Well first of all Gen Con did not disappoint. It was a nonstop gaming fest. I ran three ITN games.

The Slave Ship, which I run every year at every con was a wild ride. The crew and the slaves actually almost formed a peace agreement! Can’t have that. Water Pirates mounted on dragons solve that issue. Until the crew bands together with the slaves and RAMS THE DRAGON! This of course has the desired effect of removing the rider from said dragon. In an attempt to elude boarding the ships magicka removes the magic keeping the ship aloft and dives to escape the pirates. They fly the ship through the Maelstrom. This massaive thunderstorm rips the wings off and the ship crashes on Drevlin. The dwarves inform the survivors they will be put to work on the great machine or else be thrown off the island. They relent and the session ends with them being escorted in the rain to their new lives.

Fun Fact. The Crew named themselves. BeBop, Rocksteady, Krang and Shredder (I believe however Shredder changed his name)

The Farsight Problem. We started with 8 players. By then end we had 4. Things started off well, The adventurers landed a r’Kham harbor and were informed of the news of a curfew and that anyone left out would not be there in the morning. The group was then greeted with the sight of four Sun Magicka hanging from gallows in the town square. The group checks into a local inn while the kir goes and sends the magicka to their final rest. He builds a huge pyre in the square and burns the bodies. Meanwhile in the inn the dwarves have taken to drinking, like they do, and the rest of group gets settled in for the night. Before the kir left he was told that at sundown the shutters are locked as is the door and they wouldn’t be opened again until morning. True to his word he began locking the shutters. The spring magicka sees this and heads upstairs, he open his window and keeps an eye on the kir and to see whatever is taking things in the night.

Nightfall arrives and the group gets its first clue as to what is happening at night. An ear-piercing scream echoes though out the town. The three locals who are in the tavern with the group began to eye the doors and windows. The kir who is now stuck outside tries to get the innkeeper to open the door. It seems however that he keeps his promises.

The kir suddenly hears a sound that reminds him of rushing water coming from the southern edge of town. He starts to pound louder on the door when a rope falls in front of his face. He looks up to see the Spring Magicka in the upstairs windows smiling down at him. Just as he climbs through the window a wave of undead fill the streets. Humans and elves, newly dead and those who are just bones pack the streets from building to building.

The Dark Magicka that was in the bar when they arrive begins a spell to seal the front windows and door. He however forgot the back door and a horde started to make its way inside the building. The Sun Magicka doing what he does best sent a torrent of fire towards the back room. This not only destroyed most of the undead it caused a massive fire to break out in the bar and blocked the back exit.

Then things got worse. The group runs upstairs (Minus the dwarves who are drinking and choose to remain so until something to kill arrived). As he see the overflowing streets of undead the kir snaps. He jumps out the window and begins to attack all he sees. By this time the dwarves have joined the group and now having something to kill leap out the window as well.

They proceed to fight any and all takers. The magicka are not in their prime being 50/50 for successful spells cast. As the building burns down behind them, killing the owner and the mayor of the town (The Dark Magicka escaped), the group finally successfully destroys enough of the undead with a powerful tidal wave that washes most of them off the island.

Fun Fact: Time in real life, 6 hours. Time in-game. 22 minutes.

After this all but the Kir and Magickas call it a night. The remaining group proceeds to the monastery that they were hired to find. After trudging through the woods and being diverted by what they thought was a troll they find the path to the monastery.

When they exit the woods to the charred wasteland that remains they see over 25,000 undead minions all waiting for them. The Sun Magicka decides to cause a distraction( because lets face it other that blow things up causing a distraction is what he does). He (unsuccessfully) tries to move a huge pyre to the middle of ground between the group and the undead army. What actually happens is he puts a big fire right in front of them and lets everyone know that they are there and where exactly they are.

So as the rulebook clearly says is a good idea, they split up.

Sun Magicka: Tries time and time again to move the pyre to a better location. Ends up getting hit with three fireballs and blowing one up in his face. COD – Spring magicka botched healing spell.

Spring Magicka: Kept out of the fray . Spent most of his time trying to undo others Misdirected Awesome’s. Had his own and ended up killing the Sun Magicka. Fled.

Dark Magicka: Conjures a sphere made from the ground and attempt bowl through the undead. He is hampered by in his attempts to make it stronger he made it opaque. He also damaged it so it veered to the right and sent him off course. He eventually repaired the damage only to have it destroyed by multiple fireballs. He even summoned a chimp to help him power his hamster ball of destruction. Ape died 12 seconds after arriving.  COD – Attempted to polymorph into a bear instead summoned one that killed him.

Kir: – While the Magickas were distracting…everyone, he made his way to the monastery and upon entering, joined the Lazar.


That is all for now. I will post Saturdays game later.




Looks like MW Productions is interested in publishing Into the Nexus. I just have to finish it.


Ta for now