The High King of the Hyllena, Rhydderch, is murdered during a coup by his brother, Prince Iago.
Prince Iago is crowned High King of the Hyllena following his brother's death. The rulers of Hyllena journey to Mysenia to swear fealty to their new High King.
Bandits sack the town of Hawksend in central Gothia. Lord Ulthor Hawksend is killed in the fighting.
The caravan, driven by the Dwarven Merchant, Clint Greenwald, departs from the capital city of the Aldrestian Empire, Gran Rydrius. The rogue, Vesta, and the sorcerer, Zeph, accompany the caravan.
Whilst travelling north, the caravan encounters the druid, Dank, on the road. Clint offers to let Dank join the caravan.
The caravan arrives at the town of Dolaucoth where they stop for the night and purchase supplies. Julia Albus joins the caravan.
Whilst travelling through the Dolau Pass, the caravan finds an abandoned Orc child whom they dub Orca and bring her along with them.
The caravan arrives at the town of Wuulfrend in the Kingdom of Wuulfengart
The caravan is ambushed by a group of disgruntled xenophobic farmers, angered by the presence of Elves in the town of Wuulfrend. The party fight off and slay the attackers with the assistance of the Swordstress Francesca.
The town of Wuulfrend is attacked by a group of bandits known as Carver's Bastards. The group, now known as The Defenders of Wuulfrend, joined together to fight off the attacking bandits.
The Village of Rhone in the Dukedom of Gothia is raided by bandits and many of the villagers are taken captive and transported to a bandit camp in the north. Aldus, the brother of the Paladin, Thurdon, is killed whilst defending the family home. Elise and Adam managed to flee from the attackers and hid in the forests before returning to the village and taking shelter in a barn.
The Defenders of Wuulfrend encounter a group of bandits on the road, they are joined in combat by the members of Clint's Caravan. The two groups defeat the bandits, Louis and Franz are killed in the fighting.
Whilst the party are away searching for the missing Louis and Franz, the caravan camp is attacked by a group of bandits. Clint is badly injured and Richard, Julia and Claude are kidnapped.
The party travel through the night, attempting to catch the bandits who attacked the camp. They discover the ruins of the recently attacked village of Rhone, the hometown of the Paladin, Thurdon. The party search the village, finding the corpse of Thurdon's brother, Aldus, and the only surviving villagers, Elise and Adam. The party learns the bandit camp's location from the goblin, Pepin. Pepin leads the party towards the bandit camp, leaving Clint, Orca, Elise, Adam and Dank behind at the village.
The party arrives at the bandit hideout that Pepin led them to. The party proceed to clear the bandits, room by room. Eventually, they arrive at the final room of the ruined manor. In the last room, they find the individual behind the attack on the caravan and the village of Rhone, at his feet are the caravan members; Julia, Richard and Claude. Before the party can act, the cult leader mysteriously vanishes, leaving the party to deal with the remaining bandits and cultists. The party find various documents in the cultist's hideout, detailing some of their attacks and a letter from 'M' addressed to 'L' stating that the cult requires more prisoners for some unspecified project.
Following their triumph over the cultists but failure to recover their companions the party return to the village of Rhone. The remaining party members reunite and fill each other in on what happened at the bandit hideout. They decide to rest of the night in the village.
During his watch, Zeph was approached by a mysterious woman, she stated that she had been following the party for some time and had witnessed what had happened at the bandit hideout, she said to Zeph that they shared a common enemy in the black hand group. Zeph was told that the group should travel to the World Tree, where they may find additional information.
The party decide to continue on towards Regensthall. Bazz releases the goblin, Pepin. The surviving children of Rhone accompany the party.
The party encounter an abandoned wagon on the road. The wagon showed signs of an attack. Zeph, Bazz and Wallace investigate a trail heading into the forest. In a clearing the party find an Ogre lair. Wallace returned to the party and had Thurdon, Vesta and Dank assist them in slaying the Ogre.
The Party reach a river at the edge of the Forest of Rhone. Camped alongside the side of the road near the bridge are three Roadwardens; Jacques, Eva and Renard. The party learn that the bridge has been damaged, and the Roadwardens offer to assist the party in mending the bridge enough to allow their wagon to cross. The party spend the evening drinking and carousing with the Roadwardens.
The party is attacked by a group of undead whilst they are working on the bridge repairs. The fighting is intense, Jacques is slain in the melee and Zeph is badly injured although he is assisted by Dank. After defeating the undead, the party complete the repairs, cross the bridge and continue on to Regensthall.
After a couple of days of travel, the party arrive at the gates of Regensthall. Their brief companions, Eva and Renard, say farewell as they head to the Temple of Provius to give Jacques his last rites. The guards at the gate allow the party to enter after Clint shows his merchant's papers. Clint heads to his home, telling the party they should find him tomorrow for their payment. The party head to the Shoddy Craftsman to find lodging for the evening.
The "Sword Merchant" is robbed by two mysterious hooded figures. It seems that his curse started after this encounter.
The party spend the morning exploring the town of Regensthall. They visit Clint to collect their payment, Clint offers to set up a meeting with the Duke so they can info him about the Black Hand cultists. The party visit a blacksmith and purchase weapons. They also return a crate of Alchemist's Fire to Sherwin, the local alchemist.
After Clint arranged a meeting, the party visit the Duke's Manor. They provide their accounts of their encounter with the Black Hand cultists to Duke Miles Roche. Duke Miles thanks the party for dealing with the cultists. He provides additional info on what he knows about the cult, as well as some of his knowledge about the World Tree. He suggests the party visit the Temple of Marius to learn more.
The party visit the Temple of Marius to gain access to their records. Thurdon is welcomed by High Judge Rust. The party work with Archivist Beatrice to uncover the answers they seek regarding the World Tree and Hyberia. Whilst leaving, Thurdon is warned by Rust that his aggressive actions have displeased Marius and further such actions may have serious consequences.
The party returned to the Shoddy Craftsman for the evening. They found Clint, Elise, Eva and Renard at a table together, they were also later joined by Sherwin. The party spent the evening enjoying one last night of revelry with their companions before parting ways in the morning.
The party make their preparations to leave Regensthall. They make one last visit to the Duke and request a letter of permission to travel to Hyberia, which Miles is happy to provide, he wishes them luck with their journey. They also visit Clint, asking if knows where they might find a horse merchant.
Clint introduces the party to Gil, a local Ox Herder. He offers to sell the party an Ox and cart, Thurdon suggested a wager to lower the price to 20 gold if he won or increase the price to 50 gold if he lost. Thurdon narrowly beat Bert, Gil's son, and the party paid 20 gold.
The party stop for the night. Finding a good spot away from the road they set up camp. The party members took turns taking watch, each doing so in pairs. The first watch was taken by Zeph and Dank who practiced knife throwing and discussed their fears. The second watch was taken by Wallace and Emyr with Emyr asking Wallace questions about his past. The final watch was taken by Thurdon and Vesta with Vesta sharing some of her history with Thurdon, Thurdon would spend time praying to Marius.
After four days of travelling, the party arrive a Merchant's Crossing, a city of tents, filled with merchants peddling their wares before moving on to the capital. A merchant approached the party, offering to sell them the finest swords. The merchant, however, had no swords to offer in his wares. Zeph deduced that the merchant had been cursed. They would learn that two mysterious men had robbed him of an amulet days earlier. The party would head to the local inn to find out more information.
After a merchant is attacked on the road between Draguilforte and Merchant's Crossing, Zeph, Thurdon, Dank and Emyr decided to investigate. They would learn that multiple attacks had occurred on this same stretch of road, all of the attacks involved what the merchant's describe as a "beast". The quartet would approach the Merchant King, Martin, who offered them a reward for slaying the "beast". After finding the location of the latest attack and following a trail to a cave in a nearby cliff face, the four searched the cave for the attacker. At the furthest end of the tunnels, they found a large chamber and four Kobolds who had been disguising themselves as a dragon and attacking merchant caravans. The group dispatched the Kobolds, although Dank was injured in the fighting, gathered up the loot and returned to Merchant's Crossing.
After their adventure hunting down "The Beast", Zeph, Thurdon, Dank and Emyr met back up with their companions at The Peddler's Rest where they explained what had happened.
The party members returned to Martin victorious after defeating "The Beast", they presented the Kobold Sorcerer's head to the Merchant King who paid them as per their bargain. Martin stated that the call upon him should they cross paths again in the future.
Whilst looking for information on the mysterious individuals who had cursed the "Sword Merchant", the party encounter Lord Garth Redwood. Lord Redwood states that he may be able to provide information about a couple that he and his entourage had encountered days earlier, but he would need the party to assist him. He explained that he had recently been made a Lord by the Grand Duke of Gothia, with this title he was granted the town of Hawksend, located north of Merchant's Crossing. However, the town has been abandoned for over a year and overtaken by monsters. Lord Redwood asked that the party clear out the infestation and he would provide the information they needed alongside some coin for their efforts.
Whilst travelling north through a forest towards Hawksend, the party encounters a group of goblinoids patrolling the woods. A fight ensues and the party defeat the patrol, afterwards taking a short rest to recover.
After hours of walking, the party eventually arrive at the ruined town of Hawksend. They spend some time investigating the perimeter of town. Vesta and Wallace climb a pair of trees to observe the town from above, but poor weather conditions prevent them from seeing much. As the sun begins to set the party decide to camp for the night.
Zeph led the party towards the woods east of Hawksend, eventually finding a cave that they decided would be safe to camp in. During their time at the cave, Wallace went out hunting and returned with a deer. Dank and Zeph cook a stew from Wallace's kill. Each of the party members took turns keeping watch during the night. During their watch, Zeph and Emyr discussed their lives before their journey together.
The party returns to the town of Hawksend after a night of rest. After another survey of the walls, they decided the best way to enter the town would be through the main gates.
Having decided to enter through the main gates, the party prepare a plan to deal with the guards at the main gate. Zeph suggests that he could lure the guards away from the gate, allowing the party to ambush them or sneak past. Zeph's plan is less successful than he had expected and the party are forced to fight the two hobgoblin guards. When they entered the town the party encountered another group of bandits lazing around. They decided they would attempt to deal with them quietly, however, Zeph clumsily awaken a bugbear leading to another fight. The party took a short rest in the remains of an inn. During their rest they decied that they would attempt to sneak to the other end of the town and find out what they were dealing with. Using the cover of the ruined houses, the party snuck through the streets of Hawksend eventually arriving at an abandoned building near the Lord's manor. Zeph opted to distract the bandits that had gathered at the main square and lead them away so the party could sneak into the manor. Zeph was spotted before he could get into position and was forced to hide in the basement of one of the houses. Zeph managed to disguise himself and avoid detection but was trapped in the basement. Vesta and Wallace went to help Zeph. Wallace was caught sneaking through the buildings but Vesta managed to find Zeph. The two struggled to free Zeph from the basement but eventually succeeded in clearing the debris blocking the trapdoor. Thurdon, Dank and Emyr noticed Wallace's predicament and attempted to draw attention away from him but were unsuccessful. They were forced to confront the bandits. Thurdon was successful in persuading the bandits to let them leave. However, as the bandits led them towards the exit, they spotted to bodies of their companions. The party engaged in combat with the bandits. After a hard fight the party emerged victorious and the bandit occupation of Hawksend had been cleared. The party now needed to investigate the Lord's Manor.
After dealing with the bandits and gathering any loot they can find, the party decide to investigate the manor. Skeptical of entering through the main entrance, Vesta decided to investigate the upper floor windows. After explaining what she had seen Vesta, Zeph, Thurdon and Emyr decided they would climb up to the upper floor to enter the manor, Dank and Wallace would stay below to keep watch. Using his newly acquired hookshot, Thurdon easily grappled up to the upper floor windows and created an opening to enter through, the rest followed with Thurdon's assistance. On the first floor, the party investigate the various rooms, finding trinkets and coins before eventually descending to the ground floor level.
Whilst searching the main hall of the manor in Hawksend an apparition of the former Lord of Hawksend appears before the party. He introduces himself as Ulthor Hawksend. Ulthor explains how he met his end at the hands of a bandit, Flint the Hammer. Ulthor states that his daughter is still alive and being kept as a slave by the witch who had taken residence in the town following its destruction. He asks the party to rescue his daughter, offering them his axe as payment. Zeph accepts and receives the 'Axe of Hawksend' which he would later give to Wallace.
After accepting Ulthor Hawksend's request the party entered the caves beneath the town of Hawksend. The caves beneath the town present themselves as a series of hallways and tunnels. The route the party take leads to a room filled with chests. Zeph's lack of caution leads to him triggering a trap causing a cave-in which would have killed him if not for Thurdon's quick thinking. Following the hallways, the party arrive at a crypt filled with coffins. Most of the party can sneak through the room, however, Wallace accidentally wakes the dead resting within and starts a fight. A small chapel dedicated to the God of Death, Provius, is found further into the tunnels. Stepping carefully, they avoid any traps that have been set. In the priest's quarters, they find some gold and an enchanted rapier. In a cave filled with a forest of mushrooms, the party stumble upon a Myconid Colony that has found its home in the caves. Wallace communicates telepathically with the colony's Sovereign who points them in the direction of the witch. Finally, the party arrive at a large cave lit by candlelight and filled with cages containing living and dead individuals.
The party arrive at a large candle-lit chamber in the caves beneath Hawksend. After some reconnaissance of the room, the party decided to free the people who had been trapped in the cages. Assisting the two women first, they tell the party that they have been trapped for months and that they should leave quickly before the witch returns. Whilst assisting the unconscious and hand-less man in the other cage, the party are interrupted by the arrival of a Green Hag known as Ethel alongside a heavily pregnant woman. Ethel acknowledges the party and crosses over a wooden bridge to an island at the centre of the chamber. After chanting some words and throwing a pair of severed hands into a boiling cauldron, she turns to the two women the party freed and instructs them to deal with their visitors whilst she completes the ritual. The two women, Mathilde and Brandy, transform into a pair of Green Hags. The Party engage in combat with the Green Hag Coven. During the fight, the party struggles to deal significant damage to the hags. After some time the hag Ethel manages to complete her ritual and a baby is born to the pregnant woman. After snatching up the baby, Ethel turns invisible and flees from the caves, her companion Mathilde follows soon after. Brandy, however, is less fortunate. The party manage to surround her and slay the hag. A final strike from Thurdon lands the killing blow. In her dying words, Brandy proclaims that their role has been fulfilled and the prophecy has begun. Thurdon throws Brandy's corpse into a cavern. Zeph and Emyr go to help the recently pregnant woman.
In the hag's lair, the party found Nazan, the daughter of Ulthor Hawksend, chained to a wall. After they were tricked by the hags, the party were sceptical of Nazan, but decided that she was who she was saying she was, Thurdon broke Nazan's chains. With some convincing from Zeph, Nazan revealed her affliction to the party. Following the attack on the town of Hawksend and her subsequent capture by the bandits, Nazan was offered the chance to escape by the infernal goddess, Pharika. The chance to escape came in the form of a potion that inflict Nazan with the Gorgon's Curse, transforming her into a Medusa. The party searched the rest of the room. They found some books; a journal written by one of the hags, a book on prophecies marked on a page about the Witchking and a book on local herbs. They also found a pair of magical boots and a wand with Nazan's name carved into it.
The journey back to Merchant's Crossing took the party a few hours, although they now knew the routes to take, having three injured to transport slowed their progress. They arrived back at the Peddler's Rest as the sun was setting. The couple thanked the party for their help before leaving to seek medical attention. The party Lord Garth Redwood and his entourage at one of the tables in the inn. Zeph informed the Lord that they had cleared the bandits from the town and about the hags they had found in the tunnels beneath the town, the Lord seemed perplexed by the existence of the coven, and he stated he would keep an eye open. He ordered one of his men to provide the party with their reward. Regarding the information that the party had asked about regarding suspicious individuals, the Lord informed them that he and his entourage had encountered a pair of hooded individuals at the Rusty Plough who spoke of an amulet they had acquired, the two were aggressive with the innkeeper when he had overheard their conversation and began suggesting places they could sell in amulet in the city, Garth and his men pressured the two men to leave, last he saw of them they had entered the city. Zeph introduced Nazan to Lord Garth but he seemed uninterested in her. When asked if he could send a message for the party to Duke Miles Roche in Regensthall, Lord Redwood responded aggressively, making clear he was uninterested in helping the party with Nazan. With their business concluded, the Lord and his men went back to their drinking. The party would spend the evening at the inn, planning to head towards Draguilforte in the morning.
Before departing, Zeph wrote a letter addressed to Duke Miles, this letter explained Nazan's predicament and asked if he could provide any assistance in the matter, after Thurdon explained about the recently established postal service, Zeph asked Miles if he could forward his response to Draguilforte's Merchants Guild. They managed to find a merchant who was headed to Regensthall, whom they paid to deliver the message. With all loose ends tied up, the party set off towards the capital, Nazan agreed to join them, hoping to find a way to lift her curse.
The journey from Merchant's Crossing to Draguilforte would take the party a day and a half, upon their approach the party saw the tall stone walls of the city rising over the horizon. They noticed over the last few hours that the forests and woodlands had begun to clear and in their place, they found farmland and grazing ground for livestock. At the foot of the city gates is the hamlet of Little Orchard, as the party pass through they notice the villagers returning from the fields. The local inn which they assume to be the Rusty Plough from their conversation with Lord Garth Redwood is preparing for their evening patrons, the innkeeper and his staff are setting up benches and chairs in the square at the front of the inn. As they reach the gates, they find their path forward blocked by a large caravan of elegantly decorated carriages, Zeph and Vesta recognise the heraldry as noble houses from Aldrestia. An older woman dressed in fine clothing is arguing with the captain of the guard. Using his magical earring, Zeph can hear their conversation. He deduces that the gates have been closed for the evening on orders from the Grand Duke. Emyr suggests they head to the inn for the evening and try to enter the city in the morning.
As the party turn to leave, Zeph locks eyes with a man he recognises. The man is tall with long blonde hair and dressed in scarlet and gold armour with a large greatsword strapped to his back. The man breaks his conversation with another man and marches over towards the party. This man is Felix Pharmakeia, one of the greatest swordsmen on the continent of Cindras and half-brother to Zephyrus Pharmakeia. Whilst Zeph and Felix are staring one another down, another man approaches and breaks the tension. Felix introduces the man to the party, he is Lord Yves Draguile, the commander of the Vert Cavaliers and the youngest son of Grand Duke Maxime. Zeph takes the opportunity to introduce his companions to Yves and Felix, whom Yves greets, shaking each of their hands. Yves remarks on how wonderful it is to meet adventurers, he states he would be happy to welcome them to the city, however, the gates have been barred by his father's command and there is nothing he can do about it, instead, he offers to buy them all a round at the local inn. The party follow Yves towards the inn.
Zeph, Dank and Emyr shared a room for the evening. Before heading to bed, Dank decided now would be a good time to reveal what he had seen in his hallucination to Zeph and Emyr. Dank describe the scene he had witnessed, a city of marble, an Elven man with indigo-coloured hair, a call for expansion into the west, how he had seen Zeph and Emyr in the crowd beside him. The reveal of this vision shocked Emyr, who revealed to Zeph and Dank that the man from the vision was his uncle, Iago, the High King of the Hyllena and the man who murdered his father. Zeph and Dank expressed this sympathy for Emyr and their desire to help him bring justice to his father's killer. Zeph made a promise to Emyr that he would help him in reclaiming his birthright.