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Tensions run high after a teleport spell has dire consequences for the party and leaves them stranded in unfamiliar territory. Krag crushes his enemies, and makes more in the process.
Finding themselves stuck with Squire Quigley, the party makes their way westward. They run afoul a villainous pair of bandits and chaos ensues.
Reeling from the effects of the dryad’s curse, Krag and Co. turn to their mysterious new acquaintance who claims to have a solution, but the price may prove too steep.
Having evaded Thistle’s trap, the party makes their way towards a shopkeeper who may hold the key to freeing Krag from his curse.