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"Two HP is still enough to be standing." - Harkness
The "Housekeepers" are pinned down in a lethal blizzard, surrounded by foes who thrive in the freezing cold. With the party's resources dwindling and a member on the brink of death, every roll counts as they fight to escape the whiteout.
But survival is only half the battle. A strange discovery in the aftermath leads the group to a place they never expected to see, and a new mystery waiting in the dark.
"We're housekeeping, not street keeping." – Harkness
After a hard-won victory in Easthaven, the party hits Level 5, but not everyone is celebrating. While the others grow in strength, Harkness’s Patron demands a mysterious price, leaving the group vulnerable just as a brutal blizzard ambush by Frostbitten Berserkers threatens to end their journey.
As a surprise crack of lightning shatters the quiet night, the hunter become the hunted. Will the group be able to stop Auril's cold-blooded assassin, or will they become his next sacrifice?
The party finally arrives in the major hub of Easthaven, but the "Housekeepers" quickly learn that the bigger the town, the darker the secrets. What starts as a simple investigation into a frozen ferry leads the group into the heart of the town's grim traditions.
As the cold wind howls, a chance encounter in a crowded square changes everything. The hunt isn't over—it’s just beginning.
The group claim the stronghold for themselves, and return to Caer Konig with the stolen goods and a new destination in mind: Easthaven.
The added threat to the group causes them all to dig deep and pull out new moves in a rush to the finish this fight.
A caged undead ogre somehow becomes a problem as things heat up inside the stronghold.
On the doorsteps of a Duergar stronghold, the group spend time investigating and planning for the best way to get inside unseen.
The invisible thief drops their spoils and takes up off into the night. With very little light, and a sense of urgency, the group use everything in their arsenal to stop it before it gets away.
The group learn of the theft of random items over the last few nights at Caer-Konig and spend the day investigating and planning a trap for the mysterious thieves.
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