A RAW OSE Solo Play Log of B1 In Search of the Unknown, Part 2
The end of the first expedition and its aftermath.
Part 1, Part 2, Part 3, and Part 4 of this series.
Turn 67. We opened the door (to 20) and surprised 4 gnomes who appeared to be arguing about where to look for a trap door. We decided to parley. Tilken began, “Hello friends. Perhaps we can help one another. Are you from the surface as well?” (The gnomes are indifferent.) A gnome wearing an indigo cap replied, “You might say that, for we are not from this place. But our purposes are our own and you best move on.” At that we decided to leave them.
Turn 68. (No wandering monsters.) We returned along the path we’d come on (ending up south of 20).
Turn 69. We returned through the door to the south (southwest of 21) and headed west.
Turn 70. (No wandering monsters.) We continued west and then turned north along the long passage the Garani warrior had described.
Turn 71. We continued north down the corridor.
Turn 72. (The end of our 6th hour in the strange complex. No wandering monsters.) We rested. Gemel poured his last flask of oil into the lantern. Tilken and Maria each had another flask if we needed them and we still had torches.
Turn 73. We continued as the passage turned first left then right.
Turn 74. (No wandering monsters.) We headed east and then north as the passage turned.
Turn 75. We continued north and then followed the passage northeast.
Turn 76. (No wandering monsters.) We followed the passage northeast until it turned right.
Turn 77. We continued northeast until we came to a spot where a few corridors intersected (northeast of 10). Still concerned that we might be headed too far from the entrance yet wanting to explore longer, we headed east along the right passage.
Turn 78. (No wandering monsters.) We rested and Tilken updated the map.
Turn 79. We continued east and peered down the side passage to the north. We may need to return that way. Instead we continued east until a corridor heading south intersected with ours. It looked familiar and we decided to see if it led back to the entrance.
Turn 80. (No wandering monsters.) We followed the passage south and saw the mangled corpses of the spiders we’d slain soon after entering the complex as well as those of the fallen travelers who came before us. We also saw the doors we’d listened at earlier, which we’d turned back from after hearing conversations inside. We also saw a passageway headed east.
Turn 81. Heartened by the closeness of the exit, we decided to explore this eastward passage. We came to an intersection and saw a door to the north (to 5). We continued toward it.
Turn 82. (No wandering monsters.) We headed to the door and listened but heard nothing.
Turn 83. We tried the door and found it was locked. Caterina picked the lock.
Turn 84. (No wandering monsters.) We decided to rest before entering.
Turn 85. We opened the door. A strange reddish glow emanated from somewhere on the right side of the room. Caterina snuck forward cautiously. (Referee rolls a Move Silently check for her. It’s a 3 so she fails but doesn’t realize it. The fire beetles are indifferent.) She saw the glow emit from beneath the bed against the east wall. The red light also illuminated a stone carving in the north wall. The relief carving depicted a sorcerer invoking powerful magics from a hilltop while an army below cowers and flees. Looking closer at the source of the red light, Caterina noticed it move and saw the shiny carapace of a number of phosphorescent beetles beneath the bed. A nightstand and table sat beside the bed. On the west side of the room gleaming mugs and a pitcher rested on a table. In the red light, they looked silver. Caterina noticed a door in the south wall on the west side of the room. Deciding the beetles weren’t aggressive, she gestured to the rest of us to follow. She took two pewter mugs as we approached.
Turn 86. (Two wandering orcs approach from the south. Neither side is surprised.) As we started to stow the mugs and pitcher in our packs, we heard footsteps. Two orcs wielding spears approached from the intersection (south of 5), seeing us as well.
Round 1. (Players win initiative and choose to parley.) Tilken called out. “Halt your approach. We mean you no harm.” The rest of us stood at the ready. (The reaction roll is a 4, hostile, may attack.) The orcs snorted, “Give us your coin and any other treasures you bear and we will spare you.” Maria replied, “We will not. You’ll regret it if you intend to harm us.”
Round 2. (Players win initiative.) Tilken and Maria moved to protect the rest of us and we readied our weapons in case the orcs advanced any closer. On their turn the orcs charged us. Caterina let loose an arrow striking her target (inflicting 5 damage, 1 hp left). Enoch’s stone missed its mark. Gemel’s bolt hit the first orc slaying it (5 damage). The second orc continued its charge. Tilken and Maria stabbed at it with their braced spears, both missing the running orc. The orc tried to run Maria through but its spear was deflected.
Round 3. (The commotion agitates the fire beetles and all six advance. The orc wins initiative, with the fire beetles acting between the orc and the party. The lone orc passes its morale check.) The orc thrust its spear into Maria’s shoulder (inflicting 2 damage, 7 hp left). A fire beetle bit the orc (3 damage, 1 hp left). Two more attacked Maria as she was closest to them. One punctured her armor, wounding her (dealing 6 damage, 1 hp left) white the other’s bite could not penetrate her plate. Two more attacked Enoch but he fended them off. Another attacked Gemel but Gemel evaded their bite.
Tilken missed the orc while Maria pushed her spear into the orc’s chest, putting an end to it (7 damage). Caterina stabbed the beetle attacking Gemel with her polearm (inflicting 3 damage, 2 hp left). Enoch slammed his mace into the shell of a beetle but the smooth carapace deflected the blow. Gemel stabbed at the beetle with their dagger but missed.
Round 4. (Gemel’s player declares they will make a fighting withdrawal to get behind the rest of the party to the west. The party wins initiative).
Gemel moved half speed to get behind us and then threw a dagger at the beetle that had attacked them but the dagger hit the wall behind the beetle. Tilken failed to stab a beetle attacking Maria as Maria’s spear missed the same beetle. Caterina’s polearm was deflected off of the beetle she’d attacked previously. Enoch bashed through a beetle’s shell with his mace (inflicting 2 damage, 5 hp left).
The bites of two beetles failed to puncture Maria’s armor but two more found the gaps in Enoch’s (dealing 5 and 5 damage, respectively) and Enoch died before our eyes. A beetle lunged at Caterina but she dove to the side. Another beetle crawled over Enoch and bit Gemel (inflicting 2 damage, 0 left), killing our already injured companion. The rest of us glanced at each other with fearful faces reflecting that red light.
Round 5. (The players of the remaining party members declared they will make a fighting withdrawal toward the door. The fire beetles win initiative.) Maria’s armor protected her from two feeble attacks by the beetles. Two more attacked Tilken, one chomping into his leg (inflicting 3 damage, 1 hp left). The remaining two beetles attacked Caterina. A gap in her armor proved fatal (6 damage). We were two now.
Tilken moved 15 feet toward the door, while Maria moved 10.
Round 6. (Tilken’s player declares he will make a fighting withdrawal past the door while Maria’s player declares she will make a full retreat past the door. The PCs win initiative.) Both Tilken and Maria made it to the far side of the door and Tilken slammed it shut behind him.
Round 7. Maria wedged an iron spike between the door and the floor while both of us leaned against the door.
We rested outside the door, hearing the beetles’ scratching the we leaned upon. Without Gamel’s lantern, Maria lit a torch and we both sharpened our weapons and fixed our armor. We discussed whether to attempt to retrieve our companion’s remains before they are eaten or to head straight for the surface. The six beetles were formidable and we had been unable to slay any of them. We decided on a plan to make a stand and try to recover the bodies.
Turn 87. We poured oil across the floor before the doorway. To be safe we poured a second flask of oil onto the ground a little further back in the hall with a gap between the two pools. Maria set her lit torch on the ground farther back still and then lept to the gap. She dislodged the iron spike with a 10-foot pole, so as not to step in the first pool. Tilken stood back at the intersection, sling at the ready. Maria then reached across the pool and opened the door.
Round 1. (Initiative is tied.) We saw the red phosphorescence of beetles as they pulled at the flesh of our companions. The 3 beetles not feasting turned and skittered toward us as Maria leapt over the second pool toward the torch and dropped the 10-foot pole. She picked up the torch as the beetles reached the first pool of oil. Tilken released his sling stone at the first beetle but it ricocheted off its shell. Then Maria set fire to the nearest pool, which the beetles would still have to cross to reach them.
Round 2. (Initiative is tied. The beetles pass a morale check to determine whether they proceed into the fire.) Maria backed up to the intersection, joining Tilken. The 3 beetles skittered into the burning oil (the first is burned for 1 damage, 7hp remaining; the second suffers 4 damage, 2hp remaining; the third suffers 1 damage, 4hp remaining).
Then Tilken launched another stone at the first beetle, but it fell wide. Two beetles chomped at Maria with their mandibles, but did not catch her, while Tilken’s chainmail stopped another’s bite. Maria dropped the torch and grabbed her spear but it failed to puncture a beetle’s hard shell.
Round 3. Our plan having failed, we ran towards the surface declaring a retreat. (The PCs win initiative.) We ran at our full speeds, Maria making it 20 feet west down the corridor, Tilken making it 30 feet.
The 3 beetles followed, their multitude of legs allowing them to catch up to Maria, but their bites did not find the weak points in her armor (even with Maria’s current AC being 14 due to retreating and not benefitting from her shield against rear attacks).
Round 4. (The beetles win initiative.) The beetles continued to bite at Maria’s heels, the mandibles of two beetles cutting into her legs (1 inflicting 6 damage, the other inflicting 4) and the warrior fell.
Tilken ran into the darkness beyond the torchlight and the light given off by the beetles. He reached the intersection (between 2, 3, and 8) feeling the wall with his shield every 10 feet along the way, and headed south, just barely rounding the corner.
He continued running towards the exit into the darkness, not hearing or seeing the light of the beetles behind him.
He made it down the corridor to the light of the surface by the end of the turn, emerging after seven hours in the dungeon. The sun was high in the sky as it was just past noon. He panted as he leaned against the cliff wall beside the entrance. Now he had to get back to the keep safely.

He stumbled to the site where they had camped the night before and rested for a turn. Having encountered the dangers of the dungeon, he knew he didn’t want to stick around much longer. He headed downhill in the direction of the road, making it to the woods within an hour. After three more hours he’d left the forest behind.
(Referee rolls a 5 on the random encounter check; no random encounter.) Tilken made it to the road after another hour.
By just after 7 PM he reached the portion of the road where it ran alongside the Goblinwater River. He refilled his waterskin. Sunset was coming.
Tilken didn’t think it likely the keep would let down its drawbridge in the darkness, so he hid in the foliage of the forest north of the road, ate one iron ration, and rested until dawn without lighting a fire. He stayed awake through the night to avoid ambush.
Day 3
Around 4:00 AM Tilken set off towards the keep again. The sun rose around 5:30. By 10:00 AM he reached the gates of the keep. The guards on watch recognized him and lowered the drawbridge. The scribe logged his entrance to the keep and he headed towards the inn.
Tilken headed to the tavern. He ordered soup, fruit, and cheese (3sp) and ate, reflecting on the events of the last few days. He went to the temple and prayed for the gods to guide the souls of his departed companions Gemel, Caterina, and Maria to the Elysium Plain. Around noon he went to the inn, where he purchased a bed in the common room for the night (10cp). Tilken finally laid down in the large bunk bed and closed his eyes. He was in and out of sleep until the noon of the following day (healing 2hp).
In town Tilken had counted that he had a total of 22sp, 55cp, and 23ep. He hoped to meet some other fortune seekers. Fortunately, more treasure hunters had heard the news of the discovery of Quesqueton’s location and had arrived at the keep.
Experience points from the 1st expedition to Quasqueton
Tilken brought 20sp, 55cp, 23ep back from the dungeon to the keep, with a value of 14.05gp. He receives 14 XP from treasure retrieved.
The party defeated 5 giant spiders, 1 crab spider, 2 kobolds, 1 giant poisonous snake, and 2 orcs, for a total of 350 XP for the group; Tilken receives 1/5th of this, or 70 XP.
5 giant spiders - 95 XP
1 crab spider - 25 XP
2 kobolds - 10 XP
1 giant poisonous snake - 200 XP
2 orcs - 20 XP
He is awarded 84 XP from this expedition, which becomes 92 XP after his 10% bonus XP modifier is added in.
Creating Characters for the 2nd Expedition
I decided the company would be composed of 6 characters this time, the max suggested for the adventure and the minimum suggested as the ideal size for a group by the OSE rulebook.
This time I’ll write out the steps I used to create a character, including optional rules in OSE and from the Carcass Crawler zines, in case that is of interest to any readers.
1st new character
Step 1: Roll Ability Scores (3d6 down the line)
Str 14, Int 13, Wis 10, Dex 16, Con 13, Cha 12
These are really good ability scores. If I rolled an 8 or less in every score or a 6 or less in 2 or more scores, then I would consider rerolling, as per the option for sub-par characters in OSE and in the Dolmenwood Players book, which has more precise guidance.
Step 2: Choose a Class
I selected the Mutoid class from Carcass Crawler 3, which has Dexterity as its prime requisite, so the character receives a 10% XP bonus. I wanted to try a class I’m not familiar with and this solo play is in part to help me expand my rules knowledge. Mutoids are people with the body parts of multiple animals. For the second expedition, I opened up classes from OSE Advanced Fantasy and Carcass Crawler.
Step 3: Adjust Ability Scores
I decided against adjusting any ability scores.
Step 4 and 5: Note Ability Score Modifiers and Attack Rolls
+1 to melee attacks due to Strength, 3-in-6 chance of opening stuck doors; +2 to missile attacks due to Dexterity, +2 to AC; +1 to rolled hit points due to Constitution
Step 6: Note Saving Throws and Class Abilities
Death or Poison (D) 10, Wands (W) 11, Paralysis or Petrification (P) 12, Breath Attacks (B) 13, Spells, Rods, or Staves (S) 14
I rolled spring legs and beast eyes for the Mutoid’s two random mutations. Mutoid Skills at level one are Hide in shadows (HS) 10%, Mimicry (MI) 35%, Move silently (MS) 20%, and Pick pockets (PP) 20%. Mutoids can back-stab like thieves (+4 bonus to hit, double damage) and they may use one-handed melee weapons and all missile weapons. They may wear leather armor and use a shield.
Step 7: Roll Hit Points
I rolled 3 hit points on the first roll. With Constitution modifier the character begins with 4 HP.
If the roll on the die had been a 1 or 2, I would have rerolled until I rolled at least a 3 or higher (an optional rule).
Step 8: Choose Alignment
For this solo game, I determined alignment randomly using a table I’d made. 1d6. 1 to 3 = Lawful. 4 to 5 = Neutral. 6 = Chaotic. The result is Lawful.
Step 9: Note Known Languages
The character begins being able to speak and write the Lawful and Common languages, plus the Ogre tongue (this last one I determined randomly for the purposes of this solo game).
Step 10: Buy Equipment
Using the Quick Equipment optional rules from Carcass Crawler 2, I rolled 6 torches, 5 iron rations, and 15gp, in addition to the automatic tinderbox and waterskin. Based on the armor allowed mutoids, I determined that mutoid characters can roll 1d2 on the Armor table. The result is Leather armor (no shield). I used the Bard Weapons table since Mutoids have the same weapon restrictions as bards and roll a crossbow + 20 bolts and a short sword. On the Adventuring Gear table I rolled a hammer (small) + 12 iron spikes and a small sack.
Step 11: Note Armour Class
Ascending AC is 14 between Leather armor and Dex bonus. Unarmored AAC is 12.
Step 12: Note Level and XP
Level 1. 0 XP.
Step 13: Name Character
I rolled for gender identity. 1d12. 1 to 5 = man. 6 to 10 = woman. 11-12 = nonbinary.
For this character I rolled nonbinary for gender. Then I rolled to determine which real world nationality to choose a name from, using the categories for real names on fantasynamegenerators.com.
1d6. 1 = Africa, 2 = Americas, 3 = Asia, 4 = Europe, 5 = Middle East, and 6 = Oceana.
The result is an African name and then I rolled again to narrow it down to a Basotho name (a people from South Africa and Lesotho). Since the character is nonbinary and the random names are listed by male and female, I rolled 1d2 to determine whether their name is from the male or female list on the generator. Male list. I rolled a 1d10 to determine which of the 10 generated Basotho male names to use. The result is Thebe, which means shield (ironically, since I rolled that Thebe doesn’t begin with a shield.)
Thebe knows 3 legends of Quasqueton: 8) no outsiders have ever entered the complex and returned to tell the tale; 5) the complex has two levels; 1) the name of the stronghold is Quasqueton.
I repeated this process to create the remaining 4 characters.
Day 4
During his moments of wakefulness Tilken came to recognize the faces and names of the others who were staying in the common room, as the sounds of their conversations interrupted his rest now and then. They were a band of fortune-seekers drawn by the lure of Zeligar and Rogahn’s riches much like himself and his fallen companions. He considered telling them of the doom that awaited them. They were a motley quartet. Wangi seemed to be a priest of some sort. Mati looked the part of a druid, wearing a sprig of mistletoe about his neck. Amiyah was an elf from the forests while Oliver was a human, possibly a warrior. They had come from further abroad than Tilken and the others he’d traveled with. News must have spread across the region if not beyond.
He had caught a glimpse of another figure in the room too. The figure wore a cloak and a deep hood. When a rooster awoke Tilken around dawn, he looked across the room and thought he saw yellow cat-like eyes within that dark hood. He glanced over to check that his possessions had not been stolen and soon drifted back into sleep and forgot about the hooded figure.
At noon Tilken awoke and headed to the well for some water and to the tavern for a meal. He recognized some of the travelers from the inn. They were asking if the bartender had heard anything about Quasqueton. They seemed to know some of the common legends.
Tilken sat beside them at the bar. He said, “If you buy me a drink and meal, I’ll tell you of my journey into the stronghold itself. For I have been within and escaped to tell the tale.” The one called Oliver bought Tilken a pint of wine and a meal of stew and Tilken began the tale. He finished with the sad fate of his companions.
We listened carefully to the halfling’s tale. The story ended on a low note; however, Tilken had spoken of finding jade and coin. We offered to help him recover the remains of his companions in exchange for leading us to Quasqueton and helping us discover its riches. Tilken relished the meal as if he hadn’t eaten well for some time. He agreed to the proposal and retried a map he had drawn during his expedition from his pack.
We discussed preparations and traded tales we’d heard of Quasqueton. Tilken was concerned that none of us was skilled in the picking of locks. We concluded we’d have to make due.
Amiyah sold her battle axe to the keep’s provisioner (for 3gp, 5sp). Amiyah and Mati each purchase shields from the provisioner (10gp each; the provisioner has 5 left). Tilken buys a sword from the smithy (10gp; the smithy has 1 left for sale). Oliver likewise sells his short sword to the provisioner (for 3gp, 5sp) and buys the remaining sword from the smith (for 10gp). Oliver and Amiyah each buy a sling from the trader (for 2gp each). Amiya also bought a small sack from the provisioner (1gp).
Thebe purchases a shield (10 gp; the provisioner has 4 left) and 50 feet of rope (for 1gp) from the provisioner. Wangi also bought Mati a sling (2gp).
(With 6 player characters of little reputation, no retainers are willing to join the expedition. No roll necessary.)
We rested well that night in the inn (6sp), dreaming of the road ahead.
The 2nd expedition [party MV 90’ (30’)]
Tilken (halfling), S13 I14 W6 D14 C6 Ch15, +10% XP, AC 14, 4/4 HP, Att +1, SV D8 W9 P10 B13 S12, -1 to saves against magic, AL L, hear noises 2-in-6, man, 5/6 equipped items [sword (1d8+1) 1, sling +13 stones (+1, 1d4) 1, chainmail 2, shield 1], 9/13 packed items [3 torches 1, silver dagger 1, 3 iron rations 1, rope (50’) 1, 0 oil (flask) 0, tinderbox 1, waterskin 1, holy water (vial) 1, 67 coins (19sp, 45cp, 3ep) 1, wolfsbane (1 bunch) 0, ink (vial) 0, quill 0, parchment (1 sheet) 0, map 0, sack (small) 0, spear 1], encumbered MV Rate 90’ (30’), speaks & reads Lawful, Common, and Halfling, 92 XP
Thebe (aka Shield, mutoid), S14, I13, W10, D16, C13, Ch12, +10% XP, AC 15, 4/4 HP, Att +1 melee, +2 ranged, SV D10 W11 P12 B13 S14, AL L, back-stab, HS 10%, MI 35%, MS 20%, PP 20%, infravision 60’, spring legs, nonbinary, 5/6 equipped items [short sword (1d6) 1, crossbow +20 bolts (1d6) 2, leather armor + shield 2], 10/13 packed items [6 torches 2, 5 iron rations 2, 4gp 1, hammer (small) 1, 12 iron spikes 1, small sack 1, backpack 0, tinderbox 1, waterskin 1, rope (50’) 1], encumbered MV Rate 90’ (30’), speaks & writes Lawful, Common, and Ogre
Wangi (acolyte), S7 I10 W16 D9 C9 Ch4, +10% XP, AC 15, 4/4 HP, Att -1 melee, +0 missile, SV D11 W12 P14 B16 S15, +2 to saves against magic, AL N, BL 10, DM 30%, KA 20%, PU 20%, RA 25%, TU 50%, divine magic 1 spell per day, woman, 4/4 equipped items [chainmail + shield 3, warhammer (1d6) 1, holy symbol 0], 10/11 packed items [sling +20 stones (1d4) 1, backpack 0, 3 torches 1, 6 iron rations 2, 6gp 1, mirror (hand-sized, steel) 1, rope (50’) 1, tinderbox 1, waterskin 1), encumbered MV 90’ (30’), speaks & writes Neutral and Common
Mati Keli (druid), S10 I9 W14 D11 C14 Ch12, +5% XP, AC 13, 5/5 HP, Att +0, SV D11 W12 P14 B16 S15, +1 to saves against magic, AL N, +2 to saves against electricity & fire, identify plants and animals and discern pure water, only 1-in-6 chance of getting lost in woodlands, divine magic 1 spell per day (entangle), man, 5/5, equipped items [leather armor + shield 2, club 1 (1d4), sling +20 stones (1d4), sprig of mistletoe 0, lantern 1], 10/12 packed items [1 dagger 1, 3 flasks of oil 3, backpack 0, 6 torches 2, 6 iron rations 2, 0gp 0, tinderbox 1, waterskin 1, rope (50’) 1], encumbered MV 90’ (30’), speaks & writes Neutral and Common
Amiyah Wai (wood elf), S8 I6 W12 D10 C9 Ch8, AC 13, 4/4 HP, Att -1 melee, +1 missile, SV D12 W 13 P13 B15 S15, AL C, only surprised on 1, detect secret doors 2-in-6, foraging 2-in-6, hunting 5-in-6, hiding in woods or undergrowth 90%, immune to ghoul paralysis, infravision 60’, listening at doors 2-in-6, divine magic 1 spell per day (animal friendship), woman, 4/4 equipped items [leather armor + shield 2, sword (1d8) 1, sling +20 stones (1d4)], 8/11 packed items [6 torches 2, 2 iron rations 1, backpack 0, 0 gp and 5sp 1, mirror (hand-sized, steel) 1, hammer (small) 1, 12 iron spikes 1, tinderbox 1, waterskin 1, 1 sack (small) 1], encumbered MV 90’ (30’), speaks Chaotic, Common, Elvish, Bugbear, Dryad, and Gnoll
Oliver O’Donnell (fighter), S9 I12 W8 D9 C13 Ch11, AC 15, 8/8 HP, Att +0, SV D12 W13 P14 B15 S16, -1 to saves against magic, AL L, man, 5/5 equipped items [chainmail + shield 3, sword (1d8) 1, sling (1d4) + 20 arrows 1], 10/12 packed items [silver dagger 1, backpack 0, 5 torches 2, 4 iron rations 2, 1gp and 10sp 1, sack (large) 1, sack (small) 1, tinderbox 1, waterskin 1], encumbered MV 90’ (30’), speaks & reads Lawful and Common
Lessons
Level 1 is the most dangerous time in the life of an adventurer and OSE is a lethal rule set. I underestimated how tough fire beetles are. I avoided looking at their stats before combat began and I’m used to them being mostly harmless in later editions. If I had avoided pressing through the room knowing the fire beetles where nearby, then maybe more of the 1st expedition would have made it out alive. As a referee, I thought it reasonable that a battle with orcs in the same room as the up-until-then indifferent fire beetles would warrant a new reaction roll. I also had bad luck as I lost the first initiative roll after opening the door back to the beetles, letting them bypass the first pool of oil before I had a chance to light and. Then the burning oil in the second pool did little damage. But two PCs with close to +0 attack bonuses returning to battle six creatures with AAC 15, after having failed to take down any of them, was foolish in retrospect.
B1 is known for have paltry treasure. I’ve read recommendations to increase the amount of treasure so PCs can earn more XP. Tilken received little XP for the expedition since he was not the one carrying many of the items of treasure and he couldn’t go back for them. So far I’ve decided to run B1 as is since this is a solo game and I’m doing it as an experiment. I might reevaluate this decision later. If I was running it for other players, I’d drastically increase the amount of treasure.
Notes
In the party member stat-blocks, the number after each item of equipment is how many items the equipment is considered using the Item-Based Encumbrance rules in Carcass Crawler 2.
I’m using Original Adventures Reincarnated #1 Into the Borderlands by Goodman Games for the dungeon stocking, particularly the example stocking from Tim Wadzinsky’s youth. Since I’ve read the module before, using someone else’s stocking choices preserves some of the mystery. I might also switch the dungeon stocking to one of the other two example stockings in the book, just to create greater unpredictability.
I was glad to read the positive response to the first part of this play log. Let me know what you think of the second part!
Well written and with a clearly detailed procedure.