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Actual Play

Planet Karus – Session 30

Over a year after breaking into the original farmers’ guild hall and possibly causing its collapse and almost half a year after funding its reconstruction and learning about a mysterious hatch inside, the players returned to break in, pilfer, and explore again.

We only had two players, but they run high-level characters (a sixth-level magic user and a thief level 5 / fighter level 2), so we had ourselves a fun little spec ops-style session.

I also got a kick out of pulling out some stuff that I must have started preparing over a year ago and had filed away for whenever the players would finally go and explore in that direction. A fully homebrewed campaign is starting to take off as the pace of prep exceeds the pace of play, and a very rich and varied sandbox with many directions for players to explore has formed.

In which Ploikal and Gorakal break into the farmers’ guild hall under cover of invisibility, dodge an ectoplasmic attack, witness a mysterious meeting, discover a wizard-locked trapdoor beneath the statue of Yiggub, and venture into an underground cave system filled with serpent-toothed skeletons and lizard-men—all while narrowly avoiding detection by the cult leader Morival and his followers.

Read on over at planetkar.us.

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