Hello everyone, and welcome back to Wrong Every Time. Today I’m eager to grab my dice and roll back into The Legend of Vox Machina, wherein our party are currently facing potential tragedy in the Tomb of Purvan. Having established both our seasonal character conflict (Vax’s overprotective feelings towards his sister, and her resultant frustration), as well as the fact that we’re exploring a monument to the Goddess of Death, we concluded the last episode by entwining those two threads. Vax got fussy, Vex got angry, and one hasty tomb check later, it appears our half-elven heroine has gotten herself killed. Maybe your brother had a bit of a point, Vex?
All in all, Vox Machina’s new adventure is proceeding swimmingly. Beyond that, I’m happy to report my own house campaign is also going well, and we’ve run through three successful sessions since I last checked in. With the party traveling through a particularly post-apocalyptic territory, I ran through first a Seven Samurai-style base defense, then a good old-fashioned battledome, and finally a riverboat gambling scenario, wherein my party had to dispose of a hijacker and ford a river brimming with flesh-eating manatees (“maneaties”). All of these adventures served as experiments in encounter design – first an encounter that’s being fought on two fronts, then an encounter with limited sightlines, and finally an encounter comprising both a normal battle map and a larger ship to be navigated. All three experiments were a success, and I’m eager to apply all this new technology to future quests, but that’ll be a story for next time. For now, let’s check in with Vox Machina, and see what can be done for Vex!