The party decides to go to Alliance to warn them about the three camps to the Cult of Arrozus within the Winding Passes. However, they must first face the moral quandary in front of them: a teenage cultist who wants to return to his home, but who has made a grave mistake in joining the cult.
In the wake of the party's discovery of the fiendish operations within the Winding Passes and Immil's revelations about the Champions of Fragmentia, the party ventures once more into the Winding Passes in hopes of gathering more information on their movements and intentions.
After a harrowing encounter with some hellhounds deep within the Winding Passes, the party must regroup and decide which path to take next. Do they continue to delve further, hunting down the creatures that slayed Meepo's pack? Or do they leave the Winding Passes behind in search of answers in Larmes?
Bells are ringing at the gates of Perdu and the party is split. As Adaline and Balor exited the abandoned shop of Whimsy--a crazy sorcerer who'd made a deal with a hag and led the party on a wild goose chase into the Whisper Woods--a gaunt and horrifying undead figure lurched toward them. Those spending their evening at the Board of Adventurers don't know what's happening, but there's one thing for sure--those bells don't sound good.