Tearle, last of the vampire criminal syndicate known as the Barovian Sabbat died on his knees. His last words were, “Get on with it, motherfu-” as Helewynn beheaded him with the same blade she used to kill Strahd. He had said, “Many that live deserve death. And some that die deserve life. Can you give it to them? Who are you to be so eager to deal out death in judgement.”
“We’re the Sigil 6, motherfucker.”
In one of the most prudent moves in the campaign, they stuffed vampire spawn accountants (Salem and Star, which upon reading it even SOUNDS like an undead accounting firm) in their bag of holding, hoping to utilize their skills as wealth managers once they are safely at home in Sigil.
Kuru threw water on the rats as he hit them with a wand of lightning bolts. Thought that was fun. He did a sleight of hand in order to not catch his friends in the lightning’ed water.
The Innistradi Vampire Assassins struck from the shadows and as many opponents do, they struck hard but the Sigil 6 weathered that initial storm and hit back. The trio of assassins (Opal, Liam and Lucius), who I pictured as a throuple, turned to mist once the first of them took 109 points of damage and get out of the vault.
In the quiet of the battlefield, as all vampires were mist and the rat swarm was dispersed, dirt fell from the vault’s ceiling as an iron golem with a demilich in its chest stomped its way to the well-entryway to the vault and crashed into view.
We got a late start, so the game was half a dozen or so rounds of combat.
In the first moments of the battle, Jusko held himself in reserve and took stock. He noticed that someone was watching the battle. He saw the arcane eye that is made when someone is scrying.
Failed Soldier changed the fight with a Daylight spell that decimated the 3 vampires, causing one to flee, another to get caught and another to get separated and eventually killed by Jusko, Helewynn and Kuru. I rolled a 1 on ANOTHER vampire bite. These undead fools love to chip their teeth on Sigil 6 armor; this time it was grappled with Jusko but couldn’t get a taste of his blood.
Failed Soldier’s Blight spell killed Rahadin, who was locked in battle with her rival, Helewynn. Strahd’s red right hand was dead and the Sigil 6’s ending of the Curse of Strahd is complete.
Trundle laid into a group of vampire spawn who were near dead and seemed to drop one with every swing of his flamebrand.
Bugwump’s fireballs were also game-changers. He spent the combat under the aegis of a Greater Invisibility. Rahadin hit him with a lucky shot in the first round or so with a poisoned dart.
Late in the fight, he vampire spawn were sent to kill Failed Soldier, wanting to end the Daylight spell. For one round they surrounded him and just could barely touch him. One Vampire Spawn rolled two 1’s on their two attacks. Based on this I decided these were undead accountants, counting money in the vault of this vampiric gang. The last 2 vampire spawn left surrendered and one vampire is still in an arcane prison circle.
DM’s Notes: I’m not wild about D&D combats. It felt like there weren’t enough fun environmental toys for the players to mess around with in the vaults. I’ll think on that moving forward.
Next Game: What will they do with their undead prisoners? Who is watching them? What now? Surely none of this has anything to do with the vampire assassins they know are after them, sent from Innistrad.
Two players were on the Zoom call but were sick. One had to bow out because family was in town. I had a rough night where I couldn’t sleep and when I did sleep I dreamed that I wasn’t sleeping well enough.
The energy was low and despite the fact that this is the third session we’re missing, our overall attendance is so good that it won’t muss up our overall inertia.
We were saved from the hangout becoming a communal primal scream of pain and frustration at the state of the world when one of the players said something positive in her life and we went around the table, saying something good in our lives.
Even with online games sometimes you have to step away, chat and catch-up. Sometimes folks are just too exhausted to game and so we get to learn about the cover-band, solid physical therapy, library conference, successful dental work, fixed pool filter and/or t-shirt sale that are keeping our friends going.
When we start the next session, we’ll be at a good starting point – with the Sigil 6 having climbed down a dry well into the Barovian Sabbat’s treasure vault. Somewhere they can hear the voice of Rahadin, Strahd’s Red Right Hand who got away from the group with 2 hit points during one of the final battles. It is a good place to hit the PAUSE button because it is such a fun place to hit PLAY.
If you would like to get an email notification when blog posts are published, please subscribe below:
Have you had long breaks? If so, how did you pick it up again?
We’ve missed a week or 3 here and there because of holidays or family emergency.
How many people are at the table when you play?
Me and 6 friends over Zoom.
How many characters are in the party when you play?
That is a great question. The team, The Sigil 6, definitely adopts folks. A ranger, who was their guide through the jungles of Chult and taught them how to fly pterodactyls is seen as part of the family. The wizard has taken on an apprentice recently. The posse can be anywhere from 6 to 10 or so at times when NPC’s join up. In Barovia they had a whole other team, affectionately called the B-Team.
How many players have you had in total over that time period, not counting guest appearances?
Just the core 6 and me.
Have you had guest appearances? How did it go? Did you gain regular players that way?
We haven’t done that yet. I think we’d be more likely to do that if it was going on in person.
What have the character levels been over time?
We started at level 1 and now all of the characters are level 10. The Bingo XP Variant is a nice pacing mechanism (on top of a few other things).
What classes did the players pick? Did you add new classes over time?
We’ve got a Fighter, Barbarian, Ranger/Cleric, Cleric, Rogue, and Wizard.
Tell me about some adventures you ran over that time that I might enjoy hearing about?
Here are some unanswered questions about them:
Is Bugwump who he thinks he is or is he a clone of the arch-mage he remembers being?
Will Failed Soldier, the Corpseflea learn about the origins of his people in the Radiant Citadel? Will Helewynn gain a reputation even more famous than Slayer of Strahd?
Will Jusko Hajek reconcile with his family or be forced to destroy them?
Whatever happened to Trundle’s mountain home that was at war with demons?
Will Kuru retire to raise goats or will his impulsiveness get him killed?
Have the rule changes over that time? Do you maintain a house-rules document?
I definitely propose house-rules and we all agree on them. We should make a house-rules doc; that would help keep track of things.
Has the setting changed over time?¹
I think their understanding of the setting has deepened and that has changed the meaning of certain things – if that makes sense. They are certainly well known now.
How much in-game distance did the party cover, how big is the area they have visited?
It is a planar-game, very much inspired by my memories of the Planescape boxed set, set in Sigil, so wide areas are covered through gates and such.
Have you used proprietary setting books? Like, could you publish your campaign or would you be in trouble if you did?
It is pretty heavily steeped in D&D intellectual property. It would take some heavy filing of serial numbers to make it publishable
¹ Have you added cultures or regions after years of play because you read a good book? Have your players toppled governments, resettled people, or made other large scale changes to the setting – without that being the end of the campaign?
I’m sure lots of tidibits from my own reading or conversations with people in my life drip in. I definitely added a War Corvid after reading Black-Tongued Thief and some drug sales in Gloomwrought were clearly influenced by The Wire.
If you would like to get an email notification when blog posts are published, please subscribe below:
I don’t try to make every little thing in every adventure linked to the players’ pasts but when I read that there was a powerful merchant family in Gloomwrought called the Harskel family and a player’s powerful family is named Hajek, it felt like fate. I re-named the Harskel family – Hajek. As they walked around town, Jusko saw a group of Shadar-Kai mercs with his family’s sigil on their cloaks and there was a big job notice on the missives that adorn the walls of the dockside bar – Cracked Keel.
They bought a drug called Sunlight from a Shadar Kai kid and watched as a vampire picked up the weekly silver. They brought some drug called Sunlight and did Locate Object on the silver piece. They tracked the vampire to a brother called the Red Door (also in the book) and the madame of the house did her damned best to get them out of her place once they subtly let her know what and how they were after. Jusko gave the dagger Lord Soth gave to him and said that he was here on his Lord’s behalf.
They made some moves to seem like Kuru was a merchant and the party was his bodyguards and hangers on.
Had an interesting use of Locate Object, looking for a note to the vampire gang they were looking for. I liked it. They found a note from the local Vecna Cult (called the House of the Eye) who wanted a sit-down with the up-and-coming vampire gang.
I needed a name for the gang and Jusko’s player, who played his share of vampire LARP’s in his college days (as many of us did) suggested I just call them the Camarilla – I went with Barovian Sabbat.
Locate Object again on the knife and they followed the vampire to an underground vault under an abandoned shop. Climbed down a dry well and we’ll start there next week.
DM’s Notes: Should I have just used the old book from Strahd’s library about Gloomwrought and given them the info they were looking for tonight? Maybe.
It was an odd night and I might’ve not managed the spotlight as well as I might’ve. Lots of talking.
New Bingo board is up,
Hegna the Red was born and raised in Innistrad, a born vampire who now is a hunter who serves the Hive District’s Outlands Expedition Team. She gave some Innistrad background, dropped lots of lore I grabbed from online from places like this and this. The Moonsilver Key, Sigarda, Heronblade Elite, Olivia Voldaren and her upcoming wedding, uniting powerful vampire clans.
They learned that a unique bounty hunter might be looking for them – a Demi-lich whose skull resides in an Iron Golem because their lair was destroyed. Aboraz, the Striding Skull – a bounty hunter, trying to get together enough coin to build another lair so they can return to their dream-travels through the Far Realms.
Failed Soldier went to see Mavetta, the little girl who was Chosen by the Raven Queen. He was told that he could learn more of the Corpsefleas in the Deep Ethereal, in the Radiant Citadel. The Raven Queen was eager for Floldier to become her priest. It was creepy, as a little girl becoming possessed by a goddess of death, ravens and winter should be.
Role-played my first Dabus and while it was charming at first, I won’t push my luck with the Civil Servants of Sigil who speak only in iconography. The Dabus led Kuru, who wanted to know if anyone in Sigil could offer further insight into their enemies through some kind of a spy network. He spoke to Rhoqul, a lich in an oubliette in the Maze, that was held open for Kuru by the Lady of Pain, who spoke to the lich from a balcony. He offered some ideas as to who Orcus’ lieutenants might be, carving their names into his broken staff, and suggested Demogorgon and Grazz’t as possible allies against Orcus (or any Devil). Told Kuru that Kiaransalee had killed Orcus in the past (he came back).
“Tell the Lady of Pain that I helped you and that I know something is down here, something powerful. I am more dangerous stuck here than I am in the Prime Material! Tell her!”
When told of this, Bugwump realized that this old lich knows of the Primordial trapped in the Lady of Pain’s Maze. Kuru gave the Lady of Pain a fresh muffin.
Kuru’s player asked if there was a magic item that could cast Daylight. I had rules for this; they’re pretty good. I read those rules.
“In the Barrow of the Sun Paladins, they have gems in their shields that were said to throw daylight onto Vampires in olden days…”
DM’s Notes: Just an odd tweener of a night. That is okay.
Our last session ended with the group figuring out that the Gnomish cleric there to guide them was in fact Garl Glittergold. Some genius thought to ask him about the Lady of Pain and Garl spilled.
The God of the Gnomes hemmed and hawed. Was that me role-playing or me stalling for time? I’m honestly not sure. I’ve been daydreaming a bit about the Lady of Pain but I wasn’t sure if I had enough to satisfying this crew.
Garl told them that whatever secrets she had, he bet that she had them buried in the Maze, her inter-dimensional prison/labyrinth where the majority of the Sigil 6 wandered for 15 years. “And what’s more, I think she wants people to know her secret. She wants someone to find out. I think she puts people there who she thinks have a shot at figuring it out.”
Jusko asked if they had seen anything, something that might hint at what is hidden there. I asked him to tell me more about what kind of things he’s looking for and he gave me enough. They realized that an area of the Maze they had avoided had a cyclopean beast of some kind imprisoned. Then Bugwump dropped this amazing line, “Of course whatever is down there is something that can diminish her. Isn’t that obvious? We keep it imprisoned by keeping balance in the planes.”
I asked the player to roll Arcana (knowing Bugwump has ZANY bonuses to that skill), “Wait, does Bugwump know what is down there? It kinda sounds like he does.” He did; it is the last of the living Primordials, thrown down there by the Gods during the First War, held in place by the spinning of the Planes. Now they know.
“There is a half-dead world where the gods are dead and they worship elementals. Magic is cursed and blights the land; it is a shithole. That place might have clues about this Primordial. I’m warning you. This place makes Ravenloft look like a vacation.”
Garl suggested that if they wanted to learn deep lore, they should talk to Callarduran Smoothhands, emissary to the Deep Gnomes. “He knows secrets.”
Failed Soldier Legend Lore’d the Golden Acorns and realized they would grow to become Angelic Treants and their roots would hold off an apocalypse for a while when they landed and sunk their roots into a dying world.
They brokered a deal between the Druids and Garl, despite Garl trying his damnedest to get them to slaughter them all. The druids, as it turned out, are in an recently found order created by a Tree God from the party’s past, when they stopped a god feud but left the dead world’s Tree God alive. That Tree God is vengeful and its druids go into dying worlds and save whatever they can – people, art, magic, ideas, etc.
Garl will get first pick of treasure on any world where the angelic treants grown from his golden acorns are helpful. It is a pretty damned good deal and makes the world more complicated and interesting. LOVE it.
Did Kuru steal an acorn? Yes, he did. Rolled to see if Garl noticed. 2. Nope, he did not notice.
Garl warned them that the Innistrad Vampires offered him a lost knife of his, lost during an ancient war with the kobolds, if he would use his illusions to send the Sigil 6 into a trap. “They want you bad, bad enough to contact and try to bribe a god.”
DM’s Notes: Gaming with these folks is just fun, dammit.
Next Game: Next week we’ll either do another Imbalance or head over to Gloomwrought.
We took a week off and then I couldn’t game last week, so it was just lovely to see everyone’s faces tonight. Laughing on Thursday night with these friends is something I definitely look forward to in my week.
We decided to do some good ole fashioned planar balancing, look the good ole days. The Sigil 6 was tasked with dealing with a situation in Bytopia (try to say Bytopia for hours to your friends without laughing; I dare you. Damned silly name) in which a druidic cult of some kind is stealing acorns from Garl Glittergold’s personal grove of angelic trees in the Golden Hills. They had a gate right to Tradergate the portal town that leads to Bytopia, Gnomish Heaven.
When they asked their old Gnome friend, Dosk, about Garl Glittergold, I read Luke’s tweet as if she was remembering some bit of Gnomish scripture.
Thank goodness for the Fantasy Name Generator, helping me come up with Gnomish names all night. Divast Snanjot, a Gnomish cleric leading a trusty goat-mount welcomed them at the entrance to Tradertown. 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?
Failed Soldier has this cool habit, where he asks NPC’s what happens when they die. Divast said, “When I die, Garl Glittergold will come and ask me if I know the secret to the illusion of life and if I do not know, he will laugh and throw me into the Prime Material Planes, where I will haunt those lands forevermore. If I know, he will welcome me into the Golden Hills,” because I’ve been rewatching Conan the Barbarian scenes on youtube.
Mental note: Kuru adored the goat steeds and there was talk of Kuru retiring as a shepherd of war-goat-steeds.
There was a nice moment where they were setting up camp and I mentioned that this was not only a beautiful sunset over the Golden Hills but was also the first sunset they had seen in a long time. Trundle beckoning everyone to sit still for a moment and enjoy this moment was cool. Also cool, Divast giving respect to the Sigil 6 and to its most famous member, Helewynn, Slayer of Strahd.
They tracked the druids to a battle-site, where they turned from a herd of local elk into a mammoth, bears and snakes. They killed Gaerdal Ironhand XXIII, son of Gaerdal Ironhand, Gnomish deity and general of the Gnomish armies.
Failed Soldier’s Speak with Dead allowed them to talk to young Gaerdal XXIII, who asked if any knew what the secret of life’s illusion. Bugwump off-handedly said, “The illusion of life is that we can end suffering.”
Holy shit, is that true? I asked Bugwump’s player to roll and he rolled well. Religion or Arcana? Could’ve been either one, we decided. The roll suggested to me that this answer was damned good but not the complete answer…perhaps, it is good enough?
Bugwump and their Gnome escort did not get along. When Kuru asked what they were expected to do, the Cleric known as Divast Snanjot but was truly Garl Glittergold in illusory disguise, got snotty. “Well, isn’t that what the Sigil 6 are famous for? Won’t you bring us balance? Won’t you offer some of your famous outside-the-box thinking?” Bugwump lost his shit at him; it was cool to see Bugwump lose his temper but I checked in. Yeah, Garl Glittergold is an asshole and I played him as such but I don’t want the game to be an exhausting piece of an already exhausting world. I checked in and made sure everyone know they could tap out and ask me to scale this shit back.
We ended with Jusko attempting to disbelieve Garl Glittergold’s illusion and failing to do so but Bugwump did it and the illusion faded. I half-regret asking for a roll to disbelieve. As soon as you get to that point and pick up on those little clues, maybe you should just disbelieve. Something to think on.
What experience has your character had interacting with gnomes?
What rumors have you heard of the Blood War, in which Devils and Demons make war upon one another throughout the planes?
Gnomes are a particular delicacy on the Outer Planes. It is gnome, etc., known.
Gnomes also have an irritating propensity to resist conquest, as Bugwump discovered in his past life.
In fact, when Bugwump was first in the Labyrinth, he tried to ally with a gnome assassin in partial penance for his terrible treatment of the species. Sadly, the gnome remembered Bugwump all too well and tried to kill him for several months. Reluctantly, Bugwump eventually retailated and, with great regret, slew the gnome and then, with great relish, ate him.
Bugwump knows the Blood Wars well, having tried to exploit them at one point in his grand plan to conquer the multiverse. Sadly, it just turned both factions against him.
“Dziencujya, barkeep. Will have turnip stew and carrots. Feeling Gnomish today after feast last night.” Jusko thinks Gnomes and Halflings are the same, it’s just Gnomes have gone vegetarian. As soon as a Gnome eats bacon – poof – hairy feet. Magic is weird.
“Blood war? Seems big name for thing that always is. Devils and demons exist to maim torture and violence-make, da? Don’t know why need big fancy name. Like waterfall called The Wettening. Bah!”
Before Kuru joined the Sigil Six, even before he was in the labyrinth, Kuru stole the name ring of a demon lord on a job from a devil. He was paid by having his name removed from the Ledger of Acknowledgement.
Gnomes have been largely extinct for as long as we can remember. There was a great war amongst the dwarves and the gnomes over territory long long ago and the dwarves won. Why the dwarves continue to bear grudges against a people they vanquished long ago is a mystery. It is rumored that certain races thought gnomes a great delicacy and helped the rate of their extinction.
The Blood wars are just the machinations and playthings of great gods for their amusement. Kuru has heard rumors that the devils and demons are actually one and the same and are constantly being reborn to fight these endless pointless wars.
Rumor has it that the devils have created a sword that can kill the demon lord and are just waiting to strike. Dimensional raids have been increasing and it said that the devils have been searching for a long lost gate. The God roads are filling with raiding parties and refugees.
Rumor has it that a large, unidentified army is forcing the demons out of their homes. The demons are waging a desperate war to conquer the devils and try to settle there to escape.
Another rumor is that a wedding is to take place between devils and demons to cement an alliance. The purpose is to unite them to attack Sigil where they will control the nexus of planes and replace the Lady of Pain as the true power. (DM’s Note: This one mentioned a few ideas I’ve had but in a totally different context, just a touch sideways from my own ideas. Fascinating!)
Gnomes? I lived in a gnome some time ago. Lots of head space, despite the smaller body. The other gnomes were polite, but I could tell they were more uncomfortable than most with my living situation. They have a certain respect for their comrades bodies that I was completely ignorant of until the elder lady got the courage to broach the subject. I shall avoid occupying a Gnome body in the future if at all possible.
The Gnome, Dosk, on the other hand showed me that there is considerable tolerance for my kind. She knew what I was from the start, seeing my essence through her clever lenses. Even knowing my nature she jumped right to helping with that unique Gnomish curiosity and vigor.
I have only the vaguest memories of my first homes, yet some remain clear. One of them that still creeps into my thoughts is when I took my current name. In a world torn apart by claw, hoof, and fire, my essence drifting from corpse to corpse, unable to enter the husks left behind by fallen fiends, I was nearly lost, dissipated to the void. Pushing with the last of my will over the edge of a cliff, I fell into the deepest and widest of pits, filled to overflowing with the last fallen soldiers of this dying world. Those who swore allegiance to one side of the Blood Wars or the other in grim hope of saving their homes, only to be slain to the final man, woman, and child by the fiends to feed their infernal energy. I took a body with only a moment to spare.
Next Game: We’ll begin as they will ambush the druids at the portal from Bytopia to Tradertown with the Gnomish god’s illusion supporting their efforts.
Kuru was mind-controlled by an aboleth, The Dweller in the Lightless Abyss. The Halfling Arcane Trickster failed EVERY roll to escape the control. He told the ancient cthonic beast that his friends had killed Strahd, so the Dweller sent him back, still mind-controlled, “Tell them you broke free and I will send instructions soon.”
Meanwhile the rest of the Sigil 6 cut a deal with the Drow Inquisitor, which is to say, she’d walk them out of the city and they wouldn’t kill her. They found Kuru and got to getting the Shadowfell-stranded villagers through the Old Githyanki Gate to Sigil.
They quickly realized something was up with Kuru. Trundle wrestled his Luck Blade away from him, so the aboleth wouldn’t have the Wish. Kuru went all Gollum on them and ran away. Trundle used the wish to free his friend. The Luck Blade is now just a blade but they are going to keep it as a trophy.
When Kuru got free of the mind-control, his player described him falling over in relief. He had a brief, strange interaction with the Lady of Pain, who I always narrate without words, just gestures that communicate plenty.
The team journeyed with the villagers to Jusko’s abandoned ancestral home and handed it off to them, “You will owe me rent after 20 years but if I die, the land goes to all of you.” Bugwump sent the apprentices he was teaching the Fire Bolt cantrip to Wizard College on his own dime. Fun.
Post adventure community tribunals are a fun way to go over the adventure. Killing Strahd was a big one and so, rather than meet in a plaza, they gathered in a public amphitheater. Bugwump lost his composure, raising his voice and turning an aggressive shade of purple when folks tried out some moral relativism concerning, “Was it right to kill Strahd?” The wizard is now on a committee to help discern when exactly someone is a monster.
It was fun to get everyone’s take on the past months of gaming. It felt like returning after a long mission away. Jusko took Tefnek, their ranger-friend from Chult and Quarace, their Drider city-agent, aside and offered them coin, letting them know that their efforts saved the lives of the Sigil 6 and they were members of the group now. After Jusko’s disdain for their previous agent it is an interesting change of pace.
For the record, Helewynn spent her time in Sigil eating delicious food, which we had decided was tasteless in the Shadowfell. We all agree Sigil cuisine would be exquisite. Helewynn’s player is going away on an exciting trip for a time, so we’re going to take on a different mission before heading to Gloomwrought to deal with Rahadin.
DM’s Notes: Felt like we put lots of threads to rest in satisfying ways. In a way this was the session when Curse of Strahd really felt over.
From the start this kind of felt like a Blades in the Dark job. Jusko’s player made it feel even moreso by suggesting that they lure the target Matron Mother they had to kill to a poker game. What? Love it.
We bought in and pivoted. The players at the table were an Aboleth in a containment tank (yes, inspired by the Guild-fish from Lynch’s Dune) named the Dweller in the Lightless Abyss. I quickly looked up Lich names and saw with Harthoon, Ambassador to Orcus. Decided the local Drow Inquisitor was a gambler too and so Jaelryn, High Inquisitor of Embrae was born. And of course the target, Matron Mother Hloima of House DeVir and her consort, Guldor (all from this page of Drow names).
We talked about the game we’d play for a while and came up with Doors of Fate, a tiles game where each tile was a door and the palaces those doors were in were like the suits. Rules changed if you had actually been to the palace in question.
The Dweller in the Lightless Abyss was the only one who noticed Kuru was cheating, trying to give more hands to the Matron to cause a fight at the table. After some telepathic banter, Kuru tried to explain fun and having a good time through a game to the ancient and cthonic psionic beast. It did not understand, so it mind controlled Kuru. They tried to break the psionic grip but couldn’t do it.
When the fight eventually broke out, it was the lich, throwing a Disintegrate spell at the Matron’s consort, which he dodged with a Nat 20. After that, shit got real. The Lich threw a Cloudkill in the room. The Matron tried to open a gate but Bugwump dispelled it. I described the gate starting to open, the Matron’s soldiers and assassins ready to jump through when Bugwump cast the Dispell, lashing the gate with their tongue and swallowing it.
The Dweller in the Lightless Abyss mind-controlled the Matron’s consort, who opened a Dimension Door for the Aboleth to escape through. Kuru went with them through the door, trying to stay and finish the mission with his friends but failing another Wisdom save. The Lich had Dimension Door’ed out, calling the whole lot of these living folk dicks and saying the game had sucked (I used the Rich Lich from the Monsters of the City supplement).
After a brutal amount of damage, the Matron went down and the demonic spider-tank she had summoned was Banished, against by Bugwump (MVP of the game).
In the end, it was only the Inquisitor and the group, looking through the sickly green Cloudkill gas at one another. Kuru had gone through a Dimension Door with the Dweller in the Lightless Abyss, under the creature’s mind control.
“Let’s talk,” Bugwump said.
DM’s Notes: The Drow Matron Mother from Mordenkainen’s Tome of Foes is one bad mamba-jamba. Dag.
Running lots of high level NPC’s is rough but not impossible, having good book examples and DnD Beyond open for quick spell look-ups.
I like that the game we made up was called Doors of Fate and so much of this fight was the opening and closing of dimensional and arcane doors. Will All Shadows Lead to Gloomwrought? Will they even go to Gloomwrought at all?
Next Game: A tough conversation with the High Inquisitor of Embrae after assassinating a Matron Mother right in front of her.