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The party has been accused of sending Krezk into a harsh and murderous winter. What can they do when the baron finds blood on their hands and every passing moment the clock's hands are spinning?
The party has made there way to another Barovian town in search of freedom, but still it seems luck is not on their side. Perhaps a mysterious voice will bring them something even more valuable?
The feet of our adventurers continue to grow more sore as many paths reveal themselves and remain a mystery. Which begs the true mysterious question; who really are these adventurers?
The merry band of adventurers are setting out onto the road again for the western city of Krezk, but not without dark and twisted nightmares from the tree line. Or worse, from the mist.
It seems the party has kept the town from utter turmoil and has their gaze set on further travels. Before then, they have some errands to run. Yes, really.
The long night has come to a close just as the sun has set on Fiona's plan for takeover. But, her daughter still lies outside the Baron's eye. What will the party continue to uncover in their search?
The party has halted an attempted coup, but the night is still young. Will they be able to keep up the fight in this strange political feud?
With the creatures killed, the party will find out that things in the town have been heating up without them. Will they be enough to keep everything around them from turning to ash?
Our heroes have survived an attack by the strange vampire spawn and collected the holy bones. Things are looking up, but not for long. Can the town be saved? Or will they be left with a heavy conscience?
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