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Review – Minotaur’s Betrayal


The second in a minotaur themed trilogy, Minotaur’s Betrayal leaves off where Minotaur’s Bargain ended. There is an assumption of satisfactory completion of the first part, which makes sense for a part 2. The module does offer a hook in if Part 1 was not completed, but it works better as a continuation of the story.

The PCs are offered Minotaur assistance and return to their town to face the impending orc threat.


Along the way they are attacked, though the Minotaur captain is the target. Reaching the town they find it under assault by an orcish band lead by a troll. The force seems a little light on for a full assault, however and once the invasion is repelled the PCs discover it was a diversion for a traitorous rebellion within the Minotaur ranks. Returning to the Minotaur camp they find the honourable leader slain and a usurper in her place. The usurper has given the orcs a powerful item (Banner of Gruumsh) for their support. The PCs must manage the volatile minotaur in order to be best placed to reclaim the tribe.

Following on from this the PCs are directed to infiltrate the fairly extensive orc stronghold and retrieve the lost banner, potentially hampered again by the social values of the minotaur. The stronghold has a number of interesting features, including amusing orc graffiti, eclectic prisoners to free, and a theoretically overwhelming contingent of Orcs if the players aren’t careful. The alternate route provided through the encampment is possibly just as dangerous.

The Chieftain’s quarters holds the stolen Banner of Gruumsh, and ostensibly the focus of PCs incursion, though there is nothing stopping them from slaying the chief and the priestesses, which would also end the threat from the orc tribe.

End Spoilers

Minotaur’s Betrayal is a very different beast from its predecessor. Players might want to wear neck braces, such is the sharpness of the turn. It might catch some players by surprise if they were expecting another deathtrap dungeon style outing, and instead find themselves in a story driven tale of plot and logic that the first instalment lacked.

Truthfully the adventure is all the better for it. As I indicated in my last review I don’t generally enjoy ‘just because’ trap dungeons, and prefer my adventures to have a plot, NPCs that have depth and motivation and logical details such as “where do they get rid of their waste?”. Not only does Minotaur’s Betrayal cover all of these, it manages to be both concise in language and thorough in minutiae, which is a difficult trick to pull off. The Orcs Stronghold – where the main action takes place – genuinely feels like a tribal home, complete with the kinds of details you’d expect.

On a technical level there are a few minor spelling errors, but nothing egregious, and one of the numerous maps didn’t scan well, but retains enough detail to play from (just probably not hand out).

On a design level I did find it odd that the orc stronghold has 2 separate waste areas that apparently aren’t connected, but again this is more a matter of preference than any real issue. Yes I’m nit picking here. There’s not a whole lot to criticise about this adventure.

The layout is easy to follow, and well defined in terms of information presentation and flow. It is easy to read and run from a DM perspective, and offers adjustment advice for more or less powerful or numerous parties.

Final Verdict

I have to say that I love this type of plot driven adventure, and Minotaur’s Betrayal is a great example of it. Along with the core crunch and action, there’s enough incidental detail to bring the locations and cultures alive without overpowering the goal of a smooth running, fast paced adventure. JVC Parry and Phil Beckwith have created an excellent and evocative module here that strikes a good balance between monster bash and roleplaying opportunities.

I rate it 5 stars for presentation and 5 starts for content, for a total of 5 stars. You can pick up a copy of this adventure here

I definitely recommend this one, and – assuming you can reconcile the differing styles – it should be played as part of the trilogy as intended.

I am really looking forward to the third part.

Review – Archetypes by Travis Legge

A Trio of Archetypes

Anyone who has spent any time browsing the DMs Guild over the last 6 months has probably noted the work of Travis Legge – he seems to be putting out mini products at an amazing rate, along with his videos on his Eberron campaign and interviews with DMs Guild creators.

He has also embarked on a crusade to review as many products as humanly possible, which is laudable.

Today I look at three of his recent mini-products – all PWYW Class Archetypes. All three are short, mostly plain text PDFs, though each has a splash of appropriate to semi-appropriate art to give some visual stimulation. Nothing groundbreaking in design here, but aesthetically pleasing enough and better than many PWYW offerings.


Order of the Scarred (A Blood Hunter archetype)  

This is an archetype for the Blood Hunter class developed by Matt Mercer (of Critical Role). While not an official class this shouldn’t put off DMs as it is arguably balanced in comparison to the official classes and not overpowered (though I’d gauge it to be on the upper end). It is basically the Witcher, if you are a fan of such things. It is a reasonably complex class however, requiring a level of resource management, and probably not recommended for beginners.

Travis’ take on the class is intriguingly morbid Continue reading

December Goals – Back in Balance

Its been over a month since my last post – that’s an eternity in blog years.

November was a big month, but despite that – or perhaps because of it – I haven’t found the time to chronicle any of the events of the last moon here on the site.

PAX was a huge eye opener, as I suspected it would be. Not only was it a great experience, but I learned a lot about how these conventions are run, how RPG sessions work (and when they don’t work) in this setting, and about how I can transport some of these lessons into my personal pathway going forward. More on PAX in it’s own post chain.

November became the month I once again overloaded myself on RPG project work – despite my assertion to pace myself and not get in over my head like before. Sigh. Apparently I didn’t fully learn that lesson. I expect come the end of February (my Kickstarter deadline) I will rue my choices. That being said, in RPG development the goal posts are always shifting, and some changes can’t be anticipated or helped.

The first of my problems was not unexpected – print issues again! What a surprise. This seems to be a common theme with me. I updated me 5th edition Campaign Guide for WLBR, and lo and behold, what was once whole became broken. In making internal changes I must have missed a step in PDF conversion, and ended up with an unprintable book (the digital version is fine). Chris Tang from DrivethruRPG (a man with endless patience) has helped me rectify the issue. There are some inexplicable delays between DTRPG and the printer at the moment, but delays are to be expected (always). Hopefully it’ll be resolved shortly and the print version will once again be available.

The second issue was a scheduling problem. What started as a ‘slow and steady’ background group project for DM’s Guild (with Alex Clippinger and Scott Bean) was suddenly moved up the priority list as hints began that other guild producers were working on similar projects. Second to the table will hurt the project, so it’s now become a high priority that WILL interfere with my Kickstarter material production in ways it was never intended too. Hopefully we can clear this out before it really begins to hurt the kickstarter schedule.

Finally, and most excitingly, I was presented with an opportunity I simply could not pass up. The author Richard A Knaak – of Dragonlance fame – wants to turn his new novella line setting – Rex Deraconis – into an RPG line for D&D and Pathfinder. Despite my already overflowing workload, I HAD to jump on board with this. The chance to work with one of my favourite authors could not be passed on. I’m lucky enough to be partnered with Phil Beckwith of PB Publishing (another Perth local) on this. Exciting times set for 2018.

But this rollercoaster is not without cost. Between my day job, various project commitments and gaming responsibilities (DMing is an obligation not easily set aside), family and friends I’m spread very thin right now. Too thin in fact. Continuing in this way is more pressure than I need heading into the holidays. With that in mind, my December goal is to bring everything back into balance. I need to make a better plan than lurching from job to job, crisis to crisis, and most importantly, I need to make time to do a little bit of everything.

And so with that in mind, I plan to put my feet up with a cold one and watch the cricket (that’s the rest of the world’s equivalent of baseball to any US readers). I mean, I’ll still have my laptop and I’ll be working as well, but I’ll be recreating at the same time. That’s a thing right?

Creating a Better Character

AKA – Guidelines for crafting something unique while avoiding the Special Snowflake.



There is lots of advice on creating better character out there – from mechanical to social aspects and everything in between. I don’t claim this is original information, but I do feel that it is good, simple advice for anyone wanting to build an RPG character in any game.

Everyone wants a unique and fun character to play. Occasionally though, in pursuit of this we get what is known as “The Special Snowflake”. These are the characters that are so overdesigned in their uniqueness (rarest of the rare) that they become problematic for DMs and other players. The Special Snowflake might have a selection of abilities designed to exploit loopholes in the rules, or they might have such an overwrought and inflexible characterization, backstory or personality traits that make them unsuited to team play. Examples include trying to make a character as difficult to hit or defeat as rules combinations allow, trying for the magic combination of statistics that generates the most damage possible per attack, or having them overspecialise to the point where they simply cannot fail at a certain type of task (also called the ‘one-trick-pony’). Mechanically this creates balance issues for the DM because in order to challenge such characters against their strength, it often makes the other characters vulnerable or makes it impossible for them to contribute to overcoming that challenge.

"Piss off Demogorgon. I'm untouchable bro!"

Drizzt is the ultimate ‘Special Snowflake’ because he is the rarest of a rare creature (purple eyed drow) who is so heavily draped in plot armour as to be essentially unkillable.

Possibly worse still are the personality choices that make a character difficult to co-operate with. Again examples might include an inflexible attitude to communication, an extreme phobia or prejudice, or – and my personal biggest dislike – the ‘strong, silent, lone wolf’ anti-hero who is a difficult to be around and won’t play nice because his personality is ‘edgy’ (read ‘jerk’). In rare cases players might actually craft a character that is all ‘roleplay focussed’ and mechanically unsound in the rules system as a way of exploring a concept. These characters generate their own issues as they become an anchor a party that must ‘carry’ as they are simply unsuited to succeed.

Finally, there are the characters that are mechanically sound, and may even be fundamentally acceptable from a general roleplay sense, but are created without a view to the context of the campaign. For example, if the DM has crafted a spy vs spy, shades-of-grey morality thriller campaign, and a player creates a morally rigid crusading knight then no matter how valid the character is, it simply isn’t going to fit with the setting being offered as the environment to play in.

The best way to describe an RPG is a collaborative storytelling experience. It is both collaborative with the DM and with the other players. As such, creating concepts that directly conflict with a communal experience is counterproductive to RPGs. Better characters are built to work with the system rather than against it. This doesn’t mean you have to compromise completely on concept, you just need to work with the rules, players (DM) and setting.

When creating a character, keep in mind three simple guidelines;


Create an appropriate backstory

Characters should have a backstory to give them some depth beyond their statistics, but this backstory should be tempered by the ideas of co-operation, flexibility and growth. Characters in books and movies don’t spring forth complete in the first act. You watch them grow and evolve as the story unfolds. This is true of RPGs as well. You are starting at the start, not the end. Give the character enough backstory to define their general values and behaviours, but be flexible enough to change and grow in the campaign. RPGs are all about the journey. Allowing a character to evolve with the story will give you the best gaming experience. You’ll generate better immersion, and encounter less interpersonal conflicts, both in and out of character.

Who is 1

Is this really an appropriate character that’s going to have a meaningful contribution to make?

Ensure mechanical skill without mastery

Everyone likes to succeed and few like to fail. Failures can take games in interesting directions, and should happen in a game, but not too rarely or too often. Building a character to be either infallible or conversely hopeless creates mechanical headaches for a DM trying to balance a game for a range of players and characters. Characters should have mechanical strengths (and weaknesses) but they should save extremes for the end of the campaign. Do you want to be the greatest thief whoever lived and flit from shadow to shadow like a wraith? Great, but that’s a goal, not a beginning. If you achieve it mechanically, and are impossible to discover when hiding (ie maximised stealth) what is left for the character to strive for? Also designing a character to be the “greatest” anything shows a lack of regard for the other players and their play experience. You are part of a team and need to be part of it, not apart from it, in order to get the most from a primarily social game. This goes doubly so for players who feel it is somehow necessary to outdo or show up the other players (see my other post on trying to ‘win’ an RPG).

Laura Diehl

Every great archmage begins as a dreaming apprentice

Connect the character to the setting

Finally, a character should be crafted with a connection to the campaign setting. In part, this is to avoid the massively inappropriate character conflict (for example the dwarf in an elven empires campaign) but also to give the character something to strive for within the story rather than just be carried along by it. Many DMs will run a Session Zero, which is time set aside before commencing to impart the major themes and tone of the adventures to come. If not, go ahead and ask your DM about the setting or world. If a character is connected to the setting the player will have more opportunities to collaborate with the storytelling process, and really that’s what RPGs are all about. If you can find goals within the story rather than in spite of the story, the DM will be able to find more moments to let you shine.

As always, this is by no means a complete list, but it is a great foundation to ensure you get the most out of your character and the game it is in.


Review – Minotaur’s Bargain

This adventure, from JVC Parry and Phil Beckwith (of PB publishing) is 20 pages, including a cover, 1 page contents and credits, 12 pages of adventure, 4 pages of appendices, 1 page review and 1 page advertisement. It has several colour illustrations and colour maps.

This short, low to mid level adventure casts the PCs in the role of diplomats, representing a local town in an endeavor to secure Minotaur mercenaries against an imminent Orc invasion.


The adventure wastes little time on story, shanghaiing the characters straight into the action. Negotiations are short, with literally the only outcome resulting in an arena trial to either prove themselves or atone for insult.

The dungeon/arena is a series of deathtrap and skill challenges that must be overcome to progress. Completing 4 unlocks the final arena fight that is a stand up combat against the final boss – a minotaur gladiator. Success or honorable failure gains the aid of the tribe, while abject failure does not.


Minotaur’s Bargain is an unapologetic dungeon crawl with a thin veil of story. Each challenge is a HP/Resource sink designed to reduce already limited PC resources (only allowing a single item per character into the challenge). It does however offer several clever ways for pcs to scavenge resources along the way. In many ways this is a team based obstacle course. Mechanically sound, the various encounters are so varied and disparate it would still have many players questioning the logic of such a medley of otherwise unconnected challenges under any other circumstances.

The truly clever presentation of this dungeon is that it fits the stereotypical minotaur maze theme, but dials it up to 11. Realism takes a backseat to ‘cool’ and we’re asked to ignore it much as we forgive the unrealistic elements of an action movie because its an entertaining spectacle.

I am generally not a fan of “just because” or “because magic” deathtrap dungeons, but its honestly hard to dislike this adventure. It gives just enough justification to swallow it, oozes cool, adds stripdown and subtle scavenging to PCs that (by this level) have begun to rely on toys and gimmicks. There’s enough logic, risk/reward and variance in skill checks to keep everyone interested and is thankfully the right length to limit the burnout of oversized dungeons.

This is not an adventure for players or DMs that like roleplay or immersion. There is little here for high Charisma type characters. That being said, this is intended to be the first of a trilogy, so a connecting story is potentially in the works.

Similarly, some players may resent the effective railroad into the dungeon, or try to fight their way out of being pressed into it. The adventure turns on an assumption of success or acceptance of failure.

Final Rating

The adventure has an attractive layout, and makes good use of the sectioned isomwtric maps to break up the text and pad the limited (though appropriate) art. The maps are clean and can double as player handouts.

Minotaur’s bargain is a slick dungeoncrawl that makes the PCs action heroes at the expense of deep immersion. However, it doesn’t really feel like a sacrifice. Its perhaps not the type of adventure you’d want to play every session, but in isolation it is a strong, fun adventure.

I’d rate this 5 stars for presentation and 5 stars for content, for a final rating of 5 Stars.

You can get this very cool adventure here.

Review – The Bleak Harvest

In terms of full disclosure, I was privy to this adventure in its original draft form before it was picked up by TPK games. The author gifted me a copy after release.


As this is an adventure review, I’ll write a brief summation, then I’ll indicate spoilers to come. If you intend to be a player, skip the middle section and go straight to my final comments.

The Bleak Harvest

The Bleak Harvest is a 66 page adventure from Jason LeMaitre and TPK games, with an evocative cover, a credits page, 6 ½ pages of background & setup, 46 pages of adventure, 7 pages of appendices, 1 page advertisement and 2 pages of legal text. It is in appropriately muted colours, with mostly B&W art (a few colour) and colour maps.

Warning – The Bleak Harvest is a true Horror adventure. The themes within are both potentially confronting and in many ways a very subtle creep-up-on-you nasty. This adventure isn’t for everyone. At times it runs a very close line to where I think the limits lie in the Open Licence, but never over. There’s no overly gratuitous violence or body horror, but it still hits you.

For those unfamiliar, TPK games runs a dual rules format, where Pathfinder and 5 rules are placed concurrently in each section, with a text colour change noting the distinction. It takes a little getting used to, but it’s not confusing or distracting when done well (see Final Rating).

The premise of the adventure is that the PCs are asked to check up on the King’s cousin, who has been recovering in the prestigious Willowbrook Saniatarium for the last year. The King has lost contact with the institution and his messengers have failed to return. The PCs – presumably because of their skill set (8th-9th level PCs) are asked to investigate. Several other hooks are provided for less civic minded adventurers.



The sanitarium has fallen under the influence of a Lovecraftian ‘outer being’ style entity, which is engineering its entry into the world through a ritual sacrifice of those afflicted with madness. Its earthly agent is a broken acolyte (seeking reunion with lost loved ones) who has complete access to the facilities, inscribing symbols and assisting a cult and idolised aberration to complete the dark rites by giving them access to the 25 souls-driven-mad needed to complete the ritual.

The party has just 2 days to uncover the conspiracy and halt the ritual. A timeline of events is provided for the DM.

What follows is a sandbox style investigation through a stereotypically creepy location (which is not a criticism) with some very subtle and clever elements, including the fact that identifying the duke is exceptionally difficult, but logically accounted for.  The records are gone, the staff are mad, confused or generally unhelpful, and the duke – by virtue of his madness – has developed a new personality. Better yet, the mechanic that allows for this has him take on one of several developed characters (the DM chooses or rolls randomly) ensuring a fairly integrated investigation where no one of the possibilities is more or less fleshed out than the others. Each offers insight into the current situation, but only if the PCs can navigate their unique psychosis. There are enough red herrings and personal agendas amongst the NPCs to generate true doubt, and again these are handled with depth and complexity.

The investigation eventually leads to a showdown with an otherworldly horror, either because the PCs themselves have uncovered the conspiracy, or because hew timeline advances the action. Its a solid mechanic that keeps the adventure moving without feeling forced.



The adventure has suggestions on managing tension, horror and madness, difficult choices and options that really put pressure on the PCs and advice on increasing the difficulty or injecting a little chaos into the mix.

There is a surprising amount of content and complexity here. There is no wasted space and a lot going on here. In addition to managing the themes, the DM needs to control the tempo and the various NPC and creature personalities, motivations and agendas, not to mention a timeline that moves in the background and numerous ongoing and triggered effects.

This is not an adventure for a novice DM!  


Final Rating

Firstly, Jason is clearly a horror fan, and a fan of ‘good’ horror at that. If you know your genre it doesn’t take much to see the nods to various tropes without overdoing it or throwing it in your face. As a story adventure it is amazing. If you don’t run this at night with the lights down and play creepy ambient music (even if such embellishments are not in your normal repertoire) you are doing your players a massive disservice. Horror is all about setting a mood, and this adventure delivers in spades.

There are, however, a few technical issues with the product.

There’s no contents page and no bookmarks in the PDF. It makes navigation difficult and cumbersome, and I have to say it’s one of my personal pet hates.

No significant spelling or grammatical issues jumped out at me, and I didn’t see any major rules mechanics problems. However, there are places where the text colour change to differentiate the 5e from Pathfinder rules is missing, and odd places where the rules language deviates from the standard. There are also a few layout issues where text is affected by the placement of art, and the text bounces from left aligned to justified throughout.

While the maps are good – courtesy of Elven Tower – half are unmarked and half are keyed. No “player” versions are available for the keyed ones. Again not a major issue, but it would be a nice inclusion.

Finally, the PDF price is $10. That’s not unreasonable, but it is at the upper end for a 60 odd page PDF. If you are like me, your expectations would be high for that price range. I can be more forgiving of a lower priced item. I feel like the production values might have missed the mark for the asking price.

The ‘minor’ issues begin to add up here. None are deal breakers, it really clashes that the author’s attention to detail is not matched by the layout and production. It could really use a v1.1 with some of the easy fixes addressed.

Having said that, nothing in the above critique should put you off buying this adventure! The content, presentation and atmosphere of the story alone easily eclipse all the small imperfections. If you are a fan of otherworldly influence horror this adventure is definitely up there with the best I’ve encountered.

I really look forward to more of Jason’s work in the future, though he’s set himself a lofty bar to clear with his first effort.

I’d rate it 5 Stars for content and 4 stars for presentation, for an overall rating of 4.5 Stars

You can get this creepy, atmospheric horror adventure here on DrivethruRPG.

What Lies Beyond Reason – Session 1 (Difficult Circumstances)

This is the first post of the current group of players I have running through the What Lies Beyond Reason adventure path.

The group roster includes

  • Bree Greenbole (Sarah) – Female Halfling Ranger
  • Celadir Nailo (Wil) – Male High Elf Wizard
  • Dart (Christian) – Male Human Rogue
  • Felix Marston (Cameron) – Male Human Sorceror (Gold Dragon Ancestory) & Lawyer (he wears suits and carries a briefcase)
  • Mutt (Daniel) – Male Human Monk (and Librarian)
  • Kahma (Lachlan) – Male Halfling Monk
Inn in the Rain by Dante Cifaldi

Difficult Circumstances by Dante Cifaldi

Session 1 – Difficult Circumstances

On a dark and stormy night, our heroes all crowded into a nasty, ramshackle Inn at a crossroads a week’s travel north of the Eternal City of Anduria. Each had their own reasons for being there, and none had met before.

The inn of the Sleeping Dog held an interesting array of characters, including the PCs, plus;


  • Bob (the old and surly bartender)
  • Melissa (the naive barmaid)
  • Thorgrim (a scholarly dwarf warrior)
  • Lucious (a young and overly dramatic troubadour)
  • Duran and James (travelling merchants)
  • Rufus and Faldor (shady mercenaries)
  • Theric (a tight lipped trapper)
  • Barret (a jovial gambler)

The PCs engaged each other and the occupants in conversation, learning the following;

•  Lucious responded to flattery, longs to see his talent recognised, and was on his way to Anduria to become famous. He seemed to find the thought of street performing, commoners and the poor confronting, he protected his prized lute, and was wary of Kahma. Ofcourse it might simply have been Kahma’s aggressive forwardness that was off putting.

•  The Merchants Duran and James were guarded about their wares and their travel plans, and while briefly interested in business arrangements with the noble houses of Anduria, have a keen eye for a con or ‘exaggeration’, and did not warm to Dart’s charms.

•  Thorgrim seemed reserved at first, but soon opened up on discussions surrounding scholarship, libraries and filing systems. He and Mutt found common ground quickly.

•  Felix ingratiated himself into a card game with Rufus, Faldor, Theric and Barret. His atrocious playing was matched only by his ability to engage with the players. Rufus and Faldor are brothers that take paying jobs, regardless of the morals of said job. They took Felix’s card. Therric is a local trapper that comes to the crossroads to sell furs, play cards and drink. Barret’s poker face was exceptional, and Felix feels he may actually have been out-“lawyered”. While he could draw nothing interesting from Barret, it was clear the man’s card skills were exceptional, and while he was almost certainly cheating, Felix and Dart couldn’t pick it specifically. Barret was definitely out of place in the wilderness setting, striking Felix more as a city man.

As the night wore down, everyone slept as best they could while the storms lashed the sodden inn. The PCs seemed to have a collective (or at least disturbingly similar) nightmare of twisted creatures, chaotic weather and much pain and suffering. It had the feel of something more than a dream, like a secret was just out of reach.

The inn collapsed, dumping the inhabitants into a deep pool of water in a cavern below, the hole blocked by the congested rubble of the destroyed structure. Taking a quick headcount, Bob, Duran, Theric and Melissa were missing, though Melissa turned out to be injured on a ledge above the pool.

Fall Cave by Dante Cifaldi

Fall Cave by Dante Cifaldi

While Kahma’s spelunking skills came to the fore, the fiery Halfling was unable to mount a heroic rescue of the damsel, who objected to the proposed plan of A) jumping or B) rope bondage (which of course was a misunderstanding, the Halfling’s words amounting to “I only want to tie you up for your own good” coming across more sinister than the angry hero intended). Melissa was rescued, though it took some smooth convincing from the Felix, as well as a magical demonstration from Celadir, to achieve. Melissa

Kahma also spotted a strongbox on another ledge, but this was left in place.

Examining their options (with Mutt testing the water several times – yep – still wet!) the PCs found their way into a savage art gallery of rather unpleasant subject matter (cave paintings of death and slaughter), and on into a geode-like cavern, where brittle crystal reflected and amplified the light of a runed, twisted metal ring (around 8 inches across). Celadir pocketed it, but not before noticing that several of the group eyed it with more avarice than curiosity.

The Ring by Dante CifaldiThe group encountered some very wet and angry spiders the size of dogs, and infact these were only babies to a large arachnid that lay concealed in a size passage. While the threat of poison, fangs and was significant, the group found that sticks, fists, feet, giant hammers, arrows, fire breath and knives were to giant spiders as rolled up newspapers are to normal ones, and the arachnids were vanquished. The eagle-eyed Bree discerned an opportunity with some loose rocks suspended in the webbing, and Dart obliged in dropping them with a well timed arrow, ending the peril of ‘mummy’ spider.

Spider Attack Final

Spider Attack by Dante Cifaldi

Further investigation of the larger spider lair turned up a vein of gold, and while the group lacked the necessary tools to extract it, they did manage to chip out a small amount while Felix unconvincingly tried to hide the improvised mining by shouting “WHAT NOISE? I CANT HEAR ANY NOISE” above the noise. Luckilly the NPCs were otherwise occupied and did not investigate.

Session End