| 801 | Belphanior returns to Helgate with miners, recovering the anti-magic sphere, Angus, and the wispy thing | |
| 802 | Belphanior gets Parekh and Pallin to point him toward the trail of Xusia | |
| 803 | On the way south, the group detours to visit Rob at his new temple, and acquires an unwanted companion | |
| 804 | While heading south by ship, the group is attacked by pirates | |
| 805 | The group triumphs and resumes their voyage to Idee, then continues by land | |
| 806 | Giant birds are repelled; Elgon reveals some details about himself; ettins attack the camp at night | |
| 807 | The group enters the Vast Swamp, very quietly passes a huge dozing alligator, and encounters a bullywug force | |
| 808 | The group is attacked by an assortment of aggressive plant life | |
| 809 | Almost free of the desolate swampland, the group is attacked by a black dragon, and someone falls forever | |
| 810 | The group rests in the city of Ekul, ventures to the Pelisso Swamp, and locates a hidden temple | |
| 811 | An undead beholder is fought, along with other undead; the ruler of the temple is found | |
| 812 | The vampiress Drusilla is interrogated, which opens the door to a great many secrets | |
| 813 | Rob, Peyote, Halbarad, Rillen, et al witness the construction of the great ship _Odyssey_ | |
| 814 | The voyage begins, and multiple attacks are made by ships of the Scarlet Brotherhood | |
| 815 | A huge shark attacks the _Odyssey_; afterward, the ship heads past the last known civilized lands and leaves charted waters | |
| 816 | Mongo receives a magical distress message from Greyspire, and forms a rescue party | |
| 817 | Mongo, Alindyar, Lyra, and Bosco arrive outside the fortress, and attempt to get inside | |
| 818 | The group explores the fortress, but doesn't find much; they eventually determine that the answers lie below | |
| 819 | Some strange spider-like monsters are fought | |
| 820 | A much larger, talking version of those monsters is fought, and further menace is hinted at | |
| 821 | Assistance is summoned, and the now-fortified group comes upon a bottomless vertical shaft | |
| 822 | Belphanior and company recap everything they recently accomplished, then utilize the gateway system for the first time | |
| 823 | The group appears in a dungeon deep beneath the Sea of Dust and fights a sand elemental | |
| 824 | Belphanior parleys with the mummy-king Al-arakara | |
| 825 | Treachery leads to a great battle | |
| 826 | Fleeing the Sea of Dust via gateway, the group finds themselves in a new location | |
| 827 | Further exploration reveals that they are in some unknown but very cold place | |
| 828 | The group next journeys to another new gateway, nestled within a mountain range somewhere | |
| 829 | After some exploration, the group ventures to yet another new gateway, and is attacked by animated plant life | |
| 830 | They defeat the hostile flora, then emerge from the gateway complex into the wilderness within Furyondy | |
| 831 | After trying a new gateway, the party is apparently split up and sent to random non-gateway destinations | |
| 832 | Belphanior finds himself stripped of all possessions and captured by vicious slavers, who are then attacked by an even more vicious pack of savage wolves | |
| 833 | Belphanior breaks free and quickly increases his chances of survival | |
| 834 | The wolves' secret is revealed, but Belphanior drives them off and assumes command of the surviving humans | |
| 835 | Belphanior leads the survivors to an old inn off the main road, but finds a nasty surprise in there | |
| 836 | A massacre ensues in the old inn | |
| 837 | Belphanior, now the sole non-wolf survivor, faces yet another surprise...and a threat | |
| 838 | In the far reaches of the Solnor Ocean, it turns out that two weeks away from land can get boring...until hostile ships approach and attack | |
| 839-840 | A rather complicated waterborne battle takes place, with heavy use of both magic and weapons | |
| 841 | In Greyspire, Mongo, Alindyar, Lyra, and Bosco descend a _long_ way and eventually find a huge cavern | |
| 842 | The group faces the gatekeeper of this area, a sickening creature that defies description | |
| 843 | After a tough battle, they head toward another section of the cavern system | |
| 844 | Belphanior emerges from the wilderness into the city of Hokar, in the Hold of the Sea Princes | |
| 845 | Belphanior foils an assassination attempt, then follows the trail leading to his stolen items | |
| 846 | Belphanior arrives in Monmurg and uses every trick he knows to formulate a plan to attack Tyros and reclaim his possessions | |
| 847-848 | Through a combination of planning, experience, and daring, Belphanior invades Tyros' manor and takes on the wizard in a great battle that ranges all about | |
| 849 | Defeated and beaten to the verge of death, Belphanior is tried in a kangaroo court and sentenced to death on the morrow | |
| 850 | Belphanior gets a surprise stay of execution, while his captors just get a surprise | |
| 851 | As the _Odyssey_ enters uncharted reaches of the Solnor Ocean, the captured second mate spills the beans about the Scarlet Brotherhood's attempt to stop the voyage | |
| 852 | The _Odyssey_ encounters a hell of an ocean storm, and then something even worse | |
| 853 | The seafarers must work fast to save the ship from an unmentionable fate | |
| 854 | The seafarers come upon a sargasso of derelict ships | |
| 855 | Savage fish-men attack | |
| 856 | Savage fish-men perish | |
| 857 | An island is spotted | |
| 858 | On the island, they find hostile plant-like beings | |
| 859 | The island's incredible secret is revealed | |
| 860 | In Greyspire, Mongo, Alindyar, Lyra, and Bosco find a pair of huge black metal doors | |
| 861 | They enter a cavernous arena filled with demons | |
| 862 | The Scourge of Greyspire is revealed | |
| 863-865 | A great battle against a host of demons is fought in the lowest reaches of Greyspire | |
| 866 | Bosco has a strange and humorous dream | |
| 867 | The fate of Belphanior's companions is explained to him, along with the series of events that led to his rescue | |
| 868 | After some strategic capability upgrades, the gateway exploration resumes | |
| 869 | A strange gateway complex is explored | |
| 870 | Some exploration reveals the amazing truth about where the are...as well as a foe | |
| 871 | Battle is cut short by something large and terribly dangerous | |
| 872 | A hasty item-gathering and evacuation commences | |
| 873 | They retreat to the Pelisso Swamp gateway to rest and recuperate | |
| 874 | Two more gateways are explored, and the group finds itself in the middle of someone else's battle | |
| 875 | Their second meeting with Al-arakara ends in another draw | |
| 876 | The _Odyssey_ encounters something very, very strange in the middle of nowhere | |
| 877 | The mysterious fog-bank is breached | |
| 878 | The ship sails through the barrier and finally sights the object of their voyage: land | |
| 879 | A fateful discovery is made | |
| 880 | The crew of the _Odyssey_ work together to cope with a major problem | |
| 881 | Belphanior's group returns to safety, and the elf decides to get Neera and Nenya working together | |
| 882 | With fresh and corrected knowledge about the runes for the gateways, the group regroups and plans | |
| 883 | After making some default plans for hostile gateways, the group ventures to a new gateway | |
| 884 | After ascending a stairway for almost an hour, they find themselves in a surprising location | |
| 885 | Another gateway is explored and a secret treasure chamber found | |
| 886 | A mighty armory is found | |
| 887 | A second mighty armory is found! | |
| 888 | The loot from the armory is identified and divided | |
| 889 | The adventurers test their new magic items, but everything doesn't go smoothly | |
| 890 | The group heads to Greyhawk to enlist Mongo's help | |
| 891 | After catching up with Peldor and company, Belphanior prepares to head to Greyspire to talk to Mongo | |
| 892 | Alindyar seals Greyspire, freeing up Mongo to accompany Belphanior | |
| 893 | Belphanior explains the gateways to Mongo, and then the whole group travels to a jungle gateway | |
| 894 | The group appears in a desert gateway, and Mongo flexes his newfound muscle | |
| 895 | A new gateway is guarded by a trio of odd golems, and also proves problematic to escape | |
| 896 | Intermission: a trilogy of tales from the far and near past provide insight into the same thing: Victoria | |
| 897 | Belphanior reasons his way out of the trap-gateway; the group takes a night to rest and recuperate, then explores a new gateway with four evil artifacts | |
| 898 | The next gateway turns out to be in the Underdark, and vampires are fought | |
| 899 | They journey to perhaps the most surprising destination of all | |
| 900 | Belphanior calls a meeting to summarize the entire series of gateway explorations: where each one was, what (if anything) guarded it, what treasures were gained, etc. Also, some tensions come to a head and some long-term issues are discussed. | |
| 901 | Belphanior's group heads to Greyhawk; Bosco relishes his new role at the Green Dragon Inn | |
| 902 | Everyone catches up | |
| 903 | Belphanior prepares to execute his latest and most ambitious plan | |
| 904-910 | The group launches a multi-pronged attack on the city of Monmurg | |
| 911 | After the carnage at Monmurg, Belphanior exacts some revenge | |
| 912 | Belphanior experiences a most unexpected turn of events | |
| 913 | A group of adventurers, in trouble deep within a dungeon, summons help...and gets a surprise | |
| 914 | The _Odyssey_ group, newly shipwrecked on a mysterious land, assesses their situation and makes a plan | |
| 915 | Progress is made in every area | |
| 916-918 | Halbarad decides to take a small group and explore deep inland | |
| 919 | Belphanior, now more wanted than ever before, stops by Greyhawk to borrow something from Peldor | |
| 920 | Belphanior and company find that the gateway to Al-arakara's underground city no longer functions, so they instead head to the Underdark gateway last seen in a past battle | |
| 921 | The group battles a whole bunch of giant spiders, and accidentally collapses the cavern containing that gateway | |
| 922 | The group re-purposes Drusilla's old home in the Pelisso, and decides upon their next course of action | |
| 923 | Greyhawk's Oligarchs convene to discuss Belphanior's recent activities | |
| 924-925 | Belphanior's group heads to the Bandit Kingdoms on a covert mission | |
| 926 | Belphanior's group attacks a slaving outpost in the Amedio Jungle | |
| 927 | They further explore the gateway area on the moon, and free the prisoner there | |
| 928 | After a brief conversation, the winged being departs, leaving the group to explore the rest of the gateway | |
| 929 | One member of the team announces their retirement from adventuring | |
| 930 | Belphanior goes to Greyhawk to put an end to his legal troubles in the Free City | |
| 931 | Belphanior enlists Alindyar's help to decipher a whole bunch of spellbooks | |
| 932 | Belphanior enlists Alindyar's help to identify a whole bunch of magical items | |
| 933 | Alindyar and Lyra confront Parekh about some of her past deeds | |
| 934 | Belphanior persuades Neera to live and work with him | |
| 935-939 | On the lost continent, Halbarad's group befriends a native, learning about a cannibal tribe and the mountainous pass that they guard | |
| 940-942 | Belphanior's group has another run-in with the forces of the Sea Princes | |
| 943 | Otto, Mongo, Elgon, and Skektek exchange scary stories around a campfire feast | |
| 944 | Belphanior and company ponder the dilemma of the Sea Princes' vengeance | |
| 945 | Neera's solution is implemented | |
| 946 | Catching up with Razor Charlie | |
| 947 | Belphanior, Neera, and Parekh create anti-scrying rings to shield the party from revenge | |
| 948-950 | On the lost continent, Halbarad's group attempts to break through the hidden mountain pass and find the secrets beyond | |
| 951 | Belphanior and company wrap up some loose ends and find a way to avoid scrying by enemies | |
| 952 | They prepare for their next mission: finding the mysterious lich Kronos | |
| 953 | They investigate Kronos' former tomb in the Cairn Hills | |
| 954 | They learn the exact details and outcome of the past battle in the tomb | |
| 955 | The history, powers, and current whereabouts of Kronos are discussed | |
| 956 | The group heads to the Corusk Mountains to hopefully find Kronos | |
| 957 | They stop for supplies and rest in a town along the way, narrowly avoiding a barfight | |
| 958 | As they close in on Kronos, they receive a warning of sorts | |
| 959 | At last...Kronos! | |
| 960-961 | Belphanior and Kronos come to terms | |
| 960-967 | Assault upon Al-arakara | |
| 968 | Aftermath of the great battle | |
| 969 | In search of a means to attain the most powerful magic, Belphanior leads the others to the Vale of Death, and a long-forgotten pseudo-foe: Gorath | |
| 970 | They explore the dungeon and find its secret, and then face a most unexpected fight | |
| 971 | Those not mysteriously absent undertake various endeavors | |
| 972 | Those who are absent must overcome some strange foes in order to return home | |
| 973 | Belphanior and company chance upon a mighty new lair; the comatose vampiress Drusilla undergoes a life-changing event | |
| 974 | A ton of loose ends are dealt with | |
| 975 | Dangerously powerful foes from the past return | |
| 976 | More loose ends - including the sky castle's operation and some Greyhawk lore - are resolved | |
| 977 | Those on the mysterious lost continent are revisited | |
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