Rise of the Guardians
The world has never been a safe place. Bastions of civilization populate a dark, menacing world—islands of order and reason exist in a land otherwise overrun by dark cults, vile monsters, creatures from the dark edges of the imagination, and worse. As deadly as the world is on a normal day, something has begun to stir on the fringes of the civilized Elsir Vale. Formerly the site of an attack by an army known as the Red Hand, the Vale has known several years of peace since brave adventurers stormed into the teeth of the approaching Hand and sent them scurrying back into the darkness.
Chapter Three – Modra?
Back in Overlook the Party find themselves targeted by a group of street toughs seeking the mysterious brass key they obtained at the end of that previous adventure. Through their would-be assailants, the PCs obtain the name of the one who ordered theassault—”Modra.”
Chapter Two – Siege of Bordrin’s Watch
A new threat looms to the west: A vast horde of orcs and their despicable kin emerge from the barren lands bent on plunder and conquest. While the Elsir Vale and other lands mobilize their
meager forces to respond to the danger, a call has gone out to those heroes of the Vale to join forces and help to push back this new evil before it’s too late.
Chapter One – Rescue in Rivenroar
The Guardians are called to rescue seven villagers from Brindol that have been kidnapped and to return six stolen relics from the war with the Red Hand