TTRPG Night 07: The Vile Hunt
After liberating the walking castle, the group chose their first destination: the gate-town of Faunel, home of intelligent animals.
The itch to run a game mixing the settings of Planescape and Spelljammer was simmering in the back of my mind. When I had an idea to run a game for a few other friends, it seemed the right time to launch into the mystery of the Cosmomancy faction within Sigil, which started as my own variant of the campaign described in the Planescape box set and quickly diverged in crazy ways.
After liberating the walking castle, the group chose their first destination: the gate-town of Faunel, home of intelligent animals.
In which the team goes back to the fiend and hopes she only kills them for failing, instead of, well, worse…
They spent some money in the magic marketplace so maybe they could win some money back at the magic casino.
The second part of a two-episode arc, in which the team continues to work their way through the Funhouse. Will they survive? Guess you’ll have to read and find out.
In which we go for a jolly romp through a crazy magic filled market and, of course, get in trouble along the way.
In which we finally get somewhere, and then leave again, constantly getting harassed along the way.
In which we discuss the bombastic way the characters entered the impossibly interesting city at the center of reality and who they encountered when they got there.
In which we discuss the Session Zero for our new Planescape Campaign and why it is I chose to start this game.