A clearing filled with statues, many without faces, leads the party into a fight they didn’t want but couldn’t avoid. As the truth behind the gnome and the tree is revealed, Runtar is forced to act quickly to survive, leaving him questioning whether some things can be fixed, or only left behind.Find Out More

In a land where lies carry consequences long after they’re spoken, the party encounters a mother and her changed son. When the boy turns violent, Runtar is forced to make a difficult choice, and is left wondering whether some costs can ever be undone, or only endured.Find Out More

A strange dream of a school that shouldn’t exist, where ghosts linger, swords fight on their own, and problems are solved in ways that don’t quite make sense. Runtar isn’t sure what it means, only that it doesn’t feel finished.Find Out More

Following a map Bawbaggins recovered from the pirate ship, the party reaches a quiet beach marked by ancient standing stones and a carved riddle. Giant crabs interrupt the investigation, and somewhere in the chaos Runtar finds himself compelled to dance… before everything goes dark. When he wakes, the crabs are dead, the riddle is solved, and the stones have revealed a second map.Find Out More

With Canton behind them, the party spends three quiet weeks at sea. As they sail toward the Feywild, Runtar reflects on what the town revealed, how his companions are changing, and whether kindness and attention might matter more than strength in the world ahead.Find Out More

The fighting is over, but Canton hasn’t noticed. As the town smiles and carries on, Runtar struggles with what they chose not to say, how Gloom has changed, and what it means to leave a place that feels wrong behind.Find Out More