
Ess Austyn |

Dorianna's illness and Carman's shenanigans should be starting now, and you could use either or both to point your players back at the Vaults.
If your players are after the sword, great; if not, have the Garrison put a bounty on Carman. Either way, let the party track him to the Smuggler's Refuge and discover he's gone through the secret door (which will be unblocked in this scenario). Dori's illness is easy to connect to the Vaults once the players have an idea of what's going on with her.
If you need something else, see what the Vaults offer you besides another kidnapped anchor. For example, Will-o-Wisps are intelligent, fly, and can be invisible. You could have more and more showing up around Gauntlight keep, and coming into Otari to spy for the Voidglutton or just cause terror on their own. They could easily kill a few NPCs and stir up paranoia. Make sure your players know they're attracted to the energies from Gauntlight. If they don't realize they might have missed something, have the Mayor ask them to investigate.
Good luck!