AAR: Webs of Illmire

Last time in Illmire, the Ranger Leithidir turned out to be cursed by the Deathly Spade. If only Yorivar, Illmireā€™s druid, was still around! Leithidir would also still like to replace his hand, heā€™s only been able to find a wooden one. After a lot of arguing, the party choose a route that involves going through as much forest as possible, to utilise the Rangerā€™s favoured terrain. This goes well until the edge of the lake, where a Giant Crocodile šŸŠ attacks them while fording a river. This ambush is super effective! ...

AAR: Fake news of Illmire

Iā€™ve got terrible at keeping up with these. Letā€™s try to sort that out! The players leave the surrounds of Illmire and get supplies, and more importantly recruits to reinforce Illmire. They travelled out on the Kingā€™s Highway, and got torrentially rained on. I like AiME and so a good excuse to make this journey a Journey with Exhaustion and suffering1 is one thatā€™s been missing for me up until now....

AAR: My First DCC Funnel

I finally had a go playing Dungeon Crawl Classics. As a player, too. Itā€™s a D&D retroclone with those dice, the ā€œfunkyā€ ones. We played the game from the Quickstart Rules, which are free, and include two adventures. We played The Portal Under The Stars. ...

AAR: Do Not Let Us Die In The Dark Night Of This Cold Winter

I decided to shake up my Evils of Illmire campaign with something different, and Iā€™d been meaning to run ā€œDo Not Let Us Dieā€1 for a while. Itā€™s by Cecil Howe who made Hex Kit which Iā€™ve mentioned and used a few times. The premise The premise is basically almost a board-game. The players are nebulous here, they donā€™t have physical characters, theyā€™re just each in charge of a fraction of a town that is under-resourced for a fearsomely cold winter that restricts the ability to gather resource. They get abstracted to being a Wizard, Fighter, or Thief, with attendant bonus at gathering one of the following resources. Villagers need wood (collected best by Fighters), to prevent freezing to death immediately. They need food (which Thieves spot best) every other turn, or they will starve. They can need medication (gathered by Wizards) within a few turns or will die of some malady. It is, in short, grimdark. ...

AAR: The cult of Illmire

So last time, the players decided to sneak into the cultā€™s temple in Illmire. Coincidentally they managed to knock out the window to the only room without cultists inside it. This session started with a happy murder of all the cultists desecrating the temple that didnā€™t surrender in time. Most notably the ranger found a sacred mace, that he very carefully didnā€™t touch with his skin and passed back to the cleric for safe-keeping....

AAR: Heart of the Atom Isa

Itā€™s Hypertellurians time again! I ran the Heart of the Atom Isa over two sessions, and it finished with the party sledging down a mountain on a moon, on a wave of alien mucus. So, if you take nothing else away from this, then you can do some very silly sci-fi. The Atom Isa The partyā€™s rocket, the Atom Isa, has its heart stolen from it, and they have to get it back from Argencia, who is seen on the shipā€™s logs - departing for the tremendostaceans of the Zelteen nomads. The party are: Garmotte, a human-sized Alien amoeba Khepri-the-Rising-Sun, a beetle-man Royal Philomena Dashwood, a young explorer and Ultranaut ...

AAR: The Terrors of Illmire

We continue the tales of the Evils of Illmire. And what Iā€™ve learned while running it. The party start in the sunken Bastion, keeping a Black Skeleton Turned at bay while they rob his throne room. They then have a short rest, and explore the room unlocked by the key on the Skeletonā€™s belt. Some normal skeletons provide no trouble, but the Wraith they unleash from the cell is much more of a problem, especially when it starts raising the freshly interred skeletons as Spectres....

AAR: Going Underground in Illmire

So, last time, in the Evils of Illmireā€¦ well, it went a bit to shit. See for yourself. Rancidius, priest of the Cult of the Illuminal Star, and the bandits defer to him. He knocks Vert, the paladin, to the ground, and then pulls a mindphage from his ear. Useless thing, so much for control. You were supposed to have betrayed the party much earlier! Not that I suppose you needed to, youā€™ve been much less competent than I expected! The monologing continued in this vein for some time. Once ā€œFather Randā€ got this out of his system, he dispatched the group to the cult HQ for sacrifice to the Fearmother. However, en route, the cult see mantismen causing problems ahead, and resolve to tip the party into the Gecko Pit and call it quits. But theyā€™re keeping the loot, of course. ...

AAR: Consequences of Illmire

In the last writeup, the party was surprised by an owlbearā€¦ But before that, I got the party sketched! This was done by HodagRPG, see their zines on itch. The party of three half-elves and a dwarf Clockwise from the top right, we have: Leithedir - elf/human ranger Vert - dwarven paladin Yentor - elf/dragonborn sorceror Corkas - elf/human cleric I really like the sketches, so do my players. It was about the cost of a round of beer, and in Feb 2021, that is an option I do not have. šŸ» ...

AAR: Unexpected Evils of Illmire

Continuing from part one, this post summarises the next two sessions. The party decide they want to investigate the bandit camp (shown by the tower in the map below). Things close to Illmire This of course is Just Great as Iā€™d prepped the temple because they were very keen to go back last session. I had the map in FVTT though with some walls on it, so it was more-or-less ready to go. I just didnā€™t have NPCs, encounters etc ready. ...