Part 2 of the campaign begins, 4 years after the party escaped from the evil Lieutenant's prison.
The party has delved into a series of rooms and passageways, what else will they discover?
Pete & Norman are headed to the dyers hall. Zylamir & Zendaya are headed to the library to try to find more information on the mysterious letter. Bori & Wilton are securing lodging at the adventurers guild inn. What will the party find?
Having defeated the bandits, the parties questions are growing. Who was the mysterious red figure? What is in the enchanted chest? The party begins their journey back to Wamor to return the missing supplies, and hopefully get more information on the strange events.
The party finds themselves waking up to a fresh day after their successful long rest. The wagon was found, but the missing goods and crew were nowhere to be found. A chest was discovered, but the inscription alongside charred bandit remains means you dare not open the chest. The one surviving bandit ran off down a path that you discovered after the ambush, what stories might unfold down the winding path?
This is the last straw, these damn bandits should know their place. The guild has received word from Wamor that a bandit group going by the name of "The Hand of Dusk" has been causing trouble as of late, and have likely seized the most recent shipment of goods from the capital. Investigate what happened the caravan that never arrived, and deal with the bandits if you find them. If you run into issues in Wamor, find the Adventurers Guild contact working in the Branch Break Tavern and they may be able to assist you. Show the bandits the strength of the guild, the standing nail gets hammered down. Guild Dispatcher Malic Spentis