The Sigil 6 Brains and Thorns on the Rock of Bral

The Sigil 6 Brains and Thorns on the Rock of Bral

We began the campaign in 5 Torches Deep, shifted over to 5e and now we are playing Godbound.

Read more about the Sigil 6 here.

The Sigil 6 used several Words and Powers to fly and then Shadow-walk into the Illithid’s subterranean lair under Prince Andru’s palace. The elvish mercenaries got a pair of lucky shots off and hit Shepherd.

One of the Mind Flayers was astral projecting to get reinforcements; its body was limp but its Mind Flayer comrade was nearby surrounded by wyverns with thrall-studs in their skulls to make psionic domination easier. It was a 3 round battle but the wyvern tail-venom was nasty; Trundle was dropped in the first round and Kuru followed soon after – but not before stealing the Mind Flayer’s ability to probability travel.

I need to ask Kuru to hold his action if he wants to steal an ability. I love that power but we’ve been using it like an interrupt, which is a bit powerful. Kuru’s ability theft meant the Mind Flayer couldn’t just walk away from the losing battle. And so it died. Once the Mind Flayer was dead it was an easy thing for Shepherd, still in a Mind Flayer body, to psionically order them to sleep.

Kuru grabbed the Mind Flayers’ treasure. They were running a little low on funds. Now they should have some more liquid funds.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

I’ve been using the AD&D Monster Manual, Monster Manual 2 and Fiend Folio for the stats and such. For the wyvern’s poison tail venom, I went with a Hardiness Save, failure meant the damage was Straight d10 (which is BRUTAL) and success meant just a straight d6. This dropped 2 characters. If the players had tried to futz around with the wyverns instead of finding out early that Shepherd, in the Mind Flayer body, could easily mind control them once the other Mind Flayers were out of the picture it would’ve been a bad night for the Sigil 6.

I’ve been enjoying Godbound combats. They are fast, brutal and the players are using their powers in interesting ways. We got slowed down a bit by figuring out exactly how Effort works and when Effort is spent and when it is just making a power work and goes back to the character once that power is turned off. It is a process and that is fine.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

They killed Shepherd, forcing him from the Mind Flayer body, after they were refusing to leave the Illithid shell and return to his angel-made flesh golem procured in Ravenloft. We rolled some dice on it but it was all in good fun and Trundle and Jusko rolled well – ending it quickly. The corpseflea made his way into his golem sleeve and apologized for how he acted. Shepherd’s new Fact reflects his time spent in the Mind Flayer sleeve and he took a new power that we are coloring as a Psionic Blast.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

They used powers to look around Bral and see what was happening. They saw the Prince’s elf mercenary guards coming back to themselves and watched them kill Prince Andru, saying he had been in league with the Mind Flayers and had even given them access to Potions of Mind Control made to control elves. These elf soldiers were preparing to take over the Rock of Bral’s governance. No one was exactly comfortable with this. Trundle tried to get them to agree to turn the governance over to an elected republic but it was a failed Spirit Save. Nope.

They gave the Elf General (why didn’t I name him!?!) a letter of introduction to the Lady of Pain, hoping to set him up with Outlands Expedition Teams should they need more support. After getting some advice from their AWOL Githyanki ship captain, they overheard them talking about something called the Siege of Thorns. They found out these elves were on the losing side of a war in which their queen attempted to take control of the Radiant Citadel.

Inspiration for Elvish Empire is the Two Drakes‘ BBEG, Widow of Roses.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

Kuru wanted to steal something from the Prince’s palace before they left. Part of me is tempted to roll some dice at the start of next session but I’d also like to get to the Radiant Citadel already. I’ll roll up some random treasure.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

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The Sigil 6: The Mind Flayer Hunt Gets Personal

The Sigil 6: The Mind Flayer Hunt Gets Personal

We began the campaign in 5 Torches Deep, shifted over to 5e and now we are playing Godbound.

Read more about the Sigil 6 here.

Our game is switching from 5e to Godbound. The characters were up to 12th level and Godbound is a fun system for powerful D&Dish folks.

The group voted for the Winter World to be their next adventure and so I started prepping and daydreaming about how I’d alter Icewind Dale: Rime of the Frostmaiden. They had killed a Mind Flayer that was living under the Rock of Bral last adventure and foolish me, I did not ask if that was the end of it.

It was not the end of it. Kuru’s run-in with an aboleth’s mind control has left its mark; he doesn’t like cthonic mind control beasts. Shit got personal. Then Shepherd, the Corpseflea, jumped into the Mind Flayer corpse. I’m getting ahead of myself. First, the treasure tables…

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...
PIC: Monster Manual Mind Flayer, Monster Manual's Appendix Treasure Table and the DMG treasure Tables. TEXT: Randomly generated the treasure from the Mind Flayer. so much fun! 3000 Gold, 7000 Copper (coins from uncounted worlds) Potions of Plant Control, Invulnerability, Polymorph and Human Control (elves and half-elves). Scrolls: Find Familiar, Strength, Dig and one magic item, randomly generated which was - no shit A Bag of Holding

Nice thing about using the AD&D Monster Manual (and the Monster Manual II and the Fiend Folio) is that I get to use its treasure tables. I rolled, not knowing that there is an automated option. I decided the Mind Flayer kept bodies whose brains it had eaten in its Bag of Holding, doing some light, non-necromantic hobby-mummification for fun.

It seemed like the Sigil 6 wanted to put an epilogue on the slaying of the Mind Flayer from last week, talk to Prince Andru of Bral, maybe get a reward and then leave. I had described Andru’s honor guard as haughty elves in red and gold livery. They were turned away at the bridge to the prince’s palace, leading them to believe that this Mind Flayer wasn’t working alone. Even Jusko’s Leadership Word couldn’t penetrate, furthering the theory that some greater power was behind it all.

Shepherd is a corpseflea, a little spark of sentience that can jump into corpses (taken from the cool af 5 Torches Deep: Heritage supplement). I was straight-up eager for him to jump into the Mind Flayer body. He did. I asked for a Spirit Save and it was a fail. He wouldn’t be able to jump out at will. I got to describe the sense of communal consciousness and connection to the other Mind Flayers in his pod, especially the two others on the Rock of Bral, who he had grown up with from tadpoles. Getting to describe shit like going from primate bodies to something really alien is fun.

My vision of Mind Flayers is that they operate on science fiction logic. When Shepherd-in-the-Mind-Flayer saw their Githyanki-renegate ship captain, he could see the botched breeding cycle of a fine servant species. I described his friends as deliciously sentient. He was able to access his memories easily, not getting vague flashbacks like when he is in primate corpses.

He reached out telepathically to another Mind Flayer and learned that when the first Mind Flayer whose corpse he was riding had died, one Mind Flayer went into the astral plane, seeking reinforcements. The conversation didn’t go well and the third Mind Flayer suggested Shepherd go to the Elder Brain to regain his connection and focus rather than seeking out this primate-like individualism.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

Shepherd knew that when they went astral, their body was stowed in a secret area by some Mind Flayer thralls. They secreted back onto the Rock of Bral through Trundle’s almost-constructed Well of Worlds.

Behind the scenes, I rolled an Intelligence check for the third Mind Flayer. He succeeded. The Monster Manual said these things are geniuses. His friend is acting weird and reinforcements might be far away. They are surrounded by enemies. It moved the helpless Mind Flayer whose body was left behind while it went into the Astral Plane.

The thralls were a trap; they unzipped their skin and combined to become some combination of Voltron and John Carpenter’s The Thing. I statted it as a Hulking Abomination from Godbound, which suggested it have access to a Word – I chose Undying from Endurance. The fight was going rough and then Kuru, who can steal Gifts, stole the creature’s Undying. The beast flipped out and killed Kuru the next round but he had Undying. When Jusko finished the creature, screaming Kuru’s name like a killing word, Kuru popped back up, regenerating despite haven taken a cthonic tentacle through the skull.

It was a fun fight and I have just barely gotten my feet under me. This is going to be fun.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

What now? Now I’m going to roll up the treasure of the remaining Mind Flayers on treasure tables B, S, T and X. Let’s see what these Lovecraftian assholes are working with.

We’ll get to the Radiant Citadel some day…I think.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

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The Sigil 6: Liberty on the Rock of Bral

The Sigil 6: Liberty on the Rock of Bral

We began the campaign in 5 Torches Deep, shifted over to 5e and now we are playing Godbound.

Read more about the Sigil 6 here.

TEXT: The Sigil 6
Liberty
on the
Rock of Bral

PIC: Blurry map of the Rock of Bral from the 2nd Edition AD&D supplement, The Rock of Bral

Tonight in our game with only half the group at the table, we took a detour to the Rock of Bral.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

I was totally floundering. I narrated people gathering at the shipyards to watch some convicted pirates being put out into the void by the Rock of Bral’s ruler, Prince Andru in red and gold raiment made to look like some kind of Napoleonic era admiral with elf mercenary guards, also in red and gold.

Shepherd, being a Corpseflea in an angel-made Flesh Golem, climbed out to talk to one of the pirates, Half-a-Smile Harry Halton, who didn’t believe in any afterlife, since his death was surely the gods’ coin flip that allowed Prince Andru to win and Half-a-Smile to lose.

“If you can, go see the Radiant Citadel; it is the most beautiful place I have seen in all the worlds,” Half-a-Smile said to Shepherd before he climbed back to the Rock.

I have no idea what I wanted to happen with that pirate/prince execution encounter thing. I only know that when I pictured it and daydreamed about it the whole game jumped off from that moment. No idea what I was hoping for.

That is alright. We found our feet eventually.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

The floundering continued through some shopping. They discussed robbing Prince Andru but decided against it. I was eager to give Godbound a whirl. Then Anthony mentioned that he wanted to look to see if any Sigil Outlands Expeditioners had left any travelling symbols carved into anything. I asked for a roll and I shoudln’t have done that. The answer to that question should always be, “YES, here’s an interesting detail about this place that you wouldn’t have otherwise known.”

It was clear that a Sigil-born Expeditioner had been press ganged onto a Spelljamming ship, made his way to Bral, uncovered the Mind Flayer on the underside of the asteroid city who was mind controlling the prince and died fighting the creature.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

I grabbed the Mind Flayer from the AD&D Monster Manual and off we went. I upped its Hit Dice a touch and frantically looked up what Probability Travel and Body Equilibrium were as the crew planned. I’ll plan monsters a little more carefully but page 171 of Godbound has pretty clear guidelines for making monsters.

When the first round of combat made it clear that the Mind Flayer was outmatched, it phased out of reality into another plane of existence with Probability Travel. Kuru has a power where he can steal powers from other creatures but we had to work out if he had the Effort to do so. He did. Dex save to see if he can grab the power before the Mind Flyer phases out and he made it.

“Do you take on some characteristic of the creature whose power you steal? If so…what?”

“Oooh, I hadn’t thought of that. I like that. Yes…”

The Mind Flayer had 2 of 4 tentacles on Kuru’s head. The Halfling had taken on the Mind Flayer’s ocean creature-but-more-chemical smell from stealing its psionic power.

It was getting late and Trundle rolled a 1 to hit the Mind Flayer with his sword. I told him I’d let him roll damage but he’d have to swing through Kuru, doing whatever damage he did to the Mind Flayer to his comrade too. The math worked out and the Mind Flayer was defeated and Kuru was clinging to life.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

Being able to grab monsters right out of the AD&D Monster Manuals and Fiend Folio is going to be just lovely. Looking forward to building monsters out a bit from Godbound’s guidelines.

Worth noting that Trundle grabbed a stone so that he could jump to the Rock of Bral from his soon-to-be-constructed Well of Worlds.

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The Sigil 6, Getting the Band Back Together

The Sigil 6, Getting the Band Back Together

We began the campaign in 5 Torches Deep, shifted over to 5e and now we are playing Godbound.

Read more about the Sigil 6 here.

Tonight in our game the Sigil 6 see a comet that was their sign to meet up in Sigil, jump on a ship on the Astral Sea and head to the Radiant Citadel…

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

Kuru

Origin Halfling Ninja Village

Past Career Rogue Arcane Trickster

Relationship: Sigil 6, Council of 3, Cult of Songrim

Words: Deception, Fire and Theft

Shepherd

Origin Corpseflea – Bodychanger

Past Career Failed Soldier

Relationship Attuned to the Raven Queen

Words: Death, Health and Knowledge

Trundle

Origin Dwarven AWOL

Past Career Dwarven Ranger

Relationship Traveller

Words: Journeying, Artifice and looking like Health

Jusko

Origin Exiled from a Noble House

Past Career A knight, a thief, a prisoner

Relationship Welded to the Sigil Six

Words: Sword, Sky and Command

Helewynne

?

(Sorry, Aaron)

Bugwump

?

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

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.

Everyone was scattered. Each player told me where they were as we began.

Kuru was in front of three hobbit ninja grandmothers who run the village where he was born.

Shepherd was on the shore of the Astral Sea, watching a Corpseflea coming out of the sea for the first time.

Jusko was furiously packing in his beach apartment in Chult with new Chultan tattoos.

Trundle was figuring out the boundaries of his new Well of Worlds, wanting to learn what began the war between the dwarven citadel where he was born and the demons who have been laying siege to it for as long as anyone can remember.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

Such amazing starting places.

Kuru was chided by the hobbit-ninja-grandma’s to take a spouse, build a home and settle down. When he refused, they gave him a letter of introduction to the Court of Whispers.

Shepherd, true to his name, guided the newborn Corpseflea to Sigil where this strange species has a small neighborhood. We got a cool guide to how they inhabit bodies and how Shepherd taught this newborn how to control it and find their place in their corpse. The newborn had a vague memory of emerging from some kind of cocoon.

Jusko wished Dacaad well and the Chultan leader gave him an ancient Omuan scroll about the Radiant Citadel. The ancient elders had hoped to move Chult to the citadel somehow.

Trundle’s quest took the most time. He found an ancient glyph carved in stone of dwarves building a prison and then the prison being turned into a temple and there was a Balrog, a Baatezu, a Pit Fiend – it was levitating a few feet from the ground, sword and whip on hooks nearby. It tried to convince Trundle to be a diplomat, talking about how it had taken control of the citadel as akind of demi-god and its Devil comrades did not approve. The Pit Fiend believed the Demons were spillover from the Blood War, sent to punish him for not returning to its duties in Hell. Trundle left, saying he would return to discuss this matter further – wanting the war to end.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

We wrote up our new bingo board and just got some role-playing in as the group enjoyed being together again.

If you want to know more about our XP houserule, here’s more about that.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

Next week: The Radiant Citadel, Angels, anarchists, rebels, Shadow of the Sun

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Sigil 6 Session 0ish

Sigil 6 Session 0ish

We began the campaign in 5 Torches Deep, shifted over to 5e and now we are playing Godbound.

Read more about the Sigil 6 here.

The Sigil 6
Journeys Through the Radiant Citadel
Session 0 Godbound

With turquois lion standing on the title.

Tonight in our game…1 player had technical issues, 2 were pulled into late nights at work and so the 3 remaining worked on moving their characters over to Godbound. We are deliberating over how we are going to deal with hit points – starting hit points like a first level Godbound character or use their level as hit dice from the D&D game? We’ll talk it over next week when we have more of us at the table.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

The last leg of your journey to the Radiant Citadel is uneventful on board the Hammerhead ship, The Long Rest. Captain Qairste, is an old salty Githyanki Marine, long-since gone AWOL from the Lich-Queen’s Imperial Navy. She loves talking to each of you about your adventures in Sigil, the city she plans to retire to some day.

What do you remember most about that long trip through the stars into the Astral Sea?

What part of your life/adventures do your dreams return you to?

Posted on the Thursday Night Delver’s FB group
Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

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. We’ve got some things to sussing out to do but I’m looking forward to both the process and getting to some play next week.

Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

Dear Sigil 6,

I hope this letter finds you well. It is my hope that these words will help you have your feet under you when you arrive.

The Radiant Citadel is a city built around a massive Auroral Diamond, orbiting around this central city are Concord Jewels that lead to other worlds – and all of this is floating in the murky Astral Sea. It is a bright and shining place, with conflict and politics as one might expect. Most often, I am left with the feeling that these are good people, doing their very best with complicated situations.

Some of the Concordant Worlds

Yongjing – capital of the Great Xing, an impressive nation with a dynasty that has brought peace and prosperity after centuries of plague and uncertainty. Rumors abound that the White Jade Emperor’s reign will soon end, plunging Xing into chaos. This might be your first mission, depending on the timing of your arrival.

San Citlan – this world revolves around a city built at the confluence of ley lines with severe economic disparity and people with a strong bond with their honored dead. Shepherd should love it.

Zinda – a shining city full of guildhalls and universities in the midst of a dense jungle on the shore of a deep and dark ocean. There is a revolution brewing, rebels who call themselves the Bloodletters trying to seize power and opportunity from the Kings of Coin and their enforcers, the Silent Verse.

The Sensa Empire – a trio of city-states that runs on gold mines, held together by Empress Inaya. The arid landscape makes farming difficult but luckily, the empire’s gold allows them to import food. The balance between each city-state’s monarchies and the way they bow before the Empress is a complicated set of traditions and marriages.

Tletepec is a group of cities built among the forests that are surrounded by volcanoes, said to be the area’s heroes. The area’s history is a cycle of death and rebirth brought on by volcanic eruptions.

Atagua is a series of grasslands and wetlands with narrow tropical forests along the Holroro River. The people here are from a diverse range of cultures and work hard to communicate and keep the region from plunging into war.

I am missing some. Yallna is a world at war, with the Raven Queen and Orcus opening warring amidst a series of valleys where the long-departed Wizard-Kings left their towers and citadels.

And there is a young place, only a few years old, ruled by the ambitious Hajek family, whose name is said to be written on the foundation of the world.

I am missing some and haven’t even introduced you to the Court of Whispers, nor the Shieldbearers and the Speakers. We’ll talk when you arrive.

I hope your journey is restorative.

Quarace

In-game letter, also posted to the Thursday Night Delver’s FB group
Sigil 6 Subject Divider with rule of 3 Sword and Rule of 3 key in front of a pink and purple gradient in the color of the Journeys Through the Radiant Citadel colors...

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Kill Acererak 5: Afterglow Spending, Building and Partying

Kill Acererak 5: Afterglow Spending, Building and Partying

In which the Sigil 6 spend a dragon’s hoard in Greyhawk, Faerun and Sigil.

The Sigil 6 have just KILLED ACERERAK.

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

Sigil 6 Subject Divider

We discussed the party breaking out in the Free City of Greyhawk.

“How do people know?”

“The gods tell their priests and the priests tell the people. ‘For the next 6 days let us celebrate the end of the archlich, Acererak.'”

We didn’t play the party as much as discussed it. Rival opera houses, someone sticking their phallus in the chocolate fountain, Lord Silverfox’s manor burning to the ground.

The group decided they’d find and fund a Greyhawk 7, an adventuring party to carry on the Sigil 6 tradition in this world. Maybe we’ll play a game with these characters when someone can’t make it.

In Port Nyenzaru they founded a bank with half of their dragon’s hoard, headed by Tefnek’s sister, a capable assassin turned Merchant Prince. We’re going to read over old Dungeonomics articles and again, a fun adventure possibility if not everyone can attend – playing bad-asses defending their bank that is investing in Chult.

It felt like we were putting the epilogue in Book 1 and we’re heading into the final book. I’d like to get more into some in-the-character’s-boots playing and creative problem solving.

Quarace, the team’s handler, went ahead to the Radiant Citadel before them. I’ll write up a letter from her about the different worlds orbiting the citadel and we’ll jump in next game.

Next Game: The Sigil 6 will arrive at the Radiant Citadel

Sigil 6 Subject Divider

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Kill Acererak 4: Dragonslayers & Lich-destroyers

Kill Acererak 4: Dragonslayers & Lich-destroyers

In which the Sigil 6 slay a Black Dragon and dissolve Acererak’s Soul Jar in the dragon’s acidic drool.

PIC: The Free City of Greyhawk's heraldry surrounded by vines.

TEXT: The Sigil 6 are in a nameless bog just east of the Free City of Greyhawk. They have made this journey to... KILL ACERERAK.

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

Sigil 6 Subject Divider

When the Sigil 6 gathered in Sigil to share a magical meal created by Shepherd, their Cleric, they had no way of knowing that this last merry meal would offer a magical effect, making them immune to fear effects, would make what could have been a difficult battle much easier.

They had no reason to know that Acererak had arranged to have Āeksio hen lōz Tegun (the King of the Swamp in Old Valyrian) lair in the archlich’s tomb so that any who came here to attempt to destroy its Soul Jar would have to contend with a dragon and its kobolds.

Aeksio hen lōz Tegun lasted 1.5 rounds. The Sigil 6 was on point. Crits were rolled, good decisions were made and the dragon’s kobold guards did not make it in time. Bugwump stuck the final blow, though he was reticent to take on any fancy titles like dragonslayer or the King of the Swamp.

Orune, their wizard friend from the Free City of Greyhawk, died in the battle. Shepherd raised dead, using a diamond from the dragon’s hoard. I asked Shepherd’s player to describe the hour-long ritual and he did so, offering vivid details. He described the diamond, placed on the wizard’s brow disappearing.

I said, “You can see a pale, ashen angel of death with black bone wings taking the diamond and putting it in a satchel, filled with such diamonds. From the satchel on its other hip, it took out Orune’s soul and put it back in his body. ‘We have watched you and your friends face down death time and time again. Know that from here on out your enemies will grow far more dangerous…’

“In-game, that totally happens. Out of game, I’m going to make an effort to make the combat encounters a bit more difficult. I’m not going to be a jerk about it but I’m going to try to raise up the challenge level a touch.”

I’ve asked some strategic minded friends to join a small FB group to help me brainstorm about these kinds of fighty encounters. I’m not frustrated the the players won. I wonder if I could have made some of these fight encounters a more fun challenge.

How are we counting up the dragon hoard? Like this:

Text:
	The coins you swept off the blood-stained floor coated with acid, pryed from the scales of the dragon's corpse and dragged out of the swamp are not only coins. They are a catalogue of civilizations destroyed by the dragon’s greed. Spending this kind of ancient coinage attracts attention. Your dreams have been strange since acquiring it, as if the dragon's arcane blood has seeped into the gold.
	When you spend money from the the Dragon's Hoard, tell the DM what you want to buy and in what marketplace you are trying to purchase this item. The DM will set a DC if it is possible to find such a thing in the marketplace. If not, the DM will let you know who the merchants' gossip networks say might have such an item or a map to a tomb where such an item could be found. If the item is common, the DM might just ask you to check off a gold coin or two (maybe three if it is really opulent) without a roll.
	When you roll, mark a gold piece off of the fortune below. You may add +1 for every gold piece you mark off of the fortune.
	If you succeed, you purchase the item without a problem.
	If you fail the roll the player may choose to take on the Dragon Greed:
•	Spending from a dragon's hoard puts one in touch with terrible greed. The character becomes obsessed with whatever they purchase.
Or the DM will choose one more more:
•	you draw attention from a dangerous faction
•	purchase an item/service that has a complication attached to it
•	the merchant demands an exchange of services, wanting the skills that adventurers are known to possess.
	1 Gold Coin = 1 month room & board in most cities for 6 adventurers.
	
Dragon Rampant and 10 rows of 4 gold coins to check off.

Next Game: The Sigil 6 will party, from the Free City of Greyhawk to Sigil and deal with some of the fallout of their amazing actions.

Sigil 6 Subject Divider

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Lich Collection
https://shopofjudd.threadless.com/collections/the-lich-collection
Kill Acererak 3: Just South of the Cairn Hills

Kill Acererak 3: Just South of the Cairn Hills

In which the Sigil 6 get to the Free city of Greyhawk and purchase a flying carpet to head to the swamps south of the Cairn Hills.

PIC: The Free City of Greyhawk's heraldry surrounded by vines.

TEXT: The Sigil 6 are in a nameless bog just east of the Free City of Greyhawk. They have made this journey to... KILL ACERERAK.

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

Sigil 6 Subject Divider

They made solid rolls in getting out of the negacano, avoiding the 48 Days Later Frost Giants and the grasping undead hands. Gord the Rogue took them to a portal under a bridge that led to the Free City of Greyhawk. All they know is that in a swamp east of Greyhawk City is Acererak’s tomb – this is where they can destroy the lich’s Soul Jar.

Gord told them a bit about the Free City of Greyhawk…

The Free City of Greyhawk's heraldry surrounded by vines.

“Do you have any pterodactyls? Flying zebra? War Ravens? What is going on with this place?”

The Sigil 6 were not interested in hoofing it. They checked the harbor for flying ships and when they saw none they sought out other flying options.

They bought a flying carpet from a smug wizard from the Society of Magi for a small fortune from their Ravenloft Fortune. As they were leaving an earnest wizard who had had a run-in with a vampire wanted to know about the coin they used to purchase the carpet. Orune the young wizard hitched a ride with them. Everyone is trying to figure out, is Orune a Red Shirt or is he the survivor who shares the Sigil 6’s story with the world.

The Free City of Greyhawk's heraldry surrounded by vines.

A Roc came out of the clouds, grabbed a Froghemoth from the nearby swamp and fly northward to drop the creature against the hard rocks and eat the remains. They circled the skull hill within which was the Tomb of Horrors. One of the entrances was collapsed with adventurers’ corpses. There were discussions of using Rock to Mud to get into the tomb, digging until they hit a room. We had a few missing party members, so we decided to end there and start at the entrance to the tomb next week.

The Free City of Greyhawk's heraldry surrounded by vines.

Next Game: The Sigil 6 will enter the Tomb of Horrors.

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Kill Acererak 2: The Knife, the Jar and the Eye

Kill Acererak 2: The Knife, the Jar and the Eye

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.

TEXT: Traversing the Shadowfell's coldest mountains, the Sigil 6 are attempting to KILL ACERERAK.

PIC: Black and White negative volcano

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

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With them help of Kuru’s abilities as an Arcane Trickster Rogue and Trundle’s abilities as a Ranger with levels as a Cleric of a God of Portals, the Sigil 6 made their way past the vicious Frost Giant clans whose mountain fortresses surround the archlich’s sanctum, a volcano in the Shadowfell that spews negative energy rather than lava.

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There were two gates, big enough to welcome a Frost Giant host in the side of the negacano. Shepherd communed with the Raven Queen to know that the doorway with the green limestone eyes was the true door and the doorway with thousands of green gems representing Acererak’s eyes as depicted on the gate’s carvings was the deathtrap. But even the true door had a Wraith Lord within it.

Jusko stepped up, with a dagger given to him from Lord Soth, as a way for the Knight of the Black Rose to find the fallen knight of House Hajek should he perish. Jusko invoked his noble background and addressed the wraith as a still-living king. “The Knight of the Black Rose is seeking you and your host.” I had him roll a Persuasion. It worked.

Why did this work? I’m thrilled you asked.

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Before the game, while eating dinner I grabbed an empty Hex Flower sheet I made ages ago. I set it up with 3 circles, with different resources the factions within Acererak’s mountain might fight to claim once they realized their Lich Lord was dead.

More on the Hex Flower tool here.

I rolled twice to see where each faction was – one roll for each day. Acererak’s wraiths, the Wyrmghasts, were on the verge of exodus, of deserting their posts just a day ago. The Wraith Lord was holding them in place by a slim margin and they still had the apprentices and ghouls to deal with. This was a powerful leader looking for a way out. The Hex Flower told me so. In walks this fallen knight with a token of The Death Knight in his hands and a promise of a way out.

I need a word for this, for those moments where the players gain something and then use it in ways you had never anticipated. Reincorporation, maybe? I don’t know. It is a thing and is always a source of delight.

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Hellewynne sniffed out the Soul Jar, having smelled the odd mix of alchemical agents and necromantic ritual items before. It was in an isolated crypt that none of the factions had attempted to go near. The door read, “My Greatest Rival.” They carefully dispelled the Power Word Kill trap and found a gauntlet holding the Eye of Vecna. A few spells let them know that the gauntlet was the Soul Jar, hidden next to a legendary and powerful necromantic artifact.

The group unloaded and ditched the vampire accountants they had been holding a portal hole since Gloomwrought and Mage Handed the items into said portable hole.

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Next Game: The Sigil 6 will try to get the Soul Jar to a swamp just outside of Greyhawk City – in a backwater Prime.

Meanwhile, Lord Soth just gained a host of wraithguards and the necromancer apprentices who followed Acererak will start thinking about investment opportunities.

Sigil 6 Subject Divider

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Kill Acererak 1: Plans & Deals

Kill Acererak 1: Plans & Deals

In which the Sigil 6 decide to venture into the Shadowfell once more, this time in order to destroy Acererak forever.

TEXT: Traversing the Shadowfell's coldest mountains, the Sigil 6 are attempting to KILL ACERERAK.

PIC: Black and White negative volcano

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

Sigil 6 Subject Divider

There was an hour of discussing what to do. They decided to use the 8 Lich’s Soul Jars as leverage to cut a deal with the Lich Congress, getting the Tomb That Walks off their trail and then doing their damnedest to get to where Acererak keeps his Soul Jar before he can come back.

The Lady of Pain brokered a meeting with Kaasary, the Herald of Orcus (thank goodness for the Fantasy Name Generator’s Lich Names) on a magic-dead area in the Maze. They agreed that they get the Tomb That Walks off their trail and the specific way to destroy Acererak’s Soul Jar. The Herals also agreed to notify them if they should learn that Acererak has reincorporated.

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Acererak’s Soul Jar is in a heavily trapped volcano in the Winterfell, a mountain that spews negative energy, not lava. The volcano is surrounded by tribes of oathbreaker Frost Giants who owe Acererak some ancient debt. Once they have the archlich’s Soul Jar, they’ll have to take it back to his home, a small Prime Material world. They were given a map to a swamp a few days journey from a city called Greyhawk.

The players are talking about using this item they received from a Gnomish Deity after a previous adventure.

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The Lady of Pain gave Trundle a blue-white rose with vicious thorns that was a key that opened a gate to a nearby mountain in the Shadowfell. Trundle wrapped it around his shield. Jusko buried a piece of broken amber from the golem they destroyed in Demi-Plane of Dread’s Amber Temple.

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Next Game: The long slog to Mount Acererak, a volcano spewing negative energy. They haven’t rested, not knowing when Acererak will reincorporate.

Sigil 6 Subject Divider

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