Inside Hargo’s mind, the adventurers find themselves in an eerie landscape. A small house sits atop a grassy hill. Above is a starless night sky. Surrounding the hill is nothing but featureless darkness in every direction. Though the house does not actually look familiar, each of the party members somehow knows that it is the home of the Rogan family. The party enters the home and finds that everything inside is much larger than it should be, as if the house were built for giants. They are all overwhelmed with an all-consuming need to find “mommy”. The group runs through the house, which seems to have hundreds of rooms and an endless maze of hallways, pursued by a shapeless fear. Eventually, the search leads them to a set of stairs leading to a dark basement. The adventurers find that they are terrified of the gloomy cellar, but are driven onward by the urge to find “mommy”. The party fights through their fear and searches the basement.
Without any noticeable transition, the cluttered confines of the cellar are replaced by tropical ferns and a canopy of trees. The childlike fear of the dark fades, and is exchanged for a different sort of dread. Shouts for help can be heard in the distance, and the party members instinctively know that their brothers-in-arms are in mortal danger. They rush forward through the humid jungle and find a clearing. It is at this point that the party notices that they are all dressed as members of Gryphon’s military. In the clearing, fellow soldiers are being slaughtered by Gnolls among ancient ruins. The adventurers join the battle and defeat the Gnolls. When the battle is over, the scene changes again.
The party finds themselves on the shore of a peaceful lake. Once again it is nighttime but, unlike before, the sky is filled with stars. The white sand and the ripples on the water seem to sparkle with starlight. The ghostly form of a woman appears in the distance. She is clothed in gossamer robes and is large with child. She sings softly to herself as she walks into the water. After only a few seconds, she disappears. The group members are filled with a nameless sense of sorrow and loss.
The scene changes and once again the party finds themselves looking at the house on the hill. However, this time half of the house is missing. It looks as if the structure has been ripped neatly in two, snapping timbers and stone, but leaving the remaining portion completely intact. A rope stretches from the house into the sky. The rope appears to be anchored somewhere on an upper floor, and exits the building on the side that has been torn off. The group enters the house and finds the room where the line originates.
The adventurers discover that, by sheer force of will, they can fly along the path of the rope. They follow it up into the starless sky. After an indeterminate amount of time, the darkness of the night sky is replaced by swirling iridescent clouds of color. The group also notices that the rope has become a silver cord. Quinn determines that the party has somehow crossed over into the Astral plane. They continue to follow the cord until it reaches a putrid looking pool. The pool turns out to be a portal to a demiplane, and the party enters.
The first thing the group sees upon entering the demiplane is a massive sphere made of organs, tentacles, eyes, mouths, and an infinite array of other horrific body parts. The size of the sphere is impossible to comprehend. The adventurers stand on the edge of a cliff, overlooking a fathomless space. The sphere occupies nearly their entire field of view. The party members can also feel the mental influence of the sphere intruding upon the edges of their minds.
The other thing the group finds in the demiplane is Hargo. He stands beside them on the cliff, observing the sphere. Hargo does not seem surprised to see his family and friends. Once again, he apologizes for involving them. Hargo appears much older than the group knows him to be. He explains that he has spent quite some time looking for a way to stop the events unfolding on Thron. He tries to explain what is happening, but finds it difficult because he doesn’t fully understand it himself. He knows that he is moving through time in a very non-linear manner, and that he no longer occupies his physical body. He also is able to explain that the sphere is a powerful entity from outside the known multiverse, and that it is somehow the cause of all that has recently transpired. Hargo tells the group that they must continue to look for a way to stop this entity, as all of his attempts have failed. He has seen many different alternate timelines, and all of them end in the destruction of Thron.
After learning all that they can from Hargo, the party reluctantly parts ways with him. They follow the cord back to the house and return to the physical realm. They decide that Winterhold is the safest place for Hargo’s body at the moment, so they thank Windhelm for his help and leave for Avery. When they reach the city they realize that it is almost winter solstice. Torc overhears a local belief that it is bad luck to leave your house during the day of darkness, so he demands that the party remain sequestered in Windhelm’s townhouse. However, this proves to be difficult, as it becomes evident that all manner of strange activity is happening out on the streets. They witness several instances of animals acting unnaturally aggressive. Eventually, the party can no longer restrain their curiosity. When they hear sounds of a fight, they leave the house to intervene. What they find is a werewolf attacking townsfolk and guardsmen. The party is able to defeat the creature, but they are concerned when they learn that there is no conjunction (the event that triggers lycanthropes to transform on Thron) that night.
After the solstice, the group contemplates their next move. They contact Helmsley to let him know what has happened with Windhelm, and what they have learned from Hargo. Helmsley offers to continue funding their activities if the party agrees to work for him. The adventurers agree and Helmsley instructs them to travel to a small town on the West coast of the Heartsea called Belle Mare. The group boards a ship, owned by Helmsley, that is bound for Wavecrest. In Wavecrest, they make contact with an associate of Helmsley’s. The nobleman uses his contacts to secure some new equipment for the party.