PRACTICAL MAGIC IV: Magical Mentors Are Useful Tyrants



🎨 David Mattingly You know a wizard mentor would teleport into your home, drink all your beer, & eat your snacks

In most editions of D&D, the relationship between NPC mentor and PC magic-user is only vaguely defined and perhaps a missed opportunity for world-building. 

OD&D says nothing about the relationship between a magic-user and a possible mentor. Only noting that MUs should have 1 spellbook per level of magic- one book for level 1 spells, one book for level 2 spells. Looking at the stronghold section, we see that a magic-user is 9-12th level, attended by 1d6 monsters, 1d6 low-level apprentices, and 3d6x10 men-at-arms led by Fighting-man lutients. And importantly is neutral or chaotic but not lawful.

In the Rules Cyclopedia, it is noted a level 9 magic-user with a stronghold will attract 1d6 MU level 1-3 and 2d6 normal people of above-average intelligence who want to become MUs but will quit after 1d6 months- discouraged.

While in the AD&D DMG, a DM is instructed to inform a magic-user player that they have just completed a course of apprenticeship with a master who was of unthinkably high level (at least 6th) and was presented with a spell book containing read magic and 3 other spells chosen by the DM or rolled randomly. And noted later that a MU will gain 1 spell, and only one, upon advancement, and will have gathered others from found scrolls, captured spellbooks, and or learned from other party MUs.

Most of the understanding about this relationship is really a collection of practices and assumptions perpetuated through play culture (and shared media) rather than deeply proscribed in the rulebook. In general, the MU mentor is the source of the starting spellbook, often the source of the MU's new spells, and, occasionally, might be called upon to provide a plot hook or identify a magic item. Or serve some other function under the general heading of "mouthpiece for the DM".

At my own table, I'd like to better clarify the costs and benefits of a mentor because it's an important relationship that the player should be able to understand in a more choice-oriented manner: Should I play apprentice or strike out on my own? If the PC chooses to undergo mentorship, we should contextualize the mentor and the relationship in the game world and beyond someone who just automatically provides spells. For the DM, this is a great opportunity for a connection to the game world and setting, providing another digetic avenue to convey information about the world without a lore dump.

Boons

  • Known spells: The apprentice MU can choose the spell they want to know from the master's book
  • Item identification: The vast knowledge of the master will easily identify most magic items
  • Fully stocked arcane distillery: At level 2, the apprentice MU will be able to make the 7 basic potions: diminution, ESP, growth, gaseous form, healing, invisibility, & levitation
  • Minor wand manufacture: At level 4, the MU will be able to use the facilities to make a wand containing 1d2 levels of spells; can cast in melee; recharge uses a component found in spells
  • Got yourself in a bit of trouble: The mentor will help undo a curse, the effects of poison, or other malady (but not simply heal HP- just sleep it off), however, it comes at a cost below or some other task.

Banes

The mentors are going to want something from each apprentice. They aren't training people in dangerous arcane arts for a hobby. Each week, roll a 1d12 and consult the following table:

1-9 | Your service is not required and you may do as you wish.
10 | Esoteric needs: Mentor desires the gathering of something seemingly innocuous or inconcequential- Touch this amulet to these 3 spots, make rubbings of this relief, or gather dungeon mushrooms from three corpses.
11 | Demands a body: Mentor desires a body for...reasons. It can't be a skeleton, zombie, or rotted corpse. Humanoid is negotiable or might be the specific goal. If the mentor is "chaotic", it might be important that the unfortunate victim is still alive.
12 | Summoned to the tower: You will be required to take a week off from adventuring to help the master with something. On the upside, you get a free roll on the magical carousing table without the expenditure of coin, but you must make a save to avoid a negative outcome.

As the PC gains levels, the mentor might require further activities that take them wider into the wilderness. They might be envoys to fay kingdoms or intelligent monsters. Or have to perform some act on the master's behalf. And if the mentor is chaotic, that act might be an attempt to bump off the apprentice (shrug). Or something as mundane as tax collection. 

It could also be that the mentor wants magic items that a high-level PC is now capable of bringing back.

Insta-Wizard

Let's synthesize the above D&D sources into a unified table to create an interesting NPC mentor that is both a sort of regional lord and an institution. 

And again, ktrey's d100- Mercurial Mentors & Weird Wizards will help kick things off with who or what exactly this mentor is.

To establish a Mentor roll:

  • 1d2 for Cosmic alignment:to determine MU Master alignment: odd- Chaotic even- Neutral
  • 1d4+8 for Sorcerer, Necromancer, or Wizard: equals the level of the Mentor
  • 1d6 for Those who serve: to establish the number of open apprenticeships, the remainder is the number of current apprentices (i.e. a roll of 2 indicates two open spots and 4 other apprentices)
  • 1d8 for Monstrous patronage: to establish the rumored, but never seen, monsters that serve the mentor 1. Chimeras 2. Spirits 3. Dragons 4. Elementals 5. Gorgons 6. Minotaurs 7. Demons 8. Gargoyles; all at # encountered in the wilderness
  • 1d10 for (Mostly) Trusted Right-hands: to establish the number of levels of fighting men serving the mentor; none higher than level 4 (i.e. a roll of 6 indicated six levels of Fighting-men, so one level 4 and one level 2 Fighter)
  • 1d12+2 x10 for Foul Foot-soldiers:to establish the number of men-at-arms (if neutral) or beast-men (if chaotic) that serve the mentor

Reason the Mentor is Left Alone by the Crown & Church

It is foolish of me to list all the ways a mentor might be connected to your setting. However, one question we might want to answer immediately is why the Crown or Church not taken action against someone so dangerous? The results here can simply be a reason OR a seed for a subplot involving attempts by NPC to make the apprentice turn double agent.

Maybe because the wizard:
  1. Defeated the Great Beast of the Fell Swamps
  2. Made a 99-year pact with the Church
  3. Has ensorcelled the Crown- a few advisors suspect something
  4. Killed the last two commanders that tried and keeps a third as a songbird
  5. Threatened the Crown with blight and the Church with plague
  6. Pledged to revive the sleeping prince
  7. Threatened to revive the sleeping princess
  8. Knows the Crown is their bastard child
  9. They keep a secret about an atrocity committed by the Church
  10. Romantic entanglement with the Crown- so spicy!
  11. Keeps the true child of the Royal Family
  12. Helped get the new head of the Church the seat of power
  13. The Fay only observe the Truce if they are alive
  14. The Church requires yearly renewal of a particular set of arcane wards
  15. Is the only one who can read the terms of the demonic licence
  16. Has been building a great War Machine, wanted equally by the Crown & Church
  17. Maintains the undead Council- former rulers & adversaries who give advice to the Crown
  18. Enscorcelled all the animals in the kingdom to go mad upon their death
  19. Is a child of the Pit and their death will bring forth a legion from the Fortress of Rust
  20. Sends nightly dreams that depict terrible outcomes if they are removed

Mentor Example

Elizabeth the Lucky decides to seek a new mentor in the lands of the Rose Swamp. During downtime, the DM rolls: even, 4, 6, 7, 4, 3 + 78 on ktrey's table. And informs Liz the Lucky's player of the following:

Vertel the Absent has achieved mastery in the 12 dynamic orders (magic-user level 12) and concerned with cosmic balance. Which is why the magus is said to have stopped a great dragon from raveging the land not by killing it but by challenging it to a game of dreamland chess- a game which continues to this very day. Folks in the immediate area claim that luck has been upended and all for miles everyone's fate is connected to this game.  Being wholy occupied by this contest, and in accordance with the wizard's great power, no less than 8 spirits who travel to and from the tower on moonless nights doing the great mage's bidding. In addition, a hero (fighter level 4) of renown leads the wizard's personal guard. This captain and guard (50 strong) are said to be the knight and company sent to slay the dragon, but pledged fieldy to the wizard once Vertel's deft solution brought a sudden end to the creature's rampage.

Vertel is willing to accept any who desire apprenticeship along as they first pass through a wall of flame that guards the front door.* And why had the Crown not knocked down the tower? Vertel has threatened the Crown with blight and Church with plague.


If you want more on magic, just check out some other posts about running Magic-Users in D&D 

D20 REPLACEMENTS FOR THE ARM THAT BUGBEAR RIPPED OFF: And May Work For Other Limbs Too

BERSERK by Kentaro Miura


Prismatic Wasteland posted a bunch of potential blog topics, which I collected into a list of 34 possible posts to keep in my back pocket when I feel uninspired or bored or want to exercise my creative thinking. Here is the previous one: EYE OF NEWT AND A DASH OF STARDUST: Ingredients for Fairy Tale Adventures

In general, limb replacement can be performed with regeneration or with some interpretations of restoration or in extreme cases, by getting the PC killed and going with reincarnation. For the options below, I tried to come up with rituals that would require folk lore, magic of Old Gods, obscure rituals, bargains, and commitments to those giving this “gift”. In a game, they would be an option the PCs could research, require a new contact with an NPC, and have a twist that makes it cheaper than paying the 2000-5000 gp cost of orthodox routes.


It might be fun to roll below 3 times and have those be the only option for arm (or limb) restoration as a method of world-building or reinforcing the occult nature of magic. Meaning magic is not tailor-made like modern medicine but was established through routes that work, not routes that are efficient/”clean” aka magic as fantasy science- bleh.


Also, don’t forget that each of the below can be riffed on depending the situation, so maybe you want to replace a leg but get the arm-replaced-by-goosehead & neck, well that could be changed to the leg of a mule/goat but it will try to always kick nobility.


1d20 replacements for the arm that bugbear just ripped off your torso & may work for other limbs too…


  1. A hook forged by the famed cannibal Malic the Toothsome, noted amputator, gourmand, and prosthetics fashioner; payment is eating your own limb at a dinner for two with a paired wine chosen by you

  2. The stone arm from a statue of Ishtar after you have prayed incessantly for 7 days and to permanently gain function PC must prosthetize as a cleric of Ishtar

  3. A trained stygian python from the cult of Yg, but you have to let it loose in downtime to hunt giant rats make a 2d6 reaction check to see if it comes back and in what disposition

  4. The amputated arm of your shadow, severed & stitched back on with spider silk by a witch; children, goblins, and clerics will notice your one-armed shadow easily

  5. Domesticate slime, pudding, or ooze beaten within an inch of its “life” and cast charm monster on it; lose dexterity and might dissolve whatever it touches as per the monster of the same type

  6. The arm of a scarecrow that has seen at least 1 season from planting to harvest; graft functions using living pumpkin roots smeared with 3 crushed lizard tails jammed into the wound and the scarecrow limb

  7. Any piece of a troll or hydra grown and shaped, like an ornamental plant, into an arm, but every level up, make a save vs spells, two successive failures means monsterification, otherwise works quickly

  8. Sew a jacket, with one arm taken from a different jacket and terminating in a glove taken from somewhere else, using the seinew from an animated corpse, flesh construct, or undead; when wearing the jacket, the “empty” arm is highly flexible, looks real, but can’t hold more than a purse of coins

  9. A beam of light passing through a stained glass window after continual light & phantasmal force have been cast; arm glows as candle light, can pass through objects, but only allows the faintest of touch and hold barely a feather

  10. A charmed giant centipede, after charmed monster has been cast, will always appear at inappropriate moments in an unsettling way (negative to negotiate, positive to intimidate)

  11. The severed neck & head of a goose or swan after giving an offering to the petty god of serpentine things of 500 gp in value; vicious and surprisingly able to manipulate a dagger expertly when used for dark purpose.

  12. Intact arm of a zombie, ghoul, or wight; save vs paralysis to not strangle any priest, cleric, or good-aligned religious official you meet and might awkwardly salute evil religious figures, icons, and/or gods

  13. A planted seed of either an oak or a rose bush, which will rapidly grow into are arm in 4 weeks; oak arm adds +1 AC if non-sword arm, while a rose arm gives +1 to reaction rolls

  14. Clockwork prosthetic make from the dwarven artisan Able Ticker Tink after payment with 5 gems of 5 different colors, each worth 250 gp each; winding required every 3rd downtime action

  15. Your reflection’s arm severed with a silver dagger from a mirror catching the moonlight after hold portal has been cast; every full moon, said reflection must be given an offering for its “loss” or else…

  16. Make an offering to benthic gods of 500 gp for a giant octopus tentacle or 250 gp for a giant crab claw; both can be eaten with butter in a pinch, but it is a blasphemous act to said god(s)

  17. The arm of a demon/devil you win in a game of chance, while another better body part (or a friend can bet one for you); the fiend will go double or nothing for a second go if pairs of parts are bet (exclude fingers/toes)

  18. Trained monkey or particularly clever parrot- nothing crazy here, just an expensively trained animal (500gp) that will require a loyalty check to grab anything dangerous and won’t fight.

  19. Arm-y ants who are protecting the queen you buried in your shoulder; resists severing as ants reform but 2x damage to fire after a year, save vs paralysis or you are actually a colony of sentient ants!

  20. An arm gifted by one of the fay courts after a season’s salon will come with a court-specific quirk (always snap when walking or roll a glass orb) and a court-mandated purpose (may only hold weapons of beauty or used in the pursuit of lost objects)

TORCHES (6): A RPG Microblog Collection 6

Reaper Miniatures
sculpt: B. Jackson


1. Moldvay's Labyrinth: Someone has made a dungeon crawler based on Moldvay Basic D&D. Apple phone and Android!

2. When in doubt, fuck up the moon! Save Vs. Worm does just that in this fantastic post about moon men that crawl from their lunar haunts to raid the earth! Also has a cool calendar.

3. Combat in Abstract: Over at Press the Beast, there is a lengthy discussion on old-school combat shortcuts.

4. Barrowmaze Retrospective: Having run both Barrowmaze and Archaia this is a fair evaluation of my own experience and why Nightwick continues to enchant after 100+ sessions.

5. Ah, Delicious in Dungeon!: Skerples has the Monster Menu-All of the classic AD&D Monster which "takes all the creatures in [the AD&D Monster Manual], divides them by flavour and effect, and gives random tables and neat little rules for some of them". 

6. Known Spells of Wizards Past: At Half Again As Much, the good Dr. Curious looks at their father's D&D known spell list, which contains 400+ different spells across 14 levels. While they contain the old standards, they also span the mundane (Summon Frog) to the wicked sounding (Wailing Wheel of Fire). Its a fantastic resource that reminds up how free-wheeling Dungeons & Dragons once was before being standardized (perhaps too much) by convention.

* Bonus because I am thinking about NPCs as of late. Here is an interesting perspective on creating NPCs using: Name, rough age, notable physical detail. Skill, Skill, Skill. One Obsession. One Secret. One Burden

PRACTICAL MAGIC: The Collection


This is a small collection of posts about my experiences, thoughts, and advice on how to run 1st-level MUs as well as make them seem like more than just a 1 spell, 2 hp chump. The class has great potential in old-school D&D games, but its early fragility and seemingly low starting abilities are barriers to people's enjoyment. 

Having gotten a MU up to 6th level in a fairly aggressive megadungeon, I have thoughts which I've been putting into posts:




HOW I PREP: A Weekly-ish Megadungeon Campaign

 


Context For How I Prep

Jumping in on the "How I Prep" series started at Roll to Doubt by describing how I prep for my megadungeon campaign using Miranda Elkin's Nightwick Abbey (of which the first three levels, plus a lot more, is available at the Patreon). 

Let me start by providing some context for the megadungeon campaign. My Nightwick game is played roughly two to four times a month, lasting 2 to 2.5 hours, with 3-5 players. After 31 sessions, each player as a PC level 3 or 4. The "area" I am trying to cover in the world is a loop between two 6-mile hexes consisting of the Abbey and the titular village.

Like many who have recently posted, my goal is to have prep take a short amount of time, demonstrate the impact of player choices, and make the world move independently of the players (factions, events, ect.). To that end, I keep a Google doc of campaign notes, employ a one-page tool that helps me prep, and I restock according to Nigthwick Abbey's prescribed methods.

Campaign Documents




It is a collection of both session notes and session one-pagers (which I'll talk about below). Collections of other elements that I want to incorporate into the game or to modify to be more Nightwick-flavored or specific, like the carousing table and the overloaded encounter die. 

I have also thought of other geomorphs that might be good substitutes should I want to expand areas of the megadungeon itself or replace pre-existing 'morphs due to player actions. I will often doodle these or think of themes, so instead of letting them be idle thoughts, I write them down! Why let good ideas go to waste?

The last little bit labeled "articles" are more long-form thoughts about how I think about elements of the megadungeon. Again, after being a player in ~100 sessions and a DM for ~30 sessions, I have ideas about how run the dungeon, so putting them down helps me remember and keeps me consistent. I also, for a little bit was conferring with another DM who ran 50 sessions of Nightwick, so we traded notes.

Session One-Pager (the Actual Prep)

Here are the sections for my prep sheet which I try to keep somewhat digetic by framing it as if the characters are having a drink at Nightwick Village's best/only inn:

  • AS THE WORLD TURNS
  • IN YOUR IDLE TIME 
  • WHAT IS THE CHATTER FROM THE BADDERS' BOYS
  • AFTER DRAINING YOUR CUPS, FIGURES APPROACH
AS THE WORLD TURNS: Here is where I am reviewing the yearly, monthly, and weekly events that shape the world and the current attitudes of Nightwick Village. I try to place faction movements (if the party were aware of them) here as well as random events.

  • I also try to tie yearly & monthly effects to an increase/decrease of resources, especially those that the players might need to use in the dungeon. And/or have the event impact their downtime abilities. I think this is one of the best ways to make these events feel real. For example, a recent monthly famine removed rations from the store. The woodsman PC had to hunt in downtime for rations, of which only about 1d4+1 were ever hunted. 
  • For weekly events, I try to make them a potential problem to be solved before or in lieu of going to the dungeon. The PCs don't have to pursue it, but it might have an impact depending on the action they do or don't take.

IN YOUR IDLE TIME: The is just time for me to run down a list of what actions and effects downtime choices had on the PCs. This is also a time we check in on the progress of various crafting efforts and with those who have been gravely injured. This is also the place where I think about how the PCs actions might have affected NPCs that they want stuff from.

WHAT IS THE CHATTER FROM THE BADDERS' BOYS: The goal of this section is to show how last week's session might have impacted the village. Its also an opportunity to hold up a mirror to the PCs actions from the point of view of the NPCs and in particular, the "law" of the land represented by the Badders' Boys. So they talk smack, in loud whispers, about the PCs: "Funny how that lot always drags 2-3 poor peasants into that abbey, but only they seem to come back alive...yeah....real funny..."

AFTER DRAINING YOUR CUPS, FIGURES APPROACH: And just when everyone is about to leave the inn, they are approached by hirelings (if any) looking for employment. I generate the number of hirelings, the type, quirks, and try to tie each hireling to one of the 7 deadly sins for added fun in the Abbey.

Dungeon (Re)Stocking

Miranda has a nice method of restocking Nightwick that is based on a decreasing die size with each real-life week that passes between sessions. I usually also review the random encounter table here to make sure it best reflects the current state of the dungeon and the level of agitation the dungeon might have toward the PCs. This is also a time for me to upgrade villains that have continued to plague the PCs. The final thing I might do is try to alter parts of the dungeon if the yearly or monthly events warrant it. 

And that is it! 

INVESTIGATING SARAH CONNOR: My Ideal CoC Game & The Terminator

 

A campaign big on torches, less on tommy-guns

My ideal Call of Cthulhu game would consist of the following materials:

Investigators Are Everyday Outsiders: Pull out an index card and write your name and profession, which can't be a part of any established power center like the police, city hall, military, or even university faculty (could be new professor or pushed aside faculty). I’d even exclude “big” criminal backgrounds because they themselves are enforcers of (inverted) power structures. Ideally, its professions that push boundaries or study obscure corners or exist in the cracks of power structures. You can’t be anyone important.


In terms of investigations, I think Sean McCoy’s investigation sheet is the bee’s knees when it comes to empowering the player to actually be fully invested into the mystery of the world. This stands in a little bit of contrast to the official CoC publications as well as Cthuhlu Dark’s own philosophy via Stealing Cthulhu. Both sources frame their campaigns more as revelations that true “whodunits”.


No to Sanity Mechanics, Yes to"Cassandra Effects": Basically, do away with "insanity" because the investigators aren't insane- ever. There really are evil fish-people, they did see star-vampires, and reality-eating colors totally ate that guy. There is nothing to cure because they are not suffering from any delusions. NPCs can go "insane," but players always maintain agency, but are thwarted by non-believers.


Instead, it will be up to the investigators to explain to the humans around them what the hell they exactly were doing when the local Presbyterian church blew up with Mann Co.'s suspiciously missing dynamite. This crime-suspicion-alibi structure will also reinforce the campaign's framework. Players will have to avoid their investigators becoming the prime suspect in their own investigations!


Cthulhu Dark's Insanity Die becomes the "You're Crazy" Die: Okay, so here's how the dice work in Cthulhu Dark:


[Roll 1 or more of your dice] [t]hen your highest die shows how well you do. On a 1, you barely succeed. One die if the task is within human capabilities. One die if it’s within your occupational expertise. Your Insanity die, if you will risk your sanity to succeed.On a 6, you do brilliantly. Your Insanity die, if you will risk your sanity to succeed


In some respects, a CoC campaign very much embraces noir influences of being an outsider investigating the dark corners of society. So instead of risking your literal sanity, let's risk the public perception of your sanity. As the score increases, you lose access to people and institutions because the good people of the town won't be seen with you, let alone listen to you. At max level, you lose access to society in toto, not because you are insane, but everyone perceives you as insane.

Mechanically, this means different institutions/NPCs have varying levels of tolerance on this scale. For instance, Joe's Soda Shoppe might stop letting you in if your score is 2, meanwhile the local speakeasy, Diamonds, will keep letting you in if up to a score of 4.

Arkham Library is closed off to you at a score of 3, while Ms. Terry the local, supposed, medium and fortune-teller to the ladies of Arkham might still let you come by if your score is 5. She, too, knows what's up in Arkham. Cults, the real ones, are always ready to welcome new congregants, but you can't be less than a 5.


The Terminator & Cosmic Horror: Or The Slow Train Wreck You Can’t Stop: It will be up to the GM to continuously press on the tension between the reality the players know and the illusion of normalcy the NPCs maintain.  And, to spell it out, this always includes the press of law and government, who keep the peace and enforce the law. The horror here is knowing the absolute truth with a big "T" and being almost powerless to stop it and in fact thwarted by the institutions who could do something about it. Not so much a jump-scare by tentacles.

With this framing, Sarah Connor in Terminator is the perfect Lovecraftian protagonist. She is a waitress in LA who meets a drifter claiming to be from the future sent back to protect her from a murderous robot sent from the same future by a machine intelligence so powerful it invented time travel to kill her before she births the child who will stop it from destroying humanity. Sarah (and the audience) knows this to be true, but part of the horror of Terminator, besides being hunted by an unstoppable killer robot, would be trying to convince others of this truth. No one would believe you, you might even hardly believe you. By Terminator 2, she is put in an asylum and has her child taken away for being “crazy”. But again, she’s not! Its all true.

Magic the Cosmic Cheat: If we are somewhat logically deducing our way through means, motives, opportunities, and suspects, what is the role of magic in this context? Most obviously, it allows the solving of investigations/mysteries with a greater supernatural element to them. But more importantly it provides a way to cheat. I think too attempting the investigation framework will also provide the temptation to do so too!

For instance, players might have a victim, motive, location, but 3 different suspects, all with not entirely air-tight alibis. A speak with dead spell could fix the issue because you can merely ask the victim who killed them. But now you have to exhume the body or break into the morgue. A small crime in the greater context. But then if you know the perpetrator, how do you legally bring them to justice, given you don’t have admissible evidence? Maybe you take the law into your own hands. After all you know the truth and that is what matters right? Again this puts characters back at odds with the “polite” society around them. 

My goal here is not to turn our investigators or the game into some 90’s grimdark Frank Miller Batman, but instead have players themselves experience somewhat the same temptation of magic NPCs feel. And also have things only get more complicated from there. Which, while maybe not a direct reflect of CoC source material, does put this game and magic in contrast to fantasy adventure games– magic is dangerous not because it causes insanity, but because it allows you to act in anti-social ways. Its continual use naturally drives you away from normalcy.


Summary: An investigation-focused game that features normal folks attempting to keep it cool while peeling back the Truth about fish cults, trans-dimensional travelers, space fungus, and elder gods all the while trying not to let the magic at their fingertips go to their heads.

Specifically for the players, this means using a rules-lite systems to find a solution (not necessary “solve”) a logic set-up that structures a crime/mystery with natural and super-natural elements using whatever is in the fictional environment: libraries, NPCs connections, skills reasonably linked to chosen profession, and anything else in the Sears cataloge. So there you have it, my ideal “CoC” campaign.

P.S. Downtime: I love carousing tables in D&D, so I'd most likely have 3d6 version in this campaign too. The objective here would be providing outcomes for very mundane tasks the characters who try to get a handle all while they are investigating some mythos plots. I might have their current "perceived sanity" score added to the roll (low = good, high = bad). How can you keep your university position if you are coming into class beat up? Will you ever get tenure? What will your family think if you disappear in the night, then show back up in the morning, soaked in sweat and dragging your torn-up friend into the house? How can you maintain your job at the garage if you never show up consistently for your shift, but weird people keep coming in asking for you?

NIGHTWICK ABBEY: The Purple Eater of People Session 117


Want to learn more about the world of Nightwick from Miranda Elkins? You can follow her blog here and the ongoing development of Nightwick Abbey at her Patreon here.

Previously in Nightwick...

Blossom (Rogue 6)
Mayfly (Magician 6)
Liminal Space (Changeling 5)
Thekla (Magician 5)
Krupe (Cleric 5)
Yvgeny the Coward (Cleric 5)
Pataki (Grave Robber 1)
and THAT hireling...

AT THE MEDUSA'S HEAD...

Theklas appears to be afflicted with a spirit after a magical research mishap. The party decides to travel south to the town of Blackleg in order to seek help in removing the creature's presence much to Mayfly's protests: "Think of what you could learn!"

...DOWN IN THE ABBEY...
  • Deals Are Made: The meddlesome spirit offers little reprieve and the party is forced to strike a deal with it which they will regret do doubt (PC EDIT: And we did...) inorder to prevent it from continually spooking the horses.
  • Abbey Is Not The Only Place The Dead Are Buried: A small investigation reveals a blizzard depression which could indicate buried treasure- our grave robber investigated and digs up two large buried urns.
  • Not All Spirits Are Evil, Some Helpful: Mayfly consults the Thing-In-His-Pocket and the party learns there are things from the Abbey trapped in there.
  • Better Left Buried-- By Someone Else, Not Us: After a failed fireball, the party decides to drive our holy sword down into the jars, hoping to destroy anything there, but spare the treasure. The plan is enacted, but the strike is not true enough-- a ghost erupts from the urn with a terrifying scream! 
  • Silver Hairs, Silver Treasure: Liminal, Krupe, and Thekla take of running as horrible visions filling their minds and their faces age 10 years in horror of it all. Mayfly, fires back with a lightning bolt that seems to just do enough to destroy the spirit. The reward: 19 platinum disks which our rogues believe is values at a total of 1900 sp. Hmm, might be worth taking a crack a the second one...
  • Two Things We'll Regret (Maybe): The party collects our lost colleagues, makes camp to decide how to tackle the next jar, and make good on our promise to the medelsome spirit.
...STILL ON THE ROAD...