(Play) Into the Odd - Deluge at Drizzle Distillery
The Cover of the Deluge at Drizzle Distillery adventure by Munkao.
The session was ran as part of Precognition, a virtual ttrpg con happening March 14-18 2025. Gamemasters and players gathered to spend a weekend playing games through Discord, VTT, and other tools. Just like my previous post with OD&D, this session did not disappoint.
The Stat Sheet
The Label | The Details |
---|---|
Adventure | Deluge at Drizzle Distillery |
System | Into the Odd |
GM | Chryphex |
Player Count | 5 |
My Role | Player (Bruno) |
Number of Sessions | 1 |
The Snapshot
- Two gods are duking it out, because one son is a cheapskate
- Worms as conglomerates of other creatures is gross
- The place was flooding, so we had to move fast
- Much deliberation on when to use totems and for what areas
- Found a super cool secret weapon called the Power Parasol
- Used the Power Parasol to kill a god (Bye, Balub!)
- Saved the distillery with 3 minutes to spare
The System
The module is specifically written with Cairn and Into the Odd in mind, so it made sense when the GM ran it with Into the Odd as the system. I had played it before, but with little to no combat happening. When I played it this time, there was a lot of combat, and I discovered the interesting mechanic of how your hit points replenish once out of combat. If you're hit for more hit points than you have, your strength stat starts to become reduced. Characters only have three stats; Strength, Dexterity, and Charismas. You get 1d6 for hit protection, or hit points. It's a roll under system with very easy and quick character creation. No one had access to or used any magic. My starting items came from the module, I think, and was some palm wine and a bell on a stick (which did come in handy)! I found it pretty cool that different interactions can cause you to lose different types of stats. You only die when your Strength hits 0.
The Module
This was the first module I played in that was created by Munkao, and it was a delight. The GM was quick to share much of the art with us from the module as we encountered each NPC or item (and was gorgeous). It helped set the tone of the module and brought the world to life. Seeing the NPCs that we encounter before entering the distillery (see below) told us about the different factions, how they behave, and what beliefs these people held.
A handful of NPCs you meet at the start of the Deluge at Drizzle Distillery adventure.
The Brief below is a shortened version of the play session. I took the highlights from the session. Beware! There are spoilers ahead for the module.
The Brief
Reader Note: Magarak is the rain/storm god, and Balub is the worm god.
We began in a guest house next to a holy water distillery. There are a few people here looking for adventurers to enter the distillery, specifically a Granny, to find her son, and she’ll give us 900 gold. She talks about how there is a family weapon hidden in there that can kill gods. She says there is a Blueprint for it in their Library, and each half is hidden in the light and workshop. She says the only barrier is the Storm. Before we leave, 3 other individuals overhear us. The Royal Envoy offers us 450g for a drawing of the Purification Apparatus. The messenger offers us 500g to help their members (3) trapped in the Distillery. The Custodian offers us 750g for Drizzle Water (3x) and will not accept less.
We enter the Drizzle Distillery and are met with an abomination that’s ape shaped but made of worms. We tricked it into running into a section where the roof is exposed. It was immediately struck by lightning and vaporized. A bellowing voice calls out, “Balub, you interloper, come out. I will destroy you!”
The next room has golden water (Drizzle)! Frumble picked up an umbrella in the corner, and a spirit emerged from a statuette that the umbrella was hiding. Half of the group begins groveling, while the rest start cleaning the room. The spirit apologizes for its behavior, and we talk with it. The spirit, Mo Sokow, is a fermenting guardian that supervises the aging process. It mourns the loss of Drizzle and does not want us to leave the room. We continued to clean the room, and we found 3 empty Drizzle bottles, 50’ of rope, and a turtle reject. As we leave, Maragak is calling for Balub to face him and curses him. Re-entering the prayer room, a human-sized mole appears and sniffs the air. She greets us and says if we want to make a trade, we’ll have to find her in her inventory room. Jay prays to Magarak and is blessed in some way. We venture forward to a larger room.
High ceilings with a central fountain, shooting out air. There are 4 more spouts in each corner. A chandelier with brightly lit oil lamps with a human underneath. It moves and behaves like a zombie with worms wriggling under its skin. It’s unaffected by the bell. Lustvig uses a cleaver on it, dealing damage. The rest of the party continues to attack it until the zombie collapses. Worms wriggle out of their host. Jay tries to bring the chandelier down delicately but ends up bringing flaming oil down onto the ground. The ball of the chandelier unscrews, and we take it with us. We suspect this is one half of the weapon Granny was talking about.
A big, heavy door bars the way with extreme cold coming from it. A blast of cold air hits us. In the center, there are 3 people in blocks of ice with a badge with one eye on each. The logbook details how this is a prison. The laziest eye group plus the mole are wanted. We melt the ice blocks and tell them they need to escape. We murder hobo our way to the library and find the blueprint. As we head back the other way, we’re in knee deep water. The distillery is beginning to be destroyed. We hack our way through more worms to the workshop. We construct the Power Parasol and make our way north to Balub.
After some more usage of totems and taking damage from the storm, we reach Balub, the worm god. We solidify the mud with a turtle totem that Balub is in. He notices us and shapeshifts into a hellhound of worms. We point the Power Parasol at Balub which reflects his attacks. The roof caves in, and Maragak curb stomps Balub to death. Suddenly, the rain stops, and all the worms start to scurry to the ground. WE DID IT.
By the end of it all, we had the following:
- Bottles of Drizzle water: 3
- Statuettes: 1 sacred frog | Perfect: 1 turtle, 1 carp | Rejects: 2 turtles, 3 carp, 2 dragonfly
- Gold total: 3,328 | 83g on dead body, 195g on various messy shelves + all side quests completed + main quest completed
The Takeaways
Pros:
- PRAISE THE FROG
- Don't roll to hit!
- Super-fast character creation
Cons:
- The system requires the adventure to have a lot of items/treasure/puzzles to be interesting, which I don't dislike. This is mostly an observation that the right module needs to be paired with Into the Odd, and this one was perfect.
- Once you figure out the puzzle mechanic, it's less puzzle-work and more debating with your team about potential dangers ahead.