The Nights of Revelation

All session of this game are taken from song titles. For a playlist curated by the Storyteller, you can visit Spotify.

Session 1: Bad Moon Rising:[]

In which the Crescent City came under fire and unlikely allies took up arms together against the coming darkness.

Session 2: All the Good Girls Go to Hell:[]

In which new players are added to the board, knight meets rook, and a slip through time lands the party amongst casquette girls and corrupt clergy.

Session 3: If I Die Young:[]

In which our unlikely allies become Unmoored through time, chasing the ghosts of the profane slain saints of Orleans and the Broken Cassandra returns to chains.

Session 4: Paint It Black:[]

In which the cold dead girls sing sweet the melody of The Messengers, the wayward storm wrecks havoc through a school, and sacred geometry attempt to guide The Unmoored.

Session 5: God’s Gonna Cut You Down:[]

In which The Unmoored from time find a good man from New Amsterdam, an ER nurse with a red cord, brought together by the sadism of The Man with the Hunting Bow.

Session 6: Hellfire:[]

In which The Unmoored seek answers at an ancient institute but not without losing the Fallen and the False in uneven trade.

Session 7: Devil’s Playground:[]

In which The Unmoored gather gifts amid the ashes of the Warlock Hive, a sunken mausoleum kept by a lone Fury, and the End Comes not with a roar but a whisper.

Session 8: John the Revelator:[]

In which The Unmoored seek refuge in the Court of Miracles led by it’s own long since Desolate Inquisitor.

Session 9: Cry Little Sister:[]

In which The Unmoored run afoul of Ma-ri-ah, a daemon is summoned from the pit, and a trip to the skeleton of an old haunt lends a desperate cry for help.

Session 10; Raise Hell:[]

In which The Unmoored and a mysterious coterie bound by red thread clash, the Captive Queen is lost to the Third King, and a plunge of silver and salt water send the unlikely allies into Perdition.

Session 11: Way Down We Go:[]

In which The Unmoored traverse the layers of Hell, sing sweet their sins, and trade a Renegade for the Morningstar.

Session 12: Welcome to Arkham:[]

In which The Unmoored and The Coterie escape the Garden to Lovecraft Country, crossing morgue drawers with an Underfolk, and entrusting a Roivas with precious cargo.

Session 13: Season of the Witch:[]

In which The Unmoored explore Arkham, crossing paths with Pater Galatea to make a bargain with the Starless Knight and his Elder Queen to set both time and soul to rights.

Session 14: Dreams of the Great Old One[]

In which The Unmoored and The Coterie part the Veil and engage in a deal with the Blood of R’lyeh; to reset the hourglass in exchange for the Savior Remains.

Session 15: Cupid Carries a Gun:[]

In which The Unmoored and The Coterie lay siege upon the cult of The King in Yellow, Arkham claims the life of another Van Rensselaer, and time returns to rights thanks to the intervention of a Whateley.

Session 16: Tear You Apart:[]

In which The Unmoored return from whence they came in time to defend Luna's Children, as the first thread of the Tapestry is tailored anew.

Session 17: Run Rabbit Run:[]

In which The Returned attempt to toss a wrench into the Apocalypse in an effort to capture the Black King with the aid of the White Queen, the prodigal son reconnects with estranged kin, and unbeknownst a piece is claimed.

Session 18: Hotel California[]

In which the Returned attempt a bold move with discordant choreography, a toast turns toxic, and the Masquerade shatters like so much stained glass.

Session 19: Running With the Wolves[]

In which the Returned seek refuge in Provincial subterranean, learn more of Pentex's machinations, and make the acquaintance of the Silver Pack.

Session 20: Demons[]

In which the Returned face the tribunal of the Justicar Council standing in stark contrast to the whimsical rites from a lost sister of the Silver Pack; culminating in True Faith coming face to face with The Truth.

Session 21: Devil, Devil[]

In which The Returned gather together to puzzle out their plan of attack and meet with one of the Samedi.

Session 22: Lake Pontchartrain[]

In which some of The Returned retrace their steps that were once and future those of the Lost Pickman, and an echoing cerebral refrain of recognition.

Session 23: Window[]

In which some of The Returned find themselves upon a dis(placed)topia of rusted metal and corrupt banality, led deep into the fallow fallout garden by a pair of far too familiar children.

Session 24: The End of the World[]

In which almost all of The Returned learn of the stolen souls of Prime, barely escape the many limbed horrors in Omega, and face the cultist Mother and her horn rimmed clad Legion and their captive congregates.

Session 25: The Pitiful Children[]

In which the Returned are reunited in time to thwart the Prophet of the One True Angel and their Legion, cleanse the corruption of the Dragonne eau de Nil, and face the music in a battle of wills and wits in a far too familiar locale under distinctly new management.

Session 26: Still Don't Know My Name[]

In which The Returned meet the Justicar installed pieces upon the chessboard of New Orleans, venture into the Umbra on a mystical quest to pack under The Dread Queen and The Unseen One, and gift back memories to Eurydice; the lost daughter of Apollo.

Session 27: Holding Out For a Hero[]

In which The Returned seek to gain the favor of Aidoneus and are handed a knotted web of dead souls that all tie to different whispered concerns tied with a red thread, culminating in the Unweaving and Unmaking of the White Rook from play. The consequences of said massive loss echoing out with a sense of immutable finality.

Session 28: Sinners and Saints[]

In which The Returned are ushered home with caution by the Moirai, the Third King is sent back to the Pit and a newly Fallen informant sleeps intertwined with the soul of the Cardinal, and the Battle for Atlanta begins at earnest with the Barons by their side.

Session 29: Bloody City[]

In which the Returned fight for Atlanta alongside the Howard's Heart & Head against goliath and horde.

Session 30: Start a War[]

In which the Pack defeat the Dragon’s War Beast, parting the sea upon the land, unleash Kushiel upon the the Sword’s vanguard, and finally speak with Samael of the Calamity in the Kingdom.

Session 31: Running Up That Hill[]

In which The Newfound Wolf Pack delegate tasks, sending The Coterie after a loose wraith end, and turning towards The Athens of America and it's Peacock Once Prince now Alastor and Bêtes Jarl to shear the twisted roots of The Garden.

Session 32: Sinners[]

In which The Newfound Wolf Pack struggle with being down not one but three of their own, chasing fraying loose ends to the City of Notions to parlor with one of the Warlocks and parley with the Renegade Obertus.

Session 33: Heeding the Call[]

In which The Assembled reclaim a lost member from the Mystery Play betwixt the Watchtowers and confer with the Priestess of the Dark Mother and her Touchstone Apostle before journeying to the first of Five Cities that haven’t been chasing a murder decades past.

Session 34: In All My Dreams I Drown (Room 8:36)[]