Thursday, June 26, 2025

Nightwick Abbey - Session 121 - We Drink for Five Weeks Then Fight Five Men

Previously, in Nightwick Abbey...

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Session 121 - 19th of Leftember, 1399

This week's adventurers:

Blossom (Rogue 6) 

Mayfly (Magician 6) 

Thekla (Magician 5)

Ulf (Magician 5)

Liminal Space (Changeling 5)

Downtime in the City

Now in Blackleg, we're able to get a cure for Thekla's demon possession, you know, the reason we left Nightwick like 5 session ago. We got the help for free because we helped the pilgrims last time and for helping an angel find a shrine, 100 session ago.

Because here at Nightwick Industries, we all believe in the importance of strict time records and their keeping, we're catching our adventurers up to the present date which means we have 5 weeks of carousing on our hands. 

Week 1

After a night of drinking that we barely remember, Ulf gets declared an outlaw and we hear rumors that Thekla has had bounty hunters sent after her.

Week 2 

The next week, Thekla performs magical studies while the others go drinking (except for Ulf, whom no one in the town will do business with anymore) and somehow blows up the inn we're staying in, the Pizzled Gules.

Everyone is mad about this and we move to the other inn in town.

Mayfly spends his downtime to get better acquainted with the countess. He hope to discover information about a magic wand once owned by the Corvies, a mercenary company we've hired in the past.

Week 3 

While the others go drinking again, Thekla discovers that one of her ancestors had come to the lands a long time before and worked with the conquering Sword Brothers. Apparently, her ancestor did some terrible things to the Bogdani, the local peoples. She permanently gains a -1 penalty to reaction rolls with the Bogdani as news of this ancestral connection spreads.

Mayfly continues to charm the countess and gleams some information on the wand. He finds out that the previous owner was killed by a Devilman who took it back to a Devilman lair - though we don't know where yet.

Week 4 

Ulf and Thekla scribe some spell scrolls after alienating themselves to the town, Mayfly makes a bad impression with the countess, undoing some of his previous work, and the rest of the party continues carousing for more xp.

On To Adventure 

On dawn of the 19th of the month, we make to leave town for some adventure or whatnot.

Immediately outside of the gates, we are confronted by five armored figures, all in heavy plate.

"Give us Thekla and the rest of you shall leave alive," their apparent leader demands.

Liminal offers to parlay with their leader, to which they refuse.

Spell Barrage

We respond with a flurry of web, hypnosis, and charm person, leaving one standing, the leader.

He throws a Javelin at Blossom, hitting her greatly, and a bolt of lightning strikes out from the javelin, hitting Thekla, downing her and breaking her leg.

He throws another Javelin at Blossom, but misses.

Mayfly follows up with a Fireball, killing Javelin-Man and two webbed bounty hunters.

Whose Fault Is It Anyway?

Two remain and as the hypnosis wears off, and we tie them up and interrogate them. 

The Talbot family apparently hired them, thinking Thekla was the one who blew up the nobles of their house in the wilderness. The squire we "rescued" from the camp two sessions ago, Gerlach, left our company once we got to Blackleg and apparently ratted us out.

We'll have to deal with the Talbots, now, most likely. 

We kill these bounty hunters and search the bodies while others patch up Thekla's wounds.

We Did Really Good On The Treasure Rolls 

Among the group, we find: (We spend our next downtime identifying the magic runes, but I'll just include them here for completeness' sake)

  • Plate armor and a shield with runes on them. The armor is +3 and the shield is +2. They are decorated with the Gold Eagle, the symbol of the high king of the realm. 
  • "Mercury," a shortsword +2 of quickness - the wielder will always strike first in the round, as if they won initiative.
  • Chainmail +1
  • "Martel," a mace +1
  • Five of the Thunder Javelins that we experienced earlier. Always deal exactly 20 damage on a hit.

From this fight, we each also get 200xp.

Between the carousing and one intense fight, the hour goes late and we return back into town to rest up and give Thekla a chance to heal. Next week, we will either go to the Talbot house to deal with them or return to the Beastman village in search of treasure.

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