Alright, so we’re going to begin playing Swords & Six-Siders. I have my character sheet ready to go and my dungeon is made from Wizardawn. So, without further to do, let’s just go ahead with this dungeon delve!
So, allow me to bring up the basic idea of this game: Orcs kidnapped party members, it’s up to Bartholomew to kick ass and chew bubble gum.
We begin in Room 1, where we find some writing in ancient dwarven. I’ll take advantage of my character’s wildcard language ability and have him read it. It says that there’s a treasure hidden somewhere.
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Alright, so finally, we’ll begin playing those two games I statted for. The first will be Quill, which is pretty easy to play. First, we just need to get a scenario. For this game, I’ll be doing the Archduke’s scenario. In his scenario, his sister died and the player character (that’s me) had a history with her as children. As such, they want to write up a letter expressing their deepest condolences.
This scenario actually benefits my character, who is a Courtier. It gives her an extra Heart Die to throw around. On top of this, we are also able to roll around an extra Penmanship Die. I figure I’ll go about the first paragraph giving you guys a heads up on how to play the game. Continue reading →
Alright, so when we last left off our heroes, they entered a temple, hoping to find the prince Amel-Marduk. Along the way, they got up to some… questionable floors. The recent rooms and trials in particular just rub Zerubabel the wrong way as he and his Sin Dragonborn enter the next trial of the fourth floor:
A chute drops off tons of food. It has a lot of rotting flesh. The two are able to overcome the smell and find a strange, fat demon feasting on the flesh. Zerubabel, with his newfound knowledge of exploring these dungeon like temples, can identify it as a troglodyte. Yes. This is what happens when you do D20, guys. Continue reading →