Chapter 13 – Part 1: Heirlooms
After your early-hours escapades, it’s time to regroup. How well did you do, and did you get everything?
After your early-hours escapades, it’s time to regroup. How well did you do, and did you get everything?
You got what you came for, but the walls are closing in. Can you get out?
Get in, grab some loot, get out. A simple mission, right?
So far, the results of your investigation are less than ideal. Maybe you’ll find some new leads upstairs?
With time to kill, you still have a mystery to solve. You head back to Stardust to try and retrace your steps.
You won’t let this slide. With a problem to solve and a goal in mind, it’s time to start planning.
Silas takes you to the source of the problem. Ameronis seems eager to help, but the proposed actions are not exactly… legal.
Your original plans were upended, but now you get back on track and pay the beggars a quick visit. It’s business as normal for the beggars, but Silas has troubling news and needs help.
Your head is pounding, but you have to focus; you stand against Captain Cedric now.
You wake up with no memory of what happened last night. Why does your head hurt? And where did all this blood come from? There’s a mystery afoot, but they’ll have to wait a while; you’re already running late.
Endless grandeur lies across the Aveseran, with glimpses of even more exotic treasures hidden between the trees.
Derna is large and there’s still much to discover, including the old fortress. Time for some sightseeing!