Last night the Sigil 6 sought out balance upon landing in Song, one of the last surviving Ten-Towns in this world, via Concordant Gem.
We began the campaign in 5 Torches Deep, shifted over to 5e and now we are playing Godbound.
I like to get a blog post down and out while the game is still fresh but this morning I realized I needed to say a bit more. A few of my favorite gaming things happened in this session and I want to discuss it.
When the players realized that the Frostmaiden couldn’t be reasoned with and wanted nothing short of hearing the last gasps of a frozen world, they were in a tough spot.
Kuru’s player said, “So, is this a simple assassination mission?”
No one liked that idea too much. Maybe it was because Outlands Expedition Teams had to answer to their community in Sigil after a mission and talk about why they made the decisions they did and how it protected planar balance. Maybe it was because Trundle was asked about how the team decided an action was protecting said balance and his answer was nuanced and eloquent. Maybe it was just because the Thursday Night Group isn’t fond of easy answers.
Then they did my favorite thing – they incorporated a detail from a game we played in this campaign 2 years ago as a tool to solve their current problem. They all remembered the Tree Goddess they pissed off in the Gate City of Xaos on the edge of the Outlands.
The Elder Ring, Dryad Crone, The Holy Willow
- Roots, Seeds, Secrets
The first game was travel and getting used to the area. The second game I started with a bang. The Bandit God mugged one of the players at knifepoint while the kids of the town were watching a puppet show about Gith liberating her people from the cruel Illithid.
I decided the gods were weak and had trouble healing. They’d have 4d10 hit points and powers that went with their spheres of influences.
The Toad-Wizard-God tossed an acidic mist spell into the plaza, trying to kill the Bandit God and a brutal battle followed. I liked it. I haven’t run a good D&D combat in a long while and this one was fun.
At the end of the game, the players were gathered around Trundle as he tried to destroy the stone that had done the first murder in the gods’ dead world. It was a brutal death artifact. The Elder Ring approached. I rolled an encounter table and rolled a 10 – considers offers/leaves. She was not willing to jump them; they were right in front of the portal to Limbo. She asked them to give the stone to her. They refused.
She nodded and walked away.from Feuding Gods in the Portal City of Xaos
Trundle has the Journey Word, which means he can get to just about any place they’ve been over the course of the campaign and he can get there fairly quickly. At first, I thought that his power made the Planes too small but actually it makes the entire campaign a giant problem-solving toybox. They reached deep in the campaign’s toybox for an old toy I had just about forgotten about.
So, we start next game with the Frostmaiden, showing up to the roofless cottage in Song (the Roc tore the roof off, you see), summoned by Jusko using his Command Word on the Roc (the beast failed its save, you see) just as Trundle, Shepherd and Kuru return from their field trip to rouse a Tree goddess from a dead world.
I have no idea what will happen next but whatever it is, it’ll be my favorite thing in gaming: the players taking the world around them, kicking it in the teeth and putting it all back together in interesting ways.
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