Posts Tagged With: D&D

Tomb of Annihilation – Session 19

I’m not going to do a room by room breakdown of the exploration, but there will still be spoilers for the Tomb of Nine Gods section of Tomb of Annihilation.

The group debated the meaning of the slots in the bases of the platforms upon which the four-armed statues stood and decided they were intended for coins. Since they had not returned to town in quite some time, they didn’t have a variety, so they put gold coins in all the slots. As this caused no change in the statues, Herrick utilized his slippers of spider climbing to descend the central shaft between the statues. The statue with the platinum base came to life and leapt upon Herrick, slashing with with all four arms and biting at him. The surprise attack mutilated Herrick’s body.

Herrick was dead.

The rest of the group avenged their deceased friend and once the gargoyle lay defeated in rubble, they retrieved their friends body. They noticed cocoon-like pods hanging underneath a nearby ledge, two of which trip. Taking no chances, Baersora summoned a lightning bolt, frying the pods and spilling their contents to the floor*. Several of them contained shapeless masses of flesh, but two seemed to contain people. The first was an armored warrior, the other a tortle. After a brief standoff with both sides accusing the other of being doppelgängers, they determined that no one was a identity-stealing shapechanger. The warrior introduced herself as Satina Kari and the tortle introduced himself as Kalvok.

Leaving the gargoyle room behind, the explorers decided to check out the corridors, rather than the central shaft. They made their way to a hallway that split off to a set of stairs leading down, but passed that to examine a large stone door blocking the end of the hall. After failing to open the door via brute force, Kalvok transmuted the entire slab into mud, revealing the room beyond.

A ledge surrounded a large sunken area in which three blinded zombie wandered around, painting crude images, one of which the group recognized as their wayward friend Rayla being sucked into a sort of dark hole. They assumed this meant she was, in fact, dead and not run away. They attacked one of the zombies and a rotting t-rex burst up from the floor. They smacked it down and it burst open, spewing more zombies into the room, which they dealt with in short order.

Through all the commotion, the painter zombies continued their art, ignoring the explorers, so the group took the opportunity to examine the statues around the room and found a secret door leading to a hidden crypt. In their eagerness to examine the sarcophagus and its treasures, they set off a successful of traps. Baersora nearly joined her brother when she put on a beaded necklace which immediately exploded, engulfing the room in flames.

Since Baersora joined her brother as a hairless dwarf (though she’s still alive), the group took a while to treat their wounds. They moved on, backtracking a bit until they found another stone slab at the end of a long hallway. They decided to try the other direction first and found themselves in a chamber dominated by a huge mirror. Careful to avoid looking into it, Baersora through a piece of rubble at it, shattering the glass and causing a multitude of scared, angry, and hostile creatures into the room…

* A truly cruel DM would have had the brand new characters take damage from that lightning bolt, but they didn’t know I was using those cocoons as a mechanism to introduce new characters into the Tomb of the Nine Gods, so I just had the lightning bolt split open the cocoons.

This night’s adventure was just trap after trap after trap, it felt like. I even forgot one in the hidden crypt (Sobek would’ve been hit with three in a row). I was sort of disappointed in the zombie t-rex fight; they beat it down in one round. Part of that is Sobek’s ranger abilities; he’s built to do massive damage in a first round attack against undead.

The new characters are a paladin (Satina) and a druid (Kalvok). Next session, I’ll build the mirror room in Dwarven Forge and fill it with everything that spilled out of the mirror of life trapping. I suspect they’ll barely fit in the room, especially with the characters crammed in there. That should be a fun fight. 😀

Categories: D&D | Tags: , , , , , | Leave a comment

Tomb of Annihilation – Session 18

I’m not going to do a room by room breakdown of the exploration, but there will still be spoilers for the Tomb of Nine Gods section of Tomb of Annihilation.

After a short respite, the explorers proceeded down the corridor, stopping when they noticed a length of spiked chain connecting two golems stretched across the hall. Attempting to pass under the chain aggravated the golems, but the group put them down in short order. They found a window of sorts, into which they could view the room with the barge and the locust-spewing statues in which Herrick almost died, but after seeing what could only be a scene from the past, determine there was another way in.

They headed into an unexplored section of the level and wandered into a flooded corridor. A sheet of falling water separated the corridor into two halves and crossing it caused a deluge to blast them down the hall. They did discovered small alcoves behind illusory walls, however, and found a couple of crystal eyes that appeared to be non-magical curiosities. After forcing their way past the water curtain, they found the way into the ravenous scarab room and Nali was possessed by the spirit of I’jin. They then explored nearby crawlspaces.

Sobek found himself trapped in the center of a weight-activated rotating crawlspace intersection, but was freed when Rayla entered an adjoining crawlspace. She tried to dimension door out, and found herself in a chamber filled with corpses and an otyugh instead of her intended destination. Finding two levers inside the nostrils of a giant green devil face, she pulled the leftmost lever as the otyugh waded through the corpses, eager to dine on fresh meat. Everything in the room was sucked into the devil’s mouth, including the otyugh and her*.

After waiting for Rayla, they determined the tabaxi warlock either fled the tomb or died, so the group proceeded onward. They elected to avoid the other crawlspaces and proceeded downward to the next level. They paused to consider the four gargoyle statues in the chamber at the bottom of the stairs, each with what looked like a different colored coin slot in its base.

*And so, the tomb claims its first victim. RIP Rayla, we knew you too short a time… and I always feel bad when the newest player loses a character first (though the player is NOT the least experience player, just the newest to join our group).

We actually skipped one of the rooms they spent half a session in a few games ago (the Herrick-eating locusts–I just narrated them solving it). I was having trouble figuring out how to accurately describe a puzzle that was spread over three room descriptions and I think they were getting a little frustrated with the byzantine and arbitrary nature of some of the puzzles and it seems like several of them just want to be done with Tomb of Annihilation. I can sympathize. If I had written the campaign, I’d throw in maybe one puzzle every once in a while if I found something really good. This adventure has puzzle after puzzle written by someone who isn’t running for my group. I’ve written at-length how puzzles suck if the group isn’t on the same wavelength as the author, and while I think some of these haven’t been that bad, I do have access to information they don’t, so I can see how it can be frustrating.

The group must be sensing that the traps are getting deadlier, as they started out the session asking what we were going to play in the event that there was a TPK or otherwise reaching the end of the adventure. I’ve been contemplating that a bit, but since I figured we’d be playing Tomb of Annihilation until the end of the year, I don’t have anything ready, per se. I kind of want to play test all the adventures I’m going to run at cons in the spring, or maybe run a Numenera game for a bit… or something sci-fi. I have Ghosts of Saltmarsh and they’re mostly on board with that, but I would like some variety. Maybe a rotation of one-three session games using less-played systems? My idea for a Genesys-based Fallout game was met with mixed enthusiasm… maybe just the two adventures I’m prepping for Gary Con will scratch that itch (or might sell them on the idea). We’ll see.

Categories: D&D | Tags: , , , , , | Leave a comment

Tomb of Annihilation – Session 17

I’m not going to do a room by room breakdown of the exploration, but there will still be spoilers for the Tomb of Nine Gods section of Tomb of Annihilation.

After resting, they returned to a spiral staircase intersection and proceeded to take the unexplored corridor. They found an office of sort, where a desiccated-looking humanoid was attended by several crawling hands. He rose and greeted them. He apologized for the disrepair of his office and admonished them for causing so much trouble in the Tomb–Herrick shot him in the face mid-sentence. Sobek, adapting to the sudden change in conversation, leapt onto Withers’s desk and struck his head from his body. They made short work of the crawling hands and tossed the office, finding Withers’s journal and a couple of arcane tomes. From the journal, they learned of the Sewn Sisters and a cast-off creation of the gods Acererak intended to revive using the Soulmonger.

After a brief discussion, they descended deeper into the tomb using the nearby spiral stairs. A small adjacent chamber on the next level contained a lever and an armored golem tending it. They determined the lever controlled a trap in a room into which they could look, but not enter from their current location. The golem ignored their non-aggressive investigations. Herrick jammed the lever so the golem could go through its motions without activating the trap and the group followed a narrow corridor to another cramped room.

A golden skull upon a pedestal caught Herrick’s eye. After ensuring the pedestal contained no traps, he grabbed the skull. It immediately began to berate him. Despite their best efforts nothing they did could get the skull to shut up and it followed Herrick everywhere, even teleporting to his side when he stuffed it in a bag or closed it in a chamber. Resigned to having a chattering skull following their rogue around, they proceeded with their explorations. A secret door led into a larger hallway, across which they found another tomb of a trickster god.

A brief misinterpretation of the frescoes caused three wraiths to attack the explorers, but after dispatching them, the group tried again and freed the spirit of Kubazan, who then possessed Sobek. They further explored a room of tapestries and destroyed a hungry disembodied head of a boar before taking a moment to rest….

Click to Embiggen

If you’re going to Gen Con, I’ve written some things you should be aware of over at my VFF Publishing Blog. Once again, I’ll be on Author’s Avenue again, at table Q. I won’t have any new books this year, though. My wife’s cancer put everything on the back burner, so even though I had a finished first-draft, there just wasn’t enough time after her treatment to get Summer of Crows edited, revised, proofread, and produced prior to the convention. I will DEFINITELY have it for GameHole Con in November, though, and I’m hoping to have another Zack Jackson novel finished in time for Gen Con 2020 (that would be number five: Zack Jackson & The Ruins of Athos for those of you keeping track).

Since Gen Con falls on our regularly scheduled game day, the next game is on August 16th. See you then!

Categories: D&D | Tags: , , , , , | Leave a comment

Tomb of Annihilation – Session 16

I’m not going to do a room by room breakdown of the exploration, but there will still be spoilers for the Tomb of Nine Gods section of Tomb of Annihilation. This one is going to be really truncated because I got busy and couldn’t write this right after the game and now I’ve forgotten a lot of details. Plus, I’m not really sure how valuable all this is, so I may not do these anymore after we finish Tomb of Annihilation.

More explorations were done. A room with a sarcophagus, statues, and cauldrons that endless spewed out skeletons. They retrieved the treasure (causing Baersora to become host to the spirit of Papazotl) and were able to seal the room behind them, trapping the skeletons and their cauldron spawn generators inside.

The explorers then returned to the room they spied (several sessions ago) with the dwarves working machinery. Of course, this being the Tomb of Annihilation, they weren’t dwarves, but wights, and battle ensued, with the Tomb Guardian they were working on (an armored flesh golem) joining in the fun. Finally, after 35+ years DMing, I got a group to fire off a lightning bolt at a Flesh Golem and healed him up from nearly dead to nearly full-strength. They emerged victorious and took a short rest to regroup before continuing their explorations.

Click to Embiggen

Only one more game before Gen Con! I’ll be on Author’s Avenue again, at table Q. I won’t have any new books this year, though. My wife’s cancer put everything on the back burner, so even though I had a finished first-draft, there just wasn’t enough time after her treatment to get Summer of Crows edited, revised, proofread, and produced prior to the convention. I will DEFINITELY have it for GameHole Con in November, though, and I’m hoping to have another Zack Jackson novel finished in time for Gen Con 2020 (that would be number five: Zack Jackson & The Ruins of Athos for those of you keeping track).

Categories: D&D | Tags: , , , , ,

Tomb of Annihilation – Session 15

I’m not going to do a room by room breakdown of the exploration, but there will still be spoilers for the Tomb of Nine Gods section of Tomb of Annihilation.

After resting and recovering, our heroes decided to descend into the second level. They chose to take the obvious, open route, rather than the secret stairway. One of the first rooms they encountered featured another gaping green devil maw, this time set into the floor. An area of magical darkness obscured what lay beyond, but Rayla’s imp saw past it into what appeared to be a tomb filled with hieroglyphs. After a brief discussion, they decided to let Herrick take advantage of his slippers of spider climb and have him investigate the tomb.

It did not go well.

The hieroglyphs were each inscribed on a floor tile. The floor tiles were pressure plates. Obviously, they were part of an elaborate puzzle to unlock the sarcophogus they suspected belonged to I’jin. After sealing one of the tombs exits and being nearly devoured by swarms of ravenous locusts, Herrick was saved only by Rayla fireballing the tomb. They retrieved their masticated, now-hairless, singed friend and took time to heal his wound before deciding to explore more of the second level before trying to solve the puzzle of I’jin’s tomb.

Later, they discovered an odd-circular section of hallway, that allowed them to walk up, as though they were on the inside of a vertical torus. About midway, the hallway contained an invisible portal that led to copies of the Tomb of Nine Gods that appeared to exist in different points in time. They explored a bit and returned to the tomb entrance only to find a desert or frozen snowscape outside, instead of the jungle they expected. Deciding that solving this mystery distracted from their ultimate goal, our heroes resume their explorations of the tomb, setting off a trap remotely which sealed a nearby room and flooded it with wine. After draining the room, they were not able to determine any purpose to the trap and paused to discuss where to go next….

Click to Embiggen

Only two more games before Gen Con! I’ll be on Author’s Avenue again, at table Q. I won’t have any new books this year, though. My wife’s cancer put everything on the back burner, so even though I had a finished first-draft, there just wasn’t enough time after her treatment to get Summer of Crows edited, revised, proofread, and produced prior to the convention. I will DEFINITELY have it for GameHole Con in November, though, and I’m hoping to have another Zack Jackson novel finished in time for Gen Con 2020 (that would be number five: Zack Jackson & The Ruins of Athos for those of you keeping track).

Categories: D&D | Tags: , , , , ,

Tomb of Annihilation – Session 14

I’m not going to do a room by room breakdown of the exploration, but there will still be spoilers for the Tomb of Nine Gods section of Tomb of Annihilation.

After a short rest, the explorers decided to finish searching the first level before taking one of the sets of stairs down. They found two more trap and puzzle-laden rooms containing artifacts bound to trickster spirits. Wongo pushed Obo’laka out of Herrick and Moa possessed Rayla by the time they’d completed their explorations. The possessing spirits were proving themselves to be more of a nuisance than a hindrance, however, and the group theorized that they may have to acquire the associated artifacts of all nine of them by the time they found the cause of the Death Curse.

They returned to the fountain room and experimented a bit more with the magic waters, discovering that not only could it alter the drinker’s gender, but it could both strengthen and weaken one, as well as render them unable to speak. Fortunately, Sobek’s ability to communicate effectively returned after a while and they resumed their delve.

They completed their exploration of the first level, leaving no nook unexplored, no cranny unpeaked in, before proceeding to the second level…

So, I left out a lot of room-by-room stuff. I can think of few things more boring than recapping each and every room of a 6-level dungeon, so I’m only going to do a greatest hits version. The only thing of significance I omitted was a magical mug Sobek acquired that featured a frowny face when empty and a happy face when full. This provided at least five solid minutes of amusement and he has now chosen to use it to aid in his emotiveness, since lizardfolk don’t have the most expressive faces. And yes, he got Inspiration for adopting the mug as part of his character’s expression because it was just that funny.

Categories: D&D | Tags: , , , , ,

Tomb of Annihilation – Session 13

I’m not going to do a room by room breakdown of the exploration, but there will still be spoilers for the Tomb of Nine Gods section of Tomb of Annihilation.

Our intrepid explorers took a moment to regard the gaping devil mouth at the end of the overgrown, obviously trapped corridor before them. While they contemplated their actions, the first puzzle door behind them began to close. Sobek tossed the Immovable Rod to Herrick who sprinted to lock the door in place. The heavy stone door ground to a stop. The inner door began to close. Unwilling to abandon their exploration of the tomb, they quickly chose to grab the Immovable Rod and allow themselves to be trapped within.

Artist: Erol Otus

Once they were in, they took quick stock of their surroundings and Herrick examined the gaping devil’s mouth. No light or darkvision penetrated the darkness within the mouth, yet a simple stick entered with no resistance. They left the mystery behind, choose to NOT jump in or otherwise stick body parts in the hole. They took note of a floor grate that revealed a flowing river below, but chose to leave it undisturbed as well.

A crystal window at the end of the corridor revealed a tomb-like chamber to them, though they saw no immediate means of ingress. They continued to explore the tomb rather than try to break through the crystal window. They found a route that appeared to double back around and lead toward the tomb with the crystal window.

Along the way, they found a room with an oddly magnetic statue that drew all metal to it, destroying Herrick’s rapier before Sobek pinned a cloak over the offending part of the statue. While the magnetism still drew metal to it, with a barrier in between it and the objects, it could do no more damage.

One challenge followed another and a skeleton with a key-shaped head marched into the room. It moved to attack, but was quickly destroyed by Sobek, who wasted no time using teeth and claws to dismantle the bony thing. They kept its head, however, thinking anything key-shaped in a dungeon full of traps and puzzles must be useful. Soon after, they found the room with the crystal window, and though they were beset by multiple mask-wearing wights, they defeated the undead and found a ring within the sarcophagus. Herrick slipped it on to his finger and a spirit passed into him. The Trickster God, Obo’Laka, possessed the dwarf and began to make a nuisance of herself, though Herrick still maintained control of his faculties. Remember a clue they’d found before entering the tomb, they took the masks from the wights and continued their explorations.

South of the tomb, they found a path down, though explosive gas quickly dissauded them from following that route. They determined it probably only led to the underground river they saw through a floor grate in the first hallway and returned to the tomb, then the statue room.

North of the magnetic statue, they found a magic fountain. Despite Obo’Laka’s warnings, Rayla and Baersora drank from the fountain. Its magic altered both of their bodies into males. Drinking again, they reverted back to their original female bodies*. They decided to take a moment to rest before pressing onward…

Not a bad first night in the Tomb of Nine Gods. I though using the statue’s magnetism to pin a cloak over the destructive element was a pretty clever way of dealing with that particular challenge. Anyone who thought the Tomb of Nine Gods was going to be a simple re-tread of the Tomb of Horrors should know better now, since the original adventure didn’t have nearly as many combat encounters (and usually killed people in the first corridor… though having a Passive Perception upwards of 21+ makes most traps really obvious even if the characters aren’t actively searching for them).

* As unlikely as it seems, I rolled the exact same result on the random table FOUR time in a row. I’m really souring on the tetrahedron-shaped d4s…

Categories: D&D | Tags: , , , , ,

Tomb of Annihilation – Session 12

A new player joins us (Sobek’s player’s wife), bringing a tabaxi warlock to the party. We’re very happy scheduling finally allowed her to join our game and hopefully things will continue to work out in that regard. Obviously, if you’re just joining us, you’re going to read spoilers for Tomb of Annihilation.

After defeating the froghemoth, our intrepid explorers entered the Shrine of Kubazan. Between Herrick’s slippers of spider climbing and Sobek’s lizard-like agility, they had no trouble navigating the retracting planks and avoiding the spiked pit that covered much of the interior. In the pit, they found a stiff, crusty humanoid shape, perhaps a former explorer now covered in some sort of resin. Curiosity overcame them and they began chipping away, revealing a the furred form of a tabaxi. Awakening from some sort of stasis, the tabaxi introduced herself as Rayla. Unsure of how long she’d been trapped in the shrine, a location which did not feature in her last memories, she joined up with the group.

(After the DM gently reminded them about the puzzle cube they’d gotten too distracted by the new player to retrieve), they performed an Indiana Jones- swaparoo on the cube and left the shrine to continue their explorations of Omu. Several weeks passed*, during which they cleverly avoided vegepygmy mischief and tracked down most of the remaining puzzle cubes in the ruins of the city, defeating their guardians and solving the puzzles keeping them safe. The final cube they learned to be in the possession of one of the city’s yuan-ti, a wizard named Ras Nsi. The explorers tracked him to an amphitheater in the northwest portion of the city.

He shoots swarms of wasps from his mouth!

The mid-day sun shone down on the ruined amphitheater looming over the surrounding buildings. Vines clung to its steps, and animal statues lined its stands. The muddy ground outside was stripped clean of vegetation. They arrived just in time to see a huge bipedal creature with stubby arms roar and swing its thick, muscular tail around, smashing through a dozen skeletons. A bandaged man with the lower half of a great snake, presumably their quarry, Ras Nsi, slashed at the beast with a flaming sword, narrowly missing before the feathered reptile snatched him up in his jaws. With the sickening crunch of bone the King of Feathers bitten the yuan-ti half. Ras Nsi’s bottom half flopped to the ground with a spray of blood as his upper half, including his pouches and gear, disappeared into the great beast’s toothy maw.

If Ras Nsi indeed had the last puzzle cube, as they suspected, it was literally in the belly of the beast now. Heeding one of the bits of graffiti they saw when they first arrived in Omu (“All hail the King of Feathers”), Baersora prostrated herself and gave praise to the still-hungry dinosaur. The King of Feathers saw more morsels of food presenting themselves to him and charged.

Weeks of challenge in the ruins hardened the explorers, and despite being bloodied, they made short work of the King of Feathers**. Once he fell, Sobek dove right into to carving him up to find Ras Nsi’s remains and they recovered the final puzzle cube, as well as his gear. Rightfully, they distributed the yuan-ti’s possessions amongst themselves, cleaned themselves up, and sought out the location they believed contained the entrance to the Tomb of Nine Gods.

Two obvious entrances presented themselves. Without going into the minutia of exploring, experimenting, and such, they found the third, true entrance, solved the puzzle door for which they’d collected the nine puzzle cubes and entered the Tomb of Nine Gods***…

Starting next session, the fast-forwarding will cease and the group will begin exploring the final dungeon of Tomb of Annihilation in earnest. How far will they get before the Tomb of Nine Gods claims its first victim? Will any of them survive to see the lower levels? Time will tell. It’ll be interesting if they TPK because then the only real TPKs I’ve GMed since those early days of D&D 3.0 will have occurred in official WotC pre-written campaigns. Unlike some GMs (and apparently many GMs who came up through the editions having played since AD&D or earlier), I don’t see any particular appeal in TPKs or think it’s a thing to necessarily brag about.  Granted, the title of the adventure is Tomb of ANNIHILATION; maybe WotC writes their adventures for a different demographic of player (and perhaps they’re really written for larger than 4-5 player groups, though that is indicated no where in the material). Obviously, the most important thing is to have fun, but sometimes I feel like WotC’s D&D 5E hardback adventures have trouble getting out of their own way to allow groups to easily have fun. I’ve mentioned before that I’ve found a lot of the prep work for running these to actually be MORE work than writing my own material, and that was NOT the case with AD&D adventures.

I’m just sorry it took so long for me to realize that the style of prep and GMing that WotC writes these epic adventures for does not fit with my style particularly well. I found Tales from the Yawning Portal to be pretty good because you don’t have to absorb a 256-page book in order to properly set everything up and really know WTF you’re doing (that’s a HUGE amount of content for someone with a job who’s trying to write novels on top of that with all the other responsibilities of modern life). I’m going to give Ghosts of Saltmarsh a chance because I’ve heard it’s structured more like Yawning Portal, but with the adventures a little more interconnected. Hopefully, when running the first adventure, GMs won’t have to remember some esoteric bit of trivia in the final adventure in order to properly set things up (I’m not saying that there is a specific instance of this in ToA, but there are certainly things late in the adventure it’s useful to be familiar with (and remember) when you’re in the earlier parts).

I also found a really egregious editing error that not only stuck out to me, but to everyone in my group because the wrong word was used–“extruded” instead of “protruded”–when describing carvings on a wall. I know editing is challenging and no product is perfect, but you’d think someone would read the boxed text aloud during play testing to catch things like this. I cannot be the only one who noticed it. I normally don’t nitpick like this but dang, sometimes, you just get frustrated when people assume independent publishers churn out unedited crap (despite having receipts to the contrary in my case) and you get things like this from “professional” companies with on-staff editors. Damn, Wizard of the Coast frustrates me sometimes (don’t get me started on their PDF policies).

* I fast-forwarded past most of Omu and all of the Fane of the Night Serpent not because I didn’t like the content, but because after nearly 9 months of hiatus, I really want to move on to a new game, but the group generally wants to see their quest to the end. Understanding our typical pace, I know that exploring Omu and getting involved with the Fane of the Night Serpent would likely take the rest of the calendar year at least, to say nothing of the Tomb of the Nine Gods. Fast forwarding to the final dungeon, as it were, is a good compromise we agreed upon.

** This group hits HARD in round 1 of combat if they have initiative. 95 points of damage before the King of Feathers got to attack (it doesn’t help that I’m notoriously unlucky with initiative rolls for adversaries). The monstrosity fell in round 2, making me VERY glad I didn’t spend a lot of time and money to find/paint a miniature to look as awesome as the King of Feathers is described; I used the t-rex from Reaper Bones IV, assembled, but unpainted. For a mere two rounds of combat, that’s good enough, IMO. They were suitably awed/horrified by its special attack of summon swarms of wasps, presented as a sort of breath weapon. Logic be damned, how awesome is a feathered t-rex that shoots wasps (the assholes of bee-like insects) from its mouth?

*** I could spend paragraphs upon paragraphs on the tomb entrance, which is a clear homage to the triple entrance of the AD&D classic Tomb of Horrors. This way, I don’t spoil the solution to the puzzle cube door puzzle, but I will say that they found the solution to be not as impossibly interpretive as the one WAY back with the dude carrying the crocodile, but still required a little stretch of logic that wasn’t as clear as the designers might have thought. I mean, when you have to choose something to oppose “Truthful and Kind” do you automatically go to “Violent and Deranged” or “Selfish and Cruel?” When the clue reads “The enemies oppose,” well, like I said, it requires some stretching of logic. Who knows, maybe if we’d played through Omu and Fane of the Night Serpent the slow way, some of these things would have been more obvious, but based on what I now about puzzles in pre-written adventures, I doubt it. In my experience, puzzles in RPGs are great if a GM writes them for their group, but can be mind-bendingly frustrating if they’re written by someone thousands of miles away with zero connection to the group playing the adventure.

Categories: D&D | Tags: , , , , ,

Tomb of Annihilation – Session 11

After a long, long hiatus*, we’re back at it! The group voted to resume our D&D 5E Tomb of Annihilation game, picking up where we left off. However, since I want to get it done and over with, I came up with a plan to fast-forward through a bunch of stuff and get to the end game. Plus, the way I’ve done it lets us ease back into the game after 8 months of not playing (not so much a problem for half the group who were able to play in other games during the hiatus, but the other half needed a refresher and I have not run a game in all that time, either).

Our heroes arrived at Omu, at long last. After taking in the sight of the city below them and the billowing clouds of steam rising from the river into which a flow of lava poured, they made their way down to the streets. As they investigated the gatehouse, Baersora made note of graffiti on the walls, written in Common, unlike most of the rest of the writings they found in the jungle. Finding nothing else of note in the gatehouse, they proceeded into the city.

As dusk approached, they found themselves at a shrine. A sunken pool of water stood between them and the shrine, crossed by broken rope bridges. Shards of a toppled monolith formed stepping stones across the water, leading to a statue of a stone frog. Taking stock of the area, they saw they could walk around the pond and enter the shrine, but instead developed an alternate plan once Sobek saw what appeared to be an eye stalk protruding from the surface of the water.

Gale Force Nine’s mini I’ve been sitting on for 8 months waiting on this encounter. Mine isn’t quite as expertly painted.

Baersora cast Mage Hand and used it to flick the eyestalk**. With a roar and spray of muck, a froghemoth heaved it’s bulbous bulk from the water and attacked. While it did grapple and swallow Nali, she managed to cut her way out of its gullet and they defeated it. Sobek dug through the remains, certain that such a huge, swallowing beast had devoured something valuable at some point. His funktastic voyage proved fruitful when he found a solid metal rod featuring a single button. When he pressed the button, the rod became fixed in place and immovable. After healing Nali and cleaning up, they prepared to enter the shrine…

So, as I expected, this ended up being an abbreviated session. We had 8 months of catch-up B.S. to do since we had not all gathered together at the same time since our last game session. My wife’s stamina should improve over the next couple of weeks, but I expect we’ll have abbreviated sessions through May, possible June. We will also have a new player joining us next session, the wife of Sobek’s player. It works out well that they’re entering a section of the adventure that allows characters to drop in very easily.

* My post on January 9 summarized why this game went on hiatus. With my wife’s follow-up PET scan completed, it is confirmed that her cancer is in full remission. Sadly, less then a month after that post, we had to euthanize little Bendu (he was 9 months old) because he developed Feline Infectious Peritonitis (for which there is no treatment). It was, not to mince words, fucking heartbreaking.

When my wife’s mid-treatment PET scan came back clear and she first got word that she was in remission in March, she wanted another cat. So, we adopted a beautiful grey girl we called Ilia (after the Star Trek: The Motion Picture character played by Persis Khambatta). Ilia was one of several shorn woman (including Furiosa and Ellen Ripley in Alien 3… and I’m sure she’ll chime in with others I’ve forgotten) my wife used to convince herself losing all her hair was not the worst thing in the world (and certainly better than being dead).

** Poking the bear, as it were, was NOT the strategy I was expecting.

Categories: D&D | Tags: , , , , ,

The Isle of Dread

X1: The Isle of Dread… not quite as iconic as B2: The Keep on the Borderlands, but most players who started playing with B/X or BECMI are familiar with it. Like The Keep on the Borderlands, it was included in the Expert set boxes and was intended to show DMs how to run wilderness adventures.

As a sandbox, it doesn’t have much of a plot, per se. It’s an environment. Oh, there are hooks to get the PCs there, and most PCs, especially back in the days when treasure gave you XP, didn’t need much of a reason beyond “There’s treasure over there!” to go adventuring. Rory Barbarosa’s letter speaking of a great black pearl was all most groups needed to explore the Isle of Dread.

Goodman Games has re-printed this classic wilderness adventure in a hardbound tome containing three versions of the adventure: the first printing, the fourth printing, and a 5E update.

The differences between the 1st and 4th printings are less subtle than those in The Keep on the Borderlands. Mostly, some encounters have been replaced to make them more sensible. When I read that, the first thing I did was flip to the most infamous encounter to my home group: the flooded temple on Taboo Island. In it, several members fell prey to albino mako sharks. Saltwater fish, in a flooded temple on top of a mile-high plateau several hundred miles from the coast. That encounter has been changed (I had no idea there were multiple versions I ran it; I don’t think I have a first printing, but my copy is from the first three printings before the encounters were updated). Losing two characters to WTF sharks?? so demoralized the party, they retreated back to a village where one of the surviving PCs retired completely and it more-or-less rang the death knell for that campaign.

The meat of the module is unchanged between the three copies. There are still several unique tribes of creatures on the isle, from the arachnid Aranea, to the monkey-raccoon Phanatons, to the Lovecraftian Kopru, and more. Whether or not these tribes are friendly, hostile, or indifferent is up to the PCs’ approach and the DM (except the Kopru, those dudes are evil… but don’t let that stop you from joining the cult of an Elder God and taking over the world). There are dinosaurs, random encounters of the “OH CRAP, RUN!” variety (which kills many PCs because running is anathema to many players), environmental hazards, and mysteries.

Goodman’s 5E update preserves all of these, and provides more guidelines for use of the random encounters. For many groups back in the day (especially us young, self-taught groups), a random encounter was synonymous with random combat. So, if that die roll indicated a Wild Black Dragon appeared, then you were fighting a black dragon, even if you were woefully under leveled. If the DM was nice, they might let you run away. A lot of DMs weren’t nice (hence the reputation of Old School play for being adversarial Player vs. DM).

One thing I should point out, and this holds true for Into the Borderlands, too, is that while the original versions of these adventures printed in these books are cleaned up scans of the original (nicely cleaned up, in fact–that’s a lot of work), the 5E updates have good-sized print and are easy to read. My aging eyes really appreciate that.

Next month, at Gary Con, it’s expected Goodman Games will announce the next volume in their Original Adventures Reincarnated line. I’m having trouble thinking of any more BECMI adventures that are as iconic as B1, B2, and X1, but I look forward to the announcement (even though I won’t be there myself to hear it). Personally, I would LOVE to see an update of the AD&D adventures EX1: Dungeonland and EX2: The Land Beyond the Magic Mirror (actually, I would LOVE LOVE LOVE to work on that, because adore the Alice in Wonderland stories and wrote several papers on them in school, and I LOVE those adventures; I’ve worked one or both of them into campaigns I’ve run for just about every group of my adult life; and yes, that’s a hint if anyone from Goodman Games reads this :p).

I have one more Goodman Game’s reprint to showcase here: Metamorphosis Alpha. I’ll be reading that next, then… who knows? Something fun, something classic, something cool.

Categories: D&D, Reviews | Tags: , , , , , ,

Create a free website or blog at