As players continue their journey towards Magtria Vila, they encounter some new faces, and a couple of old ones...
While the camp is in lockdown the players are forced to settle in, and spend some time getting to know their fellow travelers, and observe the steady trickle of new travelers entering the camp. Though things seem off about the denizens of Camp Stonepoint, and the enigmatic figures who act as it's protectors.
The party says their farewells in Portempest and sets out for Magtria Vila. On the way they stop at the remnants of Trenton Farm, which has been converted into an impromptu military facility created with the goal of stopping the "Sickness" which blights the surrounding lands, turning those it infects into twisted monstrosities. Confined within the walls of Camp Stonepoint, the party meets with other travelers who share stories of their journeys.
Having arrived in Portempest Daisy decides to return to her former home, only to find it in ruins and it's occupants slain. The revelation comes as a shock and despite searching the remains of the structure the culprit remains unknown. The party spend the evening in Portempest and attend the Survivor’s Day celebration, meeting with the famous harpist Elfnein, and planning their journey to Magtria Vila.
After a week of travel through the Greenpine Forest the party arrives at Portempest. Veronica re-unites with her father, and Melvin begins suspecting that Luna is hiding something. Confronting her outside of the city proves his suspicions to be correct as Luna reveals her supernatural origins, drawing the party into a madness induced realm. Facing off against the crazed moon spirit the party is forced to fight for their lives against a seemingly endless hell of bullets.
Following the loss of Adrian and Megan, the party escape Castle Ibhram, freeing a young girl by the name of Veronica in the process. After some searching they locate a Black Needle, and using it to orient themselves begin heading for Portempest. While traveling the forest they meet up with Luna, an oddly dressed traveler from afar.
Whether through luck or divine guidance the party's gamble pays off and they escape the other world, finding themselves in a cold dark room in the middle of a snow-blanketed forest, opting to spend the night rather than risk the storm outside. Come morning an exploration of their surroundings soon reveals the castle they find themselves in to be less than deserted, though they are able to convince the castle's occupants to grant them refuge for the night. Though their journey does not come without cost, after all "A life granted, requires a life paid.".
Having spent a week wandering the seemingly empty halls of the other world the party's supplies are exhausted, the threat of dehydration and starvation looms. With time running out the party relies on a desperate gamble to return.
The party is whisked off to Melrath's realm to compete in a tournament of blood. In the fighting Adrian is killed but is able to invoke the pact with his master to resurrect himself, becoming a Hand of the Shaper in the process. Though even this power is not enough to stand against Melrath's minions and the party uses Adrian's magic to flee into another dimension of endless shifting corridors. With supplies running low the party treks the empty passages, hoping to find a way back home.
Having completed their initial assignment under INTSEC the party is given time to prepare for their next assignment. Though their preparations are interrupted when Fjorvarr succumbs to the whispered temptations of his patron.
It is the Day of Unification and the Regrence festival has begun! For many the day is a day of celebration and revelry. Though while the citizenry celebrate in the light, deals are being struck in shadows. Traitors, rebels, Royalists, their names will be recorded, their homes raided, their cause defeated. It's the dawn of a new age.
With the Regrence Day Festival just around the corner the party lends their aid in setting up the festivities, while learning more about the current state of the world.
Barely escaping the clutches of the Undead, the party returns to Edrigate to rest and re-evaluate their next steps. But rest will not come easily as the city is bustling with preparations for the upcoming festival. During the commotion a change in management puts the party in a precarious situation, and Adrian begins to suffer the effects of prolonged magic use.
An Undead has stalked the party through the Greenpine forest all the way to Spire Camp. Attempts to evade it's detection have been fruitless, now they must choose between putting Spire Camp in danger or facing off against the beast. Take heed, for the dead don't easily die.
After exploring the Greenpine forest, the party is able to deduce the location of the hiding Witch Hunters and prepare to bring them to justice. But they are not the only ones to have tracked down the Witch Hunters...
The party attempt to rendezvous with Imber at Camp Spire to prepare for their upcoming mission. Though the Greenpine forest hides many dangers and no journey within it's confines is ever straightforward.
Arriving at Edrigate the party is given their next assignment: Traitors have taken refuge in the depths of the Greenpine Forest, they threaten critical research and must be stopped.
Magtria Vila behind them, Edrigate ahead, the journey continues.
In the dead of night Maevis attempts to steal Lucy's Gem, drawing the attention of an old adversary. While the Taloran Manor may have new occupants it will always serve it's true master.
With Midwinter swiftly approaching, the journey to Edrigate will be long and challenging. Preparations must be made. Fortunately the party now have ownership over the Taloran Manor...
The party returns from their journey in Madrius's Realm, finding that much has changed during their time away. Nearly 2 years have passed in their absence and the world is on the brink of war. Set adrift by this revelation they party is forced to re-evaluate their plans.
The party travels through the twisted realm now accessible from within the Taloran Manor. While resting on the shores of a lake Adrian investigates the gem Lucy had acquired from Portempest. Unbeknownst to him, he is not the only one with an eye on the gem...
Following Maevis's interaction with Madrius's ritual the interior of the Taloran Manor was pulled into an alternate dimension. In response the party is contacted by members of the Royal Guards and taken to the Taloran Manor to explore the newly created extra-dimensional space.
The party gears up for a legal battle against Madrius's allies over the future of her estate, during the investigation Maevis uncovers a dark secret within the Taloran Manor.
Following the death of Madrius at the hands of Megan, Madrius's allies begin moving against the party forcing them to choose whether to stay or flee Magtria Vila.
The party prepares to exact their revenge on Madrius Taloran, and plot their assault on the Taloran Manor.
Madrius exacts her revenge on the party.
Following their first encounter with Madrius the party takes a break to recover, gather their strength and plan their next steps. Though not all have escaped the encounter unscathed...
A message arrives from Markus Saitarius, inviting the party to an important meeting. On their way to the meeting they encounter a pair of thugs in the employ of house Taloran and begin digging into the shady dealings of the Taloran family, with deadly results.
Following a harrowing arrival the party settles down in Magtria Vila to take in the sights and sounds of the city.
The party joins a traveling merchant, Gabriel, on the final leg of their journey to Magrtia Vila and encounter a member of the Adavon Knights. As a summer storm draws near, Daisy begins to show symptoms of a serious illness. With little time to waste the party makes haste towards the city.
Players arrive at Trenton Farm and spend the night after eating a fresh, home-cooked meal.
The party make their way to Trenton Farm. Along the way they meet several travelers, come across the aftermath of a Greenfolk attack, and witness first-hand the darker side of the Witch Hunters.
Following Lucy's vision the party travel into the sewers beneath Portempest, where they make some unexpected acquaintances.
The party explore the city of Portempest and prepare for their journey to Magtria Vila.
The party members arrive in Portempest and spend the day finding accommodations and familiarizing themselves with the new city they've arrived in.