With the temple cleansed of the haunting presence of the High Priest, and Morgan's shadow returned, it's time to head home. Your friends in the Coralous Union await your victorious return, ready to hear of your last great adventure.
The high priest has been laid to rest, and the corruption over the temple is finally gone. Safety and comfort are within grasp, but there are still loose ends to tie up.
Armed with knowledge and a potential ally, the only thing left to do is take the fight to the master of the temple and pray for success. But what will victory cost when the best chances of winning hinge on a bargain with the fey?
The more of the temple that is explored, the more questions that arise! Lizardfolk, ancient gods, and shadowy undead have all touched this place, but what do they have in common?
Something powerful and evil has awoken within the temple, trapping the party inside. Thanks to the safety of the sunstone, however, the tides are ready to turn, and a plan is in motion to destroy the temple master and save Morgan!
Entry to the temple has been gained, but there is something very wrong, and very ancient in this place. Tread carefully, lest something that frightens even the shadow fey awaken!
The Outkasts found the Anasss'gura village, only to discover it deserted, the villagers having fled or died. But while the culprits behind the massacre were found, one stole away with Morgan's shadow, leaving him debilitated. Then, of course, there's the matter of his scarf...
The party is finally in the Deep Forest, ready to find the missing tribe of lizardfolk, but nothing is every that easy, even for those who are still hale and hearty.
Ending the contract with the Expedition Team, the Outkasts head into the Deep Forest in search of the Anasss'gura people. But there are things more ancient and perilous in these woods than most know.
The job is over and a great feast is being held as a send-off. But is there more going on beneath the shadowy canopy of Darkbough than the Vass'anass are letting on?
Time flies for the expedition as research into the Bregaran Ruins takes place with the permission of the Vass'anasss. However, as things are wrapping up for the researchers, they are just getting started for the adventurers.
The locals have been placated for now, but they aren't willing to permit trespassers to roam freely. Can they be convinced to let the expedition stay, or will this be the shortest expedition ever?
A day and a half of travel into the Darkbough Forest has finally brought the expedition face-to-face with a Vass'anasss hunting party. While the Vass'anasss aren't outwardly hostile, they are known to be fiercely territorial, so whether the group has escaped the proverbial frying pan only to end up in the fire remains to be seen!
The Darkbough Forest has bared its fangs, and the expedition now understands its terrible reputation. There's no turning back at this point, however, so the only choice is how to proceed.
Now finally in the Darkbough Forest, the expedition is ready to make their way to the Bregaran Exit with the help of the local guides. But the woodlands are the home of a dangerous and isolationist tribe of lizardfolk who may not appreciate the continued presence of outsiders in their lands.
After weeks of travel, the party has finally arrived in the far west reaches of Coralous, ready to explore the ancient dwarven ruins. But things are not so simple in the Darkbough Forest, and it quickly becomes apparent that making the journey here will be the easiest part of the expedition.
Halfway to Veradil, the caravan takes a break for a couple days in the town of Haven. Here, more than anywhere in the Union, do the elven ways of Golarion live on, resting in the lands once held by the famous Amaelian family.
The long road to Haven may be well traveled, but much of the land in Coralous is still wild and untamed. There is safety in numbers for those in the caravan, but dangers lurk just off the road.
The Devonshires are safely dealt with, and things are looking good for the newly coined "Red Blade Outkasts." But that doesn't mean that the party is going to get much time to rest as discoveries, both historical and personal, unexpectedly spring up.
The fight against Malorek is finally over, now it's time to face Orryn in court one last time and see if anything can be done to vindicate Rayne.
With the magistrate ruling in favor of the Devonshire family, the party decides on a drastic course of action: take the fight to Malorek in an attempt to gain the favor of the city guard. And if some ties between the thug and the Devonshires come to light as a result, all the better.
After receiving a visit from a shady guard, the party has tracked down Malorek in his hideout. But can they do anything about the notorious criminal before he strikes again, or do they need to wait for their day in court before they can start taking action against those who have it out for them?
Between Orryn and Malorek, there's no doubt that someone has it out for you. But what is a group of freelancing sellswords to do when they are targeted by civil litigation? Take matters into their own hands and risk the wrath of the law, or wait patiently for their day before the magistrate and hope for the best?
With Nettle Lake's resources on hand, you are able to discover some new leads into the background of Verant. But before any steps can be taken to pursue those leads, there are pressing matters in town that demand your attention.
After the longest week away from home since your time in the Red Blade, it's time to avail yourselves of Nettle Lake's many offerings. But things are afoot in Coralous, and life in the largest town in the Union is getting a bit more interesting as a result.
With the druid controlling the Yellow Musk threat pacified, the party is free to return to Two Pines and complete their errand with Bellusial. It's been a rough week in the north, but the party is leaving stronger, wiser, and more capable than when they arrived.
With Avul's Port safe from the zombie horde, the party is tracking a potentially druidic lead to the north, but faces a tough choice: breaking off their pursuit could leave them without a lead in the attacks, but failing to meet up with their contact might mean failing a the job they were hired to do.
The Yellow Musk Creeper residing in the Abelynn graveyard has been destroyed, but the mass of tracks heading southward is still a mystery. Who left the tracks, and where were they headed? Who was the cloaked figure on the hillside during the fight at Richard's cabin, and how are they involved? Questions remain, but perhaps one more than any other: is this even the party's problem?
Having been asked to leave Two Pines by Deputy Howard following a nasty bar fight, you are forced to take shelter in the remains of the Wells' cabin. But thanks to a new lead from Veliel, tracking the botanical threat back to the source might be a better option to help the town.
With tensions ramping up in Two Pines after the loss of an entire lumber camp, citizens are starting to look for someone to blame. Some blame the guards for failing to protect the people, others point to the druids to the north for negligence or outright malevolence. Still others are looking to pick a fight with anyone they feel looks suspicious. Maybe now isn't the best time to be a stranger in the surliest frontier town of the Union...
There is no question now: Something is killing the people of Two Pines, and the problem is starting to reach the boiling point. With panic spreading throughout the town, can the local authorities do anything to calm the storm, or is the situation already too far gone?
Stuck in Two Pines wouldn't be as bad if it wasn't for the armed escort and casual racism. Despite that, the people of the north have their own problems just a hair bigger than a handful of uncouth adventurers.
The people of Two Pines are no strangers to hardship, but things have started to get out of hand in the north. But can the party do anything to help, or is this simply the price of living on the edge of civilization?
Sometimes the problem with contractor work is that there just aren't any big jobs. Right now, Wrellen's got a lead on some easy work for the party, doing escorts and playing gofer. The job pays well enough, but jobs like these always end up being dreadfully boring... right?
With the problems in Miller's Bend resolved, Wrellen has promised to look into new work. But the friendly neighborhood tavernkeep isn't the only source of work to be had. Especially when criminals still prowl the streets of Nettle Lake.
With one of Verant's gang captive and talking, the location of the camp of miscreants has been revealed. Now it's time to head over and serve those pesky good-for-nothings a permanent eviction notice.
The gang of miscreants was embarrassed in Andrew's tavern, and beat a hasty retreat. The problem with folks like that is that they never know when to leave well enough alone...
There's a group of folks making problems for the locals in the sleepy hamlet of Miller's Bend, and Wrellen has the perfect group in mind to take care of business: you. Go show those troublemakers what trouble really looks like.