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In the Mill of souls the characters face the most deadly Critical Hit yet. This creepy location, once the workshop of an evil mage, is disturbed as the characters take refuge from a pack of wild beasts. Sensing the life energy of the party, the mill (unaware that its master has long since died) gradually creaks back into motion, beginning the gruesome routines once more. Can the players discover what is happening before they are reduced to spell components for a long-dead necromancer?
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