The Road to Grandeur starts off with a bang when a 14-year-old thief named Jayde is running rooftop to rooftop with three people trying to kill her, and she has no idea why. She ends up dangling from a rooftop, but that's when an even shadier character appears.
Cameron meets his patient, Thaddeus Gumble, who is not very patient. Marie meets Sarah, Gumble's assistant. Jayde finds out little about the strange duo who have befriended her, but they might be more than they seem.
Esmeralda Smyle opened an inn in the shadiest of locations in the city of Grandeur. However, as an ex-enchantress, she has managed to keep the local riff-raff happy through a series of very clever spells. Three especially shady characters arrive at the inn to purchase a powerful weapon from an unknown character, who turns out to be very different than expected.
Sarah reminisces about the past few years of change. She used to live in a different country in the woods with her parents before a small army came and burned everything she knew to the ground. She then moved to Grandeur, where she became employed by a pompous nobleman. While there, she became entwined with a troop of pixies who continue to follow her around and count her as a part of their troop. But she has started down a dangerous road, and the pixies realize secrets about people wit...
Jayde confronts Dr. Sangre on the rooftop of his clinic, but it does not go as expected. Jayde's shady history is explored, as is the reason for her fascination with magic. Jayde learns that both Cameron and Marie might be more dangerous than expected.
Sarah cannot convince Thaddeus Gumble of the fact that Dr. Sangre might be a vampire. However, her discussions do not go overlooked by others in the town. The pixies get an impromptu lesson in "human," and Sarah gets a lesson in vampires.
An unruly mob makes it to Dr. Sangre's clinic. Jayde watches helplessly from inside the crowd. Cameron unexpectedly walks into the crowd, confronting them with the fact that he has not been evil, and only has helped the community. The mob nearly becomes convinced of his honor, but chaos reigns with a tragic ending.
Mrs. Crass makes a deal with a creature from the deepest darkest realms of your nightmares, who just happens to look like a fluffy black kitten.
Marie and Jayde travel through dark woods to Grandeur. A group of bandits ambushes them, only to find out that Marie has a few tricks of her own up her sleeve. Jayde realizes that this simple nurse can really pack a punch until one of the bandits also turns out to be much more than he seemed on the surface.
Sarah learns that pixies have secrets too, especially concerning magic. She is transformed by Lucy into a giant pixie, but her fantasy is cut short when the ferocious wolf-like wivari storm the camp and start destroying everything and everyone. Sarah flees for her life but is mesmerized by a creature with several wivari charging in for the kill.
Cameron and Marie discuss the future of the ensnared Rock troll, Marl. Marl explains how he was tricked. Jayde befriends the behemoth and he pledges his life to her. Jayde continues to pepper Marie about magic. Marie reveals that magic often creates more problems than it solves.
Sarah and the pixies confront the aftermath of the wivari attack. Sarah realizes that she has not been making wise choices and plans to change.
Mrs. Crass wasn't always Mrs. Crass. Decades ago she was Leynstra, a woman who commanded power and fear with equal terror. She had magic and authority and nearly ran all of Tenland. That all changed after a man named Kafe Mean met the dictator.
Cameron, Marie, Jayde, and Marl finally arrive at the city of Grandeur in the middle of the night. The enormous city appears to be a melting pot of every type of creature imaginable. Jayde delights in her new location but feels the urge to leave Cameron and Marie behind, despite all they have done.
Sarah, John, and Lucy finally make it back to Grandeur only to find that the shop owner, Jenny, has made a terrible mistake. She has posted a sign explaining that the Picky Pixie needs guards, and the shop is currently about to open with nothing to stop anyone from taking all of their valuable jewelry. She forgot that the shop is deep in the Thieve's district. A huge crowd of ruffians surrounds the shop and Sarah has to do something before the shop is overrun.
Mrs. Crass takes her chance to kill the storyteller that went by the name Kafe Mean. The bozrac can not be stopped, but still, something goes horribly wrong, not for the bozrac though. Terrible decisions reap terrible consequences.
Marie and Jayde reveal more than desired in an inn that forces you to tell the truth. They then meet with a representative from the DATT, which at first seems like the answer to all of their problems. He offers them a building in a fantastic location. But, this building comes with serious problems.
Marl and Marie enter the tournament, which becomes brutal quickly when they win a match but the competitor sinks a metal hammer into Marl's side. They meet Kevin, a lanky co-competitor, and an odd man selling "taters."
An assassin watches in the shadows. Waiting and watching and scheming. But... who is it?
Marl and Marie fight in the enormous tournament, but a new fight erupts, one where other members of the party are fighting for their lives.