The party deals with the trial of Lord Thamir, the Highest Light and even more dangerous; deer.
The party returns to Shoufal to find out Dame Uvory has been kidnapped. They quickly try to tie up some small business while putting together a plan to find her.
The party gets ready to leave the pyramid and finds some interesting people as they start to head back to Shoufal.
The group continues to explore and find more and more information about what this place is used for and what it still holds.
After being attacked by Ixandra's trap and leaving the excavation team, the group finally finds what they think is the tomb they have been looking for.
The party goes through one ruins with harpies before discovering a strange well near a camp of people looking to excavate some ruins. The thing is there are some pesky cultists around getting in the way!
The party struck a deal with Arinn and headed off to the different ruins and tombs that he marked on their map. Hopefully one of them will be the one they are looking for.
The party investigates a temple dedicated to Masela and Reynir and find a staircase going down, deep into the Earth.
The party safely travels to the Gnarlwood before starting to explore the wilds of the Black Spears Tribes areas. So far they have found a witch who talks to bees, a tomb used as a time out location for Knights of The Ghoul, some very hungry fish, a brood of pseudodragons and some old ruins of a temple of some sorts...
The party leaves Djafra to start their search, but it turns out someone was looking for them as well.
The party is getting ready to depart Mecas on the Wavemother's Favour and head to Djafra.
The party continues on their journey for a library in the tomb, but a sandstorm blocks their path.
The void has become a new threat and the group is looking for a way to the lost library. Information leads to the East and their first stop is the city of Aftane.
The party goes back into the necropolis to confront the creature that Brin saw in the map room, but not all goes to plan.
Having narrowed it down, the group heads to the observatory to try and put an end to all this.
It starts with the auction, when the undead rise and the party endeavours to do what they can to save the city and stop this.
The players have saved the Sunrise Fellows who have started to pay that debt back as their guild secures it's building. The Auction starts up and the party thinks they're ready for whatever happens.
The group finishes looking through their location and manage to save the Sunrise Fellows before starting their downtime.
The party heads into the Necropolis for a third time with the goal of following the Scorched Hand and stopping whatever madness the moon is warning them about, but are they too late?
The group finishes their time in the Pentheru Estate and start to relax as much as they can with a pending full moon.
The group focuses on training, regroup and even adding a new friend to the team before the next round of the lottery. This time they're sent to a noble's house with undead, spirits and fiends waiting for them.
The group enters the first tomb where much awaits them. Is it treasure? Traps? Or Curses?
The Adventurer's Forged has thrived in the past 20 years that have passed. Jamal Silvermarch puts together a grant and an assignment that gets approved to start a sister guild for the chain in Shoufal. Threee brave adventurers sign up for this mission in the desert.