In part two, the PCs discover that two of the pieces of the Veil Cornerstone have been destroyed, and it is not a simple process of simply putting back a crystal. The center of the Great Labyrinth leads into the Feywild. After defeating the bad guy there, the PCs earn the respect of the great Baphomet who warns them that he has been betrayed by his longtime mistress Tiamat who is now in league with the nefarious Vecna.
The PCs enter the Feywild, having to fight their way out of the Feydark, passing through the city of the Drow. They discover that the Feywild and Shadowfel have begun spilling into each other as well as the Prime. More disturbing, however, is that the ghosts of the Feywild have become lost. They don’t know how to get to the Felgate. They are swirling around, sapping the energy of people and causing insanity.
The small communities of good guys in the Feywild (skexi, minotaur exiles, etc) are under seige from the denizens of the Feywild that have gone kukoo from the influence of the restless spirits. The great city of the elves, Astrazalian, is run by a tyrant who plans a massacre of innocents, while the king of the Fomorians at Mag Tureah is gathering other tribes together to make a mad march on the ancient — and theoretically uninhabited — city of Cendrianne, where the mystical artifacts of a long dead Eladrin (elven) kingdom and the Weeping Casket of Ceyenne, Aphreia’s dark twin, lies still.
At the heart of it all is the Isle of Dread, where the ghosts of the Feywild go to pass into the shadowfel. Something has blocked their passage, and obscured the Isle. Thus they swirl about, the great beacon that draws them to the isle suddenly silenced. That something is the machinations of one of Vecna’s chief Lieutenants, a Beholder Lich.