After stealing the last of the puzzle-cubes from the Yuan-ti, the players had to decide if they were going to kill the Red Wizards in their sleep while their spells were depleted.
The discussion took about 40 minutes and was really interesting. Jusko said something interesting: “Who are we? Are we people who crawl into our allies’ camp and slit their throats while they sleep?”
Drew (who players Jusko) did something cool and prompted everyone to step out of character and also discuss this purely on the terms of what would be fun. That is a veteran-gamer move right there.
I added that they could make this decision based on what their characters would do, based on the strategic advantages of having 4 Red Wizards and their 20 guards on their side and the general fun of who will betray who first.
In the end, they decided not to attack the wizards and continue this frenemyship.
Jusko gave Mykal, the leader of the Zhentarim thugs employed by the Red Wizards a small fortune in gold to switch sides when the time was right in exchange for not only the gold but safe passage out of Omu.
Mykal, leader of the Red Wizards’ thugs, let them know that no one can figure out how the team got in and out of the Yuan-ti nest. The Red Wizards think Bugwump might be Arch-Mage Bugwump and is hiding his power levels from them. Jusko made an Insight Check to see if she would keep to her word. “Probably…”
The group marched up the main boulevard towards the tomb entrance on the northern cliff-face. Kuru and Trundle (Rogue and Ranger) scouted it out and saw the Queen of Feathers dragging some kind of beast westward. Kuru used an illusion of a wounded pterodactyl to send the Legendary T-Rex northward to flush out any enemies who might be in their path.
Trundle marked the hidden kobold cave entrances in case the wizards need to target them in the future.
The Queen of Feathers was driven away by kobolds. A kobold in a wooden Acererak mask spoke to her in draconic; having tried killing kobolds in the past and finding them too difficult an effort for the scant meat, she headed westward.
The kobold in the mask told the approaching adventurers that they should be honored to die in the Great Acererak’s tomb, where their bones will surely turn to dust as the ages spin by. Bugwump destroyed the kobold with a spell.
They made their way through the True Door and into the Tomb. I cut the dungeon WAY back, using only one final level. They solved the Trial of the Triangle by accident, surrounding the blocked lever they had to switch to open one of the five locks on the door and forming a triangle.
I hate puzzles but enjoy seeing this posse interact with it all. one level will be more than enough. They know that Acererak’s godling and soulmonger engine fueling its birth is on the other side.
No levels this week but they are close to getting bingo on a few different axes.
Check out this design, made for the group who played the above game but good for anyone who wants to celebrate any fantasy role-playing games being played on Thursday nights, and more in the TTRPG collection…
Curse of Strahd / Session VI / Enter the Amber Temple
In which the two members of the lost team are saved from Flameskulls and a wizard is found running from an Amber Golem…
When I read Apocalypse World I can see that (like me) Meguey and Vincent spent their college years playing Ars Magica. I can feel seasonal arcane lab work in the ole Savvyhead. Inspired by their Tinkering move in their Burned Over ruleset and a question on an RPG slack I frequent, here’s a move for […]
In my head-canon, Leomund is a brilliant apprentice to Mordenkainen, saw his magnificent mansion spell and said, “What if we scaled it down and gave young, up-and-coming adventurers the safety they need?” and Leomund’s Tiny Hut was born. The description of the spell: A 10-foot-radius immobile dome of force springs into existence around and above […]