Tag: Lex Occultum

  • Lex Occultum: A Night of Mystery and Madness – Afternoon Session


    Our next Lex Occultum tabletop session, held in the afternoon of 1st of March, was an intense, story-driven experience filled with eerie encounters, strategic decisions, and the ever-present threat of supernatural danger. The players found themselves unraveling sinister events in a gothic London setting, blending historical fiction with horror and intrigue. Here’s a breakdown of our session highlights.


    Rescuing Alfred: A Brush with the Supernatural


    The session opened with a dramatic revival scene. The players saved a young boy, Alfred, from the brink of death—a victim of a strange attack that left him drained of blood. As he awoke, terrified and disoriented, he recounted a chilling tale.
    Alfred had been working as a street pickpocket on London Bridge, gathering close to 20 marks from unsuspecting passersby. However, the routine handoff of earnings to his handler, Harold, took a dark turn—Harold was missing, and in his place stood Toby, who spoke of a “big job around the church.” This led Alfred to the St. Sepulchre church, a site of a sinister ritual.
    Inside, he witnessed a disturbing figure hidden in the shadows, issuing commands in a dry, husky whisper. Before he could escape, something attacked him—biting his neck—and he only managed to flee when a carriage’s lantern shone upon him. The next thing he knew, he was waking up in the care of strangers.
    This ominous tale set the tone for what was to come.


    Investigating the Church and The Missing Box


    Following Alfred’s testimony, the investigation led the group to the St. Sepulchre church, where they found evidence of underground activity beneath the altar. The site had been raided before they arrived, leaving behind traces of a mystical ritual in progress.
    Realizing they might be one step behind a powerful enemy, the party debated their next move. They concluded that the mysterious group they were tracking was collecting hidden boxes of some ancient and ominous power. Their goal? To retrieve the remaining boxes before the antagonists could complete their dark purpose.
    The party identified their next probable locations—starting with Bedlam Asylum, where they hoped to find Old Benjamin Rum, a man rumoured to possess knowledge about their shadowy adversary: the Governor.


    Exploring Bedlam: The Madness Within


    Bedlam proved as harrowing as expected. Upon bribing their way inside, the team quickly learned that Benjamin Rum wasn’t in the open halls—he was locked away in the asylum’s dungeon levels.
    Reaching him required additional payment to a corrupt orderly, who led them to a heavily secured oak door reinforced with iron bands. Entering was risky, but the group pushed forward.
    Inside, they encountered macabre horrors, including a man who flickered in and out of existence, a talking spider, and a tormented prisoner who believed himself unreal. Each interaction chipped away at the players’ sanity, forcing dangerous willpower checks to stave off madness.
    Finally, they found Old Ben Rum, but their worst fears were confirmed—he had been bitten. Though still human, he was plagued by the Governor’s curse, his mind fractured between lucidity and insanity. Nevertheless, he provided a crucial clue:
    “The Governor is camped in an ancient, ruined church near Moorfields Hospital. He’s gathering power—bringing back an ancient one, something older than Rome itself.”
    Armed with grim knowledge, the players sealed the dungeon without freeing Ben, ensuring he could not return to the Governor’s side unwillingly.


    A Supernatural Encounter: Ghosts of Bedlam


    As they attempted to leave, a pale, ghostly figure formed at the stairwell—a young woman floating as if submerged in water. Tattered dress. Writhing green tendrils. Lost, hollow eyes.
    The players immediately recognized they faced a vengeful spirit. Before panic set in, Father Charles, the bishop in the party, experienced a prophetic vision revealing her tragic murder at the hands of a corrupt Bedlam guard.
    Rather than attack, he declared:
    “This man still lives. If you let us pass, we will have him tried, convicted, and hanged for his crimes. You will have justice.”
    The spirit silently dissolved into nothing, granting them safe passage—grateful, perhaps, that her suffering would not go unanswered.


    Into the Ruins: Confronting the Governor’s Lair


    The team wasted no time—armed with their weapons blessed by Father Charles, they stormed the ruins of the church at Moorfields.
    The structure was collapsed, the ground swarming with rats, and a hidden crypt entrance lay buried beneath debris. Fighting through the vermin, they uncovered a secret door and descended into the Governor’s secret lair.
    There, they found mercenaries and occultists guarding the passage, including a butcher wielding a massive cleaver and armed men standing around a large iron door. The only option was brutal combat.


    Final Battle: The Crypt Showdown


    A surprise attack launched the battle. Gunshots rang out in the underground chamber as the players eliminated guards quickly. However, the Governor was still deeper within—beyond the iron door.
    The last moments of our session saw the enemies falling one by one, but the door remained shut, holding unknown horrors beyond. Were they too late to stop the ritual? What did the Governor intend to resurrect?
    The mystery deepens, and the next session promises an even greater confrontation.


    Final Thoughts & Looking Ahead


    This session of Lex Occultum blended immersive storytelling with tense battles and horrifying revelations. The team gathered vital clues, encountered supernatural forces, and stormed the lair of a mysterious mastermind.
    What’s next?
    • Breaking through the iron door – Will they stop the ritual in time?
    • Facing the Governor and his monsters – Just how supernatural is this adversary?
    • The fate of the ancient power – Can it be sealed away for good?
    Stay tuned for our next session recap, where we answer these questions and dive deeper into the mysteries of Lex Occultum.

  • Lex Occultum: A Night of Danger in London

    Tabletop RPGs are at their best when they blend thrilling narrative, tense decision-making, and dynamic character interactions. Our latest session of Lex Occultum was no exception—an evening filled with supernatural horrors, tactical gambits, and a near-death experience on the Thames.


    Explosive Discoveries and Church Conspiracies


    The session kicked off with our investigators crawling through the shadowed corridors of mystery in London’s churches. Our suspicions of an underground conspiracy were quickly validated when we discovered carefully placed fuses leading beneath the altar—signs of hidden barrels of gunpowder. Was this an elaborate sabotage or something far more sinister?
    Our characters wasted no time in working to defuse (pun intended) the trap, ensuring it appeared untouched to any watchful adversaries. The stakes? A devastating explosion that could shake the city—or worse, serve some dark occult purpose.

    A Perilous Journey: Boat Trouble Beneath London Bridge

    With our leads pointing further into the city, we made the bold decision to hire a boat and traverse the Thames. This choice, while expedient, swiftly turned into a nightmare.
    As we approached London Bridge, the tide surged violently, turning the crossing into a white-water gauntlet. A poorly chosen luck roll (never trust a drunken oarsman!) saw our boat thrown into chaos, capsizing in the deadly currents. Several party members were hurled into the water, triggering a desperate struggle to stay afloat.
    With some quick thinking, fortunate dice rolls, and sheer group determination, we managed to get most of our party back into the waterlogged vessel. After a battle with exhaustion, the stink of the river, and the shame of our miscalculation, we finally staggered to shore, soaking wet but (mostly) alive.


    A Dying Boy, A Dark Secret

    No sooner had we dried off when danger found us again. A street urchin named Sarah flagged us down, fear in her eyes—her friend, Alfred, was wounded and in urgent need of help. When we located Alfred in a brothel (because of course he was), his injuries painted a chilling picture: extreme blood loss and two small puncture wounds.
    Vampiric attack? The signs suggested so. This revelation threw us into a moral and logistical quandary—how do we treat a dying boy who may have been fed on by the undead? Would he turn? Could we cure him? And more importantly, would this lead us to the perpetrators?

    Vampires Do Not Negotiate

    Before we could dwell on these questions long, our enemies found us first. As we deliberated over Alfred’s fate, we were ambushed by something far worse than common thugs—a pale, inhuman figure struck from the shadows.
    With instincts honed by previous encounters, our guns were up in an instant. A furious battle erupted in the tight confines of the brothel, with pistols flashing and blades slicing. Our foes were fast, unnatural, their movements unsettling.
    A particularly well-placed shot from Monique (ah, the gift of rolling well in a crisis) sent the creature screaming into oblivion, reducing it to a pile of eerie, smoldering embers. The immediate threat was gone, but the question remained: how many more of them were lurking in the London night?

    What’s Next? Unanswered Questions, Unfinished Business

    The session wrapped on a tense note. Our list of pressing concerns was growing:
    • Who was behind the church sabotage?
    • Was Alfred a victim or a pawn in a larger plot?
    • Were the vampires working with human conspirators?
    • How many more nights could we survive in the city’s dangerous underbelly?
    As we licked our wounds (some more literal than others), one thing was clear—our investigation was just beginning. What secrets would unfold in our next session? Stay tuned…

    Final Thoughts: Why This Session Stood Out

    This session of Lex Occultum had everything that makes TTRPGs incredible:
    • High Stakes – From descending into church crypts to fighting for survival in the river, danger was always present.
    • Fantastic Roleplay – Tensions and decisions in-character kept us deeply invested.
    • Gothic Horror Atmosphere – The world felt dark, brooding, and alive with mystery, pulling us deeper into the story.
    • Cinematic Action – The boat disaster and the vampire fight could have been ripped straight from a period horror film.


    If this is the kind of wild ride our group regularly goes on, I can’t wait for the next session. And for those keeping score—we survived this time. Let’s hope our luck holds…