Our heroes set out to investigate the Dead River, and hopefully the elusive Corman. But as always, the adventurers seem to find trouble along the way…
Thamior is stuck in jail, the journal is returned, and the thieves put on a most interesting production
Our heroes leave the spooky manor to return to the city with a few questions for Melina… what could go wrong?
Our adventurers end up in the attic, and find some old letters from Fladnagton’s friend, and a mysterious wind-up windmill. What’s the worst that could go wrong?
The group explores the Thieves Guild, and after doing so, set off for the Gloomy Manor in search of information vital to their cause.
The adventurers return to Elandor to complete their mission. After meeting many of the locals, they set off to the Thieve’s Guild for more information.
The adventurers escape the city sewers, when one of their own goes missing. A daring rescue ensues!
We meet our adventurers, gathered by a letter of unknown origin and cause. They explore Elandor and set off to the City Sewers to locate an object of great importance.