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In the sleepy port town of Scarroll’s Cove, three strangers are brought together by chance, fate and the lack of seating space in a cramped bar. When privateer (not a pirate!) halfling Corzin Horhace, drow bard Celestia Stardust and mysterious bearded stranger Scamp become aware of a series of brutal murders, danger lies overhead…
Celestia, Corzin and Scamp find themselves in frantic pursuit of their assailant, winding up in a less cosy part of Scarroll’s Cove. After a certain amount of cross-examination by the watch, they encounter some particularly murderous travel difficulties.
Celestia, Corzin & Scamp make port at Peder’s March, an ugly town with a very handsome mayor. A hunting expedition in the swamps may lead them to get more than they bargain for…
Reeling from the bargains made with Olga Gristlegums, the party seek a cure for Corzin’s sickness and make a fateful delivery.
In Ballwick’s Bay, Corzin’s past rears a kinky head and Celestia learns the joys of coffee. Amongst other things.
Our party brave the seas aboard the good skiff Kipper, indulge themselves in confectioneries and engage in a spot of reverse-fishing.
Corzin reckons with a ghost from the past, while the party become closely acquainted with some bastard fish.
Grandma, Zach & Peel attempt to survive the Carnival of Hollywood Superstar Shia LaBoeuf.
In a place of death, the party make some unexpected friends.
After a little shore leave, the party finally engages in actual privateering.
After a grim spot of corpse disposal, the party arrive at the grand city of Crosswater and take on an unusual request.
The party find a safe space, friends, and how past decisions can really cast a shadow over the whole proceedings.
The party learn how to win friends and terrify people.
The party scour the streets of Crosswater for clues and catch up on the activities of an old foe.
In which the party duke it out beneath the city streets and run into an old acquaintance.
In which the party engages a deadly nest and a troubling entity, and a dark force comes bearing light.
In which careful detective work uncovers more than the party might have wished for, down where the light does not touch.
In the wake of a shocking revelation, one of the party unburdens themselves of the weight of the past.
In which the party attempt identity theft, champagne socialism and elementary pet care.
In which the party have a gunfight in a brewery.
In which Scamp finally gets in a drinking contest.
In which the party experiences a number of farewells, reunions and unexpected complications.
In which an old enemy returns.
In which there are street parties, celebrations and uninvited shipboard guests.
In which the party take an unexpected detour.
In which the party cross the threshold into an ancient place.
In which the party engage in adventurous archaeology!
In which the party engage a most sedentary foe.
In which the party undertakes the first task and meets a new friend.
In which the party experiences new and interesting cultures.
In which the party take a gnomish short-cut.
The party engage in a cross-country chase through the hinterlands of Suul.
In which the party arrive in a new town, meet some new friends and go to the bank.
In which the party go shopping in the catacombs and help deliver some merchandise.
In which the party attempts a smooth, non-combat jailbreak.
In which the party reaches the port city of Cayonne.
In which everything goes wrong.
In which Scamp creates marine life, after a fashion, and important truths are learnt.
In which yet more horses suffer because of the party and unorthodox detective methods are employed.
In which a heist is planned with the assistance of our good friend and companion Reginald.
In which we go to the Mirrored Palace.
In which a familiar face appears with a request.
In which the party put their detective hats on and experience duelling compulsions.
In which a moral horizon is touched on.
In which the party pretend to be art historians.
In which we research the melting point of copper.
In which a threshold is crossed from which there is no return.
In which we stray from the future to the past.
In which we discern whether it is in fact better, down where it’s wetter, under the sea.
In which a plan is hatched, a new ally found and something forgotten returns.
In which Cayonne’s fate is decided.
In which the Council of Cayonne is formed and Corzin offers some parental advice.
In which the crew return to the capital, bear an ominous message and are tasked with a mission.
In which the party proceed to the town of Treachery.
In which we encounter a friendly halfling trader.
In which an ancient ruin is explored.
In which Scamp raises a middle finger to the laws of physics.
In which dreams are had and lines are crossed.
In which the party go shopping behind enemy lines.
In which the party attempt to negotiate the fate of an entire nation.