801 | | Belphanior returns to Helgate with miners, recovering the anti-magic sphere, Angus, and the wispy thing |
802 | | Belphanior gets Parekh and Pallin to point him toward the trail of Xusia |
803 | | On the way south, the group detours to visit Rob at his new temple, and acquires an unwanted companion |
804 | | While heading south by ship, the group is attacked by pirates |
805 | | The group triumphs and resumes their voyage to Idee, then continues by land |
806 | | Giant birds are repelled; Elgon reveals some details about himself; ettins attack the camp at night |
807 | | The group enters the Vast Swamp, very quietly passes a huge dozing alligator, and encounters a bullywug force |
808 | | The group is attacked by an assortment of aggressive plant life |
809 | | Almost free of the desolate swampland, the group is attacked by a black dragon, and someone falls forever |
810 | | The group rests in the city of Ekul, ventures to the Pelisso Swamp, and locates a hidden temple |
811 | | An undead beholder is fought, along with other undead; the ruler of the temple is found |
812 | | The vampiress Drusilla is interrogated, which opens the door to a great many secrets |
813 | | Rob, Peyote, Halbarad, Rillen, et al witness the construction of the great ship _Odyssey_ |
814 | | The voyage begins, and multiple attacks are made by ships of the Scarlet Brotherhood |
815 | | A huge shark attacks the _Odyssey_; afterward, the ship heads past the last known civilized lands and leaves charted waters |
816 | | Mongo receives a magical distress message from Greyspire, and forms a rescue party |
817 | | Mongo, Alindyar, Lyra, and Bosco arrive outside the fortress, and attempt to get inside |
818 | | The group explores the fortress, but doesn't find much; they eventually determine that the answers lie below |
819 | | Some strange spider-like monsters are fought |
820 | | A much larger, talking version of those monsters is fought, and further menace is hinted at |
821 | | Assistance is summoned, and the now-fortified group comes upon a bottomless vertical shaft |
822 | | Belphanior and company recap everything they recently accomplished, then utilize the gateway system for the first time |
823 | | The group appears in a dungeon deep beneath the Sea of Dust and fights a sand elemental |
824 | | Belphanior parleys with the mummy-king Al-arakara |
825 | | Treachery leads to a great battle |
826 | | Fleeing the Sea of Dust via gateway, the group finds themselves in a new location |
827 | | Further exploration reveals that they are in some unknown but very cold place |
828 | | The group next journeys to another new gateway, nestled within a mountain range somewhere |
829 | | After some exploration, the group ventures to yet another new gateway, and is attacked by animated plant life |
830 | | They defeat the hostile flora, then emerge from the gateway complex into the wilderness within Furyondy |
831 | | After trying a new gateway, the party is apparently split up and sent to random non-gateway destinations |
832 | | Belphanior finds himself stripped of all possessions and captured by vicious slavers, who are then attacked by an even more vicious pack of savage wolves |
833 | | Belphanior breaks free and quickly increases his chances of survival |
834 | | The wolves' secret is revealed, but Belphanior drives them off and assumes command of the surviving humans |
835 | | Belphanior leads the survivors to an old inn off the main road, but finds a nasty surprise in there |
836 | | A massacre ensues in the old inn |
837 | | Belphanior, now the sole non-wolf survivor, faces yet another surprise...and a threat |
838 | | In the far reaches of the Solnor Ocean, it turns out that two weeks away from land can get boring...until hostile ships approach and attack |
839-840 | | A rather complicated waterborne battle takes place, with heavy use of both magic and weapons |
841 | | In Greyspire, Mongo, Alindyar, Lyra, and Bosco descend a _long_ way and eventually find a huge cavern |
842 | | The group faces the gatekeeper of this area, a sickening creature that defies description |
843 | | After a tough battle, they head toward another section of the cavern system |
844 | | Belphanior emerges from the wilderness into the city of Hokar, in the Hold of the Sea Princes |
845 | | Belphanior foils an assassination attempt, then follows the trail leading to his stolen items |
846 | | Belphanior arrives in Monmurg and uses every trick he knows to formulate a plan to attack Tyros and reclaim his possessions |
847-848 | | Through a combination of planning, experience, and daring, Belphanior invades Tyros' manor and takes on the wizard in a great battle that ranges all about |
849 | | Defeated and beaten to the verge of death, Belphanior is tried in a kangaroo court and sentenced to death on the morrow |
850 | | Belphanior gets a surprise stay of execution, while his captors just get a surprise |
851 | | As the _Odyssey_ enters uncharted reaches of the Solnor Ocean, the captured second mate spills the beans about the Scarlet Brotherhood's attempt to stop the voyage |
852 | | The _Odyssey_ encounters a hell of an ocean storm, and then something even worse |
853 | | The seafarers must work fast to save the ship from an unmentionable fate |
854 | | The seafarers come upon a sargasso of derelict ships |
855 | | Savage fish-men attack |
856 | | Savage fish-men perish |
857 | | An island is spotted |
858 | | On the island, they find hostile plant-like beings |
859 | | The island's incredible secret is revealed |
860 | | In Greyspire, Mongo, Alindyar, Lyra, and Bosco find a pair of huge black metal doors |
861 | | They enter a cavernous arena filled with demons |
862 | | The Scourge of Greyspire is revealed |
863-865 | | A great battle against a host of demons is fought in the lowest reaches of Greyspire |
866 | | Bosco has a strange and humorous dream |
867 | | The fate of Belphanior's companions is explained to him, along with the series of events that led to his rescue |
868 | | After some strategic capability upgrades, the gateway exploration resumes |
869 | | A strange gateway complex is explored |
870 | | Some exploration reveals the amazing truth about where the are...as well as a foe |
871 | | Battle is cut short by something large and terribly dangerous |
872 | | A hasty item-gathering and evacuation commences |
873 | | They retreat to the Pelisso Swamp gateway to rest and recuperate |
874 | | Two more gateways are explored, and the group finds itself in the middle of someone else's battle |
875 | | Their second meeting with Al-arakara ends in another draw |
876 | | The _Odyssey_ encounters something very, very strange in the middle of nowhere |
877 | | The mysterious fog-bank is breached |
878 | | The ship sails through the barrier and finally sights the object of their voyage: land |
879 | | A fateful discovery is made |
880 | | The crew of the _Odyssey_ work together to cope with a major problem |
881 | | Belphanior's group returns to safety, and the elf decides to get Neera and Nenya working together |
882 | | With fresh and corrected knowledge about the runes for the gateways, the group regroups and plans |
883 | | After making some default plans for hostile gateways, the group ventures to a new gateway |
884 | | After ascending a stairway for almost an hour, they find themselves in a surprising location |
885 | | Another gateway is explored and a secret treasure chamber found |
886 | | A mighty armory is found |
887 | | A second mighty armory is found! |
888 | | The loot from the armory is identified and divided |
889 | | The adventurers test their new magic items, but everything doesn't go smoothly |
890 | | The group heads to Greyhawk to enlist Mongo's help |
891 | | After catching up with Peldor and company, Belphanior prepares to head to Greyspire to talk to Mongo |
892 | | Alindyar seals Greyspire, freeing up Mongo to accompany Belphanior |
893 | | Belphanior explains the gateways to Mongo, and then the whole group travels to a jungle gateway |
894 | | The group appears in a desert gateway, and Mongo flexes his newfound muscle |
895 | | A new gateway is guarded by a trio of odd golems, and also proves problematic to escape |
896 | | Intermission: a trilogy of tales from the far and near past provide insight into the same thing: Victoria |
897 | | Belphanior reasons his way out of the trap-gateway; the group takes a night to rest and recuperate, then explores a new gateway with four evil artifacts |
898 | | The next gateway turns out to be in the Underdark, and vampires are fought |
899 | | They journey to perhaps the most surprising destination of all |
900 | | Belphanior calls a meeting to summarize the entire series of gateway explorations: where each one was, what (if anything) guarded it, what treasures were gained, etc. Also, some tensions come to a head and some long-term issues are discussed. |
901 | | Belphanior's group heads to Greyhawk; Bosco relishes his new role at the Green Dragon Inn |
902 | | Everyone catches up |
903 | | Belphanior prepares to execute his latest and most ambitious plan |
904-910 | | The group launches a multi-pronged attack on the city of Monmurg |
911 | | After the carnage at Monmurg, Belphanior exacts some revenge |
912 | | Belphanior experiences a most unexpected turn of events |
913 | | A group of adventurers, in trouble deep within a dungeon, summons help...and gets a surprise |
914 | | The _Odyssey_ group, newly shipwrecked on a mysterious land, assesses their situation and makes a plan |
915 | | Progress is made in every area |
916-918 | | Halbarad decides to take a small group and explore deep inland |
919 | | Belphanior, now more wanted than ever before, stops by Greyhawk to borrow something from Peldor |
920 | | Belphanior and company find that the gateway to Al-arakara's underground city no longer functions, so they instead head to the Underdark gateway last seen in a past battle |
921 | | The group battles a whole bunch of giant spiders, and accidentally collapses the cavern containing that gateway |
922 | | The group re-purposes Drusilla's old home in the Pelisso, and decides upon their next course of action |
923 | | Greyhawk's Oligarchs convene to discuss Belphanior's recent activities |
924-925 | | Belphanior's group heads to the Bandit Kingdoms on a covert mission |
926 | | Belphanior's group attacks a slaving outpost in the Amedio Jungle |
927 | | They further explore the gateway area on the moon, and free the prisoner there |
928 | | After a brief conversation, the winged being departs, leaving the group to explore the rest of the gateway |
929 | | One member of the team announces their retirement from adventuring |
930 | | Belphanior goes to Greyhawk to put an end to his legal troubles in the Free City |
931 | | Belphanior enlists Alindyar's help to decipher a whole bunch of spellbooks |
932 | | Belphanior enlists Alindyar's help to identify a whole bunch of magical items |
933 | | Alindyar and Lyra confront Parekh about some of her past deeds |
934 | | Belphanior persuades Neera to live and work with him |
935-939 | | On the lost continent, Halbarad's group befriends a native, learning about a cannibal tribe and the mountainous pass that they guard |
940-942 | | Belphanior's group has another run-in with the forces of the Sea Princes |
943 | | Otto, Mongo, Elgon, and Skektek exchange scary stories around a campfire feast |
944 | | Belphanior and company ponder the dilemma of the Sea Princes' vengeance |
945 | | Neera's solution is implemented |
946 | | Catching up with Razor Charlie |
947 | | Belphanior, Neera, and Parekh create anti-scrying rings to shield the party from revenge |
948-950 | | On the lost continent, Halbarad's group attempts to break through the hidden mountain pass and find the secrets beyond |
951 | | Belphanior and company wrap up some loose ends and find a way to avoid scrying by enemies |
952 | | They prepare for their next mission: finding the mysterious lich Kronos |
953 | | They investigate Kronos' former tomb in the Cairn Hills |
954 | | They learn the exact details and outcome of the past battle in the tomb |
955 | | The history, powers, and current whereabouts of Kronos are discussed |
956 | | The group heads to the Corusk Mountains to hopefully find Kronos |
957 | | They stop for supplies and rest in a town along the way, narrowly avoiding a barfight |
958 | | As they close in on Kronos, they receive a warning of sorts |
959 | | At last...Kronos! |
960-961 | | Belphanior and Kronos come to terms |
960-967 | | Assault upon Al-arakara |
968 | | Aftermath of the great battle |
969 | | In search of a means to attain the most powerful magic, Belphanior leads the others to the Vale of Death, and a long-forgotten pseudo-foe: Gorath |
970 | | They explore the dungeon and find its secret, and then face a most unexpected fight |
971 | | Those not mysteriously absent undertake various endeavors |
972 | | Those who are absent must overcome some strange foes in order to return home |
973 | | Belphanior and company chance upon a mighty new lair; the comatose vampiress Drusilla undergoes a life-changing event |
974 | | A ton of loose ends are dealt with |
975 | | Dangerously powerful foes from the past return |
976 | | More loose ends - including the sky castle's operation and some Greyhawk lore - are resolved |
977 | | Those on the mysterious lost continent are revisited |
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979 | | |
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983 | | |
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