The party finally reaches the town at the foot of the Spire, but arrival brings few comforts. The ferryman’s bargain still lingers, the Feywild continues to leave its mark on those who travel through it, and somewhere above the fog-shrouded streets waits Dandelo, the god carrying Famine within. As the Spire looms overhead, Runtar begins to wonder whether the truths they traded were really the price of crossing the river.Find Out More

Runtar was certain the tiny hut would keep them safe for the night. Then the voices started outside the dome. As more figures emerged from the darkness repeating the same impossible promise, the party realised too late that something enormous had already closed around them.Find Out More

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