The Tomb of Annihilation’s Revenge 5: Keep on Truckin’ a.k.a. Enter Acererak

The Tomb of Annihilation’s Revenge 5: Keep on Truckin’ a.k.a. Enter Acererak

In which the Sigil 6 enter the Tomb of Annihilation again but this time they encounter the tomb’s architect.

TEXT: Tomb of Annihilation's Revenge

PIC: Acererak's green-gem eyes looking down on the Lost City of Omu

Who are the Sigil 6 – Trundle, Helewynn, Bugwump, Kuru, Jusko and Shepherd what have they been up to?

Sigil 6 Subject Divider

Before entering the Tomb of Annihilation, Kuru met up with Dacaad and offered whatever support he could and when they parted ways the little Halfling Arcane Trickster said, “Keep on trucking.” This became the words of the night.

Sword crossed with key subject divider

It was a slow start. I didn’t sleep well last night and didn’t have much energy. We levelled up characters, read up on shiny new 6th level spells and made tentative plans to re-enter the Tomb and get the Lich Soul Jars that they knew to be littered on the floor of the balconies above the Death God’s Nursery.

Sword crossed with key subject divider

Trundle had Moa, an Omuan deity in his head again, as he did when they first entered Omu. This gave the Sigil 6 access to the Godroads once again.

Sword crossed with key subject divider

They got into an area called the Chapel of Hate, with the altar to Orcus that they had used as a hasty exit a round or two ahead of Acererak. I rolled a d20, thinking that Acererak would arrive on a 20. Whenever the group stopped to do something – I added another 20. Discussion about what to do with the captive lich, 2d20. Looking over the hallway to the north and deciding not to mess with it – 3d20. Cutting away the Ward on the portal to the balconies above the Death God’s Nursey…4d20.

20.

Timestop. Finger of Death on Bugwump. Chain Lightning on everyone (didn’t do anything to Shepherd because he’s in a Flesh Golem shell).

And we’ll roll initiative next week. I described what it is like to know that time has stopped and that Acererak was staring at the staff Bugwump had acquired the last time the group was in Chult – the staff that had once belonged to the lich.

Sword crossed with key subject divider

Next Game: Acererak is in the building.

Sigil 6 Subject Divider

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Into the Odd Delve #2: Scouting the Dusklands

Into the Odd Delve #2: Scouting the Dusklands

Yeah, 2.5 came before 2. Don’t @ me.

In the first adventure there was a gate that led to the Dusklands. The players had an arrow fired at them and shut the gate. In that time, I wrote out the adventure using my Trophy Gold Incursion format.

I wrote notes and really the most interesting bits came from decisions that weren’t on the page. Could very well be that having those notes gave me the peace of mind to make up the cool shit that made the game go because I didn’t have to think about the stuff I had outlined. Or the outline just wasn’t good (not the format, just my work within it) and so I fell back on old GMing instincts that have been getting me out of trouble for most of my life. I think it served me well; one of the players mentioned the details as being helpful during our post-game talk.

For whatever reason, I decided the Dooskalfs did not speak any language the players could understand. But their art and runes are so good that they can convey complicated stories and points of view by sharing this art. It was fun to convey lore and background through alien art.

I’m not going to get into specifics of the adventure but I’ll say that the players made smart decisions that kept them away from violence. Whenever possible, they reached out peacefully. I had an oathstone in my notes and this became the crux of the adventure as Marcus Guilder, one of the player characters, swore an oath that drove the rest of the game.

The game branched out and has demanded a future foray through this gate and into the Dusklands to loot a necromancer’s tower and a delve into the Herald’s Tomb, to return a Dooskalf’s remains to their comrades so that the prisoner in their tower might get an easier judgment from their Elders.

This trio of players gelled quickly. I’ve been playing lots of games with people from different parts of my life and this group had chemistry that I don’t often seen. It wasn’t anything any one of them did, just something about the four of us all together.

We did Stars and Wishes after the game, a tradition I will continue moving forward.

We discussed the need for our characters to be able to share delve reports with one another. I reckon we’ll do so through Google Docs.

Delve & Salvage Cooperative *** Report Ledger

Worn cover of an old book

There were no fights and only a few saves here and there. Guy’s player, when I asked them if they spoke Dooksalf, decided to let it be decided by a roll, a roll that really decided the vibe of the rest of the game. The roll failed; Guy had not paid attention in his Otherworldly Linguistics class. In other news, Bastion University has an Otherworldly Linguistics class.

The other roll I remember is also Guy, who was making a map and I wanted to know if it was a good map that could help future delvers and/or help them get through the Pentacle Valley in a hurry if they needed to hoof it back to the gate home. The map was excellent.

Into the Odd helped by allowing one of the new players to make a character in a few minutes with enough there to offer a vivid character but not so much that the character’s death would offer any real problems.

I have a FB group of about 144 friends who are either games or nerd-adjacent. I asked if they’d like to use the community to plan a few Into the Odd games a month and this game was born of that.

I recorded our Post-Game Stars & Wishes. This is my first time doing this. Might record more of these possibly with a short summary of what happened in the game.

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Dragonslayers: Consequences to telling off a dragon

Dragonslayers: Consequences to telling off a dragon

Adler, insisting that he’s just a tailor, is on the edge of the bridge, watching the Young Storm glide in the distance on thermals. Drifter is on the cobblestones of the bridge nearby, in Dragon Dreams. Draven, with a successful Dex check, has dropped from the netting meant to keep the gryphons penned in into a tree and to the floor of the gorge, where dragonsworn archers have their eyes looking up, trying to suss out who is brazen enough to attack the young dragon.

From Last Game
PIC: Cool-ass dragon eye made from an alligator eye pic.
TEXT: Dragonslayers / Military fantasy built on Into the Odd

Jay couldn’t make it, so we played for about an hour and then pumped the brakes a bit.

I was more than ready for Draven to die but that wasn’t what the fickle Dice Gods had in store for him today.

Draven had explosives divvied up into small packets and he threw those into the unaware archers, who were looking up to the bridge, expecting a larger battalion of soldiers brave enough to face down Young Storm, the blue dragon. I had Draven roll a d12 and the archers, caught flat-footed and unaware as they were only rolled a d4. The d12 did 10 points of damage, decimating the 20 archers and the squire who led them. They weren’t all dead, just not ready to organize as a group of soldiers until someone came and took control.

That said, Draven failed his Strength test and so he took Critical Damage, falling unconscious. I might’ve missed a roll on a critical damage table, something to watch out for next time. Long-story-short, Draven was captured, thrown into the brig with the Gyphon riders they were here to save.

Meanwhile, Drifter was in the Dragon dreams when the explosives went off. Young Storm followed his father’s instructions, getting the eff out of there. Drifter had one-on-one time with The Dragon in the Dragon Dreams. Looking back, I wish I had taken some time to describe that a bit better – something to watch out for next time in the Dragon Dreams, a missed opportunity to describe the villain of the story. Drifter sold himself as a Dragonsworn spy, built on the reputation he had as the Betrayer of Green Devil Gorge.

Some fun back and forth between Draven and the Gryphon Riders. “Wait, aren’t you a rider? Which unit were you with?”

“7th Courier.”

“Fucking couriers…”

Spear Subject Divider


Playing the turncoat to the hilt, Drifter got into the brig with the Dragon-knight he had seen in the Dragon Dreams. Draven and Drifter jumped the knight, using the chaos from the grenade and the decimated unit still trying to put itself back together outside. We rolled some dice and they stabbed the knight and got the riders to their flying steeds, letting them know to meet them at Crone’s Pass.

Drifter had an ability from chargen, Summon the Saint of Goats. We pictured a non-Satanic Black Phillip vibe and they got help climbing out of the Green Devil Gorge.

I like the way the dice all roll at once and we look at the damage and figure out what it all means. It feels like the Fair and Clear phase dice rolling from early Forge games. The damage and people’s hit points all make for a visceral result in ways that are always interesting.

I’m also digging the way the d66 tables from chargen have added spice to this stew.

Next week we’ll head northwest towards Crone’s Pass, avoiding the dragon’s forces who will be on high alert after this flagrant act of rebel terrorism.

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The Tomb of Annihilation’s Revenge 4: Slaying the Queen of Feathers

The Tomb of Annihilation’s Revenge 4: Slaying the Queen of Feathers

In which the Sigil 6 slay the Queen of Feathers in front of Dacaad and return to Omu, a lost city in the midst of being rebuilt.

TEXT: Tomb of Annihilation's Revenge

PIC: Acererak's green-gem eyes looking down on the Lost City of Omu

Who are the Sigil 6 – Trundle, Helewynn, Bugwump, Kuru, Jusko and Shepherd what have they been up to?

Sigil 6 Subject Divider

Helewynn’s player always wants to leave her weapons in their scabbards and do some outside the box stuff. I’m worried that 5e’s hit point bloat has attempted to mechanically curb this amazing instinct. Her Moon Elf jumped off her War Raven with a silver chain in her hands, wrapping the blade around the Queen of Feather’s mouth and wrestling her to the ground. When the Queen of Feathers attempted to throw her off, a 20 was rolled in the dueling athletics roll. The Moon Elf Barbarian dragged the legendary T-rex to the ground.

I described the Queen of Feathers desperately trying to get Helewynn off of her, using her Misty Step ability. I described it as stepping momentarily into the Astral Sea returning to Chult 20 feet above the ground but there was no shaking this elven bad-ass.

Kuru put a stone with Immovable Object on it on the back of the Queen of Feather’s head, pinning her in place. Jusko offered his vorpal blade, the one Kuru had ripped from the Queen’s head when they first met, and Helewynn beheaded the beast.

Trundle mentioned checking the corpse for magic items and I rolled on an online random table that generated a pile of magic items, adding in that she also had an undigested Githyanki Silver Sword.

Sword crossed with key subject divider

Dacaad warned the group that the kobold cliffs could be dangerous and cautioned against going to the Yuan-ti part of the city. “Turns out, when people worship a hungry snake god who wants to end the world by eating it, diplomacy is tricky.”

Sword crossed with key subject divider

The ancient Omu trickster snake god is back in Trundle’s head now that he is back, giving the group access to the Godroads again.

Sword crossed with key subject divider

The Sigil 6 hit 11th level tonight. Shit is getting real. I think we’re going to go from 1 to 20. Exciting.

Sword crossed with key subject divider

Next Game: A feast in Omu and then getting the Soul Jars they know are in Acererak’s trapped tomb.

Sigil 6 Subject Divider

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Dragonslayers Character Creation & First Session

Dragonslayers Character Creation & First Session

The Dragon and its children, personifications of greed and power, rule this area by tooth, claw and fire along with their dragon knights (knights in cool dragon-adorned armor) and loyal bureaucrats and dragonsworn nobles. The player characters were a part of a resistance, a rebel force that fought the Dragon and its armies on 4 brutal fronts and lost. Now they are all that’s left…

PIC: Cool-ass dragon eye made from an alligator eye pic.
TEXT: Dragonslayers / Military fantasy built on Into the Odd

Paraphrasing what it says in the PDF below, I asked the players to roll up their Strength, Dex, Will, HP and Coin, marking down anytime they get a 1 or 2. Those 1’s and 2’s allowed for extra rolls on the d66 tables below. The tables coincide with different fronts of the war against the dragon and its forces. They can choose whichever front interests them for each roll. The characters had terrible stats, so there were lots of rolls on the tables.

Moving forward, I’ll have an equipment package with each front, asking the player to choose which one, of the fronts they rolled on, that they get. I also have an odd idea of someone who has ZERO 1’s and 2’s in their character creation having a reputation as some kind of prophesied Chosen One, with no mechanical back-up but some in-setting awe and maybe a little fear.

I had evocative stuff on the tables and did not define any of it. At the time I thought I didn’t define it because I was getting this playable fast but after a session of play, I like that the players define it.

Jay‘s character, Adler, had General’s Red Right Hand as a reputation. Jay defined that as having a rep for being a killer but the truth of it is that he killed someone assaulting him entirely by accident, a kind of reverse John Wick-pencil-situation.

Aaron’s character, Drift, had a reputation of being the Betrayer of Green Devil Gorge and Aaron defined that as meaning he had leaked intel to the dragon’s knights to draw them into a battle where the rebellion had an advantage but in doing so fed another group of rebels into the dragon’s maw, hoping for a good trade but in the end, both groups of rebels were destroyed.

Jim defined a contact as a talking green devil-bat, somehow related to the Green Devil and defined his Manticore Spear as having spikes that cause extra wounds when they meet flesh.

The map is set and the situation is firm but the players get to define things on their character sheets. Everyone assuming that Adler is some kind of bad-ass assassin while he insists that he is just a tailor is so much fun. The world has gained lots of details and richness from discussions about what different reputations, weapons and magic abilities mean. I’m there to offer ideas if needed because I definitely have ideas but also like it when the setting goes into areas I had not anticipated from character definitions.

We played our first session today. I wasn’t sure until we started if I was going to start the mission Blades in the Dark-style and start at the fort where the captured gryphon-riders and their gryphons were being held with a roll to see the starting situation. As it was, I’m glad I didn’t. Going through check-points through the Green Devil Gorge, meeting soldiers and dragonknights and their squires helped get a feel for the world and the characters. The players weren’t planning things to death.

When I wasn’t exactly sure how someone would react, I’d make a reaction roll and if a player did something that I just wasn’t exactly sure how an enemy would react, I’d ask for a Willpower check. When Draven pushed his ass-kissing to a dragonknight at the first gate, the Greengate, a little too far, everyone winced noticeably and I asked for a roll. It was a failure, so the knight sent word ahead to the next gate and that gate really took their faux merchant cart apart and asked lots of questions.

Drifter’s reputation as the Betrayer of Green Devil Gorge got him into the good graces of the Twingate’s knight, getting them out of trouble. They stayed at Twingate for a few days, letting Adler do some needed mending and gathering intel. I asked for a Willpower roll to see how the intel gathering went and it was a successful roll. I gave a broad overview of the soldiers and then dropped the big into bomb on them – The Young Storm, one of the Dragon’s own spawn, would be coming through the Green Devil Gorge to check on things.

I rolled once a day of travel time to see if the dragon arrived and when they got to Sixbridge, the bridge above the fort where the soldiers and their gryphons are being held, I rolled double 6’s. The Young Storm flew by and Jim said, “Fuck you.” I asked him if Draven said that. He said that he did say that. Maybe it was because Jim’s mic was a little louder than the others. Maybe it was because Smaug had amazing hearing. The Young Storm wheeled around in the sky to attack the person who dared drop an eff-bomb at him.

Aaron and Jay watched, awestruck, as the dragon and Draven tilted, the Young Storm breathing lighting on the fearless rebel. I could’ve easily killed him in those rolls but I didn’t, just took him down to 0 HP.

Aaron described Drifter’s eyes going white as his eyes rolled up and he went into Dragon Dreams. Wtf are Dragon Dreams? I decided they were how the dragons communicate and their most trusted knights had the ability. The Young Storm’s knight had entered the dream to talk to The Dragon and report that his son had been attacked.

The Dragon ordered his son to retreat to Tensgate and let his knights deal with whoever it was who had the audacity to attack a dragon. The son thinks it is an agent of the Manticore, based on the spear Draven had from chargen.

Adler, insisting that he’s just a tailor, is on the edge of the bridge, watching the Young Storm glide in the distance on thermals. Drifter is on the cobblestones of the bridge nearby, in Dragon Dreams. Draven, with a successful Dex check, has dropped from the netting meant to keep the gryphons penned in into a tree and to the floor of the gorge, where dragonsworn archers have their eyes looking up, trying to suss out who is brazen enough to attack the young dragon.

And that is where we’ll start next week. I have no idea what is going to happen. Can’t wait.

The above PDF is a rough playtest doc with only a first shot at writing down character creation.

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The Tomb of Annihilation’s Revenge 3: The Heart of Ubtao Hospital

The Tomb of Annihilation’s Revenge 3: The Heart of Ubtao Hospital

In which the Sigil 6 once again travel south across Chult on pterodactyl-back.

TEXT: Tomb of Annihilation's Revenge

PIC: Acererak's green-gem eyes looking down on the Lost City of Omu

Who are the Sigil 6 – Trundle, Helewynn, Bugwump, Kuru, Jusko and Shepherd what have they been up to?

Sigil 6 Subject Divider

The crew asked their merchant prince friend, Jessamine, whose nephew they saved from Zhent kidnapping and whose sister they have travelled with across the planes and consider a part of their Sigil 6 Family. They asked her if she knew of any of Acererak’s spies in Port Nyanzaru. She said she would look into it.

I described Jessamine’s face losing its smile as they left and she ordered the kidnapping of a merchant who was a known worshipper of Orcus. She got some intel out of this merchant through unkind means and send it to the Sigil 6 in a letter. Acererak does return to the Cradle of the Death God and is not planning on harming the Sigil 6 himself, believing that other forces will do that for him if he just waits long enough. Also they learned that Acererak lost some standing with other liches when his plans to make his own Death God fell through.

They travelled south and met a Ranger leading a group and he explained Dacaad’s leadership, “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.”

There was a cool moment where this Ranger asked why they were on Chult. Jusko put it in a cool way, “We are being hunted and need help we can only find here.”

The Ranger nodded, “Being prey is a terrible thing.”

The Heart of Ubtao, a floating stone half a mile above the ground, was now being used as a hospital by healers, led by Ebelle, an elder. Bugwump rudely suggested they destroy the Teleportation Circle to Red Land of Thay rather than hoping a stone with a Dispel Magic Rune on it will lock it closed.

Ebelle took his advice and so they used Kuru’s Stone to Mud wand, digging up the circle from its stone roots and throwing it off the Heart. They were gifted a flying steed, a winged zebra, as a thank-you. Trundle loved the steed and so it is his.

Next Game: They could see a man on a hilltop, sipping from a canteen, sword across his lap. The Queen of Feathers, a legendary T-Rex is hunting him nearby, almost ready to pounce. That man is Dacaad.

Sigil 6 Subject Divider

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The Tomb of Annihilation’s Revenge 2: “I don’t know; Scry casual.”

The Tomb of Annihilation’s Revenge 2: “I don’t know; Scry casual.”

In which the Sigil 6 Scry the Cradle of the Death God.

TEXT: Tomb of Annihilation's Revenge

PIC: Acererak's green-gem eyes looking down on the Lost City of Omu

Who are the Sigil 6 – Trundle, Helewynn, Bugwump, Kuru, Jusko and Shepherd and what have they been up to?

Sigil 6 Subject Divider
Sigil 6 Subject Divider

The Corpseflea formerly known as Failed Soldier is now Shepherd. The player described the character not at all responding to the old name.

Love it.

Some players were missing tonight, so we had a low-key scry and chat. It was a lovely downshift.

Shepherd, the Corpseflea Death Priest, scryed into the chamber where the Sigil 6 had destroyed the Death-God Acererak was growing in the dungeon under the Lost City of Omu. He saw 8 Lich Soul Jars and with a Gem of True seeing, saw an invisible lich, bound by iron over its arms, legs, face and hands.

In the Chapel of Hate, they saw the Nothics chained to the wall and with a solid Arcana check, Bugwump explained that Vecna seeding false manuals that did not turn necromancers into liches but into Nothics, one eyed beasts with only vague memory of their previous lives. They also saw the secret doors down the hallway they hadn’t explored because I messed up and shared a map with the secret doors on it.

* shrugs * Eh.

During their last delve into this mess, they had access to the Godroads. This time they do not. They bought a Teleport Scroll as a safe retreat measure.

I really like re-visiting old places, seeing how things have changed. I’ve got fun ideas about the Lost City of Omu and how Chult has changed in the months since the Sigil 6 was here.

An ambitious tribal leader is uniting factions throughout the continent.

Next Game: Into the jungle. No, really.

Sigil 6 Subject Divider

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Into the Odd Delve #1: The Nine’s Tomb

Into the Odd Delve #1: The Nine’s Tomb

Thousands of years ago, when I was in junior high, we’d play AD&D and the premise was called the Quest of the Nine. In this premise, one character from each alignment represented a higher power in a quest to find an artifact called the Dragon Orb. The idea was that we couldn’t directly hurt one another but once we got to the Dragon Orb, all bets were off.

Hence, my Into the Odd adventure idea, the 9’s Tomb, in which adventurers have had themselves interred in the Underground. Since Into the Odd is an industrial take on dungeon delving, the adventurers we knew from D&D were a thousand years ago. It felt fitting to loot what we know of adventuring as the first delve.

Less than a thousand years ago I had a Facebook Group of FB friends who are also gamers. 99% of them I’ve either met at cons or have gamed with face to face over the years. I asked if folks were interested in gaming together and got a few games together, thinking that we’d play an Into the Odd campaign in a consistent world. This was our first session in what I hope will be a twice-a-month game with rotating players.

After past year or so of Thursday nights going to D&D 5e, Into the Odd felt sparse in a good way. Rather than go to the dice, I found myself asking lots of questions about what the characters were doing and what it looked like, so I could decide how the world reacted. When the dice did come out they were fast and decisive. No initiative and no to-hit rolls was a relief. When in doubt, I shared too much information, so the players had enough information to make interesting decisions.

The tone was perhaps goofier than my gaming usually is – with the Fighter and Thief Skeletons playing it up for yucks until Culver showed them his Arcanum, a Bone Box, and the Thief stabbed him to get it. There are Prog Rock musicians called The Floating Skulls in this world, we discovered. I doubt I’ll be able to stop myself from making Floating Skull band t-shirts.

My favorite moment was when they cut a deal with the attacking Air Elemental and opened a gate they found in another room to the Dusklands, where a Dooskelf had attacked them earlier. Outside the box thinking and using the world around them as tools and levers feels like exactly what this game should be doing. What will become of an Air Elemental in the Dusklands? Maybe we’ll find out some day, maybe it will just be a mystery.

The players made interesting decisions – leaving the Intelligent Sunsword in its tomb, rather than deal with the Sword Nun who appeared to whoever wielded it, asking the wielder about their faith. They crushed the Thief’s skull rather than keep the living/talking skull as a mentor and adopted the electrified floating sphere, naming it Sparky.

We hit the fast forward button a bit at the end, getting through the last bits of the dungeon; the interesting parts were already thoroughly mined. Moving forward, we’ll flesh out the Underground, Bastion and the Deep Country and I’ll make a map of some kind with notes on the unknown bits in between the explored areas until we have a kind of hex-crawly shaped thing to explore. But for now, just single shot adventures as the characters grow stranger and stranger and the world is filled with ancient religions, prog rock bands and dusklit dimensions just beyond a magical portal.

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The Tomb of Annihilation’s Revenge 1: Return to Chult

The Tomb of Annihilation’s Revenge 1: Return to Chult

In which the Sigil 6 return to Port Nyanzaru.

Who are the Sigil 6 – Trundle, Helewynn, Bugwump, Kuru, Jusko and Failed Soldier and what have they been up to?

Sigil 6 Subject Divider

We discussed some shopping options and picked up matched Rings of Protection +2 with the Sigil 6 symbol on it. Yes, the group has matching rings. Items were bought and discussed and they spent down some of the fortunes they’ve accrued adventuring.

One thing was certain, they needed to go back and grab the lich’s soul jars their gnome friend, Dosk, picked up in looking over her scans of the tomb.

They went through a portal that took them directly to Port Nyanzaru and could feel the weight of the Death Curse was gone. The city was even more vital and full of energy now that death wasn’t hijacked.

There were more folk from the country and jungle in the city, people of different dressed and different makes of weapons and heraldry. It turned out that someone named Daacad was uniting the tribes to fight off the undead plague and some of Daacad’s folk were in the port to demand the Merchant Princes did their fair part to make Chult better.

Jusko had given their Ranger Guide, Tefnek some gold to purchase him an apartment. She got him an apartment made from a grounded ship, staked down on a black sand beach just outside the city. Jusko surfed and Tefnek suggested he stay and settle down but Jusko refused (I didn’t quite say, “Drew, do you want to retire this character?” but I came close).

The group got saddles on their pterodactyls and we ended a bit early there. We had some players missing and decided to start the journey back to Omu with more people at hand.

Drew:

Bugwump and Kuru discussing the merits and flaws of deliberately provoking interdimensional tears in the fabric of spacetime — as our opening scene — was pretty damn entertaining.

Trundle being interested in bringing back Omu to Chult was cool too — Trundle as a chosen of the gods trying to seek a solution involving gods, fun. Also the Incredible Hulk themesong for Trundle the Roadcursed was fun.

Anthony constantly CONSTANTLY brainstorming plans, side grifts, fallback plans, opportunities.. someone get him a job managing disasters somewhere, his brain is shockingly good at engineering solutions out of the detritus around him.

“Judd, did you engineer this bad guy or is he from some supplement?”

“Basically, what I did, was put a Demilch into an Iron Golem. Pretty simple.”

Bees bioengineer new queens. Whoa.

Bugwump hates flying, “I find this method of conveyance appalling.”

I kinda liked that the ship-apartment was the old Styx Boys boat. And that I got the old Slav out onto the water to get some night surfing in. Maybe the matchmakers will work some miracles. I thought about retiring him, but I think walking out on the S6 when they’re being hunted — plus having no idea what I’d play next — makes that hard right now.

Next Game: Into the jungle.

Sigil 6 Subject Divider

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Dread Domain Detectives Illustrated, Session 3 – The Missing Mentor

Dread Domain Detectives Illustrated, Session 3 – The Missing Mentor

After more than a month away from the game, we eased back in, looking into a cold case, their mentor is missing.

The Lamordian House of Lords debated changing penal law so that any found guilty of a felony could have their body offered to science to better our understanding of the natural laws (inspired by the Bas Lag’s books’ ReMade).

Dread Domain Detectives Illustrated

Dungeons & Dragons

Weird Science,

Crime,

& Gothic fantasy!

Ripped from the 
pages of
Van Richten’s Guide to
Ravenloft

With Art by Storn A. Cook

Viktor and Talis dig into their unfinished caseload - a missing person and a burglary.

What became of their mentor, Mathias Vimmer?

Who burgled the University's hallowed laboratories?

Who hunts the streets of Ludendorf?
Private Eye but the eye is an eye.

Started the session on Warlock Cliff, a cliff-face just outside of Ludendorf where magic doesn’t work. When I started to describe it, Jeff and Storn jumped in, offering further details – fog coming in from the sea and a lighthouse below the cliffs, throwing light through that fog – a bell on a dinghy from somewhere in the waves. Good stuff.

They spoke with their mentors nemesis, Emil Enh, a corrupt constable who was arrested and thrown onto a prison hulk. The old villain was sick, with a bone-rattling chest cough and wanted them to take him into custody so he could help them look for their old mentor, Mathias Vimmer (our Commissioner Gordon).

They got 3 cases – a murder case involving a university student, a casefile from a man named Adam, who was currently serving on a Prison Hulk for Breaking and Entering, Assault and Illegal Possession of a Firearm and a missing person case about a young woman named Elise, who had been arrested in the past for thievery and body-snatching.

There was a fun series of scenes where the crew was trying to gain access to the Inspector General’s safe, the current Inspector General didn’t know it was there. We found ourselves butting heads with D&D a bit (more on this later).

In the end, they got some important files from cases Mathias was keeping, along with a pistol and knife from the war and a picture of his ex-husband.

Ravenloft Lore Icon (raven on a skull)

Viktor tracked down Dr. Lukas Kronecker who teaches (I hesitated, not sure what subject he taught and Storn said, “Pantheons Beyond the Borders.”) Mythography, allowing me to drop some St. Ezra lore.

It turned out, the ex-husband didn’t know anything and was bereft that he didn’t know where Mathias had gone. Viktor told him that they found a picture of them together in Mathias’ safe. When he left, Viktor could hear the Mythographer crying.

Talis took the pistol and knife to a Vistani woman, who could, at this point, only say that Mathias was not anywhere in Lamordia alive and if he was dead, his spirit was not restless. She would work to look beyond the borders but that would take time and resources.

DeKalb, the Tiefling from their last case, was out of work because of things they did. He was hired by the Kranev Investigative Guild and would be an administrative aide and added muscle when needed.

D&D 5e doesn’t seem to be helping us much in our goal of playing an investigative gothic fantasy buddy crime story. We’re discussing other options.

The End, with human/bat skeleton, wings fanned out.

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