Hallow's eve approaches and the Headless Horseman approaches.
The party returns home to a new face.
The party investigate further into argynvostholt after taking some heavy blows.
The festivities have ended and the party head to the castle afterwards.
An idyllic village stuck in the middle creepy marsh seems a little good to be true.
After escaping the windmill they regather themselves.
Among the woods lies encroaching cackles and the promise of family.
The adventurers meet and greet around Vallaki in hopes to find direction in their tasks.
After completing some tasks for the villagers, the adventurers head back on the road to Vallaki.
As you arrive back at Kresk a dwarf is trying to organise his belongings.
A merchant tasked you with dealing with an encroaching plant-creature problem. How will the issue be dealt with and what will the fallout be?
You will be approached by various people with ranging rewards, from honour, to power, to anything your heart desires. All it takes is a trip into the mists