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.
Our clever crew arrives at Stakeworth Manor and spies the much-needed glass. After some cautious exploration, they are determined to retrieve the precious panes, or die trying.
The party decides to help Freya, and nightfall finds them lying in wait for the saboteur’s encore appearance.
The party ventures into the greenhouse in an attempt to discover what nearly killed Arvik’s dog, and later they must decide whether to help the gentle giant with another quest.
The party finds a couple of surprises during their exploration of the villa’s basement, and a return trip upstairs reveals new information and old rivalries.
The party’s precarious situation is compounded by the bandit leader’s erratic behavior, but they manage distract the villa’s occupants long enough to formulate a plan.