A Pathfinder Adventure Path
Part one: Stolen Land
Our heroes meet and the journey begins; The importance of paperwork and ephemera.
Part two: Rivers Run Red
The right to rule is granted; supplies and expansion; the wilds, still uncharted; Enemies lurk unseen.
A city wounded; Conspiracy has many roots; Overweight bards and thick air.
Part three: The Varnhold Vanishing
Wherein a colony disappears; Concerning centaurs and tribal politic; Suspicion and Ducal duties; Ancient evils and the proper methods by which to defeat them; Souls, decanted.
Part four: LOCKED
Part five: LOCKED
Part six: LOCKED
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