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The Fangwitch's Falls - Session Two Play Report
Background
This is the second part of my play report for EmemyCo's The Fangwitch's Falls, read Session One if you haven't. The module can be purchased here, or alongside Em's currently kickstarting module Try The Beetle Milk.
I'm using Brighter Worlds, which is my own hack of Cairn, Electric Bastionland, and Macchiato Monsters. You can pick it up here for free, or look at the SRD here, but if you imagine "Whimsical Cairn with Class Abilities" you're most of the way there.
Previously On…
Granny Hexwhistle
Witch on a flying broom with a small, frog that sweats hallucinogen. All-around bad person.
Mercutio Smock
Gentleman and Runewright extraordinaire, crafting interesting logic-based magics.
Pele
Cleric of her Small God: a tiny golem with a volcanic head who is the God of Magmatic Renewal.
The party arrived at the town of Mahruko, chased down a rumor of quarreling ghosts, murdered some
chickenscursed demons, treated with amagic 8 ballskull-based Seer, and chatted with twostrangely long and tallnormally proportioned fish sisters.Overnight they're joined by a new party member (our usual fourth player who was unavailable during session one):
Tibbius Sacrum
A Bag of Bones: a walking, talking skeleton wielding a (different) skeleton's leg. Apparently the Seer's college roommate. Able to switch between terrifying spooky skeleton and comical spoopy skellington on a whim.
Session Two
The party (now including one boney boi) enjoys a morning teatime with the Yamuna Sisters before heading on towards the lake. They pass some strange stone structures and scrimshaw on the way, but cursory examination reveals no deeper or magical meaning.
Arriving at the lake the party spots a small boat riding deep in the water, containing two men waving for help. Mercutio whips up a set of linked runes carved into some driftwood: one to move the driftwood towards the men, and a second which triggers on contact with another piece of wood (the boat) that sets up a water current to bring the boat the shore.
As the boat is carried closer, it becomes apparent what the problem is: the boat is jam packed full of fish! To the point of nearly sinking!
The party immediately begins questioning how the boat ended up in this situation, and why the fishermen don't even have any fishing equipment. The fishermen have no good answers, which makes the party even more suspicious. Granny notices that one of the fishermen is wearing some sort of amulet beneath his shirt, and, being a covetous witch, immediately decides she wants it.
She makes a grab for it, which the fisherman objects to. Mercutio, always willing to escalate violence levels, pins the fisherman's arms to allow Granny Hexwhistle to try and grab the amulet. The second fishermen, seeing the (totally unjustified) attack on his companion moves to try and push Granny back, who retaliates with a blast of magic. This breaks his spirit and he takes off running towards the woods, pursued by Granny on her broomstick.
Tibbius begins tossing fish from the boat one by one back into the lake as a form of intimidation (???), while Pele and Mercutio interrogate Fisherman A. They find that the amulet is a large jade fish, apparently enchanted to make fish hop into the boat on their own. Despite belonging to a long line of excellent fishers this (still unnamed, whoops) fisherman had no skill at all. To fix this problem, the fisherman acquired this amulet trade from the Fae who are currently in the Deep Woods.
Meanwhile Granny Hexwhistle is circling the fleeing man on her broom, cackling madly the entire time.
Hexwhistle eventually paralyzes him with the Staring Contest spell, then shoves her frog familiar in his mouth to dose him with hallucinogens, ultimately making him pass out from the extreme and wildly varying sensory inputs.
Returning to the rest of the group with the passed out Fisherman B in tow, the party puts together the whole story. Tibbius dumps the boat full of fish back into the lake right before the party remembers they wanted to have a large gift of food to potentially appease Old Tago (the giant monster that apparently lives in the lake).
They send the two, now traumatized, fishermen off towards the not-at-all suspicious Yamuna Sisters' house after "confiscating" the fish charm. Following some discussion the party heads towards the cemetery to follow up on the rumor they'd heard about the gravekeeper, as well as it being on the way to the Deep Woods to meet the Fae.
The Cemetery is flooded, both with bog water and ghouls. There's a large mound in the center with a huge Toad sitting atop, as well as a particular tree-mushroom that the ghouls seem to be centered around. Granny heads to that tree-mushroom on her broom, while the rest of the party kites the slow moving ghouls to reach the topped mound.
Granny finds, and rescues, the beleaguered (and previously missing) grave-keeper before meeting up with the rest of the party near the giant toad. The rescued gravekeeper is sufficiently polite and thankful for the rescue the charm Hexwhistle, and informs them that the toad is Gol, a local Demigod of the Ponds. Gol is asleep, and ignores all attempts by the party to wake him. Pele eventually speaks through his God and collapses half of the mound Gol is on, forming a ramp for him to roll down. Unfortunately some godly power keeps Gol floating in empty space.
Realizing that their attempt to displace Gol has left an easy path for the hoard of ghouls to get at them, the party makes themselves scarce (after making sure the gravekeeper is headed back towards Mahruko safely).
Onward to the Deep Woods! The sun is beginning to set just as the party reaches the outskirts of the forest. Pitiful wailing and the sound of heavy footsteps emerges from deeper into the forest, causing the party to prepare for combat only to see a giant mushroom man fleeing in terror from a cloud of butterflies.
Granny Hexwhistle gets very lucky, and manages to kill the magical, illusion-projecting butterfly (and feed it to her familiar), then immediately turns to try and extract some recompense from the mushman. Gari, the mushman in question, explains that he'd been chased by the terrible butterflies who kept putting him to sleep with magic. He is very agreeable to preparing food in exchange for his rescue, but seems to be a bit unsure as to what food actually is.
After a few minutes of burning a mushroom, dirt, and pine needle patty over a fire the party realizes that Gari is simply too much of a himbo for them to exploit, and sends him on his way.
They make camp and settle in for the night.
After Thoughts
This group has a bit of a tendency to go from 0 to 60 when it comes to random violence, those poor fishermen. The fishermen incident is a good illustration of the level of detail I like in a module though, which Fangwitch's hits quite well. Enough to provide a framework that I can run and (relatively) quickly spin up new ideas, but not so much where things I invent are going to cause contradictions later.
Session 3 of the play report will go up whenever we manage to get out of scheduling hell and play session 3. Maybe this week? We'll see!