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A recap thus far: The party wished the orcs of Glenwitch out of existence. Into that absence poured kobolds, who seized the Library of Daedala and
began raising a steampunk city around the stacks. Before the heroes ever reached those doors, they came to a Temple of Fate they believe belongs to Estilla, goddess of things left unsaid.

But at the shrine is where the campaign broke from all things conventional. As they arrived, Daea Badoor — paladin of Bahamut and last known living descendant of Vadou — was killed. One PC wished to take Vadou’s place as Baelnorn. Vadou used that wish as a door, called them fools, wished them well, and left the shrine. Only afterward did the party go to the Library to ask leave to use its knowledge and to drive a tunnel
to the shrine. A necromancer ninja and his zombie clan intercepted them. They survived and declared themselves rulers of the Library with a rogue kobold lord. The prison still has a body in the chair. The prisoner does not.
What to expect:
• Gritty, deadly AD&D 2e gameplay with real consequences, both absurd and unpredictable.
• Wilderness hexcrawls, tense dungeon delves, and political intrigue among the petty lords of the Glenwitch slopes
• A living world where your choices echo across levels and sessions
• Horror-tinged mystery with ritual, curses, and an evil that has been waiting for you - or becomes you.
• Epic scope: from desperate low-level survival to high-level confrontations with forces that could reshape the land.
** Priority of table availability goes to the players at the last session.

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