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The Party enters the frozen facility found deep in the desolate icy caverns, arguing over what to do next as they encounter an Ichor Beast not quite like the ones previously encountered...
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The Party travels the frozen tundra beneath Edict, finding themselves at a seemingly abandoned facility inhabited by nothing but a harmless scarecrow...
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The Party travels through the tunnels mined out and frozen over by the Smither's Coal Company, quickly finding themselves on the trail of wandering Ichor Beasts deep underground...
The Party makes their last arrangements before starting their trek out of Edict and towards the distant tunnels where cold winds sweep the stagnant tunnels after the vanishing of a company of elves...
The Party discusses terms with the Brokers and after securing a deal, the Party travels to the Red Light District of Edict to search for lodgings for the night, arriving at a mysterious structure called the Sweet Honey Hive...
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The Party explores Edict, setting the stage for new alliances as they prepare for a meeting with the mysterious Brokers, an obsessive and seemingly near omnipotent cult of information gatherers who may already have all the information the Party needs...
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Following the Peacekeepers further into the Underdark, the Party is corralled into the city of Edict, an ancient elvish settlement deep under the ground, built on the advanced bones of what came before in an age long past...
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Deciding to deal with the dangerous automaton once and for all, the Party stumbles across an underground path heralded by strange cold metals and foreign technology that seems borderline magical...
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The Party reunites with Gil and puts their heads together on how to tackle the mechanical problem stalking the ruins of Sunspot and what to do about their embittered prisoner...
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The Party cleans up after their initial encounter in Sunspot before exploring the ruined city, finding themselves not quite alone in the ruins as they search for potential gains among the ashes...
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