As the fellowship comes together with a plan on how to break into the cultists lair. With messengers in the air to call for reinforcements, the party hatches a daring plan to infiltrate the foundry of the suspects and learn what they can. They also prepare for one hell of a fight if things go sideways.
As the party conducts further investigations into the murders of several merchants, word arrives that unrest is spreading. Brutal assaults, missing adventurers, and strange magics permeate the air as the party delves further into this mystery. Having been assigned the duty of investigating the deaths of another party of adventurers, the party prepares to for the worst.
In the aftermath of the melee and the pursuit, questions permeate the air as the team uncovers connections with their previous investigation. The same menacing amulet found within the walls of the merchants house as well as on the body of the stranger. More ancient missives and garb adorn the bodies of the undead and there seems to be no connection between the victims otherwise. Now the party must weather the aftermath, as the carnage of this battle was far more reaching than before
The party awakes to a new day and a new task. Another murder has occurred in the southern end of the Gold district and the methods are suspect. The team welcomes their newest addition, Buck the Trapper, to their ranks before they begin their investigation. The party learns that the victim is an Artaesian merchant and her assistant, but are surprised when they encounter a band of undead led by a mysterious stranger. A vicious melee and pursuit ensue, ending with the dispatching of the undead and the stranger. However, far more damage was left in the wake of this onslaught as the engagement covered several blocks and resulted in multiple bystander deaths. The stakes are higher and questions permeate the air.
After the party relinquished the evidence they had collected to the Arcanist and their entourage. They rested and recuperated while completing some odd jobs to gain additional funds while they await their next gig. Their party is reinforced by Buck Buchannan, an adventurer/trapper who returned from another job. They receive word that they have another job from their steward that may benefit from their experiences.
As the party investigates the death of the Conciliate merchant Emile Mekkek, they learn his murder is not as straight forward as first believed. The arcane is heavily involved, the merchants stores are untouched, and a strange amulet links the merchants death to an ancient and reviled order. With the presence of bewitched would be thieves, skulking undead sentries, and strange missives from a time before. This investigation is shaping up to be something far more than the investigators bargained for.
The year is 893 ACW and the Korith festival is on the eve of the next full moon. As city of East Haven prepares for the festival, travelers from all over the realm arrive in droves to enjoy the wonders of the celebrations. Commerce is bustling, strangers from strange lands are abound, and tensions are high. The local adventurers guild has it's hands tied with the influx and is doing it's best to keep up with the ever mounting pile of contracts. The party finds themselves receiving a contract from their guild steward to investigate the death of a traveling merchant. The death occurred within the gold district near the entrance to the Silver district. Local Guardsmen and Wardens are so overwhelmed with managing the crowds they've requested assistance from the guild.