I’ve decided that the first scenario in my game will involve investigating what is widely believed to be an old cairn from the days of the Ancient Men. Some farmer who lives near the cairn is having problems and the Jarl has been asked to help. Jarl Osvald has spoken to Havamal who, in turn, has commissioned Gandr to go and see what is wrong. The wizard has been assigned a young militiaman called Heimdarr as his escort.
For today’s solo session I am using GURPS Dungeon Fantasy as my game, the setting of Whitegrave, the Mythic GM Emulator, and my Fantasy GM’s Apprentice Deck. A new innovation is the use of the Campaign Logger to log the game. I’ll be dropping the Campaign Logger’s output into this post as a stream of notes in the order in which they are generated.
As a note, the logs below are largely unedited. It’s also possible that I got rules wrong (being new to the game). Forgive all such incongruities as the ramblings of an excited gamer!
Summoned By The Jarl
The two heroes are introduced to the Jarl in front of the assembled courtiers, one of whom is Havamal the Wizard himself.
“Gandr, you are summoned to your Jarl to assist in a matter that seems to require the wisdom of the Magi,” says Jarl Osvald, looking around at the courtiers and frowning as several begin to chatter among themselves.
“We have received word from the farming community at Klemsgard of strange happenings and, along with young Heimdarr here, you will go to investigate.”
“What can you tell me of the village and rumours, my Lord?” asks Gandr.
“Not much, but perhaps you can ask your questions of the messenger boy,” says Jarl Osvald. A young boy, perhaps around 12 years of age, is pushed forward to speak.
At this point I decide to generate some random details about Klemsgard. I click the “Three Sentence Village” tool on the Campaign Logger:
Klemsgard
Appearance: The village is surrounded by a wooden fence. It is ruled by a retired adventurer. The villagers are herders.
Adventure: The local legend features the feymaster. Tracks lead to a henge. On their way the characters meet a pitiful beggar.
Villager: A suspicious villager with a bootknife who wants to satisfy an obligation is dueling in the quarry.
In addition, I draw some Apprentice Cards for further ideas. I draw 5 Apprentice Cards: three for verb-adjective-noun, one for a descriptive detail, one to discard. I take CURSE DELICIOUS REPUTATION and “Grotesque, grisly chewing…”
Gandr asks the boy what has been happening. The lad tells of how the local herders have been missing sheep and goats over the past few weeks, one or two at first but more frequently until they decided to send him. The locals all believe that the “Feymaster” has returned and is taking the animals for his own nefarious schemes. Some of the locals went to the old henge, which sits atop an ancient cairn west of Klemsgard, and they saw strange lights and heard the sounds of grotesque, grisly chewing. Fleeing, they have asked for the Jarl to send help to rid them of this horrible curse once and for all.
Gandr has no knowledge of Hidden Lore that relates to legends or ancient curses, or even this mythical “Feymaster”. He asks Havamal if he knows of any such creature or legend.
Does Havamal know about the Feymaster legend? Unlikely. Rolls 95 for exceptional no.
Havamal says, “My student, not only have I never heard such a legend before I fear it must be a concoction of the Ancients, a tale meant to scare children and nothing more. Nonetheless, men are fearful and you are sent to investigate.”
Chaos Factor drops to 4.
Journey’s Beginning
The journey ahead is not long – a mere two days hike across the western hills – and the party is given food and water for three days. They have 9 meals apiece in their backpacks. Because he doesn’t have one, Gandr is also given a wineskin filled with water for the trip. The boy is similarly equipped and sent to guide them to Klemsgard.
Neither of the heroes has the Navigation skill or Weather Sense, so they can only try Hiking to shorten travel time. As the boy is untrained in Hiking, he’ll count as rolling default: HT-5 = 5. As the boy is lowest, I roll him first – roll 3d6, score 13 to fail. The journey will take three days as expected.
Wandering Monster roll for each day, 6 or less as we are on safe roads. Roll 3d6, score 5 for an encounter.
Is it an animal encounter? Somewhat likely odds at Chaos Rank 4 = 50%. Roll 50 for Yes. I plump for Dire Wolves and, given that I want a minor encounter, I roll 1d6 for numbers. Roll 4. Does this happen during the day? 50/50 odds at Chaos Factor 4 = 35%. Roll 02 for exceptional yes.
Barely out of the gate and on the road west, the howls of wolves can be heard from across the hills. The startled boy looks worried but Heimdarr calms him with a smile. The party troops west at a fair pace, although the boy is having some trouble keeping up and it quickly becomes clear that he cannot hike a forced march.
After a couple of hours, the party notices the road going through a narrow pass in the rocky hills either side. Heimdarr, noticing that the howling has stopped for quite a while now, decides to slow the pace as the group approaches the pass: something is not quite right.
Dire Wolves Attack!
The Dire Wolves are stalking the party. Due to Gandr’s Frightens Animals disadvantage, they make Reaction Rolls at -4 = 3d6 scores 3, total -1. Disastrous! The Dire Wolves will attack!
Dire Wolf Stealth defaults to DX-5 = 7; roll 3d6 to score 11 and fail. Gandr rolls Perception 12, scores 17 to fail. The Wolf’s margin of failure is smaller, so they win. Ambush!
The road is about 4 yards (12 feet) wide as it passes in a pretty straight line through the rocky outcrop ahead. Heimdarr is a yard ahead of the others when, atop the rocks on either side, the forms of two Dire Wolves rise and jump forward, teeth bared and claws outstretched.
Gandr, Heimdarr, and the Dire Wolves all act on Speed 6; Gandr and the Wolves tie for DX 12, so roll to see who goes first. It’s the Wolves!
The lead Dire Wolf on the right of the party leaves its crouch and bounds down the rock from the top, moving towards the mentally stunned Heimdarr (due to Surprise). It ends the move two yards from the man! A wicked growl erupts from the beast’s throat!

I really need to buy some Dire Wolf models. The two coloured “hexes” are wolves, each three hexes long.
Almost simultaneously, the lead Dire Wolf on the left similarly leaves its crouch and bounds forwards towards the stunned form of Gandr. It finishes three yards to the man’s left, slightly in front of him and facing as if to move past. The wizard notes the giant form is as big as a small horse – fully 3 yards long, tail and all!
Two more Dire Wolves erupt from the far end of the rocky outcrop, leaving their crouching positions and moving to block the roadway that runs between them.
Gandr can only choose to Do Nothing and roll to overcome the mental stun! He needs to make an IQ roll – 15 or less. Rolls 3d6, scores 12 to succeed. The penalty to defenses drops but he can’t act until his next turn.
Heimdarr stands in shock, takes the Do Nothing action and rolls IQ with +6 bonus for his Combat Reflexes. Needs 16 or less, rolls 10 to succeed! Yay! Defenses are back and he can act next turn too.
The boy must overcome his mental stun too – IQ roll against 10, scores 16 to fail. He’s at -4 defenses and can’t act.
Dire Wolf on the right opts to All-Out Attack, allowing a one yard move and turn before launching into a determined attack (+4 to hit). Wolf needs 18 to hit, scores 7 to succeed! With no weapons in hand, Heimdarr opts to Dodge, needs 7 or less – rolls 7! Heimdarr rolls to the side as the Dire Wolf lunges towards him, the animal’s teeth glancing off his armoured shoulder as it leaps up!
The other nearby Dire Wolf tracks past the wizard, moving softly past and turning as it gets behind Gandr. It’s about three yards behind the wizard.
The remaining two Dire Wolves stand openly in the roadway ahead and gently pad forward, menacing with bared teeth and glowering eyes.
Gandr opts to cast the Sunbolt spell, gathering 3 points of energy in his hand. He steps to his left and turns to face his allies, noting the Dire Wolf behind and to his right. He silently hopes that the Dire Wolf stalking behind goes for the boy. Rolls to cast the spell, 16 or less, and scores 8 to succeed!
Heimdarr tries to fast-draw his sword as a free action, needing 15 or less, scores 10 to succeed. With broadsword in hand, he swings at the Dire Wolf in front of him! Attack roll needs 16, scores 13. The Wolf can’t dodge, having done and All-Out Attack before. Hurrah! The broadsword does 2d+1 cutting, rolling 9 points on the wolf. The creature’s hide deflects 2 points, but the cutting blade multiplies the remaining 7 points x1.5 to score 10 points on the wolf’s torso. This is a major wound, forcing a HT roll of 12 or less, rolls 13 to fail. The Dire Wolf falls down, stunned!
The boy is still mentally stunned and needs to make an IQ roll or 10 or less. Scores 8 to recover! He can defend but can’t act until his next turn.
The stunned Dire Wolf takes a Do Nothing and makes a HT roll – needs 12 or less, scores 10 to recover. Can act next turn. It’s currently prone.
The Battle Becomes Intense…
The Dire Wolf behind goes for an All-Out Attack at the boy. It moves forward 2 yards and launches into a teeth-first strong attack for extra impact. Rolls to attack, needing 14 and scoring 13. The boy tries to dodge, needing 8 or less and scoring 14 to fail. The Wolf’s teeth sink into the boy’s torso, causing 1d+3 damage – rolls 6 points, no armour to reduce it, making it 9 points as the sharp teeth cut into the lad’s flesh! He needs to make a HT roll, 10 or less, and scores 9 to succeed. The boy stays upright, bleeding heavily from his torso. The lad is below 1/3 of starting Hit Points, so he’s at half Move and Dodge. Eek!
The other two Dire Wolves spring forward to attack Heimdarr, rushing towards him either side of the downed Wolf. They attack at -4 capped to 9 or less. The first Dire Wolf rolls 14 and the second rolls 9. Heimdarr tries to parry that second attack with his sword, needing 12 or less and scoring 7 to succeed!
Gandr has a Sunbolt in hand and decides to throw it at the nearest Dire Wolf. He needs to roll his Innate Attack (Projectile) skill, which is 14 or less. Scores 14 to succeed! Yay! The Dire Wolf tries to Dodge, needing a 9 and scoring 13 to fail. The Sunbolt does 3d burning damage, rolling 14 points. The Wolf’s hide absorbs 2 points, leaving 12 to hit and burn it’s torso. The animal must make a HT roll needing 12, scores 9 to succeed and stays upright. Being below 1/3 Hit Points leaves the beast at half Move and Dodge, however. Score one for the wizard!
Heimdarr, encouraged by the blast from his wizardly companion, decides to lay into the injured Dire Wolf in front of him. Rolls to attack with the Broadsword, needing 16 or less, scores 7. The creature is prone and dodges at -3, needing 6 or less and scoring 8 to fail. The warrior’s sword rolls 7 points of cutting damage, two deflected by the Wolf’s hide, and giving it 8 damage to the torso. It’s at -3 HP and must roll HT to stay conscious, scoring 13 to fail. One down, three to go…
The boy readies his axe and holds onto his guts as he turns to face the nearest Dire Wolf, standing back to back with Heimdarr. He’s hoping the wizard and warrior appear more dangerous.
Two of the three Dire Wolves attack! Heimdarr is facing two and the boy the third, but the one singed by Gandr’s spell backs off slowly, placing itself to the wizard’s right hand side. The other Wolf engaging Heimdarr snaps a bite at the man’s sword arm, needing a 12 or less and scoring 11. The warrior tries to parry, needing a 12 or less with his broadsword and scoring 9 to succeed!
The Dire Wolf engaging the boy bites out at the lad’s already bleeding torso, needing a 14 or less and rolling 11. The lad tries to parry with his axe, needing an 8 or less and scoring 10. Oh no! The Dire Wolf’s teeth sink into his torso again, rolling 2 cutting damage and totaling 3 points. The boy is at -2 HP and rolls his HT to score 8 and stay conscious… just about holding it together but at -3 to act for the rest of the turn due to shock.
Gandr moves to cast Sunbolt again and shifts a step backwards to keep the wolves in plain view. He spends 3 points of energy on the spell, rolls 9 to succeed, and smiles to himself.
Heimdarr lays his sword into the Dire Wolf that’s attacking him. He slashes down and to his right, scoring 12 to succeed. The animal tries to dodge, needing 9 and scoring 15 to fail. The broadsword scores 11 points, totaling 13 cutting damage on the Dire Wolf’s torso. The creature fails its HT roll with a roll of 13 and goes prone, stunned. It’s also at half Move and Dodge. Way to go, Heimdarr!
The boy readies his axe again, as it’s off-balance from the parry. He stands (barely) back to back with the big form of Heimdarr and whispers, “Can’t stand… much… longer…”
Do the Dire Wolves withdraw? Seems somewhat likely, given the injuries sustained and one Dire Wolf down. At Chaos Factor 4, that’s a 50% chance. Rolls 71 for no.
Time To Finish This…
The Dire Wolf engaged with Heimdarr needs to recover from being stunned. Makes a HT roll needing 12 or less, scores 8 to succeed. Is prone but can act next turn.
The singed Dire Wolf turns to move and attack Gandr, hoping to put him off his spell. It moves two yards and attacks at -4, needing 10 or less and scoring 11 to miss!
The Dire Wolf facing the boy moves for the kill, making an All-Out Attack to get a strong strike. It needs 14 or less to hit, rolls 9. The boy tries to parry, needing 5 or less and scoring 15. The beast’s teeth roll 9 points, totally ripping open the lad’s torso and dragging him down. The beast shakes its head as its muzzle sinks into the boy’s abdomen and tears out his guts!
Gandr points his hand towards the Dire Wolf snapping around him and fires the Sunbolt. His Innate Attack needs 14 or less, and he rolls 13. The Wolf tries to dodge, needing 4 or less (because it’s badly wounded) and fails. The Sunbolt rolls 10 points of burning damage, placing 8 wounds into the beast’s torso. It’s at -6 HP and fails the HT roll to stay conscious. That’s two down! Gandr steps back again to place more distance between himself and the feasting Dire Wolf that just killed the boy.
Heimdarr slashes with his sword towards the prone Dire Wolf at his feet. He needs 16 or less and scores 9. The beast wants to dodge but is -3 for being prone and at half Dodge… it needs 1 or less… rolls 7 to fail (you always succeed on a 3 or 4, so we needed to roll). Heimdarr’s sword does 8 cutting damage, totaling 9 points through the beast’s hide. It’s at -6 HP and rolls 14 to fail the HT check to remain conscious. Only one Dire Wolf remains, and Heimdarr turns to face it. He steps forward, over the body of the boy, sword in hand.
Does the uninjured Dire Wolf withdraw? Seems very likely, at Chaos Factor 4 meaning a 75% chance. Roll 80 for no.
Wow! The Dire Wolf looks up at Heimdarr, gore all around its muzzle, and bites at the big man. Rolls 7 to hit and succeeds. The warrior tries to parry, needing 12 or less, and rolls 8. Boo yaa!
Gandr casts Sunbolt a third time – he sinks his Energy Reserve into the spell, powering it with 3 energy, and rolls his skill check – scores 6 to get a critical success! That means the energy cost is zero despite powering the Sunbolt to three points. Cool!
Heimdarr slashes out at the Dire Wolf, needing a 16 or less and scoring 12. The animal tries to dodge, needing a 9 and rolling 14 to fail. The sword rolls 11 points of cutting damage, putting 9 through the hide to total 13 in all. The Dire Wolf must make a HT roll to stay up, rolls 14 to fail. It’s prone and stunned.
The Dire Wolf can do nothing other than try to recover from being stunned. It needs 12 or less on a HT roll, scores 5 to succeed. It’s lying down but can act next turn.
Gandr steps forward and shoots the Sunbolt at the Dire Wolf as it lies on the ground. The attack is at -3 for range and the animal being on its side. He’ll need 11 or less and he rolls 13… but I choose to use his Luck. He rolls twice more and takes the best of the three rolls: rolls a 9 and a 14. We’ll take that 9, thanks. The Dire Wolf can dodge but needs a 1 or less.. rolls 10 to fail. 3d6 of Sunbolt strikes the beast… rolls 10 points of burning damage, 8 goes through. The Dire Wolf is reduced to -5 HP and fails the HT roll to stay conscious.
Heimdarr goes around and cuts the throats of all four bleeding and unconscious Dire Wolves. His Bloodlust demands nothing less for the life of the boy.
Gandr goes over to see if the boy is actually still alive. I roll the lad’s HT check and score 15, revealing that he is dead. The wizard lets out a low cry as he sees the remains of the young man’s body, so battered and torn.
Despite it being still daylight, the two men decide to stop and bury the boy, then make a camp. Gandr suffers 1 Fatigue Point from the fight, while Heimdarr takes 2. Both men are otherwise unharmed.
The two men then sit down to rest in-between the two rocks, on the road.
To recover Gandr’s 7 Fatigue Points (FP) will take 70 minutes, while Heimdarr (being Very Fit) will get his 2 FP back in 10 minutes.
The warrior takes a short breather and then stands watch… reflecting on the battle and noticing, for the first time, that he never even got his shield off his back.