The group prepares for their jailbreak, and follows Stabby’s lead on where to find the Book of Vile Darkness.
The group makes a new friend and expunges spirits from a haunted house.
The team searches Amissa Aestate for Slenderbard, learning it was the previous home of the elven oracle, Etheria Dawnsong, and her dragonborn knights.
The group agrees to save Slenderbard from the slaver Cassian Grimlock, but that means navigating the Feywilds.
With a lead on their long lost brother, Nero asks the group for assistance in finding him.
The group escapes from the A’Halon-11.
The pursuit of Nil Aternox leads the Shadow Prophets into an ancient spaceship.
The group pursues Nil through the Crimson Sanctuary and runs into trouble along the way.
The Shadow Prophets arrive at The Crimson Sanctuary, finding more dangers than they could have anticipated.
Safely landing on the shores of Mount Dunrar, the group heads into the active Volcano.
The Shadow Prophets fight off the monsters of Cape Severance.
Back in the correct timeline, The Shadow Prophets chart a course towards Mt. Dunrar.
After leaving the feywild, The Shadow Prophets must find a way back in time to prevent the apparent apocalypse that awaits them in the future.
Shorter recap of sessions 1-10.
Rithe and the Shadow Prophets clash in the Temple of the Deck.
The Shadow Prophets chase Therron Rithe into the Feywild.
The group enjoys a festival and finally catches up to Cayden Calloway.
The gang tries out flirting then clears out the Jruska catacombs of danger.
The gang learns about the true nature of the black pearl, and the threat posed by The Everheir Empire.
The Accountant and Dreamer become champions of the Radiant Games.
The games begin, but what sinister plot is running alongside them?
Enemies reveal themselves, and a secret comes out.
Charlie invites the prisoners to acompany her to Raesha Vicai and learn the origin of the black pearl.
Royal summons free four high security prisoners, but to what end?