As the party finishes up their individual tasks, an opportunity arrives via the Adventurer's Guild which leads to both a party, and a case of missing people to investigate.
Finally having left the Dwendalian Empire behind, the Empyrean Company and caravan journey south into the Menagerie Coast.
The group begin the process of laying a false trail for any pursuers as they leave Alfield.
A meeting with a potential patron is threatened when members of the Company are barred from the meeting place.
The Company travel South towards Zadash.
With their business seen to in Berleben, the caravan is packed and the newly-named Empyrean Company escort the villagers south.
The team find themselves victorious, with a pile of riches and a lot of explaining to do.
Fighting in the cramped corridors below the tavern erupts in total silence.
The violence subsides in the run-down bar.
The adventurers decide on the most direct approach available, and return to the man sending assassins after them.
The team find themselves with a captured assassin and a dried-up lead.
The party query an unreliable witness for a lead, and get a somewhat unsurprising outcome.
The team search for supplies and transport for the journey ahead.
Leaving the main swamp behind, the party and their twenty-seven companions consider the logistics of the undertaking ahead, plus begin to track down the culprit behind their misfortunes.
Faced with the prospect of a threatened future in the swamp, the villagers gather to decide whether to leave and where to go.
Having fought his captors, the team come across the body of Ralarzika the dragon.
Spells continue to assail the group from the darkness as they try to forge forwards through the cave.
The band step gingerly into the unknown darkness of the dragon's underwater lair.
Discovering the location of their quarry's lair, the party return to the village and prepare for a dive.
Concluding the fight with the gnolls, the captives guardedly introduce themselves.
The party attempt to make the most of their limited shelter and make camp in the swamp.
The fight with the bullywugs comes to a conclusion and the group forges deeper into the swamp.
Floating downriver, sparks of lightning are seen off the port side in the swampy terrain. What could be causing such magical effects here?
The party negotiates passage to their goal in Lebenda and contemplate their recent adventures.
A period of relative quiet is interrupted by a draconic patron descending upon the Western Walk.
Arriving in Rexxentrum, Theia steels herself for a rocky reunion with her family.
During the long journey to Rexxentrum, the team stop off in an inn for the night.
Working to free the prisoners of the local gang, the party tie up loose ends in Odessloe.
Fighting erupts and unexpected threats bar the party's progress.
The group plan a distraction and break into the warehouse holding the prisoners.
Having secured the bounty for the leader of the Greyheart Bannermen, focus shifts to a local warehouse where the captives are likely held.
The gang face a new day, to contend with a distraught trio of noncombatants, a mouthy captive and a pile of bodies to dispose of.
The party attempt to corner and subdue their remaining opponents as the weather worsens.
The group prepare themselves for the arrival of the criminal faction that have tormented Jodak's family on the outskirts of Odessloe.
After tracking their quarry and defeating the marauding owlbear, the group return to Odessloe with rescuees in tow.
The party conclude their investigations and pursue the missing pair into the Pearlbow Wilderness.
The band accept Reseigh's offer to help a local trader with a discreet investigation.
Will the party defeat the goblins? Why are they attacking Odessloe?
Six strangers share a tavern table in Odessloe.