The party pass through the gateway over and over.
The party finally reach the abbey, consolidate their enemies list, and contribute to the cause of agriculture.
The party starts throwing around powerful magic without a care.
The group gets invited to a dinner party with a political schemer and firmly establish their brand.
The group bicker and argue, sometimes in happy locations.
The group tracks down a saint’s bones and assert their dominance across a city.
The group raise arms against Orrin the Deathless and his allies.
The party catches a fisherman acting strange and make a snap judgement.
The group learns of the many troubles in Barovia.
The group fumble around with mystic orbs and the dwarven legal system.