Just when things seem to be quieting down, farmers report livestock missing and feeling the earth tremble at night from heavy thuds. People are terror stricken and on the verge of panic.
A snowstorm in the mountains has caused your party to seek shelter in a cave. While setting up camp, one of your party notices some Dwarven runes and stonework near the back of the cave. The runes are an ancient form of dwarven. Only the runes for "power" and "king" are recognizable. Perhaps there is more to this cave than you first thought. Characters provided and rules taught.
You have returned to the sleepy village of Archet to find that things are not as you remember them. A new mayor has been elected, and the old one has disappeared. In fact, many of the people you knew in the town have disappeared. Plus, the guards at the city gate don't look like locals. Something definitely isn't right. Characters provided and rules taught.
The bad news is you are trapped far from home in a land where a magically created winter has helped the forces of evil to over-run the kingdoms of men. The good news is you know the tower you are currently marching towards holds the key to solving both problems. So armed with your wits, your weapons, and an incredibly dangerous artifact that killed the last one who touched it, you march boldly forward. Characters provided and rules taught.