Sunday, November 1, 2026

Loving the Simplicity of Hack'D

I am really enjoying the simplicity of Hack'D & Slash'D from a character advancement and balance perspective. For example, there are no rules about wizards and the type of armor they may wear. The reality is that if you are going to put points in might, which you need to wear armor, you're not going to have those points for mind, which you're going to really need for magic. 

I don't have to put level caps on magic progression for secondary casters, because they aren't going to have the mind rank to cast high-level spells. Your armor progression is capped at your might score - if you want to be decent in melee fighting (like a cleric or thief), you're going to want a decent amount of might (which will allow you to wear studded leather or chainmail). But as a cleric, you're going to need points in mind to access the most powerful spells as you advance to higher levels, and as a thief you're going to want points in reflex to evade ranged effects and to maximize ranged damage. A paladin may cap his mind at 3, giving him eventual access to mid-level light magic, but only a dedicated caster is going to be able to eventually cast rank 6 magic. If I want to be a longbowman, I'm going to end up with decent might and excellent reflex, but I won't be able to also be a caster, because my points are dedicated elsewhere. 

You can absolutely be a hybrid character (my twins were both hybrids), but you're not going to deal as much damage as a dedicated fighter or mage. Because of the way the numbers work, you are going to have to sacrifice damage output for versatility. It's a very internally balanced game without arbitrary rules to maintain that balance.

Saturday, October 31, 2026

Hack'D & Slash'D 2E Resources


Hack'D & Slash'D 2E Resources

Hack'D & Slash'D Second Edition Core Rules

The Broken Vale: A Campaign Setting

Living Bestiary for Hack'D & Slash'D 2E

H1: The Dens of Discord Adventure


Hack'D & Slash'D is released under a Creative Commons Share-Alike License.

Foolish Flagoneers Session Zero

Summary

Having lost my last heroes, I start again. I make a team of 3 (for now), with a level 2 to anchor my mains until they get to level 2. I establish the setting for my game, a temple I have hinted at in my campaign world, and generate my characters. Adventure awaits!


*** 


Do it again, only better.

  • Warren Enters


Okay, my twins met a grisly fate. I don’t feel much like going back and clearing those caves AGAIN - and the reality is that I feel like I playtested it enough to feel comfortable publishing it as an introductory adventure. I’m going to jump elsewhere in the Broken Vale, and tool around a bit with Stalwart Keep. I have already established that the Vault of the D’Ro is within the mountain, and that it has some entrances.


I think I’ll explore the Temple of Morning which is higher up the mountainside, above Stalwart Keep, near a fortress of hobgoblins (who maintain a relative peace with the Keep). I had pictured these on flat outcroppings, but I think it’s more cinematic to have them jutting out of the mountain face.


I’m using the Sanctuary of Madonna della Corona as inspiration. I think that the hobgoblins have captured a towering gatehouse a little further down the cliff, and that the temple proper is above. They would maintain a heavy gate on the temple side that blocks access. You’d have to pay them to cross to the temple… and again to come back. 


I liked a lot about my last approach (except for the whole death at the end thing), and might keep the same hook here. I don’t think two level 1’s have much of a chance, so I’ll give them a level 2 they travel with until they hit level 2 and can take care of themselves a little better.


Mim and Brand are at the Fated Flagon, just about on their last coin, when Sir Garen enters. He makes it known (announcing it publicly on the stage) that he has come from the High Marshall with a writ of authority to explore the temple grounds above, and he seeks men-at-arms to accompany him. He will offer an equal share of any treasure recovered. Mim and Brand are the two who respond, and they end up inviting him to their table (and to pay their bill). Sir Garek is noble but not stupid; he accepts these two as they are, asking them only not to betray him. He presents a contract with their terms and conditions of service, and they gladly sign away (without reading too much once they see a third share of valuables recovered). 


Sir Garek - Noble Human Paladin 2

Armor 3; Hits 20; Move 60’; Sword (+3*/8) 

Traits: Might 3; Mind 3; Reflex 1 

Tags: Mystic (Common, Light); Two Handed; Warrior 

Gear: Chainmail Armor 3; Bastard Sword 5

Spells: (2 mana) Glimmering Weapon


Brand - Stoic Human Fighter 1 

Armor 2; Hits 11; Move 60’; Spear (+2*/8/40’) or Dirk (+2/6) 

Traits: Might 4; Mind 0; Reflex 2 

Tags: Brawler; Toughness; Two Handed; Warrior 

Gear: Leather Armor 1; Spear 3


Mim - Clever Gnome Trickster 1 

Armor 0 (2); Hits 8; Move 40’; Dirk (+1/2) or Bow (+1/4) 

Traits: Might 0; Mind 4; Reflex 2 

Tags: Charisma; Mystic (Common, Arcane); Thievery 

Gear: Shortbow 2; Toolkit 

Magic: (Mana 1); Command


I throw together a rough map of the location…


Parenthetically (if you’ve ready this far), I decide to coin them the ‘foolish flagoneers’ after the tavern from which they depart. I google the term ‘flagoneer’ just to see what it says, and get this (ironically appropriate) response… I mean, these both describe Mim to a T.


1. Flagorneur (French Term)

If you are looking up a word that sounds like "flagoneer," you are likely looking for the French noun flagorneur. [1]

  • Meaning: A toady, sycophant, or bootlicker. It refers to someone who uses insincere, excessive flattery to win favor or get ahead.

  • Noun form: Flagornerie (the act of fawning or brown-nosed flattery). [1, 2, 3, 4]

2. Flâneur (Literary/Philosophical Concept)

If you heard a word resembling "flane-er" in a discussion about literature, art, or psychology, it is flâneur. [1]

  • Meaning: A passionate urban explorer, stroller, or detached observer of modern city life. [1, 2]

  • Context: Coined in 19th-century France and popularized by figures like Charles Baudelaire, it represents someone who wanders the streets aimlessly just to observe society. [1, 2]


Friday, October 30, 2026

Tale of the Twins Session 6: Everything Falls Apart

Summary of This Session

Feeling well prepared, the twins attempt to ambush Corgan. Things go askew when Corgan drives Toro away with a fear spell, and Tali must retreat as well. The twins return a while later to find that Corgan has set an ambush for them in the troglodyte caves. A fierce battle on the bridge ends in a TPK. After arguing with the dice a little bit, I accept my fate. The twins are slain, and it’s time to make some new characters.


Actual Play

The twins move through the secret door and up the stairs. They arrive at the top to the closed door and hallway leading north and south. I think they would check the north tunnel first, then the south tunnel, and then the door. 


Heading north (and trying to be quiet), they arrive at the door. Listening at the door, they clearly hear the sounds of Corgan directing his zombies to dig. 

Tali casts Vestments on herself (it grants armor 3 due to rolling an 11). Toro casts Bless on Tali. They both cast glimmering weapon (3 rounds each), open the door, and attack.


Round 1

  • Despite rolling 3 dice, Tali misses Corgan.

  • Since it’s only a 20’ square room, Toro can get to Corgan within his 10’ move allowed as a free action, so he attacks normally and gets a 12. Nice. Corgan uses his shield to offset that 12, and Toro still hits with a 10 for 7-4=3, leaving him at 17.

  • Corgan casts Fear on Toro. He succeeds. Toro fails his mind check and runs out of the room. Since he can run 120’ per round, and will run for 3 rounds, he can travel 360’ before the fear ends. This will take him off of the map entirely… as he runs past the mushrooms (causing them to chirp), across the bridge, past the troglodyte females (who will be freaked out), out of the cave, and through the valley down past the bottom of the map… Dang.


Round 2

Tali closes the door and attempts to casts portal on it. She is successful. She runs out, following her brother (but probably not as fast as he is going). 


She meets him down near the bridge, his head hung low for having given in to the fear spell. He resolves to never feel that way again… he plans to seek out a magical way to block fear.


Drat. Now I’m in the tricky position of having to determine the strategy for both sides. I would think that the secret door is where Corgan would want to set his trap. The dice disagree. Option two would be the altar. The dice disagree again. The entrance to the troglodyte caves? No. His study? No. The dice aren’t giving me many options. In the dig room? Nope. Area 14? The dice say yes. Hm. He wants to attack them on the bridge. Would he kill the troglodyte females? Yes.


In his rage at having been attacked (he presumes correctly by agents of his father), Corgan and his zombies kill the three troglodyte females, smash their eggs, steal their two gems, and destroy the babbler mushrooms. He wants the fight to be on the bridge. He puts his zombies in the water on the near side of the bridge (towards area 13), and he hides on the other side of the bridge (among mushrooms). Okay then.


My heroes return, moving cautiously but not having activated any of their defensive abilities (because the durations are so short). They expect that Corgan is still up near the temple, but are dismayed to find the troglodyte females slaughtered. They move carefully towards the bridge… They horribly fail their sneak checks (a 1 and a 2, respectively). Corgan fails his sneak check, so they see him moving as they ascend the bridge. It’s initiative. The twins barely win.


Round 1

  • They both cast glimmering weapon. Both succeed, Toro with an 11 (so his will last 4 rounds). 

  • Tali fires at Corgan (using enchanted arrows) and hits for 8-4=4. He’s at 16. 

  • Toro moves 10’ and attacks with sword and shield. Corgan uses his shield against the sword attack, neutralizing the +1 edge. Toro still hits with the sword but misses with his shield bash; he deals 7-4=3, leaving Corgan at 13.

  • Corgan uses his life tap on Toro, since he’s already suffered significant damage. He barely succeeds. Toro makes his mind check, so the spell fails. He also attacks with his mace (at -1 edge from Toro’s shield), and misses. The zombies move into position to attack from behind.


Round 2

  • Tali fires again, hitting for 6-4=2, leaving Corgan at 11.

  • Toro attacks with sword and shield (Corgan attempting to block the sword). Toro hits with both (an 11 on the sword), dealing 8-4=4 and 5-4=1, leaving Corgan at 6.

  • Corgan attacks with his life tap again, but rolls a natural 1. Drat. He only has 1 mana remaining, and cannot attempt life tap again. He attacks with his mace at -1 edge (from Toro’s shield), but still hits with an 8. He deals 4-3=1 hit, leaving Toro at 14.  

  • Three zombies attack - two on Tali and one on Toro. One hits Tali for 4 hits, leaving her at 8. The third misses Toro entirely.


Round 3

  • Tali fires an arrow at Corgan, hitting with an 11 for 7-4=3, and he is at 3 hits remaining.

  • Toro attacks with sword and shield (Corgan attempting to block the sword); he hits with the shield for 5-4=1, leaving Corgan at 2 hits.

  • Corgan casts withering bolt. He succeeds. Toro fails his check, and suffers 6 hits (that cannot be magically healed), leaving him at 8.

  • Two zombies attack Tali, dealing 4 and 6 damage. D’oh! She suffers 10 hits, and is at -2. She falls. The third misses Toro.


Round 4

  • Toro casts healing word on his sister. He succeeds, restoring 6 hits to her, and putting her at 4. She can attack again next round (if she survives the zombies). She has one task available this round, and uses it to cast vestments on herself. She rolls a natural 1, failing and burning her only mana point. Drat. She should have quaffed a healing potion instead…

  • Toro still has his full complement of actions, so he attacks with sword and shield against Corgan (with the shield offsetting his +1 edge to the sword from glimmering weapon, which runs out this round). Toro hits with his shield only, dealing 5-4=1, leaving Corgan at 1 hit!! C’mon, man.

  • Three zombies attack, focusing their attacks on Toro now. Only one hits, but it’s with a 12. It deals 6-3=3 damage, leaving Toro at 5. 

  • Corgan attacks Toro with another withering bolt. He succeeds. Toro makes his check with a natural 12, completely ignoring the effect. Whew.


Round 5

  • Tali fires an arrow at Corgan, barely hitting for 6 hits, which leaves him at -1. Corgan is down!

  • Toro turns his attention on the zombies. He attacks one with sword and shield, hitting with both. He deals 7-1=6 and 5-1=4, leaving that zombie at 1 hit. Drat.

  • The three zombies attack him, hitting twice for 1 point each, leaving him at 3.


Round 6

  • Tali attacks the injured zombie, destroying it with an 11.

  • Toro attacks a fresh zombie, missing with both sword and shield.

  • Two zombies attack Toro. He uses a shield against one of their four claw attacks… 3 out of 4 hit anyway (dealing a total of 4 hits because one was an 11). He is at -1. He should have quaffed a healing potion…


Round 7

  • Tali will be at -1 edge with her bow because they are in melee range with her, but this just offsets her +1 from sharpshooter. She uses a task to drink a healing potion, putting her at 10. She attacks with her bow (at -1 edge from the task), and misses.

  • Two zombies attack her, one hitting for 6 damage. She is at 4.


Round 8

  • She backs away 10’ and attacks a zombie, missing. She also drinks a potion of healing, putting her at 10.

  • She is hit 3x, suffering 12 hits. She is at -2…


Well, poop on a cracker. This was a very difficult encounter for them (the three zombies alone or the cleric alone would have been a balanced encounter… putting them all here was too much).


In retrospect, I should have changed the encounter to the cleric and one zombie for balance. They were way outmatched and still made a game of it.


The reality is that this is a TPK. I could ask the dice for ways to offset this, but there’s really no way. The zombies would not let them live, and I think Corgan would also kill them. The shadow fiend at the altar would absolutely kill them. I decide it’s possible that something happens to save their lives. I roll a natural 12. The dice have decided. The twins are dead.


It was a good run. Maybe next time…

 

Thoughts

My new shield rules already ran into trouble… If you want to impose -1 edge to an attack that already struck with +1 edge, how do you resolve this? Cancel the best die? Force a re-roll? Rolling a third die makes no sense. I change the rule so that you have to declare your use of a shield before an attack. Actually, that works better, because it prevents re-rolls and extra rolls, and gets me closer to my one-roll resolution that I really want.

I guess it’s time to make some new characters…


Thoughts on Shields

I'm at the point where I'm discussing the mechanical implications of shields, so I've got to be close to the end of the design process on Hack'D & Slash'D 2E, right?

Right?

Anyhow. I had set up that shields allow you to attempt to block a number of attacks each round based on the size of the shield... a small shield gives one check, a medium shield two, and a large shield three. So far, so good. Then I playtested this, and ended up back where I started, rolling a lot of defensive checks in combat. 

So, I'm revising those rules (again) to make this a passive effect - and I have two ways to go at this...

Option One: You can choose a number of attacks to impose -1 edge to (1 for a small shield, 2 for a medium shield, 3 for a large shield). This means that when fighting a dragon, I could decide to use my small shield against the bite only, letting the claws attack normally, but with a large shield I'd be able to impose -1 edge to all three attacks. An enchanted shield could then give you one bonus defense (an enchanted small shield defends against 2 attacks per round).

Option Two: The size of the shield increases the DT of attacks againt you... a small shield sets the DT to 11, a medium shield sets the DT to 12, and a large shield sets the DT to 13... an enchanted shield increases this +1. 

Assuming an 'average' attack bonus of +3, the edge increases the difficulty by 25% (vs. 1, 2, or 3 attacks), whereas each +1 to the DT increases the difficulty 8% (vs. all attacks).

Hmmm. At the end of the day, option two is a little simpler, but option one gives more strategic options in play... if this can be applied retroactively to an attack that is about to hit, it makes for more drama at the table. I see the dragon rolled a 12 with its bite, so I raise my shield to block it, and ask the GM to roll a second die for the -1 edge, hoping he doesn't roll another 12. I'm going to go with option one for now and will see how that plays out. Toro just picked up an enchanted small shield, so I'll have a real chance to playtest this.

  

Thursday, October 29, 2026

On Walking the Dogs and Oh, Oh, Oh, It's Magic (You Know)

Any time I spend outdoors is always helpful towards whatever project I am working on. To whit, I just took my dogs for a 20-minute walk, and returned having re-thought the spell system from the ground up.

At present, a standard spell casting attempt is a D12 +level check (DT 10). If you roll 9 or lower (altogether), you fail. If you roll very low (1 for rank 1-3 spells, 2 for rank 4-6 spells) you lose 1 mana point. However, as I pointed out last entry, I've created a special rule for buffs and healing spells that they only fail on a natural 1.

However, what if I made that failure check the standard check for all spells? Right now, the odds of spell failure are pretty high - as a level 3 caster (what I would consider having moved to the 'heroic' tier of the game), you fail on a spell 50% of the time. Now, odds are very good that by then you have some means of receiving +1 edge to the roll (increasing your odds considerably), and also that you are getting some bonus to checks (probably from a tag)... so that 50% in actual play is probably closer to 30%. 

If we go with a system where you 'attempt to cast', this would be successful as long as you roll above the spell rank... so my level 3 caster has a 92% chance of casting a rank 1 spell (as all casters do), an 83% chance of casting a rank 2 spell, and 75% chance of casting a rank 3 spell. These odds are the same for a level 4, 5, or 6 caster, and are the same whether you have mind 3, 4, 5 or 6.

So a level 3 caster with mind 3 has a 75% chance to cast dispel magic... but so does a level 6 caster with mind 6. Meh. I mean, it's okay...

I like fair, but I love simple. So, here's a go at a simple system for this:

- Your mind sets the highest rank for spells you can cast. 
- A spell is miscast (fails and costs 1 mana) if you roll half the spell rank or lower. So costs by rank are as follows: Rank 1 or 2 spells (roll of 1; 92% chance of success), Rank 3-4 spells (roll of 1-2; 83% chance of success), Rank 5-6 spells (roll of 1-3; 75% chance of success.). All casters have the same odds.
- A miscast spell cannot be attempted again for 1 minute.
- You can only cast cantrips if you run out of mana.

The reality is that many spells allow a resist anyway... so this is, in effect, using the old school D+D chance of spell failure system. Your level and mind are the things that grant you access to higher level spells, so the fact that they don't also mitigate spell failure is offset a little bit. Since casters will be going through more mana, maybe their mana is set at level + mind. Now, a smarter, higher-level caster has the same odds of failure, but has more chances to cast other spells to make up for it. Mana recovery would have to be pretty slow then... I think this just might work. Time to do some editing... and some play testing (which is great, because I'm about to take on another caster).

By the way, the odds with +1 edge (casting a signature spell with the tag or casting a spell while using a wand) reduce the odds of failure to 0.7% with rank 1-2 spells, 2.7% with rank 3-4 spells, and 6.25% with rank 5-6 spells. Most high-level casters are going to have these options, so they are going to be successful the vast majority of the time.

Hmmm. Now, I'm back to thinking of going with rolling the spell level or lower results in a failure and 1 mana. A level 5 or 6 caster casting a level 5 or 6 spell is very likely to have +1 edge to the casting check. 

Tale of the Twins Session Five: The Troglodyte Caves

Note: I’ve decided to start each of these posts with a summary, in case you don’t want to read the play-by-play I post below. So, here it is…

The twins are moving through the Dens of Discord. The twins arrive at the troglodyte caves. They meet with the females, and parlay. They agree to help the females by slaying the troglodyte lord who treats them poorly. They make their way to his cave, evading babbler mushrooms, and defeat him. When Tor dives into the pool to recover an axe, he is attacked by a constrictor. After a tough fight, the twins win. They return to the female trogs, earn a small reward, and learn about the hidden door to the temple. They set off for the temple…

Also, I use this actual play experience to revise several spells; rank 1 spells that buff/heal the character or their allies are not contested; instead of a standard level check, these require a simple check - they only fail on a natural 1 (costing 1 mana). Otherwise, they succeed. Healing and minor buffs should be more reliable.


The twins attempt to sneak up towards the cave entrance to the troglodyte cave. Toro is successful, but Tali just barely fails. They arrive to find three troglodyte females in a defensive position standing over their nest. One of them says ‘come no further, or we will attack!’.


The twins lower their weapons. Tali speaks for them. She fails her mind check (4), but it’s not a botch. I guess Toro can step in and see if he can help… also a 4. The twins explain that they are looking for the temple, and they want to stop the human named Corgan. 


Hmf. The lead female trog definitely doesn’t trust these outsiders. It’s possible that she uses them to try and kill the male trog… Natural 1. Oh yeah. She says that she will help these two if they kill the male troglodyte. They agree to do so. She points out where he lives. She also points out the babblers, and tells the twins to rub some of her oil on their armor to trick the mushrooms into not going off. They do, setting off.


They arrive and find a cavern with a waterfall feeding a stream in the middle of the room, and a vast array of colorful mushrooms. They don’t have lore, but they’ve spent a lot of time hanging out with their uncle who does. I’ll say on a natural 12 mind check one of them recognizes the babblers. Natural 12 for Tali! Wow. Okay then. She warns her brother about them, pointing out their distinctive coloring and pattern. They absolutely would avoid the mushrooms as much as possible, and would not eat them. Because of the troglodyte oil, the babblers do not go off.

They can try to sneak again, and neither is successful. They enter the room to find the troglodyte male dancing around the room with his spear in a hallucinogenic frenzy, and it’s initiative. The twins win.


Round 1

  • Both attempt glimmering weapon. Both fail. 

  • Tali fires an arrow and hits for 6-2=4. The trog is at 18.

  • Toro runs the 30’ and attacks at -1 edge. He misses with both his sword and shield.

  • The trog attacks Toro. It misses, despite its +1 edge for 2-handed.


Round 2

  • Both twins are successful with glimmering weapon.

  • Tali hits with an arrow for 12, dealing 8-2=6, leaving the trog at 12.

  • Toro hits with his sword for 8-2=6, leaving the trog at 6. He misses with his shield.

  • The trog misses again. He must be really high.


Round 3

  • Tali hits with an arrow for 7-2=5, so the Trog has only 1 hit remaining.

  • Tor misses with both sword and shield. D’oh.

  • The trog sees an opening and takes it, spearing Tor for 7-3=4. Tor botched with his shield bash, so I’m going to say he cannot use it now to block the spear. He is at 11 hits.


Round 4

  • In her last round with glimmering weapon, Tali hits for 6-2=4, which is enough to drop the trog. 

  • After a few tries, Tor is able to heal himself. I decide to re-write healing word to break the rule of all other leveled spells - no check is required, but you can only use it your level times per minute. This puts a limit on it, but makes it more reliable. Reading through Toro’s abilities, I realize I’ve been missing out on bonuses he could be taking or granting to his sister. I’ll try to be better at taking advantage of those (bless specifically).


They explore the room, finding the lord’s treasure as well as seeing the axe at the bottom of the pool. The constrictor down there rolls a 12 on its sneak check, so it is perfectly positioned to attack anyone going after the axe.


His treasure is 310 cp, 48 sp, 2 gp, 16 enchanted arrows (deal +1 damage), and a potion of levitation. Tali takes all of the magic items (since Tor got all the good stuff last time - and he can’t use the arrows anyway).


Tor would go in after the axe. He had heard a rumor (wayyyy back in session 1) that the axe of the fallen dwarf king is here in the blue water… this looks like that rumor come true. Neither twin thinks to cast detect magic (I gave them each a mind check), so he goes in after it. He takes off his armor and puts down his shield and sword. He will just take the trog’s spear with him, and cast vestments before diving in. Tali stands ready with her bow.


Round 1

  • He dives in, and as soon as he is near the axe, the constrictor rises from the silt and attacks (at +1 edge). It hits for 4-2=2. Tor is at 13 hits. Fortunately, it fails to constrict (needing an 11 on the die; it got a 10).

  • Tor tries to attack it with his spear, but rolls a natural 1. I’m going to give the constrictor another +1 edge on its next attack.

  • Tali casts glimmering weapon. She fires an arrow at the constrictor, missing it.


Round 2

  • The constrictor hits again with a 10. Tor is at 11 hits. 

  • Tor hits with his spear with a natural 12. He deals 9-2=7, leaving the snake at 13 hits.

  • Tali hits for 6-2=4, leaving the snake at 9 hits.


Round 3

  • The snake hits with an 11, dealing 5-2=3 (Tor is at 10 hits) and successfully wrapping itself around Tor. Tor gets a might check to push the snake off. He fails. He takes another 2 points of constriction damage (at 8), and is at -1 edge.

  • Tor tries to stab the snake with his spear, and manages to do so! (rolled a 9 and a 12, so gets to keep the 9). He deals 7-2=5, leaving the snake at 4.

  • Tali better not botch… she attacks and hits for 6-2=4. This is enough to kill it. Whew. I was literally starting to think about what to do if Tor dies in this encounter…


Tor comes up for air, then goes back down to get the axe. Once on shore, they examine it and realize that it’s nice, but it’s not a magical special super axe of any kind. It’s a decent axe with a few gems in the hilt. He casts healing word on himself two times, and is back at full.


After putting his armor back on and organizing themselves (and using some of the trog’s oil to coat their armor again for the mushrooms), they return to the female trogs, reporting what they have done (and bringing the body of the male trog). The females are elated. They give each of the twins one gem from their nest (worth 8 gp), and they reveal the location of the secret door that leads into the hidden temple. The twins thank them, setting off for the final part of this adventure…


They have earned 10 xp each from monsters, +5 each from getting the location of the temple and resolving one of the rumors they had heard at the tavern. To keep things simple, I’m converting all of their findings into straight up gp. They each earn 13 gp and 15 xp.