Chapter 1
Thieves guild
The day after rescuing the lost townfolk, the group's celebratory meal at Gerda's family inn was interrupted by Geth, a ruffian and the main mouth of the thieves guild. He threatened the inn, Sechide's family, and Grart's cousin, Harkell Axebeard. Geth pressed them into stealing a crate from an upcoming shipment.
Soon after Geth left, the group was approached by two members of The Path of Ilnera, an organization devoted to brining good to the realm. They suggested the PCs do the job and attach a small item to allow the two NPCs to track the stolen goods. The item was tracked to the former town armory, a fortified building which would be difficult to attack from the front.
Research into the armory pointed to two dead wizards, Akmenos & Rieta, who had tried to conquer the town several years ago. This led to the wizards former shop, now owned by a gnome grocer. In the basement the group found a magically warded back entrance into the armory which appeared to be locked. Town guards mentioned that the wizards were chased out of town to a now abandoned tower.
Abandoned Tower
After searching the top three levels of the tower the group found a secret basement.
Below ground the group finds a large set of caves and rooms. They first encounter four spirits who are bound to the mines and seem to be caught in some magical binding. They meet the desk clerk Ander Rhanne, a dwarf with a lost daughter Delg Draketoe, the housekeep 'Little' Lidda Mistfallow, and a vocalist Navarra Bersk each with an unfinished task.
After tracking down a twisted spellcaster Grart shatters an amulet and frees the spirits. The also free a celestial bound in an arcane circle which drowns the creatures in foul mud. The Deva grants a boon to the party, with each member accepting a mark except Warren.
The group also eliminates a group of orcs, goblins, and an orge who had taken up camp in the mines and dispatches the ghoulish foreman. Finally, after clearing an infestation of vine blights the group finds the wizard's lab.
In the lab they find a map written in a lost language, a key granting them access to the armory, and a strange page which seems to alter the weave of magic. Upon inspection the page sends a confusing message which implies the PCs should follow the map.
On the way out of the tower they are confronted by a powerful spell caster named Cade who draws his power from the demon lord Narh'rithi. In the ensuing fight the caster is severely wounded and attempt to flee in gaseous form. After calling out to his patron a massive demonic hand reaches out and crushes Cade', leaving him semi-consious and drifting away.
Armory and Dragons
Laden with the most valuable of sconces the PCs return to town and use the recovered key to slip into the Armory. There they find two trapped dragons, Vellastroas the Shepard and Sar'thaza the Ravager. Upon releasing them from their prisons, Vellastroas offers to watch over the city to ensure that the red dragon doesn't immediately destroy it. She also sends the PCs in search of Eles'teel Sil'thyra, the proprietor of an inn named The Hunting Shepard and recommends talking to an ancient gnome named Sage Ghenisa. For unknown reasons the Sil'thyra elves seem familiar to Sechilde, possibly relating to her lost memories.
After deciding to free the two dragons the Sechilde and Selise use a barrel of alchemist fire to burn the headquarters, rescuing an operative from the neighboring Cerelian Empire named Kazimir "Slipfoot" Raisa. Slipfoot gives them a way to contact the resistance. What the Resistance is, what it stands for, and what it's goals are is for not entirely clear.
Jeresy sees the party leaving the armory's back door and pieces together a narrative, which she sells to the relatively new captain of the guard. The captain decides to make heroes out of the group in order to deliver a win and prove that she's a capable commander.
In the process of investigating the thieves guild two council members are implicated in corruption and House Draven is in trouble for smuggling. The group is honored as heroes by the town.