In Memoriam

Session 4
Murders In The Dark
  • The PCs convince Schutzmann of their innocence, and he asks for their assistance in the investigation.
  • They accept, and are granted a warrant to investigate.
  • Returning to the temple, they question the priest on duty and examine the room.
  • Examining the body, slumped over his writing desk, they find a small dart in the back of Father Martin’s neck – appearing to have come from the open window.
  • Investigating the window, they find scratch marks on and around the frame.
  • The icon does not appear to be here.
  • They investigate the alley outside the window, and find a distinctly inhuman footprint but not good enough tracks to follow.
  • They return to Schutzmann and show him the dart. He takes them to the Watch’s evidence room and shows them three more such darts, which he explains come from three other murders – a Watchman, a doorwoman at the Engineer’s Guild, and an unidentified man.
  • Investigating these murders, the PCs can discover no connection.
    – The Watchman was patrolling near the city library, and a text containing some magical rituals has gone missing.
    – The doorwoman was killed on duty, but no-one seems to know much about her.
    – The unidentified man had an unloaded crossbow next to his body. The body has been sent to the Ordo Mortis for a nameless funeral.
  • At the scene of the third murder, the PCs find a trail of blood which they follow into the sewers. At the outflow of the sewers, which goes over the cliff, they find an entrance to a cramped tunnel.
  • Entering the tunnel, they are attacked by a demon guard – a small, squat creature with red skin in jet black armour. As they fight, more demons join them and Petra is gravely wounded.
  • Guy and Gerrard feel stings in their necks, and discover darts in the wounds, shot by an unseen assailant.
  • They scour the darkness and eventually find the culprit – another demon – and bring it down along with the guards.
  • However, Guy soon falls unconscious from the venom.
  • Frederick carries Petra to the temple to clean her wounds, and Gerrard follows shortly after with Guy.
  • Simon goes to report to the Watch, and returns with a small detachment of Watchmen to clean the place out.
  • No further demons are found, but Simon does recover the frame that had previously been around the icon – but is no longer. He also notices a stalactite in the final chamber – there’s something strange about it, but he can’t quite tell what it is…
  • They return the frame to the temple, who are very grateful (again).
  • Some days later, they receive an invitation from Claus Liebnitz, chief priest of the Ordo Gerantos, with a proposition for them…
Session 3
Braving The New World
  • The PCs decide to head for Schaffen, chief city of the province of Sudenland – the tunic Warpath was wearing when he awoke bore the crest of Lord Kester of Sudenland, so this may be their best clue to their past.
  • The journey is hard; the world is a bleak and barren place now. They come across:
    – a land of unbearable heat just to the South-West of Crossridge;
    – a lava flow;
    – a stream that becomes a fast-flowing river, too fast to sail;
    – a great mountain, not marked on their map, through which the river flows.
  • Eventually they reach the coast, and see that the sea is completely frozen. Their investigations suggest it is entirely solid, or at least frozen to a considerable depth.
  • They continue along the coast and reach Schaffen, where they are ushered to the tower of Johann Strauber, effective ruler of the city.
  • Strauber tells them that the city held out against a siege by the Horde some months ago, until the Horde simply left – he does not know why.
  • Warpath recognises the earring worn by one of Strauber’s men, and asks him about it.
  • The earring is that given to the personal guard of Lord Kester. Erik (Strauber’s man) is not of the personal guard, but simply found it in the tower.
  • Asking around the town, they find that Nell Smith recognises Warpath, and identifies him as Gerrard Cooper.
  • Later, Strauber asks the PCs to investigate the wreckage of a ship trapped in the ice sea, and in particular to obtain the ship’s manifest so he can see if there is useful cargo.
  • In order to cement their position in Schaffen, they accept. They trek out to the ship and load up as much cargo as they can for the return journey.
  • Examining the manifest, they notice an unusual entry – “relic of the ”/campaign/in-memoriam/wikis/ordo-carnae" class=“wiki-page-link”> Ordo Carnae".
  • Searching the ship, they eventually find this relic in a lead casket. The relic is an icon of St. Carnas, in a golden and jewelled frame.
  • They return to Strauber, who suggests they take the icon to Father Martin Sonder, priest of the Ordo Carnae.
  • They do so, and he is very grateful. Frederick agrees to return the next day to talk more about the Order.
  • However, as they are being interviewed by the watch captain, Alfred Schutzmann, who seems to be interested in any demon sightings they have experienced, a messenger enters informing him that Father Martin has been found murdered and the icon appears to have gone missing. He explains to the PCs that since they were the last to see him, he must take them into custody…
Session 2
Confronting Their Fears
  • The PCs head North to the Necromancer’s tower.
  • As they approach, they find animated skeletons performing menial tasks in the forest around the hill.
  • Frederick feels a sense of darkness about them, like a putrid smell, but a sense he can’t identify.
  • Eventually they approach the tower. Its portcullis gate is propped open by what appears to be a bookcase. (It is empty.)
  • They creep into the tower and check each room carefully. There is ash in the grate, but it is cold.
  • On the second floor they open a door and a cheerful man greets them, and introduces himself as Albert Weaver.
  • The PCs talk to Albert, who is horrified by the events they describe – he had been hiding out in the Tower since the night of the Fall.
  • He claims not to be a Necromancer, and to have had no idea that’s what the inhabitants of Crossridge had assumed.
  • He is appalled and insists that he must go to Crossridge and meet them so that he can explain.
  • He does admit to having some small magical talent as a hedge wizard, though – and is deeply troubled when he is told that magic will bring the Horde upon him.
  • The party travel back to Crossridge, but find it under attack by a warband.
  • The party help to drive the warband off, though two captives are taken.
  • The party resolve to leave Crossridge – but to go where?
Session 1
Rising From The Fallen
  • The PCs wake up on a battlefield littered with corpses.
  • A sense of doom hangs in the air. Everything they touch feels unidentifiably tainted.
  • They try to gather some evidence of what they’re doing there, largely without avail.
  • They come across a monstrous creature picking through the corpses, and fight it.
  • They set out into the world…
  • Everything is barren and destroyed – in contrast to the battlefield which seemed normal.
  • They come to a crossroads where two prisoners are hanging in gibbets.
  • The man claims to have been thrown out of the nearby village, Crossridge, for witchcraft.
  • The girl, named Channa, is being punished for stealing.
  • The PCs free the man, but Channa refuses to be freed, claiming that the villagers will punish her more harshly if she escapes.
  • The PCs travel to Crossridge and meet Walther Grant, the village headman.
  • They learn that the world has fallen – a week of natural disasters followed by an invasion by a a demon Horde – and are offered shelter for the night at least.
  • In the night two riders in black-and-yellow masks come to the village and ask strange questions before retreating into the night.
  • In the morning, Walther asks the PCs to go to a Necromancer’s tower to the North.
    – The Necromancer has asked for “a few good men” to help him rebuild the tower.
    – Walther is not comfortable with a magic user being so close.
  • The PCs agree.

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