Difference between revisions of "Session 23"

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(Created page with "==Recap== *Left Bere Pass *One of you was tasked with bringing something to Brigit *Met an frost salamander on the road *Camped *Arrived on the outskirts of Brigit, made it t...")
 
 
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==Recap==
 
==Recap==
  
*Left Bere Pass
+
*Made way through shadows to the town square
*One of you was tasked with bringing something to Brigit
+
*Nugget investigated the portal
*Met an frost salamander on the road
+
*You ran in and confronted a being inside
*Camped
+
*Almost died
*Arrived on the outskirts of Brigit, made it to the tavern.
+
*Escaped from this collapsing space, barely
  
  
 
==Plot==
 
==Plot==
  
*The Encounter at Cold's temple has resolved.
+
*Shadow is dissipating before your eyes
*Package arrived:
+
*Some scared citizens leave buildings by the town square. They couldn't leave previously, but had hidden with candles to keep the shadows out
**Contains 'medicinal herbs'
+
*Most citizens fled to Fjorynn, some however were kept safe just outside of town in a magical place of safety thanks to Water
**5 x potions of invisibility
+
*Frosco is floating in his temple. Strange handcuffs with magic symbols etched into them on each wrist, a look of abject terror on his face.
**1 x immovable rod
+
*Water will want to investigate further - suggests the party leave town. Travel 100 paces on the road, turn right, 30 paces and utter the phrase "May the watchmaker watch over us all" to access the mansion and retrieve a glass orb from the study on the ground floor. A servant will provide this for you should that be eaiser.
**Party asked if they're planning on dealing with the portal
 
**Given a potion each
 
 
 
Brigit feels like it is currently under a perpetual shroud of unnatural darkness. The sun, casts only a feeble, sickly light that barely penetrates the oppressive gloom yet still managing to cause a temporary blindness in one. This darkness is no ordinary absence of light; it feels alive, pulsating with a malevolent energy that seeps into every corner, every crevice.
 
 
 
The shadows here are not mere absences of light; they are deep, inky voids that seem to swallow the very essence of brightness. They cling to the edges of buildings, pool ominously under twisted trees, and stretch out like grasping fingers along the cobblestone streets. These shadows move subtly, as if driven by a will of their own, flickering and shifting in a dance that is unsettling to behold.
 
 
 
Walking through Brigit, a constant, prickling sensation creeps along your skin, a sense that you are never truly alone. The shadows watch with an almost sentient curiosity, their unseen eyes following your every move. It's an oppressive, eerie feeling, as though something just beyond your vision is waiting, lurking within the darkness, biding its time.
 
 
 
Windows are darkened, either from layers of grime or curtains drawn tight against the night outside, as if the inhabitants are too frightened to witness what prowls in the gloom. The few street lamps that dot the town emit a weak, ghostly glow, their light barely making a dent in the pervasive blackness, casting eerie, elongated shadows that seem almost to breathe.
 
 
 
The air is heavy with silence, broken only by the occasional rustle of unseen movement and the whisper of the wind through the gnarled trees. To linger in the darkness is to invite the gaze of whatever dwells within it.
 
 
 
  
 
==Notes==
 
==Notes==
 
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Latest revision as of 17:02, 18 July 2024

Recap

  • Made way through shadows to the town square
  • Nugget investigated the portal
  • You ran in and confronted a being inside
  • Almost died
  • Escaped from this collapsing space, barely


Plot

  • Shadow is dissipating before your eyes
  • Some scared citizens leave buildings by the town square. They couldn't leave previously, but had hidden with candles to keep the shadows out
  • Most citizens fled to Fjorynn, some however were kept safe just outside of town in a magical place of safety thanks to Water
  • Frosco is floating in his temple. Strange handcuffs with magic symbols etched into them on each wrist, a look of abject terror on his face.
  • Water will want to investigate further - suggests the party leave town. Travel 100 paces on the road, turn right, 30 paces and utter the phrase "May the watchmaker watch over us all" to access the mansion and retrieve a glass orb from the study on the ground floor. A servant will provide this for you should that be eaiser.

Notes