Runestrife - A Torch & Shield Battle Report
- Jimmy Edge

- Aug 8
- 19 min read
Rollo knelt in the dust, lifting the rune-marked skull closer to his face.
He narrowed his eyes, searching his memory. Days spent deep in study at the Rhugnir College in Tok-Uraz. But the rune carved into the brow was unfamiliar. Alien. He had never seen its like before.
He cast his gaze down at the bones strewn across the flagstones. Femurs, ribs, shattered fragments of spine, many marked with the same strange inscriptions. Each rune was sharp, precise, and utterly unknowable. Whatever these were, they weren’t Rhugnir work.
Rollo had come to the underhalls seeking artefacts of power. Ancient runic treasures buried beneath the mountain from before the fall of the empire. It was why he had hired Olaf’s crew. But this skull, though it held power… this wasn’t treasure. Its rune carried a different power. Old, restless power.
"What is this place?" he murmured to himself.
Olaf stepped up beside him, eyes scanning the room.
"What do you make of it?"
"I don’t rightly know," Rollo replied. "These bones… they’re Dwarven. At first, I thought they might be your Buldahr kin - long dead and forgotten. But these runes…"
He trailed off as the skull twitched in his hand.
With a gasp, Rollo flinched, and the skull tumbled from his fingers, hitting the stone floor with a hollow clatter.
Olaf raised an eyebrow.
"I hope you hold your axe tighter than that, Rollo."
Rollo didn’t answer. He was already kneeling, staring into the skull’s empty sockets.
"No…" he whispered. "It can’t be."
The eye sockets stared back. Then, for the briefest instant, a faint light flickered in their depths, like an ember flaring in a cold furnace.
And the skull shifted.
Then without warning it exploded in a cloud of dust.
Rollo fell back. It was Fenn Firebeard. The grizzled Bloodthane had been watching the exchange with mounting impatience. As soon as the skull moved, he acted. With a thunderous roar, he brought his axe down, shattering the skull to splinters.
“Cursed ones!” he bellowed. “Enough chatter Rhugnir! The bone-kin come!”
The dwarves drew steel. At the edge of the torchlight, shapes began to emerge. Skeletal forms wrapped in tattered rags and rusted iron, dragging ancient weapons as they stepped out of the gloom.
The dead had heard them, and they were coming.

SKALGOR'S GRAVEWALKERS
Prior to moving Grimskald overseas, I sat down with Liam to play a battle report in anticipation of the upcoming release of Vaults of Zarn. The perfect time to bring out my undead Dwarves of the Cursed Clan!
I would be facing Liam's Buldahr crew from the ill fated 4 Dwarf Gamers challenge (one of the gamers lost their crew in transit when moving house and thus the challenge grinded to a halt!) Nevertheless, the Buldahr are ready and willing to be taught the error of their ways, and also some respect from some Dwarves much older than they are. My Cursed Clan!
The Cursed Clan is a Dwarf Crew from the soon to be launched Vaults of Zarn. They're one of two new Dark Kindred forces where players get to play as the bad guys against the Dwarves for the first time.
The Cursed Clan has several strengths which make them a formidable force. First, they do not need to worry about the light, and in fact they gain the bonuses monsters get when fighting in the dark. This allows a clever player to target the enemy light bearers and creates risks for any delver that puts their light in harms way. Secondly, they are all Frightening, so Nerve tests are required to engage them.
The other major benefit to the Cursed Clan is they are tough as hell, and even if you do kill them, they might return to the battle. This is because the Runes of Everlasting give all models in the force the Wont Stay Down trait. This gives all Cursed Clan Warriors a 1 in 4 chance of returning to the fight.
On the other hand, the Cursed Clan do have a few weaknesses. The biggest is they are very slow. Most of the force has a Mv of 3. So unless you have a Diamond to Rush them, they can take quite a while to get to grips with the enemy. It also means that a lot of the time, the enemy will choose the terms of the fights.
Their other weakness is they just aren't quite as agile or skilled as their living counterparts. This can mean they are at risk of failing when sent on non-combat actions.

I started my list building with the my all powerful Cursed Rhugnir - Skalgor the Hollow. Cursed Clans do not choose from the equipment/armoury lists like normal clans, but what they do get is a wide range of rune upgrades available to them.
I gave the Skalgor the Spectral Rune. This would allow him to ignore enemy combat zones when moving, and also any objects (doors and portcullis) or hazards as if they were not there. It is a very powerful rune and could make all the difference. For a bit of protection I gave him the Rune of Warding, which gives him a Save Roll. Skalgor has a variety of arcane powers at his disposal, so I want him to avoid too much combat and focus on supporting the rest of the warband.
Next up is my main combat fighter. Barrowthane Kazrak Tombcleaver. The Barrowthane is the best fighter in the crew, but is only equal to a clansman in combat. I figure if he can outlast the Buldahr, he can get the edge, and if the lights go out, he gets a better still. With that in mind, I gave Kazrak the Rune of Stone to gain +1 Resilience. With his Natural Armour, this will push his Resilience up to 5! With the Buldahr getting no armour, I think he will be able to outlast any Buldahr attack. He can have another two runes, but at 18gc already, I might see what I have left before giving him any more upgrades.
Onto the big guy, the Dwerlok - Drakk Varrgul. Dwerlok are super tough and strong, but their Martial Skill is only 3. So unless they are in the dark, supported, or use the Fury action, they have a hard time winning fights. When my Dwerlok hits, I want it to be lethal, so I gave him the Rune of Death. This rune means that when rolling damage, if I can roll two 6's, the enemy will be removed by Instant Death! - - On reflection I got this more for the cool factor. In a campaign, this can be a devastating rune, but in a one off game, I could have saved gold and gave him the Rune of Maiming to make his hits Brutal for a similar effect.
Lastly, I need some bony boys to support these mighty warriors.
Three Grumblers to give my force a solid backbone. I gave one a Save Roll and the other two the Reach Trait, to give me some tactical options in the Delving Phase.
That left me with exactly 16gc, so I finished up with two Revenants. These are Grumblers with a better strength (6), that have to press the attack if they win a contest. Against those squishy unarmoured Buldahr, any hits that go through will be very nasty indeed.
Well that's all I can do, now to see if the dice favour me.

OGGNISON'S RUNE HUNTERS
My thought process - due to not having access to armour, I should try to at least outnumber enemy crews (hopefully) but still tried to fit in a healthy mix of weapons, leaning to the harder hitting ones of course. Due to the restriction of one Bloodthane to a starting list, I decided to take the Wandering Rhugnir hireling into the crew with the idea that he is helping them hunt for new runes and possibly going to inscribe the second Thane (who will be my crew leader) with some blood runes in future!
I believe my weakness will be coming across a crew with lots of heavy armour (just like the undead), as I'm lacking the Piercing trait to help puncture them, but I hope that I'll be able to make up for it with damage if or when they manage to get past the armour. Time will tell!

I've fit in 3 heavy weapons, 3 reach, 1 paired set (exploding hits please!), two hammers for pushing, a couple with riposte and one lonely shield for a barge action. I'm a bit light on throwing axes for my liking but we can't afford it all! To make up for the lack of armour, I tried to add a bit of staying power with selecting Fortune and the Grit trait on my Thane, who will be leading the crew, and the Bloodthane comes with a fortune point already.
For attacks with range further than reach weapons, I've got the Hurler who can throw the first spear with some oomph drinking the Blackpowder brew like a champ, this will negate his 'wind up' of power throws (he throws better the less spears he has) by kicking off with a big throw too! And the Wandering Rhugni will provide some vital support of bringing my second torch light source, helping the crew with any craft checks and a lot of utility with his Runecraft abilities - especially against the Cursed Clans.
Lastly a change from the 4 gamers list, I swapped the (illegal) charm on the Hurler, to a Throwing Axe for my Thane - much better.
Come fight me like dwarves, where we Buldahr can wrestle you!
The Scenario - Lost Runes
We decided to play a variation of the Lost Gold scenario from the Core Rulebook. The Cursed Clan operates as both a Dwarf Crew and as monsters, so they can engage with scenario objectives normally. In Lost Gold, crews are trying to locate treasures in the darkness and escape with them. This set the scene perfectly for Rollo and the band of Buldahr Runehunters.
There would be four rune tokens spread out around the tabletop. Only two tokens represent a rune treasure, the other two being decoys. A successful search action would be required to flip over the marker and see if the token was a precious treasure or not.
The key to victory in this scenario is escaping with a Rune token. Once you have escaped with one of the tokens, you need only gain possession of the other one to win the game. Alternatively, if you can force your opponent to Turn Back! you will also win.
The fuel counter was set to 4, and it was on to deployment.
Deployment and Turn 1

Harlan the Huge Higgson, ever eager for treasure in the deep, pressed forward into the gloom, searching the first chamber for the glint of gold. His instincts proved true—within the flickering torchlight, the unmistakable gleam of coin caught his eye.
He had found a Hastuscoin, which he swiftly slipped into his pouch. Should the game end in a draw, this treasure would tip the scales in favour of the Buldahr.
The undead already had their work cut out for them it seemed.
The rest of the Buldahr surged forward, eager to press the advantage. The Bloodthane invoked his Speed Runes, striding further ahead with supernatural swiftness.
Meanwhile, Clansman Grom broke into a Rush, torch raised high, casting flickering light down the shadowed western corridor.

The Cursed Clansmen could not match the Buldhar's advance. With no Diamond cards to execute rush actions, they could only shamble forward slowly.

The Event Phase saw a lucky break come the undead's way, with three Dark Dwellers appearing in the Monster Entrance. Cursed Clans have a rule called Dark Kindred, which means that monsters will only attack them if there are no models without the rule in Line of Sight. And with the Buldahr so close, the monsters would head their way.
Turn 2

Shortbeard Ingri Ironfoot, eager to prove his worth, rushed forward, ready to meet any foul monster that crossed his path.
Drakk Varrgul, the ancient Dwerlok, strode into the halls with unnatural purpose, pushing past the other Cursed warriors. Burning with a spite that could only be quenched by bloodshed, he vowed the interlopers would pay for their insolence.

Hearing the growls of monsters beyond the breach and ever mindful of their mission, Rollo the Rhugnir moved beside Harlan the Huge and slammed the ancient dungeon door shut. With a deft manipulation of the heavy mechanism, he sealed it tight, placing his hand on the thick oak with a silent hope that it would hold.

Harlan the Hurler grunted in response, then pivoted and rushed westward to support Grom the Grim.
The Cursed Ones had only glimpsed the Dwarves before the door was slammed shut, but it was enough. Kazrak the Barrowthane and one of the Grumblers both surged toward the western chambers, using Rush actions to intercept the enemy.
With the door now closed, it was only a matter of time before the monsters turned their focus westward. The shield Grumbler advanced into the southern chamber, raising his guard and preparing for the inevitable fight.
Meanwhile, Dagg Deepaxe and Bronn the Baker Berggson scoured the eastern chambers for foes, but found none. Shifting his focus, Dagg searched for the treasures Rollo was always talking about, but if there was anything of value here, it escaped his eyes.

In the western chambers, Fenn the Bloodthane once again activated his Speed Runes, charging into the chamber alongside Harlan and Grom. He settled into Overwatch, axe in hand, ready to hurl it at the first sign of trouble.
The remaining undead advanced as best they could.
In the Monster Phase the Dark Dwellers crashed into the door, clawing at it fiercely, but they could not do more than break off a few splinters.

In the Event Phase, a Mindless Hulk appeared in the Monster Entrance. Maybe the door would not hold after all!
With the two sides so close now, the next turn was bound to get violent.
Turn 3

“Forward, lads!” bellowed Thane Olaf Oggnison, charging past his kin and through the doorway. There, in the gloom, he spied a Grumbler standing guard with a spear. Without hesitation, he hurled his throwing axe. Its blade whistled through the air and cleaved the creature’s skull clean from its shoulders. The skeletal remains collapsed in a satisfying clatter.
The Buldahr Hurler stayed behind, and searched the north-western room. With no distractions and his search thorough, it was clear no rune-treasures were there.
Now Kazrak Tombcleaver stood eye to eye (or eye to socket) with the Thane. Slowly, the undead warrior lifted its blade and pointed it toward Olaf. Its jaw moved, though no sound emerged - the challenge was unmistakable. Olaf met its stare with unflinching resolve and strode into combat, ready to meet the Barrowthane blow for blow.
Beyond the duel, a Revenant moved with purpose, methodically searching the chamber. Its search was thorough. No rune-treasures lay hidden here.
Moments later, Grom the Grim Guildfist, having passed his Nerve Test, charged into battle. Sword raised, he crashed into the Revenant, determined to prevent Olaf from being surrounded.
Not to be left behind, Fenn Firebeard sprinted into the fray, the Carnage Runes etched into his flesh flaring with supernatural fire. He streaked past Grom and Olaf, his momentum carrying him into combat with the Cursed Rhugnir lingering just beyond the room’s far doorway.

In response, a nearby Revenant rushed to Skaldor’s aid, using a Fury Action to even the odds. The Cursed Rhugnir raised his rod and the Revenant lashed out with unnatural Vigour, but the Bloodthane turned aside the blow. The remaining Grumbler set itself on overwatch, ready for the inevitable monster assault.
On the eastern wing, the massive Dwerlok began to advance, its ironclad feet pounding the stone as it closed in on the Dwarves. It engaged Bronn, its ancient bronze blade gleaming in the torchlight.

With no way around, the berserker Dagg Deepaxe hurled himself into the fight, joining the melee against the looming giant. (Both Dagg and Fenn, as Sons of Lorgrim, were Fearless, rendering the undead’s Frightening trait ineffective.)
Hearing the clash of steel nearby, Rollo the Rhugnir stepped forward in support. Despite Dagg’s fury, Rollo knew the Dwerlok’s wrath would draw blood. The Rhugnir dropped a glowing blue rock onto the flagstones and raised his ceremonial Skar-Dur. Chanting the ancient rites of his order, he brought the rod crashing down on the stone.
Beams of radiant white light shot out along the floor, racing toward the monstrous undead. Just as the Dwerlok raised its blade for a killing blow, the ground beneath it cracked, then collapsed into a yawning chasm. Without a sound, the ancient horror fell into the abyss, vanishing into the dark. A moment later, the echo of its heavy armour clattering into the depths signalled its grim descent.

With the Dwerlok out of the way, Bronn advanced into the room.
Finally, the shield-bearing Grumbler searched the south-eastern chamber and located one of the rune items. A welcome turn of fate for the Cursed Clan. But could they escape with it? This also meant the last Rune-treasure was in the north-eastern room where the Dwerlok just perished. The Cursed Clans had limited resources to throw in that direction, and the Buldahr were there in force supported by the powerful Rhugnir.
In the Monster Phase the Mindless Hulk smashed into the secured door, eager to break it down (which it failed to do). Dark Dwellers turned to charge the Spear Grumbler waiting in the southern chamber. The first to get into reach was neatly impaled and fell to the stone with a screech. The remaining Dwellers piled in to the fight, unperturbed. In the following Fight Phase, the spear armed Grumbler proved it was more than a match for the Dark Dwellers, winning the contest despite being outnumbered, and pushing the Dwellers back.
Barrowthane Kazrak and Thane Olaf traded brutal swings, the clash of their weapons ringing through the ancient halls. Olaf found the upper hand. His axe struck true, but the creature’s Runes of Stone flared with dull light, absorbing the blow. The monster staggered back, unharmed.
Beside them, Grom the Grim faced off against a Revenant, their blades singing in a deadly rhythm. Sparks flew with each clash, a savage symphony of steel on steel. But the Revenant moved quickly, faster than Grom had reckoned. Its axe found a gap in his guard and carved deep across his belly. A sickening wound opened, his innards spilling from under his thick beard.
Grom snarled a final curse, blood bubbling at his lips. Then his broadsword slipped from his hand and he fell still on the cold stone. His torch, which had fallen beneath him, spluttered and died, casting the western chambers in cold darkness.
This only enraged Fenn Firebeard further. The Bloodthane, burning with fury and the glow of Carnage Runes, lashed out at the Revenant, smashing it backward with a brutal blow. Without pause, he surged after it through the doorway, a storm of wrath.
As he pressed the attack, his axe swept wide and caught Skaldor, the Cursed Rhugnir, carving a jagged wound across its withered frame. Fenn bellowed with savage delight, revelling in the chaos of battle, his runes flaring ever brighter with each swing of his axes.
As if the gods themselves sought to tip the scales, the shattered bones of the Grumbler that Olaf had decapitated seconds before began to twitch. One by one, pieces scraped across the floor and reassembled. Moments later, the undead warrior stood once more, its empty sockets glowing faintly as it raised its spear, ready to fight again.

Then, with grim inevitability, a portcullis crashed down behind Fenn, the iron bars slamming into the stone with a thunderous clang. The Bloodthane was trapped, alone in the southernmost chamber, cut off from his kin.
With Turn 3 over it was still anyone's game, with mixed fortunes on both sides.
Turn 4

The turn began with Rhugnir Rollo continuing his reign of terror against the Cursed Clan. Skirting around the edge of the collapsed floor, he found a narrow line of sight to the Grumbler clutching the rune treasure. Without hesitation, he clasped a shard of Wodestone to the top of his Skar-dur and aimed.
A pulse of power surged through the air as the ground beneath the undead warrior erupted in flame. The Grumbler’s dry, tattered cloak ignited, flames licking up its brittle frame. The fire not only threatened to consume the skeleton but also bathed the chamber in flickering light - light that would prove vital for Bloodthane Fenn Firebeard nearby.

Thane Olaf roared with fury (taking the action), determined to end the duel with the Barrowthane then and there, even as darkness cloaked their battle.
Nearby, shrouded in the same gloom, Harlan the Hurler downed his Blackpowder Brew. With vengeance burning in his chest, he hurled a throwing spear at the Revenant that had felled Grom. The spear struck true, but the undead creature barely flinched. Its empty eye sockets stared forward, cold and unblinking, unmoved by pain or suffering. The Revenant then loped forward, engaging the Hurler, ready to send the Buldahr Dwarf to meet the ancestors.
Behind the portcullis, Fenn Firebeard once again clashed with the Cursed Rhugnir, his carnage runes still burning with unspent fury. The Revenant, driven by bitterness, performed a Fury action and hurled itself at the Bloodthane, and once more, the Cursed Rhugnir empowered it with dark vigour, allowing it to strike again during the Delving Phase.
Despite the relentless assault, Fenn held his ground, deflecting the Revenant's axe with practiced precision.
In the eastern chambers, Clansman Bronn rushed forward and engaged the burning Grumbler before it could escape with the precious rune-treasure. Meanwhile, Shortbeard Ingri searched the north-eastern room and uncovered the final piece of rune-treasure. Dagg Deepaxe pressed onward in search of foes, but once again, the berserker found himself just out of reach of the battle.
In the Monster Phase, the Dark Dweller, spotting the Bloodthane and eager to drag a prisoner away, abandoned its fight with the dead and lunged toward Fenn. Meanwhile, the Mindless Hulk turned toward the chaos in the southern chamber and charged the spear-armed Grumbler, swinging its massive hammer with a guttural roar. In the ensuing Fight Phase, the Hulk obliterated the skeleton and began scanning the room for its next victim.

The duel between Kazrak Tombcleaver and Thane Olaf continued, and this time the Barrowthane struck true, inflicting multiple wounds. Only Olaf's Grit trait and the use of a Fortune Point saved him from an early death.
Bronn the Baker Berggson smashed his mace into the burning Grumbler, hitting it with such force that its bones shattered across the flagstones. The rune-treasure clattered to the floor, and the Cursed Clan’s situation suddenly became precarious.
The Revenant battling Harlan the Hurler lashed out with its axe, wounding him and knocking the warrior onto his back.
Finally, despite being surrounded by foes, Fenn Firebeard still dominated the contest, slaying the Dark Dweller. It was beginning to look like the Bloodthane might murder everything in the southern chamber.
In the Event Phase a second Mindless Hulk appeared in the Monster Entrance. More bad news for the Cursed Clan who were now cut off from the rune-treasures in the eastern rooms. The Fuel Counter was turned to zero, but with the Rhugnir's torch still burning, the undead would need a lucky break to win.
Turn 5

The Cursed warriors needed to do as much damage as possible to the Buldahr in order to clinch an unlikely victory so the Barrowthane performed a Fury action against the downed Thane.
The seemingly unstoppable Bloodthane once again engaged the Cursed Rhugnir with Carnage Runes activated, ready to land a final blow against the spiteful creature. The Cursed Rhugnir ignored the Bloodthane, instead focusing on its Rise special action to try and bring back some of the fallen Grumblers.

Harlan "the Huge" Higgson sprang to his feet with a neat Jump Up, snatching a spear from the ground and hurling it at the Revenant looming over him. But in the chaos of battle, the throw veered wide, clattering into the shadows. There was no time for regret - the Hurler barely had a moment to raise his last spear before both the Revenant and the spear-armed Grumbler surged in, ready to finish what they'd started.
Meanwhile, the two Buldahr carrying the rune-treasures made a break for the exit, weaving through rubble and ruin as they sought to escape the cursed halls. At the same time, Dagg Deepaxe barrelled into the southern chamber, his eyes burning with battle-hunger, daring any foe to test his axe.
Then came the Monster Phase. The Buldahr in the western rooms were swallowed by shadow. Thane Olaf, still lying wounded on the cold flagstones, felt something unnatural brush against him, a whisper of movement from the stone wall at his back. Without warning, clawed hands reached out, seized him, and dragged him screaming into a narrow, hidden tunnel. Moments later, the darkness fell silent. Olaf Oggnison was gone.
In the southern chamber, both Mindless Hulks thundered into battle. One bore down on the Bloodthane, the other hammered into Dagg Deepaxe, their arrival freeing the surrounding undead and offering the Cursed Clan a slim hope of staging a reversal - if the Fight Phase favoured them.

But that hope was crushed beneath dwarven fury.
The Sons of Lorgrim fought like avatars of vengeance. Fenn Firebeard and Dagg cleaved the Hulks apart in a whirl of steel, leaving broken bodies and shattered bones in their wake.
In the northern corridor, Harlan the Hurler roared and struck with all his might. Against all odds, he slew both the Revenant and the Grumbler, driving his spear through rotting bones again and again like a Dwarf possessed by the Ancestor-Lord himself.
By the time the Event Phase came, only three Cursed warriors stood, and despite the Cursed Rhugnir's efforts, none could rise. A cluster of Cretins shambled out of the Monster Entrance, where Deepaxe was now waiting for them - but too late to change the tide. The Buldahr would escape with the treasure that was certain.

Turn 6 - game end

Skaldor the Hollow drifted down the lightless halls, gliding through oak doors and fallen portcullises like smoke. He did not look back. Behind him echoed the howls of mad berserkers - dwarves drenched in blood, cleaving through both his warriors and the abyssal horrors alike.
The rune-treasures were lost.
A grudge would be carved deep into the stone of the lowest crypts, a curse etched in runes of hate. It would take time for his warriors to rise again, but rise they would.
That was their burden. Their doom.
They could never truly die.
And Skaldor knew - sooner or later - he would have his revenge.

I would have gotten away with it if it weren't for those meddling berserkers...
Things didn't seem to be going so badly until suddenly they were. The loss of the Dwerlok was harsh, but the low agility of the Cursed Clans made them susceptible to those kinds of dangers. The Wandering Rhugnir proved to be very useful against a monster crew, with the ability to also create light if required.
Most of all, the game was lost in the southern chamber. What seemed like a lucky break (the portcullis dropping) was actually a big problem. The Bloodthane was unstoppable, and I was stuck in there with him and a constant stream of monsters. None of the undead on the other side could assist, and the undead (except for one) refused to rise again.
When both rune-treasures turned out to be on the other side, things became pretty dire. I had hoped that two hulks fighting with the benefit of being shrouded could take down the berserkers, but that didn't work out - and then the hurler decided to become a fighting machine...

I got away with it because of those meddling berserkers... (and Rhugnir!)
I was very lucky to come out with a victory as it was a close match, and my tactics each turn heavily involved 'I wonder if this would work?'.
The combination of blocking off the monster spawn with a locked door and then removing the big scary Dwerlok early gave my Buldahr some much needed breathing room on that side and middle of the board. This allowed me to push hard up into the Cursed ones on the opposite side, bottle-necking them up with engagements. When I saw the chance to get my Bloodthane into his Cursed Rhugni, I didn't hesitate, as this would give Dan hard decisions between using Rune abilities for his crew or fight for his (un)life!
While the Berserkers shined in battle and really put a stopper in his team's momentum, the Wandering Rhugni was the key positional for my crew. That Rhugni was super useful and seemed to have a tool for every question. This battle was great fun and I look forward to our rematch (and terrified of the Dwerlok's revenge!)
The Vaults of Zarn is an expansion for Torch & Shield that adds a huge amount of content to add to your games. Visit our Kickstarter page here if you want to follow the campaign. If you missed the original Torch & Shield Kickstarter, you can also find the game available on our website at www.grimskald.com or jump on the Vaults of Zarn Kickstarter where the core rules will also be available.
If you want to join our community, head over to https://discord.gg/P5bqNCcUPg






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