A random group of adventurers encounter a strange exchange in a tavern, and are enlisted to help a woman find her kidnapped daughter. Trekking through the swamp, they meet the woman again and learn she deceived them, but only because she needs help completing a ritual to prevent extra-planar tears from releasing fiends into the swamp.
The party pick up a new member, some new quests, but lose a member in the process. Gaining a tiny fey ally, they journey towards the source of planar energy in hopes of finding answers. On the way they discover a missing person and send him on his way to safety.
After completing several quests, the party travel to an abandoned Wizard Tower. Accompanied by a journeyman wizard, they aimed to investigate the disappearance of the previous auditors and rid the tower of magical dangers.
With new mounts acquired, the party set out to the reported location of the wanted criminal Captain Vice. Upon arriving, Versa reveals her connections to the current Captain Vice. She reunites with old crewmates, and the party hatch a scheme to harass Captain Vice when she returns early the next morning.
Lingering in the pirate cove, Versa reunites with Kismet, Lurtak spends some time with Lure, and Versa contemplates some bad decisions. Departing the cove, the party fight some elementals who had been burning the forest, and encounter a very friendly old woman who offered suspicious baked goods.
Taking a pit stop in Daith to resupply and meet with Ronala and Einhard, the party sets off toward Blisridge with the ultimate destination of Versa’s hidden treasure horde and meeting Sela along the way. Versa sets in motion a fake kidnapping scenario in an attempt to mess with Magpie.
Now protected against scrying, the party traveling through the jungle, discovering a tree from a different realm. They dispatch hostile and confused dryads in a crossroads between the planes, completing their side of their deal with Sela. Comet rejoins their traveling companion and teleports the party to the grave to Versa’s former captain to contemplate their next moves.
The party meet with a well connected spymaster who wishes to use their connections to the Order of Voiceless Lark for an espionage mission. Though several members have no love lost for the Order, the idea of working as a government agent sounds less than appealing. Will they put their distrust of the government aside to help take down the Order from the inside?
Newly focused on meeting with the Order of the Voiceless Lark, the party travel north to the jungles of the Sleeping Wilds, encountering an eerily destroyed village filled with ghosts blissfully unaware of the horrors they suffered.
Versa returns from death, but not before experiencing a vision. Back in the town, the party interrogate their captive for information. Reinforcements arrive in an attempt to finish the job, but are utterly unprepared for amphibian combatants.
Sela releases the seals on the villagers' souls, allowing the party to complete burial rites. Departing the village, the party travel for several more days to reach the rendezvous point and meet their guide.
With great care, the party select their murder chickens and prepare them for transport back to the Avarice. The party is still processing their meeting with the Lark and must decide what to do with the information and new perspective they've gained as they meet with the Spymaster.
Following their allies' heroic entrance, the party race to escape the crumbling devil complex and rescue their stolen mounts. Arriving back at Digford, they find things quite a bit more chaotic than they remember.
After invoking the magic of the cookie tin, Ricoril finds himself spurred to return home to Cleiben. Finding his sister's soul trapped within a legendary sword - the grand prize of the Grand Tournament - the party enter as combatants. The group make friends and foes, gaining a degree of renown on the path to obtain the sword to free her soul inside.
The party advance to Cleiben to investigate Ricoril's feeling that disaster has affected his family. They find his sister comatose, with her soul simply missing - that is, until they track it down contained inside a powerful magic item to be awarded to the winner of an upcoming tournament.
The party compete in their first team vs team fight of the Grand Tournament against the Lunar Rose Guild, but not without close calls. While spectating other matches, Versa recovers some lost memories of her time after falling into the sea towards certain death.
Friend and Friends find themselves evenly matched against their next Grand Tournament foe - Always Sunny. Through over ten rounds of combat, the teams sparred through gusts of wind, countless eldritch blasts, a playful kitty/goat/lizard and a confused weasel.
Winding down after an exhausting day of competition, the party peruse F&F themed merchandise and mingle with their fellow competitors. On the way home, Gael confronts a figure tailing the group, who gives them an urgent letter to deliver to Pine.
The party avert catastrophe as they thwart Gracelyn's reckless plan, Versa follows up a mysterious note left at the scene, and the group attend the next day's meet and greet in preparation for the day's match.
Ricoril says goodbye to his family as the party leave Cleiben. Setting course for Ockburn, the group confronts Afiqa about her apparent betrayal, only to find things are more complicated than they appear.