001 | | Introduction; party is formed in Fax (Wild Coast); death of Cassius |
002 | | Wilderness; wolf attack; Alindyar revealed as drow; brigands attack |
003 | | Suss Forest is entered; spiders attack; Belphanior revealed as mage; bugbears attack; the hut is found; Krug attacks Ged and is slain |
004 | | The dungeon; much fighting and loot; Rob drinks acid; the party is attacked by more enemies of Cassius; party arrives in Courwood; Belegard is found; the party gets its first paycheck |
005 | | Belgar introduces himself and proposes a mission; travel ensues; the old dwarven mine is found; first assault on the mine |
006 | | Second assault on the mine; Mongo's day of glory; the mine is won; Belgar abandons the party |
007 | | The party digs deeper into the dungeon; PROSE FORMAT USED; the complex is cleared out; the party rests |
008 | | Party returns to Courwood; rest, training, etc. occurs; they decide to pursue Belgar |
009 | | Departure from Courwood; a trio of giants is fought; Belphanior informs Peldor that he is also a thief; party arrives in Aria; party talks with shopkeeper and ventures to haunted castle; several monsters are defeated |
010 | | PROSE FORMAT USED (Belphanior's POV); the keep is entered |
011 | | PROSE FORMAT USED (Mongo's POV); the dungeons beneath the keep are explored; a riddle, a demon, and a dragon are overcome; Halbarad dies |
012 | | Party returns to Aria; Halbarad is revived by a priestess of Pholtus; training occurs for weeks; the party leaves Aria and heads into the Pomarj; they arrive in the town of Drek; Ged starts a barfight |
013 | | The bar fight turns lethal; the party flees into a whorehouse; the bar goes up in flames; Mongo decks the bouncer; the party rides out of Drek in a hurry |
014 | | The orc keep is encountered; battle ensues; ogre magi appear |
015 | | Peyote finds out that he has a wand of wonder; Mongo finds out that he has a dwarven throwing hammer; a princess is rescued unwittingly; the party enters the city of Havenhill and returns the princess to her father; training begins |
016-019 | | Slave Pits of the Undercity (A1) |
020-027 | | Secret of the Slavers' Stockade (A2) |
028-033 | | Assault on the Aerie of the Slave Lords (A3) |
034-037 | | In the Dungeons of the Slave Lords (A4) |
038 | | Rewards and honors, rest, training |
039 | | The Baron Trevor convinces the party to rescue his daughter again; they journey through the wilderness and into the edge of the Pomarj; they try to sneak into a fortress but fail miserably |
040 | | The party finds their way into the fortress after eliminating some defenders; ogres abound (but not for long) |
041 | | The party mops up the rest of the ogres and finds some stairs down |
042 | | Ettins and giant spiders are defeated; the party battles the evil mage; the party finds a dragon and almost dies; Peyote does die; the princess is rescued; much loot is taken; return to Havenhill |
043 | | Peyote is returned to life; the treasure is divided; training; the party plans to leave Havenhill to search for an artifact |
044 | | Peyote reads an ancient scroll to the party and they finally depart Havenhill once and for all |
045 | | The party travels many leagues to the city of Loftwick; they go from there to the shrine; ghasts are repelled twice; at the midnight hour, a vision is revealed to certain of the party |
046 | | They leave, head into the mountains, and fend off six giants; soon they find the entrance to the crypt; Rob reveals the power of his flute; golems are bypassed; Aranor's message is read |
047 | | The party goes through the arch; magical runes are placed on their hands; a giant snake is fought and slain; several traps are dealt with; the party finds tombs; Belphanior learns not to bother the dead; stairs going down are found |
048 | | The party finds more tricks and traps; they find the world's biggest gold nugget; the bronze dragons offer them a deal they can't refuse |
049 | | Party finishes the strange challenges of Aranor's dungeon and is teleported back to Loftwick; training follows; Rob leaves the party |
050 | | The leaving of Rob is pondered; auditions for a replacement start, with much frustration; Rillen the warrior is found and joins the party; the party rides to Fleer to see about helping them out with reported humanoid problems; Mongo kills an ogre; the party is ambushed; four of the eight almost die; the group finds the giants' lair and returns to Loftwick laden with goodies; Peldor and Halbarad train |
051 | | Belphanior and Peldor raid an ancient tower and gain much wealth |
052 | | The party argues, then splits for the trip to Greyhawk City |
053 | | The "sea group" moves out, has several minor encounters, begins sailing downriver, and is beset by pirates |
054 | | Sea group arrives in Momburg, buys a boat and a lot of slaves, heads out to sea, frees the slaves, and fends off pirates; they are attacked by a giant squid |
055 | | Sea group fends off the squid and then some pirates; they go near the coast to effect repairs and find out where they are |
056 | | Sea group lands on an uninhabited shore and gathers melons; the ship is repaired; they do some fishing; they find the river going inland, sell the ship, and bid the ex-slaves farewell; some orcs are routed; the Suss Forest is entered, and undead are fought; Belphanior commands the undead and finds a dungeon |
057 | | Sea group enters an ancient dungeon, fights some undead, and torches a mummy; also a gray ooze is repelled; they prepare to move deeper into the complex |
058 | | Sea group fights some umber hulks, then follows their tunnels into a deeper section of dungeon; they begin exploring this area and find a few items |
059 | | Sea group continues its explorations, finding numerous undead in a crypt area; an iron golem is barely defeated; some odd rods are found; a roomful of carven gods is found, and Mongo is affected by one of them; the rods are used in a pedestal room; a nearby staircase is revealed, and the party descends; an ancient stone juggernaut attacks them, running over Mongo |
060 | | Sea group flees the juggernaut and escapes the lost city without further incident; the city of Elredd is reached; another ship is bought, and the party sails along the Selintan River; Greyhawk is reached; rest, treasure division, and training follow |
061 | | Land group leaves Loftwick, fights some orcs; Peyote talks with the dead and summons wild animals; the party arrives in Gryrax |
062 | | Land group departs Gryrax, heads for Tragidore; various encounters ensue; Lyra is captured and seduced by Alindyar; finally, the town is found and the problem explained; the party prepares to venture into the woods |
063 | | Land party leaves Tragidore and heads into the woods; Peyote's summoning pays off as two wild boars show up; the party talks with a treant, and some dryads; Peldor tries to exercise his charms, but the dryads get the last laugh; a lone girl is found, and she somehow ensorcells Peldor |
064 | | Land party fights and defeats the lamia, despite Peldor being charmed; they find a stone building in the forest and enter it undetected; a pair of drow guards are fought |
065 | | Land party continues its explorations of the hideaway, fighting some drow; Lyra reveals that she can speak Common after all; Peyote's summoned boars ruin the element of surprise |
066 | | Land party defeats more drow, and descends to a lower level; two female drow leader-types are battled; a room is torched, but some spellbooks are found; the party goes down the mine shaft to a lower level, and defeats more drow and orc guards; the enslaved human men are rescued; they all return to Tragidore |
067 | | Land party arrives in Havenhill; Peldor acquires Bosco the halfling; the others are dubious; the group leaves the city and enters the Suss Forest; Peyote's hawks alert them to an upcoming ogre ambush; the ogres and ogre magi are defeated; wolves appear thanks to Peyote; a swarm of kobolds attacks, and they are followed, leading to a green dragon, who breathes upon the party |
068 | | Land party barely defeats the dragon, and only by chance; in any case, only Halbarad and Lyra are conscious; the party is healed and rests, though Bosco is slain; later, Bosco is brought back as a raccoon; the party reaches Dyvers and trains and divides the loot; Bosco is polymorphed back into halfling form; Greyhawk is reached; the deck of many things is used by most of the party; Bosco gets it big-time; various business is attended to |
069 | | The party's two halves are reunited in a bar, and there is much rejoicing; new henchmen are introduced; Rob returns; Halbarad recovered an item for some noble and battles Zara the drow mage; Belphanior follows a map into Greyhawk's sewers and emerges with the sword Blackrazor; the party later finds a scroll which mentions an old dungeon |
070 | | The party sets out for the Rushmoors, but is attacked by some bandits who seek their scroll/map; much land is traversed; the Rushmoors are reached; swamp denizens attack the party; Alindyar plays strange ESP games with the will-o-wisp; the sage Yin-Tze is found |
071 | | Yin-Tze tells the party a story; they pay the price for his information; they travel to the Dim Forest, where a swarm of insects and bugs drives them away; other, peaceful lands are crossed; the Barrier Peaks are entered and a pyrohydra meets the party while thinking of BBQ lunch time |
072 | | The pyrohydra is fought and defeated; the party finds and defeats Kieravaak, a red dragon, though three of them are slain; Rob raises Peyote from the dead, and then the others are healed; Halbarad and Peyote leave the party |
073 | | Ged identifies most of the magical treasure; the party goes from the Barrier Peaks to the Yatils; the cloud giant is fought and then bargained with; he shows the party where the old devil cult fortress is; the adventurers enter the place |
074 | | Party explores the fortress' dungeons; many interesting rooms are found; ghosts possess some of the party; Bosco acts; Arnold is aged; the party is attacked by a giant tentacled monster while circumventing a huge underground lake |
075 | | The party escapes the monster, and defeats a devil; Ged torches two evil priests; the remaining six evil priests are found and fought; Hadeus is summoned, and a great and bloody battle ensues; Peldor is slain; the party barely triumphs; rest and healing follow; the group manages to get by the lake and leaves the fortress; the town-fort of Lud is arrived at, and training follows; Bosco's shell is no longer empty, though nobody notices |
076 | | Bosco's possession becomes official, as he wreaks havoc in Lud, then flees toward another town |
077 | | The party heads for the town of Targ, and arrives to find Bosco already on a murderous rampage; a mighty battle follows, and the party fends off Bosco and his charmed minions while Ged and Rob work to exorcise the demon; they are successful, the demon is driven out, and Bosco is left in the care of some nuns; the party departs Targ |
078 | | The party finds a chimera lair in the mountain wilds, and battles the beast; a series of caves is found, and the party battles drow and spiders; the portal to the Underdark is found |
079-090 | | The great Underdark saga |
091 | | The party emerges from the Underdark, and encounters a house full of monsters in the wilderness; outmatched, they flee |
092 | | The party fends off a pack of werewolves and wolves, but Belphanior is seriously injured; Ged's morningstar reveals itself as intelligent; swarms of undead assault the party just before dawn |
093 | | The adventurers fight mobs of undead, then retreat to a nearby tower and barricade themselves inside |
094 | | Much resting and healing occurs; the party is eventually overrun by the undead and their powerful leader; all are captured except Ged, Peldor, and Lyra, who teleport away in the nick of time |
095 | | Ged, Peldor, and Lyra receive guidance from Boccob and then rest in the town of Ren; they depart, in search of the lair of the undead and their leader |
096 | | The rest of the party is taunted in the vampire lord's dark dungeons |
097 | | The rescue begins |
098 | | The rescue continues |
099 | | The rescue climaxes; the party is reunited in the face of a band of powerful undead gathered by the vampire lord |
100 | | A battle supreme occurs; afterwards, the party spends a few months traveling back to Greyhawk; training is had; plans for the near-future are laid down as the party splits, temporarily |
101 | | Mongo, Rillen, and Flint attend a fighting tournament and then visit the monastery where Rillen was trained |
102 | | Ged and Arnold explore a ruined castle which occupies some land that Ged is interested in; they buy the land and then begin construction |
103 | | Belphanior and Peldor embark on a fools' quest, kidnapping a princess and fleeing to the north |
104 | | Alindyar and Lyra explore a really weird wizard's lair |
105 | | The party reunites and finds a new quest |
106 | | The party battles Zara the drow and her bounty hunters |
107 | | A ship and captain are found, and the great sea voyage is undertaken; a dragon is encountered; the Amedio Jungle continent is reached |
108 | | The jungle and its hazards are braved; cannibals are fought and most of the party gets captured |
109 | | Ged and Belphanior rescue the others; the ship is reached and the group sails back to the mainland |
110 | | The adventurers discuss the perils of the Sea of Dust with Kiel; he rewards them for saving his life |
111 | | The group sets out for the Sea of Dust, in the sky balloon |
112 | | The balloon crashes in the high, snow-covered mountains, and the adventurers are forced to proceed on foot |
113 | | The party journeys through cold and then warm climes within the mountains, and fights some of the local monsters; the Sea of Dust is within sight |
114 | | The party journeys across the Sea of Dust, and eventually finds the Forgotten City |
115 | | The party enters the ruins, finds a way down, and begins to explore the dungeons beneath the city |
116 | | The party continues exploring the ancient dungeons, as level two is found |
117 | | The party continues exploring; the catacombs are found on level three |
118 | | The party descends to the demon-populated level four |
119 | | The party conquers some demons after a pair of mighty battles; Alindyar is forced to teleport everybody back to Greyhawk; three months of rest, recovery, and training follow |
120-125 | | Greyhawk Ruins (WGR1); the adventurers leave their universe; regular series concludes |