failure was her own doing. She decided to intentionally fuse herself with the void crystal, becoming the Void Behemoth, absorbing Shadowkin to make her more powerful. Bubbles was able to kill the Behemoth using the Magic Disruptor, after making a deal with The First to find a new anchor for the Shadowkin. By stabbing her with the magic disruptor, Bubbles severed her tie to the Hive Mind and the Void. Without an Anchor, all the Shadowkin began being ripped out of the Material Plane back into the void.
The Party was able to escape onto the ship, the Shadow Keep crumbled and Nate now rallying the citizens behind him to rebuilt a better city, with the people being able to control their own lives from now on.
The Party makes a deal with Tempest to allow them to borrow her portal to the Feywild, if they bring her the Hourglass of Timeless Communication. This is so that she can communicate with Maggie's other parent who turns out to be the Goddess of Wind.
Before using the device, they talk with the Dragon King to learn that he will grant both the Party and the High Fey a wish if they help him become free. He reveals that while he committed terrible acts, he only wants his freedom now and not anything else.
They use Tempests device which summons The Wandering Turtle Tavern and find it run by an underdark kobold (Skizzix) and a Goliath/Firbolg (Brunda) they tell them how they can access each of the Court's realms.