When the pandemic had just begun my friend got the flu. We had no idea if he had covid or what that might mean. As everything closed down, I called him and asked if he needed me to grab something from the pharmacy or the grocery store and leave it on his front steps. He said, “No, I’ve got that covered. Could you run a game online?”
“Damn right I can.”
That was more than two years ago and we’re still going. We played Trophy Gold for a while and had an amazing time. Then we started with Five Torches Deep and eventually settled into D&D 5e. Character descriptions and links to our AP blog posts are below.
Most of the team met when the Lady of Pain sentenced them into the Maze, a kind of otherworld prison sideways to Sigil. The group was in there for 15 years until the Lady of Pain pulled them out and asked them to serve Sigil as an Outlands Expedition Team, defending imbalances in the Outlands. The team is ambivalent about their mysterious and otherworldly patron.
Jusko Hajek
A human fighter sent to the Maze for banditry and murdering his squire; he was guilty as charged. Nowadays he’s a glorious jumble of honor, bravery and love for his friends.
DM’s Notes: Hajek was the family name of Drew’s character in our old Burning Wheel game; it is a nice tip of the hat. The Hajek family is burning there in the background.
Some of my favorite of Drew’s decisions is when he uses Hajek to highlight the greatness of the other characters.
Bugwump
Bugwump is a crotchety, frog-kin wizard. When the campaign began, it seemed like he had been put into the Maze for petty reasons but then John mentioned that Bugwump had been an Arch-mage with an eye towards deity-hood and conquest who had his powers stripped when he was sent Maze-ward. It was suggested to Bugwump that perhaps he is only a clone of the powerful Arch-Mage he remembers and that thought still haunts him.
John does cool stuff in making Bugwump’s magic very amphibian and unique through his descriptions.
Trundle
A Dwarf Ranger who makes arcane carvings out of wood, eschewing his stone and iron heritage. The Holdfast where he was raised was besieged by Abyssal forces, a detail I haven’t delved into nearly enough. Trundle took up the holy symbol of a Dwarven priest of portals and became a Mist-Walker while in Barovia.
DM’s Notes: Trundle isn’t a power-house in combat but Teo boxes clever with him and he often pulls out the wild card that ends up saving the team.
Kuru
A Halfling Rogue (Arcane Trickster) who took the fall for a heist gone wrong. Sometimes Kuru has lots of heart and other times he ends a problem with a ruthless backstab before it can escalate. The town where he was raised was a kind of ninja-enclave.
While in Barovia Kuru earned the nickname, Kuru Heartbreaker, after destroying Strahd’s crystal heart artifact with a Wand of Lightning Bolts.
DM’s Notes: In every group there’s that one character who will jump on a dragon’s head to try to get at the dangerous beast’s eyes. Kuru is that character; Anthony is that player.
Helewynn
Helewynn joined the group later, an elf (Eldadrin) Barbarian who serves a moon goddess. She has her own strong ideas about honor. Her rage in combat will become stuff of legend and her comrades benefit from her totemic Wolf powers. While in Ravenloft, Helewynn became a werewolf, an honored caste of soldier among the Moon Goddess’ people. The werewolves, wolves and dire wolves of Barovia refer to her as the Queen of the Moon. Helewynn delivered the fatal strike against Strahd.
DM’s Notes: B is new to D&D and makes great outside-the-box combat decisions that are always interesting and fun. When I ask B a question about Helewynn’s thoughts on a topic, the response is always delightful.
Shepherd
Corpseflea (from Five Torches Deep: Origins) Grave Cleric who has left the body of a dead thief deity and is currently inahbiting the body of a flesh golem made by an angel in Ravenloft (shit got complicated and strange). Failed Soldier Shepherd has taken his desire to usher souls to their destinations when they have died. The Corpseflea has helped refugees from a dead world mourn the death of their home. Failed Soldier Shepherd inhabited the body of a dead God of Thieves from a dying world, giving the Sigil 6 access to the Godroads; now he inhabits a flesh golem made for him by the lost angel of the Morninglord in Ravenloft.
DM’s Notes: All of these characters are delightful surprising thanks to the wonderful player choices but Shepherd is a particularly odd one. Not only because he’s a mote of consciousness who can inhabit corpses but because J players them with complicated soul.
What has the Sigil 6 been up to?
Book I: Starting in Sigil
In which we get our feet under us in the Outlands…
I know that adventurers (particularly, bards) dating monsters is a kind of RPG-twitter cliche. Tonight it made a dangerous and interesting totally unbalanced encounter even more interesting.
Jusko was worried about the letter of introduction Vandrilla Shadowmantle gave them to give to the Red Wizards, worried they might get Rosencrantz-&-Guildenstern’d.
Kuru, being followed by Strahd, throws a fake amulet in another direction so he can get to Jusko and turn invisible. Deception with Dex bonus; Strahd falls for the sleight of hand.
Chester suggested they head back to Darkon and take over. “Azalin Rex is gone; the domain is in chaos. A group like you could wreak bloody havoc and own that place.” The Team nixed this idea.
In which the Sigil Six cross the Dread Bridge, Helewynn is given a gift by the Shadar Kai and 300 or so zombies block their path through a deserted valley.
I grabbed a Skull Lord from Mordenkainen’s Tome of Foes and a Zombie Clot from Van Richten’s Guide to Ravenloft. They are fun monsters and it was a fun, challenging fight.
At this point, I really hope we take it to 20th level. I’d love to be able to get that Gamer Merit Badge. More than 30 years playing these games and I’ve never taken a D&D game from 1st to 20th. I think we’ve go the momentum to do it and hope the scheduling holds up and we get there together.
The players didn’t come out with their realization that Divast was in fact, Garl Glittergold in illusory disguise until the last minutes of the game. When Helewynn offered him half a muffin, he called it, “an offering,” a slip that Jusko noticed. Failed Soldier had a piece of Gnome-tech from Dosk, allowing him to see the spirits of the dead. During one of Divast’s many (many) temper tantrums, he seemed to be talking to a spirit of the dead and throwing them away. Why would he be doing that?
In which the Sigil 6 loot the vault of the late vampire gang, kill the last surviving vampire, stuff 2 vampire spawn accountants in a bag of holding and face Innistradi Vampire Assassins.
“He seeks to unite the tribes and peoples across Chult as best he can. Dacaad has placed tablets in all of Ubtao’s deserted holy places, with a litany about what he needs to do to apologize to the people of Chult for abandoning them.”
In which the Sigil 6 find Acererak’s Soul Jar, hidden near the Eye of Vecna – also Lord Soth gains power and a gaggle of necromancers gain the resources they need to make wealth management plans so they can start thinking about saving for their retirement.
In which the Sigil 6 slay a Black Dragon and dissolve Acererak’s Soul Jar in the dragon’s acidic drool.
I think Godbound will solve the 5e Hit Point bloat issues we’ve been having while giving the group lots of fun powers to play with. I’m excited to stat out some Demon Lords, Arch-Liches and Dukes of Hell to see how they shake out in combat.
Normally, I jump in with both feet but for whatever reason, I wanted to re-read the Radiant Citadel info just one more time before the Sigil 6 arrive. In the past month I have started a new job and I’m still figuring out my week-night energy levels. I’m confident I can still run this game and want to continue but tonight I cut things short rather than press on. This new normal is causing me to be cautious.
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