- Combat is quick, brutal and very tense.
- Magic is powerful, dangerous and unpredictable.
- Dungeon crawling does not kill roleplaying. Creative players find opportunities everywhere.
- There were plenty of heroic acts, all the more meaningful because the risk of death is real.
- The DM has no idea what's going to happen and is as excited as the players.
- Due to the PCs' interactions, the village next to the dungeon is taking shape at a rapid pace, spawning opportunities for adventure and roleplaying.
- The Barrowmaze lacks the kind of sword & sorcercy atmosphere and sense of wonder I desire.
- I dropped the ball regarding faith and religion. I failed to set the mood with the village priest and except for one player's initiative, these elements are largely absent from the game...
- Resource management, random encounters and using miniatures on a grid can be tedious at times.
- Dying - especially dying over and over again - can be frustrating and strain player creativity and compassion. (The players are handling these challenges well, though.)
Going forward, the campaign log will be in German and switched to inforblood1.blogspot.com.
(Update: As of June 2016, we're at session 37 and still going strong. Good times!)