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Krag’s journey homeward is nearly complete, but the enemies he’s made along the way don’t intend to let him finish it. The epic battle between good and evil comes to a head.
When a trio of deadly sirens tries to take Krag and Markus captive it's up to Garand and Angie to save the day.
With the sirens taken care of, Garand and Angie still have to deal with a spell addled wizard and barbarian.
Krag finally arrives in the Windscourge Wastes, only to find thing have changed in his absence. Krag’s homecoming has dangerous consequences that leave the party in their most desperate situation yet.