Difference between revisions of "Session 22"

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(Created page with "==Recap== *Setting off from Wolfdon ==Plot== *The Encounter at Cold's temple has resolved. *Cold will examine the deceased commoner - a dwarven woman. He will utter a pray...")
 
 
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==Recap==
 
==Recap==
  
*Setting off from Wolfdon
+
*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 to the tavern.
  
  
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*The Encounter at Cold's temple has resolved.
 
*The Encounter at Cold's temple has resolved.
*Cold will examine the deceased commoner - a dwarven woman. He will utter a prayer and advise the group that she is at peace.
+
*Package arrived:
**We have our differences, but I forgive you for your decision and trust that with the help of the Watchmaker. Order can once again be restored.
 
**May the Watchmaker guide us
 
**THE BOOK
 
***Velandor engulfed in shadows
 
***The King's actions shatter the barrier and allow the lord of nightmares into this plane
 
***The phrase: Kheyuton vey
 
***Bere Pass decimated by ice elementals
 
***Fjorynn overrun by shadow creatures
 
***The phrase: Kheyuton vey
 
***Abnoba Forest sentient
 
***Abnoba Forest destroyed by fire
 
***The phrase: Kheyuton vey
 
***Brigit washed into the ocean
 
***Brigit consumed by darkness
 
*The players meet a criminal who needs a package delivering to their contact in Brigit if the party are headed that way by chance, or can divert. 1000gp in it for them as long as it arrives un-tampered with.
 
 
**Contains 'medicinal herbs'
 
**Contains 'medicinal herbs'
 
**5 x potions of invisibility
 
**5 x potions of invisibility
 
**1 x immovable rod
 
**1 x immovable rod
*Thrinan
+
**Party asked if they're planning on dealing with the portal
**Part of local org - Frozen Claw
+
**Given a potion each
**Knew of Zanotah from contacts in Dannan, will not name them even if pushed but knows that:
 
***Treat him well and with respect
 
***Pay him well
 
***The job will be done
 
**will recommend the party stocks up on supplies  '''Shops to be generated'''
 
*Combat encounter on the road.
 
  
 +
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.
  
==Notes==
+
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.
  
https://www.reddit.com/r/DnD/comments/hr318f/oc_homebrew_creature_shadow_lurker/#lightbox x 2 or 3
+
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.
  
For Brigit
+
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.
  
*Outside is unnaturally dark, it shouldn't be so dark at this time. From the nearby lanterns, shadow creatures come forth. The towns guard are fighting a number of them.
+
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.
*The players see a vision of an older man, humanoid. Long gray hair in a style of clothing you'd see from a blacksmith, or an artificer. A working
 
  
  
 +
==Notes==
 
<br />
 
<br />

Latest revision as of 17:08, 11 July 2024

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 to the tavern.


Plot

  • The Encounter at Cold's temple has resolved.
  • Package arrived:
    • Contains 'medicinal herbs'
    • 5 x potions of invisibility
    • 1 x immovable rod
    • 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