Meaningful Time Records
Today is .
It has been in-game days since the beginning of the campaign.
It has been in-game downtime cycles since the beginning of the campaign. At the end of a cycle, factions will progress. In between sessions during downtime, PCs can perform any long term activities. Refer to Downtime Cycles.
In-game time progresses during a game session in fiction but also between game sessions in real time. Some exceptions will apply. Refer to Real Time for more information.
Session 2
- Date: 24-25 Harchment 1089
- Season: High Spring
- Last weather rolled: Spring 10 (No Change) (Heavy Clouds)
- Locations: Luden, Ludenesse Barony; Nightwick Abbey
- Where? Pickering North
- When? 2024 Dec 12
- Party
- Nick as Bolo (human hexed witch-finder)
- Stephen as Violet (swapling metalsmith)
- Shade as Randolf (human mariner)
- Rio as Virgil (breggle barber-surgeon)
- Jackie as Ogden (human grove keeper)
Bolo’s Account
Maybe my luck is finally changing. I got word that Rebix, my old exorcist friend, went into Nightwick Abbey and never returned. While it is unfortunate that my only lead on how to find The Crow Witch and end my curse was last seen entering the embodiment of hell on Earth… It’s better than wandering around looking for grimoires and spending the last of my wages.
As if by providence, an old witch hunter friend reached out to me and passed along a job posting the order had received. 2000sp for a map of a floor of the cursed abbey and 1000sp for any relics found therein. I gathered together a group of folks who, like me, seem to be on their last coin and offered them an even split of the rewards to delve into the pit with me.
We set out to the abbey and found some glowing vines leading us to the cursed place. Wary of anything associated with the abbey, I tested the vines with my silver blade. It reacted as foul magic tends to. Virgil, either a brave man or fool, took a bite out of the vines. I will monitor the situation in case of mutation or corruption within him.
We briefly split up as we arrived. However it soon became apparent that the evil seeping out of this place was not to be trifled with. We gathered back together when I realized that one of our number was missing, Randolph the sailor. Luckily I was able to track him by using his pet bird as a vessel to find his location. The witch’s power can prove useful at times.
After we reformed our group, we began mapping the abbey, we found many illusions and horrors within, but what caught me off guard was the relaxed and jovial way careened from room to room. I thought us dead when we interrupted a cultist ritual… 3 times.
However things only got truly dangerous when we stumbled upon some undead. Luckily my companions proved more than able to destroy the horrors, but we decided it best to rest before continuing on.
As I write this sitting by our campfire, I wonder how long it will be before I will be able to rest in such comfort again. Through the woods, I feel Nightwick calling me.
Bolo, 1st day of exploring Nightwick Abbey
Referee’s Account
The gang quickly left Luden and headed down the roads to Nightwick Village. They crossed the causeway to the tidal island where the infamous Nightwick Abbey stands.
They experimented with the glowing mauve vines. The breggle Virgil took a bite out of them and found that it did hurt the thing and sever it. The vines otherwise would try to grapple anyone who tried to poke it.
The gang split up.
- Violet and Ogden explored the mausoleum doors in the hillside. They led into a room of sarcophaguses and a pair of statues that hopped up and moved toward them, threatening with swords. They left.
- Virgil and Bolo went to the source of the mauve vines and set fire to them. A hallucinogenic smoke emerged and sent Virgil into a slumber where he was confronted with visions of Hell. They left.
- Randolf delved in through a trapdoor in one of the abbey towers (with his parrot).
The others rejoined with Randolf (after Bolo saw through the parrot’s eyes and determined where he must have gone). They explored a hallway thoroughly.
The gang interrupted a deer-men ritual. There was a lot of treasure in that room, but they left it alone.
Virgil cut open some wall tumors.
Virgil ate spoiled food and got sick.
They crossed a couple of rooms and found a room with corpses. Two of them popped up and surprised them (they screamed and had gore coming off of them and hovered). They were dispatched, but Violet saw her life flash before her eyes.
They recuperated in a sitting room. They were attacked by yet another hovering corpse monster, but they were exploded with a fire egg thrown by Violet.
They decided to leave quite soon after that and made camp on the far end of the island, waiting for the tide to go back out.
Virgil ate some of Ogden’s salve and it cured his sickness.
Presumably they went back to Nightwick Village for rest and recuperation.
They mapped 12 rooms.
Session 1
- Date: 20-21 of Symswald 1089
- Season: Early Spring
- Last weather rolled: Spring 6 (rainy)
- Locations: Luden, Ludenesse Barony; Aksi Village on Ruislip
- Where? Pickering North
- When? 2024 Nov 9
- Party
- Cam as Zaite (human alchemist), with retainer Vera
- Paul as Percival (breggle barber-surgeon), with retainer Helga
Referee’s account
The party accepted a job from Turgies Hel’s Crow, an immortal Aegerling raider who has been terrorizing the seas for decades. The job? To finally put him and his undead reavers to rest by retrieving a meadhorn that he may drink from it and know death at last.
Percival was a victim of Turgies. He has a memento from the immortal raider: a singed doll. Turgies offered the great prize of his own death and also enough cash to replace the home Percival lost in the raid.
Zaite and Percival hired Vera and Helga, both eager to rid the seas of Turgies.
The party voyaged to Aksi village on Turgies’s dragon-ship (and on the way, the reavers kidnapped 14 fishermen on the seas, burning their ship out of spite). Aksi was on fire when they arrived, having already been attacked by Turgies and his reavers.
The party entered the shrine to retrieve the meadhorn. They met Bui, the resident holy man, along with the survivors.
After explaining the situation, Bui assented to the looting of the meadhorn, which was in the next room. Vera retrieved it using a ten foot pole (classic) covered in whale oil from the whale oil lanterns in the shrine. The Nakki, a shrine guardian made of water wreathing a skeleton, awakened. It downed Percival, and Helga piggybacked her employer out of danger. Zaite nearly went down as well, but sprayed the monster in pyrogel, igniting it with a fire that would last 8 hours.
The party fled with the Nakki in pursuit. Percival rested with Bui as Zaite lured the Nakki out of the shrine, holding the meadhorn. The flaming sea creature could not survive or put out the fire, eventually succumbing to its burns. No mortal weapon could harm it, but the fire did the trick. Even the undead reavers could not touch the Nakki. It had summoned some crabs in its death throes, but they were quickly dispatched by the reavers.
Turgies drank from the meadhorn and poofed into dust, along with his reavers, his ship, and all the treasure aboard. Damn. The 14 kidnapped sailors didn’t disappear and made a big splash. They were not too friendly with the party.
Heleg, one of the thanes of the village, confronted the party, but Zaite convinced her that they did not kill the Nakki and that Turgies was the one who set it on fire. The party returned the meadhorn to Bui, who placed it back on the shrine.
Bui and Heleg both alluded to the treasures within but they did not seem willing to part with any of it, nor did they offer anything, since all of it was meant to be shrine treasures. The party and the 14 fishermen are stranded on Ruislip without a ride home since the fishing boats were all destroyed by Turgies. Up the road and across a river is the biggest settlement on Ruislip, Blulach.