Their time of recovery interrupted by would-be burglars, the fellowship finds themselves in a dark, trapped position. These insidious characters are a greater threat than expected, but vengeance is in the Party's heart.
A hardy, old stone remnant lathered in grime and wreathed in green. Our fellowship seeks a momentary respite inside, but curiosity gets the best of them.
Spirits whisper to them as they awaken into a new day. Travel to Sunbeam continues, but the Crystal Woods are not to be trifled with. With every inkling of awe and every tiny, fantastical creature in these woods, there are equal parts dark and malicious elements.
Now Redro is a blank canvas, tattered at the edges. It offers nothing, and has nothing, but it can be shaped with the right words and strokes. Our Party tends to themselves, and their own duties. First, a speech must be made - paths and deeds must be set in motion.
The battle over, the people saved - in some ways. The Watchtower is left to pick up the pieces. With none fit to rule, they must reconvene and make some hard choices.
Revisiting the Heartwood, the Party discovers their strong words of daring and deed have riled a rebellion within the walls of Monolith. They have a choice, now - use the people's newfound strength to set things right, or let them solve their own problems. Any other folk might turn the other way, but this old pirate, this woodland witch, this knight and this spy - these folk are Watchtower.
After a tumultuous battle, the party flees into the forest. With the knob in the grasp of the animal companions, tensions are still high - but a wandering ally offers some momentary comfort.
Sneaking further into Zael's cavern, the party prepares to breach the inner laboratory. The scorned spy Goose, perpetrator of Emerald's separation from Ivory, awaits within. He's not alone - a Mica pugilist and a twisted professor also stand against them, and the threat of giants and witches looms. Zael has many allies, and the battle will be trying - who will prevail?