The heroes depart the Farbelow outpost and arrive safely in Oldhome. Their brief audience with the Queen turns into a reunion of old friends, and a new ally encourages them to continue their investigation into the Householder threat.
Our heroes’ deeds earn them some well-deserved recognition and a few days rest. They leave Fallingwater, buoyed by the respect and admiration of the city’s populace, but they quickly learn that, despite their success, some will always look down on them.
The heroes receive more information about their new foes before heading up the hill to the Coldmarch manor, where some careful reconnaissance is followed by a quick entry. Inside, a bold plan and tremendous teamwork may be just enough to overpower the current occupants.
The heroes head to the Coldmarch estate to learn more about that noble family’s possible involvement with the tragic fire that devastated Fallingwater. Their visit to the river Baron’s home goes from awkward to deadly in the blink of an eye, and the party discovers much more than they expected.
The party rides on to Fallingwater where a devastating disaster has left the city in turmoil. An often misunderstood cult is blamed for the misery, and the heroes decide to intercede before more innocents come to harm.
The heroes hear screams coming from the rustic farmhouse that serves as the Twilight Vigil’s headquarters. They rush into the gore-splattered confines and discover that only one occupant has fallen victim to the attack. But this unfortunate soul was family to some, and his final request will prove difficult for the party to ignore.
The party heads to Northwall looking for evidence of the red-robed cultists. They meet a weary trio of zombie hunters along the way and agree to join forces. A new discovery sends a wave of panic through the exhausted newcomers, and the heroes are quickly caught up in a reckless chase through the dark of night.
The heroes follow the trail left by the marauding Drow back to a small cave. Inside, they find an accumulation of loot–evidence of the dark raiders’ prior success. After gathering the ill-gotten goods, they once again travel north, only to be stopped by a strange collection of misfits on a mission of mercy.
The party crosses the mighty Mawbren river and continues their journey north. They encounter soldiers and refugees along their route, and the signs of impending war are everywhere. After sharing troubling stories around a fire, sleep comes slowly into the heroes’ camp that night, followed closely by dark new foes.
The party takes the north road out of Argwyn’s Pass and encounters a monk of the river goddess, Vend, who warns them of trouble ahead. Our heroes must decide if the cost of revenge has suddenly become too high, or pay the price for a chance to corner a deadly foe.