With and angry mob behind them, the party finds their way forward blocked by a terrible guardian.
The party runs into more problems in New Hope. Maybe the cultists are not quite as friendly as they have made out.
The party decides to investigate the settlement of New Hope.
With renewed purpose the party begins to track the cultists destination. Ashirion’s backstory gets in the way for a while only for the party to soldier on and find something quite unexpected.
Traveling quickly, hoping to locate the cultists, the party makes a gruesome discovery along the beach. But have they themselves been discovered?
Armed with a lot of new terrifying information, the party must decide their next course of action.
The party is forced to deal with a new type of undead, Ashirion is forced to talk about his past and Father Becker receives a vision of the future.
The party learns a few important pieces of information from their new pirate friends. Including some terrifying news. Just as the party starts to make headway finding the pirate captain, Ashirions haunted past suddenly becomes everyone’s nightmare.
Our first combat using the new Pathfinder Second Edition Rules! Listen as our party proves decisive as they meet two pirate crews, locked in a standoff.
After a few weeks of rest in Port Hullbeck most of our party is ready for a new adventure. While one member decides it is time to stop running from his Demons and look for a new path, one of his Demons has a different opinion.