Our adventurers depart Nesmé and enter the Lurkwood on their way to Nightseeker Manor.
Doesn’t matter who you are, everyone can be a DM!
Doesn’t matter who you are, everyone can be a DM!
Our adventurers depart Nesmé and enter the Lurkwood on their way to Nightseeker Manor.
A double recap due to the Dungeon Master having things get away from her and so here we are: Taking our party from Silverymoon to Nesmé.
A clock returned, a prank? pulled, and a successful day in court.
Heist completed, the party must figure out what comes next.
When the first plan fails- go with the smash and grab…
While continuing to scout ahead of a possible heist, Silbiiah and Jericho discover they have some fans.
Reunited with an old friend and discovering a new one, The Dragon Hand Adventuring Company take in (or maybe on?) Silverymoon.
Mott’s frequent references to the lessons he learned while growing up with his mother may have come back to haunt him.
The party takes over 35 IRL minutes to leave the location where they set up camp…. Find out why.
Still on the road to Silverymoon the party encounters some shenanigans and rain…
The Dragon Hand Adventuring Company hits the road from Hawk’s Nest to head towards Silverymoon. They won’t find too much trouble on the road…. Or will they?
Finally returning to the material plane after a long trek through the fey wild, The Dragon Hand Adventuring Company can’t help but wonder what will happen next.