Skunk rescues Roan from near-death. Frykke and Fal are forced to leave their home. Saffron and Bax flee the long arm of Esconia. Shadowy forces begin to prey on the downtrodden and disenfranchised, strange happenings draw our heroes east.
Chapter 1: The Murine Mystery | Chapter 2: The Bloodsuckers' Ball | Chapter 3: The Abyssal Seal
Skunk rescues Roan from near-death. Frykke and Fal are forced to leave their home. Saffron and Bax flee the long arm of Esconia. Shadowy forces begin to prey on the downtrodden and disenfranchised, strange happenings draw our heroes east.
Roan and Skunk, at the request of Mayann, help Davin Rohl clear out a swarm of rats in the basement of the Dewdrop Inn. Davin is bit, presumably being afflicted with murinethropy.
The group, after months of travel to Lamplight Fen, meets in the Dewdrop Inn.
Davin Rohl transforms into a wererat, causing several deaths and injuries before being subdued by our heroes and apprehended by the Muckwatch. A small pair of eyes spies with the interest of his employers — you show him mercy.
Amid a day of shopping and becoming acquainted with the city, our protagonists are hailed as the Hero of the Lavigne, and meet a number of the Viscous Contingent — the families who govern Lamplight Fen. Margot Moreau, the Seeker, enlists you to resolve the wererat issue: find and eliminate Arvide Brooks, who fled south from the city.
After dinner at plume. and a date with Wanda, the group convenes to follow a local onion magnate to his favorite dive, The Burled Bastard. Having heard murmurings of the bloodflies infesting parts of the city (and closing down the Pont du Lumieres!), the group finally comes face-to-face with a swarm nesting in the kitchen. In the chaos, another threat makes itself known: slimy pseudo-people sapping energy with their touch. The wrecked-out kitchen houses the desiccated corpse of a woman you met not ten minutes prior: Fiolonia.
Following the information from Margot, our heroes plan to investigate the forester's shack where Arvide transformed. But first, Roan visits one Dr. Viola DeVille in the early morning. Coincidentally, the venerable Dr. DeVille's history intersected with that of the Wanderer's quarry: though she couldn't recall her name, the two attended the Brahms Institute together. Roan leaves with a list of leads. At the forester's shack, abyssal monstrosities set upon the group, and a cryptic journal offers more questions than answers.
The library at the Repository, the Hollow, Municipal Schoolhouse 21 — information becomes power, a shield; Skunk discovers his ability to wrench the murine curse from Davin's being, securing his freedom; Fal and Saffron make friends and play ball. Davin resolves to accompany the heroes south.
On the task for last-minute supplies to face whatever may come, the group finds themselves on a quest to clear a telepathic filth monster from the cavernous cellar of Mr. Gl00m, the Substances Dealer. Throughout the day, members of the party are visited by ephemeral voices: those of their mothers. Some, it turns out, originated from the now-slain otyugh — others, however, persist. A statuesque incident at the Stillport sees our heroes resign themselves to a tactical retreat — some problems, it turns out. are best left for others.