Session 1: Hope
General Summary
The newfound heroes have found themselves in what seems to be a void. A deep blackness that knows no end. Inside of which is a singular tavern that still has its lantern alight. What has become of them and what might they learn from whatever awaits them inside?
New mechanics:
Torchlight: The torch is a burning beacon and reminder that there is still hope. That the nightmares can be pushed back, they can be beaten. However, even hope can wane in dark times.
The torch is marked 0-10. Keeping the flame high gives buffs to the party inside of Madness Zones, while the opposite occurs when it gets too low(the value of the torch can still be influenced in Neutral Zones, but no ally buffs or enemy buffs will be active). Acts of good, clearing out enemy threats, and using the rare Lanterns of Hope item can raise the torch. While inherently evil acts, the passing of time, interacting with certain items, and certain enemies can lower the torch.
Torch Chart
0 Black as Pitch: Abberants descend upon the party in the deep darkness, initiating a deadly ambush. If the party persists, raise torch level by 5 and gain no rewards from this combat, as everything is ethereal in the darkness.
1-2 Darkness: Enemies gain +2 AC, +2 to hit, and improved crits(18-19-20).
3-4 Shadowy: Enemies gain +1 AC, +1 to hit, and improved crits(19-20).
5-6 Dim Light: Neutral, no bonus towards anyone.
7-8 Dim Light: Players gain +1 AC, +1 to hit, and +1 to wisdom saving throws.
9 Bright Light: Players gain +2 AC, +1 to hit, +2 to wisdom saves, and improved crits(19-20).
10 Bright Light: Players gain +2 AC, +2 to hit, +4 to wisdom saving throws and ability checks, and improves crits further(18-19-20).
Stress
A new mechanic that affects the party and simulates the result of endless tension and unease. Stress is also marked 0-10.
Stress starts at 0 and resets to 0 on a long rest. On a short rest, reduce stress by your proficiency bonus. Healing spells reduce a single targets stress by the spells level(Meaning multi-heals, such as Mass Cure Wounds, only reduces the stress of one target). When you reach 5 or more stress, make a wisdom or charisma save(Players choice, DC 15). On a failure, gain a temporary madness(see the long term madness table). This madness subsides when below 5 stress, but returns if Stress is not kept in check(Do not roll for different madness again until the next long rest). When players reach 10 madness, the character has a mental "Breakdown". The stress becomes too much to bear and overwhelms their mind. Make a Resolute check(Percentile, 50/50). On a failure, the character can take no more of this assault and loses their mind. Lose 25% of your max health(rounding down), gain an indefinite madness, and gain 2 points of exhaustion, and mark Stress to 3. On a success, the character finds the will to persevere through the chaos. Heal to full health, become cured of a madness(Players choice), and Rally(all allies within 30ft gain temporary hit points equal to your wisdom score or your charisma score, which ever is higher).
Session 1: Hope-Summary
The party arrived in a strange void. After walking to a strange nearby tavern, they all introduced themselves and were confused on why they were there. Then, an old man writing in a book walked down from the darkened upstairs corridors.
He answered questions in vague words, but let them know that darkness was taking over the world. Madness was spreading and there wasn't much time left for the world to hold on. There was but one mission he gave them. To take the last bit of "Hope" and ride into the world with it. Try to save what is left, and rescue the world from fire and ruin. The ephemeral equation must be balanced by any means necessary.
The party was given a carriage with two horses to carry the "Flame". Riding out towards the nearest settlement, if you can call ruins and makeshift housing that, they met their first battle on the road. Gaunts(weaker zombies) had killed some travelers along the road, leaving corpses and wagons to block the road. They dispatched the gaunts with relative ease, scoring their first victory. And hopefully not their last.
After a half hours worth of travel, they found themselves at the front gate of the settlement Trader's Plunder. Makeshift defenses and militia to guard broken down buildings and survivors. After a moment of questioning from the guards, the leader of the encampment had come out to assess. After a few looks, she gave the order to open the gate, as "They would have attacked already if they were fanatics". They were led to a makeshift stable to put the horses and carriage, and given a meal under the pretense of exchanging information. After informing her of the various happenings, and that they were there to help the people, she told them of the threats that had come to destroy half the land.
The cultists were the first. They descended from the mountain to cause chaos and to weaken the nation. Information has come to a halt as the northern cities were either burned or raided. Very few survived such encounters. Then there were the Fanatics. People who have become obsessed with "The Great Fire". The Fanatics have set ablaze the city of Grinall and the surrounding forest. The city still burns and the Great Library is at the center of it all. It may have already burned down, and once the city is nothing but ash, they will set their sights on the next city of survivors.
The party was told that the mountain at the center of the continent housed the cultist threat, but no one could get close because of the "Black Flame". It burns all who try to cross it. So they set themselves to help the survivors at Vosaura, and to find the spirit whisperer name Tomas, who was gathering wood in the forest of spirits. The party was also told of a crazy old man in the east right outside of the gates, who held random treasures and items that might be useful. The party "bartered" with him and got themselves a horn and a Griddle(20% chance to create stacks of pancakes out of thin air).
After making their dealings with the Hoarder, they began travel north to the spirit forest. After reaching the entrance of the forest, they spotted signs of people being there. And blood having been spilt. They rushed forward to find the woodsman and found the corpse of a bandit and came across a battle in play.


