I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Sunday, September 27, 2026

100 days of B/X (part II - B1 to B10)


We have all read B/X many times. Now I'll re-read it with a critical eye, looking for things I don't like and have house-ruled away, to create my new version.

It is a minimalist (or almost minimalist) version, and I'll mercilessly cut every part that is not used often to enhance the fun of my games.

I still want to make it COMPATIBLE, at least vaguely, to TSR D&D, for several reasons - I like playing classic modules, and I'm very used to the numbers, procedures, monsters, etc.

I'll skip huge swaths and just focus on the most interesting bits. If you have never read B/X, I'd recommend taking a look for yourself (for the reasons explained here).

Here we go!

B1 - credits and art, skipped.

B2 - Foreword and acknowledgements. 

"Those rules [original D&D] were written for people with a background of gaming experience. This revision was designed to be easily read and used by individuals who have never before played a role playing game. In the half-dozen years since the original rules were published, the TSR staff has answered thousands of rule's questions. The answers helped find problem areas in those rules, areas which could either stand minor improvements or were difficult for novice gamers to understand. This revision was aided not only by the collected gaming experience of TSR personnel but by the gaming experience of the thousands of players and DMs who sent us letters in the mail."

My house rules (and this series of posts, of course), are meant for people with a background in D&D, so I will not teach how to roleplay. But, like B/X, they are based on problems that emerged from my real experiences with the rules, and I should probably start my own foreword with that.

B3 - How To Use This Book, Definitions of Standard D&D Terms.

Not much to comment on here for the reasons explained in B2. Basic covers levels 1-3, mostly dungeon adventures, while Expert covers levels 4-14, and the Companion (which never appeared for B/X) would take characters to 36th level. As I explained in another post, levels 1-20 work much better, although anything beyond 15 has to be added to B/X instead of adapted. I will consider it.

One thing to note is that the wilderness is too deadly for 1st-level PCs and becomes too easy around 8th level, which also needs to be taken into account.

B4 - "At the start of the game, the players enter the dungeon..." interesting advice and probably too often ignored. The "caller" is explained here but I don't use it my games.

Use of the Word "Level" explains the confusion created by the lack of a good thesaurus when the word "level" was used in the game, since characters, dungeons, spells, and monsters are all divided into levels that are not necessarily compatible (e.g., a level 5 MU can get a level 3 spell in dungeon level 4). Later editions dropped monster levels, but it's the use that makes the most sense when compared to PC levels ("A monster's level is equal to the number of Hit Dice").

I'll skip "How to Use Dice," but the section below is interesting because it never really explains how to win or what the game's actual goals are, beyond the obvious goal of having fun. Not great, IMO, but I'll skip this is my game too.


B5: PART 2: PLAYER CHARACTER INFORMATION

This section explains the creation of PCs. Not much to add here; I find 3d6 in order too harsh (and not even used in the basic modules anyway), equipping characters too boring (it could be replaced by starting packages, which I'll leave as an option), and the rest can be simplified. See my version below.

B6: Character Abilities, Ability Score Adjustments, Hit Points and Hit Dice: nothing to comment here. 
It is interesting that Charisma and Constitution cannot be changed, as they are useful to all PCs. But, to be honest, I wouldn't see a problem with reducing them to 9 to raise prerequisites. However, I find the whole idea of prerequisites an unnecessary complication, so I'm skipping it.

1st-level HP is a problem that is often house-ruled away because most players do not want PCs starting the game with 1 HP. But since I don't treat 0 HP as immediate death in my games, I won't change it.


B7: Bonuses and Penalties Due to Abilities.

I love the simple -3 to +3 bonuses and penalties, so I'll probably keep them. I'm replacing the maximum number of retainers and morale with something else, and since there is no separate magic save for now, Wisdom and Charisma will grant additional languages like Intelligence does.

Still, every ability score matters, since I'll be using a roll-under system for skills.

B8: Character Class Tables

One of my main reasons for creating my minimalist version of B/X is that I dislike looking up tables. I'd much rather have a 7th-level fighter gain a +7 attack bonus and +7 to saving throws. It works surprisingly well, being essentially Target 20 with a few twists of my own.

Thief abilities are described here. I've turned them into skills because that solves several problems. Skills are based on ability score minus 10 (minimum 0), plus level, giving starting thieves roughly a 15%-20% chance of success, which I find reasonable.

Backstab is NOT described here, and I won't be turning it into a skill. It will remain a special ability.

B9-B10: Character Classes

Here things start to get a bit tricker. I will add cleave and multiple attacks to fighters. Turn undead will be simplified to 1d6, with results that are not dissimilar to B/X (or even RC on higher levels). Thieves and mages are similarly simplified, but spellcasting will be dealt with in its own chapter. Clerics will be nerfed as they are too powerful.

Things such as dwarves and elves will be treated separately from class. For now, I'll keep many of the same special powers and maybe give humans a few ability points, but I might change this later, as I don't find these powers neither interesting nor sensible.

Magic-users and clerics get "taboos" to avoid using some weapons and armor, but these are a lot less restrictive than the originals.

---

MY VERSION:

Here are how my corresponding house-ruled version looks so far, without much formatting. I will share the whole PDF later on.

1. Introduction

This is a minimalist version of classic/OSR games. It functions as a toolbox, not a complete game. It has no spells or monsters, for example; it only replaces character rules.

This game assumes:

• You are familiar with classic/OSR games.

• You are looking for a quicker, easier version (or reference book) that still fits perfectly, with little conversion needed.

• You want more options with less complexity.

• You want to keep the d20, six abilities, saving throws and other traits of the classic games.

In short, this game has:

• A single d20 mechanic. To do almost anything, roll 1d20 plus ability bonus/penalty and other modifiers, try to hit a DC (usually 20).

• Attack rolls use a similar system, adding attack bonus (AB) and hitting the target's AC.

• A single saving throw, although some classes and races will have certain bonuses. To make a saving throw, roll 1d20, add your level and any appropriate bonuses. The DC is usually 20, but see "miscellaneous rules".

• Ability checks work in a similar manner. "Roll under" is optional and not assumed.

• Spell slots and Vancian casting are replaced by a similar check.

• Ability scores have some additional functions.

• Identical XP tables for all classes. You can replace XP with "milestones" or some other form of advancement if desired.

• No prime requisites. No XP bonuses due to high ability scores, etc.

• Four classes, four races. Race is separated from class. Any race can pick any class, barring setting limitations.

• No level and class limitations for elves, dwarves, etc. Some aspects of these races have been changed to compensate.

• Fewer armor/weapon limitations. These have been reduced to a minimum.

• Streamlined skills and checks. Percentage skills, 1-in-6 checks, etc. are replaced by a d20 roll, which includes thieves' skills.

• Advantage/disadvantage is optional. Advantage means you roll two dice and pick the best one; disadvantage means the opposite. This replaces +4/-4 modifiers if you dislike these (or if passing/failing a check would be impossible and you want to make it possible).

• Fighters, experts and mages replace other terms (fighting-man, magic-user, etc.) for short.

• Minimal added crunch (note to self). Document must be 60 pages or less (including rules on PCs, monsters and GMs). Appendixes with more options (but avoiding new mechanics) are permitted.


The Basics

When a character tries to do anything that carries a risk of failure, roll 1d20, add your modifiers (usually a skill), with 20 or more signifying success. A "hard" difficulty is assumed; the GM may set other difficulty numbers (DC) for particularly easy or hard tasks, as indicated in the table below.

Notice that a DC of 18 is similar to 1-in-6 chances or a 15% chance, making it easy to convert tasks from other systems to this one (e.g., if you have 3-in-6 chances of getting lost, avoiding it is an "easy" check).

Natural 1

A natural 1 is an automatic failure and, when attempting something risky, means potential disaster (DM's call). Roll again, with a success meaning you barely avoided disaster (but still failed to reach your goal and might suffer a small setback defined by the GM).

The table below provides suggested Difficulty Classes (DCs) for common tasks.

DifficultyDC% ChanceEquivalent
Very Easy865%~4-in-6
Easy1150%~3-in-6
Medium1435%~2-in-6
Challenging1815%~1-in-6
Hard205%—
Very Hard25——
Nearly Impossible30——
Epic35——
The Stuff of Legend40——

A failure after rolling a natural 1 is called a mishap.

For example, when you are climbing, rolling a natural 1 means you risk a mishap, such as falling halfway through. This does not usually apply to attack rolls.

Natural 20

A natural 20 may mean a special success or critical hit, depending on the GM and the circumstances.

In combat, I treat a natural 20 as an automatic hit, with maximum damage (e.g., 9 instead of 1d6+3).

Saves and Magic

Optionally, the GM may rule that a natural 20 and natural 1 have similar results for saving throws and magic rolls.

Trying Again

You can usually try again, depending on the consequences of your failure.

Even if a natural 1 caused you to break your lock picks, you can try again if you have a second set, etc. This requires time, and some rolls can only be attempted once a turn, once a day, etc.

Everything Else

Use your favorite game as written, adapting to d20 when necessary.


2. Player Characters

How To Create A Player Character

There are seven steps to create a player character, using an "AABCDEF method" for easy memorization.

A starting character can be a blank slate, shaped entirely by adventure. Backstories are welcome, but what defines your character is what they do, not past glories.

Every character needs a reason to adventure and to keep adventuring. If that reason is lost, find a new one, or retire the character and create another.

• Abilities. Roll 3d6 six times to find out your character's abilities. Roll in order or assign to taste. If the sum of all abilities is 60 or less, you can discard and roll again. Alternatively, assign either 14, 12, 11, 10, 9 and 7, or 13, 12, 11, 10, 9 and 8 to your ability scores.

• Ancestry. Choose an ancestry. This will affect your ability scores.

• Bonuses. Check the Bonuses and Penalties table and record any modifiers tied to outstanding ability scores.

• Class. Pick a class. This determines your HP, attack rolls, saving throws, and any special abilities. Note all of these down.

• Details. All characters start at 1st level with 0 XP. Record both on your sheet. Pick any additional languages and skills you can.

• Equipment. Every character starts with 3d6×10 gp. Browse the Equipment and Weapons table and outfit your character within your budget, writing down your purchases and any money left. Record your Armor Class (AC) based on whatever armor you chose.

• Finishing Touches. Choose an alignment, write down any physical details or background you find appropriate, and give your character a name. Don't get too attached.


Abilities

Each ability score tells you something different about your character:

• Strength measures raw muscle power and physical force. Characters with high Strength are better suited to the fighter class.

• Intelligence reflects the capacity to learn, retain knowledge, and solve problems. High Intelligence favors the mage class.

• Wisdom represents intuition, common sense, and sound judgment. High Wisdom suits the cleric class well.

• Dexterity captures speed, agility, and fine motor control. A character with high Dexterity excels in the thief class.

• Constitution combines overall health and endurance. It influences every class by potentially modifying the number of hit points a character has.

• Charisma is a blend of appearance, personal magnetism, and leadership. It shapes how monsters and NPCs react to the character.


Ancestries

There are four ancestries: Dwarf, Elf, Halfling, and Human.

1. Dwarf

A sturdy and enduring folk, renowned for their skill in mining, smithing, and stonework. They are typically stout in build, about 4' tall, long-lived, and known for their stubbornness and loyalty.

• +1 to Strength or Constitution (random).

• Favored weapon (+1): axes, maces, and crossbows.

• Darkvision 60'.

• Bonus: +4 to the Find skill to detect structural abnormalities (hidden passages, moving walls, built-in traps, recent changes, etc.).

• +2 to all saving throws.

• Limitation: cannot use great weapons and must use two hands for large (1d8) weapons such as a longsword.


2. Elf

Elves are an ancient and graceful people, attuned to magic and the natural world. They are almost as tall as humans but thinner. They are long-lived to the point of near-immortality and carry themselves with an otherworldly air that other races often find either enchanting or unsettling.

• +1 to Intelligence or Dexterity (random).

• Favored weapon (+1): swords and bows.

• Bonus: +4 to the Find skill to detect hidden doors. +4 to the Hear skill.

• Darkvision 60'.


3. Halfling

Halflings are a small and nimble folk, cheerful by nature and surprisingly hardy for their size (about 3'). They have a reputation for going unnoticed when they wish to, and for a love of comfort, food, and the occasional unexpected adventure.

• +1 to Constitution or Dexterity (random).

• Favored weapon (+1): all ranged weapons.

• Bonus: +4 to the Stealth skill.

• +2 AC against attacks from large creatures (larger than human-sized).

• +2 to all saving throws.

• Limitation: cannot use great weapons and must use two hands for large (1d8) weapons such as a longsword.


4. Human

Humans are the most widespread and adaptable of peoples, found in every corner of the world and in every walk of life. What they lack in the innate gifts of other ancestries they make up for in ambition, versatility, and sheer variety.

• +1 to three random different ability scores.

• Favored weapon (+1): choose two of swords, axes, maces, spears, small weapons, bows, crossbows, slings, etc. Alternatively, choose a bonus language.

• Bonus skill: choose one skill.


Bonuses and Penalties

Each ability score has a corresponding bonus or penalty.

ScoreAdjustment
3-3
4-5-2
6-8-1
9-12No adjustment
13-15+1
16-17+2
18+3
19*+4
20*+5

Strength adjustments apply to melee attack and damage rolls.

Dexterity adjustments apply to ranged attack rolls and Armor Class.

Constitution adjustments apply to hit points gained per hit die.

Intelligence, Wisdom, and Charisma adjustments grant additional languages. For example, if your adjustments are -1, +3, and +2, you gain four additional languages (minimum zero).

Level 1 characters cannot start with an ability score above 18. If an ability reaches 19 during character creation, lower it to 18 and add 1 point to another random ability.


Classes

There are four basic classes: Cleric, Expert, Fighter, and Mage.

The Expert replaces the traditional Thief; while his default skills lean toward thievery, he may trade them for others.

When choosing a class, look at your highest abilities and consider which classes they favor. A score of 13 or above in a relevant ability is a good indicator.

As a rule of thumb:

  • Strength favors Fighters.
  • Dexterity favors Experts.
  • Intelligence favors Mages.
  • Wisdom favors Clerics.

1. Cleric

With the power granted by your deity, you protect the innocent and weak from the forces of darkness, fight against the dying of the light, and smite the wicked creatures that roam the earth.

Class Features

  • HD: 1d6
  • Attack Bonus: level / 2 (round down)
  • Saving Throw: level + 2
  • Spellcasting: level / 2, round down (see the Magic chapter)

Turn Undead

Clerics can repel or destroy undead by brandishing their holy symbol.

The undead must be visible and within a 60-foot radius of the cleric.

Turning can be attempted once per minute, in lieu of an attack.

Turned undead flee by any means available and will not harm or contact the cleric for one minute.

To turn undead:

  1. Roll 1d6.
  2. Add the cleric's level.
  3. Subtract the target's HD (for example, 2 for zombies).

A result of 5+ succeeds.

A result of 10+ destroys the undead permanently.

The roll result also indicates the total HD of undead affected (minimum one creature, maximum 10 HD).

Examples:

  • A result of 11 against zombies destroys 5 zombies.
  • A result of 11 against skeletons destroys 10 skeletons.

In mixed groups, lower-HD undead are affected first.

Taboo

A cleric must use blunt weapons and cannot use edged weapons (including swords, bows, spears, etc.).

A cleric who breaks this or other taboos appropriate to their alignment or deity may lose supernatural powers until atonement is made. Specific consequences depend on the setting.


2. Expert

Your shadowy past no longer matters. You chose a life of adventure, and the skills you developed will come in handy.

Class Features

  • HD: 1d6
  • Attack Bonus: level / 2 (round down)
  • Saving Throw: level + 2

Skilled

You gain seven bonus skills:

  • Athletics
  • Decipher
  • Hear
  • Find
  • Locks & Traps
  • Pick Pockets
  • Stealth

(See Skills below.)

Backstab

When backstabbing (see the Combat chapter), you may use your backstab bonus instead of your combat bonus.

In addition, add your level to any damage dealt with a successful backstab.


3. Fighter

You might call yourself a knight, barbarian warrior, soldier, or ranger, but it makes no difference. Your main skill is violence, a useful talent in this perilous world.

Class Features

  • HD: 1d8
  • Attack Bonus: level
  • Saving Throw: level + 3

Cleave

When you reduce an opponent to 0 HP with a melee attack, you may immediately make an additional attack against another opponent within range.

The maximum number of attacks gained this way is equal to your level.

Extra Attack

Fighters gain:

LevelAttacks
73/2 attacks
152 attacks
203 attacks

3/2 attacks means you attack twice in the first round, once in the second, twice in the third, and so on.


4. Mage

Common folk fear you because you dare to cross the boundaries of morality and superstition.

When adventurers descend into the abyss of ancient ruins, you are the one who knows what lurks below.

Class Features

  • HD: 1d4
  • Attack Bonus: level / 2 (round down)
  • Saving Throw: level + 1
  • Spellcasting: level / 1, round down (see the Magic chapter)

Taboo

A mage cannot cast spells while wearing armor or using a shield, as these interfere with the flow of mystical energies.

Additionally, a mage requires one free hand to cast spells.

A two-handed weapon does not prevent spellcasting, since it may be momentarily held in one hand while casting.

Tuesday, September 22, 2026

100 days of B/X (part I)

Have you noticed that there's only about 100 days left until the end of the year?

I realized that by chance, and it made me a little anxious. I still have a few goals for 2026 that are far from being completed.

It hasn't been a total failure, though. I read almost all the books I had planned to read (and wrote several reviews here), wrote a few posts and pages of my new setting (which I also shared here), among other things. The two most difficult tasks were meditation and finishing writing a few (short) books. I had planned to meditate for just 10 minutes a day, and I couldn't even manage half of that consistently.

Well, 100 is a nice round number, and if I can complete just 1% of what's left each day, I should be able to finish some of those goals quite easily. I'll need to meditate for 20 minutes a day, and if I write less than a page a day, I can easily finish my latest neoclone (a minimalist version of B/X that I've been discussing for years), which should end up at under 100 pages, many of which are already written.

Maintaining that kind of consistency is certainly a challenge for me, but perhaps the challenge itself can serve as motivation to keep trying. And if I fail, at least something good will come out of it: in January 2027, if I'm not satisfied enough to publish it on DTRPG, I'll make the unfinished document available here on the site instead. Maybe I'll do both, who knows. Also, I'm running a campaign so I can play-test some rules in real time.

Or maybe I'll just vow to abandon the project after that, or at least leave it aside for 2027. This can't go on forever.

AI did this.

Now that I've shared this with all of you, I'll feel pressured to make at least some effort in that direction. I can't promise I'll write every day, but I'll try to keep up the pace, maybe seven pages a week, and so on. 

I plan to READ and COMMENT on B/X, page by page, just as I already did with almost the entire AD&D DMG, while also examining point by point which aspects I'd like to change.

(Actually, that may be the hardest part: deciding what I prefer. Ascending or descending AC? Roll high or roll low? Skills? Doesn't matter. I'll make an effort to reach a decision within a finite amount of time.)

In any case, I'll share as I go and welcome your comments and opinions.

What about you? Do you have any "end-of-year resolutions" for the next 100 days? Any books to read or projects to finish? Let me know in the comments!

Tuesday, September 08, 2026

Prismatic Campaign log (intro + 1 to 8)

So it's been a while since I've written anything, but I've been running a campaign in my Prismatic Planet setting, and I've been making brief session summaries that I share here. I wrote most of the tables myself, but then I asked AI to generate enclaves using them, and it turned out quite well. The summaries have also been written with the help of AI, but that's what's happened so far. It's a sandbox campaign, and the PCs have ignored a few hooks along the way, as you'll see.

All skin colors were generated randomly (except for the PCs who choose to be red, like the Red Martians from Barsoom).

The intro was partly written by one of the players as I've asked then to describe their backstory.

Let me know what you think of it!

Introduction

The PCs are the Orash-Khai siblings, their skin a vivid crimson, are survivors of the Orun-Khai tribe, destroyed by drought and hunger. They went west to seek for food, shelter, etc., and maybe some place to be accepted and gain fame/glory.

Zarak Orash-Khai (20): Warrior and ranger.

Lark Orash-Khai (18.5): Technologist and psionic.

Nyko Orash-Khai (17): Scholar and warrior.


First Adventure (Days 1 to 7)

The characters arrived in Orveth, a village of red men who hated mutants. They were invited to join the village if they could prove their usefulness, or to confront the village's enemy: the Bone Wizard and the yellow men beyond the desert to the north.

They also met a counselor who possessed a cylindrical alien object. When Lark examined it and pressed a button, he was affected in some way, suffering intense nausea. The counselor advised them to leave the village before the effects became noticeable.

The next day, they decided not to cross the desert but instead travel west through the nearby forest in search of the tribe of green men. During the journey, they encountered strange sights, including a glowing fungus covering much of the forest and trapping a yellow man up to his neck.

Along the way, Lark noticed keloid-like growths emerging on his arm from the inside out. Despite this, he resisted the more harmful effects, and the transformation appeared to be only cosmetic, as he could still move his arm normally.

Later, they encountered a yellow woman and attempted to communicate with her, but things went very badly. They were attacked by a group of yellow men armed with knives who did not speak the same language. The woman informed them that the village of the green men lay two days to the east, and that there was also a cave in another direction inhabited by "the one who thinks alone."


Second Adventure (Days 8 to 15)

The characters arrived at the village of Kaldurr, deep within the forest. There they discovered that the green queen Ossavel was gravely ill, and that the government was effectively in the hands of the yellow regent Davar.

An elderly red man named Druvas welcomed them and revealed tensions between the factions. The reds sought the missing prophetess Sovan, who could see the future. They believed she might bring equality and prosperity. The yellows were divided: some supported rule by an elite that would usher in the "Golden Age" foretold by the prophetess, opposing the green people's pacifist philosophy.

Despite this, the yellow soldier Mirathis showed sympathy toward the players and attempted to recruit them to oppose Davar.

Several days later, other reds returned with news that Sovan might have gone to a nearby underground ruin to the west. Lark expressed a desire to explore the location. The PCs set off and encountered strange winged creatures along the way (Mi-Go).



Third Adventure (Days 16 to 18)

After resting and recovering, the players explored Sigma-7 Base, a technological shelter inhabited by mutant humanoid creatures.

They fought the creatures and later battled robots. Along the way, they discovered numerous pieces of advanced technology, recovering a laser rifle (3d6, e7) and a battery (e14).

At the end of their exploration, they fought a gigantic three-meter-tall obsidian woman. During a desperate cesarean operation, Niko managed to save a mutant baby from inside her, even though the mother died.

The question now was how to care for the child.


Fourth Adventure (Days 19 to 25)

The players decided to return to the village and try to convince someone from the green faction to take care of the baby.

With some reluctance, Mirathis agreed to find a caretaker in exchange for one hundred silver coins.

Meanwhile, other red men continued north in search of the prophetess.

After handing over the baby, the player characters also headed north. Along the way through the forest, they encountered monsters and obstacles, including other red men who were completely drugged out, while following the trail of those searching for Sovan.


Fifth Adventure (Days 26 and 27)

On the first day, the PCs were attacked by giant spider-like creatures, and Lark was badly wounded.

On the second day, they found the body of a red man missing part of his head.

They also met two blue merchants, Torgul and Naarak, who had been robbed by savage yellow men living in a nearby shelter. Investigating the shelter, the PCs discovered that many of the savages were suffering from something resembling radiation sickness, possibly caused by a glowing green stone inside.

They recovered the stolen treasure, fought the sick and mutated yellow savages, and received a reward. However, they left the "poisonous" stone behind and continued north with the two blue men. Both Naarak, the warrior, and Niko were badly injured.




Sixth/Seventh Adventure (Days 28 to 32)

After defeating a giant tiger-like creature with tentacles, the characters arrived with the merchants at the city of Sorvheen, a settlement hidden within an enormous pit.

The city was inhabited by blue warriors who revered combat and martial prowess above all else.

Speaking with the city's red minority, the characters learned that the prophetess had passed through and continued north, possibly toward Erethrix.

They set out in pursuit.


Erethrix was a vast city whose center was protected by high walls and three great towers: the Black Tower, the White Tower, and the Silver Tower. Around the walls stood various establishments, including expensive taverns and brothels, along with scattered poor shacks and small two- or three-story stone buildings.

Its population was diverse, consisting of blue, green, red, and yellow people. The city was supposedly ruled by mysterious obsidian sorcerers and their blue guards.

There, the adventurers heard rumors of a massive Shelter to the west, an enormous ruin of the Ancients where the prophetess might have gone. They decided to seek her there.




Eighth Adventure (Days 33 to 43)

The party left Erethrix and crossed the savanna, enduring red dust storms.

On the third night, three Ankhegs emerged from the mist and attacked. The group was injured, especially Lark.

They later arrived at Rholor, a settlement built on suspended platforms atop dark metal pillars. It was inhabited by about ninety pale-skinned people who had chosen not to speak.

They were welcomed because Lark was psionic, and the young leader communicated directly into his mind. After resting, the party continued their journey.

On the way to the mountain, they spotted an enormous creature resembling a six-meter-tall tree trunk covered in eyes and tentacles. They did not approach it, and the creature eventually moved on.

The group then reached Chovrek, a village of red men carved into stone. Its leader, Drav, whose hands bore chemical burns, welcomed them warmly and promised assistance in exchange for offerings of any artifacts they found, which the villagers considered sacred.

They climbed Mount Hedron beneath the shadows of pterodactyl-like creatures and entered a ruin with white metal walls and sealed doors.