On their way to see the druidic sect known as the Wardens of the Wood, the heroes are ambushed by a pack of gnolls. Gnolls are fundamentally cowardly creatures, and the pack is soon broken; the only gnoll to not try to run away is the Fang of Yeenoghu, who is quickly cut down. The party finds some treasure, including a curative belt, a magic battle standard, and a skull mask.
The group continues on, crossing the Nentir River and eventually coming to the wood where the druids dwell. They enter the wood, led by Shava, and eventually find themselves surrounded by animals. Shava spots a figure before them, who turns out to be none other than Brenner, a ranger whom Shava trained with before she became a Warden. Brenner tells them that he will take them to see the druids, and turns and starts walking; the party follows.
Eventually they come to a grove filled with animals of myriad descriptions. Suddenly, many of the animals' forms shift, and they become humanoids. There are humans, elves, shifters, goliaths, even orcs; an aged man steps forward, the others acting deferential toward him. “Why have you come?” he asks. The group explains that there is a plague in Fallcrest, and that they want the druids to help in curing it. “A plague is nature's way of culling the herd,” the elder druid says. “Why should we help prevent that?”
“Because it is an unnatural plague that animates its victims as undead,” Shava explains, and is backed up by her companions.
“We will help,” the elder druid says, “If you will perform a service for us.”
Kraygin steps forward, shouting, “We don't have time for this!” But the elder druid is unmoved.
Before the situation comes to blows, Brenner steps in, suggesting that the druids leave for Fallcrest now, while the party goes on their errand, thus wasting no time. The elder druid agrees to this. He explains that there is a grove to the north that has fallen under the sway of something unnatural. He would like the heroes to cleanse it. He tells them that he will wait here while they do so, and when they return, he will go to Fallcrest to lend his aid to the other druids. The party agrees, and Brenner takes them north.
Eventually, Brenner stops, saying that he will go no further. When asked why, Brenner explains that this task is not for him to complete. He tried some time ago, but when he tried to enter the grove, he found himself walking in the wrong direction. He tells the party that Elder Druid Alrin was not entirely truthful; that this presence has existed for three years and many have tried to enter the grove, but none have been successful. According to Alrin, the task is meant for someone specific.
The party enters the grove and finds themselves in front of a circle of standing stones with a large, glowing rune embossed in the earth in its center. The rune pulses with blue light, and the party soon discovers that there are motes of similar blue light, pulsating in time with the rune, descending from the air. The party approaches the circle warily, not knowing whether or not the motes mean to harm them. It very quickly becomes apparent that they are dangerous, though; the motes surge with light, and when they do, the heroes are afflicted with painful and debilitating visions that they cannot interpret. They attack a few of the motes and destroy them immediately, but soon discover that for every one mote that they destroy, two more emerge from the stone circle.
The party enters the circle, seeking to try to read the rune, which Sredin and Silus recognize as a prophecy mark, a piece of prophecy written into the earth itself. Each member of the party seeks meaning in the rune, and sees bits and pieces of writing that they can read, each in different languages.
Kraygin reads the words “thrice-slain”.
Silus reads the word “trickster”.
Sredni reads the word “wrathful”.
Chance reads the word “fortunate”.
Shava chooses not to read the rune, and instead steps into it. Immediately, she is lifted ten feet into the air. She is assaulted by more visions, but this time she can understand them: she sees herself meeting the Green Man, becoming his disciple, and becoming a protector of the natural world.
Silus steps in next, and sees a vision of power emanating from his heart.
Chance steps in next, and sees himself standing with child-like versions of himself running about his feet.
Sredni steps in next, and sees himself at the head of a vast, conquering army.
Kraygin steps in last, and sees himself clad in bone armor, in the midst of a raging battle against a foe he cannot see.
In turn, each member of the party descends to the ground and becomes aware of his or her surroundings again, and each now knows that there is a mark of prophecy somewhere on his or her body. The mark on the ground has faded, and the motes in the air are gone. The group collects their things and heads back to the druids' grove. Having fulfilled their bargain, Elder Druid Alrin shifts into his wolf form and goes to Fallcrest, as promised. The party follows.
When they reach Fallcrest, the party splits up to try to follow up on some leads and take care of personal business. Chance looks in on the dire wolf that he left at Lord Warden Marhkelay's estate, while Kraygin goes back to the museum to follow up on the possible sale of their ceremonial swords.
Sredni and Shava go to various seedy bars, trying to ferret out information on Kalder Red-Eye and the Mockers, while Silus goes to talk to Vanity about the assassinations. Vanity reveals that she knows who the next target is: none other than Lord Warden Faren Marhkelay! What's more, he will be assassinated at midnight. Meanwhile, Sredni and Shava discover that many of the town guards are on Red-Eye's payroll, and that one of Marhkelay's guards recently came into a large sum of money.
Eventually all of the heroes wind up at Marhkelay's estate, and they request an audience with the Lord Warden, ostensibly on business about the plague. When they get their audience, the explain to the Lord Warden that he has been targeted for assassination, and that they would like to protect him. He agrees.
Silus and Sredni pose as guards patrolling the grounds, keeping an eye on the turncoat guard, while Kraygin takes up a post on the lower level of the estate. Chance and Shava stay up in Marhkelay's private chambers, Chance posing as a statue and Shava hiding behind him. When midnight comes, the front door opens and a lone figure walks in. The figure ascends the stairs, and Kraygin, Sredin, and Silus follow. They are, however, surprised when three more figures leap from the shadows: pale, human-like creatures dressed in black, with blank skin where their eyes should be. Silus and Sredni pursue the assassin, while Kraygin stays behind to deal with the three creatures.
Meanwhile, up in Marhkelay's chambers, the assassin ascends the stairs into the darkened room. Sredni hurls a small globe of fire at it, which explodes, revealing its identity: a creature that looks strikingly similar to Chance. Chance knows the assassin immediately as Judgement, the fallen servant of the Raven Queen who Isolde had mistaken him for. The party attacks and Marhkelay tries to take cover, but Judgement vanishes and reappears behind the Lord Warden, running him through with his bastard sword. He then rushes to attack Chance, saying, “You're on the wrong side, brother.”
“I don't know anything about sides. Why don't you tell me?” Chance responds, swinging with his hammer and calling down a healing prayer on the fallen Lord Warden. The party furiously attacks Judgement, but Judgement manages to evade Chance and leap over a table, bringing his sword down once more on the Lord Warden, severing his head. Judgement withstands another blow from Chance's hammer, then says, “Look around you, brother. Not all is as it appears to be.” With that, he vanishes from sight.
Meanwhile, downstairs, Kraygin engages in a furious battle with the three creatures–fades–bloodying two of them and injuring the third. Laughing, though, they melt into the shadows and retreat through the door, leaving Kraygin alone.
The group decides that they will use their scroll of raise dead to revive the Lord Warden, but they need components. Sredni goes to find some, while Silus and Chance go to find Isolde, who might be able to help restore the Lord Warden to life. Kraygin and Shava stay behind to guard the body. Sredin manages to procure enough healing salves to perform the ritual. However, when Silus and Chance reach the inn where Isolde and her retinue are staying, they find the innkeeper and his wife unconscious. When they go upstairs, they find four dead temple guards, and Isolde missing. The innkeeper informs them that they were attacked by Mockers. The pair quickly go back to the estate to gather the others and to get the dire wolf, so that they can track the kidnappers. They are interrupted by Marhkelay's manservant, Joseph, who is appalled at the state of his master. He agrees to stay behind with the body and perform the ritual while the heroes pursue the Mockers.
The group follows the wolf through the streets of Fallcrest until they find a group of rough-looking men standing under the painted symbol of the Mockers. After some threatening questions, the men tell them that the kidnappers have taken Isolde to a tavern known as the Black Goat, and that they are likely taking her to Kalder's master, the Prince of Dusk, though they know nothing more about that mysterious figure.
The heroes leave and find themselves in front of the Black Goat. They prepare for a fight.