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Glimmermark session 45: first time since 2024 they dared to go further down into Castle Dyson. That is, after finding the goblin castle encroached by rather nasty undead at night.

(Which they caused but they don't know that)

A fight with gargoyles turned out to be much more difficult than they had hoped (4 attacks per round!), but it was a surprise attack by a wererat on the rear during the fight the nearly saw two of them go down.

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In my multi-disciplinary approach to visual storytelling, I use a combination of traditional and digital tools in order to create art that matters to you and the people in your life.

Session 44 of , they decided to deal with the necromancers in the caves, unfortunately (fortunately?) they had instigated the doom of those last month, when they opened a bolted door and just left it open without investigating that much further. The wight that had been locked in that crypt used the chance to make the rest of the cultists into wights as well.

The lack of magic/silver weapons made them turn back before challenging the former high priest.

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The DM, trying to spook us with unnatural creatures that lurk in the Wilderness: "There are... ducks that are also turtles!"

Party: "Dawww!" 🥰
DM: "... also, snakes with legs!"
Party: "So... lizards?"
DM: "Wha... no, mammal legs!"
Party: ????
DM: "And... possum-bat hybrids!"
Party: "DAWWW!" 😍😍
DM: "Imagine the weirdest possum face and bat face mixed together! They hang by their tails!"
Party: "WE'LL TAKE A DOZEN"

For many of us who started gaming in the tail end of the 1970s, The Handbook for Space Pioneers: Exoplanet Colonies (1978) by Wolfe and Wysack was basically the first space game supplement that wasn't intended for RPGs at all... and yet...

It provided fully realised worlds, maps, races, threats, economies, deckplans, personality tests, and recruitment ideas for characters.. er.. cough the readers.

Perfect for traveller or Star Trek and packed with colonial issues too.