After the first session of Godbound

The Holy Party has returned. The Monsterists believe that they return because of the pull of the Tarrasque, that the monsters they battle offer as many lessons and as much wisdom as the heroes. The Messianics believe the Holy Party is here to save this broken world and return it to its former glory. Thronists believe it is the place, generating reincarnations of the heroes who came here before.

Chev the Wanderer used his deep understanding of Beasts and Earth to give his comrades a feast when they returned to the First Tavern. And so we give thanks and prayers to Chev the Wanderer when we feast friends who return from a long journey or sickness for the bounty at our table.

Niwin’s torch was lit from the sun itself and relit the Sun’s Daughter’s Dawnblade, returning her to grace. The Order of Niwin now light candles during the Throne Keep’s darkest hours so that folk can find their way. Praying at these lights can offer grace to the downtrodden.

Qnan put the Serpent of Truth on the Devil that was squatting in the Wizard’s Tower. Now farmers around Throne are tattooing snakes on oathbreakers to remind them not to break faith.

When villagers need aid all over the Thronelands, they often put up a rainbow streamer, in honor of Krogan the King-Thief’s illicitly procured magical airship, The Prismatic Spray.

Folk all over the Thronelands and beyond pay respects to Borrell the Wizard when they sign contracts. They shake hands once at dusk and then return a day later to sign the contract and go over the written word one more time.


Played Godbound this past weekend and just wanted to think a bit about what I did and what I would do moving forward.

While folks were finishing up their characters and ordering food, I jotted down a few random encounter tables:

2 – Baalzebul out hunting a unicorn

3 – Manticore

4 – Vampire

5 – Owlbear

6 – Bandits, the Merry Band

7 – Dwarven Mercenaries

8 – Throne Knights

9 – Elf Hunting Party

10 – Griffon pride

11 – Mind Flayer

12 – Githyanki Dragon-riders

 

But they one of the players had a skyship and so I wrote another one for the sky, thinking back, I could’ve just written sky alternates on the land table:

2 – Storm Giant Castle

3 – Elf Griffon-riders

4 – Feral Griffon pride

5 – Roc

6 – Roll twice, those things are fighting

7 – Pegasi herds

8 – Lightning Elementals

9 – Skyship Galleon (3/6 Pirate, 4/5 Merchant)

10 – Manticore

11 – Wyvern

12 – Githyanki Dragon-riders

 

looking at page 134-135 of Godbound, I went home and wrote up factions, things mentioned during the game that I’d bring in if we continued playing.

Heart

City-state ruled by Grazz’t and his demonic forces

Power 3 / d10

Problems:

  • Rival demon cities 3
  • Uppity Paladin Rebels 1
  • Demon War 1

Tomb

City-state necropolis ruled by Orcus and his demonic forces

Power 3  / Action Die d10

Problems:

  • Rival demon cities 3
  • Raven Queen Rebels 1
  • Demon War 1

Frost

City state on a mountain-top ruled by Kostchtchie and his demonic forces

Power 2  / Action Die d8

Problems:

  • Rival demon cities 3
  • Dwarven Rebels 1
  • Demon War 1

Torchbearers

Holy order of servants

Power 2  / Action Die d8

Problems:

  • Infiltrated by devil-worshippers 3

Githyanki Landing Team

Scouting Squadron from the Lich-Queen in the olde capital’s ruins

Power  2 / Action Die d8

Problems:

  • Githzarai Monks 2
  • Illithid 1

Beast Cults

Apocalyptic zealots who worship the Tarrasque, the Void Dragon and other world-ending beasts

Power 1 / Action Die d6

Problems:

  • Hunted by all decent folk in Throne 2

Bard’s Pass Lorekeepers

Old adventurous bards, librarians and storytellers who keep records of the Holy Party’s adventures

Power  1 / Action Die d6

Problems:

  • Throne has forgotten them 1

Holy Town of Hero’s Wake

The holy town where the Holy Party’s First Tavern still stands

Power 1  / Action Die d6

Problems:

  • Bandits 1
  • Throne has forgotten them 1

Elves of the Twilight Realms

Nigh-immortal faeries whose twilit realms straddle the uncreated night and the astral sea

Power  4 / Action Die d12

Problems:

  • Realm under siege by the Spider Queen 4
  • Divided internally between those who want to fight and those who want to fade into the Western Lands 1

Merry Band

Holy bandits who worship Chev the Wanderer

Power 1 / Action Die d6

Problems:

  • Hunted by knights 2

Wizard’s Holiest Scribes

Record keepers and archivists of Throne

Power 2 / Action Die d8

Problems:

  • Books lost during devil infiltration 1
  • Lost touch with populace during Wizard’s absence 1

The first game was fun. They wheeled and dealed with devils to turn the Tarrasque towards the demon city-states and found their lost paladin (the only pre-gen not chosen) on a castle on a dark spot on the sun.

Now I’d want to level everyone up and see where folks want to spend Dominion and Influence, see how they want to change the world, who they want to treat with and how the factions shift around in the meantime. I might even make the faction turn something I do in front of everyone, rather than lonely fun they hear about later.

https://shopofjudd.threadless.com/designs/talk-sh-t-roll-crits-d20-edition

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