The Edge of Darkness | Part 3 | July 2026

The Edge of Darkness | Part 3 | July 2026

Last time on The Edge of Darkness | Part 3: The Final Session of this miniseries:

Inor’s plague of vampirism – Corveinus – still spreads. Everyday, more and more people transition from one of the infected, into one of the undead.

A mysterious darkness, that the party has now witnessed, spreads across the land from the North. The Darkening – an endless, starless night – cutting Inor off from all forms of celestial light – the sun, moon and the stars. Most are isolated, refusing to leave their homes or refuge…if they aren’t already evacuating South…

And yet, the reclusive elven wizard, Qinlar Seiheidel, is traveling 2 days North – to the edge of darkness – with his apprentice, and he hired the party to escort them.

Starting the session mid-combat, the party finished off the the last of the twig, needle, and vine blights, saving another refugee in the process. Sir Leafs a Lot joined the party rather than continue to travel on his own. He’d backtrack a little, with a group, and then accompany them to Khunal.

The rain finally stops and the party finally arrives in Dragoncross with the old man, the frog man, and their cart fully intact. Despite having been already consumed by The Darkening, the city had a population and day-to-day life. The party received from help, in the form of food and wine, from a local as they shacked up in an abandoned blacksmithery. They put their heads together and created a device to map out the areas they’ve traveled, with a magical component that tracks the progress of The Darkening in this region of the land in real time.

Invited to stay, the party decides to return to Khunal and give them the updates they desperately need, as well as the device that could help the city’s countless scouting missions. They negotiated just enough horses, used just enough spell slots, and all the druid’s wildshapes to ride like the wind all the way back to Khunal, only pausing to mark landmarks on the map – such as the not-so-abandoned farmhouse that most definitely contains vampires, and the ghost city that seems to have undead activity.

Only a half a day away from Khunal, the party discovers that the rapid, almost zombie-like Corveinus victims are now cured – alive, lost, and very confused. Khunal has already started to take in these new forms of refugees when the party finally makes it home.

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