Episode 1 (Sessions 1–2) The adventurers meet in Ogrid’s impossible tavern, where the cursed barkeep unveils his dream of the Multi-Door: a network of taverns linked across planes. Strange allies emerge, including Umbraxis the shapeshifter (sometimes Quacklyn, a duck-loving gnome), while ominous threats like Zodars and astral krakens loom. The party takes their first jobs: clearing goblins in Amnwater, rescuing Helga, and learning what ingredients the Multi-Door requires — rare spells, storm giant secrets, and impossible metals. They also acquire their most eccentric asset: a flying wasp-ship named Petunia. Episode 2 (Sessions 3–4) The road to Waterdeep brings horse deals, lingerie shopping, shady goblin merchant Franklin, and a growing orc threat. In the city itself, chaos explodes: flying teeth, romantic entanglements, and the bureaucratic nightmare of opening an Ogrid’s Waystation. Beneath the comedy lies danger — orc oaths, cult activity, and whispers of the Void King, a shadowy power bent on unraveling the multiverse. Episode 3 (Sessions 5–6) A real estate job turns into a cultist brawl, revealing the Void King’s plot to sever crystal spheres and replace leaders with doppelgängers. With the orc warband handled and Petunia legally registered, the party deciphers a ritual in code, plunges into the Astral Sea (accidentally committing a war crime), and returns to Amnwater with a new “roommate” — a mimic who might be a squirrel, pig, or man. Their quest now points toward acquiring rare metals, but trade blockades and enemies tighten around them. Episode 4 (Sessions 7–8) At the Lake of Steam, the crew seeks designers for the Multi-Door and learns of the Vampirates: ice-magic raiders who skydive from spelljammers. They forge weapons of living metal, Zardozel, that bond disturbingly with their wielders, and plot to recruit clerics or legends to counter the pirates’ radiant powers. In the climactic naval battle, the crew allies with island warriors, unleashes sea beasts, and defeats the pirates — but Darius falls, and the shapeshifter’s grotesque Spider-Man acrobatics haunt everyone. Episode 5 (Sessions 9–10) The party mourns Darius and welcomes Enestra, a morally gray ex–vampirate with questionable résumé skills. Together, they complete the Multi-Door ritual, claiming keys to choose their destinations — while privately questioning if Ogrid should wield that much power. Tatiana’s vendetta against her brother Gregor resurfaces as assassins circle in Sharn. Meanwhile, the crew investigates the Void King’s allies, Abram Sixty and the Darkness, who weave a web of arms deals and infiltration. Their next move: set up a new Waystation in Sharn’s lower wards, while dodging assassins, plotting revolutions, and checking out the bazaar for feather fall tokens (and maybe drugs). Episode 6 (Sessions 11–12) Sharn’s shopping spree leads to property scouting, a run-in with Hadi the overly honest guard (who drafts the crew into the Organized Crime Task Force), and dinner interrupted by Gregor’s goons and a chain golem. Gregor himself is captured but slips away, vowing revenge. The party presses on, infiltrating the Maw’s initiation rites. A bloody prestidigitation ruse convinces their would-be rivals of a massacre, earning them new contacts, a funeral guild lead, and a crashed boat Hadi will never forgive them for. The cracks in the city’s underworld are spreading. Episode 7 (Sessions 13–14) The Maw and Abram Sixty make their move on the Thrifty Nickel vaults — buried deep in Khyber above a magma pit. The crew splits three ways: one team into the slaad tunnels with Felicia the banker, another infiltrating the Brelish CEO’s estate (where Gregor appears), and a third guarding Sharn HQ. Death and sabotage decimate the Khyber team, though a survivor redeems a rival in the lava’s glow. Finally, Gregor is lured into the tunnels, and the party converges with him at last — in the shadow of the vault.