4d6 + 1. "Captain" Puigcardat has been entrusted with the mission of protecting the sewage system of the city of Estaon, an adventure to which he'll be joined by new and odd recruits. Enter - The Argos Billy Club. Our +1 - Maria Villier.
Three weeks after the events in Estaón, Von Baldric and the group have moved into the southern city of Prienne. The mystery of the Captain's salvation comes along a calm to which a fissure-making storm will follow for sure.
Relationships in the group are twisted after of Von Baldric's take on the drug called "Memory." Grugnim receives a terrible missive, Dun'khan sends Pin and Lin on a mission, and Ivy continues to seek, in vain, Mel's advice.
After an impressive return of Mel, saving the group but gravely hurting Ivy, the troop seeks help and comfort in themselves. Dun'khan's unconsciousness will, however, make events take an unexpected course.
Ned's reunion with his mother, Math're, and the remains of the Steel Claws is bittersweet. The forest calls, and a struggle about survival and family duty leads the group to a new debate.
Following in the footsteps of Jason, Ned's father, our heroes reach the ruins of a dark fortress among the woods. Of course, the construction is protected, and the team will have to face shellfish monsters to continue their adventure.
The game is called "Dungeons and Dragons," right? Well in this chapter there is no dragon, but our heroes will surely rather face one before entering this dungeon for sure.
Inside the forest, beneath the depths of a lost castle, the Sentry awaits the visit of our heroes - Who or what is this being? What secrets does it keep? And what is its relationship with Ned?
When returning to the Claws of Steel camp, Von Baldric's troop receives both expected and unexpected visits, has to give farewell to friends and colleagues, and prepares for a new mission of uncertain future (or past).
Fate leads Von Baldric's troop back to Lesscar, where their adventure began months ago, in order to find Charles. Remember Charles? It seems that he hides a big secret, big as a house. But as a big, huge house.
Fleeing with Charles' corpse, our heroes return to Prienne and seek the help of the enigmatic Amek Von Dekella. What secrets did the old man hide? Will they be able to recover them? His last mission goes beyond life and death.
Argos, 2541. Charles and his companions are forced to fight the Sentry's kraken under the dungeons of the forest fortress. It is a fearsome creature, almost impossible to overcome. Is this the trauma that made the poor man go crazy?
The dangerous shadow that threatens the whole of Argos seems to have its origin in the South, in Grugnim's land, from where he flew and seems that there is no other choice than to return. A new journey begins with unexpected guides.
After surviving the Fey's attack, our heroes and the Chief's troops arrive at the Southern Dwarves' land. The last chapter of this second arc is full of blood, death, betrayal and a metaphorical storm that does not predict a good future.