Attronarch's Athenaeum

Campaign journals, reviews of TTRPG stuff, and musings on D&D.

Brink of Calamity by Trent Smith is now available from DriveThruRPG:

As of about 15 minutes ago Brink of Calamity is finally live for sale at DriveThruRPG in both (softcover) print and pdf versions. Note that DriveThruRPG is increasingly their print costs substantially on April 1st and the price of the print version of this book will go up by $3 to compensate (from $22 to $25), so if you're planning to buy the print version and want to save $3 you should place your order today, tomorrow, or Monday at the latest.

Since the adventure assumes you're using the rules and content from The Heroic Legendarium anyone who doesn't already have that should consider buying the pdf bundle that includes both titles at a substantial discount over buying them separately.

This book has been long in gestation and I had doubts at several points whether I would ever get it across the finish line (and I suspect some of you readers did as well) but I'm pretty happy with the way it turned out and hope people who read about the Perlammo Salt Mines on Prince of Nothing's blog way back in September 2022 will consider it to have been worth the wait.

Also, while I'm here, I wanted to note for posterity that at some point last fall The Heroic Legendarium became a Gold bestseller at DriveThruRPG (meaning over 500 paid sales on their platform), which is pretty nice. I'm surprised by how it continues to sell, and actually sells as many or more copies per month now as it was 2 years ago, which I can only assume is coming 100% from positive word of mouth because I'm certainly not doing anything to promote it.

I greatly enjoyed reading Trent's Heroic Legendarium and consider it one of the best modern AD&D 1e supplements. Trent's writing is clear and to the point, based on many years of gaming experience. That he is a nice guy is just a bonus on top. Brink of Calamity looks great after cursory skim. It is a genuine old-school sandbox module with locales and dungeons to explore. It reminds me a bit of L-code modules for AD&D, but much better developed and presented. Looking forward to studying it closer!

#News #OSR #OSRIC #ADnD

Subscribe to get the latest post in your inbox. No spam.


Comments

There are currently two Greyhawk specific bundles on DriveThruRPG:

  • Exploring the World of Greyhawk (7 books): World of Greyhawk Fantasy Game Setting, The City of Greyhawk, WGR4 The Marklands, From the Ashes, Greyhawk Wars, Greyhawk: The Adventure Begins, and WG7 Castle Greyhawk
  • Adventures in Greyhawk (7 adventures): T1-4 Temple of Elemental Evil, T1 The Village of Hommlet, S1 Tomb of Horrors, WGA4 Vecna Lives!, Crypt of Lyzandred the Mad, WG5 Mordenkainen's Fantastic Adventure, WG9 Gargoyle

Total discount for each bundle is around 36%. I am not sure how long will the bundles be available for.

#Sale #Greyhawk

Subscribe to get the latest post in your inbox. No spam.


Comments

The Northlands Saga Complete is a compilation of ten adventures set in stereotypical cold north. Probably enough for several years of gaming. Tenfootpole has reviewed first four adventures back in the day (NS1, NS2, NS3, NS4). Swords & Wizardry versions were collated in 2015 and published in the big omnibus titled Northlands Saga Complete:

Almost a decade later few more adventures were published, one for Swords & Wizardry, and two plus player's guide for Old-School Essentials:

The above are currently discounted for 75%, and the sale lasts until March 31st. Great deal if you need Scandinavian themed adventures and locales!

P.S. Just a few days before DTRPG massively increases its print cost, which in turn will be reflected on POD products. Make your orders in time.

#Sale #FGG #OSR #SW #OSE

Subscribe to get the latest post in your inbox. No spam.


Comments

Adventurers

Character Class Description
Centuria Elf level 2 An academic elf fond of teasing those of lower status.
Tu'Fles Elf level 1 Massive dork for dragons.
Balarus Fighter level 4 An ex-woodsman, quite a crackshot with his bow.
Bragi Twinefinger Halfling level 2 A stout strong halfling. As a devotee of the Great Tailor he is always smartly dressed (under his armour) and overly fond of multiple breakfasts.
Ignaeus Elf level 4 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Foxglove Thief level 4 A willowy human, long hair ties in a pony tail, looks a bit dangerous and dainty at the same time.

Gloomfrost 15th, Spiritday

Seven adventurers rode back to the bandit lair of Flaming Eye. Crosonus, Balarus's retainer remained outside to guard the horses, while the chosen six triggered shriekers and descended down the vertical shaft.

Illustration by IdleDoodler.

Orc corpses were missing. Stench of death lingered. Unsure what to make of this, the party moved left, through the doors. Then they turned right at the junction and investigated the doors. While elf and thief listened, Balarus felt something was off. He turned around, only to see four pig-faced corpses approaching them from behind. Adventurers rapidly fell in fighting order. Orcs were not walking—they were slowly floating through air!

Illustration by IdleDoodler.

Transparent liquid spurted left and right as adventures' weapons cut through the bestial remains. All four corpses dropped to the ground, even though they hacked only one of them. Unsure what to make of it, they resumed their exploration. Chamber they broke into was empty, sans nice stacks of silver coins. Foxglove took a look at them, found no traps, and thus, promptly put them in his backpack.

Exiting south led them to a weirdly shaped junction. East corridor was at an angle and led to locked doors, something Foxglove dealt with. He failed to pick the lock, so he hammered it into submission. Bragi explored east corridor, but fled back after seeing a swarm of giant centipedes crawling about. While the thief hammered the lock, Balarus forced the south doors open. A three feet beet charged him in return.

Illustration by IdleDoodler.

It was brief but nasty battle. The beetle tried to bite several adventurers, but they all luckily dodged. Then it squirted some foul liquid and Braggi, but little fella' rolled out of the way in time.

Pressing on south led to yet another junction. Further south were doors underneath which light could be seen. Listening confirmed there was someone beyond—a number of voices speaking in unfamiliar tongue. Party burst through. Neither side was surprised.

Large man dressed in plate mail stepped forth to block the adventurers from spilling into the chamber, while two thugs backed up and prepared oil flasks. The warrior was armed with a long sword and shield—which sported the flaming eye symbol similar to those that orcs by the entrance had. Adventurers got a taste of their own medicine as burning oil flasks broke on their front rank.

“This is just the beginning, you pathetic worms!” the plated warrior laughed. He spat at Balarus and mocked him viciously. Thugs fled backwards, into the darkness, while plated warrior fought on the defensive. Adventurers hit him well, but he refused to go down.

One of the characters threw a coin with continual light down the corridor, illuminating a T-shaped junction, and two thugs holding doors open. The warrior turned around and fled, as they slammed the doors shut.

Illustration by IdleDoodler.

Everyone but Foxglove pursued—the thief was focused on inspecting large chest left behind by the warrior—charging into an empty room! Few empty bedrolls and a fountain with rank, stagnant water. Dolphin head was a nice touch, but other than that the fountain was completely unremarkable.

Illustration by IdleDoodler.

“There must be some sort of secret passageway here!”

“Agreed!”

“Here! A flagstone that stands out!”

Ignaeus pushed the flagstone, and Balarus pushed to wall forward. A long dark corridor prostrated in front of them. Blood drops were visible. They charged forth, unaware of secret doors slamming shut behind them.

Foxglove was too busy counting thousands of coins to notice two cloaked figures sneaking up on him. In a wild turn of events, they both failed to backstab him! The thief parried and blocked. Sneaky duo backed off and fled north, through the doors the part had came through.

Illustration by IdleDoodler.

Foxglove rushed south, only to find he was alone! Meanwhile five pursuing adventurers had to give up. Their prey escaped. Imagine their surprise when they couldn't open one way secret doors! Luckily the thief on the other side was able to find the hidden flagstone, and the party was reunited once more.

Investigating the chamber where they found bandits hadn't revealed what they were looking for—bolts of silk from merchant that Braggi agreed to help.

“This dead end is a bit suspicious...”

Ignaeus had found yet another flagstone! With a little bit of trickery, the party managed to open these doors too! Success! Before them was a chamber filled to the brim with barrels and crates containing various supplies, spices, and yes, bolts of silk.

Foxglove the Trouble Magnet spotted a very nice looking fountain in the corner of the room. It was made of salmon-coloured marble and resembled a lotus flower with two basins beneath it. Water was crystal clears. Where it might be coming from was not clear. There were few coins in each basin. Foxglove flipped a gold coin in the right basin. Then most wondrous thing happened.

The basins folded over the lotus flower, fountain spun in place, and then vanished into ether. “Make a wish and it will come true.” “I wish for old age, wealth, and experience.” Indeed, Foxglove had found himself more experienced.

Satisfied with their discovery, the party had completely abandoned prospects of chasing the bandits. They focused on getting the barrels out and then returning for the rest. Ignaeus had cast Wizard Lock on the secret doors, and party got to rolling. But how do you take a heavy barrel thirty feet up the iron rungs?

“Wasn't there some sort of pulley rig above? Let's use that!”

A brilliant plan.

Balarus climbed. The trapdoor were heavier than usual. It took him significant effort to force them open. As soon as he did so burning pieces of wood and debris fell down the chute. The hut above them was burning! Without many options left, the party focused on consolidating the treasure and preparing it for extraction.

On the following day they attempted to break out once again. It took them three hours to get out proper. Hut had completely burned down. Mushrooms were sliced to pieces. Crosonus hung upside down from a tree, his eyes gouged out and his belly cut wide open. Horses were nowhere to be found.

Judging they don't have sufficient daylight left to haul the treasure back to Hara, adventurers decided to spend another night in the dungeon. Prior to that they lifted all the barrels and prepared them for the long haul. They arrived to Hara on the evening of Gloomfrost 17th, Waterday.

Illustration by IdleDoodler.

There they informed all their colleagues about great wealth left behind. Counting twenty one man strong, they returned and extracted every last coin, returning back to Hara just in time to celebrate the New Year.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

Subscribe to get the latest post in your inbox. No spam.


Comments

My latest order from DriveThruRPG—before their upcoming dramatic price increase—has just arrived:

Dwellers in Dark Places:

Hoard of Delusion:

Guidebook to the City of Dolmvay (Special Edition):

Guidebook to the Duchy of Valnwall (Special Edition):

#Postbox #OSR #OSRIC #LL #Dolmvay

Subscribe to get the latest post in your inbox. No spam.


Comments

Adventurers

Character Class Description
Thorm Dwarf level 2 Ashen hair, beard, and eyes. Left his own clan due to financial trouble.
Thorin Whiteheart Cleric level 1 Wide-eyed and innocent goodie-two-shoes.
Centuria Elf level 1 An academic elf fond of teasing those of lower status.
Tu'Fles Elf level 1 Massive dork for dragons.

Gloomfrost 14th, Fireday

“And where excatly is this bandit lair full of treasure?” Centuria inquired Balarus. “Shrieking purple mushrooms, orcs with flaming eyes on their shield, white apes, bandits, yes, anything else?”

A humble party of four led by Thorm the dwarf rode to the the bandit lair that Balarus, Bragi, Ignaeus, and Foxglove had just returned from. They wanted to maintain the momentum and prevent bandits from regrouping.

Thorm was joined by Thorin, follower of Umannah, and two bookish elves, namely Centuria and Tu'Fles. They passed the shrooms and descended down the trapdoor into the bandit lair. Eight pig-faced beastmen corpses greeted them, just as Balarus had described.

Illustration by IdleDoodler.

They turned south, then west, forced doors open, then forced south doors, followed the corridor to the junction, turned east, and marched into the chamber.

Thorin failed to see, smell, or hear two large hairy brutes hiding just around the corner. He barely survived the initial onslaught. Beastmen had weird bestial faces—as if someone had flattened a tiger's face by repeatedly hitting it with a shovel. Standing just over seven feet tall, and armed with battle axes, they were no laughing matter. Both focused on Thorm and hacked him to death in less than ten seconds.

Illustration by IdleDoodler.

Centuria and Tu'Fles fell back into the corridor so Thorin could withdraw. Acolyte of Radiant Death poured oil on the ground. Beasts pursued, despite one of them already being on fire! That caused exact result adventurers were hpoing for—both monsters caught fire.

Stench of burnt hair and flesh permeatted tha hallway. Beasts swung wildly as they burned to death. Thorin did not escape their mighty blows, and his light extinguished forever.

Once the flames subsumed the elves recovered one hundred fifty four platinum pieces from the beastmen. Then they decided to haul Thorm's corpse back to Hara. There Centuria kindly requested Ambros ap Mortain to perform a miracle.

Illustration by IdleDoodler.

“Would you please raise Thorm from his sliced up death? We were prepared for the orcs, white apes and bandits, but the adventurer's scouting party had made no mention of there being bugbears!”

Ambros performed another miracle—Balarus being his first one—and brought Thorm back to life.

“Clean out that den of thieves in the name of justice.”

Thorm uttered “Ambros be praised!” with great difficulty, experience of death still fresh in his mind and body.

“Don't forget that you both have to clean the place out...”

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

Subscribe to get the latest post in your inbox. No spam.


Comments

Tome of Worldbuilding and The Nomicon, companion volumes to the Tome of Adventure Design, have just landed on the DriveThruRPG. The former is more of a guidebook with random tables, while the latter is entirely random tables for generating names.

Tome of Worldbuilding has 350 pages, 15 chapters, and 401 tables:

Companion volume to the Tome of Adventure Design and The Nomicon, Tome of Worldbuilding is a system-neutral tool for designing fantasy worlds for TTPRG gaming. The book contains hundreds of random generation tables and other resources!

The Tome of World Building is written by ENNIE-award winning author Matt Finch, author of the critically-acclaimed Tome of Adventure Design. Using the Tome of World Building, you can create fantasy worlds quickly and fill them out with a wealth of detail from the random-generation tables in this book.

Tome of Worldbuilding is a guidebook in the style of How to Make a Fantasy Sandbox and World Builder's Guidebook. It offers direct guidance, with examples, supplemented by random tables to roll on for inspiration.

Here is the table of contents:

  1. Introduction
  2. Cosmic Matters
  3. The World
  4. Broad Brushstroke Details for the “Other” Continents
  5. Cultural Basins of the “Home” Continent
  6. Countries
  7. Terrain and Borders
  8. Illuminarchies
  9. Legendary Locations
  10. Cities and Settlements
  11. Deities and Religions
  12. Personalities
  13. Mythical Items and Places
  14. Monstrous Leaders
  15. Useful Facts

The Nomicon has 351 pages, 29 chapters and 231 tables:

A system-neutral book of tables for generating fantasy names for people and places! This book is a companion volume to the Tome of Worldbuilding and the Tome of Adventure Design.

As it says on the lid, The Nomicon contains tables for generating names. Some tables have full names (e.g. Atafa or Ianizzo) while others have multiple parts that you combine (e.g. Curiondio or Mbadiwothi). Names are divided into chapters by either their intended use (e.g. divine names) or how they sound like (e.g. Anglish or Nörslik). The latter are based on how real-world names sound like but do not replicate them entirely (for historical names I recommend Treasury of Archaic Names and The Everyone Everywhere List).

Here is the table of contents:

  1. Introduction
  2. Primordial and Divine Names
  3. Continent Names
  4. Anglish
  5. Arabish
  6. Britonnian
  7. Celtigaulic
  8. Dwarven
  9. East-Asiantic
  10. Elderweirdish
  11. Elven
  12. Espannic
  13. Eurovesian
  14. Hellenica
  15. Italican
  16. Metallik
  17. Nanskrit
  18. Nörslik
  19. Russlavik
  20. Sequatorial
  21. Stygian/Egyptic
  22. Teutonnic
  23. Trobadoric
  24. Names for Legendary Places
  25. City and Settlement Names
  26. Monster Names
  27. Titles
  28. Personal Epithets
  29. Miscellaneous Tables

Offset print copies should be available on the Mythmere Games website once the backers receive them.

#News #OSR #MythmereGames

Subscribe to get the latest post in your inbox. No spam.


Comments

Troll Lord Games just launched a crowdfunding campaign for the legendary megadungeon by Gary Gygax:

This is the first of two crowdfunding campaigns. With your help, we hope to return to shelves worldwide Gary Gygax's Castle Zagyg. It is a monstrous project; one with with an incredible legacy! We hope to see all the material in Castle Zagyg released in 5 full color, hardcover volumes, each in its own box with relevant game maps.

There will be five box sets, and this campaign is for the first three:

  • Castle Zagyg Vol. 1 The Citadel (the town of Yggsburgh)
  • Castle Zagyg Vol. 2 The Ruins (the castle, East Mark, Mouths of Madness, and dungeon level 1)
  • Castle Zagyg Vol. 3 The Cellars (dungeon levels 2, 3, 3a, 4, 4a, 5 and 5a)
  • Castle Zagyg Vol. 4 The Dungeons (dungeon levels 6-9 and sub-levels)
  • Castle Zagyg Vol. 5 The Caverns (dungeon levels 10-17 and sub-levels)

Castle Zagyg Vol. 1 The Citadel box set will contain:

  • A full setting guide for Yggsburgh and the Outs neighborhood
  • A Map of the Town of Yggsburgh
  • Nine Interior Maps of Points of Interest
  • 600+ Non-Player Characters
  • 30+ Random Encounter and Event Tables
  • 50+ Random Encounters, offering hundreds of potential adventure venues
  • Orders of Battle for everything from Goblins to Knights
  • Crime and Punishment in Yggsburgh

Castle Zagyg Vol. 2 The Ruins box set will contain:

  • A detailed setting guide for East Mark, including 60 geographic locales and the town of Garham
  • A complete setting guide for the ruins of Castle Zagyg, including the Upper Works, Castle Fortress, Tower Walls, Manse, and Mouths of Madness
  • A Map of the East Mark region and its surrounding Environs; over 1,500 square miles of adventuring terrain!
  • A Map of the Castle Zagyg and its structures
  • A Map of the Mouths of Madness and dungeon level 1: The Storerooms
  • 100+ Encounter Areas in the Castle
  • 120+ Encounter Areas in Caverns and Storerooms

Castle Zagyg Vol. 3 The Cellars box set will contain:

  • 7 Maps: one for each dungeon level
  • The Deep Cellars
  • The Dungeons
  • Arena of Death
  • Arcane Workshops
  • Black Reservoir
  • Eternity Galleries
  • The Catacombs
  • 300+ Encounter Areas and Rooms

Most of the content is based on Gary's notes:

Who is Writing It? Volume 1, The Citadel is written by Gary Gygax. This is the content some of you have in Yggsburgh, previously published by Troll Lord Games in 2004; it will contain updated art on the cover and interior, plus new maps.

Volume 2, The Castle is written by Jeffrey Talanian. This originally appeared in Upper Works, published by Troll Lord Games in 2008. It will also feature an updated cover and new interior art, as well as new maps for more seamless play.

Volume 3, The Cellars includes one level written by Jeffrey Talanian (the 1st). The rest is being written by Michael Stewart. Mike has written and published a number of adventures through Troll Lord Games, and his writing style fits Castle Zagyg perfectly. Couple that with his work on Yggsburgh alongside Gary Gygax, and he is the perfect candidate for the task. He is back on board to pore over Gary's original notes and maps and to create the dungeon that many of us have longed for, and many more never knew they wanted.

Castle Zagyg will be published for the TLG's Castles & Crusades system, meaning it is broadly compatible with TSR's D&D editions and other popular retroclones.

Read more about the campaign at Backerkit.

#News #Crowdfunding #OSR #TLG

Subscribe to get the latest post in your inbox. No spam.


Comments

Adventurers

Character Class Description
Balarus Fighter level 4 An ex-woodsman, quite a crackshot with his bow.
Bragi Twinefinger Halfling level 1 A stout strong halfling. As a devotee of the Great Tailor he is always smartly dressed (under his armour) and overly fond of multiple breakfasts.
Ignaeus Elf level 4 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Foxglove Thief level 4 A willowy human, long hair ties in a pony tail, looks a bit dangerous and dainty at the same time.

Gloomfrost 13th, Earthday

“Look—there, among the trees.” Balarus said to his fellow adventurers whilst motioning at a poorly concealed hut. It was a primitive wooden construction with foliage on top surrounded by a copse of trees. Among the bushes three purplish, hobbit sized mushrooms could be spotted.

Balarus followed the trail from the waylaid barge. A hobbit merchant approached Braggi three days ago. His goods—six barrels of fine silk—were stolen by a bunch of bandits. “All I know is that bastards have a flaming eye painted on their shields!” Some people were killed too, but that wasn't his primary concern. He had little to pay with, but did say that “Listen, there was a chest full of coin there. Proceeds from other merchants... I won't tell anyone if you happen to find it...”

Party of six—Balarus, Bragi, Crosonus, Foxglove, and Ignaeus—rode along the mighty river Farhills. Once they found the shored barge, Balarus was able to follow the tracks all the way to the bandits' hideout.

Foxglove snuck up to the hut. Mushrooms began shrieking violently. Everyone promptly hid in the bushes, missile weapons at the ready. After few minutes the lean-to plank that served as hut's doors fell straight to the ground. Groggy looking pig-faced orc stepped out, shielding his eyes from the sun with his right hand, and holding a saggy wineskin in his right.

He looked around for few seconds. Then he proceed to the closest screaming mushroom and poured some liquid on it. Shroom went quiet. He repeated the process with remaining two. Once they were all quiet, he went back into the hut, lifting the plank back in its place.

Adventurers quietly approached the hut. Shrooms remained quiet. Beefy Balarus grabbed the plank with his mighty thews, and then stepped backwards quietly. Foxglove and Ignaeus moved in, surprising the orc sitting on the ground. Elf skewered the beast straight through its throat. Then he jerked the blade sideways, ripping of half of its neck and face.

Heavy wooden trapdoor with a large iron ring sat at the bottom square-shaped depression. Right next to it were three wooden pillars with one beam jutting above the trapdoor. This was obviously a very primitive pulley system to lift and lower heavy objects through the pit below.

Balarus the Mighty forced the trapdoor open. Iron rungs descended down the thirty feet deep pit. Adventurers dropped down a single gold coin that had continual light cast on it. That hadn't revealed much except that the floor was stone.

Foxglove quietly descended, minding the rungs. You never know where a trap could be. As soon as he jumped down he was jumped by eight bloodthirsty pig-faced monsters armed with hand-axes and shields with flaming eye painted on them. Ignaeus rushed down to help his friend. Balarus and Bragi followed. Brutal skirmish was over in less than a minute. Orcs fought to the bitter end, but were no match for the more experienced and better armed adventurers. Searching their corpses produced four hundred fifty two gold pieces.

There were two exits from the anteroom—-doors to the north and open corridor to the south. Party went north, until they reached a four-way junction. A square chamber with a large marble statue of two lovers kissing was straight ahead. It was a rare crimson marble, and would surely be worth something to an arts collector. Two dozen logs rested against the east wall. The statue rested on hay and straw. The chamber was otherwise empty.

East corridor stretched into darkness, as did the west one. Adventurers opted for the latter one. They soon reached another junction, splintering south and east.

Following east route led them to two dead ends. The first was a rectangular chamber with a number of large ceramic pots with lids. One of them had “DO NOT BREAK” inscribed on top. Foxglove lifted the lid, saw a giant rattle snake slithering amongst thousands of coins, slammed the lid shut, and left the chamber. The second was an unfinished tunnel. Abandoned shovels and pickaxes were strewn about. Adventurers helped themselves to some of the mining equipment.

Then they backtracked and went down the east corridor. Forcing the doors open unleashed horrible stench upon the party. Two large white apes with thick iron collars around their necks charged the adventurers. Balarus slammed the doors shuts, but was driven back by sheer strength of the ape duo.

Ignaeus put his magical sword to use and froze one of the apes. Balarus killed the other one with a single blow. He swung his battle axe straight down the giant ape's right shoulder until he hit the hip. Then he kicked the simian, jerking his two-handed axe loose. Nothing but vile stench was to be found in this chamber.

Forcing the south doors led the party to another junction. Pressing further south resulted with an interesting encounter.

“W-who goes there?” a meek voice inquired from darkness.

“Justice!” Ignaeus retorted and marched on.

Four scrawny guys huddled in a center of square chamber. They were armed with spears. Shields with the familiar motif of flaming eye leaned against the south wall. The party hesitated for seven seconds before running them down. One dared to attempt escape. Balarus and Bragi shot him down. Although scrawny, the four bandits had a total of six hundred forty six gold pieces.

“Let's head back to Hara, heal, and return here.”

Everyone agreed. Riding back, they reached the fortified city of merchants several hours after dusk.

Will their follow-up delve be as successful as the first one?

#Wilderlands #SessionReport

Subscribe to get the latest post in your inbox. No spam.


Comments

A special one-shot session to celebrate third birthday of our Wilderlands campaign Conquering the Barbarian Altanis. Players controlled a set of characters whom were tricked into being he first ones to open the mythical Red Gates of Chudengora.

Denril’s Tale of Chudengora written by Kublaibenzine whom played Amril the Clumsy and Denril Lighttoes. Crumpled Scroll by Akragon of Apollo courtesy of Theo whom played Akragon and Erevos.

Adventurers

Character Class Description
Amril the Clumsy Dwarf level 1 Short and stocky dwarf. Been around for some time. Impressive mental fortitude but two left feet.
Denril Lighttoes Elf level 1 Malnourshied, weak and weedy elf with no muscle and constant chest problems. Dreams of adventuring, but no one wants him.
Inlissior Elf level 1 A dwarfish-looking elf. Handsome and blessed with fake-looking beard. Weak cough plagues him.
Bullon Dwarf level 1 An elvish-looking dwarf. Dashing and attractive.
Akragon Cleric level 1 Tall, well-built, plague survivor. Devout.
Erevos Thief level 1 Dark haired and dark eyed lanky and wiry thief of quick reflexes and wit. Enjoys civilisation.

Denril’s Tale of Chudengora

The Gods alone knew how we reached the top of Bludgeon Peak, but there ahead of us was the long staircase leading to Chudengora. Our employer must have been desperate to hire a bunch of raw adventurers such as ourselves, or he figured our low salaries were worth paying on the off-hand chance we would find the Red Gates open.

Well, we proved him wrong and some of us even made it out.

The gates were wide open and we entered the antechamber of this fastness, full of awe and pride. The floor was some kind of elven concrete, the scale was a bit underwhelming, yet our attention was captured by 6 statues, 5 male and one female, clearly deities. Oddly, the male statues had clearly been decapitated cleanly and swapped around. They were all bearded, arrogant looking beings. Our Cleric recognized one as representing Medicine, while the others could be guessed at as Death, War, Craftsmanship and Justice. The female was unknown, haughty looking in her peasant robe.

There were 3 single doors and one double door, all leading to the unknow and all made of fine, iron-bound wood. We scattered to listen for sounds beyond the doors. It was perhaps unwise of us.

Erevos was the first of us to fall, as half a dozen fire beetles burst through the northern door. Within seconds he was neatly severed in two. Amril the Clumsy fell next, hacking at the beasts. Typically, he tripped over his feet and the beetle just gored him.

We survivors fled through the open northern door while the beetles feasted on the corpses. The room had old weapons racks and rudimentary tables in it, all damaged by time. There was but one exit, East, so we took it and closed the door behind us.

We were in a long corridor with a door at the end as well as a junction south. We opened the door to discover a small room full of crates caked in the dust of ages. As we sneezed and coughed in fits, 13 giant rats came down the corridor at us. We closed the door, Akragos the Cleric throwing a vial of burning oil as we did so. Inlission still took a mild bite in the process. When we opened the door again, the vermin were dead or gone and we hastened south without exploring the crates, for fear more would show up.

We soon reached a 4-way intersection. The western side held a door, which opened onto what might have been a reception hall, all ruined now. On the opposite side was a door, which we estimated led back into the antechamber.

Backing out and going west, we entered a circular room. There were 5 masks on the wall and a spot where a sixth had once rested. Seated beneath that spot was a decayed skeleton in antique chain. A corridor exited the room on the east side. We took it and found a north south corridor. To the north we immediately found an iron door, which we were unable to open.

We then went south, taking the first corridor to the west, entering an irregular, almost T shaped space that contained empty bookshelves and two more exits to the west. We suspected the upper west exit led to the north and back towards our entry point.

We doubled back to the corridor and found a southern facing door which led to a dead-end room. This contained a damaged altar dedicated to War and half a dozen large sconces, each containing a skeleton with an odd metallic sheen. We backed out hastily and went back to the irregular bookshelf room.

Here we took the southernmost corridor running west, which soon turned south and ended at another door. Opening this, we were confronted by an overwhelming stench and the sight of old carpets and furniture overgrown by orange mould. Fearing the worst, Bullon tossed a flaming vial in and closed the door for a few minutes.

Re-opening the door did not reveal anything moving, so we hastened across the room to a southern door. This gave on to what appeared to be a large 20-foot-wide corridor running east and west, with a double door nearby going east and a single door south.

The double door east gave on to a large circular room that might have once been barracks. A corridor led north from it into a room full of crates, less dusty than the other batch.

Back in the east west corridor, we tried the south door. It was a room with detritus and parts of 4 skeletons. A corrido ran east from it. We heard echoing voices in the room and uncertain of what it meant, we did not explore here further, but closed the door again and went west down the wide corridor.

We soon noticed another door giving south. Entering it we beheld a long, wide steel reinforced oak table covered in multi-coloured stains. The walls had iron shelves, also stained. The ground was strewn with broken vials and coloured oozes. The smell of rot and acid pervaded. We entered anyways. There were two doors herein. An eastern door led to a small library full of rotting tomes. Exploring for a few minutes we found a book of ancient lore, a map of an area completely unknown to any of us and some odd elvish book of games with their rules. We left all and went back into the alchemical room to try the south door. This gave onto another storage room full of crates and a door leading south, which we could not open.

Again, we backed up to the large east-west corridor and went west. It led us to a very large circular four-way intersection with a statue holding a trident – the head was again one that didn’t match the body. Realizing that the northern corridor led back to the antechamber, we headed in that direction, stopping only to explore the first door on the west. This gave onto a dog leg shaped room with two exits. The table therein seemed to contain playing pieces similar to those mentioned in the book on elven games. We backed out and resumed our journey north, ignoring a door on the east side.

When we reached the double doors that we estimated must lead to the antechamber, we opened them with great trepidation. We were lucky and left through the main entrance to take the news the news of our findings to our employer.

We were pleased to be alive, proud of what we had done, but sad about our two lost friends.

Crumpled Scroll by Akragon of Apollo

#Wilderlands #OneShot #SessionReport

Subscribe to get the latest post in your inbox. No spam.


Comments

Enter your email to subscribe to updates.