This is an Into the Oddish game (chargen houserules here) using DNGN as the adventure. Jeb the footpad, Taki and Tabouli are now the adventuring party – Psychic Tiger Fodder (t-shirts available, all artist’s proceeds go to the World Wildlife Fund).
The same trio could make it for our Thursday night game (a huge, for zoom, group that is usually made up of 6 + me). We continued with Psychic Tiger Fodder, hirelings stuck in the depths of a (mega)dungeon after the adventuring party that hired them were mauled by a psychic tiger. Jeb the Footpad, Taki and Tabouli along with Roddy the Shieldbearer and Gill the Wizard’s Apprentice. This time I remembered that Jeb has a domesticated mimic, a pet that he keeps as an extra enticing coin pouch on his belt. LINK: Previous session’s write up.
They went up a level this game and immediately levelled up without having to slow down the game (add d6 to hit points and roll d20 for each stat, +1 if you roll over). Easy-peasy. T asked if he’d eventually get Cleric powers from leveling, as his character was an Acolyte. I reckon we’ll get to level 3 (where Into the Odd tops out) and then figure out houserules for specialized training and the powers that might come with them.
They mugged the bandits on level 5 but let them keep their daggers and half their gold. All things considered (they had hit Taki with their Wand of Paralyzation and demanded everyone’s treasure be turned over before the tide of the encounter turned on them), that was pretty reasonable. When the bandits went down a level (the Psychic Tiger Fodder are trying to go UP and outta here) they heard blood-curdling screams from the stairwell down and ignored it – moving on.
They found a pile of detached thumbs with gold rings on them in a pile of bloody rags. The thumbs were fed to the domesticated mimic. Wait. WAIT! What is the pet mimic’s name? I must know. When they read off their list of treasures the gold rings are recited as, “The gold and wand we took from the bandits. And the gold rings we got off of those thumbs – probably cursed.”
NOTE: Sven is the pet mimic’s name. I messaged J, who plays Jeb the Footpad.
Jeb’s elf-dagger got nabbed by a metal statue’s magnetic pull, sticking to the statue’s body. When Jeb tried to get the dagger back, the statue animated and knocked him unconscious and when he tried again, under cover of Roddy the Shieldbearer’s shield, it broke Roddy’s ribs. Reluctantly, Jeb left the dagger there. There was no talk at all of taking the statue on to get the dagger back. Would it have gone differently if more STRENGTH checks had been failed and more weapons were stuck to the statue? We will never know.
Tabouli can see and talk to ghosts and so the dead gnome with a will-o-the-wisp eating its eye talked to him but didn’t take an immediately liking to him (failed WILL save). But when Tabouli asked if there was anything they could bring to the gnome ghost, Klambikurt (thank you, Fantasy Name Generator – Gnome Names), took a bit of a liking to him and told them that they weren’t 10 levels down but 3 levels down. Now they know how far they have to go.
We ended with Psychic Tiger Fodder bloodied but still standing after Jeb took a while to pick a lock with an arrow and skeletons with sharpened fingers but no thumbs wandered in and were dispatched. We know, from Tabouli talking to a half-elf ghost that there is some kind of art in the room to the north that drove him mad. We’ll start, there, in Room 3F, next time.
There is a kind of whimsy to it. It isn’t goofy but the situations and the things they run across bring a humor to it all, despite the fact that they are taking the premise seriously. I am going to have to think a bit about world building and what they are going to find if/when they get out of this dungeon.
Playing a game system that is dead simple with a dungeon zine that is SO EASY to read is a real pleasure. I’m really enjoying running this thing.
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