Session 08 - The party pull themselves up onto the ice and start to make base camp and are quite taken aback by a bit of a kerfuffle from the opposing camp.
Session 15 - Many fiendish traps and classic monsters try to bar the progress of the party and they even get to use their brains more than once (gasp)!
Session 12 - The party sneak into the abbey via a long abandoned smugglers entrance. They encounter slaves and a naughty naughty man who is dealt with in traditional fashion!
Session 05 - The party negotiate with the Fuzwah of El-Fendar for access to the desert and set off through the trackless wastes to find the Pit of Thud
Session 31 - Our party avenge their fallen comrade (though whether the revenge was against the right people is debateable), and proceed to investigate the Bonespire
Session 29 - Much bemoaning of a lack of feat-trees in the Accordlands book, before the party get on to the important business of exploring the Bonespire
Session 16 - Much hapened in this episode, so the problems with the recorder (duff battery from a brand new pack) are doubly annoying. There is a narrative ending to this one!
Session 09 - Our intrepid adventurers question a little old lady with extreme predjudice, play with a dead aristocrat, chat up bar staff, and continue to find time to search for the missing cardinal. . .
Session 05 - Fortunately for our resting party, their remaining adversaries have been busy whilst they catch their breath and marshall themselves for the final assault.
Session 04 - A shorter than usual session, tiredness taking its toll on one of our players. The intrepid rescuers chase their quarry down to their hide-out. . .
Session 02 - The party heal their wounds and finally get back to business of figuring out what is going on with regards assassins and exploding temples!