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