Monday, August 31, 2026

The Great Dungeon Crawl, Session 10: One-Punch Ghoul

August 30th, 1084 Korlai Reckoning.
Recap written by Krusher

Characters:
Terragen as "Bea"
Krusher as "Fleck"
Zomniak as "Jon Priest"
Omegaman as "Grimnir"
Vic as "Buckles"


    The group arrived to the new city, unsure of it's contents. What remained of the group meet up with others who had wealth on their minds and joined together. Ofydd went drink for drink with Fleck the night before and wasn't attending the delve today due to that. The additions of Buckles, the dwarven wizard, Grimnir, the holy warrior were welcomed.

Saturday, August 29, 2026

Basedstein: Economics and Military Information

     Today, I have something truly special to share. A friend of mine who is participating in the Basedstein took the time to write up a detailed economic system for it. As part of that, he is acting as my first ever guest writer on this blog, writing the following article. To preserve what I wrote and what he wrote, everything between this paragraph and the ending paragraph is not indented, while what he wrote is indented. I cannot express my thanks to the author, Clayton, who did excellent work with this tool. While this article was written to be player facing and requires the context of the actual sheet, what is here is quite thought provoking.

    On behalf of Cosmo and I, it is my honor to introduce to you the unified Economics and Military management system for the Basedstein. If you have any questions at any time, whether about how the system works or just if you have an issue with your sheet, please don't hesitate to leave a comment here, and either Cosmo or I can get to it when possible.

    The goal for this system is that each domain player can easily control all aspects of their domain's management, from trade to village production to hiring adventurers to military force organization, from one place and see how those decisions impact one another. Furthermore, we wanted to use the power of software to automate virtually all of the math of these systems, leaving the player to make simple but meaningful choices and see their effects immediately rather than having to wait for GM adjudication (of course, nothing takes effect until the end of each week). All values are for the current week, but everything (your priorities, forces, trade deals, etc.) persists from one week to the next.

    The system is based on material from ACKS II as well as GURPS (including references such as GURPS Realm Management, GURPS Low-Tech Companion 3: Daily Life & Economics, and Pyramid 3, Issue 52: Lord of the Manor). While neither game system fully provides the detail that this tool exhibits, we wanted to keep it in line with those rules and references as much as possible. The commodity list was taken from ACKS’ market system, as well as some of the production modifiers for biomes and other factors. Both of these were expanded with a few more commodities (to add Magic Items, Potions, and Spellbooks) and a great deal more settlement modifiers, to include the addition of guild presence, among other factors. From this point, all prices were normalized to GURPS references. Production and consumption values were derived from GURPS content, which had a number of gaps to interpolate through, and from GURPS definitions of wealth levels and living costs. The military and adventurer aspects were directly taken from Cosmo’s previous rules renditions, which are simplified versions of GURPS Mass Combat and Tactical Mass Combat.

How the economic system works:

  • Each settlement has underlying traits that increase or decrease production efficiency - factors include biome, climate, water sources, elevation, local guilds, inhabitant races, and more. A forest village will produce more wood with the same workforce, while a city with a Mages' guild will produce more potions. Note that this is production efficiency per worker - you can still produce a good that’s less efficient, you just have to devote more workers to it. Numerically, this is expressed as a number from -10 to +10. A value of +3, for example, corresponds to an efficiency of +30%, and a value of -1.5 would represent a 15% lower efficiency. A -10 in a commodity means it can’t be produced at all at this settlement!

  • From these efficiency values, a player sets priorities for how to split up their workforce. This represents allocation of workers to the production of each good. The default values are listed as a percentage, but any values work - the distribution of workers is relative.

    • All settlement populations are split into two groups: rural, Struggling-wealth workers that produce basic goods, and urban, Average-wealth workers that produce luxury goods. The ratio of urban families increases with settlement size. A small village will have a very high rural population, likely producing a large surplus of basic goods but a deficit of luxury items; on the other hand, a large city will have a large urban population that produces an excess of luxury items, but struggles to meet its needs for basic goods. Trade is necessary to maintain a balance between these settlements! A medium-sized town may strike a balance, producing enough of everything to be self-sufficient, but will have little of anything left over for trade as a result.

    • The default values here are aimed at equalizing surpluses of all goods relative to each other, tailored to settlement conditions. It is up to each player to decide how they’ll modify these defaults to focus production towards various goods - will a ruler prioritize low-efficiency items to ensure they fill all gaps for a generally self-sufficient settlement, or double down on high-efficiency items to specialize the settlement, filling in gaps with trade?

  • After goods are produced, they are taxed according to Control Rating (CR). CR is taken directly from Realm Management, and describes on a 0-6 scale how much control the government exerts over its subjects. Higher CR leads to higher taxes and higher levy and guard conscription, but will quickly throttle a settlement’s production and growth if there are no resources left over for the population themselves!

  • Following taxation, remaining goods can be traded away (or imported to add to the total). Trade between settlements is handled with the Master Trade Ledger, discussed below.

  • Once taxes and trade are assessed, the population of the settlement can consume their fill of the remaining goods. Consumption of each good varies for low- and high-wealth families; predictably, higher-wealth families consume higher-end food and much more luxury items.

  • If there is anything left over after consumption, that is a surplus. If goods run out before consumption is satisfied, there is a deficit. In both cases, these remainders are grouped for basic and luxury goods to have an effect on the population of the settlement at the end of the week. The degree of surplus or deficit will also directly affect the price of that item locally to the settlement. A value of -3, for example, corresponds to a 30% surplus above consumption, and indicates a 30% lower price at that settlement. 

    • A surplus of basic goods will increase population - families are expanding, or new ones are moving in. A deficit will decrease it - families are leaving, starving, or freezing!

    • A surplus of luxury goods will increase urbanization - poor families are gaining the resources to move up to higher-end jobs, or fine items are attracting experienced craftspeople from afar. A deficit will decrease it - urban families are down on their luck, or are driven away to places they can maintain their lifestyle.

      • Urbanization and wealth are expressed in Wealth Factor. WF is a ratio of rural families to urban ones - a lower number indicates higher wealth/urbanization. 

    • An intentional choice in this system was to avoid tracking stockpiles of each item for each settlement. Surpluses are essentially “stored” as increased population/wealth in the settlement, and a subsequent deficit will decrease them, leaving the settlement where it started in much the same way as if it had built up a stockpile and then expended it in a time of need.

How the Master Trade Ledger works:

  • All trades between settlements (even within a single player's domain) should be recorded here, and the data will filter into each player's domain-specific sheet immediately.

  • Player(s) select the two participating settlements to the trade, which will populate the table with the respective local prices for goods at both settlements.

  • It is assumed that the seller has a surplus that drives prices down, while the buyer has a deficit that drives prices up. As a default, the average price between both settlements is suggested, as this gives incentives to both buyers and sellers to get a better price than they can locally. From there, players may negotiate higher or lower prices for a commodity.

  • Once a price is decided, the players input the quantity of each commodity, which begins to build a total mass of goods in the caravan.

  • With information on the distance between settlements, a shipping cost will be computed based on the transit method(s) and mass of goods. Lastly, the players may assign a number of guards to accompany the caravan. These do not come out of a settlement’s existing guard population and are paid for separately. It is up to players to negotiate how the costs of shipping and guarding are split between the settlements. 

  • Once the trade deal is confirmed, it will be added to the master ledger and imported into both settlements’ economy sheets

How the Adventurers & Military section works:

  • As a settlement's population grows, it will attract adventurers that can be hired by the player. Different ratios will appear based on the type of settlement (i.e. Magic-Users will tend to civilized cities while Barbarians will stick to the wilderness). A portion of these “freelance” adventurers can be hired by the settlement’s ruler to perform missions or other duties.

  • Hired adventurers each earn $125 per week for the ruler, plus whatever spoils are gained from their adventuring missions.

  • In each settlement are town guards, which are hired automatically based on the settlement population and Control Rating. Building watchtowers around the settlement will also increase the quantity of guards.

  • In each settlement, levies can be hired up to a limit. These can be raised in an instant, but are quite bad in a fight - they’re even worse than Unarmored Infantry.

  • Both levies and town guards are assumed to be taken from the local population, and are deducted from the available workforce for economic production. Other forces can theoretically be raised from abroad as well, so they do not deduct from the workforce at this time. 

  • Besides these special cases, normal military units can be raised and maintained as stated in previous rules from Cosmo.

    Finally, a note from the lead developer, who wrote this article: “With Cosmo's help, this was a lot of fun to put together. I hope this tool will allow for us to have some detailed mechanics while being light and simple for each player to use.”

 

    Once again, I want to thank Clayton for writing this tool and taking the time to be the first guest writer on this blog. Further, I will make sure to update you guys on the progress of the Basedstein!  

Tuesday, August 25, 2026

My Dungeon Fantasy Rules: Combat, Magic, and Dungeon Procedures

     In this post, I will go over the rules for combat (which are few), the rules for magic (which are many), and rules for actually doing the "dungeon" part of "dungeon crawling". My dungeon crawling procedures are based on Charles Saeger's dungeon crawling procedures, found here. This post was suggested by a commenter on one of my posts; that could be you! If you have suggestions, let me know.

Basedstein: Introduction

     Yes, I caved for the BrOSR stuff and am setting up a Braunstein. I had been following Eggplant's Eggstein and used some materials he had posted on his blog and his substack, which I shamelessly copied a lot of. Anyways, now that it is almost ready, I can talk about what my plans are and how they differed from what Eggplant was doing in his game:

  1. Weekly Orders!  Eggplant's game had daily orders, and I ran a test with daily orders, but that got to be too much too quickly; I have no clue how Eggplant ran almost three months of daily orders. Orders get processed before my game on Sundays.
  2. Expanded Economics. Every settlement requires materials, be that tools, wood, grain, or anything else they might demand. This means that you will need to handle an intricate economic system while trading with other players to keep everything in check. Run out of a resource and things could go bad, especially if it is food.
  3. Simplified Military. Military actions are going to be pretty simple for this game. Battles are going to be resolved closer to a Kriegsspiel-esque system, with battles being reported back to the respective leaders after the fact.
  4. Adventurers. Every lord gets a number of adventurers, which are similar to how Gygax had his adventurers operate, being a group of expert scouts and specialists. They're pretty much the fantasy Green Berets. Their actions are also kind of treated like a Kriegsspiel scenario for orders, but is really closer to a group of NPCs ran by me moving through a short lair or dungeon and figuring out what they find, who gets injured or dies, and what the total income is for the lord. 
  5. No Victory Condition. The game has to end eventually, and I believe that there could be a natural conclusion which would stop the need for players to play as the leaders of every fiefdom, but there isn't a written out "victory condition". You don't win, but rather, you see if your regime survives against all odds! These odds are written out at the start of the game, but will slowly change as you progress. 
    And that's about it for the most major changes. I am using GOSS and SEEN along with his systems for writing out and resolving orders, which I believe come from UMBROS. This is, of course, set in Anglica, which is the setting for the Dungeon Crawls I have been running. They will get some tidbits of what is going on, maybe getting one or two GOSS reports each week without needing to carouse for rumors, which will get shared here at the end of recap posts.

My Dungeon Fantasy Rules: Resurrection

     I want to preface this post by saying I know using Character Points as a metric for anything is quite meta. It can produce weird results and at times just be a plain bad metric for things, but for this specific case, I have not had many issues with it. Now, let me explain how I run resurrection in my games.

    To start, players can get resurrected as many times as they want. Whatever, it is your gp, who am I to tell you how to spend it (though, that can be my job as the GM at times). However, there are some baseline restrictions and other things that happen when you get resurrected:

  1. Upon resurrection, you must roll against HT+2 to see if you survive the resurrection. On a failure, the character is permanently dead and may only be resurrected from a Wish (or Great Wish) spell. 
  2. On a successful resurrection, you STILL lose one level of HT! This doesn't detract from your racial maximum and may be bought back as normal.
  3. Resurrection costs a number of gp equal to your character point total when that character died, with a minimum cost of 50 gp. (Yes, I know, a tenth of you just groaned at using character points as a metric. Whatever. It is my game and my rules.) 

    Additionally, players cannot actually learn the resurrection spell! They can find scrolls of resurrection or NPCs to resurrect them, but it is a spell they cannot possess. There are also some further clarifications, which I must state:

  1. A PC who reaches -5×HP via corrosion may never be resurrected; they are turned into goop!
  2. A PC who is decapitated makes their HT+2 roll at flat HT instead of HT+2.
  3. Disintegrated PCs, as stated in GURPS Magic, may not be resurrected.

    Finally, I want to talk about the reasoning behind this, which is a frankly gamey one. Of course this makes the table-top roleplaying game feel more like a video game, which is somewhat the point: these mechanics were taken mostly from Wizardry I. However, there is a good setting reason I am including them, being that the amount of accumulated experience, power, and skills that a character has acquired makes a more powerful spirit, which is harder to call upon and restore into a body than a "normal" spirit. Yes, that seems lame, but I think that it is a fine justification for this. 

    Also, it makes death stay scary. It also accentuates one of my favorite parts of TTRPGs (and life, in general): the finality of it. If a character dies, they might be dead forever, no matter what you try to do. Of course, you can always go get a Ring of Wish (I say that like it is easy!) Your character is a person in this world, and in real life, when people die, they (most of the time) stay dead. Make the most of this character before they are gone, then sing their feats in the party until nobody remembers their name!

Monday, August 24, 2026

The Great Dungeon Crawl: Jeff's Twenty Questions

     By the recommendation of Charles Saeger over at Nature Kills, I checked out this post by 

The Great Dungeon Crawl: County of Dirk Gazeteer

     This is an overview for the region of the County of Dirk. The Ruler of the Dirk County, Count Zach III, has three vassals: Baron Saquedall of Stonebark, Baron Johann of Hochmoor, and Baron "Black" Karl of Thornwick. The County of Dirk is allies with the nearby Dwarven peoples of Thaim and its colonies and mines. Here is some basic information about each settlement in the area, any landmarks near it, and who rules it. Players, if I missed anything, let me know and I will amend it. As the party explores stuff, I might add it here if the players request it to be added.

Sunday, August 23, 2026

The Great Dungeon Crawl, Session 9.5: Skipping Town!

August 23rd, 1084 Korlai Reckoning.

     Late at night, Bea bursts into the Inn near Nickstown that the party was staying in. There was a lot of shouting and a lot of packing, but apparently, a company of 40 mercenaries from the Silver Broach company were after the party. Uh oh.

    They quickly got their stuff ready to go, but couldn't find Lyons. He had left the party to become the apprentice of a Knight Errant in the Fighter's Guild and they hadn't seen him in days at this point. Bea recalled that there was an abandoned Keep she had been looking at near a small town in the East of the Kingdom. They rushed into the Mages' Guild near midnight to get as far away from here as possible.

    Apparently, the man who runs the small Mages' Guild had a good friend in town, who is a licensed teleporter, meaning they were able to get to that small town near the Keep tonight, in a very sneaky manner. They had no time to break change and fish out treasure, however. They were told that they should speak to Frank, the local Wizard in said town, when they get a chance to pay back the Mages' Guild.

    The four of them (Fleck, Ofydd, John, and Bea) darted away in an instant, and then appeared in a Mages' Guild tower, where they were escorted to an inn, named The Lonely Crest, where they bought some rooms and prepared themselves for the coming days. They then got rather shitfaced, carousing with the locals, hearing rumors, and even possibly finding new companions to take with them.

    Who knows what this new chapter of their life will bring: fame? fortune? death? That is still up to the Gods and fate itself. They do know one thing, however. They need more cash to support their frankly bum-like lifestyle of sleeping where ever they can, getting drunk when possible, and killing whatever monsters stand between them and their treasure. 

My Dungeon Fantasy Rules: Races, Classes, and new Traits

     In this post, I will go over my classes, races, and some new traits I made for my game. As a note, character creation starts at [100], and you get two buckets: [70] to go towards your class as well as [30] to go toward either playing as a demi-human or buying other things on your template that you couldn't afford. Each class has [-30] in disadvantages, which is the limit, and it is baked into the choices; omitting disadvantages from your class will screw up the math. Characters can also take [-5] in quirks for bonus spending points during character creation as well.

    If you notice math being incorrect, skill difficulties being incorrect, or anything else weird, please leave a comment here so I can edit it. Anonymous comments are turned on now, so anyone should be able to comment. If you have questions on design decisions, please ask them, because you might have me thinking about something in a way I hadn't before.

Thursday, August 20, 2026

Level Drain in GURPS Dungeon Fantasy

    Anyone who has played GURPS knows that GURPS doesn't have levels; at least not the traditional sense of levels. Compared to D&D, which has breakpoints for XP which grant batches of abilities, skill increases, and otherwise bonuses at once, GURPS is incremental. That makes one thing, one stupid little thing, so annoying in GURPS. Energy Drain.

    The closest thing GURPS has to levels is present in Dungeon Fantasy. The levels could be expressed by the two additional ranks of characters present in GURPS Dungeon Fantasy 15: Henchmen, being [62] and [125] point henchmen respectively. This would make our levels [62], [125], and [250]. How would you even lose that many points?

Wednesday, August 19, 2026

My Dungeon Fantasy Rules: Attributes and Skills

     I am going to start putting my rules out there for prospective players (or those who are simply interested) to peruse. The first bit here is going to be about my rules on attributes and the new combat skills. These rules come form playing GURPS for a while in a high fidelity environment and wanting something less complex for a change.

Tuesday, August 18, 2026

100 Posts In

     This marks the 100th post on my blog. If I had stuck to what I wanted to be doing when I first started this blog, which was posts every 2-3 days, I would have already reached 100 posts. Instead, I am finding myself almost two years deep into blogging my thoughts on gaming, my house-rules, my AARs (or, at this point, my player's AARs), and other things that come to mind.

    A lot has happened since I made that first post introducing myself! I have played in a few games, though only a few of them were memorable enough to make me think of them fondly, and I have ran (and stopped running) many GURPS games. I have also started and stopped many world building projects, which usually get dissected and put into the next project.

    I have also started playing with rules that I would have yelled at myself for using two years ago: Conditional Injury, the Armor Design pyramid articles, T-Bone's GLAIVE, and many other rules (and house rules!) that I think are sick. They also provide that mechanical depth that I was seeking in those departments which I was sorely trying to recreate on my end. 

     I've also started and contributed to a few projects in the GURPS community. The more important one is Ptolemy's Elder Scrolls conversion. He converted almost all of The Elder Scrolls III: Morrowind into GURPS, going so far as to even make everything in GCS for ease of use. I can say that I have used it in a one-shot and it was really good. Character building was fast and easy and made sense. Impressive.

    On a technical basis, some things that I find impressive have happened. The first is that I have (apparently) accumulated over 1,700 views on one of my old blog posts and have over 11,000 views on my blog overall. What?! That many people have read what I have to say? Still blows my mind. 

    Going into the future, I am going to continue posting after-action reports as well as whatever else comes to mind. Whatever I did early on in my blogging days isn't super indicative of my writing style or actual intentions when it comes to blogging now.

    Finally, I would like to thank some people. Ethan and Void, first and foremost. These two guys are the first people I run to when I am looking for players and are great friends outside of gaming. Ptolemy as well; we tend to spend a lot of time talking about GURPS as well as other interesting topics. Teragen, for being one of the funniest (and most fiscal) players at most of my tables. My dedicated IRL players, who know who they are, should also be mentioned, for putting up with players dropping every session. Finally, I would like to thank Lop, who doesn't play with us anymore, but is someone that has helped me with tons of stuff with GURPS and otherwise.

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.

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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