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As all falls silent once more and shadows finally withdraw, we find our adventurers facing a truth much darker than they expected. Now that we understand a bit more about how they came to be, we must ask: What will become of them?
Sounds of cackling laughter, mystical spells, and sloshing bog water fills the air as the fight rages on with the ruins of Berez as their backdrop. Will they be able to shrug off the arcane tricks and prevail against this vile witch? What will become of them if they do?
From basement vampires to possessed orphans, druidic legions to revenant armies, the party has been through a lot. Who would have thought that in this long-forgotten and ruined old town would come the heaviest revelation yet?
Despite the general unease between our favorite band of adventurers, they set out on their continued mission. While they'd been warned to be careful, as things get tense, caution starts being thrown to the wind. Where will these winds of fate carry them next?
With the spirit of Argynvost vanquished, our party is feeling exceptionally triumphant as this stint of their journey to save the realm seemingly comes to a close. That is until a stranger of many faces makes a visit and begins to sow seeds of discord. What do they want and what are they willing to give?
Sending a horrific roar into the rainy night sky, the fearsome dragon phantasm challenges our intrepid heroes to prove themselves worthy. Atop the roof of Argynvostholt they shall come to blows, but who will reign victorious?
Our adventurers are running out of dusty corridors to explore in this old, dilapidated castle and have yet to find the supposed allies they've been searching for. With a singular large chamber and the looming presence of a haunted dais remaining, is this what it's all been leading towards?
With some intricate investigation and clever spellcasting, the party starts getting answers to their questions, but it all leads to an even greater mystery. Again. What did this fort stand for, and what brought it down? What's the history behind this knightly order of... what?
The halls of Argynvostholt turn quiet once more in the aftermath of an ardent hammer toss, but the cautious (or not-so-cautious) search continues. The party may be in search of answers but, in dusty halls and cobweb-ridden rooms, there's little to find. How long until they find something they weren't ready to see?
As our heroes continue to stalk the not-so-abandoned halls of the gargantuan fortress, they find themselves suddenly separated by a rapidly appearing wall of stone. Perhaps they shouldn't run off chasing figures made of smoke? Was it simply escaping or did it lead them into the trap?
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