Monday, January 5, 2026

Allegany, City of Division

January 4, 2X26

There is a tension in the air. My time of waiting, of watching, has concluded. I am restless. Istreus, Master of Secrets, is usually content to let me ghost through the halls and streets of the city but there is now pressure to move, to act, to seek. I welcome the change after these many years.

It is the eve of the full moon and as such there is a gladiatorial event at the arena. The energy of the city draws me there and I find myself watching the crowd rather than the pedestrian battle on the bloody sand. I sense a desperation, a bloodlust, a frustration in the people of Allegany, Citizens and peasants alike. I do not know why.

As the crowds depart, I find myself deep in thought, contemplating what catalyst of unrest that hides from me. We meander out and disperse, many if not most diverting to the west and back to their peasant hovels while the Citizenry remains east of the river. A forceful shove knocks me from my thoughts as a brutish man, not so tall as me but much heavier, barrels past. The tension remains and I follow in his wake, curious but cautious.

The ruffian causes no small amount of offense, forcing his way through the crowd who for the most part grimace and mumble about low-born disrespect. I find two others stirred to action, a dapper performer, maybe even a skald by his arms and armor, and a small but fierce young woman bent on murder by the glint in her eye, apparently caused by the piece of jammy toast knocked from her hands. The fates are rarely kind, and this time is no different, the glistening sugary treat lying tragically jam-side down on the cobblestone of the avenue.

The bard, Slaid, is a local and driven to the edge of patience by the recent increase in hostility and uncouth behavior seen in the city. He accosts the offender, chastising him in every way short of physical violence, but is rebuffed by the scar-faced brute's remorseless indifference. The young woman, Sloane, grips her sword hilt and accuses him of ruining her lunch, to which he shrugs.

It appears we all share a common local pride in Allegany and a Citizen's duty to see the city prosper and I find myself suggesting to the man that he at least apologize to the lady for the jostling. He flicks her a copper piece with a smirk and departs. I am surprised to find Slaid nocking a quickly drawn arrow to his bow and I place my hand on his forearm to dissuade him from murder in the street, careful not to impede his aim should he choose to loose anyway.

Restraint and civility prevail, for now, and the bow is lowered. We follow the man into the Black Horse, a rough establishment frequented by brawlers and grapplers. Slaid is apparently no stranger to the place and takes the small stage, singing several songs aimed to publicly shame Scarface, who has joined two compatriots we dub Chucklehead 1 and Chucklehead 2. Sloane and I get drinks at the bar and try to learn a little about the unrest from the barkeep.

It does not take long to learn of the exploits of Scarface and his friends, troublemakers from across the river who spend their time around arena days scuffling, insulting, and disrupting the good Citizens of the city. We also learn there has been an increase in incidents, westerners evading the guard posts and crossing the river to the dismay of the easterners.

Slaid is a talented performer and the patrons of the tavern already hold a grudge against Scarface and his Chuckleheads. It does not take much to rile the mob, so to speak, and Scarface senses the danger. He and his friends back towards the door but Slaid dives off of the stage to thrash the man, landing a glancing blow with his elbow of all things before he is joined by the mob and the men are restrained.

The bard is like a dog chasing a cart, unsure of what to do should he actually catch it, but he recovers quickly enough and encourages the frustrated Citizens to drag the men outside and humiliate them by beating them with their own belts across the backside. He and Sloane confiscate their weapons and pocket lint and march off to the nearest Guard station to turn them in. I follow.

Harold and Sven the Guards know the men as regular troublemakers and agree to take the items to the Temple of Turas, forcing the men to make right their wrongs before their property is returned. Harold is a young man, excited to meet the neighborhood celebrity Slaid. Sven is older and strikes me as... off. I do not like Sven and do not care for his tone during the interaction. I suggest as much to the others as we depart, our civic duty concluded.

Slaid offers to ply Harold for information, leaning on his influence as a performer, to ease our suspicions regarding Sven. We learn that Sven takes frequent and unusual breaks during his shift, which the younger Harold is simply forced to cover for. We decide to establish a stakeout to see if Sven is up to no good.

Sven leaves and visits a shop on a street just the other side of the Wall from his post. Slaid is able to eavesdrop a little and it is as we suspected. Sven is clearly involved in illicit behavior, complaining of his bribes coming late and warning the unknown third party within of the attention garnered by Scarface. We even witness Chucklehead 2 visit the shack and collect their things, circumventing Slaid's clever plan for justice and implicating Sven even more.

January 5, 2X26

Slaid, Sloane, and I report to the Temple of Turas our findings regarding Sven and learn that the Guardsmen have been ineffective in policing this very issue as posed by the Lord of Law. The corruption may run deeper than we know. We are tasked with investigating and reporting our findings to which we dutifully agree. It is somewhat challenging to keep Slaid from reaching his hand out for payment every other word.

We establish a watch schedule, utilizing a room in a bathhouse across the street from the soap-maker's shop in question. We settle in for a stakeout, a long and boring but necessary process, and keep careful logs of the comings and goings from the place. Slaid infiltrates the staff, seducing one of the shopkeepers, and comes up with a rubbing of a key. The administrator at the Temple is able to have the key reproduced.

We also identify a shady figure who comes around late at night, entering through a wagon dock in the back of the building.

January 6-7, 2X26

Our stakeout continues. The shady figure visits regularly and we are establishing the targets' patterns of behavior. Slaid reports laborers seen in the back of the shop during his visits, one of them resembling Chucklehead 2, but if they come and go we cannot place how.

January 8, 2X26

Slaid, using his copied key, infiltrates the rear of the building through the dockside door. He overhears some chatter but is forced to leave before being discovered. He narrowly evades the shadowy figure on his nightly visit. We choose now to act.

We set an ambush one block from the shop along the figure's known path and easily subdue him, my ability to channel Istreus' will neutralizing him before he even knew we were there. We then move on the rear of the building and make entry. We quickly subdue the two other men in a central room, Chucklehead 1 and 2, again with my magic, before we clear the rest of the house and discover Scarface asleep in the basement.

Searching the building reveals all the trappings of a soap-maker's shop covering over a poison manufactory, primarily wolfsbane. The sprigs of wolfsbane found in Scarface's pockets after his humiliation now make more sense and a dread thought occurs to me. What if the wolfsbane is for more than poison? What if he uses it to protect himself from Lycanthropes? What if this cell is part of a larger attack on the eastern side of the city?

I rush with all of our evidence to the Temple and rouse the sleeping administrator. I am proud to say the priest represents his calling well, dispatching two of his Top Guys with doctor's bags full of werefighting implements. You see, we expect the proprietor of the shop to return on its opening in just a few short hours and aim to cut the head from the snake. Or wolf. Or rat. The werewoman, we are sure.

We stage the scene in the front of the shop as a customer, played by myself, chatting at the counter to one of the captured shopkeepers, pressed into service of the cell by the kidnapping of their son. She is all too willing to help since we aim to free her kin as soon as possible. The ambush awaits in the depths of the building.

Our target enters and begins making her way to the back which appears to be her routine, but something tips her off and she approaches me. No fool am I, I swat her on the nose with the bundle of wolfsbane held by my side, praying to Istreus that our suspicions are correct and she does not just stick a poisoned blade in my belly. Welts spring from her face and she flees into the building and the waiting arms of my comrades, who subdue and capture her with silver-lined shackles and the like. She is a lycanthrope, the cell is captured, and interrogation is to commence immediately to learn more of the operation and especially where the child is being held.

Musings

This was our first session of the new campaign, DM'd by Jes who has played Cassian/Farland/Legany at the table so far. We are using ACKS core setting this time instead of skinning everything Greyhawk, which should help keep us consistent with the material in the books.

The session went well, the self-declared rusty DM knocking off that rust as he went and my careful nudging towards action keeping us moving. The DM can confirm, but I suspect the situation developed out of a limited hook prepped beforehand as there was a chance we pursued any number of other endeavors in town. I was impressed with the agility of the DM to keep up with our investigation and keep the game going on a low or no-prep pace considering how long it's been since he's run. Like a bicycle!. 

Our efficiency as a playgroup with the new dynamic will tighten up with experience. We ran an hour over time.

Slaid - Bard 1
Sloane - Fighter 1
Caldor - Nobiran Wonderworker 1

Wednesday, December 24, 2025

Bloodfall in Review

 

Bloodfall in Review


Towards the end of February 2025, I began the Bloodfall campaign for the members of The Living Urf Gaming Club. The intent of the game was to train myself to DM AD&D, train newer players to play AD&D, and to experiment with interparty PVP among different groups of players within the same campaign world. I will lay out the things that I learned about myself, the players, and the game and allow you to take away any value that you may find.


What Worked (in no particular order)


A player endeavored early to lead a group of men at arms. It has been suggested that part of the fighter’s starting gold can and should be spent on just such an operation. There is in practice a bit of friction with this, owing primarily to how closely the DM should adhere to the upkeep rules for men at arms. Specialists are required to support men at arms and mercs will demand hazard pay for hazardous work. These things are expensive in both gold and real estate.


I believed it best to demonstrate through play why supporting men at arms in the early game is a monumental task due to the starving nature of AD&D’s economy and the psychology of a standard issue mercenary, that is to say the resistance to delving dungeons in place of true adventurers instead of standing a post, guarding horses, or locking shields in open battle. In hindsight, I would have drawn a clearer line to save everyone the headache. While the operation itself was not a success, I place this in the What Worked section because we better defined what the expectations for mercenaries are.


I have DM’d quite a bit over the years, but no AD&D until Bloodfall. The experience was similar in pacing and the expectations of both players and DM to my previous games, but differed a bit in rules. I can say confidently that everyone involved in the game learned a lot about the mechanics and is better prepared to play AD&D in the future.


Strict records of time must be kept for a real campaign. 1:1 time led to the necessity of tracking the behaviors of NPCs, particularly antagonists, during the time when sessions were not being played. I used a simple 2d6 scale to determine if the happenings were good or bad, impactful or not, instead of recruiting and managing a group of Patron players. I did not want to commit to such a scale as I have done before.


I had most recently DM’d on the zero-prep side of things, using random encounters, player action, and the actions of Patrons to develop the campaign world and all of its required conflict. In Bloodfall I prepared more, sketched out dungeons and developed NPCs, particularly the protagonists. I developed regions and seeded adventure hooks to be discovered. I have come to believe that some preparation for the game is essential for the coherence of the campaign. I have also realized that years of avoiding prep has atrophied that skill and I kinda suck at it. Still, this counts as Worked as a revelation to better gaming for me. 


AD&D is a Christian game. The Paladin is a Christian crusader. Injecting the Paladin into a Norse milieu opened the door to some interesting conversations on alignment vs morality and how to translate those things more broadly. An Urfling broke it down, and I’m paraphrasing, that Law is selfless, Chaos is selfish, Good is nice, Evil is mean. It’s a very simple way to look at it but it works broadly.


Our Paladin player was a good sport as we worked through it. We established baselines on honor, betrayal, and intent and I think it helped everyone to better understand alignment as a function of the game, even if we overthought it and beat it to death in the Discord.


I prefer dungeons and wilderness to urban adventures, but some of the most entertaining sessions in Bloodfall were the B team side quest city shenanigans that the players got up to. The gravity of marauding dragons, invading humanoids, and captured gods was a heavy weight to bear for the A team of heroes. Sometimes the break for some levity and risk that only scoundrels bring to the table can give the players a chance to shed that burden, at least for a while. It allowed me to hone some rusty NPC skills and reveal things that were happening through other facets of the game, too.


Early on I ran a Battle Braunstein, really a mini-wargame, to resolve growing tensions among humanoids and Bloodfall’s fractious NPCs. While it wasn’t truly a braunstein, it got the job done and I was assured that everyone had fun. It concluded with the town under siege by the Gnoll King and pressure on the players to do something about it.


What Didn’t (in no particular order)


It is no secret that I view RPGs as team sports and to that end I was interested in exploring what the game could become if multiple parties of independent players were acting at cross purposes within the same campaign world. I had experienced this to some degree in the Sojenka campaign the year before but each faction had a different perception of the type of game they were playing. It’s hard to review the details of a battle when only one side knows they’re fighting. I had hoped to explore how the interplay of parties would open the door to clever use of diplomacy, treachery, and all the other soft conflict that isn’t defeating your enemy in combat.


Unfortunately, we were unable to capture that lightning in this bottle. There were a few causes like schedules and cross pollination of players, but the primary reason was everything was too separate. Each sub-campaign of the larger whole was being run as a distinct entity and it kept everyone isolated. The drawing board is being scribbled on to resolve this issue.


Downtime is still a mystery to most players. It’s hard to know what to do with the time between sessions and it’s best to discuss with your DM what the expectation is. If there’s time and opportunity to have full one on one sessions, ok that’s amazing but don’t count on it. You’re more likely to get a simple response to simple requests in my experience, and those requests should impact the game in some way. Farming resources without resistance isn’t the way and it is incumbent upon the DM to enforce that truth.


What Now?

Praise is a funny thing. It can be condescending, or goofy, or overly sentimental, but I sincerely thank the players of the club who participated in Bloodfall and made it what it was. It was through my friends' stellar roleplaying and willingness to learn the system that we were able to achieve what we did together. I regret only that I was unable to deliver a longer, more satisfying campaign for you but the purpose of the game had run its course. Rip the band-aid off and all that.


This coming season of the club is Urf of the New Sun where traditional methods of gaming, like DM-facing combat adjudication, considered development and curation of the setting and milieu, and alignment chart tracking, are brought to the fore. I do not have any plans to run a lengthy campaign but I won’t stay idle for long. Stay tuned and Merry Christmas!


Monday, December 1, 2025

The Moles We Whack Along the Way

The Jolly Rogers set off to explore "off map," beyond the borders of currently played territory. We had a displaced nobleman that we aimed to help regain his seat in far off Sunndi along for the ride with the understanding that we'd take whatever adventure cropped up during the journey. We almost made it out of the harbor at Gradsul before the first diversion hit.

Lord Willers was assembling and transporting a large body of troops south to some place called Dawn's Cove, apparently the holding of The Holy Rollers, and was hiring every ship he could find. Well, we had ships and he was paying well so sign us up. Two weeks later and a tall stack of gold richer, we'd delivered a frankly terrifying force to some tight assed paladin and continued on our way.

Smooth sailing (and motoring) to the east brought us to a farming town. We kept the fleet under The Shadow's veil of fog and I sailed my galley The Trident into port to get the local news, of which there was little. Back to the waves where we picked up a message in a bottle that spoke of an adventuring party marooned on a volcanic island to the south. We had a general idea of what island it spoke of but we were close to the next port along the coast so we'd stop in there first.

Gryrax of Ulek was a mixed dwarf and human town, administered by dwarves and bustling. We were able to locate a community map of sorts, a general posting at the dockmaster's office that confirmed our suspicions about the bottled message. No other rumors or hooks jumped out at us so we set out to rescue The Mintiest Juleps, or their treasure, or both.

We landed our two longships on the black sand beach of the island and probed the jungle ahead, turning up a Julep's corpse. We were then accosted by a demon of sorts, who had apparently killed the adventurers but then had a pang of conscience and let the last one wander the island, mad and wounded, until he starved to death. It had heard of Dr. Phil and wanted to make contact to talk through its feelings or something. It offered a big bag of loot, likely the Juleps' stuff, for transport to Phil's island. We happened to like loot and knew where Phil was so it was a win/win.

We dropped it off on Phil's island, got our payment, and sailed back to the volcanic island to search it over for anything else of note. We fought some beetles, avoided a gorgon and some spiders, and left with a little more loot. It was getting late in the session so we decided to dock at Gryrax and count money. Unfortunately we were hawked down by a ghost ship crewed by draugr. We were unable to outrun them so had to fight.

The Shadow engaged the other ship by ramming it amidship and Farland and I held the deck crossing against the wave of undead. Meanwhile, Morgan compelled the Shadow to strike at the enemy's commanders with its living rigging, removing the captain and navigator from play and allowing her to exert her will over the remaining leaderless undead. She took control of a large portion of the enemy and with their help we were able to capture the ghost ship. All of this was made possible by her weird connection to The Shadow.

We retained the ghost ship and crew as an ace in the hole, resolved to keep it veiled near The Shadow since the ship itself acted as a sinkhole of evil. Can't really pull up to the docks like that. We finally made it back to port and ended the session much richer than before.

Monday, November 17, 2025

Dr. Phil

The Jolly Rogers were on tap for the session today and we needed to get our fleet in order. The Shadow was self propelled by magic, but our other sailing ship was the weak link and dependent on the weather. We contacted Captain Nemo the dwarf and had it outfitted with an inboard motor. Zoom Zoom.

We decided to explore the details around a treasure map that we had found in the hold of The Shadow, revealing an island that we were familiar with. A large banyan dominated the central rise and the map indicated some sort of back door which we found pretty easily.

It opened to reveal a talk show auditorium complete with a stage and a host, a 12 foot cacodaemon who bore a striking resemblance to Dr. Phil. He insisted on trying to get us to sit on stage and talk about our feelings but since I'm not gay I stabbed him. He was immune to everything and hit like a truck. He restrained himself from just beating us to death. I think the manner in which he killed us was important, like he had to trick us to get our souls or something. We were able to extract without casualty and escape the island of subpar tv.



Next we decided to explore the ocean beyond Gradsul. We expected the journey to be the adventure and we weren't disappointed. We hopped from Bastia to Bonevale up towards Gradsul, using The Shadow's unique ability to project a cloaking barrier of mists to mask our passage. The giant sturgeon that swam up underneath our fleet became the adventure and the session's score after we killed it and harvested it for caviar. We sold that at market in Gradsul, donating no small portion to the local Lord as an introduction. Pirates just keep on winning.

Monday, November 3, 2025

Pelor by the Slice

It's been a minute but we got back after it. The Holy Rollers had a handful of outstanding hooks so we ran a few errands. First up was contacting the heretic Mara about her scribe and his research that we liberated from slavery on Fairwind Isle.

We set off from Horizon and ran into a group of notItalians led by the brothers Mario and Luigi. A roadside conversion to Pelor later and we sent them on their way with a business license for a new pizza joint. They were warned to avoid association with the Whole Foods cult. We'll see how that goes.

In Bonevale, we threw up the fish signal for the aquatic themed Mara and killed some time in town, touring the local cathedral heavily funded by Fr. Cassian and my tithing over the course of our adventures. We also ran into Danconia the Khajit, who tipped us off to a ship in the harbor that we should investigate. He would not say why so we naturally assumed the worst.

Sheriff Kai'lan was receptive to our appeal for a legitimate reason to search the Aspirant and appreciative of our restraint. We are maturing beyond, "So anyway, we started blasting." Armed with a search warrant, the dockmaster Donny helped us secure the boat. I only had to subdue the officer on deck and one other clown who couldn't read the situation before we had the crew assembled and conducted our search.

We turned up a cadre of mages fleeing the south after their freedom fighter underground railroad efforts got them in a pickle. They weren't captives or slaves and after some discussion agreed to help Steve the Mage research the weird temporal portal time power arcane nerd shit that threatens to destroy everything. They were unkempt and numbered twelve. We called them the Dirty Dozen.

Mara paid us for our efforts and suggested she could help with the time situation by sending us into the future. That's a big ask so we put a pin in that for a while. Next up, checking in on our National State Bi-County Park Initiative.

Turns out the Werebears Smokey and Yogi had completed their task and took us on a tour of the park, showing us various animal dens and amenities for park-goers. I don't know if fantasy peasants have the means or energy to tour a cultivated park but the opportunity was there, complete with branded walking sticks, a gift shop, and ranger station. A group of unicorns also had moved in, blessing a small grove as a pinnacle of good. We love parks.

We had to get the Dirty Dozen and our diviner buddy Boblin out to meet with Steve and help his research. The trip was long but not that crazy. We ran across some man-sized faeries called spriggans that wanted the smoke. Our valiant heroes killed their ambushing party, tracked their path back to their cave, and exterminated the Chaotic nest for good. Some treasure required liberation as well.

Steve and the Groundhog Day Gnomes welcomed us, we lore-dumped and talked about options, then bounced back to Horizon. We got a line out to Bala Soto to see if the Patriarch of Sirlios has anything to add to the developing story. It looks like our next quest is a trip is into the future to kill the unknown big bad and take his lunch money (the crazy powerful artifact that allows him to manipulate time).


Monday, October 13, 2025

It's You or Me

The Shadow ghost ship has terrorized the east coast line of the map for the entirety of the campaign. In true player fashion, the more the DM pressed the hook the more we avoided it, but this session we were undermanned and didn't have any big brained ideas so Morgan was like "fuck it, we ball." She was determined to settle this thing once and for all.

She'd been linked to the ship through a magic ring for ages now and it was driving her mad. She had to get some resolution before her brain esploded. Namor and Vee rounded out the party, with some henchmen. Ok, so how do you convince the ship to fuck off or join the team or ... whatever?

It was a sentient thing, with a violent and impulsive nature evidently. She was gonna have to wrangle it. If the boat was some kinda evil entity maybe it'd require a blood sacrifice? High level sacrifices are the most impactful so we spent the first bit of the session in the slaver capital of the west, Monmurg, tracking down a suitable captive. The dice went our way and we got a lead.

A far eastern foreigner (east on the map, not weeb) named Lord Alphonse had lost his throne to an evil cult tied to the Sirlios time-dilation issue and been sold into slavery, where he'd been passed around due to lack of ransom funds. We contracted with a local syndicate of bicyclists led by Lance Solo to recover him and we'd buy his freedom. After a tense exchange, we got our man and confirmed that he was indeed of royal blood in line for a throne. Just a very distant throne.

See, my plan here was not to sacrifice this guy. It was really a contingency since we didn't know the true nature of the ship. I wanted to make an ally of him, help him get his throne back, and enjoy all the adventure that that might entail. But if the ship wanted blood, well, it'd get ole Alphonse's first.

Morgan's ring allowed her to contact The Shadow so we set a rendezvous and made our way there on my ship The Trident so as not to risk the party's main resources should this thing go tits up. It was a real possibility that we'd simply vanish at sea, eaten like so many others by the uber magical powerful sentient ghost ship of doom.

We made contact near dusk, the now familiar mists that cloak The Shadow roiling on the horizon. It had a series of HR interview questions for Morgan as a preliminary to get closer, which she passed. It was heavily insinuated by the DM that failure at any step was very bad. I played the good first mate and kept the crew rowing. Once we closed, we were invited on board to "be judged." Gulp. We stepped on deck and nothing much was happening. I shrugged and grabbed the wheel but this weren't my story point and I was nearly killed by the animated rigging of the ship. Morgan latched on and continued her interview.

After some back and forth and passed saving throws, she was able to come to some kind of agreement or symbiotic relationship or... something... with the ship, gaining control of it and the vast treasure it held in its hold including a few captives that were great helps in organizing every thing. We dry docked it on the beach while I rowed The Trident back to town to get some craftsmen and the rest of the party. The shipwrights overhauled the horrible condition of the ship, restoring and upgrading it with fine woods, lacquers, and anything else Morgan wanted cuz she dumped a ton of gold into it.

I don't really know what happens next, but I'm certain The Shadow won't be plaguing this coast for much longer. I expect we'll sail our fleet north along the coast, maybe even to Greyhawk itself, before setting sights on Lord Alphonse's native Sunndi.

Wednesday, October 8, 2025

Bloodfall 29

Tadg the druid led a group into Freya's Fist, including Ormr with Augnir the golden spear in hand. The goal appeared to be filling in blank spots on the party's map, which they did with some success. Pius the cleric suggested some effort be made to clear the "mushroom room" prior to setting out, but the plan was apparently to go around it by way of a side passage. That didn't really pan out.

Some zombies were dispatched, revealing a weird necromantic black magicky cache of fetishes with some treasure and a journal of lunatic scribblings, but not before a fresh PC immolated himself with a fumbled oil flask throw. Then came a couple ogres that the party surprised and easily defeated, capturing Owen the Ogre in the process. Owen was easily convinced to aid the party instead of die and doped around in front. He warned them of "bad men" in one area that they avoided.

A long hallway with invisibly concealed traps at the end could have been disastrous, but a useless Norse cleric cast Find Traps and revealed like 4 or 5 separate traps clustered together. An attempt was made to talk the druid through the traps a la Catherine Zeta Jones in Entrapment. He failed and was nearly killed in a chain reaction of death. They scooped up some discovered treasure and realized they were trapped by a sliding wall, one of the many traps triggered in the chain reaction.

It took them a while but they eventually released the pressure plate causing the door to slide shut and escaped. Loaded down with heavy treasure they duck waddled their way towards the exit, right into a waiting ambush near a portcullis. The men lying in wait called out to the party and Floki the MU immediately responded by casting Sleep. Initiative rolls went out, Owen in the front soaked the crossbow fire, and magic won the day. Floki Wizard Locked the portcullis shut and the party fled for the exit.

I rolled how long it would take the remaining men to wake their partners, think through their options, and lay another ambush near the exit. Then counted the party's reduced movement speed and distance to the same exit. It was a near thing but without any other encounters to slow them the group made their way out with pursuit on their heels, loading their horses, killing Owen (who didn't see that coming?), and fleeing for Bloodfall.

Grading:

Floki: Excellent. Good use of spells, interest in weirdo magic stuff.
Pius: Excellent. Good use of spells. 
Ormr: Excellent. Front line, bold.
Tadg: Excellent. Good use of spells, caller
Drunan: Set himself on fire with a fumbled oil flask. RIP.

We had a lot of chatter about working with and then killing the ogre and what that meant for a Lawful and/or Good PC. Ormr actually took the action on the execution. Be careful cooperating with Evil (Good) and/or making and breaking deals (Lawful). It was borderline and I'm generally a pushover. Don't be surprised if a repeat event gets a harsher response.

Combat
Total XP:680
Cuts:8
PC:170.00


Allegany, City of Division

January 4, 2X26 There is a tension in the air. My time of waiting, of watching, has concluded. I am restless. Istreus, Master of Secrets, is...