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The adventurers continue their investigation of Old Owl Well. They discover that some reputations can cloud an open mind, and that not all undead are unthinking.
The party decides what to do for their next leg of the journey. Sometimes a horse lost is information gained, and whats up with Karl?
The group takes the day to decide what their best course of action is. Fency becomes a believer and Belmiir fears they've lost another to the bottle...
Karls curiosity about his bottle evolves, a guest character enters the fray, and the adventurers even make a birthday celebration awkward....and things go bump in the night...marco....polo.....
Missing townsfolk is just one of the problems our adventurers face. Karl finds a new obsession while Fency becomes someones new obsession
Our adventurers push deeper into the Cragmaw hideout yet some things that are lost remain to be found. Phandalin and some creature comforts cant be too far off now.
Our adventurers continue their search for Gundren and Floon. The goblin path seems like the best path towards some answers but sometimes the answers find you....with a black shafted goblin arrow
Our adventurers continue the trek to Phandalin. Old men, good advice, an ambush and a mean mean tree...
Our Adventurers arrive at Waterdeep but action and adventure are difficult to turn down. After finding a new friend they head towards Phandalin and their destinies
Our band of misfits continue to Waterdeep. They take some time to get to know each other and their beasts of burden, before arriving at the gates of the fabled city of Splendors.
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