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After the GM goes on a tirade about historical potash production and we do a live Resources & Teams turn, Eero leads VS, Ibn the Roaster, and Zaza in a continued exploration of the underlevel of the Abbey of St Clewyd. They figure out a tricky door and make contact with the monks inside the western portion of the underlevel, who are split into Cardinite and Loyalist factions and speak of something called "the Charge" that they refuse to let the PCs see. Abbott Lummingwyll convinces them to take a holy mace into the chaos rift to disrupt it. Ibn goes in three times, with different results, and the final time is nearly killed (but saved by the children of Mr Rag&Bone). Eero duels a resurrected monk, and they lower VS down a rope into a well, where he encounters Grandfather Eel, who seeks for worshipers to ascend to godhood. At close of play, the sun has risen on the ruins, but both Ibn and Tals are missing from the party. To be continued!
VS leads Tals, Ibn the Roaster, and ZaZa back to the Phantom Cloisters by the dark of the new moon. They look for Mr Rag-n-Bones and speak to the children, determining that Violet is missing from a noble family. They see the Ghost Crow Trappers and descend to the undercroft level. There, while they investigate some strange vines, a warp worm attacks and swallows Tals whole. He is expelled when the worm is killed but it disappears into another warp. Animated cherubs and a very bad cosmic rift, Ibn and ZaZa temporarily swapping heads, and Zaza's legs turn into grasshopper legs. A room of chattering skulls and fleshy walls is investigated. They briefly battle some undead abbots, and stop at a confluence of strange waters where corpses lie at the bottom of a pool.
Zaza leads Ibn the Scorcher, VS, Talsarian, and Eero in a nighttime exploration of the ruined Abbey of St Clewyd, also known as the Phantom Cloisters. They meet some ghost crow trappers, then enter the compound through a side entrance. In the herb garden, they meet a ghostly monk who tells Eero a secret, and in the cloisters, they meet another who wishes his bones to be properly buried - he also has a magic spear that Eero takes and some Devilweed Tabac that Ibn smokes. Exploring the ruined chapel, Tals immediately finds a key and the hidden altar compartment where the Battle Standard of Tempus is stored. Eero plays the organ and releases a murder of Ghost Crows that attack the party. They eventually defeat most of them and harvest a single Ghost Crow Quill for Tals. They discover the graveyard with some corpses missing teeth, and bury the bones of the other monk. They also see a small child there but avoid her, and move over to the bell tower. There, Zaza prays to St Woad of the Bread and decides that he is now the Abbot of St Woad. They encounter two other small children who speak highly of Mr Rag-n-Bones and show the adventurers his strange artworks. Zaza summons Mr Rag-n-Bones by tolling the bell but manages to avoid combat by complimenting his artistic style. Mr Rag-n-Bones tells the players about his past as a servant of the Dewdrop Man and how to find Dewdrop Manse in the heart of the Southwood. Before dawn breaks (possibly trapping them there), the party retreats back into the Southwood and makes their way back to Wildfire Caverns to plan their next move.
The Caravan Crew, led by Ibn the Scorcher and joined by wizard Tals (featuring Judd in his first DnDNerds appearance), visit the Abbey of the Broken Blade, a place for retired soldiers of war-god Tempus. Eero investigates whether Tempus is the god he's been searching for. They deliver some weapons and try to sell some armor, but instead are told some of the story of a mysterious site more than 150 miles to the west - the Phantom Cloister, also known as the Abbey of St. Clewweth, which only appears at night during the new moon. The party sets out to catch it by the next new moon in two weeks - along the way they battle fire beetles (which Tals successfully harvests fire glands from), stop to trade in Llorkh and at Zath Gor (formerly Oleg's Trading Post), and leave the caravan with Bariq at the Wildfire Caverns. They find some excellent hot springs, which ZaZa really enjoys. As the deadline approaches, they hear the unearthly wailing (or perhaps whaling?) associated with the site.
In the seedy town of Llorkh, Neville accepts a job to try to steal an ornate sarcophagus from an embalming house run by the Grave Men, a group of smugglers. Flip, Kain, and Lysander accompany him to surveil the place, but first they tangle with a bunch of dancing beggars led by a piper with an unusual head. Once there, Lysander gets drunk on addictive hyacinth wine, then he and Neville infiltrate; but Lysander blows up the front room with Shatter and kills a smuggler, so they flee into the night, pursued by a strange skeleton-man. The following day, they come disguised first as town watch, then later as bounty-hunters with Lysander in tow. While Lysander is in the attic getting harshly questioned by the skeleton man Chakkralka, Flip and Neville find the sarcophagus in the basement and manage to escape with it. Lysander and Kain escape by jumping out a window, and Flip finally gets a wild magic surge while casting Feather Fall on Lysander. Based on the DCC Lankhmar adventure "Grave Matters" by Michael Curtis.
VS leads the caravan this session, with Ibin the Scorcher and Eero the goliath monk. They buy some mead, sheep, and pigs in Llorkh, then head eastward out of town towards Dragonfang. They pay off a Zhent patrol, hear about Axebeak Falls from some hunters, battle a troll trying to steal a pig, buy an Axebeak mount for VS to train up, learn the location of the Abbey of the Broken Blade, but end up going to Dragonfang, where they resupply the dwarven party who has been living there over the winter.
Eero, Zaza, and VS hear rumors about the Monastery of the Broken Blade (from itinerant mendicant Brother Aerelm), the Black Cats reactions to being blamed for the (other PC's) heist (from aspiring fixer Narder), and something about the Black Network emptying some warehouses (from fish broker Vinchenziana Moory). In the Llodown neighborhood they stumble across some ghouls and get into a fight - Eero goes down multiple times but VS saves him multiple times, which Eero attributes to the favor of battle-god Tempus. They seek out Lord Harrand Tormblade, a patron of the Abbey of the Broken Blade, who gives them a consignment of weapons to deliver to the Abbey. On the way back, they encounter crazed hermit-priest Dintoven of Waukeen digging in a garbage heap, which VS and Zaza eagerly help him with. VS recovers his cursed tongue and is praised for his service to Waukeen, accidentally discovering that he is a vessel of divine will for the second time that day.
Neville Cavendish puts together a crew for a heist, featuring Flip, Kain, Brimlad the Brawler, and the return of Lysander. A Goliath gang leader sends them on a city-wide scavenger hunt before taking them to Grathka Stonevein, who wants an important ceremonial ledger stolen from the Black Network. She has them meet up with her inside source and a strange wizard to aid their preparations. During the heist, a huge stone colossus rises up from a magical circle to do battle against the party. Narrowly escaping with their loot, the party help stage a scene to blame the crime on some of the guards and on a rival adventuring party, the Black Cats.
New Party! While the dwarves who took Dragonfang Mountain recover, we meet the Caravan Crew: dwarven arcane brothers Obin the Fortress and Ibin the Scorcher, VS the shifter spore druid, Eero the goliath monk, and the return of ZaZa the goblin rogue, who once served a nixie for a year and has the gills to prove it. They're taking some mules loaded up with iron, steel, and leather from Llorkh up into the mountains in winter, delivering to Runedarth. Along the way, they hear possible fire beetles in the hills, encounter a tannery where they buy more leather and learn about several surrounding hexes, VS makes friends with Petunia the giant goat, and they make their way past Sapphire Falls to arrive safely at Runedarth.
Gemwin, Grom, Vindalf, Hokan, and Jendri team up with Nimira and some of her duergar to go after the green dragon in the dark lake at the bottom of Dragonfang Mountain. They cast several rituals, but as they begin to descend the cave slowly by rope, the dragon ambushes them with its breath weapon. At the bottom, a deadly game of hide and seek begins, with Vineslither the green dragon ambushing from water and hiding back in the murky lake several times. Gemwin is briefly attacked by an assassin vine, Grom heals everybody, Hokan learns to use a duergar firelance, Vindalf clings to the walls as an ape, and Jendri snipes at the dragon from afar. Then, in the huge lake chamber, Grom casts _Control Water_ and basically empties the lake, leaving Vineslither no place to hide. She grabs her egg from atop her treasure hoard and escapes downstream into the underground river, vowing revenge but abandoning her treasure hoard, including several useful magical items.
Jendri leads Gemwin, Grom, and Vindalf (Hokan is missing) to go talk to the Ironvein Duergar and explore a deeper level. Jendri offers Nimira and the other duergar some of the treasure they've gained, and they get a tour of the kitchens and the forge, which has a stream running into a deep chasm. Several of the duergar agree to hire on with the dwarves when they come back with a caravan in a few months, including the smith Snurriven and the alchemist Vorla. The party explores the chasm, first stopping on a ledge on the far side from the forge, where they discover a chimney with a rope and an escape bag. Delving into the chasm, they have a couple of close calls with Grom on the chain ladder. At the bottom, they discover another portion of the underground river, that leads to a dark lake with vines and algae. There they are suddenly attacked by a green dragon, who rises to breath poison on them before disappearing underwater again. They flee, but it breathes on them a few more times before they ascend the chasm to escape. Back up on the forge level, they recover, strategize, and offer a share of treasure to some of the duergar to help fight the dragon in its watery lair. Snurriven accidentally ruins Grom's new armor trying to repair it, and the party finds many situations in which Hokan would have been helpful.
Hex crawl, point crawl, dungeon crawl... pub crawl? Rozmawiamy o tym jak na sesjach RPG można cokolwiek eksplorować, dlaczego to ważne oraz dlaczego robienie tego za pomocą procedur eksploracji to antidotum na chaos. O tym dlaczego tury zwiększają sprawczość graczy, dlaczego percepcja może być beznadziejnym statem i o tym jak Rzymianie zmienili Europę w point crawl.
Grom guides Gemwin, Vindalf, Jendri and Hokan as they explore a secret level that was the home of the gnome trapmaker of Khundrakar. After some trickiness with the first trap in a crawlspace, they encounter some hungry rust monsters and Grom's new plate mail is damaged. Further exploration reveals secret connections to the Glitterhame level and the mountain door, though most are gnome-sized and require dwarves to squeeze through without heavy armor. A bit of treasure, including a magical dagger, is recovered, and the party begins to consider how much of it to share with the Ironvein Duergar occupying the Forge Level.
Vindalf leads Gemwin, Jendri, Hokan and Grom as they continue to explore the former dwarfhold in Dragonfang Mountain, which they discover was called Khundrukar. They cast Speak with Dead to ask the former lord and master smith Durgeddin 5 questions, including "Can Grom use your Plate Mail?" Hokan does a bit of plumbing investigation on a derelict well, and they get more of the story of how the dwarf halls fell to orcs many years ago as they explore room to room. They speak with a half-crazy ghost, discover a portal room and the key word to unlock one of the portals to somewhere called Greywatch, and discover some secret passages that seem to lead to the duergar-controlled portion of the level. They discover a library and end up fighting an imprisoned lamia calling herself Idalla, and find a few scrolls and bits of dwarven lore to add to their collection.
Hi Guys! I will never ever ever run a megadungeon or hexcrawl. Wanna know why?Membership has its benefits! Members now get early access to videos now! Join for as little as 99 cents a month to get to see many videos as soon as I upload them, often days ahead of everyone else. Channel Members saw this video early. Click Here to Join the Channel as a Member!https://www.youtube.com/channel/UCABv_juND7JHvVbJCjWjhlw/joinHere's my most viewed video of all time. :)https://youtu.be/bWRPXFJ8Bl8You can now listen to me on Spotify, Apple Podcasts, Locals, and Rumble, as well as YouTube. Links are below!Joe's Links:TikTok: https://www.tiktok.com/@analogmancaveDiscord: https://discord.gg/RHxTCq3mzTAnalog Mancave Facebook Group: https://www.facebook.com/groups/1331036104620724Substack: https://analogmancave.substack.com/Spotify: https://open.spotify.com/show/3NYr1znhg7i0aSQoyUcI6o?si=0c71530927984ea1Apple Podcasts: https://podcasts.apple.com/us/podcast/joethelawyers-analog-mancave/id1441356270Facebook: https://www.facebook.com/profile.php?id=100077311317522 Rumble: https://rumble.com/user/joethelawyerTwitter: https://twitter.com/analogmancave Twitch: https://www.twitch.tv/joethelawyerLocals: https://joethelawyersanalogmancave.locals.comEmail: analogmancave@gmail.com Instagram: https://www.instagram.com/analogmancave MeWe: www.mewe.com/i/joed15 Webpage: www.analogmancave.com
After some discussion on the direction of the campaign, Gemwin leads Grom, Vindalf, Jendri, Hokan, and the freed duergar Veyra back down into the Glitterhame area, where Gemwin solo-fights two gricks, and then the party is attacked by carrion crawlers. Hokan fails to pick the Iron Door's lock, but luckily a duergar party emerges and the party negotiates up the duergar bureaucracy chain to Morga Ironvein, second-in-command of the gray dwarves. Morga agrees to let them explore parts of the halls the duergar aren't using, but forbids them access to the smithing areas. The party starts with a dwarven shrine where they battle an orc wight and two ogre skeletons, and discover the remains of the great smith Durgeddin.
The dwarves, led this session by Gemwin, take steps to secure the Mountain Door portion of Dragonfang Mountain. They bring Grom's porter Dhosus and the giant goats indoors (keeping them separate from new dire wolf friend Thrag), investigate the other commodity loads the orcs had, and strategize about how to engage the troglodytes below. They hire one of the former captives (Serena Vale), and descend down into the Glitterhame level. Instead of a full-on assault, Gemwin and Hokan negotiate with the troglodyte chieftain Khargaaz for the release of the duergar prisoner he's holding. They agree to pay in metal weapons and armor, and free duergar scout Veyra Blackflint, who tells them about the duergar leader Nimira and the other gray dwarves deeper in the dungeon.
Jendri leads Grom, Gemwin, and Hokan in an all-out assault on the Broken Tusks orc tribe. They offer the former leader Old Yarrick a deal, but end up with a two-fronted battle! Yarrick and an ally fight Jendri and Hokan, while Gemwin and Grom take on the rest of the horde. After she falls unconscious, Yarrick uses Jendri as a hostage, securing his own release from the dungeon. The party explores the rest of the level, including some hidden archer areas where the party rests while guarding against the possible return of the Broken Tusks.
Grom takes the lead in exploring the dungeon ruins within Dragonfang Mountain, with Hokan, Jendry, and Gemwin (Vindalf missing). We playtest our new Dungeon Turn rules for tracking party actions in the delve, and Grom leads the party up to the orc-infested halls. First they battle the shaman and her apprentices, one of whom is allowed to escape, then they withdraw for Grom to heal from the wounds inflicted by her spear. They discover and free two prisoners, and then engage a large orc war-party including an ogre and a dire wolf. We pause mid-moment just after the first few waves of attackers have been slain.
A party of merry goat-folk approach a ruined fairy keep, tasked with investigating sightings of reviled crookhorns outside the town of Lankshorn. This episode and Episode 00 are freely available. If you enjoy them and would like to follow along as the campaign progresses, please consider subscribing to 3d6 DTL's Patreon at any paid tier! Subscribers gain access to all episodes as they are released, and higher tiers unlock exclusive channels on our public Discord server. There, you can freely discuss spoilers with 3d6 DTL members and your fellow fans. We deeply appreciate all the support we receive from our wonderful community!Dolmenwood is by Necrotic Gnome, published by Necrotic Gnome and Exalted Funeral.Learn more and purchase it here.Explore more 3d6 Down the Line at our official website! Access character sheets, maps, links to both video and audio-only versions of every episode of past campaigns, house rules, and lots more! Watch the video version of this episode on YouTube! Check out the Feats of Exploration achieved during this session! Purchase Feats of Exploration, an alternate XP system for old-school D&D-adjacent games, including Dolmenwood! Grab some 3d6 DTL merchandise! Join our friendly and lively Discord server! Maps used in the channel banner by Dyson Logos.Intro music by Muzaproduction.
Our Patron Book Club joins us to discuss H.P. Lovecraft's "The Dream-Quest of Unknown Kadath", independent presses, Victorian architecture, one-thing-after-another type of books, Edgar Rice Burroughs's Barsoom books, Edgar Allan Poe horror stories, graphic novel adapatations, recurring dreams and locations, The Case of Charles Dexter Ward, weird townsfolk, barrel monsters, the Hexcrawl of Unknown Kadath, Gene Wolf and the Book of the New Sun, and much more!
Vindalf leads Gemwin, Jendry, and Grom on an exploration of several levels of Dragonfang Mountain. First, they discover a secret room where a dwarf druid lived, and his magical treasures, then they discover some scary creatures the gnomes were keeping as mounts. They find a hidden entrance used by the gnome cultists. They descend back down to the river level, and find a saferoom guarding a spot where an elevator once worked. Vindalf becomes a giant frog to go across the river and bring back a boat there, and they all cross back together. They ascend a tunnel that takes them back up near their original entry point, where they find several dwarven tombs. They explore a streambed and find a nest of stirges and an old adventurer corpse. Ascending up another staircase, they find a dwarven trap that spews fire, and a blocked off iron gate with some orcs beyond it. Descending again, they go all the way back down to the storeroom level by the river, explore a flooded storeroom, and hole up for another short rest.
Mike, David, Matt, Ted, and Jon venture once more ‘neath the enchanted and perilous boughs of Dolmenwood! With the complete rules now available, new adventurers are created, a brief overview of the game and setting is discussed, and Jon draws the group's attention to a region they have yet to explore. This episode and Episode 01 are freely available. If you enjoy them and would like to follow along as the campaign progresses, please consider subscribing to 3d6 DTL's Patreon at any paid tier! Subscribers gain access to all episodes as they are released, and higher tiers unlock exclusive channels on our public Discord server. There, you can freely discuss spoilers with 3d6 DTL members and your fellow fans. We deeply appreciate all the support we receive from our wonderful community!Dolmenwood is by Necrotic Gnome, published by Necrotic Gnome and Exalted Funeral.Learn more and purchase it here.Explore more 3d6 Down the Line at our official website! Access character sheets, maps, links to both video and audio-only versions of every episode of past campaigns, house rules, and lots more! Watch the video version of this episode on YouTube! Purchase Feats of Exploration, an alternate XP system for old-school D&D-adjacent games, including Dolmenwood! Grab some 3d6 DTL merchandise! Join our friendly and lively Discord server! Maps used in the channel banner by Dyson Logos.Intro music by Muzaproduction.
Happy 100th episode of the campaign! Jendri takes the lead of the dwarven expedition into the ruins within Dragonfang Mountain, with Gemwin, Grom, and Vindalf (Hokan has wandered off). First we discuss some rules changes, proposed adventuring company bylaws, and various rooms and teams efforts. Then the expedition finds a storage room with a vertical shaft, then a room with an underground river and a hidden crawl-tunnel, which they follow. At the other end, they fight some rats and a hook horror, then make their way across the river and up some stairs into more dwarven ruins, where they encounter some gnomish cultists of Urdlen the Crawler Below. They end up in a big battle with the cultists and their pet umber hulk, which Gemwin is able to lock down with his paladin abilities (leading to some rules consternation that we'll discuss out of game).
Gemwin leads a dwarven expedition with Grom, Vindalf, Hokan, and Jendri in search of the ruined dwarfhold of Dragonfang Mountain. They visit Llorkh and the other PCs, then follow the road East toward the Dawn Pass, discovering the Valley of Huvrathe (with its weird plants) on the way. Once there, they discover several possible ways into Dragonfang Mountain. When they are spotted by orc guards, they opt for a hidden tunnel, which brings them in to a series of natural caves. They battle some troglodytes and a bear, find a magical sword in a mold-infested corpse, investigate some fungi, and descend near a waterfall to a section where they hole up in an abandoned storeroom.
Grom (a life cleric) leads fellow dwarves Gemwin (paladin), Hokan (rogue), and new adventurers Jendri (warlock) and Vindalf (druid) to explore the regions around Runedarth in the Greypeak Mountains. The dwarves fight off a goblin ambush and learn the location of a crag cat lair, they find the grave cairn of a cloud giant, and they nearly lose some of their mounts to recurring manticore Karg, who is always hungry for a meal or a story. They discover a ruined garrison where they suspect Duergar are hiding, then make their way north to Axeholm to collect supplies before venturing in search of new dwarfhold ruins to liberate and explore.
Hokan leads VS, Neville, Kain, and Render (and his shield guardian M.I.C.H.A.E.L.), along with paladin of Mystra Valorean, in a search for the evil wizard Sikhil and his associate Chingis in the Salt Mine Seclusium. They explore some tunnels, investigate some strange machinery, tangle with the Yellowbone Goblins a bit, and eventually end up on the lower levels of the complex. In a large pool, they fight some aquatic ghouls, and then eventually find the lair of Chingis and the lich-aspirant diviner Sikhil (and their pet ogre). Render gets banished to a maze demiplane, which drives M.I.C.H.A.E.L. crazy. Chingis drops Hunger of Hadar on the Party, Sihkil drops a Fireball, Neville turns invisible and drops Darkness on Sikhil, who teleports across the room to cause more havoc. With several players on the edge of death, they manage to defeat Sikhil and Chingis and claim some spellbooks, a Robe of Tongues, a Crossbow of Whispers, and a few other items and treasure. Valorean guides them back to town where they can recover from their adventures for a while.
Paul Wolfe and I talk about games and specifically his latest sandbox set of adventures in Witch Lords of Skull Mountain, part 1. https://www.mysticbull.com/https://mysticbull.blogspot.com/https://www.drivethrurpg.com/en/publisher/4951/Mystic-Bull-GamesToday's art is the a clip of the cover of Witch Lords of Skull Mountain by the incomparable Craig Brasco. TJ does intro/outro music. You can send me a message (voice or text) via a DM on Discord, as an attachment to my email (gmologist@gmail.com) or to my Speakpipe account: https://www.speakpipe.com/TheGmologistPresents
Neville leads VS, Hokan, Render, and Kain on an exploration of the underground complex they arrived at by magical portal. Taking refuge to rest in a chapel of the divination god Savras, VS discovers a magical wishbone and Hokan gives in to dwarven greed to steal a few (possibly cursed) platinum pieces. They find some creepy corpses, try to navigate across a bridge (Hokan falls down the chasm), and eventually explore upward and out to the surface, where they are in an unknown locale. They return in to the mines, find a really fun slide, and take refuge with Valorean, a dragonborn paladin of Mystra hunting the heretic Sikhil, who he believes is pursuing lichdom somewhere in the Salt Mines of Savras.
Render, Neville, VS, and Kain are low on hit points and stripped of their gear as prisoners of the Yellowbone goblins in the weird bolthole laboratory of the wizard Haronin, an insane worshiper of the divination god Savras. The goblins want them to activate the portal pool, but Kain plays for time and Render, who they assume is property because he's a construct, works with M.I.C.H.A.E.L. his shield guardian to find another way in. Neville smooth-talks his captors, and he and Kain get VS to recover some of the wizard's books. Neville starts reading the Savras religious texts, and the party is able to activate the portal, sending Neville through first. The Yellowbones all rush into the portal pool, followed by the party. Still low on health and abilities, they face an unknown danger on the other side of the portal!
In Llorkh, Kain leads Render, Neville, Hokam, and VS in a search north into the hills looking for some ruins supposedly built by a wizard. They find the ruins in a valley of noxious gases, and have to enter the complex by way of the air vents - guarded by a spellcasting Yellowbone goblin. Once inside, they discover strange sigils and a pool that might be a portal, then get into a tangle with the Yellowbones - Render goes down, the others are captured. It's a cliffhanger!
Flip the Sorcerer leads Vond, Lysander, and Kathar back to the Grig Little Kingdom to help overthrow evil vizier Jhabshasid and restore power to King Flibnabmeister and his daughter Hollylollybon. Aided by former captain of guard Bentonkadonk, they infiltrate the Ogre Skull Palace and find the king missing. Princess Holly is found unconscious and attached to a fiendish device that is extracting her blood and transforming it into a serum. They fight the evil guardian and free Holly, then use the serum to get into the magic library of King Filbnabmeister. There they encounter the king's body and a portal to the Shadowfell, and the evil vizier Jhabshasid. Weak from their former battle, he downs most of the party quickly, leaving only Vond able to try to save who he can! Flip is saved, Kathar is slain, and Lysander and the villain disappear into the Shadow realm. Kathar's body is brought to Fort Heartwood, where the archdruid of Lurue is able to reincarnate her - as an orc. Lysander's fate remains unknown, but peace is restored to the grigs.
Floki asks satyr bard Lysander to go see why some grigs and sprites are searching the Dead Magic Zone, so he assembles a team of dragonborn monk Kathar Videro, feytouched human sorcerer Flip, and two new PCs: halfling wizard Vond Lightfoot and dragonborn ranger Balastair. After a nearly deadly encounter with a displacer beast in the night, they talk to the grigs, who seem to be looking for a way to cure their ailing King Filbnabmeister. The party travels to the Grig Little Kingdom, where they drink some "shrinky drinky" and talk to Princess Hollylollybon and the sketchy vizier Jhabshasid in the Ogre Skull Palace. King Filbnabmeister is afraid of the dark and the only person who can access a magical library of some sort, and the shadows seem to behave extra-strangely here. One of the servants, Nannyplumkins, shows the party where to find the now imprisoned former captain of guards, Bentonkadonk. The party manages to free Ben, but in so doing the alarm is raised and the Ogre Skull Palace gets locked down. Lysander sneaks in to find the Princess and King but triggers the alarm once more when Shattering a door. He and the rest of the party flee the village with Ben, and head back to the Dead Magic Zone, where they learn that the grigs and ravens were looking for something there that Jhabshasid wants.
Arty leads Sir Parrik, Bariq, Steven III, and MikMek back into the lair of the necromancer Chetiin to finish the job! They battle watery ghouls and the wraith of former cleric Cassius, then press their way in to discover the eldritch library where the spirit of former warlock Rasprax is held captive by the nefarious Chetiin! An epic battle commences, with clever use of Silence by Arty, Moonbeam by Bariq and Parrik, and other spells to keep Chetiin contained while Rasprax strikes at the characters from within the walls. Parrik summons spectral berserkers with his Horn of Valhalla, and Steven takes blow after blow while MikMek shoots from the shadows. When at last the evil necromancer is defeated, the players regain some old treasures and find a few new ones, including a Cloak of the Bat that MikMek is excited to use.
Sir Parrik leads Artvirious, MikMek, and Steven III into the lair of Chetiin the Goblin Necromancer, where they first fight several aquatic ghouls led by former chaos sorcerer PC Simple Jack. Delving deeper, they encounter a shrine of Orcus and a tight squeeze, where they fight several goblin zombies. In a ghastly feasting hall, they fight more ghouls and undead led by former bugbear paladin PC Raff, who has been dressed as the bride of Chetiin and who still weilds a magic greatsword. Wounded after the battle, the party moves more cautiously, but discovers a necromantic throne, presently unoccupied. They decide to make their way out of the dungeon with the bodies of the former PCs, but encounter and battle a zombie ogre on the way. On the surface, Bariq burns the bodies of the former PCs and the party withdraws to the safety of the Archdruid Saluk Noreaksey's grove to regather their strength.
Bariq leads Sir Parrik, Artvirous, MikMek, and STEVEN Mk III on a search for the lair of the goblin necromancer Chetiin, who some months ago killed a whole party of the Thorn River Company and then fled into the Southwood. Along the way, they stop at a statue of the unicorn goddess Lurue, and battle several shambling mounds who engulf Arty, Parrik, and Bariq, causing them to have to fight their way out from inside the plant monsters. Exploring further, they find (and avoid) a hydra, and come across a freshly-killed unicorn. They meet the alaghi hermit druid Saluk Noreaksey, with whom Bariq plays chess and who breaks Bariq's tender heart in the morning, after telling the party what he knows of Chetiin. The party find Chetiin's lair, a crumbling fortress, and fight their way in past the Bonepicker Goblin guards and the undead remnant of Swift Current, one of the former members of their party. Entering the underground portion, they reach a flooded room and we pause them on "dungeon time."
Jhank leads Gemwin, Bors, and Hokan to attack the Cult of the Dragon in Runedarth, but sidetracks to investigate the foul waters once again pouring from the central fountain, and find evidence of claw marks and acid corruption. They discover a new secret door, and a shaft leading up into the Arcrown's Refuge, a hidden level. Without exploring it, they find another secret room and shaft leading up to a treasure chamber full of magical items, which turns out to be attached to the Temple of Mordinsamman they had previously cleared, except for the Spectator guardian. After a rest, they descend again and battle Antharzyreph, a black dragon, and its bone naga ally. The skirmisher team is wiped out, but the PCs all survive and take the dragon's hoard. They use part of it to bribe the Cult of the Dragon to leave (they were only there for the dragon anyway) and Bors is called home to Moradin.
Neville leads Kain, Render, and VS as they accept a job from the mysterious half-orc bard Karash to break in and steal a book from a group of Blue Bear Uthgardt suspected of trafficking in people. They case the joint, make a new friend (Dmitry) and a couple new enemies (Dunja the Fence and the Stiletto Set kenku gang), and discover that there's more to the situation that Karash told them. With the help of Karash's colleague Fiona, they break in and find their way down into the under-levels, where they encounter poisonous smoke, avoid guards, and find the prison of the former Uthgardt leader Radovan the Mighty, now a monstrously-transformed yuan-ti. They magically infiltrate his cell, assassinate him, then leave Fiona in his place and escape via Portable Hole with the corpse. In exchange, Karash cedes the deed to the butcher shop known as Pristine Pork to Neville, along with some startup cash.
Gemwin leads Jhank, Bors, Grom, Hokan, and a host of NPC dwarves up into the Halls of the Longbeards in the hope of destroying the Direlord Tribe once and for all. They encounter immediate resistance and have to fight foot-by-foot against orcs, goblins, worgs, and two enormous trolls, with Jhank and Gemwin at the front and Korrin Ironaxe and Grom close behind. Korrin falls in battle, ripped in half by a troll, leaving Gemwin or Jhank as the most likely leaders of the dwarves in Runedarth. They confront the demonic Direlord Wartsnak and his fiendish tanarruk bodyguard in the throne room, where Jhank is charmed and Gemwin gets knocked unconscious, before they turn the tide and near victory. At the last moment, the Direlord escapes by a portal, but the territory that his clan occupied is now in the hands of the dwarves, who discover the treasures they left behind.
Grom leads Gemwin, Jhank, Bors, and Hokan, along with a few archers, to invade the territory of the Direlord tribe and take back the halls of Galloglar and Yund for Dwarven glory! They get into a mega-battle against dozens of goblins, orcs, and a couple of ogres, almost dying again and again. After a short rest, they clean out the remaining humanoids and secure the stairway against further incursion by the Direlord tribe.
Hokan, a new dwarf rogue shows up at the Runedarth dwarfhold ruins and leads Jhank, Gemwin, Bors, and Grom in search of treasure in the Halls of Hammers and Mead and the Halls of Hammered Stone sublevels, where they encounter gricks and darkmantles. Then they charge up the back stairs into Direlord Tribe territory and slaughter a room of goblins and multiple rooms of orcs, setting the stage for a large-scale assault on Direlord territory. This episode is extra-raucous with lots of loud laughter!
Jhank leads Gemwin, Bors, and Grom down to the lowest level of Runedarth - The Halls of Hammers and Mead, where they examine a pillar of sealed portals and then proceed into the Hall of the Pool. There, after defeating the gargoyles who dwell there, Jhank experiments with the controls to a large fountain to try to shut off the corrupt water flowing out of the mountain. They are able to get clean water flowing, then go down to explore the access tunnels to the cisterns and find one with clean water and another with corrupt water. They also explore a little bit of the Halls of Hammered Stone level, finding a route from the pool room to an exterior entrance.
Artvirious leads Lysander, Sir Parrik, and Flip into the Feywild to find the missing treant druid Shrubritney. There, the servants of the Dewdrop Man take umbrage with the way the kingdom of Upperthorn is building up industry near the Southwood. Floki's heritage as a descendant of the green dragon Mornagauth is also a source of tension for the archfey, and he is confronted with an ultimatum.
Grom leads Gemwin, Bors, and Hjalmar to explore and re-take the Temple of Mordinsamman in Runedarth. They battle a yellow musk creeper and its zombies, during which both Hjalmar and Bors are slain and implanted with foul plant seeds. Through Moradin's grace, Bors is saved, but Hjalmar is gone forever and only narrowly avoids reanimating as a zombie. Exploring the temple areas, the party finds a unique guardian and explores the top of the mountain, discovering another entrance possibly associated with the necromantic Cult of the Dragon. They also discover a curious statue with an acrid green teardrop. Dropping back down to the Halls of Gallowglar and Yund, they explore part of the disputed level and battle a patrol of the Direlord Tribe.
Dwarf paladin Gemwin Stonefist leads a large expedition of dwarven adventurers and soldiers through the hills and Greypeak Mountains in search of the ruined dwarfhold of Runedarth! With him are forge cleric Bors McCraw, rune knight Jhank Wildpass, and new ranger Hjalmar Heavyhand (with life cleric Grom and his porter Dhosus along as NPCs). They encounter peaceful ettercaps with woolspider livestock, discover some griffon nests and a mysterious grotto cave (unexplored) and the Sapphire Falls along a fork of the Greyflow River. At the ruins of Runedarth, they make contact with Korrin Ironaxe and the dwarves already there, and set about securing a foothold in the dungeon for their troops. The party mows down an orc/goblin patrol and discovers two magical rune circles with beneficial powers. They stay in the dungeon with the goal of retaking the entire dwarfhold for the glory of all dwarves!
Flip takes over as leader for Za Za Hounddog Jenkins, Grom, Lysander, and new dragonborn monk Kathar Videro, who seems very interested in Flip. They have a tricky battle in a narrow hallway with some vicious redcaps - Za Za goes to death saves four separate times. They all drink from a strange magical fountain and Flip becomes wiser. Za Za almost drowns after finding his way through a flooded passage. The group discovers a kuo-toa shrine (Oop! Ooop!) and fights a few of them, then recovers some treasure including a Deck of Illusions before fleeing the kuo-toa reinforcements. Za Za is given to the nixie Kallista to nurse back to health and serve her for a year, and the rest of the party makes it to civilization in Rickety Bridge. Mike reads a letter received by Gemwin that promises adventure near Axeholm next time...
Lysander the satyr bard leads a low-level mess-around with dwarf life cleric Grom, goblin rogue ZaZa "Hounddog" Jenkins and new feytouched wild sorcerer Flip - they set off to find some recently discovered elf temple ruins near the burgeoning town of Rickety Bridge. We try out our new poker-chip travel system, and Lysander and the crew have trouble locating the ruins. In the night, Lysander is attacked by spiders (again) and it goes badly. Grom and his trusty porter charge in on their dwarven battle-goats and narrowly save the other characters from becoming spider food. Before dawn that same night, ZaZa gets charmed by the nixie Kallista who wants him to serve her for a year. He promises to return after they explore the ruins, which they finally discover. ZaZa triggers a trap, they encounter the cold-cursed and sorrowful elf Quoemin who makes Flip sad, and battle some boggles in a tight room. The party barricades themselves in an apparently safe room and STAYS IN THE DUNGEON for next time...
Artvirous and Mikmek deal with the collapse of the Bullywug tribe and save a few remnant teams. Joined by Bariq and Render, they journey to investigate the nearby barrow that has been haunting Arty's dreams. They strike a deal with the undead warrior there, abduct a nearby human warrior who meets certain conditions, and sacrifice him in order to bring the barrow warrior back to life in order to free him from undeath forever. This involves single combat with Arty, who narrowly survives the ordeal, but the barrow is cleansed! Then the party decides to seek out the Turquoise Kobolds to find a new home for Mikmek's koboldwug gremlin children. Along the way they meet the Chicken Slingers and agree to finance them building a chicken farm nearby, and they hear about some nearby gnomes. Mikmek meets Rotom, leader of the Turquoise, who requests help killing the nearby gnomes and destroying their Smokemobile. Mikmek joins the tribe and his children run amok in the new kobold stronghold.
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Rafael Balbi is a Artist, Graphic Designer, Game Designer and Podcaster from Brazil who digs into game design theory in TTRPGs, dynamics of play and gaming systems. Creator of the Oil Fantasy playstyle and lead of a popular hexcrawling westmarches campaign called Biergotten, using a d&d b/x retroclone. Me and Rafael are long time friends, we had a blog together for a while, we wrote an Adventure for DCC RPG Brazilian edition, and we just love hanging out and talking about games. In this episode we talked a lot about Game Design theory, we disagree a little, and agree a lot too. We also talked about how is the TTRPG community down here in Brazil, we mentioned some of our problems, some of our good stuff. We also discussed some of his projects, like the incredible podcast and his deeply researched and playtested Hexcrawl focused RPG. It was a weirdly wonderful chat, I hope you enjoy it as much as we did. So listen up and get weird with us! Thank you for listening to Weird Games & Weirder People! Please subscribe to the show to keep up with new episodes! If you would like to support the show, leave a review and/or head to our ko-fi page and pay us a coffee! It will help keep the podcast going! It would really help! https://ko-fi.com/wgnwp You can also support me buy buying one of my games! Kosmosaurs just got released in print, and it is my new RPG inspired by Saturday morning cartoons about Space Dinosaur Rangers defending the galaxy from evildoers! Get your copy right here: bit.ly/kosmosaurs Get other games of mine on Exalted Funeral: https://www.exaltedfuneral.com/search?q=Diogo+nogueira Or buy anything at DriveThruRPG using this link: https://www.drivethrurpg.com/?affiliate_id=338514 SUBSCRIBE TO OUR NEWSLETTER! This is super new and I am trying a new thing! I share offers, news, behind the scenes, articles, curiosities, and rants about being me! Fun, right? RIGHT!? Check out our latest post: https://open.substack.com/pub/diogonogueira/p/ive-been-dreaming-of-ttrpgs-fire Join our Discord Server: https://discord.gg/FrEmabnw (this link is only valid for 7 days from the day the episode is released - always look for a new link in the newest episode). Stuff mentioned in the Episode: WILL UPDATE AFTER I COME BACK