Our heroes found their new friend Sylvester Gerhardt in deep trouble, facing down a gigantic bat with fierce red eyes and a skeletal-masked cultist demanding the Blight Stone.
Having accepted a potentially well-paying mission from the two strangers to Helzand: to seek out where the missing merchants have got to, our heroes plan to head along the Everflow onto Wilderg with their new rowboat and do a little investigating.
Along with their new acquaintance in Valonor, our heroes set forth to wrap things up in Helzand and collect their reward - a set of four Rings of Telepathy that should come in very useful. However, Lina has just finished speaking with two strangers to town. What could they possibly want in Helzand?
Having ventured out into Helzand's woods to find Old Man Gerhardt in his tower to hopefully destroy the Blight Stone, you fought off the tower's security and found somebody had taken control. Talking Rozalina down, you spoke with her, Niko, and Sylvester Gerhardt and deactivated the stone. Now you are to return Rozalina and Niko to Helzand and discover who the Niko you had previously seen in the temple is, as well as letting Lina know that the threat is over and claiming your reward.
Upon going to check upon a despairing mother's sick child, our heroes uncovered an active "Blight Stone" that has the ability to raise the dead. It seems that this may well be the culprit for the undead Goblin incursions Helzand has been brought low by, as well as Rolanda's sickness, but can they remove the stone without risking the little girl?
A little battered from an encounter with a strange ghoul-like swamp being, our heroes are making their way to a nearby town called Helzand where Ineia has informed them there is a troubling arcane anomaly that needs to be investigated. None the wiser to what this anomaly might be, we reconvene on their journey.
After discovering what most likely became of the black dragon who terrorised the village of Shairdsmire, the party prepares to descend the mountain and return to Shairdsmire to let the people know that they are free from her tyranny and then head south to the village of Helzand to investigate a troubling arcane anomaly the lizardfolk woman Ineia requested they look into for her.
Having begun their investigation into Shairdmire's missing oppressor, the black dragon Ivnieth, defeated the Shadow that rose from the Dragonborn corpse killed by Necromantic magic and freed Triak the Kobold from the deadly Swamp Snare, the party continues their movements through the perilous swamps towards the mountains the dragon called home.
You have been brought to the decaying village of Shairdsmire, cradled in the Slumbrous Swamp of Drutha, having been called by the promise of adventure by notices posted in nearby settlements. The people, downtrodden by decades of servitude under the Black Dragon that had claimed the nearby mountains, are calling for mercenaries willing to investigate why this dragon seems to be missing, and you have answered this call.