In search of way to deal with Auntie, you go in search of Mother, a hag of even greater power.
Your lands seem to have more than one lord and master. Do you make friends or enemies of the others in power in Wolf's Rest?
In getting to now your lands and people, you may learn some things you did not want to know.
You have been given titles and lands as thanks for your actions. There are responsibilities tied to these gifts however.
After your heroic actions at the Embassy ball, your group has been given some time to relax. About a week later you are summoned to court to meet the King and Queen and receive the reward that was promised.
You have made it into the base of the cult in Keralon. Here you are confronted with Robert Talespinner, an old friend turned enemy.
The son of the dragonborn ambassador has disappeared. Can you find him while navigating the important party?
You have been invited to the ball commemorating the opening of the draconic embassy in Keralon. As guests of honor of the ambassador, expect to meet many friends and acquaintances, old and new.
It doesn't take long to catch up to the caravan of refugees from Ravensfield. Together you all travel back to Keralon, where more bad news awaits you.
A powerful enemy has begun an assault on the village of Ravensfield. You managed to hold of the vanguard, but now a stronger opponent has presented himself.
Your actions at Hollow Hill have angered a terrible foe. Will you be able to save the people of Ravensfield?
You have discovered that Reynis was taken and released from Hollow Hill, an old tomb near Ravensfield. The cult you have already encountered twice seems ton be using it as a base of operations. Maybe there is a way to free Reynis from his affliction that can be found within.
Zem's letter revealed strange occurrences in the northern town of Ravensfield. Thefts, strange lights in the woods and mysterious tracks in the fields. Is the town in any danger? Is this mystery somehow connected to the stolen draconic eggs?
Rachnar Ergoll and Norgar Laar, the official representatives of the Fenhunter's army will be officially entering the city in a festive procession. The citizens are exited about a day of festivities and what will no-doubt be an impressive parade.
An urgent message from Amarra summons you all back to Caern Fussil.
You are expected to prove your worth to the army of the Fenhunter, Your group vs Dren, one of their champions. If you win you will be allowed to carry their message to the king.
It has been 5 years since you arrived in Keralon. All of you have built a life for yourselves, losing track on one another. A festive yet fateful event brings you all back together once more.
Your eventful trip finally brought you to the SIlver City. Hopefully the welcome will be all you want it to be.
Keralon beckons, a distant light, but dangers lurk in darkest night.
Will Logvale offer safety from the dangers of the Lorewood and the horrors in the mist? Is there an escape from the forces that seem to be hunting you? What kind of help will you accept?
The unspoken threat of the Lorewood has become manifest. The magical mist has revealed countless enemies, the latest of which is a fey hunter and his monstrous hound. With your caravan leader turned to stone, what will you do?
The journey west continues. The first leg will take you through the wilds of the Lorewood to an old logging camp named Logvale. With the winter behind you, workers from Keralon should already be there, preparing for another profitable season of chopping down trees. The weather has turned against you however and the rain and fog make the trek miserable and tedious. Additionally, the thinly veiled feeling of dread has returned and you often find yourself staring in to the dark woods, fearing something is staring back.
Although one mystery may be solved (kind of), the problems with the satyrs still remain. Will you heed the warning of Sofia and keep your head down, or go in search of more .... adventure?
Hillfield may not be a large city, but for most of you it is the largest settlement you have ever seen. The small part of the caravan that will continue on to Keralon takes a few days to prepare. This gives you all some free time to explore the city, see the sights and get in to some trouble.
Arriving at Hillfield, you are welcomed by the De la Roost family. While your stay at their manor may be comfortable, you may uncover somethings they would not have wanted revealed.
Leaving Tarn, you head west along the well traveled Eastmarks road. The first part of the journey is expected to be quick and uneventful. Five days to Hillfield, where you will spend a few days preparing for the longer and more dangerous trek through the southern part of the Lorewood.
With the Lightwatch festival in full swing, you all have time to relax after a day of hard work and dangerous adventure. As midnight draws closer you begin keeping an eye out for Terrin who is expected to take your group aside for the traditional secret meeting. What more excitement and danger will this night bring?
The day of departure is drawing near. Tonight the going away feast will be held and tomorrow you are off... While you are excited for tomorrow, you may be equally curious about tonight, for each year, Terrin has a meeting with the departing youths in which he reveals some ancient secret.