I might use them before the game as my pre-game prep, figuring out a few rumors or a handful of missions or things that might be happening.
I might use one of the d6 tables to figure something out and disclaim some decision making to the dice. Maybe I want 2 factions that are fighting – handy to have 6 factions in a d6 table (or 4 or 8 or 10 or 12 or…you get the idea), isn’t it?
Might use it to figure out what is happening in a part of the map that I did not think the players were going to head into or to flesh out an idea.
Might just use them as lists of cool shit to inspire ideas during play. They can be a good way of writing down the campaign’s starting vibes.
If I’m stuck, I find I can usually write down 6 bullet-point ideas that aren’t fully formed. After that, 6 more bits to spice up those 6 and then one more to add something odd. If you really aren’t sure, put down your 6 favorite monsters, your 6 favorite types of places and 6 more odd things that have nothing to do with anything else. Roll some dice and see what comes of it or pick my favorite from each and see what that inspires.
It is beginning to take shape. 5 Towers is an homage to a wizard-ruled city I had in a high fantasy game I attempted to run with Ars Magica as an undergrad.
I wanted to flesh out the districts.
I’d want to write up some questions about the setting.
What civil strife occurs when revolutionaries in Prenticetown put up their own tower?
When will the Little Anvil mercs attempt to take over the city?
Who in Wizardtown is going to get the next permit to erect their tower?
What will break the peace between the Devil-folk clans?
That is a fun bunch of color but I’m not sure I have the tools to play just yet. If I was going to run a game in this setting, I’d make a few d6 tables so I could roll 3d6 and make a quick 3 word inspiration tables for a quick student, quick apprentice, quick wizard, quick locals, quick refugees, quick Devil-folk. I’d write up the Pentadi and think about what they are studying.
But considering I watched a video about making a fast city on Sunday morning, this is a fine, fast way to flesh out a city that has been rattling around in my head for years.
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
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This bit of obscure bit of lore concerning the pact between the Red Dragons and the Githyanki dates back to Tiamat’s Red Dragon consort and the Gith’s original rebellion against the Illithid.
After serving a term with the Lich Queen’s Righteous Air Cavalry, a Red Dragon can request the service of a Legion of Githyanki soldiers. In order to make this request, the Red Dragon must either come to Vlakkith’s court on the city of Tu’Narath or give a trusted servant their proxy and send them to the Githyanki city, floating in the Astral Plane on the corpse of a dead god.
The length of the Legion’s service depends on how valorously the dragon served during their time with the Githyanki armed forces. Some simply request the Legion guards them during one of their long slumbers. Others want to use the Legion to destroy an enemy or conquer a continent. It is not unknown for the visiting Legion to take careful intelligence on the world in the Prime Material while they serve the Red Dragon and return later to conquer it with gates set up in spots perfect for military conquest.
The infamous Igneous Trinity, served together in the Righteous Air Cavalry and coordinated their times being served by Legions to take over their world, which they still rule from an impregnable fortress built between 3 volcanoes in the middle of a boiling ocean. Another request from an adult Red, the Scarlet Lady, did not bring a Legion to their world at all but obtained centuries of training for their kobold servants, who are now a feared fighting force on their world, taking whatever treasure their Lady fancies.
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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:
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.
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Playing a bit with this Hex Flower idea. Here’s a thing in case you need to keep track of what a dragon is up to and want the dice to add a bit of chaos spice. Maybe add +1 to the die rolls as the years and decades roll on if you want to get complicated.
Here’s a blank pdf and a blank png in case you’d like to make your own. If you find use for any of it, I’d love to hear how it shakes out at your table.
Have I overthought this a bit and possibly made it needlessly complicated? Maybe. To be honest, the designs I’m futzing with that use full-sized Hex Flowers are less complex with where the results lead from one hex to another. I am trying to figure out how to best present them. A video? A blog post with text and let them stand on their own? A blog post with a video? We’ll see.
Below is my response from Mastodon when I was asked how to use this thing:
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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…
“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.
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.
Next Game: The Sigil 6 will enter the Tomb of Horrors.
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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.
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.
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.
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.
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.
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.
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.
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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.
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.
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.
Next Game: The long slog to Mount Acererak, a volcano spewing negative energy. They haven’t rested, not knowing when Acererak will reincorporate.
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Acererak had a strong start. The group was bloodied. Bugwump had died from a Power Word Kill and the only thing that saved him was the ability to re-roll a Counterspell. I described the Pale Frog-Kin, an avatar of death from Bugwump’s homeland. “Are you Bugwump, of the Sigil 6?”
Bugwump signed and then flipped the avatar of death off as he went back to life to get another chance.
Then Jusko closed with the archlich. Trundle had closed with Acererak but hadn’t been able to land a shot.
Acererak attempted to use a paralysis touch ability but did not roll well enough to get by Jusko’s 24 AC. And Jusko rolled a nat 20 with a vorpal sword.
Acererak’s green gem eyes started to lose their glow but before they turned to dust they managed to say, “Well done. I will reform soon. We will see if you are so lucky next time.”
The group looked into some nooks and crannies of the dungeon, found the library and did some research.
Shepherd cast Legend Lore to try and find Acererak’s Soul Jars and/or Lair. I’m thinking that ancient Omuan legendary warriors, folk who were far away from their home when Omu fell to Acererak tried to kill him and never returned.
Next Game: You know where Acererak’s Lair is…now what?
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