The party single-handedly changes the course of history for Neverwinter. Maybe for good, mostly by accident.
The party faces off with Old King's Guards and finds out the truth behind the coup to take over Neverwinter.
The party rests and regroups, studying their strange new weapons and heading towards a showdown with the protector of Neverember's Tomb.
As the party heads to their next big adventure, they stop in the small town of Leilon with Sildar and Forrel... But there are dark forces at work. Dark, cold, Frosty forces...
The party reaches the end of the Tomb of Neverwinter, coming face-to-face with wisps, mimics, and their greatest challenge yet: a puzzle.
The party descends deeper into the Tomb of Neverember as the players descend further into exhaustion, madness, and kink definitions.
The party tracks the usurper beneath Castle Never to the Tomb of Neverember, meets its frightful guardian, and gears up to (FINALLY) fight something... And save the King of Neverwinter, I guess.
As the Coronation draws near, our party finally gets some new leads in their quest... But at a cost.