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Describe your last RPG session in more than 5 words.

AD&D 1.2e, Avalon campaign:

Raised eagles who attacked us.
The political situation is rather complicated. We're in the word of Artemisia, where the human areas worship the Greek gods. Our priestess of Artemis seems to have been picked by her goddess to change the political situation.

The human-populated areas are a small fraction of the continent, all at one end. The neighbouring areas are populated by minotaurs and drow, who want to conquer the humans. The human country bordering the minotaurs is a small empire, with two smaller human countries beyond that.

The empress, advised by the Temple of Zeus, wants to conquer the other human countries before the minotaurs invade, to unite humans against the threat. That seems like a waste of limited military strength to us. An alliance would be a better idea. We are engaged in talking to temples and trying to enlist the sacred creatures of the various gods, to build coherent opposition to the Zeus plan.

At the end of the previous session, the sacred eagles of Zeus attacked the PCs. Four of them died in the first round, due to our specialist missile magician, who was expecting them to be tougher. The other two fled. In this session, we discussed the matter a bit and then used Raise Dead spells to bring the four dead eagles back. This was fairly convincing evidence that we were not planning to attack them. That was what they'd been told to expect by the priest of Zeus who'd sent them.

While writing this, I've become suspicious that someone in the hierarchy of Zeus is an agent of the minotaurs or the drow.
 
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The Many Deaths of Edward Biggby by Adam Gauntlett​

Thaza smiled. “Everyone’s in one place. This will be like two birds and one stone.”
“Actually,” Zelda corrected, “ it might be one stone, but there are six birds. And the gang.”


Swinging Soho, the heart of Bohemian London. The Ziegler Security Services team (Zelda Saeki, Rafe Lancaster, Thaza O'Rourke and newcomer Johannes "Million Dollar” Mahler) are at the best booth of the hotel restaurant when a client comes in.

“Praise be to Her!” he says, “I didn’t think I’d reach you in time. Danforth said you’d be able to help me, but I think he’s close on my trail. You see--”
At that point his head burst into flame.

You see, Edward Biggby has a problem. His roommate, the scurrilous Norton Pickett, chased him through a cursed door. They both think that the door teleports you to the place currently written on it. Actually, it substantiates a copy of you, at any place ever written on it.

So for Pickett, exploding Biggby’s face in a hotel is just the first step.
***
The investigation starts off fine. Thaza’s adroit at negotiating the criminal underworld, effortlessly getting meetings with (and clarity from) London's pushers and shakers. Rafe is less lucky… When he's found snooping through Biggby's apartment, he exits unwittingly through the cursed door.

The real weirdness kicked off when the players were arrested. It turns out an unidentified man was murdered on a bus, with their contact information in his pocket. But it was the same dead man who approached them at the hotel. Rafael summoned his company's best lawyers, and used his one phone call to check back in with his mentee at the hotel.

“Not funny, Rafe!”, said Devika. “Calling me from the other room. This is no time to prank me, I'm trying to plan JP and Semya’s wedding!”

Strange. Thaza sneaked into the hotel, where she saw another Rafe headed through the lobby. When the two millionaires met, they vanished ghost-like into the ether!

This led to a ludicrous sequence where the group had to keep untrusting Rafes hidden from the hotel and separate from each other. At one point, Mahler cold cocked the millionaire on the curb and left him in the laundry room.

The case continued, with the players moving to another hotel. It turned out the clones, without care, would melt after seven hours! But if Pickett killed the original Biggby, not only would they lose a client, they could have dozens of eldritch wizards on the loose.

After exchanging notes with Maja Małgorzo and Dave (Thaza’s rivals / members of the League of Nations police force), they found Pickett. He had cozied up to Nip Tucker, a West Indies dope pusher, promising to use the doors for immense profit.

Thaza, ever an opportunist, fomented a gang war. With her infiltration skills, and a few crates of "stolen" Lancaster Industries rifles, it was easy to even things up.

Turns out the criminal underground was literally underground. Tucker was using an abandoned subway tunnel to stash Pickett. As the gangs opened fire nearby, the group tangled with the sorcerer.

Mahler, filled with willpower, fought with an eldritch monstrosity, a creature that seemed to dance between reality and imagination. Zelda and Rafe provided covering fire. But Thaza had a plan. For the first time, she would use her thievery to lock a door. Despite mystic opposition, she jumped, scrambled and rolled through the station and barred the door to any invading monstrosities!

Despite Norton reinforcing himself, the tide of battle turned our heroes’ way. Mahler realized that he didn't have to defeat the creature… he just needed to knock out its summoner. And as long as they didn't kill Norton, his duplicates couldn't come close. The former middleweight champion took out the crook with a haymaker, and made sure to mangle his foe’s fingers, preventing future sorcery.

The gang had a choice of how to leave the scene: back through the gunfight, or along the tracks. They took the long way, arriving back at their hotel exhausted. Devi, having finally finished her wedding planning, told them that they had a new client who wanted to talk to them.

“Praise be to Her!” he says, “I didn’t think I’d reach you in time. Danforth said you’d be able to help me, but I think he’s close on my trail. You see–
Rafe cut him off. Turns out the original Biggby had teleported a day’s travel from town and had just arrived at the right hotel! How’d they solve his case before he told’em?

Biggby #1:
 

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Wed Fallout:
bought Iguanas, killed (Helped) deathclaw...
Fallout: Steetch and Xavi...
Steetch is a big burly (S=10 E=8) Nightkin Supermutant...
Xavi is a vault dweller who's used to sleeping in the active barns of a vault with no normal human spaces.
They're going out to find new breeding stock for a vault just an hour's hike from Everett (Washington/USA)... which the repopulators dubbed "Emerald" instead of Everett.
They're both level 2.

They find out about a (Tribe? Vault?) group known as the Soft Mics...
They're heading down along the old highway... they find a mall, and it's hot. (1CD per hour of radiation) They find a "Pet Palace" — with mini-dolphins... who can speak. (FEV FTW)... They then try to capture some iguanas - and fail. Triggering the man in black (Black Suit, tie, & Fedora; white shirt, white with black toe wing-tips, and a submachinegun, Thompson type. They haggle him down on a breeding pair of Iguanas.
They go to head back with them. They camp under a surviving Oak tree, in an area which hasn't recovered...
some half buried feral ghouls (5 of them) ambush the PC just as they're falling asleep... no major PC injuries. But one of the Iguanas loses 3 of its 4 HP
They go back to sleep... to be awakened by two non-feral ghouls bickering in the tree above. Both kitted out in "traditional" UK fox-hunting attire, with double barrel 18ga (I knocked a die off for the smaller weapon)... Stadtler and Waldorf. Cheesey accents and all. They invite the somewhat tired PCs to forage and hunt with them... Food enough for everyone, including the iguanas...
But they find a Deathclaw... the four of them (with Stadtler controlled by Steetch's plaer, and Waldorf by Xavi's) fight it... the pip-boy VATS (called shot at no difficulty increase) made it not too bad. Plus, they got torso crits. It bled out.
 


I had a really good downtime session. The PCs are all 3rd level. They helped a village by eliminating a horrible demon thing in a nearby ruin, and have decided to make the village their home. It has some quirky NPCs and is positioned as a "rebel village" in the setting (which is the "side" the PCs are on). It is within a day's travel of Freeport (my setting is a sandbox mish-mash of published adventures and locations) so they can head into.town to buy and sell items, discover gossip, etc.

We are playing D&D 2024 but using Xanathar's downtime rules.

It was a nice change of pace.

I ended the session with foreshadowing that an enemy they have made is converging on.the village to exact revenge.
 

Romance of the Perilous Land, Solo, 01
Sir Garondir, knight of the Order of Fisher King and follower of the goddess Ebona, is ambushed by two bandits while he is travelling on the road. He kills one of the ruffians, and the other flees seriously injured. Sir Garondir’s armour is badly damaged, and he is at death’s door (1 health). The knight rests for ten minutes, adjusting and repairing his armour and shield. He then rests for another ten minutes (1d10) and recovers six health. Sir Garondir looks at the Wanted Criminal list he is carrying. The description of one of them matches the dead bandit (20xp). The knight resumes his trek, hoping to reach the next hamlet before nightfall.
 

Romance of the Perilous Land, solo, 02

Sir Garondir arrives at the Clover hamlet at the end of the afternoon. A slight drizzle started about an hour ago. Fog clouds block the horizon. The watchman opens the gate for the Fisher King knight approaching on foot. Sir Garondir is a muscular young man in his late twenties, with short black hair, a trimmed beard and dark eyes. He wears leather armour under his blue-green Fisher King tabard and carries a shield and a sword.

The drenched knight seeks shelter at the local inn. Herbert’s Place is a small stone house with three rooms for rent. Sir Garondir finds the common room strangely empty. Usually, on rainy days, when it’s impossible to work in the muddy fields, villagers play games of chance at the inn. Herbert is a very tall, thin fellow with ginger-grey hair, a short beard and green eyes. He looks (perception 8, success) relieved to have the knight in his establishment. Something is amiss.

- I am Sir Garondir, knight of the Fisher King. I sense the turmoil of your soul. How can I be of assistance, innkeeper?

- Good Sir, it’s the Banshee of Petunia Winslow. She haunts my establishments since her violent death a week ago. She appears every night around her time of death, not long before midnight. One of her ‘customers’ cut her throat instead of paying. The murderer fled into the night. He was a passerby. [Does the description fit one of the criminals on Sir Garondir’s list? Yes.]

- My quest is to track these criminals across the land and inflict the justice of the Fisher King upon them. I’ll avenge Petunia Winslow, but I need rest for a few hours. Sir Garondir pays for his overnight stay and goes to his room on the second level.

An hour later, an athletic young woman dressed in lively colours of blue and violet enters the inn. The troubadour has shoulder-length brown hair. Her royal blue felt hat with a white plume complements her oval face and hazel eyes. She is soaked to the bones. The woman walks directly to the fireplace, removes her cloak and orders hot wine. Herbert prepares the beverage and brings it to her.
  • Thank you, innkeeper. I’ll take a room for the night. She takes a sip of wine.
  • You are in luck, my lady. I have a room for you.
  • Can I pay for the room with my music tonight? I’m Berlinda DeLuthien, a renowned troubadour from Camelot (bluff 10, success).
  • My lady Berlinda, I do not doubt you, but sadly, the patrons are absent from my establishment this week. They work hard in the fields and go to bed early (bluff, 15 fail).
  • I’ll pay for my room with coins then.
Herbert returns behind the bar and puts the coins in his coffer. The young woman takes her lute from its protective leather bag and starts playing a melancholic ballad. She silently wonders why the innkeeper lied to her. Once her clothes have dried, she goes to her room.

Not long before midnight, the knight and the troubadour are woken up by a terrible wail. They hear Herbert scream at the top of his lungs, his footsteps on the wooden floor and the inn’s door slamming shut as he flees onto the street.
 

Romance of the Perilous Land, solo, 03

Sir Garondir persuades the banshee not to kill him. Aided in this by Berlinda and her lute playing, the Banshee agrees. Sir Garondir promises to find the murderer and give Petunia justice. The duo discover that Petunia’s soul is attached to a gold necklace that was broken during her violent murder. It lies under her bed. Sir Garondir takes the necklace and ties it around his sword’s hilt as a reminder of his promise. The Banshee disappears.

An hour later, Herbert has been convinced to return to his establishment. Patrons are slowly beginning to trickle in as the news of the Banshee’s disappearance makes its way across town. Sir Garondir refuses an offer of payment for chasing away the creature.

Sir Garondir has agreed to let Berlinda DeLuthien follow him until he finds the murderer. They stand at a crossroads. The left road leads to the forge, while the right road leads to the docks on the coast.
 


Into the Woods

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