Lost Mine of Phandelver - Episode 25 - Can I rummage around under his beard?
Our adventurers run to assist a dying (dead?) Gundren, and Daran unveils the team's first encounter with a Drow.
Our adventurers run to assist a dying (dead?) Gundren, and Daran unveils the team's first encounter with a Drow.
Our adventurers deal with more than one difficult situation, and Gundren is found.
Surrounded by Goblins and Hobgoblins, the adventurers dig deep and fight harder than they've had to.
Our adventurers catch wind of a dragon in the area and nope out of there faster than you can milk a twig blight.
Billy hobgoblin puts an end to the Baron, and the crew meet Reidoth.
With Bill's true identity revealed, the adventurers head towards Thundertree.
With zero interest in taking on a horde of orcs, the adventurers head back to Phandalin where plenty of surprises continue to unfold.
As if the horde of zombies and powerful necromancer weren't enough, Miraqen becomes aware of Orcish scouts observing the melee. What will happen when they join it?
Diplomacy dies in darkness, as Hamun's herd is threatened so too are the party. Sigg and Lorros get knocked unconscious and the Baron is charmed to the necromancer's side. Things are Getting Dicey!
Can Gill charm the Banshee? Billy makes another appearance but he isn't looking so good... and a herder of zombies crosses paths with the party.
With the Redbrands dealt with and Glass Staff in Daran's custody the party gear up and head out towards the Old Owl Well. But not before taking a detour towards a spectre named Agatha.
With time of the essence the party chase down Glass Staff. Sildar shows up! But is he friend, or foe? Also, there's a little bonus thanks to listener blametherobot at the end.
Sigg finds a fabled weapon of his people, and the party play rat catcher. Will they ever make it to Glass Staff?
It's a goblin nightmare, with Billy goblin returning from the dead, again. Plus there's all those Bugbears to kill and Iarno to find. Wait... did someone say Iarno?!
The crew venture deeper into the Redbrand hideout after an unexpected trip, and Sigg's anger shows.
Our adventurers venture deeper underneath Tresendor Manor, and something hungry gets inside their heads.
The adventurers come to the realisation that last week's antics have ruined their plans for a stealthy entrance into the Manor. A short rest and some recon later they find themselves entering via the front door.
Our adventurers remember a young boy with a secret, and head out to find him. Lorros also goes hog wild in the woods.
Young Carp is dragged out into the street by a Redbrand, sword in hand, and the adventurers meet the Townsmaster of Phandalin.
The adventurers get to know Phandalin, by meticulously visiting damn near every location they got their eyes on. What do the Redbrands want from them?
After rescuing Sildar from the goblins, our adventurers leave the goblin cave, and head to Phandalin.
With Gill split from the group the adventurers need to figure out the best way to deal with the remaining goblins. Of course, things don't go quite as planned.
The adventurers come face-to-face with Klarg, the bugbear in charge of this cave.
Our adventurers rest up after their encounter with the Goblins and follow the drag marks into a mysterious cave.
The adventurers meet up with an elven druid and start towards Phandalin where a Goblin ambush lies in wait.
The crew get together to discuss who their characters are, how they know each other, and what they'll be bringing to the table, all while Reagan takes his first steps towards DM'ing.