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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Group Play 2.1 Path to Medeba

Image by Wolfgang Hasselmann


This Expedition:

To create the region-at-large for this campaign, I used Leo Hunt’s Vaarn Region Generator for Vaults of Vaarn (see picture at end of post). Table is found in Vaarn #3. Jacob Marks made a stunning and beautiful adaptation called the Vaarn Atlas.


Our Companions:

Rendmoor, a burnt-coral mycomorph with aphrodisiac flesh. Re-animated from the corpse of a plague victim. Wields cryokinetic powers.

Faustyn, a golden janitor-synth. Vampiric and cannibalistic. The demise of his kin is the source of his mystical powers. Believes the memories are all a lie.

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


The Tale:

As a side note, everyone leveled up and is now level 2. There were distinct movements of erasers towards constitution scores.

After collapsing the entrance to the Fount, the companions flee towards the oasis of Medeba Basin, hoping to meet Rendmoor’s contact. They also hope to evade the reach of Zofir, who will be less than pleased that the Fount’s entry was caved in. Whatever water Zofir could have collected from Stone6’s demense is now buried under tons of rubble.

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