I hereby extend my gratitude to @Myrm @Tiero @Marcell and @Twist for being my players in today’s game of The Mudlands! I had a great time (as usual when it comes to running this setting) but it’s reassuring and awesome to know that the magic of DnD is so repeatable without becoming stale : D
Your characters started out as thrown-aways and earned the moniker of “folk hero” among the Lizardfolk. You led the charge at the Shadowscale Fortress, the estranged emo-cult of Lizardfolk, breaking their defenses and reuniting the two tribes to establish a civilization together against the evils in the world, rather than as 2 splinter groups. Yes, it was done against people’s wills but what can you do? In the name of the common good, some will have to abandon wayward paths.
The Witch Mermarie still chuckles after having had you in her mobile home for her homebrew (and the dynamite drive-by and the scarecrow suicide bombers…). Her cat Snugglepuss is now grown-up and ready to leave for the wider world, having downed a rock golem as its very first trophy.
You have avoided being reaped in the woods by the Grim Reaper himself and you have stepped through the Wound in the World to arrive at The Oldest House.
There, you improved Amber Korhyn’s condition via Heroism and the Witch’s necklace. Amber started Hallowing the area. Then you all went into The Oldest House, where you could see Amber through the windows, swinging in the wind from a noose. It seems that the fright and shock got to her in the end.
You tussled with the mimic and the upstairs wardrobe (getting shunted through the meat walls, anyone?) and the place is currently being loudly barked at by the Hound, shrieked at by the person in the cellar banging on the walls…and the Groundskeeper has just returned home, with the cellar key around a rope hanging from his overly thick neck.
These are today’s session rewards:
for everyone
- 160 gold pieces, +1 level up, + 10 downtime days (to stockpile or use)
for Caine, the Rogue only
- a Luckstone (+1 to Saving Throws)
and 1 pick from the following magic items:
The party still owns the 1x Shamanistic Potion of Healing and the 1x bucket’s worth of exsanguination well fluid (both only usable at my table). Also the “Headlong into Monsters” effect is still ongoing for the characters until the setting ends. Mermarie’s necklaces are still very much being worn by the party members. I will not forget this party inventory.