108 (ggnoRE:PLAY) Tomb of Annihilation – Part 1

We start up a side-game of WotC’s newest module, Tomb of Annihilation. It’s a remix of Tomb of Horrors and Dwellers of the Forbidden City. Daniel’s running this because he knows it’ll be easy to run and not take a ton of time to prep because he doesn’t particularly care about getting everything right!

So listen in and see what it’s like to run this with very little prep off a laptop opened up to DnDBeyond.

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Handbook for RQ1: Night of the Walking Dead

If you’re wanting to run something spooky this weekend, Daniel’s written up his notes for running a one-shot of RQ1: Night of the Walking Dead. It’s a 2e Ravenloft adventure. As written, it’s a railroad, but, with a few tweaks, you can mod it for player agency.

(Our patrons got this doc last week.)

You will need to read the adventure once through before running. It’s short, and you can skim it. You’ll have to excuse 2 things:

  • The very informal style (this is what Daniel wrote for himself)
  • The flavor text of the module itself (we ctrl+c > ctrl+v; we don’t judge)

Monster stats are on the last page, on the annotated map.

Click the image to grab the handbook:


Religious Conflict Flowchart for T1

Here’s a flowchart I made for making the simmering religious conflict that Gary talks about in T1: The Village of Hommlet come alive. And, by “alive,” I mean “escalate until one side is dead.”

You can think of this like an encounter that happens every time the players return from adventure; or you can think of it like a Front from Apocalypse World.

The point of using this procedure is to make the game world more compelling. It is independent of the players. They can choose to ignore the conflict as they wish; you, as the DM, will ensure they witness what’s going on by having these events occur in their presence.

If the players intervene, you may have to modify the events. Many or most might not happen, or different NPCs may need to be involved (say, if the players kill Jaroo, Calmert, or Terjon).

Similarly, you could use this for any generic religious conflict, not just for the one Uncle Gary gave us. Something happens, and one side esca-retaliates, and then the otherside does the same until there’s nothing like to retaliate on. That is, unless the players intervene and change the course of fictional history-in-the-making.

97 – Mike Mearls, Delete Your Account (ggnoRE:CAP Alabamia 6)

No actual play this week because Daniel thought the recording was garbage. Instead, just a recap. Alternate titles: Make Basilisks Great Again; A Game of Fetuses. The crew heads into the ruined dragon shrine again, fights 5e’s nerfed version of the basilisk, meets another living snekman, and a PC dies while his player is asleep.


“River Valley Breakdown” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License

92 – S N E K B O I B O S S F I G H T (ggnoRE:CAP Alabamia 3)

Recapping an actual bossfight with special mechanics you can steal and an abortive PC kingship.

We reference skeleton jellies, which I think Arnold K made up.

When Daniel talks about Apocalypse World style task resolution, here’s how he does it in 5e:

  • DC 20: all good
  • DC 12: successful generally, but with some complication
  • Less: bad

Daniel doesn’t use this unless there’s some way to make the 12-19 result interesting; otherwise, he defaults to DC 15 for a binary success target.

Daniel’s new ruling based on Tim’s shenanigans: if an item’s container is not explicitly marked on your sheet, Daniel assumes it’s stored in the worst place possible when it matters most.

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