INDEX TO EPIC I (episodes 001-125)
01 Introduction; party is formed in Fax (Wild Coast); death of Cassius
02 Wilderness; wolf attack; Alindyar revealed as drow; brigands attack
03 Suss Forest is entered; spiders attack; Belphanior revealed as mage; bugbears attack; the hut is found; Krug attacks Ged and is slain
04 The dungeon; much fighting and loot; Rob drinks acid; the party is attacked by more enemies of Cassius; party arrives in Courwood; Belegard is found; the party gets its first paycheck
05 Belgar introduces himself and proposes a mission; travel ensues; the old dwarven mine is found; first assault on the mine
06 Second assault on the mine; Mongo's day of glory; the mine is won; Belgar abandons the party
07 The party digs deeper into the dungeon; PROSE FORMAT USED; the complex is cleared out; the party rests
08 Party returns to Courwood; rest, training, etc. occurs; they decide to pursue Belgar
09 Departure from Courwood; a trio of giants is fought; Belphanior informs Peldor that he is also a thief; party arrives in Aria; party talks with shopkeeper and ventures to haunted castle; several monsters are defeated
10 PROSE FORMAT USED (Belphanior's POV); the keep is entered
11 PROSE FORMAT USED (Mongo's POV); the dungeons beneath the keep are explored; a riddle, a demon, and a dragon are overcome; Halbarad dies
12 Party returns to Aria; Halbarad is revived by a priestess of Pholtus; training occurs for weeks; the party leaves Aria and heads into the Pomarj; they arrive in the town of Drek; Ged starts a barfight
13 The bar fight turns lethal; the party flees into a whorehouse; the bar goes up in flames; Mongo decks the bouncer; the party rides out of Drek in a hurry
14 The orc keep is encountered; battle ensues; ogre magi appear
15 Peyote finds out that he has a wand of wonder; Mongo finds out that he has a dwarven throwing hammer; a princess is rescued unwittingly; the party enters the city of Havenhill and returns the princess to her father; training begins
16-19 Slave Pits of the Undercity (A1)
20-27 Secret of the Slavers' Stockade (A2)
28-33 Assault on the Aerie of the Slave Lords (A3)
34-37 In the Dungeons of the Slave Lords (A4)
38 Rewards and honors, rest, training
39 The Baron Trevor convinces the party to rescue his daughter again; they journey through the wilderness and into the edge of the Pomarj; they try to sneak into a fortress but fail miserably
40 The party finds their way into the fortress after eliminating some defenders; ogres abound (but not for long)
41 The party mops up the rest of the ogres and finds some stairs down
42 Ettins and giant spiders are defeated; the party battles the evil mage; the party finds a dragon and almost dies; Peyote does die; the princess is rescued; much loot is taken; return to Havenhill
43 Peyote is returned to life; the treasure is divided; training; the party plans to leave Havenhill to search for an artifact
44 Peyote reads an ancient scroll to the party and they finally depart Havenhill once and for all
45 The party travels many leagues to the city of Loftwick; they go from there to the shrine; ghasts are repelled twice; at the midnight hour, a vision is revealed to certain of the party
46 They leave, head into the mountains, and fend off six giants; soon they find the entrance to the crypt; Rob reveals the power of his flute; golems are bypassed; Aranor's message is read
47 The party goes through the arch; magical runes are placed on their hands; a giant snake is fought and slain; several traps are dealt with; the party finds tombs; Belphanior learns not to bother the dead; stairs going down are found
48 The party finds more tricks and traps; they find the world's biggest gold nugget; the bronze dragons offer them a deal they can't refuse
49 Party finishes the strange challenges of Aranor's dungeon and is teleported back to Loftwick; training follows; Rob leaves the party
50 The leaving of Rob is pondered; auditions for a replacement start, with much frustration; Rillen the warrior is found and joins the party; the party rides to Fleer to see about helping them out with reported humanoid problems; Mongo kills an ogre; the party is ambushed; four of the eight almost die; the group finds the giants' lair and returns to Loftwick laden with goodies; Peldor and Halbarad train
51 Belphanior and Peldor raid an ancient tower and gain much wealth

52 The party argues, then splits for the trip to Greyhawk City
53 The "sea group" moves out, has several minor encounters, begins sailing downriver, and is beset by pirates
54 Sea group arrives in Momburg, buys a boat and a lot of slaves, heads out to sea, frees the slaves, and fends off pirates; they are attacked by a giant squid
55 Sea group fends off the squid and then some pirates; they go near the coast to effect repairs and find out where they are
56  Sea group lands on an uninhabited shore and gathers melons;
    the ship is repaired; they do some fishing; they find the river
    going inland, sell the ship, and bid the ex-slaves farewell;
    some orcs are routed; the Suss Forest is entered, and undead
    are fought; Belphanior commands the undead and finds a dungeon
57  Sea group enters an ancient dungeon, fights some undead, and
    torches a mummy; also a gray ooze is repelled; they prepare
    to move deeper into the complex
58  Sea group fights some umber hulks, then follows their tunnels
    into a deeper section of dungeon; they begin exploring this
    area and find a few items
59  Sea group continues its explorations, finding numerous undead in
    a crypt area; an iron golem is barely defeated; some odd rods are
    found; a roomful of carven gods is found, and Mongo is affected
    by one of them; the rods are used in a pedestal room; a nearby
    staircase is revealed, and the party descends; an ancient stone
    juggernaut attacks them, running over Mongo 
60  Sea group flees the juggernaut and escapes the lost city without
    further incident; the city of Elredd is reached; another ship is
    bought, and the party sails along the Selintan River; Greyhawk
    is reached; rest, treasure division, and training follow 
61  Land group leaves Loftwick, fights some orcs; Peyote talks with
    the dead and summons wild animals; the party arrives in Gryrax   
62  Land group departs Gryrax, heads for Tragidore; various encounters
    ensue; Lyra is captured and seduced by Alindyar; finally, the town
    is found and the problem explained; the party prepares to venture 
    into the woods      
63  Land party leaves Tragidore and heads into the woods; Peyote's
    summoning pays off as two wild boars show up; the party talks
    with a treant, and some dryads; Peldor tries to exercise his
    charms, but the dryads get the last laugh; a lone girl is found,
    and she somehow ensorcells Peldor   
64  Land party fights and defeats the lamia, despite Peldor being
    charmed; they find a stone building in the forest and enter it
    undetected; a pair of drow guards are fought  
65  Land party continues its explorations of the hideaway, fighting
    some drow; Lyra reveals that she can speak Common after all; 
    Peyote's summoned boars ruin the element of surprise  
66  Land party defeats more drow, and descends to a lower level;
    two female drow leader-types are battled; a room is torched,
    but some spellbooks are found; the party goes down the mine 
    shaft to a lower level, and defeats more drow and orc guards;
    the enslaved human men are rescued; they all return to Tragidore
67  Land party arrives in Havenhill; Peldor acquires Bosco the
    halfling; the others are dubious; the group leaves the city 
    and enters the Suss Forest; Peyote's hawks alert them to an
    upcoming ogre ambush; the ogres and ogre magi are defeated;
    wolves appear thanks to Peyote; a swarm of kobolds attacks,
    and they are followed, leading to a green dragon, who breathes
    upon the party
68  Land party barely defeats the dragon, and only by chance; in
    any case, only Halbarad and Lyra are conscious; the party is
    healed and rests, though Bosco is slain; later, Bosco is
    brought back as a raccoon; the party reaches Dyvers and
    trains and divides the loot; Bosco is polymorphed back into
    halfling form; Greyhawk is reached; the deck of many things
    is used by most of the party; Bosco gets it big-time; various
    business is attended to
69  The party's two halves are reunited in a bar, and there is
    much rejoicing; new henchmen are introduced; Rob returns; 
    Halbarad recovered an item for some noble and battles Zara
    the drow mage; Belphanior follows a map into Greyhawk's sewers
    and emerges with the sword Blackrazor; the party later finds
    a scroll which mentions an old dungeon
70  The party sets out for the Rushmoors, but is attacked by some
    bandits who seek their scroll/map; much land is traversed;
    the Rushmoors are reached; swamp denizens attack the party;
    Alindyar plays strange ESP games with the will-o-wisp; the
    sage Yin-Tze is found
71  Yin-Tze tells the party a story; they pay the price for his
    information; they travel to the Dim Forest, where a swarm of
    insects and bugs drives them away; other, peaceful lands are
    crossed; the Barrier Peaks are entered and a pyrohydra meets
    the party while thinking of BBQ lunch time
72  The pyrohydra is fought and defeated; the party finds and 
    defeats Kieravaak, a red dragon, though three of them are
    slain; Rob raises Peyote from the dead, and then the others
    are healed; Halbarad and Peyote leave the party
73  Ged identifies most of the magical treasure; the party goes
    from the Barrier Peaks to the Yatils; the cloud giant is
    fought and then bargained with; he shows the party where the
    old devil cult fortress is; the adventurers enter the place
74  Party explores the fortress' dungeons; many interesting rooms
    are found; ghosts possess some of the party; Bosco acts; 
    Arnold is aged; the party is attacked by a giant tentacled
    monster while circumventing a huge underground lake
75  The party escapes the monster, and defeats a devil; Ged
    torches two evil priests; the remaining six evil priests 
    are found and fought; Hadeus is summoned, and a great and
    bloody battle ensues; Peldor is slain; the party barely 
    triumphs; rest and healing follow; the group manages to
    get by the lake and leaves the fortress; the town-fort of
    Lud is arrived at, and training follows; Bosco's shell is
    no longer empty, though nobody notices  
76  Bosco's possession becomes official, as he wreaks havoc
    in Lud, then flees toward another town
77  The party heads for the town of Targ, and arrives to
    find Bosco already on a murderous rampage; a mighty
    battle follows, and the party fends off Bosco and his
    charmed minions while Ged and Rob work to exorcise the
    demon; they are successful, the demon is driven out, and
    Bosco is left in the care of some nuns; the party departs
    Targ
78  The party finds a chimera lair in the mountain wilds, and
    battles the beast; a series of caves is found, and the party
    battles drow and spiders; the portal to the Underdark is found
79-90  The great Underdark saga
91  The party emerges from the Underdark, and encounters a house
    full of monsters in the wilderness; outmatched, they flee
92  The party fends off a pack of werewolves and wolves, but
    Belphanior is seriously injured; Ged's morningstar reveals
    itself as intelligent; swarms of undead assault the party
    just before dawn
93  The adventurers fight mobs of undead, then retreat to a
    nearby tower and barricade themselves inside
94  Much resting and healing occurs; the party is eventually
    overrun by the undead and their powerful leader; all are
    captured except Ged, Peldor, and Lyra, who teleport away
    in the nick of time
95  Ged, Peldor, and Lyra receive guidance from Boccob and then
    rest in the town of Ren; they depart, in search of the lair
    of the undead and their leader
96  The rest of the party is taunted in the vampire lord's dark
    dungeons
97  The rescue begins
98  The rescue continues
99  The rescue climaxes; the party is reunited in the face of
    a band of powerful undead gathered by the vampire lord
100 A battle supreme occurs; afterwards, the party spends a
    few months traveling back to Greyhawk; training is had;
    plans for the near-future are laid down as the party
    splits, temporarily
101 Mongo, Rillen, and Flint attend a fighting tournament and
    then visit the monastery where Rillen was trained
102 Ged and Arnold explore a ruined castle which occupies some
    land that Ged is interested in; they buy the land and then
    begin construction
103 Belphanior and Peldor embark on a fools' quest, kidnapping
    a princess and fleeing to the north
104 Alindyar and Lyra explore a really weird wizard's lair
105 The party reunites and finds a new quest
106 The party battles Zara the drow and her bounty hunters
107 A ship and captain are found, and the great sea voyage is
    undertaken; a dragon is encountered; the Amedio Jungle
    continent is reached
108 The jungle and its hazards are braved; cannibals are fought
    and most of the party gets captured
109 Ged and Belphanior rescue the others; the ship is reached
    and the group sails back to the mainland
110 The adventurers discuss the perils of the Sea of Dust with
    Kiel; he rewards them for saving his life
111 The group sets out for the Sea of Dust, in the sky balloon
112 The balloon crashes in the high, snow-covered mountains, and
    the adventurers are forced to proceed on foot
113 The party journeys through cold and then warm climes within
    the mountains, and fights some of the local monsters; the
    Sea of Dust is within sight
114 The party journeys across the Sea of Dust, and eventually finds
    the Forgotten City
115 The party enters the ruins, finds a way down, and begins to
    explore the dungeons beneath the city
116 The party continues exploring the ancient dungeons, as level two
    is found
117 The party continues exploring; the catacombs are found on level
    three
118 The party descends to the demon-populated level four
119 The party conquers some demons after a pair of mighty battles;
    Alindyar is forced to teleport everybody back to Greyhawk; three
    months of rest, recovery, and training follow
120-125  Greyhawk Ruins (WGR1); the adventurers leave their
    universe; regular series concludes