Group Play 6.1 Hinnom’s Demise

Image by Kunrong Yap


This Expedition:

The group searches for a sandworm known as The Lost Hermit. After, they execute a scheme against the Hinnom Cartel.


Our Companions:

Rendmoor, a burnt-coral mycomorph with aphrodisiac flesh. Re-animated from the corpse of a plague victim. Wields cryokinetic powers. Driven by the desire to live and feed.

Faustyn, a golden janitor-synth. Vampiric and cannibalistic. The demise of his kin is the source of his mystical powers. Desires to liberate the local inhabitants from water-oppression and put them back in control of their reservoirs.

Nirid, a veracious true-kin. Protector of the purity of his kind. Armed with a blasphemous fungal spear and the gift of healing hands. Possesses a weird orb and a fascination of necrotech.

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Group Play 5.1 Into the Crypt

Image by Tom Scholes


This Expedition:

The group leaves Medeba Basin to descend into the nearby Crypt of Bethor. This is my own adventure that is available on itch. Caution — adventure spoilers ahead.


Our Companions:

Rendmoor, a burnt-coral mycomorph with aphrodisiac flesh. Re-animated from the corpse of a plague victim. Wields cryokinetic powers. Driven by the desire to live and feed.

Faustyn, a golden janitor-synth. Vampiric and cannibalistic. The demise of his kin is the source of his mystical powers. Believes that all memories are a lie. Desires to liberate the local inhabitants from water-oppression and put them back in control of their reservoirs.

Nirid, a veracious true-kin. Protector of the purity of his kind. Armed with a blasphemous fungal spear and the gift of healing hands. Possesses a weird orb and a fascination of necrotech.

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Group Play 4.1 Return to Medeba

Image by Kunrong Yap


This Expedition:

The group meets some of Faustyn’s old synth friends, journeys through an underground aqueduct system, and finds bittersweet news upon their return to Medeba.


Our Companions:

Rendmoor, a burnt-coral mycomorph with aphrodisiac flesh. Re-animated from the corpse of a plague victim. Wields cryokinetic powers. Driven by the desire to live and feed.

Faustyn, a golden janitor-synth. Vampiric and cannibalistic. The demise of his kin is the source of his mystical powers. Believes that all memories are a lie. Desires to liberate the local inhabitants from water-oppression and put them back in control of their reservoirs.

Nirid, a veracious true-kin. Protector of the purity of his kind. Armed with a blasphemous fungal spear and the gift of healing hands. Possesses a weird orb and a fascination of necrotech.

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Group Play 3.1 The Horrors of Hypergeometry

Image by Jacob Marks (Midjourney)


This Expedition:

The group escapes a tavern shootout and travels to a hypergeometrically-entangled vault in search of an elder Faa named Yudhi. It is said that this elder can ride the great sandworm.


Our Companions:

Rendmoor, a burnt-coral mycomorph with aphrodisiac flesh. Re-animated from the corpse of a plague victim. Wields cryokinetic powers. Driven by the desire to live and feed.

Faustyn, a golden janitor-synth. Vampiric and cannibalistic. The demise of his kin is the source of his mystical powers. Believes that all memories are a lie. Desires to liberate the local inhabitants from water-oppression and put them back in control of their reservoirs.

Nirid, a veracious true-kin. Protector of the purity of his kind. Armed with a blasphemous fungal spear and the gift of healing hands. Possesses a weird orb and a fascination of necrotech.


The Tale:

Last session, we ended in the oasis-settlement of Medeba Basin. The lights had just gone out in the tavern. Before that, the companions had just sat down with Joseph Gordon Diehard, a contact of Rendmoor’s, and discussed the possibility of hiring a Faa wormrider to travel to the Fount and eat the rubble piled high over the entrance. There was talk of using the water cistern discovered within the Fount to relieve the region’s water-poverty, instead of handing it over to the Hinnom Cartel. Faustyn repeats his desire to free all from the stranglehold that the Hinnom Cartel and the Hegemony hold over the local inhabitants.

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ALONE IN VAARN . Summer Update

Just a quick update for the month of August. I haven’t posted very frequently over the summer. Part of that is simply due to the nature of summer itself, but there are also other things on the juggle.

I started gm’ing an in-person campaign, so I have been busy prepping for that. It’s been loads of fun and a great way to play through some of my own ideas, tables, and homebrew adventures. There are currently two group play reports and I plan on releasing a third soon.

On another note, I committed to do two submissions for the Vaarn Summer Jam. The first is a supplement with new monsters and ancestries (for this submission, I am working with the talented Eric M Smith). The second is a small, spore-infested crypt-crawl.

Another thing I am working on is compiling questions for an interview with Leo Hunt, creator of Vaults of Vaarn. I am very stoked that he said yes, so now I’m curating a list of questions and trying to narrow them down.

I also have three blog posts about homebrew rules ruminating as well as tons of monsters to unleash on the blue deserts.

All of these things make me glad, but it means the regular blog posts have taken a hit. I will be excited to release all these in the near future to their respective channels. Keep an eye open, or two, or three if you’re a cacogen.

Note: the feature image is something I made for our first submission to the Vaarn Summer Jam. If you like ley lines, you’ll be interested.