The Bells of St. Vesper

Summary

Campaign Round: 3
Threshold Value: 900
Description

Hear this summons, commanders and cutthroats, priests and pretenders. A city erased by time and terror has bled back into the world through fog and rumor. Saint Vesper—its spires broken, its nave hollow, its bell long silenced—was hidden once by powers that feared what its toll could do. The old chronicles call it a mercy and a menace: a living liturgy bound to bronze, a chorus of wards that can push back perdition or be twisted into a dirge that rends the soul. Whoever rings those bells will not merely claim a hill; they will command a voice that reaches into heaven and hell alike. What is known - Saint Vesper was lost for centuries. Maps show only marsh and ruin where a city once stood; the ridge it crowned was scrubbed from charts and memory. - Scouts now report spires through the mist. A cracked toll was heard once at dawn, thin as a bone and wrong as a lie. The ridge breathes again. - There is a prophecy. The Benediction bound in the bell answers the hand that rings it: sanctify and it repels the infernal; profane and it becomes a trumpet of despair. The prophecy names no savior, only consequence. - The place was hidden for a reason. Powers above and below conspired to bury Saint Vesper so the bell could not be rung. That concealment has frayed; something or someone has pulled at the seam. The stakes - Spiritual Dominion. A sanctified toll will stiffen the faithful, burn back lesser horrors, and make the ridge a bastion against the dark. - Psychic Warfare. A corrupted toll will hollow men’s hearts, turn banners to tatters, and make entire companies crumble without a blade touching them. - Strategic Command. Whoever holds the cathedral holds the ridge: recruitment, supply caches, and the right to shape the next campaign. - The Cost of Delay. The longer the hunt, the more the fog breeds hunger and the more the things beneath the soil stir. The forces that would see the bell profaned are already at work. The present moment A ruined milestone, a collapsed chapel, a tattered seal, each is a thread that, when followed, will lead to the city’s bones. The fog is a thief and a shield; it hides the approach and hides the things that stalk the approach. No townsfolk remain to plead or to be used as bait. Only ruins, relics, and the hungry ambitions of those who would ring the bell. Your charge Move now. Each warband has been given a single lead, an old marker, a rumor, a scrap of hymn, enough to point toward Saint Vesper but not enough to reveal it. Race, probe, and pry the land open. Remember: the bell does not care for oaths, honor, or bargains. It answers only the hand that rings it. The choice you make at the cathedral will echo farther than any cannon. There will be no absolution for those who mistake triumph for salvation. Lord hear our prayer.

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Grand Game for Round Four

03.01.2026

Mission Briefing Operation: The Lost Crosses A thin, sour fog clings to your boots as you pick your way through the trench maze. Old crosses lean from the mud like broken teeth. Nails still hold scraps of vellum and iron tokens; the wood is black with age and shell‑smoke. Somewhere beyond the ridge a bell tolls once, wrong and hollow. Your scouts have marked six crosses in the sector. Each cross is a promise or a trap. Find them. Read them. Take what they give you, and beware the lies that whisper from old wood. You reread the missive that was delivered by an unknown messenger. It reads as follows. "A fog‑choked web of trenches and shattered lanes hides more than shell‑craters and rusted wire. Scouts have uncovered a cluster of ancient crosses driven into the mud, bulletin boards from a city erased by time. The crosses are old as the war itself, their faces scored with names and prayers. Where once men pinned notices and pleas, now the crosses hold secrets: scratched runes, torn vellum, and iron tokens that point toward a place no map remembers. Whoever reads them first will gain the first true bearings to Saint Vesper." Mission Each warband is to move into the trench network, locate the six lost crosses, and recover what is posted upon them. At each cross a successful search or skill check will reveal a fragment of the old liturgy or a rune—one of the clues that will lead to Saint Vesper. Fail a check and the cross yields only rot, false leads, or a whisper that will cost you time.

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History

Grand Game for Round Four

03.01.2026

Mission Briefing Operation: The Lost Crosses A thin, sour fog clings to your boots as you pick your way through the trench maze. Old crosses lean from the mud like broken teeth. Nails still hold scraps of vellum and iron tokens; the wood is black with age and shell‑smoke. Somewhere beyond the ridge a bell tolls once, wrong and hollow. Your scouts have marked six crosses in the sector. Each cross is a promise or a trap. Find them. Read them. Take what they give you, and beware the lies that whisper from old wood. You reread the missive that was delivered by an unknown messenger. It reads as follows. "A fog‑choked web of trenches and shattered lanes hides more than shell‑craters and rusted wire. Scouts have uncovered a cluster of ancient crosses driven into the mud, bulletin boards from a city erased by time. The crosses are old as the war itself, their faces scored with names and prayers. Where once men pinned notices and pleas, now the crosses hold secrets: scratched runes, torn vellum, and iron tokens that point toward a place no map remembers. Whoever reads them first will gain the first true bearings to Saint Vesper." Mission Each warband is to move into the trench network, locate the six lost crosses, and recover what is posted upon them. At each cross a successful search or skill check will reveal a fragment of the old liturgy or a rune—one of the clues that will lead to Saint Vesper. Fail a check and the cross yields only rot, false leads, or a whisper that will cost you time.

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