The episode timeline (below) records the party's experience of time passing, rather than how time passes on the material plane. For a timeline of all events mentioned in the campaign, recorded in chronological order as they passed in the material plane, please see this fan-created chart (contains spoilers up to and including season 4.)
Prologue and Season One
|The party meet, attend Edison's presentation, rescue some diplomats, and search the sewers.|
9. Other London
11. The Rackets
|The party goes to Other London, get captured by Barret Racket (who gives them a ring), and invent quiche.|
13. Ghost Ambush
14. Knock Knock...
|The party raid the bomber's compound, adopt Brutor, discover the notebook, and deliver Guy to the police.|
20. I'm Byron!
|The party are hired for a larger mission. They meet Bi Ming Gusset, have an unfortunate encounter at the British Museum, and apprehend Figgis, impersonating Byron, at the bank.|
21. Garden Party!
23. Hedge Your Bets
|The newly-named London Rangers visit Kew Gardens, clear out an infested basement, and encounter Wilde.|
27. In The Navy
|The Rangers take a train to Dover, nearly get caught up in a riot, and have dinner with Barnes.|
27. In The Navy!
28. Not-So-Hard Time
|Zolf gets arrested, Hamid does some legal research, Bertie and Brutor get pampered, and Sasha unwinds with some target practice.|
|8-12||Three of the Rangers (and Brutor) have a legal montage while Zolf starts a Harrison Cambell book club.|
30. In Too Deep
|Hamid talks down a demanding priest of Poseidon. Zolf undergoes his trial. The Rangers are briefly reunited for a visit to the temple of Poseidon, before once again splitting as they engage in a perilous race to Calais.|
33. Bon Voyage!
34. Le Gai Paris!
|The sea-faring Rangers hitch a pair of rides to Calais. Bertie bullies his way out of a train station and back to the nicest hotel in town.|
34. Le Gai Paris!
|Bertie makes the papers, albeit not how he'd hoped. The Rangers finally make it to Paris, where Sasha is greeted with a suspiciously lavish gift from Brock. Bertie gets in trouble for revealing his deep, dark secret.|
37. Ups and Downs
38. Brutor Is...
|The Rangers attempt to meet Francois Henri, but Sasha gets her memory altered instead. Hamid goes on a date. The party investigates La Gazette Grande and get into a chase in which Brutor and Bertie fall on Sasha. Brutor runs away and Bertie storms off to the Alps in search of Hannibal's tomb, where he meets Edward and Tjelvar. The rest of the party meet Wilde again.|
42. Feet of Clay
44. Rock Bottom
|The remaining Rangers search for answers about Amelie Rose and the Ordinateurs. The journalist's mother points them in the direction of the Parisian catacombs. After failing to gain entry via the Temple of Apollo, the trio bluff their way in through a nearby dig site. After being crushed by a cave-in and stalked by a monster, all three party members end up unconscious.
Meanwhile, Bertie continues his quest in the Alps.
|18||B3. Onwards and Upwards!
45. Mr. Ceiling
46. Theseus' Ship
|Bertie, Ed, and Tjelvar discover Hannibal's tomb, and Bertie receives a message from Wilde, calling him back to Paris.
The rest of the party wakes up in a mysterious lab; Zolf is legless and Sasha's in a disturbing state. Bertie arrives and the party meets Mr Ceiling.
|19-26||47. Memories are Made of This||The party spend a week in l'Arc d'Ordinateurs. Zolf gets an ambiguous message from Poseidon. Sasha reminisces with the parts of Brock in Mr. Ceiling. Hamid learns about Mr. Ceiling and its plans to expand. Bertie learns about his contract and reunites with Brutor, whose memory he asks Mr. Ceiling to alter.|
|27-28*||47. Memories are Made of This
53. You're Welcome?
|The party fight the humanoid incarnation of Mr. Ceiling. Their success leads to an outpouring of praise and good news for each of them. An ominous message prompts them to investigate L'Arc more closely, which reveals the fact that they are actually in a simulation, not real life. They return to reality, where they shut down and destroy Mr. Ceiling for real. They return to the surface to find Paris' infrastructure shut down. Brutor is re-homed. The party explain the situation to the police and Wilde, before returning to the hotel to rest.|
|29||54. Paris is Burning||In an unusually quiet city, Bertie and Hamid attempt to sell treasures, Sasha hangs out with the gargoyles, and Zolf seeks spiritual guidance.|
|30||54. Paris is Burning||As the situation in Paris deteriorates, the party argue over past and future decisions. Sasha and Bertie take to the streets for vigilante justice. Zolf has words with Poseidon.|
|31-32||55. In Seine in the Membrane||Hamid attempts to comfort Zolf and maintain public order. Sasha and Bertie continue their vigilante activities. Zolf receives his sea legs.|
|33||55. In Seine in the Membrane||Poseidon's gift is revealed to Sasha and Bertie before Wilde tells them they're needed elsewhere. The party is attacked as they make their way through an anarchic streets of Paris.|
|34||57. Locksmith Lockdown
59. Run Awaaaaaay!
60. To the Aeroport!
|La Gourmande's people attack. The Rangers make their way to the aeroport and part with Wilde. Amelia Earhart reveals Zolf's familial connections with the Harlequins. Guivres destroys Eiffel's Folly.|
|35||62. (Sky) Ship in a Bottle||Sasha learns from Zolf that she has a deteriorating magical illness. Bertie and Hamid have some wine, and Bertie talks to Harrison Cambell.|
|36||62. (Sky) Ship in a Bottle||Bertie searches for Harrison Cambell, for whom he's developed an animosity.|
|37||63. Harrison Cambell!||The Rangers have a meeting. Bertie seeks revenge on Harrison Cambell, but Earhart ends up pranking him, and Zolf tries to kill him. Bertie receives a sword and is fired.|
|38||64. Swords, Severance and Sass
66. Loose Ends
|Upon arriving in Prague, Zolf leaves. Sasha and Hamid go on a restaurant crawl.|
|39||66. Loose Ends
67. Ack Zombies!
68. Funky to Funk
69. Rag Week
|Hamid renames the party LOLOMG, Sasha visits Temple of Artemis, where she encounters Grizzop, and Bertie goes shopping. The party gets attacked by some zombies and learn about a rogue mage.|
|40||69. Rag Week
70. Quoth the Raven
73. Phantom Funtimes
76. Hello Prague
77. Hello Kafka!
78. Stage Fright
79. Farewell Bertie
80. What Now
|The party go up to the university and investigate Kafka's office, where they meet Einstein, learn of Hamid's sorcery, and talk to a crow. They meet the university council, and discover that they’re Harlequins. Returning to Einstein’s office, the party encounters Gideon. They try to disrupt Kafka’s ritual by killing zombies throughout the city. They go to the opera, in which Aziza is singing. Grizzop and Sasha fight zombies in the basement while Hamid and Bertie confront Kafka. Kafka casts feeblemind on Hamid, who flees as a little dragon boy. Kafka makes Bertie choose between himself and Aziza, but ends up killing them both. Grizzop and Sasha finally stop Kafka’s ritual and kill him. The party returns to the university, where both Sasha and Hamid are healed, and Hamid learns about Bertie and Aziza. The Cult of Mars arrives and arrests the party, but the university council flee. The party is interrogated, Hamid is informed of Liliana’s disappearance, and Wilde rescues them.|
|41||81. Breakfast with Desert||The party meets Wilde for a breakfast meeting and enters Newton's office in search of Liliana.|
|42||82. Hostile Work Environment||The party continues their journey through Newton's office.|
|43||82. Hostile Work Environment
83. Fatal Attraction
84. Dishing the Dirt
|The party encounters Newton and Liliana, with whom Hamid has an emotional conversation. They leave Newton's office and discover a Mr. Ceiling-like brain orb and lots of dirt. They are teleported by Einstein to Cairo, where they meet Azu and take shelter from a sandstorm in a temple of Aphrodite.|
|43 (cont)||86. Clerical Errors||The party go to sleep in the temple of Aphrodite.|
|44||86. Clerical Errors
87. Homeward Bound
88. Moonshine Misery
|Sasha learns more about her condition, Hamid discovers the source of his draconic heritage, and the party arrive at the al-Tahan residence, where Hamid grieves with his family and everyone else gets very drunk.|
|89. We Hardly Knew Ye
90. Family Matters
93. The Curse!!!
|Aziza's funeral and wake, fighting the squizzards, Hamid confronts both Salehs, Sasha runs off and meets Carter, Grizzop & Azu find Sasha, the gang talks morals with Saleh & Carter|
95. Apophis Awaits
|Hamid spills his backstory over breakfast, visiting Apophis, shopping|
|47||96. Behind Closed Doors
99. Lads and Blokes
100. Disappearing Acts
|Getting the Heart of Aphrodite, making Sasha un-undead, returning the Heart of Aphrodite|
102. Look Busy!
103. Everybody Out!
|Looking at the Rachet factory, heading into Damascus|
|49||103. Everybody Out!
104. Nice to Meat You
106. Special Delivery
|Raiding the Crank factory|
|50||107. Questions and Answers
108. Worker Woes
109. Dance Off!
110. Cracking Up
|The near-riot in Damascus, glassing the Crank factory|
|51||110. Cracking Up
112. Water Conundrum
113. Bug in the Machine
114. Snakes and Daggers
|Investigations under Crank, the party's loved ones get kidnapped, most of the party leaves for Rome, Grizzop sabotages the factory|
119. Magic Nap
120. Unlikely Allies
|Fighting the invisible creature and meeting Ed in Rome, threatening Barret in Damascus|
|53||120. Unlikely Allies
|Discovering the portal in Rome, talking with the Cult of Hephaestus and the Harlequins in Damascus|
123. Plane and Simple
124. Catching Up
125. Don't Let Go
126. Interesting Times
|The party is reunited and planeshift to the Hades Dimension, losing Grizzop and Sasha|
|54 (cont'd)||127. Welcome Back||Hamid and Azu return to Cairo and talk with Curie|
|55||128. Tadaima||Hamid and Azu are teleported to Japan, where they're drugged, locked in a cell, and meet Zolf|
|56 - 61||129. Brave New World||Hamid and Azu are in a cage for a week|
|62||129. Brave New World
130. Violent Reactions
131. Building Friendships
|Hamid and Azu are released, talk with Wilde, and meet Cel.|
|63 - 69||131. Building Friendships||The party helps Cel fortify their village for a week|
|70 - 73||131. Building Friendships||The party works on a boat for 5 days|
|74||132. Sinking Feeling||The party finishes working on the boat and has a final chat with Wilde.|
|75-76||132. Sinking Feeling
133. Sneaks and Cuddles
134. Onions and Jelly
136. Trouble at the Top
137. Lightning Round
140. How Puzzling
141. All the Way Down
142. Splashing Around
143. Separation Anxiety
144. Ride the Wave
146. Organic Matter
147. The Dungeon Master
148. Jumble Sale!
|The party sails to the Shoin Institute, and sneaks and fights their way through.|
|77||150. Bedrock Misery
153. The Chatter Box
|The party wakes up under Shoin's institutes, fights their way out, and returns to the inn, where they are placed in quarantine.|
|78||153. The Chatter Box||Drinking and talking in quarantine.|
|79||154. Red String and Hive Minds||Theorizing in quarantine; in the evening, the kobolds arrive at the inn, causing the party to extend the quarantine to the entire inn.|
|80||155. Dinner with Dragons
156. In Memoriam
|On the first day of inn-wide quarantine, Zolf argues with Hamid and subsequently talks with Azu.|
|81-83||156. In Memoriam||The party spend their quarantine at the inn.|
|84||156. In Memoriam||On the evening of the last day of quarantine, Wilde reads Sasha's letter to the party. Hamid and Zolf subsequently talk.|
|85||156. In Memoriam
157. The Big Picture
|Interrogating the brorb. Cel returns to their village.|
|86||158. On the Road Again||The party spends 24 hours doing their own thing: Azu hangs around the inn, Cel stays in their village, Hamid sews, and Zolf is alone outside.|
|87||158. On the Road Again||Wilde reviews the Earhart plan with the party. Zolf packs while Azu, Hamid, and the kobolds visit Cel's village and tells them about the plan.|
|88||158. On the Road Again||The party sets out at first light. They walk to the coast and then sail to Sakaiminato, arriving in evening. They eat at the Soggy Fisherman and then set out at night.|
|89-91||158. On the Road Again||The party takes "a few days" to ride from Sakaiminato to Hiroshima.|
|92||158. On the Road Again
|Arrival in Hiroshima; Azu visits the temple of Aphrodite, Hamid and Cel go to the bank, and Zolf goes shopping. In the evening, they talk money.|
160. A Fixer Upper
|Wilde briefs the party about Earhart and her ship's condition; Cel and Hamid go to work on the ship, and Azu and Zolf visit Earhart.|
|94-100||160. A Fixer Upper
161. Terms and Conditions
162. Flying High
|For a week, Cel & the kobolds work on the ship, Azu and Zolf counsel Earhart, and Hamid sews. Later in the week, Earhart arrives at the ship and there are negotiations, Zolf hires a crew, and Azu and Zolf go around the city healing people, and Azu gets high, supervised by Cel.|
|101||162. Flying High
163. Friend or Foe
|The Vengeance sets sail. Earhart trains the crew hard.|
|102||163. Friend or Foe||Hard training aboard the Vengeance.|
|103||163. Friend or Foe||Earhart gives a mission briefing, after which the crew are allowed some leisure time. Earhart confides in Zolf about the possibility of a mutiny. The party relaxes on deck in the evening.|
|104||164. Let's Talk||Around midday, Azu & Cel talk in the crow's nest, Zolf breaks up a card game, and Hamid talks to Wilde.|
|105||164. Let's Talk||In the evening, Azu rejects Siggif during a game of darts.|
|106-107||165. Hide the Fang||"A couple of days" pass, during which the Vengeance sees its first storm.|
|108||165. Hide the Fang
166. Smooth Sailing
167. Fun and Games
|Earhart briefs the party on the Northern Wastes, Cel plays Hide the Fang, Azu gets a gift from Siggif, and the ship comes across a mountain range of megafauna corpses and a borealis. Azu goes on a date with Kiko, and then everyone preps for the borealis, creating a safe room in the sleeping quarters. Zolf teaches Wilde how to fly the boat. Zolf flies the ship through the borealis through the night, as everyone but Cel falls into a magical sleep below decks.|
|109||169. Airships and Ground Rules
170. Checking In
171. The Bow Bar
|Everyone who was asleep wakes up in new bodies and attempts to figure out their new situations.|
|110||171. The Bow Bar||Wilde builds a bar.|
|111||171. The Bow Bar||Wilde finishes the bar and everyone parties.|
|112||172. Back in the Box!||Everyone plans to go into another borealis.|
|113||173. Mixed Blessings
176. Last Words (Part 1)
177. Last Words (Part 2)
178. Frost and Fire
|Zolf sails through the borealis while the others sleep; they wake up in their right bodies but a falling ship. The Vengeance crash-lands, killing several of its crew members. The rest of the crew encounters Sohra, an Elder of the Ursans, who offers to resurrect the dead and brings them to her city on a giant bear, where Azu, Cel, Skraak, and Zolf perform a ritual to bring back their dead. Carter, Sassraa, and Wilde return; that evening, they hold a cremation for Meerk.
|114||179. Eat, Drink and Be Merry||Azu and Kiko go on a date, Cel flirts with Barnes, Zolf and Wilde talk about their relationship, and Hamid gets to know the kobolds better.|
|115||179. Eat, Drink and Be Merry
|The crew of the Vengeance meets the Ursans council; they discuss the blue veins and the seed. The Ursans reveal the arrival of Chinua in their town, and bring the party to the Garden of Yerlik. As it's unwise to go in at night, the party camps overnight near the garden.|
182. The Garden of Yerlik
183. Strength In Numbers
184. Monster Mash
185. Silent Silver
187. It Tolls For Tree!
188. Wibble Wobble
189. Reality Check
190. Mind The Gap
192. Sown Seeds
193. Cult Classics
194. Full Circle
|The party heads into the garden, encounters some mostly benevolent spirits, then enters into combat. At the centre of the spreading blight, they come across scores of petrified dwarves running from three giant interplanar flowers. Retreating from a difficult battle with the trees of the blighted garden itself, the party enters one of the giant flowerbud-portals, and find themselves in ethereal encounters with vindictive shades of dead loved ones. Waking from these encounters, it turns out the party is in the grip of a betentacled being in an extraplanar void. The party is flung through a series of elemental planes, before landing in disparate locations in a drastically-altered Other London. It is unclear how much time has or has not passed while the party was outside time, but from their point of view their day continues. In Other London, various members of the party are hunted in the dark by clicking, blue-glowing veined clawed creatures. The PC's reunite and meet Gragg, before heading to Barrett's old compound and getting a debrief from Wilde followed by Barret. The party then decides to follow Barret's plan.
Note: Hamid, Azu, and Zolf arrive in Other London apparently instantaneously, but a week has passed on the material plane. Cel arrives three days before them. Their moss-induced memory loss means they do not remember this time passing, however, so functionally their day continues with the rest of the party.
|117||194. Full Circle
196. A Brief Catchup
|The party head to the surface to a secondary location, hiding from the infected citizens of Upper London as they do so. They meet with the cell that is preparing a device that will be able to reverse the veins. They are briefed on the location of the kill switch, restock on supplies, and grab some new equipment before resting.|
|118||196. A Brief Catchup
197. Sounds in the Deep
198. Tourist Traps
200. Bossing It
202. Nom Nom Nom
203. Excessively Sneaky
|Einsten teleports the party to Svalbard and they begin their exploration. They soon reach a council chamber where they find the kill switch they are looking for inside a massive but dead planar plant similar to the ones in The Garden of Yerlik. They swiftly return to Einstein and teleport away.|
205. A Barret Problem
206. It's Inside
207. Hold the Line
209. Shades of Red
210. Nuff Said
211. The Writer's Tale