Discovering Vulrigg's hideout within the Church of St. Tanbar has led to a close encounter with the Merrow general, and now, while safe for a moment, the party is unsure if they've accidentally forced Vulrigg to play his hand early. Even so, it may give them the opportunity they need to save Blasterpeck.
Looking to get a diamond for Pops' revival, Roscoe has implored the party to help him venture into the Underdark beneath the Mezzoshaft. Strange creatures live down here, and based on the party's previous experience with this realm, it doesn't bode well for their little excursion.
Things seem to be worse than they appear, as the Rousseau Foundation explains that the real threat behind the demon incursions are the Merrow themselves, led by a vile general named Vulrigg. The leads to follow are drying up, but will the party be able to find and stop Vulrigg before he makes his next move?
The meeting between the Rousseau Foundation and the Rollriggers has gone as horrible as possible, leaving Pops dead in its wake, and the threat of a hidden enemy amid the streets looms; even in Blasterpeck's government. Now that the party can no longer turn to their benefactor for aid, and the Guidewind's reinforcements may arrive too late, they're forced to turn to an unlikely ally; the Rousseau Foundation.
There's now a chance to see where the Rousseau Foundation lies amid the demonic incursions popping up around the city, and their meeting with the Rollriggers is imminent. The party's endeared themselves to Pop, and will be allowed to listen in; though they might not like what they hear.
Wanting to endear themselves to the Rollriggers to glean more information about the demonic incursions, the party venture to handle a demonic bug problem, and ruminate on their suspicions.
The Orb, now revealed to be part of an artifact set called "The Eyes of the Merrow" has been stolen, yet whatever sinister purpose the Merrow have planned for it remains to be seen. In the meantime, Figwell sends the party off to take care of things in Blasterpeck, wanting to avoid getting them in more trouble, and to help the gnomish people in need. Luckily, they're going to have a helping hand in this strange new city.
The party is nearly unanimous on giving the Orb to Figwell, and with Nutae now gone, things are as divided as ever. Can this situation be resolved, or will it tear everyone apart?
At the home of their newly made friend Simon, the party has been attacked by a group of mages from the Rousseau Foundation, and during the ensuing battle, have killed the lovable pet Sumo. Now this organization has made themselves clear enemies to the party, and Sam struggles with mourning the loss of her pet.
The party's client, Simon Lombard, is quite happy with how their mission went, and invites the party to dinner. The pleasantries are interrupted however, when mages from the Rousseau Foundation come to the house, threatening the party to give back the things they've supposedly stolen, or else.
Life back in Riftmount has been far more comfortable than all the time the party had spent back in the forests of Groven, but given that they still haven't managed to beat the test to be officiated as Journeymen, as well as the fact that some of their pockets run a little dry, the party is anxious to continue barreling towards progressing further. Yet, someone's soon to find out that the party aren't the only one's who've been showing signs of growth.
Now that the party's mission in Groven has concluded, it seems high time they get to rest. Erika's done her best to patch things up with Krigga, though it's evident that mending such a rift will take time. Another mission is successful, and now RIftmount is calling for their return. Hopefully the party isn't stopped by Nutae's impending boat troubles.
Erika has finally reunited with her son after two years, but he wants absolutely nothing to do with her. In order to try to get him to hear her out, Erika and the party have gone on what seems like a suicide mission to save Krigga's friends. Meanwhile, Tadrel's got some company.
Now successful in their mission to scout the forests north of Groven, the party returns to the town for their reward, and soon, to head back to the Guidewind Corporate. They're interrupted however, by the sighting of Erika's son, Krigga, who's not keen to meet his mother again.
Feeling as though they hadn't quite seen the full picture of the goblin's plans for Groven, the party continues their mission north. Whatever the forests have in store for them, it likely isn't good.
A new mission has been set for the members of Squad 13M, or as they're soon to be known, the Dazzling Knights. With Groven requesting aid, and Erika getting closer to the trail of her estranged son, the party is eager to face the dangers that await them in the wilderness; if they don't manage to get in over their heads...
With Squad 13M's "vacation" now over, they're quickly sent off to tackle another mission, but not before some mail arrives for them. Whether they head north or eastwards remains to be seen, but certain party members may be more adamant about one or the other.
With an emotional plea from a father losing his daughter, the party heads off to find where the damnable merrow went off to, assisted by one of the representatives of the Festival of Faith. Perhaps who the party's looking for is already dead, but if there's a chance they can save her, it's a chance they're going to take.
While relaxing at the Festival of Faith in Westerbrook, the party is nearly stolen from, and it seems their would-be thieves have left some clues as to why. There's not much time for investigating however, as terror strikes the ports of Westerbrook, and the party catches their first glimpse of the notorious creatures from the deep.
The party learns that their previous excursion may have been far more dangerous than they ever could have anticipated, and that their survival was equal parts miracle, and impressive. With the chance at an early advancement in their sights, grim news arrives from the north.
When Squad 13M is finally assigned to something interesting, they may uncover something far more dangerous than anticipated. Meanwhile, troubling news arrives from the north...
Now officially Knights of the Guidewind Corporate, the party is given a small rundown of their lives to come. The newly formed Squad 13M is put to work, and it seems like their first task won't have them traveling far.
We'll go over setting up World Anvil, Syrinscape, and exchange Paypal info. Afterwards, we'll have a little bit of fun playing out your guys' applications to the Guidewind Corporate.