Session 1:

Recap

The investigation team assembles at Emberwynd Pass, where Ophelia Fontaine and Ardira Solvandar have been waiting ahead of schedule. One by one, Eris Tourmaline, Nezryn Goldthorp, and Vaeri Zau’drynn arrive, introducing themselves. After a while, the group is joined by local guides Leona Nightbloom and Elric Blackburn, who confirm they will escort the party into Emberwynd to inspect a recently destroyed building. Just as the group prepares to depart, Leona spots a group of armed undead marching toward the camp.

Session 2:

Recap

An undead ambush erupts at the camp, forcing the party into combat. Skeletons emerge, and then an undead mound that, on investigating after, the party sees the mound is tainted with void energy, and is killing the ground under it. Suspicions mount that this phenomenon ties directly to Emberwynd’s ruined building, the group agrees to move on into Emberwynd to continue the investigation.

Session 3:

Recap

The party enters Emberwynd. They inspect the mysteriously ruined building, discovering it radiates the same unsettling energy as the undead mound, though it appears ancient rather than actively decaying. Discussions with Leona Nightbloom and Elric Blackburn reveal missing fishermen, aggressive monsters, and the difficulty of tracking disappearances in a tourist town. Guard Captain Thea Belfort meets the party, suggests pursuing leads in the town, and directs them toward the tavern The Firepit. Inside, the group splits up to question various patrons.

Recap

Eris speaks with Lance Jacobs, a merchant who shares valuable rumours about Emberwynd’s troubles. Fishermen continue to disappear near the river, with whispers of undead and a dangerous cave nearby. Lance also reveals growing goblin unrest in the eastern woods, tied to a stolen relic now held by the Lumen Archive.

Recap

Vaeri speaks with Ignis Blake, learning of harpy attacks near the river, an overturned wagon with valuable spoils, and the wider spread of dangerous void energy corrupting creatures across the region. Ignis confirms the ruined building may be tied to this phenomenon. Crucially, he recalls Lethren Vonn’iral passing through Brightwater Landing, giving Vaeri a written note to assist her search.

Recap

Nezryn chats with Sara Daris, learning more about local drinks, performers, and rumours. Sara confirms the presence of the Scarlet Hand, a bandit group operating near the forest and Emberwynd Pass. Nezryn attempts to perform with her violin but trips on the stage, snapping a string and drawing brief concern rather than mockery. Reassured by Sara, who suggests her mother could repair the instrument (Aggie Daris). Nezryn regains her composure and re-joins the rest of the party as they regroup in the tavern.

Recap

Ophelia engages Fiora Arelle in a series of blackjack games to extract information. Through circular debates on logic versus luck, and repeated wins, Ophelia learns key info: fishermen vanished at the river to the northeast, Frank claims to have seen them undead, and goblins operate from a forested camp northwest after losing a relic tied to the Lumen Archive. Fiora ultimately reveals she gambles with fake coins. Disillusioned but better informed, Ophelia leaves the table and rejoins the party.

Recap

At The Firepit, Ardira gathers crucial rumours from barmaid Aggie Daris, learning that Emberwynd’s fishing industry has collapsed due to disappearances and fears of a lake curse. She then speaks with blacksmith Sidris Yuren, who confirms the building’s sudden decay and describes Frank- a shaken fisherman who claims to have seen undead along the lake. With signs pointing toward the lake and corroborated unease among locals, the investigation shifts toward questioning fishermen in the market.

Session 4:

Recap

The party consolidates leads and agrees the river/lake is the top priority. At the market, they meet Fred Jones, whose wife Abigail vanished 12 days ago, matching the timeline of the building’s sudden decay. He confirms undead sightings and points out a cave by the rive. Additional threats of harpies, goblins influenced by void energy, and the Scarlet Hand bandits all cluster around the water

Session 5:

Recap

The party is ambushed on the north road by the Scarlet Hand, who demand all possessions and launch a coordinated attack. Despite injuries, the group defeats the bandits after a brutal fight. Among the spoils, they recover a warded lockbox containing a mysterious raven-engraved key and a valuable diamond. Before they can investigate further, Darcie spots massive fires spreading through the forest ahead.

Session 6:

Recap

The party arrives at a burning farmstead mid-massacre, where corrupted bandits slaughter an elven family under the influence of void-tainted crystal. Despite efforts to intervene, most victims are killed. A cloaked figure is spotted fleeing. Investigation of the manor reveals sharp, corrosive purple crystal shards and a hidden basement marked with a raven sigil. Using the raven key, Ardira unlocks a cabinet containing a magic sword.