A group of adventures set out on their first quest. Led by a fearsome barbarian prince named, Krag, the group finds themselves battling a group of bandits. Well, Krag battles the bandits at least...
Krag discovers that some skill sets are more useful than others when the party gets lost in the forest. Then Alex goes missing.
Our less-than-mighty group of adventures, still fleeing from the trouble in Embry, are paid a visit by a demon. The demon informs Markus he's in more trouble than he knew, while Krag offers an even worse solution.
Still reeling from the Demon's news and divided amongst themselves, the party must choose a strong, competent, and resourceful leader for the coming quest. Unfortunately, none of them fit that description.
The party encounters a terrifying undead menace. Then they dig up a grave. What could go wrong?
Krag takes a jaunt to the nether world to see his dead father. The party loots his corpse. There is talk of a cup.
When a trio of deadly sirens tries to take Krag and Markus captive it's up to Garand and Angie to save the day.
With the sirens taken care of, Garand and Angie still have to deal with a spell addled wizard and barbarian.
With the party complete again, Garand is forced to reveal a shocking secret to his friends. Markus mocks him mercilessly.
The dragon's lair is near, but first the party must deal with a bloodthirsty cult of crazies.
The party finally faces off against the great red dragon, Slithalazalamazar. Will they survive? Probably not.
A mixed up teleport spell leaves the party stranded in unfamiliar territory. True to form, they quickly run afoul of some dangerous locals.
As Krag makes his way West, the party encounters a pair of bandits. Chaos ensues, and Markus's magic allows for a hectic escape.
The party encounters Thistle, an eccentric hermit who claims to be a werewolf. He says he can help lead the party to a cure, but his price turns out to be too high.
Having evaded Thistle's trap, the party makes their way towards a shopkeeper who may hold the key to freeing Krag from his curse.
The Weird Sisters can help Krag, but only if he helps them first. An orc terrorizing the area poses a problem that must be dealt with.
The banished orc scientist agrees to stop his disastrous experiments in exchange for the party's help with a delicate personal problem. Will Krag finally be free of the curse that prevents him from doing what he does best?
Krag's journey homeward is nearly complete, but the enemies he's made along the way don't intend to let him finish it. The epic battle between good and evil comes to a head.
Krag finally arrives in the Windscourge Wastes, only to find things have changed in his absence. Krag's homecoming has dangerous consequences that leave the party in their most desperate situation yet.