The party engages Eustice and his entourage just as they begin disposing of the hapless dock workers that helped them load their dangerous cargo. The party launches a daring plan to disable the ship and capture Eustice. After a grueling and intense battle, the fellowship manages to defeat Eustice and cripple the ship enough that the crew must abandon her. As the port authorities and the Arcanist arrives to support the team, they begin to investigate the ship, finding some secrets that show them just what they've stepped into.
With the fellowship having combed through some of the documents and the cargo on the ship, some seeing visions and others seeing glimpses into their pasts, they learn just how widespread Mana Weave goes. Now they must decide on their future and what course they wish to set. With tensions rising and questions flowing like spice, this day just keeps getting better and better.
The fellowship find evidence of Mana Weave manufacture as well as documents identifying a warehouse Eustice uses as part of his illegitimate business operations. With the guidance of jaded yet capable courier, the party raids the warehouse, finding more evidence linking Eustice to the Mana Weave operation as well as the detained Chalice. All leads point to Eustice preparing for a shipment to depart from the nearby port soon.
The Fellowship finds themselves at the Silverfish tavern and with a new suspect, Eustice Pevensie. The tavern is discovered to be a front for a lab that brews many nefarious alchemical concoctions, many of which are passed around the city by criminals and the disenfranchised.
The party receives a summons by the Arcanist Tyran Sulla to discuss troubling news of evidence discovered during the foundry raid. Tyran requests their assistance in investigating the emergence of a new drug spreading through East Have while he investigates evidence of court support of the violent cult. Lady Paige, daughter of the Lord Regent asks for their discretion and effort in protecting the citizens of East Haven. Their investigation takes them to one of the four Bronze districts, in which they track down one of the suspected dealers and the kidnappers of the Dawn Horizon guildmember they are tracking.
As the party takes time to rest, recover, and recuperate from the ordeal at the foundry, the Arcanist investigates the disturbing evidence in the bowels of the foundry's dark forge. The Fellowship receives a request from the Horizon Goods guild, to which several party members respond alongside their steward. They meet the guild masters, Albion and Tamar, who give thanks for the party's rescue of one of their guild members during the raid on the foundry. They grant them gifts from their Apothecary's stores but are granted a personal gift from the apothecary herself. What awaits the fellowship, and have they seen an end to the wonton destruction caused by the seemingly dispersed cult?
After a daring infiltration and the narrow defeat of a powerful being from legend, the fellowship finds they have more questions than answers. As the Arcanists investigate the plans left by the cultists, the fellowship returns to the guildhall to rest, recover, and ponder what the future has in store for them. Will the arcanists have what they need to root out the cultists, or will the fellowship be called upon again. Whatever the future holds, now's the time for rest.
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.