The journey back is interrupted by a Mariners flagship. The party's services is required by the Mariners Guild, and as Davhorn hardly can refuse, the others tag along.
The mission is to secure Isle of the Abbey to make it possible for the Mariners Guild to erect a lighthouse and secure the treacherous waters along this stretch of the coast. There are rumours of cultists and pirates and god knows what. The first stop is a small island close by the Isle of the Abbey where they can restock and rest at the lighthouse maintained by the retired veteran Major Ursa.
They help Ursa with various tasks and have a bad night sleep dreaming of ghastly creatures, also Millicent make the acquaintance of a rather large sea creature.
They leave for the Isle in the early morning, accompanied by Major Ursa who will establish a temporary camp at the beach head. The Isle is almost impossible to enter besides via the southern most beach as the cliffs and reefs surrounding the island could rip man and boat to pieces if you are unlucky.
The dunes doesn't offer any resistance and to the party's big surprise, although as they are about to leave the dunes behind a shimmering portal engulfs them all and they are later awoken at the same time with two weird dreams to account for. One in an icy cold world, where they fought an evil beast, and one where a they were able to negotiate peace between sentient wolfs and the local human community.
But little rest is given to them as a creaking sound tumbles over the dunes and a Skeleton Juggernaut attacks with ferocity! Also, they seem to have a new member among them!
After the demise of the Skeleton Juggernaut and its fierce minions they struggle on to the Abbey. Sneaking through the low brush forests they manage to come close to the Abbey ruin undetected.
They huddle behind a low stone wall and see two acolytes rifting through the rubble, scavenging for usable material. They dispose of the two acolytes in brown robes, a male and a young female, hiding their corpses in the bushes.
Close by they find the stairs to the cellar entrance and takes a rest watching for any activity, at one time a cultist shouts for them but then it gets quiet for a long time and the party enters the cellar.
In the cellar a big drunk human plays card with and acolyte and a cultist; the party manages to survey part of the area without being detected, killing off a sleeping guard.
Finally they enter a room, surprising a disciple who are cleaning the floor in the meditation chamber. She screams.
The poor disciple is manhandled by Gwolla and they are joined by Millicent as they find a secret passage behind the tapestries; funny enough they find a couple of undead guardians and are themselves under siege. Meanwhile Davhorn find in his heart to try to save the poor disciples at the gambling table from the wrath of Ogmund the Warrior.
As Davhorn get his ass kicked; the party fights two minotaur skeletons, two specters, and a bodak. They are successful in turning the spectres and eliminating the rest of the guards. Now the hidden parts of the cellar lies open for delving.
In the last second Davhorn is saved by a flamboyant and good looking bard, stopping Ogmund before smashing Davhorns skull, presenting himself as Bayleaf.
After getting pulled out of danger, Davhorn continues to press on, trying to steal a scroll container from the kitchen and attacking the acting abbott Ozmyndia he gets killed. Davhorn is dead.
The rest of the gang, oblivious to Davhorns state, sweep through the catacombs finding and evading traps. Millicent discovers a giant crystal minotuar guarded by some undead beasts. He quickly retreats to join Andya and Gwolla searching thorough a false treasure chamber. They trigger some traps and awaken a jade statue with vampiric features.
The game is on!
After a hard battle and some curses, the statue are shattered and the party pushes on. They long rest, explore the final parts of the dungeon and find two iron constructs swinging into attack while guarding the real treasure chamber. A fierce battle commences and after tricking the constructs to almost fall inte acid they are victorious. They collect the spoils of war but are interrupted by voices closing in.
Threatened by Ozmyndia and Ogmund the party, exhausted by the former fight, prepares for the worst but are saved by Bayleaf who slays them without remorse for a safe passage to civilisation.
The party gets their reward from the Mariner's guild and travels back to Saltmarsh. Again they get a heroes greeting from the town council. But soon their peace is disturbed as Manistrad Copperlocks needs their help in the mines.