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.

Sunday, August 2, 2026

The Great Dungeon Crawl, Session 7: The King's Delivery

July 25th, 1084 Korlai Reckoning.
Recap written by Krusher

Characters:
Terragen as "Bea" [152]
Krusher as "Fleck" [130]
Void as "Ofydd" [120]

    The group decided to venture forth and deliver the King’s letter at Castle Himmel. While smaller than the usual group, they set off regardless.

    The group traveled confidently with the aid of Bastille the scout and made their way to just outside Sanders. The group came upon several holes in the ground and knowing that danger obviously lurked nearby, tried to move past the holes without awakening the occupants.

    The group failed to remain quiet and a large creature emerged from a hole and proceeded to threaten the group. The creature flailed about and seemed to collapse the hole it had emerged from as it could never quite get it’s footing as the party brought the beast down. Once the creature was neutralized, the group passed around the holes and continued to Sanders.

    Once in Sanders, the group questioned the locals about goods for purchase, nearby dwarven smiths and recent events. The location of the dwarven smith was somewhat vague and the group left the next morning to find the dwarf. Hours of searching finally found the dwarf and after a brief conversation between Fleck and the dwarf, the group returned to Sanders.

    The group traveled further on to the Town of Rok and questioned the locals once more about their goods and recent events. The locals spoke of a necromancer to the NE of the town, but the group decided to stick to their original slavery DUTY to the King and deliver the letter.

    The group left the town of Rok and approached the town of Tauk where a group of bandits blocked their path. They claimed to be tax collectors of the King. The group shook their heads and paid the very small amount rather than fight the group, mostly out of pity and to avoid unnecessary conflict. 

    Once in Tauk, the group questioned the locals again and failed to find anything new. The group became aware that perhaps many eyes were watching them as they left Tauk and on their way to Castle Himmel.

    Before preparing to camp for the night, the group left the road and found a safe spot to watch the road. Another group soon came into view and they were identified as The Men of the Silver Broach were trailing them. Unable to stay hidden from the Broaches, the group prepared for combat. Thanks to a gift from Sif, Bea was able to chase down some of the Broaches that had fled the combat. Not wanting to violate codes of conduct or the doctrine of their Lord, the group merely stripped the men of their possessions and left them in the woods.

    Finally making it Castle Himmel, the group found the castle nearly as Bea had last seen it, deserted. The group surprised a small group of looters within and quickly scattered them after destroying their weapons to prevent an attack later on. Delving into the castle, the group discovered orcs who mentioned something about treasure and horrible shades that hurt people through their armor and left their bodies weakened. Taking what they had gained so far, the group returned to Tauk to offload what they earned.

    And welcome Hay, the team Donkey!

Author's Notes 
    No notes were provided.

GM's Notes         
    Interesting session to say the least. They learned a decent bit about the surroundings of the land and had very few random encounters. The Ankhegs they encountered might pose a threat in the future, but they didn't bat an eye at them otherwise. Session 8 will be interesting for sure.

Character Advancement
    +1pts from Loot
    +1pts from Roleplay
    +2pts from Exploration
    +0pts from Freeing Prisoners
    +0 Bonus Points
    No Characters Died 
    Total: +5 points

 

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