Resting/camping in rpgs

A few years ago, in my D&D 5E campaign in the jungles of Chult, my players fought a Tyrannosaurus Rex. Awesome? Heck no, twas a real snoozefest of a fight. A bit predictable in fact, dinosaurs are pretty bland in D&D, the T-Rex has one bite attack and a tail attack (how does a tail attack makes any sense I wonder) and that’s it – but that’s not really what I want to talk about. One character, Rufb the barbarian, was pretty messed up by the fight, the T-Rex bite attack does hit very hard obviously, and he lost probably more than half his hit points, even with his damage resistance. No worries, one long rest later and he was as fresh as ever – full hps, all his abilities back, etc. And that was with the so-called Gritty option on mind you. He healed, naturally healed – no magic, not even bandages involved, from wounds by a T-Rex bite frikkin overnight

Now, we know that D&D 5E has definitely a super-heroic style, characters are pretty much like in video games and, yeah, there’s absolutely no sense of verisimilitude.

On the other hand, in many old-school systems for the same long rest all you get is 1 hp (unless you’re a magic-user and much more importantly also get all your spells back!). That’s more realistic for sure, healing takes time, and more in tune with a game of resources management.

But in my opinion also lacking in some way?

I mean, it’s a bit annoying, it goes against what I said about 5E, but I think that the best example of an interesting resting mechanics I can come up with is also found within video games rather than a supposedly more flexible tabletop rpg.

In Darkest Dungeon, in medium and large expeditions you’ll most likely camp along the way. You then spend a bundle of wood and some food to get back some hit points and, more interestingly, also spend from a limited pool to activate camping skills.

Three skills are accessible to every characters, anyone can do an Encourage, a Wound Care or a Pep Talk to help another character.

Every other skills are character-specific. Be it the Anger Management of the Abomination, the Restring Crossbow of the Arbalester, the Zealous Speech of the Crusader, they all are coherent rp-wise and flavorful For example, if the highwayman’s camping skills are about giving fighting bonuses to himself only, the Vestal’s are all about helping others.

A personnal favorite of mine is the Grave Robber’s Gallows Humor which has, for all companions. 75% chance to decrease stress by 20 (that’s good) and 25% chance of increasing it by 10. The Grave Robber herself has an automatic -25 stress. Dark humor is hit or miss, it is well known. A somewhat similar skill is the Jester’s Mockery which decreases stress for everyone at the expense of one companion, the butt of the joke the poor lad.

Now, many of those camping skill gives temporary buffs and that is something that can be portable to ttrpgs if one wishes so. Get your whetstone out of your backpack and sharpen your sword or encourage a low morale henchmen – could be included in any system I think. On the other hand, the examples from Darkest Dungeon mostly work on the premise of the specifi Stress parameter. I guess you must have some resource other than hit points, if not stress then something else in order for it to work. I know that I could borrow some things and implement it into Dragonbane for example because it got a willpower pool and conditions to fiddle with.

Edit: It seems like Tales of the Valiant, a 5E derivative system from Kobold press, has some interesting resting (or resting-adjacent) mechanics involved. Here’s a play report from blogger Blacksteel who uses it to good effect: https://towerofzenopus.blogspot.com/2025/10/valiant-swords-of-greyhawk-session-14.html I still wouldn’t run something similar to 5E but it’s interesting nonetheless.

Edit: Here’s someone who did a real attempt at it as opposed to my halfassed commentary above: A Camping Procedure by Rise Up Comus :https://riseupcomus.blogspot.com/2025/10/a-camping-procedure.html

A note on Parasites

So that’s a bit random but I was thinking about resting/camping in D&D and then how STIRGES should preferably feed on sleeping targets and act more like their real-world counterpart, the vampire bat. And yeah, we might say I got down the rabbit hole…

Am I a bat or am I a mosquito?

The sanguivore stirge should not be seen as predator but in fact as a parasite (it doesn’t wish to eat you, just to steal some of your blood, that’s parasitic in nature). Sometimes the boundary between the two gets blurry, for example many species of leeches in the real world are often both – stealing blood from animals and also swallowing micro-organisms.

I’ll not go into truly gruesome territory over here (there’s plenty of it when we talk about parasites) but suffice to say, I think including parasitic behavior within your fantasy ecology can definitely add some kind of unforgiving nature ambiance.

In my own game, in my Jungles of Chult campaign, I had giant parasitoid wasps (the mounts of wasp-riding goblins) that laid their eggs inside giant spiders and also fed on the spider-like sentient Araneas. The Araneas turned to the adventurers for help against this threat in exchange for precious spider silk vestments.

For you see, I’m a big fan of Gyagaxian Naturalism in my ttrpgs.

Ryoko Kui’s Dungeon Meshi.

And here’s an entertaining video from Unnatural History Channel, highly recommend this channel if you’re into that kind of stuff:

A RPG campaign that emulates Ryoko Kui’s Delicious in Dungeon

Here’s some concepts I’m stealing from Delicious in Dungeon for my ongoing megadungeon campaign. It’s not even the food aspect of it, don’t care much about that, but there’s plenty other things that are worth borrowing.

See my highlights of the manga:

(Note that the manga go further than that (14 books) but from book 10 and on it diverges from my main interest/obsession, the dungeon, as the story devolves into a big crisis and final resolution for the last few books.)

In bold is stuff I want forefront in my Gunderholfen campaign.

Dungeons, Demons and Masters

There’s two kind of dungeons in Delicious in Dungeon. Natural dungeons are simply places where magic happens to be strongly concentrated. Unnatural/real dungeons are different and are basically prisons for demons (entities from another world), one demon per dungeon to be more precise. Dungeons of this latter type are huge, sprawling, expanding and sometime changing to fit the need of its Master.

Part demon’s accomplice, part roadblock to its liberty, the Master of the Dungeon is the one who controls the physical object that detains the demon, somewhere in the deeper levels of the dungeon. Probably already powerful, a Master gain extra powers once they take over a Dungeon, like the ability to create monsters, modify the dungeon, and have access to unique spells. This comes at a cost as the demon’s influence slowly erodes the Master’s grasp on reality and leads to madness down the line.

Demons have some limited abilities to interact with interlopers and can try to influence them in some way. Adventurers can also become unwittingly the demon’s liberators if they manage to kill the Master without further precautions.

Aside: a Player Character managing to become a Master most probably become an NPC and a villain for another campaign…

The Deeper you go, the more Magic/Mana there is

Mana is everywhere but there’s a lot more mana inside dungeons than outside. It has two main effects. The first is allowing the presence of monsters as they need ambient mana in order to exist at all, and larger amounts the more powerful they are. Thus, powerful monsters cannot normally venture on the upper levels without seriously comprimising their health. (if you ever needed an explanation for monster placement here you go).

The second effect is on magic-using. Spells are easier to cast and are more efficient inside the dungeon. (and to go further than the manga on this particular point>>) The deeper you go the truer it becomes. This also means that more powerful magic can only be cast on deeper levels (or a special place like a wizard’s tower perhaps) and isn’t purely in proportion to it’s caster’s might/high level. (If you follow my meaning, this implies a system that is probably NOT D&D).

The all-important, well-rounded Magic-User

Magic-users are absolutely essential to a party of adventurers to the point where not having one would be a serious issue. Potions, scrolls and other one-shot items are non-existent, you MUST rely on the magic-user for utility spells (water-walking comes to mind), protection spells, sheer firepower and most of all, healing (resurrection even). It’s a world without clerics where mages can cast fireballs AND heal (but some are better at one or the other). Protecting the party’s magic-user is not to be taken lightly. This implies that magic-users are polyvalent, have large ressources (are not depleted that quickly, have also an additional reserve with their mana-staff) but must manage them as there’s nothing else to fall back to.

Know your Monsters: Dungeon Ecology

Monsters, except the very weakest, should always pose a threat if you don’t know much about them. You have to have knowledge of their abilities, weaknesses, favored tactics, etc. if you wish to reliably be victorious in encounters with monsters. Theoritical knowledge (from a book say) is fine but isn’t always reliable. Hard gained practical knowledge is best of course but isn’t widely shared and often kept to one’s group to have an edge over others.

Adventurers Guilds

Adventurers work in guilds (the same as a party), with each members having signed contracts (with terms that could differ from one another). The guild’s leader owns the party’s equipment in its entirety (weapons and armors included). He’s the one who buys provisions and equipment for everybody each delve. The guild members can leave the guild if they wish so as long their contracts allows it.

Fatigue and Resting

The food aspect of Delicious in Dungeon (i.e eat properly in your dungeon-delving or suffer dire consequences) is interesting but hard to put in place in a ttrpg I think. A more general approach that includes stamina/fatigue that player characters have to take into account is something I wish to put more emphasis on (resting as something more that regaining hit points or abilities) in my campaign.

Conclusion

The fluff about the Dungeon/Master/Demon isn’t that important to be honest, though it fits with the module I’m actually running (Gunderholfen). What I find much more interesting is to play, to adapt (as the dungeon master) with:

  • how magic is applied in this setting, changed by how deep you are in the dungeon
  • player characters doing a rest as something more significant than in classical D&D
  • and also, and this gives me some work to do, how many monsters should be puzzles to solve for the players (they have to learn how to fight them efficiently).

Gunderholfen – Stirges & Rats- Session 4

Short session ( 2 hrs). Isaac is mapping as usual. Edmond has decided that he’s taking notes, so he writes furiously in his little notebook. Olivier is mostly waiting for fights to happen. And Marjorie works hard to solve non-combat challenges.

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Malique, (Edmond), Dogman Knight
  • Hédralynn (Marjorie), Elf Mage
  • J. Lebeau (Olivier), Dogman Fighter
  • Alfred (Olivier), Hobgoblin Fighter

We start in hobgoblin territory (level1C). The adventurers had permission from chief Nerulf to rest before going to Level 2 and that’s what they do.

Hobgoblins accompany them until they reach the stairs that goes down. They tell them that the grand hallway that they’ll soon get into is infested with stirges. They also tell them that the passage after that has some sort of powerful magical wind activated when walked through.

Level 2

  • Down at Level 2, inside the grand hallway, the light of their torch doesn’t reach the ceiling above. The PCs eye suspiciously the dark corners but don’t see any stirges so they advance tentatively and inspect the double doors at the end of the hallway. There’s an inscription, it’s in old dwarvish and Hédralynn only manage to comprehend the general sense of the words – something about welcoming, politeness and cleanliness she thinks. Acting on that, she remove her boots and tell her companions to do the same but as they do they begin to hear a humming sound coming from the north-east corner. The stirges are coming!
  • The PCs hurry up and push the heavy doors together, quickly get in and close them behind them. They can see a stone visage carved that looks like a dwarf with puffed-up cheeks on the opposite door. Nothing happens, they get to the other side, opens the door and put back their boots on.
  • A bit further they see a stone mouth carved on the wall with its tongue sticking out. They mess with it for a while and discover a small coin-sized depression on the tongue. After losing a few gold pieces to it, they discover that it changes copper coin into silver and change a bit more than a hundred coins that way.
  • Thence, in the next room with a small crevice splitting it in the middle, two walking puffballs run towards them. Malique throws his cloak on top of one to cover it as Hédralynn shoots it with an arrow. It deflates with a hissing sound and stay still. Alfred tries the same manoeuver with his cloak but misses, Lebeau shoots it anyway, kills it, releasing a cloud of spores. Aracyne hurries to cover it but inhales some spores and feels sick.
  • After that, they get to a natural cavern filled with murky water. Hédralynn levitates and ties a rope with a grappling hook on the ceiling and then levitate some more to get herself to the other side. Aracyne get to the other with the rope but Alfred falls halfway and splashes into the shallow pool, disturbing four giant toads nearby. The toads miss their attacks and two get kill in no time. The others, wounded, dive back inside the murky water.
  • Now all across, the PCs continue their way in what is now a series of unworked natural passages. They see an old campfire, there’s graffitis on the walls.
  • Next, they get into a room with faintly glowing mushrooms and they try their best not to walk on them.
  • Thence, they get into a passage with three small tunnels on the side. There’s fur and droppings on the floor. Big rats get out of the tunnels and jump on Aracyne who gets many painful scratches. More rats are coming from the tunnels but the Mage let go of three fireballs, one for each tunnel, ending the threat instantly. Aracyne’s other companions help him get rid of his rat problem.
  • TBC…

Closing Comments

  • Edmond’s character has almost all the group’s torches on him, if he had get wet as Alfred did, their expedition would have suddenly getting much more complicated…
  • Walking Puffballs is my first nod to Delicious in Dungeon, more annoying than dangerous (on this level).

Delicious in Dungeon: the Golden Kingdom megadungeon, Book 9

Okay we’re at Book 9 now. Took me some time as my son had managed to lose the book inside his own room and couldn’t find it back even after I browbeat him into cleaning his mess. Kids… I mean, my son is awesome but tidiness is NOT is forte. Anyhow, I finally managed to find the book on the bottom of a drawer so here we are.

  • Right at the start we get an encounter with a black-armored, sword and whip wielding Dullahan (headless knight). It seems like it’s part spirit part physical. Its sword attack goes right through armor without damaging it. It’s also impervious to attacks, even magic ones! What’s one suppose to do? Laios, critically wounded, manages to make a deal with the Dullahan and it was pretty much the only reason why he didn’t die.
  • After that we have probably the most extreme example of dungeon ecology/monster biology to date when Laios’ Guild stumbles upon the reproducing ground of a swarm of Succubus [succubi]. True Succubus are demonic in nature but there’s another sort of creature that have been named after them: the Succubus Mosquito! Just like their namesake they can take the appearance of something of irresistible sex-appeal to their would-be victim. When they’re close enough they plunged their piercing, hollow tongue inside their victim to suck them dry. But wait there’s more, they then transform the stolen blood into a milk-like substance to nourish (via their anus, for good measure) their insect larvae that are kept in still water…
  • In the last third of the book we learn a lot about dungeons, why they exist and how they grow over time when it has found a « master ». Dungeons are basically prisons for demons (entities from another world), one demon per dungeon to be more precise. A demon/dungeon needs to interact with people to get stronger and thus does what it can to lure people to itself (riches and desire-fulfilling promises). The more powerful and complex the desires of someone are, the more strength the demon will gain when it will feed (literally) upon them. A person « eaten » in this manner will be either too weak to survive or become a shell of its former self.

So you see, Delicious in Dungeon has many typical fantasy fares, and not typical at all dungeon ecology and monster biology. It’s also sort of about food, nutrition and food taboos… But it could also have been called Dungeons & Demons!

Delicious in Dungeon: the Golden Kingdom megadungeon, Book 8

There’s many unusual themes in Delicious in Dungeon even if we put aside the culinary one. There’s a strong sense of a biophysical verisimilitude applied to this D&D-like world, something that is definitely against the current zeitgeist both in gaming and in the real world. I personally find this refreshing.

  • the book start with Laios’s party members being subjected to the Changeling Mushrooms spores and thus all of them are transformed into another race/species
  • after the initial shock, the character are each able to see the benefits brought by their new body but soon enough what new limitations they now have
  • this come into effect with much clarity when the party gets into a fight against gargoyles, their usual effectiveness is completely gone
  • Laios, who’s a fighter type, enjoys the strength of his new dwarven body but finds that all this muscle density is consuming a lot more energy and it takes a real toll on his endurance (Dwarves need to eat more often)
  • Marcille the Half-Elf magic-user is impressed by her new heightened senses from her halfling body but finds out that she can’t cast strong spells without suffering from magic fatigue, halflings are just not suited for magic
  • Senshi the Dwarf, now a beautiful elf (always depicted with roses around him, it’s hilarious), doesn’t even try to fight as his weapons are now too heavy for him
  • As usual it’s more clever in the book than in my snippets but you get the idea I think. They eventually manage to cancel the effect of the changeling spores and get back to their own racial integrity
  • Laios’ Guild manages to open the magic-locked door and enter into a dwarven-made section full of pipes (steampunk technology). Soon after they get on an elevator and descends (it takes a while) to what should be 7th Level, an ancient, abandonned dwarven city.
  • Meanwhile, on the 1st Level, with the investigation of the Canaries, we see a first sign that a Dungeon, which is pretty much an actor of its own in this universe, thrives on disturbance. The more people try to meddle with the Dungeon the more it gains power until it can’t be managed anymore and it spills out on the countryside and does great damage.
  • Walking Mushrooms are pretty much the basic « starting » monster of the dungeon, numerous but almost inoffensive to anyone but the greenest of adventurers. But now we see that they can attain great size and can release spores with a mind-numbing effect.
  • In the 7th Level, Laios’ guild encounter a Bicorn. Unlike the virtuous-loving Licorn, the Bicorn is attracted to depravity. It also like to eat virtuous husbands.
  • Virtuous husbands taste good, of course!

Book 9 Here

Delicious in Dungeon: the Golden Kingdom megadungeon, Book 7

First episode has aired on netflix – a faithful rendition of about half, maybe less, of the first book. I must say though that the voice acting in english was really bad, wooden, I switched to french and it was much better (that’s unusual). Anyway, I’m now at book 7 in this series where I try to highlight the many interesting concepts of Delicious in Dungeon.

  • we’re still on the 6th level and now Laios’ guild is back where it all started – inside the Red Dragon’s Lair in a vast cavern where we can see several tunnels débouching into the place.
  • we learn that this place was thought to be the deepest place of the dungeon but, not too long ago, a magic-locked door was discovered that may lead to deeper levels
  • we see ice golems and like any of their counterpart they have a crudely-carved « core » (very small) buried inside the matter that constitutes them without which they cease to function
  • we see some Barometz, inoffensive magic-loving monsters that are plants with sheep on top:
  • I mean, it’s pretty weird isn’t it? But wait until you learn that the unripe fruits of the Barometz have sheep foetus inside, all perfectly edible of course…
  • The challenge (and interesting idea) with the Barometz is that you may be pretty sure that predators are nearby, attracted by the easy preys
  • we’re introduced to a new faction with the arrival in town of the caravel ship the « Canari » (great fitting name) and its crew of elves that appear when dungeons are close to getting out of control.
  • Elves in this universe are definetely outlandish, non-human, the fact that they have much longer lives changes the way they think, it’s great.
  • In the second half of the book we have a lot of lore exposition, mostly through Yaado (the grandson of the cursed king) and a visit where the human – simple folks but immortals – inhabitants of the Golden Kingdom go about their lives, cohabiting with docile (magically pacified) monsters. There’s milk producing female minotaurs, that’s a thing yes.
  • We learn that the titular god of the kingdom is the Winged Lion, it’s imprisoned by the Lunatic Magician at the deepest level of the dungeon. The Winged Lion sends forth prophecies so he can be freed. We’ve seen statues and fountains of the Winged Lion all along the previous books, nice.
  • The party is now inside a vast dwarven-built cistern with a very high ceiling supported by rows of columns covered by gold sheets. A perfect hunting ground for a griffon nesting high above.
  • We discover that a dwarven expedition found the dungeon from below, a few years before everyone else.

Book 8 Here

Delicious in Dungeon: the Golden Kingdom megadungeon, Book 6

Book 5 has ended with the meeting of 3 adventuring guilds, mostly in a friendly manner. Now, taking a big chunk of book 6 is an EPIC fight with a special monster that takes on the whole gang of adventurers, killing 7 of them, incapacitating another, before getting away. Oh, and by the way the show on netflix starts tomorrow!

  • We can add harpies to the monster list of the 5th Level (the City). We learn that they’re mostly just like birds, nothing very special there. One funny bit is that harpies don’t hesitate to shit on corpses to discourage other meat eaters and keep it for themselves. Pretty gross.
  • After the aforementionned epic fight Laios’ guild get down through a set of large stairs to the 6th Level. 6th Level is made of the sum of the aqueducts, sewers and prison cells below the Castle.
  • 6th Level is known to be uncomfortably warm but this time around its really cold, there’s even a snowstorm going on inside!
  • 6th Level is also known for its many psychic monsters.
  • One is the Shapeshifter. A bit of a misnomer as its main gimmick is making illusory doubles of its preys to create confusion, maybe? It’s like a doppleganger situation but the whole thing is an elaborate illusion? Frankly it’s not really clear what’s the point of the illusions on a tactical level. On a narrative level that’s another thing entirely as the party has to identify who are the clones among them, knowing that the clones are not perfect replicas as the images are taken from each other’s faulty memories or bias perception of their companions. So, I would say, this time the monster doesn’t make much sense but the scene is absolutely great.
  • It’s pretty much the same pattern with the Nightmare monster. Manifesting in one’s sleep, the monster feeds on its victim’s fears, draining its vital energy slowly. It’s a bit underwhelming to learn that their real physical appearance is a clam-like pest that infests your pillow…

Anyway, great tome, great scenes, a bit less stellar on the monster ecology front. I do like the concept of a dungeon Level with psychic monsters as its main threat though.

Book 7 Here

Delicious in Dungeon: the Golden Kingdom megadungeon, Book 5

There’s a lot of good stuff in book 5. The story definitely takes a darker turn just when we think that Laios has succeedeed in bringing his sister back from the dead. The comedy is still here but it’s obvious there’s some sort of bleaker plot down the line. Very clever in my opinion. And the dryad scene is awesome!

  • Laios’ guild is still in the 5th Level (the City) and its success in dealing with monsters has incurred the wrath of the master of the Dungeon, the Lunatic Magician. His magic intervention has the effect of shifting the layout of the Level every so often, confusing the adventurers into going in circles.
  • One fortunate thing though is that the Ghosts of the City are often helpful as contrary to those of the higher Levels they’re not insane. They show up when they wish so and the paths they follow are always safe.
  • There’s a great scene with the Corpse Retrievers, the same shady group that we’ve seen in a previous book, they use a powerful illusion so that adventuring guild members fight among themselves (they see each other as monsters). If you don’t find corpses you can help a little is what they say!
  • This other guild leader, Kabru, is like the antithesis of Laios, not that great against monsters but very shrewd and deadly against humanoids. He would probably be an assassin in AD&D.
  • We can add Sea Serpents to the Flooded Level, another Top of food chain monster.
  • We see yet another guild, this one with an oriental background. The leader, Toshiro, is a samurai-looking guy. Another member is a powerfully built female Oni warrior.
  • Meanwhile in 5th Level, with the Red Dragon gone, the local monsters are back. 5th Level is in fact reputed for its abundance of monsters.
  • A fight against Dryads in a kind of cemetary surrounded by trees and bushes. They’re dangerous but very fragile, looks like any hit would kill them, thus releasing their spores…
  • … and provoking an INTENSE allergic reaction. That’s where the fun begin, fighting the other dryads whilst you can’t see or breath properly…
  • Dryads are basically like flowers, ugh well, except that they reproduce by kissing each other… Of course they do.
  • We see Laios training in regenerative magic. That makes me think: I’ve mentionned that Delicious in Dungeon is D&D inspired but there’s some things that diverge obviously. One is that there don’t seem to be firm adventuring classes except maybe for the mages, I think the default system would be closer to something like GURPS where you invest your character points in whatever you want.
  • Speaking of diverging with D&D, the magic system is obviously not Vancian. It’s more like a magic/mana gauge that you can deplete.
  • There’s a fight against a Cocatrix, a bigger, meaner relative of the Basilisk. A bite of the serpent head can turn you into stone. Turning someone back to flesh is possible but not easy. You also have to take care of the body so it doesn’t break (i.e by falling over) before you find a cure.
  • Ghosts are often shown like they try to tell something but can’t. Some people are sensitive (?) enough to understand and talk to them.
  • There’s someting called Cleaners, inoffensive and amorphous organisms that repair damage caused to the dungeon.

Book 6 Here

Delicious in Dungeon: the Golden Kingdom megadungeon, Book 4

There’s a lot less monster variety and monster ecology in action in book 4. The reason to this is that Laios’s guild is now at the 5th Level (the City) and will encounter its deadly new resident, the Red Dragon, who (we can safely guess) pretty much chased off everything else (except ghosts). Of course its also the kind of encounter that can take quite a few pages…

(As usual, I’m keeping the spoilers to a minimum)

  • The book start with a scene with the richly-attired governor of the island (from the village above the dungeon) and a couple of gnome magic-users that serves as his advisors. One thing to note is that the plundering of the dungeon has brought tremendous wealth to the village, probably more within the first few years of its discovery. Now that it doesn’t seem so treasure-filled what’s still of great value (to some people at least) is its secrets. The Biggie being the special magic that binds soul and body. The governor is thus encouraged to continue to pay adventurers (as loot isn’t so prevalent anymore) to get below and kill monsters so that others can do their research with less risk.
  • The City Level is still mostly in good state. Its 3-4 story high buildings are densely packed, in proper medieval-style, with many covered bridges crossing above the streets.
  • We already knew that the Red Dragon has displaced an Orc tribe, we now see dead wargs, incinerated by fire breath.
  • Dragons have only one weak spot, on the neck, just below the jaw. Their scaled skin is otherwise impervious to normal weapons (non-normal include those made in adamantium and mithril).
  • We see a demonstration of forbidden Ancient Magic. The Elf Marcille, its user, argues that it’s what we make of it that counts. Chilchuck the Halfling counters that it hasn’t been forbidden for nothing, he also says (not to her face) that he hopes that she isn’t a « dark elf », obviously not a racial thing in this context.
  • We see someone asking hospitality from a gentle-looking ghost of a young girl that agrees.
  • We learn that wargs are ferocious, that a pack can hunt much larger prey, that they’re very smart but also that they live with orcs of their own volition and not because they are trained by them.

Book 5 Here