Skip to main content

Longwinter Nights - Session 2

And so the mission begins, as the adventurers escort an archaeologist on what promises to be the biggest discovery of her career, and possibly the last.

Meet the boys:

Toshiro Nagi - The sensible and practical exorcist that hails from the quiet Tensia Town
Furio - A mysterious assassin with a shadowy past. 
Ezo Ashara - The lion-maned Beastfolk who finds himself very far from home. 
Rev - A heavily armored knight of few words. 

And we're off with a late morning start thanks to Furio needing to sleep off some injuries, while Toshiro meets with the other two shmucks seasoned adventurers that have also been hired on as security detail: Ezo and Rev. Over brunch, Sigma Delmar, the head archaeologist and financier of this excursion, goes over the details of the assignment: after a two-day trek along the Dimnaya Stream, the group will set up shop in a newly discovered Old Architect seed-vault, where Sigma will spend as much time as she needs to exploring, unearthing, and cataloging all of her findings. All research is to be considered confidential and solely part of the property of the Whiteeyes Institute.

On their way out of the town, they spot the guide they had hired the few days prior, performing an Oldsettler ritual known as Sektari (where whenever someone loses their lifelong bonded companion, they venture out into the wilderness with no possessions, and makes an attempt to find and plead with Winterwhite herself so that She can take them to be with their lost loved one. If she denies them, or they never find Her, then they return to civilization a little less than they were before). The crew of Oldsettler hired hands pause their preparations for Delmar's expedition and pay their respects.

The journey was straightforward and simple enough. Keep the Dimnaya on their right, head down, put one foot right in front of the other. Other than having to spend an extra night out in the cold, dull forest, taking some care to avoid Savage Boar trails, it was surprisingly uneventful.  Ezo, with his powerful, feline build got to show off his agility as he bounded through the woods, while Furio gracefully navigated the canopy with equal speed and skill. Rev ran face-first into a very large, and very hard tree, causing him to tumble down into the stream. They found the entrance to the seed-vault at the mouth of a stream (which looked ominously like a skull either laughing or crying, jutting out from a snow-covered ridgeline).


Entering into the seed-vault itself was a trivial matter, except for the rather large and imposing Rev, who found some trouble squeezing through a crevasse adjacent to the main entrance. The main entrance of course, was caved in and blocked off by an even larger and more imposing mound of rocks and loose boulders. While everyone shimmied into the vault, Rev, Ezo, and a handful of the hired hands spent a few hours having to move, dig, and otherwise excavate their way in through the ruined entrance.

Just inside they came upon a series of wolf-like statues, some crumbled, few left standing. They seemed to be guarding the passage just beyond. Throughout the rooms were also inscriptions and warnings written in an old language that all seemed to echo the same tune, "Stop. Do not enter. What's here remains here." Of course, they were all ignored just the same.

A few days passed as Sigma Delmar went to work, dusting and detailing and indexing and cataloging all of her findings in an excruciatingly slow and methodical manner. The four passed the time by establishing ingresses and egresses, rearranging some of the wreckage to form a working barrier for the main entrance, should any savage boars or hungry ape-cats catch their scent. While exploring, they did find a hidden room which housed what looked like cow-heart-sized chrysalides entombed in blocks of ice. Tensions rose as the discussion of what to actually do with this discovery came to a head: Rev unleashed his flail and tried to break the ice open, while Toshiro stepped in front of him with a pistol raised at his chin to stop him, prompting Ezo to level his spear at the Demon Slayer. All the while Furio watched from the shadows to see how this would turn out.

They agreed to alert Sigma of their discovery, and leave it be until she decided what was to be done with it giving everyone a chance to cool down. It was obvious that patience was wearing thin.

Unluckily, the next morning Sigma made a gruesome discovery in the deepest part of the seed-vault, beyond a previously-hidden passageway to a much deeper, much older section of the Vault. It seems there was a third level, not made by Oldsettler hands, but by Old Architect design. One of the Oldsettlers who was hired to help, going by the named Jonboy, called out to the four who were preparing defenses, sharpening swords, and tending to other minutiae at the entrance, and guided them down to where Sigma had made her discovery.

Beyond a crack in the wall, an vast and ancient tomb was found. Squared-spiral Columns extended up into the dark of the massive vault. At the far end, hundreds of feet away, Sigma's torchlight flickered and an eerie and ominous feeling crept up everyone's spine. They rushed to her, drawing weapons and fanning out. When they nearly caught up, she was reading some archaic inscription on the wall "Te upir san sancto inni, dom danni Nocteeira", tracing her fingers along it and accidentally pricking it on some loose sharp object. Unknowingly (to anyone not paying attention, or who hasn't seen a horror movie in the past forty years), her blood and spoken words triggered some ancient spell as the wall caved away revealing a tall, red-eyed something someone just beyond the torchlight.

On cue, Toshiro protectively snatched Sigma away as the someone in the darkness lunged out and scooped up Jonboy with a sickening crunch. As the torch fell to the ground, the four immediately turned to run with Sigma in tow. The only sound they could hear was more visceral crunching and slurping in the darkness as they sped away, running for their lives away from this foul place, and whatever evil they might have just unleashed.

AdventureLongwinter (Written by Luka Rejec of WizardThiefFighter)
SystemWhitehack RPG (Written by Christian Mehrstam)
CharactersToshiro - Level 1 Strong Demon SlayerFurio - Level 1 Deft Ninja-Assassin, Ezo - Level 1 Deft Dragoon, Rev - Level 1 ???
You can find Part 1 of these session reports right here.  
You can find my first impression of the Whitehack rpg system here

Comments

Popular posts from this blog

More Than a Bucket of Bolts

Next up on my journey through solo rpg space is a little zine called Bucket of Bolts ( buy it here ), where you take on the POV of medium sized spacecraft, and explore its journey through time and space, cataloging adventures, upgrades, and a timeline of several Captains that have the privilege of being at the helm. It's based on another rpg called Artefact (in which you write from the POV of a sentient magic item or weapon). I had enjoyed  Artefact before, so I was excited to try this one out.  Source:  abduzeedo The game starts with you describing your ship; writing about some basic details like the type of ship, the model and make, the crew who designed and built it, as well as some defining traits like if it's sleek , or powerful , or intimidating .  My particular ship for this game was nicknamed Ladybug, and was the mid-range value model of Hyperion Industries called the Prospect-QX . Sporting the same engine and basic design as their flagship luxury spaceship line, the Pr

Lichdom - A Reflective Ascent to Power

 I recently sat down and resolved to start tackling the mountain of rulebooks and rpgs that seemed to be growing by the week before me. That, paired with a sort of terse relationship with video games at the moment, lead me to tackle some of the solo roleplaying games that I had begun to subconsciously collect. I had played one or two before, most notably the famous and award-winning Thousand Year Old Vampire , which was a surreal experience at the least (and a profoundly introspective jaunt at its best).  Source: Dungeon Crawl Classics (seriously great game, check it out too) This week I decided to try one of the newer ones I had picked up: Lichdom (buy it here) . Thanking the past version of me that had the foresight (or the money burning a hole in my digital wallet) for backing the Kickstarter that came with the hardcover and a custom deck of themed playing cards, I cracked open the cards, uncapped a new pen, and creased the spine of a brand new journal to start playing.  Lichdom is

The Mighty - A Whitehack Class

The Mighty Level XP HD AV* ST Slots Groups Raises 1 0 1+2 11 5 1 2 - 2 2,000 2 11 6 1 2 1 3 4,000 3 12 7 1 2 1 4 8,000 4 13 8 2 3 2 5 16,000 5 13 9 2 3 2 6 32,000 6 14 10 2 3 3 7 64,000 7 15 11 3 4 3 8 128,000 8 15 12 3 4 4 9 256,000 9 16 13 3 4 4 10   512,000 10 17 14 4 5 5  Might characters rely on their melee combat skills and heroic strength. They can for example be warriors, guards, brigands, knights, bounty hunters, or barbarians. Whenever their attack puts an enemy at zero or negative hit points, they may use the momentum of that action to attack another, adjacent enemy. This requires a separate roll.     Mighty characters may use the same combat options as everyone else, but they also have slots for unique and powerful combat techniques or fighting styles called Deeds which give t