Sunday, August 16, 2026

The Great Dungeon Crawl, Session 9: Mo' Money, Mo' Problems

August 16th, 1084 Korlai Reckoning.
Recap written by Zomniak

Characters:
Terragen as "Bea" [185]
Krusher as "Fleck" [165]
Void as "Ofydd" [148]
Arthur as "Lyons" [149]
Zomniak as "Jon Priest" [102]

    We went into the dungeon to investigate rumors of a secret room opening up deep in the dungeon.

Friday, August 14, 2026

Cosmo's Monsters I

     This is going to be me writing out some monsters that may or may not show up in my games. Some of them are monsters that my players know well and absolutely despise (in a rivalry way) and others might be monsters that exist but that they've avoided somehow. I am rather free-form in my monster creation statistics; players rarely (if ever) see these statistics, so I almost never actually take the time to write them up with traits and all that, just with "this is how it works" statistics.

Ojibid

    Ojibids are monsters that use their telepathic powers to lure in humanoids to devour them. They also can attack twice in one turn and possess powers that allow them to Counter Spells on a 12-. They generally appear in groups of 1 to 3 (1d3) and dwell in caverns, abandoned ruins, or underneath bridges. They hibernate in the winter and generally are most active in the spring and fall.
 

Ojibid
ST 16; DX 12; IQ 11; HT 12
HP 16; FP 12. Speed 6; Move 9.
Notes: Blink-25 & Command-25. Telepathy, 30 yds.
Claw. SL 16, 1d+2 cut. Parry 11. Reach C, 1.
Devour. SL 16, spec. Reach C.
Counter Spell. SL 12, spec. Range 20.*
*: On a success, target's spell fails. Counts as a Blocking spell.


Troll

    Trolls are monsters that, unlike most would expect, are totally immune to magic and iron! They are fearsome foes that, unless prepared for, tend to become impossible to defeat foes. Some trolls are even known to reflect magic! They are notably known to be weak to sunlight, which kills them rapidly. Trolls are easily outran, however, and tend to be easy-to-kill foes.
 

Troll
ST 17; DX 8; IQ 6; HT 12 (SM+1).
HP 19; FP 12. Speed 6; Move 4. DR 1.
Notes: Weak to sunlight; 1d injury/second. Immune to Iron, Steel, and Magic.
Club, Swung. SL 16, 4d cr. Parry 11U. Reach 1-2*.

Troll, Reflective
ST 17; DX 8; IQ 6; HT 12 (SM+1).
HP 19; FP 12. Speed 6; Move 4. DR 1.
Notes: Weak to sunlight; 1d injury/second. Immune to Iron, Steel, and Magic. Spells cast upon this creature are reflected back towards the caster!
Club, Swung. SL 16, 4d cr. Parry 11U. Reach 1-2*.


Saturday, August 8, 2026

The Great Dungeon Crawl: House Rules and Such

     We have some special rules at my table, as always. This post sets out to detail them to those few who read my blog. To preface, this campaign is heavily inspired by both old-school Dungeons and Dragons as well as the games of dripton and Peter Dell'Orto, who have been running games in GURPS for much longer than I have. I also often draw inspiration from whatever music, games, or literature I am indulging in at any given time. I also take heavy inspiration from the games that my father used to run; I played in his D&D 5th ed. games, which he ran using a mindset he got from playing B/X, BECMI, and 1st ed. AD&D. Now, lets dive into the actual rules.

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