With two of their party members deciding to go on an important trip, the rest of the Velchurian Jewels are rewarded and launched into a new job by their criminal patron.
Within the Endless Crypts, Kapora's plan finally becomes clear to the Velchurian Jewels.
After Tarek and Snap are taken aside, an apparently innocent job leads to the discovery of a frightening plot.
When Tarek returns with a strange tale, the party finds itself in a precarious position.
The Jewels, determined to work together from now on, find themselves investigating a certain organization with help from a Dawn Legion Vedette.
Things seem desperate as the party parts ways - but an unexpected occurence manages to bring them back together.
The Jewels, as well as the silent druid tagging along, find a host of things to do when they enter a proper city.
After losing a member, the Jewels meet two interesting new people on their way southwards.
Will the party manage to escape before an ancient force comes to claim the city for itself?
The Velchurian Jewels go down under Dagger Shards, ready to finally eliminate the Zephrans.
Under the ruined docks of Issenkald, the Jewels receive some divine intervention.
The Velchurian Jewels are sent to hunt down something terrible as they come ever closer to the mysterious Zephrans.
Slowly unraveling the secrets of the Issenkald necromancers, the group prepares for something, though they don't know what.
Although they find themselves in a rough city, the party is determined to find what they came here for.
Snap disappears to deliver an important letter as the party makes their way towards the ruins of Issenkald.
The party spends a week in Kegness, but something strange happens the day before they plan to leave.
With Norin out for the count, the group returns to Kegness to deal with a cult of Tiamat.
The mourning group encounters an unlikely pair, sending them on a new adventure.
The gang searches for a pendant, encountering a pirate with information about some kind of treasure.
On the way to Issenkald, the party encounters a group of interesting merchants, and a job opportunity presents itself.
The party sets out to right their wrongs, preparing for sweet vengeance against Skullcrack.
Having stolen a magical item from the Shieldcaptain, the gang sets out to save the village from a goblin attack.
Five people find themselves in the wrong place at the wrong time...