The party arrives in Vasselhiem, the oldest city in the world and a bastion of religion might. It's also Happy's home, from a time before he was lost to the howling winds. Here, the party hopes to learn more about what happen to the Fist of the Midday Sun and locate a portal that may lead them to the attacker - and hopefully to the lost artifact Khrusor.
The party checks out Rexxentrum's Court of Colors, a whole loop dedicated to merchants and artisans, finding a few new tools and trinkets.
In the town of Trostenwald, a group of worshipers to Hecate have been crucified as punishment for a series of undead attacks against the city. Can the party find the true cause of these attacks and free the innocent?
The After a hard fought battle with new allies made, the party descends form the Cyrios Mountains to continue they're journey towards Trostenwald. But things here in the heart of the Empire, are anything but peaceful, and strange new challenges fill the road before you
The party has been recruited by a group of aarakocra to clear out of roost of harpy eggs. Seems simple enough.
Led by Aerilyn's father Tharivol, the party enters the Cyrios mountains on an overland trek into the Dwendallian empire.
The party makes sail for the Gravid Archipelago in search of Kaikoa and their cult of pirates. What welcome will greet them at the shores? What strange machinations will they uncover in the jungle?
The party sets sail on the Lucilian Ocean on the Roger's Ruin under the command of Captain Maria Domitron, in search of pirates and cultists and an ancient magical sword...
After striking a deal with the Naga Eleuia to reclaim the Silken Spite (a Vestige of weapon of Lolth) from a the hands a pirate king, the party heads for the coast and an adventure on the high seas.
With an ogre escort of dubious dependability, the party is escorted to the a meeting with "the master" beneath the Hearthstar.
The party begins their trek into the Hearthstar Peaks in search of a lair of ogres that may be affiliated with the mysterious entity they are seeking.
Our heroes reach the edge of the jungle and begin their trek into the Hearthstar Mountains.
The party must meet with the fey denizens of the Vezdaweald to broker a truce after discovering the betrayal of Wella Sunmeadow, before resuming their journey towards the Hearthstar.
The party travels into the Vezdaweald on their way to the Hearthstar Peaks.
A breach between worlds, a strange fiend, and an ominous prophecy.
A fowl creature stalks the streets. The party must find it (and how it arrived here) and put an end to it.
What do dreams of demons, a carefully guarded painting, and a bizzare illness have in common?
A wayward priestess, a purposeless paladin, a peaceful warrior, and a not-a-bard are pulled by chance into a mystery. Or perhaps, something bigger is pulling the strings...