A pair of travelers arrive on a beach and are confronted by... mutant pirates with a strange box.
Our young heroes have taken on the quest to rescue Stonehaven. But first, they must regroup and head down into the cellar of the Black Lobster.
Once more into the Korg! This time to kill the three vampires which make up the Dark Tower's court. Impossibly to kill without the right item, I am going to take the long approach in this fight.
From the Ancient Ruins to the Fetid Swamp to the Putrid Bog. We continue our short forays into Classic Korg.
The Dwarven Halls campaign continues. After fighting off the Slykk, the four young heroes make their way to the Black Lobster Inn. Here they encounter further travails as drunken locals and some unexpected strangers show up.
A quick return to Classic Korg. This time to the Fetid Swamp. To show some of the different mechanics on display.
The micro-, luck-heavy-rpg Classic Korg is a perfect excuse to roll dice for a few minutes on a lunch break. I figured I'd give it a whirl and play through adventures until I succeeded at least once.
Four young would-be heroes are on the way to the city of Arion when they cross a bridge and are ambushed by a group of Slykk.
I am getting ready to launch a Dwarven Halls campaign using Advanced Fighting Fantasy (with back-up support from Gamemaster's Apprentice Deck: Fantasy (1e). Here I'll work out my starting characters and some other notes [so that I can later rewrite the whole thing, eh?]