RATLINGS NOT HALFLINGS: Or Why Beast Folk Are Better Than Demihumans

I bought some tengu from Reaper the other day just because I've always enjoyed corvid-folk and thought they would be a good miniature to have on hand. I even had a half idea about a "cleric" for these crow folks. For quick use in BX D&D, I might just stat as a halfing.

But the minatures really got me thinking about how much I like beast-folk over demi-humans in terms of class alternatives to humans for fantasy adventure campaigns. In fact, I think beast-folk have three specific advantages over humans because animals are: familiar & symbolic, mortal, and have extraordinary (but not supernatural) abilities.

Familiar & Symbolic



In terms of roleplay, its going to be easier understanding animals or animal-folks, than to imagine and role-play an immortal elf.  Animals occupy our homes, surround us, and have been with most of us throughout many aspects of our lives. 

Humans also have centuries of animal worship, either as god figures themselves, or as something adjacent to. They are central to our fables, parables, and tall tales. They are used to embody the qualities of our sports teams, from the strong to the ferocious to the quick. And they continue to be stand-ins for human personalities and class positions in pop culture, especially in animation or puppetry.

This all means that most humans can see an animal and describe its symbolic qualities, goals, and weaknesses far quicker than most any other non-human representation. For instance, if you show someone the picture of a lion, they most likely will list symbolic qualities: brave and strong, but also prideful and arrogant, with a desire to be king. Or at least give you very well-known characteristics of the literal animal itself.

Mortality & Other

Easy to sleep all day when your lifespan is 500+ years

The biggest issues for me with two common demi-human races, elves and dwarves, is that each is near-immortal or at least have increadbly long life spans. This singular facet would radically change one's stance on almost every problem. Immortality lends itself to patience, thoughtfulness, and overplanning. Years can be spent in pondering and consensus-making. For human players, time-as-a-factor is baked into all of our lives. D&D itself, these days, is a 2-4 hour, once-weekly game because time is a factor. So, I don't think human players can truly can model this behavior arising from immortality, consistantly, in a game. 
Animals on the other hand, are mortal and actually often more short-lived. But on the relevant timeline to fictional elves/dwarves, humans and animals are practically the same. 

Short lives promote: action, risk-taking, decisiveness, and impulsiveness. All of which makes for a good session of dungeon crawling and D&D in general.

Extraordinary, But Not Supernatural, Abilities (Maybe)


Most animals have senses and abilities that far exceed those of a human. And because many of them evolved for survival, they often are oriented around solving an environmental problem- avoiding detection, and/or tracking prey- so very gamable! For instance, a dog's sense of smell is 10,000 to 100,000 times greater than a human's. A cat cannot see in total darkness, but requires only 1/6th the light of a human to see their surroundings and can survive falls up to 30 stories, versus a human's 4 stories.

Now, sure, it's not like players really understand what it's like to see through a hawk's eyes. But these abilities are not supernatural at a base level and so can easily be understood in fictional situations e.g. a dog can smell through a door, but may not smell the ghosts on the other side as they are incorporeal.

However, looping back to the familiar symbolism, some animal qualities could be cast on a "mythic" level, such as a salamander's fire resistance or foxes' natural ability to lie. Yet, again, these are abilities are still well understood by human players.

But I Like Beast-headed Humans Even More


Fortunately, there are some great beast folk already out there. Miranda of In Places Deep has some wonderful froglings. Carcass Crawler #5 has ratlings, which are cool and have a prehensile tail! And even Dolmenwood has a sorta cat and bat class in the grimalkin and woodgrue. Although the last two are technically fay and might bring on the problems above.

I have personally always enjoyed the idea of beast-headed humans. In particular, when the transformation is a curse bestowed on a human by the fay for some justified or trivial transgression. To me, this bestows the PC with a goal- to undo the curse. But it is also a very visible mark that the fictional world can react to. Which is often neglected in D&D, how your PC appears should affect how NPCs react to them. Much like it would in the real world.

And again, its even easier to role-play than a human-sized animal. What if you were you, but cursed to wear the head of an animal? You gain some abilities due to this new transformation, but also a set of assumptions and are an outcast.

Beast-headed Humans Or The Fay-Cursed

Too boorish, too clever, too desperate, and/or too ignorant to understand what you were agreeing to, who you were talking back to, or who you were stealing from, so you now wear a heraldic animal head as a mark and punishment.

Weapons & Armor: As Dwarf HD: At level 1, roll 2d8 and take the highest die; 1d8 per level there after Saves: As Dwarf Experience: As Dwarf Special Abilities:

Animal Senses: All beast-heads have a 2-in-6 to listen and smell, and a candle can provide as much light to see as a torch, but they cannot see in total darkness.

Curse: During character creation, roll 1d12 to determine what fate has befallen your PC.

  1. Lion- Once a month, you may command a number of normal man-types (half your CHA) that will perform, with great bravery, one task. Afterward, they become lazy, indolent, and rest on their laurels, telling grand tales about what they did.
  2. Stag- You can sleep in the woods as comfortably as you can in an inn. If you do so, the animals of the forest will tell you rumors of what is happening in all directions. Hunters believe your heart will grant them a wish.
  3. Wolf- If you are clad in the skin of a sheep or the clothing of a grandmother, people will believe you are that until you attack. Children and dogs will have their deep suspicions. Abandoned by humans, you are embraced by the pack, you may call for a number of wolves equal to your hireling count by CHA
  4. Fox- You can lie with ease. But no one will believe you when telling the truth. Any lie told in the service of the truth will backfire (e.g. Telling people there is gold in the well to rescue a trapped baby will delay rescue of the baby as people ask more about the gold).
  5. Eagle- You are vigilant and a fierce guardian, if you fill 3 slots of encumbrance with the object/person you are in charge of protecting, you gain the ability to interpose between them and a threat as well as gain +2 AC when defending; if in a room for a week, you are only surprised on a 1 there. Horses hate you and your presence.
  6. Pard- All royalty will be willing to believe you are a lost heir (3d6 under CHA). Their current children will think the opposite, and it's difficult to erase this suspicion.
  7. Rat- Any item a normal rat can carry can be brought to you in roughly 3 moons, provided it is something left unattended and you are in a location with rats. Mice are too provincial and Giant rats too unruly to command. Most people will assume your presence naturally fouls the air.
  8. Bull- Duplicate your highest ability score in STR or if it is highest, add 1. No normal dungeon door can impede you and you are good at mazes. However, you are easily goaded into a fight (Save vs spells to avoid), and you will break anything delicate.
  9. Boar- You require twice as much food, rest, poison, or potion. Even a basilisk must look at you twice. And by that same token, demand twice as much reward, gratitude, or grace. However, you are twice as generous than most. And require twice as many buttons to keep your shirt on.
  10. Raven- You wear the head of a bird that exists both here and beyond; as such, you can sense the undead as others can hear noise (2-in-6). And a good mimic, you can cast first-level non-divine spells you see and hear.
  11. Goat or Donkey- Contrarian as a profession. You can never be commanded and infact, if commanded, you will refuse to do it. Even a harpy’s song, a siren’s call, or a wizard's charm will not get you to move.
  12. Tygr- If you declare "I strike!", then you may move up to 20' and make a free melee attack at advantage, criting on a 19-20. If you discuss the use of this ability in the open, you must attack at disadvantage. You must then remain engaged with the target until you or it dies. People fine your gaze unnerving as if you are always on edge.

Stronghold: At 8th level, if you occupy a ruined keep deep in the woods, you will attract the following:

  • Stronghold Lieutenants (roll 1d6): 1-2. Giant Talking Animal of Head-Type 3-4. Chaotic Figher (level 4 + 1d4) 5-6. 2d4 Fay Rakes (Hardly lift a hand, but throw good parties)
  • Stronghold Guard: 3d6 x10 1HD brigands (75% human and 25% hound-headed)
  • If there are 3+ levels, Stronghold Residents (roll 1d6, assume number as lair of monster type): 1. Werewolves 2. Hill Giant 3. Purple Wyrm 4. Minotaurs 5. Questing Beast 6. Wicked Trents

DECLARE ACTIONS: Communicating The Stakes For Interesting Combat Choices



DECLARE SPELLS & RETREATS

A funny little rule that always trips up MUs, neophyte and acolyte alike, is the need for spells (and retreats) to be declared before initiative is rolled. A runner-up, especially for players new to old-school games, is that MUs cannot move while casting a spell.

This is a very easy step to overlook, but it becomes important when high damage, long-range spells like fireball and lightning bolt (or earlier with sleep) appear. This is because if an MU is hit while casting a spell, the spellcasting is ruined and the spell is lost until memorized again. If the MU is not required to declare they are casting a spell, then it is possible for the spell to always be deployed optimally with little risk.

I like this rule, even though I screw it up all the time, for three reasons: (1) primarily it places any MU as a temporary "objective" in the combat space, (2) secondarily, while frustrating when trying to cast magic missle, it is an important limitation when casting fireball or disintegrate (on a failed save, target [any] is instantly destroyed), (3) finally it pulls away from a "optimal course of action" preserving an un-optimal state is importatnt in preserving some of the tension of old-school dungeon crawling

But much like the overloaded encounter die or random encounters as RAM, what if we broadened the declarations under this step to include other special actions/effects/events?

DECLARE ACTIONS

A big aspect of DMing today's old-school games (and really most RPGs in general) is to give the players more information rather than less. Into the ODD, for instance, extols: "The more dangerous something is, the more obvious it is." But a conundrum might be when does a DM signal something? How do we prevent a maneuver, environmental effect, or spell-like effect from being a "gotcha!" by only triggering it during the monster's turn?

By co-opting the "declare spells" portion of the encounter, we can load useful & open information into stake-setting before the initiative die roll. A byproduct is that we further increase the tension around the initiative die, drawing in player attention. The players are then required to make an important decision based on the enemy's actions.

Classic examples of things we might want to declare beyond spells:

  • Breath Attack: The dragon inhales, its throat and chest glowing a fire red
  • Sound Alarm: Captain of the Guard raises the horn to his lips
  • Charge Attack: Scenting you, the minataur bellows and drops its head
  • Set Spears: "We if that thing is gonna charge, I'll set my spear"
The classic examples above are expected actions from monsters are well known to players. Where I think "Declare Actions!" could be more useful is when a DM wants to use something from a novel monster or make up something on the fly:
  • Designating a PC as a target or perhaps their backpacks
  • Signaling that the area the PCs are currently standing in is changing
  • Alerting PCs that reinforcements are arriving through a particular entrance
  • Show that a monster/NPC will initiate a phase (either attack/defence)
In each of the instances above, the PCs will have an interesting choice to make, assuming they win the initiative roll. Do they choose to protect the PC who drew the monster's ire? Will they remain in place or opt to not to cast spells and move? Do they now move toward the sorcerer or do they guard against this gnoll guards coming through the arcway? Finally, do they proceed with the same attack or do they try to prepare for a new form?

So, while not ground-breaking in concept, this small modification or codification to a procedure you are already doing might help provide more dynamic space to your old-school games.

PONDER THY BLOG(GIES): Thoughts On The 2026 BLOGGIES


THOUGHTS U: Search the top half of your Draft pile.
Select one topic to post. Shuffle your Draft pile.

2026 BLOGGIES

Well, 2025 was a banner year for I CAST LIGHT! given that I won an unprecedented two Bloggies for GAMABLE post, WHY MEGADUNGEONS?THEORY post, RANDOM ENCOUNTER TABLES AS ADVENTURE RAM, and an additional one with co-author with Josh at Rise Up Comus Bloggie for BEST SERIES with the Designing Dungeons course

With great relief, the TOP POST went to elmcat for the Mapping the Blogosphere. This blogger is a far, far better candidate to lead the 2027 BLOGGIES, as measured by the substance of the mapping project which encapsulated the WHOLE blogosphere, but also the technical ability. It's a post that will help not only the hobby but the scholarly study of RPGs as oral folk art. Extremely well-deserved top win!

Clayton, of Explorers Design, did a fantastic job on MCing the 2026 BLOGGIES. I think, by collapsing the format into two weeks, he set a great bar going forward. He also did a lovely job keeping everyone updated on the progress and getting the word out.

WRITE THY BLOG- FOR THY SELF!

YOU should start your own blog. I really can't expand much more than I did when I originally posted on the topic in 2022 with the purchase of Twitter by Elon. Nor, can I write better than when I argued in KNOCK #5 that blogs are a slow, thoughtful medium that leaves ruins, as False Machine put it, for others to dig through.

But I can add now that by writing a blog, people will read your blog, and people will revisit your blog. Your thoughts are valuable in this hobby space, and you should not be shy about sharing them. Shockingly, your blog will be picked up by all sorts of people. But not shockingly, it won't happen overnight (or hell, it could), but in either case, the blog must be started and maintained. Often it's because folks will find one post, think its cool, then read through the rest of your stuff and find other posts that resonate with them.

I can also say only write for yourself! Seriously. Don't chase a perceived blog ideal. I don't say this to be condescending, putting on airs, or holding "office hours". I say this because it's a mantra I repeat constantly to myself as an antidote to the (strong) pull that social media has. It is one thing to mimic the focus of a particular blog, but another to want to copy the eyeballs-on or pull of another blog.

To me, when you write for yourself, your authenticity shines through, but far more importantly, your idiosyncrasy shines through. And it's that individual, in-grown, feedback loop fermentation of ideas that gives blogs the pungent flavor people love. Are these tastes for all people, hell no! Are these flavors intended to appeal to all, hell no! Are they good- yup! "Good" here being distinct with a discernible intent, even if not "liked".

Blogs are like cheese- the one that smells like feet is better than the unoffensive Kraft single. Be the feet cheese.

PONDER THY BLOG- I CAST WRITE!

If three BLOGGIES are proof of good feet-cheese, here is how those posts got written and a little bit on the origin of the blog itself.

I CAST LIGHT! was originally going to be a micro-blog with a post word-count equal to the light spell from D&D. More notes to myself rather than full posts. I thought I didn't have a lot to say-- this lasted all of ~3 posts and would show up in a smattering of posts since. I pivoted instead to trying more to write about the practicalities of playing D&D. Everyday DM-level stuff that arises from trying to run D&D in addition to trying to implement concepts other people blogged about. 

WHY MEGADUNGONS?: This post arose from a comment in a Discord, but I think what drove me to write it especially was (1) the connection between megadungeons as a historical D&D aspect, an interesting resurgence in popular media, and a D&D game structure that supports ~4-hour game once a week that doesn't require the exact same players every time; (2) convey the enjoyment of my own experience in the Nightwick megadungeon.

I think by taking time to discuss some common misconceptions of the megadungeon I hopefully was able to draw a line between what they might be seeing in popular media (eg Dungeon Meshi) into actual play that was easier to pull off than one might think.

RANDOM ENCOUNTER AS RAM: This post is a great example you should just blog on what you want and hit "publish". The idea arose out of trying to figure out how not to have "scripted events" but figure out how to store information outside of just notes. Again, this is a problem that arose from me playing my own dungeons. I wanted to remember player impact but also have it feed directly/immediately into the game. It is also an example of me trying to modify old-school procedures beyond their initial presentation into something more modern without changing it too much.

I would have never guessed this post would be up for any sort of award. But it also demonstrates that sometimes the things you blog about, which you think the fewest people care about, can be things that a lot of people care about. Or enjoy. Or didn't realize they cared about until you posted it. So to repeat, write what you want, hit "publish", and play your game.

DESIGNING DUNGEONS: I have to give Josh a lot of credit for the energy here. So I was lamenting out loud on Discord that while there are several books on running fantasy RPGS, several of them don't really go step-by-step into building a dungeon. These books are often both too brief on dungeon design and too long to help a DM get going. Also a lot of modern dugneons are quite small, which really doesn't give the format a chance to breath. Nor a lot of fantasy adventure games, dungeon rules a chance to be impactful. Yet, the old-school answer is to read like 20 blog posts scattered over a decade of OSR writing-- also not helpful.

So Josh agreed the idea was solid and was like "let's write this". The final document seems to have worked out really well. And it's nice to have something out there folks can easily have access too to start building their own dungeon AND megadungeon. The document also pulls together several other very helpful posts on dungeon design which people can reference before or after they build any particular part of the dungeon. The writing reinforced to me the value to me of a writing partner to help maintain energy, consistency, and quality. So try out a two-headed blog. That's something I've not seen a lot of.

FIN

I'll stop here and hit publish because the risk of navel gazing is that one gazes too long and finds one's head up one's own arse. I'm thankful for my readers, my hobby friends, and the blogging community that has allowed my growth in gaming. Blog. Do it.




PSALMS FOR MORDHEIM: Smash Bashing The New And Old Together

Look at this crew! Who doesn't want to play the motley band of weirdos?!

 

Mordheim: 

99% Falling Rules
01% Grotesque Vibes


This post is one part "how I got into Mordheim" and one part "how I want to play Mordheim with Forbidden Psalms scope/engine". Those steeped in Mordheim forgive me, I know how you feel, I play BX D&D. know the gritted teeth you get when people want to modify a ruleset before playing. We are all sinners in the eyes of the gaming gods...


Mordheim


The interesting thing to me about Mordheim is the kitbashing community that has sprung up around the narrative skirmish game. The DIY-hobby “jail-breaking”, via an out-of-print game, of an otherwise corporate IP, really gives off the same energy as D&D’s old-school scene when I stumbled upon it.


I was pulled into the scene’s orbit via the grotesque images in Mag28, enthralled by the phantasmagoric minatures stitched together in service of this old ruleset. A very familiar feeling as it was the same thing I felt when I found blogs modifying BX and OD&D.


And since I had played 40K and Battletech in the past, it was easy to answer this siren’s call and jumping in feet first. So lately I’ve been learning how to paint minatures but also committing to learning how to build terrain and do press molds. But more on THAT recent effort in a future blog post.


I think that what makes Mordheim, Mordheim is four elements: the Injuries Table, the Leveling Table, Exploration Procedures, and the community’s narrative/self-expression focus.


Why do I believe this? Because each of these sub-mechanics creates context and memory of each battle and prevents each conflict from being only about “kill everything- reset”. It's the RPG element these mechanics allow that furthers the character of the warband. There is a promise of an emergent story of these plastic and pewter lives that is really cool and unplanned.


The “maths” of how hits are scored, life is checked off, and how much damage a sword does to me is rather inconsequential. But the fact that in the next game my captain has a hook-hand, my wizard is now a flesh beast, but my warband discovered the Copper Crown of the Queen of High Havok is exciting, and our sling-bearer had become eagle-eyed is the stuff of stories. Even in “losing” or, more specificall,y not capturing objectives and withdrawing, interesting things can happen.


The emphasis on kit-bash not min-max, really helps fuel creativity. It refreshes the hobby and draws new folks in. Together, these catapult a small skirmish game of 10 minis into the fondly remembered system it is today, and one of the Inq28-scene’s foundational texts, similar to BX for the DIY-D&D scene.


Forbidden Psalms


Seriously checkout 28-mag.com
Vol6 for more awesome stuff like this!

In 28-Mag, there were a couple of play reports about “Turm2023” which was a narrative skirmish tournament run by Anna from Gardens of Hecate. Like Mordheim it featured a ruined city, kitbashed miniatures, but the ruleset was Forbidden Psalms, a wargame based on Mork Borg. The ruleset was chosen for its simplicity: make a warband of 5 models, try to get 12+ on a d20 to do anything, and each model has four stats modified by picking one of 2 stat lines. Weapons and HP interact much like D&D.


Great. This is a solid. It's simple, runs like D&D, so easy to teach, and doesn’t require a lot of models. In the time it takes of make one Mordheim warband, I can have TWO, 5-model Forbidden Psalms gangs. And if Ana is using it for her tournament, then its robust enough.


The second thing I like about Psalms is that it requires a 2 X 2 play area. Now, again, much like the “maths” of combat resolution, I don’t think play area size really means all that much except that a smaller area means quicker to the blood-letting, also less terrain to build in order to fill the space.


The third thing I do like about Psalms is the Omen cards. Each player has 5 cards or tokens that can trigger special effects, like max damage or passing a skill check. They basically help control the swinginess of the d20 and, since you only have 5 in your warband, even out potential early deaths.


Finally, I think Psalms has some versatility in case you want to use your warband in a dungeon crawl or something more RPG leaning. Again, Psalm stats are the exact same as Mork Borg as is the d20 vs DR resolution system. So there is an opportunity to transition your skirmish game into a dungeon-crawling game in the grand evolutionary tradition of Chainmail-to-D&D. Walking fish are awkward, but they are all-terrain.


Amalgamated Ruleset


But Psalms doesn’t quite have as robust a system for the RPG-elements like Mordheim does. It has a wound system and a treasure system that is more like searching a building, but is there a way to combine the two? So, with limited exposure, zero playing time, and hitching my neophyte wagon to a horse named “Naivete”, here is an outline for an amalgamated ruleset. 


PSALMS for MORDHEIM

  • Create characters similar as per Forbidden Psalms

  • Each character counts as a “hero” except the “dog”

  • Run scenarios based on Mordheim and award experience points as per the rules as written

  • If a hero was taken out of action, but passed a death check (DR6+) roll on the Serious Injuries table

  • After the game, resolve any downed heroes and then roll on the Exploration Procedures

    • Sum the total for treasures found and look for multiples to determine exploration outcomes

    • +1d6 for each surviving hero

    • For each Omen card unused at the end of the game, you may +/-1 from a single die 

    • If all five Omen cards are unused, add a number of your choice to the Exploration Procedures final roll (example: a 3, 4,5 are rolled, a player can then choose to add any number on a d6, deciding “5”, they now have a 3, 4, 5, 5)

  • Leveling (points)

    • May not exceed +3 in any stat

    • Roll 2d6 on the Experience Table when a PC has earned 2, 4, 8, & 16 points

    • Could convert some of the Mordheim skills into additional “feats”

    • Experience Table

Roll 2d6

OUTCOME…

2-4

A CLUE! or a New (UN) Clean Spell (random)

5

STR: 1-3 +1 to-hit STR weapon, 4-6 +1 inventory slot

6

AGL: 1-3 +1 to move, 4-6 +1 to-hit AGL weapon

7

❦❦❦+ 1 HP ❦❦❦❦❦❦

8

TUF: 1-4 +1 to non-death, 5-6 +1 to DEATH SAVE

9

PRZ: 1-3 +1 to-hit ranged attk, 4-6 +1 morale

10-12

NEW FEAT or a New Clean Spell (random)

Clue

Roll an additional +1d6 when performing your next Exploration roll


TORCHES (6): A RPG Microblog Collection 8

 



The Ultimate Warrior! Over at Save vs. Total Party Kill, Ram discusses a quick rule for determining death or unconsciousness at 0 hp or below by making a save versus Death. On a roll of a natural 20, the PC rerolls all their HD and gains that HP. I kinda like this idea for con games, its quick, but really impactful and has the same feel as Death's Door in Darkest Dungeon.

Social Bonds: At the BREAK!! blog, Naldo helps us figure out how exactly our PC know each other. Again, another great trick for con games, but also plays very well at the table.

Shuddering Forms Crawl Forth!: Save vs Worm lists out some new undead for their King of Kings setting. I particularly like the named undead that they have listed out:

Dog-headed Dyan the Dreadful: The only known wraith of the dog-headed men, who are already known for their demon-haunted cruelty. He was known for injustices done unto babies and mothers. Just wants to taste succulent childflesh again, but for his burnt-out tongue.

Before You Crawl B2, Check This Hexmap Out: Over at Blog of Forlorn Encystment, WEC rebuilds the wilderness region around B2 into a fantasy ~20 hex area. Demonstrating how little you need to have a fully stocked campaign!

$7 Mordheim/Forbidden Psalms Terrain: Summon Lesser Maker did this video and it really drove my creativity into high gear. I have been working to complete four 1'x1' skirmish boards using his techniques wth popcicle sticks and cardboard. Its really been awesome! I want to do some more posts about the painting/kitbashing folks that I am following.

Straight Up Villain: Bommyknocker Press writes about the "Nemesis System" which was found in the Shadow of Mordor video game. Glad to see other folks writing on it. I did here a little while back and recently need to use it again in my Nightwick game.


WINE DUNGEON: Post Collection of a Rare Vintages

A tentative title for "The Wine Dungeon"

Sitting at the top of my list of "To-Dos" is a wine cellar that has metastasized, via the power of the mythic underworld, into a dungeon. I have played this dungeon for 10 sessions, and it was well-liked. But as always with a lot of things I design, I think I can do it better. So the project has languished a bit in part due to work, but a little bit more due to love.

I hope in 2026, I can reformat it a bit and bring it to light. I think it a good idea, novel in terms of dungeon space, and would be a great beginner dungeon that is large, but not totally overwhelming being ~50 rooms. But we will see!



What Happens When A Wine Cellar Goes Bad? Concept Part 1

30 NPCs With Help From To Distant Lands. Concept Part 2

More Wine! Actual Play Part 3

More Wine! Actual Play Part 4

More Wine! Actual Play Part 5 (Fragment; see below MORE WINE! Session 8)

How to do a Dungeon Differently Post Mortem

MORE WINE!: Session 8

The general setup is here

Returning once more to Aeolos' cellar are the following:

Captain Buffet Dwarf 2
Slip Thief 2
Karen Fighter 1

After spending the previous "rest" week of the festival exploring a square of the Viridian City which contains a pyramid guard by the Iron Hand. The players were able to sneak in opening hatches found at the bottom of the statues of three Saints: Zeus, Hera, & Hermes. The exploration brought them in contact with strange humans who wore masks and spoke only in the language of the arcane. The party returned to the surface. And vowed to return-- maybe after earning a little more coin from Aeolos.

This week Aeolos was hosting a big feast and therefore would require: 6 Amphorea of a type already brought back and 4 amphorea of 3 other types.

Bronze hand used in
the worship of Sabazius


DOWN THE STAIRS to the STONE SATYR...

The party passes the leering statue without incident. Issac covers the eyes of the chaste Abraham to guard against the accuracy of the nymph statues. The satyr's cup goes unfilled. Traveling through the north archway the party is surprised to find the corpse of the Iron Hand missing....

DECORATIVE VINEYARD: They find once again each door is marked by a grape motif: north is white, east is green, and west is red. The PCs choose "west".