The party continues their exploration of the perilous prison and a grisly discovery points the way to the exit.
The party finds the crotchety cooper and they convince him to aid their quest. What they learn may help to clear Wolfknut of suspicion.
The party sets off to investigate the Peck & Whimby warehouse, but they quickly uncover more than they expected.
A hasty escape from Oldtown leads the party back to Hacklow’s candle shop, where someone anxiously awaits their return.
The adventurers stumble onto a gruesome scene and decide to take action. The aftermath leads to the discovery of a sinister plot against Wolfknut and his crew.
The party must confront a terrifying gelatinous creature before discovering ominous clues that point to a conspiracy of unknown proportions.
The party travels to the chandlery in search of a secret entrance to the Dark Runs that lie deep below the city, but they must first deal with the shop’s lone inhabitant.
The party confronts the pirate lord Wolfknut before embarking on another quest that will take them deep into familiar, but unfriendly territory.
The party continues their journey to the lighthouse where a dangerous enemy lies hidden in the mists.
The party delivers the recovered supplies to Arvik before being summoned to the villa where Wolfknut awaits with a mysterious new mission.