Attronarch's Athenaeum

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

#RPGaDAY2024

Drats, I just packed my RPG books because I'm moving them to another location, so I'll have to go off my memory. Three RPG books that have memorable art are:

  • Broodmother SkyFortress features great comic-like art by Ian MacLean.
  • HackMaster 4e features a ton of art in the vein of 1e, but more extreme, more tongue-in-cheek, and just more of everything.
  • AC9 Creature Catalogue features art by Jeff Anderson, Helen Bedfod, Gary Harrod, Tim Sell, Brian Williams, Geoff Wingate, and Pete Young. Not all pieces are great (or good), but there is some indescribable charm to them!

And all three are great for play as well!

#RPGaDAY #RPGaDAY2024

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#RPGaDAY2024

Dungeons & Dragons Basic / Expert have served as foundational rules for my long-running campaign Conquering the Barbarian Altanis—101 sessions over two and half years. Later this year we will be transition to original Dungeons & Dragons, ie. rulebooks published prior to the Advanced and Basic split.

#RPGaDAY #RPGaDAY2024

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A zine chronicling the Conquering the Barbarian Altanis D&D campaign.

This issue details sessions 55, 56, and 57.

Adventurers discover a ruined tower and embark on three expe- ditions, determined to plunder its riches.

You can download the issue here.

Overlord's Annals zine is available in print as part of the legendary Alarums & Excursions APA, issue 585:

#Zine

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#RPGaDAY2024

Most recent in The Keep on Yeoldelands campaign run by IdleDoodler: few sessions ago my two characters, Rarder Brete and Konrad Klaver, died to a pack of god-damn sea hags. The party is trying to get them reincarnated... IdleDoodler runs slightly house-ruled Old School Essentials Classic Fantasy.

Most recent in Conquering the Barbarian Altanis campaign: Hagar accepts invitation to attend dinner organised by the powerful merchant family Namelin. With some time to spare, the part decided to revisit one of the nearby dungeons they haven't cleared out. They choose trap-heavy dungeon, and get trapped without known way out.

#RPGaDAY #RPGaDAY2024

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#RPGaDAY2024

Well, let me check my buying history... As it turns out, I buy great majority of RPG stuff either through Kickstarter or DriveThruRPG.

Apparently I bought four isses of the Wyrd Science zine:

I remember them being pleasant to look at, but thin on gameable material, if any. They are more like articles and columns on various topics.

#RPGaDAY #RPGaDAY2024

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Adventurers

Character Class Description
Hagar the Hewer Dwarf level 4 Imagine Conan as dwarf.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Foxglove Thief level 4 A willowy human, long hair ties in a pony tail, looks a bit dangerous and dainty at the same time.
Darius Cleric level 4 Follower of Dacron, God of Craftsmen.
Rorik Fighter level 3 A fighter.
Riker Magic-User level 2 A magic-user seeking glory or death.

Longrass 11th, Airday

Following a day-long deliberation on what to do that will take less than ten days in total, the party had decided to revisit a ruined tower some ten miles south-west of Hara.

The one where they recovered valuable silver orbs from.

The one where they lost on full party.

Spending a full watch scouting the surroundings for any changes, the adventurers determined nothing much changed. And so they descended down.

Hagar took the lead since he had been here before. They went through the secret passageway under the stairs, then left in the pendulum room, and then through north-west doors. From there they went forth, left, and then right.

“Locked. Can't find the mechanism!”

FoxGlove played with stone doors preventing their further progress. It had three holes, each in different shape: a five-point star, a six-point star, and an equilateral triangle.

They backtracked and moved into an unexplored corridor, then right turn, then more than hundred feet forward, left turn, and then through stone doors into a mostly empty chamber. A set of rusted bear traps were piled in one corner. Some were open, some were closed.

Finding nothing of value they proceeded through south doors, and down another long corridor. Alas, the moment they turned into the corridor a sliding stone slab prevented their return.

“I don't understand this dungeon. Is this to prevent something from coming out? Or us from retreating?” one of the adventurers wondered.

“Step aside, I'll smash it.” Hagar stepped forth with a sledgehammer.

An hour later and all he had to show was a fingernail-sized chip.

“I guess we head down the corridor then!”

Another hundred or so feet, a left turn, and stone doors, and the party entered another chamber. This one was peculiar since it had a long stone bench running along north, west, and south wall. The bench was low, and comfortable for dwarf to sit on. It had no legs and underneath was nothing but empty clearance. It felt pleasant to the bum.

South-east doors led into a large circular chamber with a swirling pattern carved into the floor. Grooves were obvious even to non-dwarves.

“Uh-huh, this is a trap.”

FoxGlove went in by himself, tied with a rope, and carefully explored everything. Alas, nothing much. Unwilling to risk finding out what the trap might be, the party backtracked into trapped corridor and spent significant time investigating every portion of wall. Alas, nothing.

Once the full party entered the round chamber the ground shook and spiral fell down, turning the floor into a downward slide. Ready for this, the party tumbled in a relatively controlled manner.

Lighting up extinguished torches, the party scanned the chamber they fell into. It was a similar circular chamber like the one they were moments ago. Stone doors were to south, and open archway to north. They chose the latter direction.

Navigating the maze-like corridors led them to portcullis with loud snoring, a direction which was immediately abandoned it. Moving opposite, down the corridor led to two dead ends.

The north one had a skeleton pinned to the wall. What they though to be javelins turned out to be long iron quills.

FoxGlove plundered the skeletons sack for some gems, and coins.

Peeking into a chamber filled with skeletons was sufficient to shut the doors and abandon that route as well. Backtracking the maze and following northern route led the party to stone doors flanked with holes, another obvious trap.

Adventurers triggered the trap with tenfoot pole, forcing five spears to launch out of the wall. Then they used the grappling hook with rope to bend each one of them.

Following that Hagar and Rorik forced the doors open. Alas, Rorik failed to synchronise with the beefy dwarf, and went straight through open doors. He stepped on the trap on the other side of the door, and triggered it.

He evaded two spears, deflected one, and got cut by two.

Illustration by kickmaniac.

The chamber had several human-sized skeletons laying on the ground, all facing down. Many had broken bones. The floor was full of small holes.

“Rorik! Rorik! We'll get to you!”

The fighter leaned back, making sure he doesn't step further into the chamber. Five iron spears just behind his back prevented his exit.

“Come on! Pull!”

Bending each spear took around ten minutes.

They could see Rorik sit down.

“Pull! Pull! We are coming for you! Hold in there!”

Rorik could feel his blood burn.

Rorik could feel his flesh ache.

Rorik could feel his heart racing.

Until Rorik could feel no more.

Darius closed the warrior's eyes.

And then two freshly recruited men-at-arms were turned into corpse porters.

Backtracking once more, the part retreated into the round chamber. There they camped and rested as long as it took six torches to burn.

Longrass 12th, Waterday

The adventurers now explored eastern set of corridors. Bunch of dead ends, one with gas trap that left Darius and Riker injured, and one hireling dead. That one was left behind.

“How about we check the south doors?”

This led them into a five hundred feet long winding corridor. They passed one dead end with robed corpse gripping a staff. Naturally they took the staff. The corridor terminated with an archway opening up in a wide chamber.

Three corpses with blast marked lied prostrated on the floor. These ones actually had some flesh on them, unlike ancient skeletons they had found so far.

“Careful there...”

Will the party manage to escape this time?

Or will they suffer the same fate as the party that went missing?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Fight On! is back with force!

Brand new issue 15 now available on DTRPG (PDF) and Lulu (POD and PDF):

Ten years later, we are back from the dead to Fight On once more! These revenant runes are just as jam-packed as you remember with classes, monsters, spells, magic items, rules mods, homebrews, and awesome adventures in the spirit of the eldritch era of fantasy roleplaying! Dedicated to seventies D&D legend J. Eric Holmes, this issue brings together old and new stalwarts alike to celebrate our 15th issue and new beginning! With art and articles by J. Eric and Christopher Holmes, Tom Gordon, Calithena, Gabor Lux, Jeff Rients, James Maliszewski, Kesher, Pete Mullen, Cameron Hawkey, Zach Howard, Alex Schroder, Richard Rittenhouse, Settembrini, Patrick Farley, Jason Sholtis, Robert Conley, Kelvin Green, Philipp H., Attronarch, Mitzi!, and many more, this is the first of our new forays into fanzine fame and glory! Ride that wyvern while the sun is shining, and keep Fighting On!

Here is the table of contents:

Article Author Page
Ten Ways to Holmesify your Game Zach Howard 3
Special Ability Charts Attronarch 4
The Orthogonal Dwarf Olle Skogren 11
Gremlins! Calithena 14
Maze Master's Miscellany Alex Schroeder & Calithena 15
The Catacombs under Old Samora Phillip H. 17
Knights & Knaves: Holmes Town Heroes Tony Rowe 28
Bringing It All Back Holmes Clark, Grodog, and Calithena 30
Maps from the Maze of Peril J. Eric Holmes 34
Distributary of Darkness Alex Zisch 36
The Silken See Motley Dice 37
Grognard’s Grimoire Richard Rittenhouse 41
The Wizard’s Satchel J. Blasso-Gieseke 43
Artifacts, Adjuncts, and Oddments Richard Rittenhouse 44
Victory or Death! Gabor Lux 46
Megadungeon Workshop Extravaganza! Kesher 50
Calvero! István Boldog-Bernád 53
Creepies & Crawlies James Maliszewski 61
Tables for Fables Al, Greco, Wetzel, and Rients 63
The Darkness Beneath Alex Schroder & Lior Wehrli 68
Henchmen-Я-Us: Pole Arm Caddies! Calithena 91
Chainmail: Battle for Bronzolo Settembrini 92
Doxy, Urgent Care Cleric Linneman & Green 98
Education of a Magic User Douglas Cox 99
Wham! Tom Gordon 100

It's been a great honour to contribute, and I look forward to contributing to next issue as well.

Back issues are available as PDFs via DTRPG and PODs via Lulu.

#News #OSR #FightOn

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Adventurers

Character Class Description
Ambros Cleric level 4 Follower of Aniu, Lord of Time.
Foxglove Thief level 4 A willowy human, long hair ties in a pony tail, looks a bit dangerous and dainty at the same time.
Darius Cleric level 4 Follower of Dacron, God of Craftsmen.
Rorik Fighter level 3 A fighter.
Bairstowbury the Chaotic Halfling level 1 Remarkably muscular for a halfling.
Centuria Elf level 1 An academic elf fond of teasing those of lower status.

Meadowlark 16th, Airday

“Get me out of this mess!”

The party had just slain a dozen spider-hen-pigeon-cat mutants. Two of the adventurers get tangled up in the webs, but without any opposition, they were soon out. Tarkus, Beorg, and Happy stuffed three monster corpses in a sack and when to the surface to rest and wait for others to come out. Bairstowbury and Centuria, the new recruit, switched with them and joined the party in the dungeon.

Illustration by IdleDoodler.

“Let's head up north to ensure nothing comes from behind. Also, there might be a loop leading to the lair of the spider-folk.”

Hundred feet long corridor was flanked by several empty rooms. One was completely barren, one had tattered remains of glowing rope, and one had a weathered, cracked, and faded fresco of skull biting a stone in the shape of infinity symbol.

There were also two unicorn statues, each in its respective alcove. First they encountered had broken off horn and front left leg. Second was intact, and if FoxGlove was correct, its horn looked like it could be rotated. A human male corpse was balled up in cowering position, sitting behind the second statue. The man looked youthful, even in his death. Ignoring the bright red cracked lips, taut, dehydrated look, and rigor mortis, that is.

With the help of divine magic, Darius discovered that the ceiling of the alcove is trapped. The party swiftly backed out, and then backtracked to the chamber with blue mist. From there they followed the long corridor east, taking two right and one left turn. They passed three doors, all emanating sickly green light. Two of them were brighter than the rest.

Adventurers arranged themselves in front of the first bright doors. Bairstowbury stepped forth, as the strongest of the six, and pulled on the doors. The party was almost blinded by the light—whole chamber was full of glowing webs. There was sufficient space alongside the floor, but humans would have to crawl.

Human corpse was suspended from the ceiling, it's huge, bloated belly sagging downwards. It's face was taut, as if something or someone had pulled it overs its cheekbones. It was a frozen image of excruciating pain. Man's teeth were crooked and his hair was thin. Glowing webs had melted the flesh away and were tightly wrapped around the exposed bones.

Something moved in the darkness.

Bairstowbury slammed the doors shut.

Something forced the doors open.

Illustration by IdleDoodler.

A large, spider-like creature was hanging upside down from the web. It had six spider appendages, as well as a pair of deformed human legs and arms hanging from its thorax. It's head was a misshapen atrocity of human face drawn over insectoid shape.

Ensuing scuffle was brief and violent. The monster bit FoxGlove, injecting him with vicious wasting venom. Adventurers discovered that creature was partly incorporeal, as their weapons passed right through its body. Rorik was able to strike it though, using a blade with skull in the pommel, which they recovered earlier in this dungeon. Ambros, in moment of desperation—or inspiration—called upon his deity to banish the monster.

It worked! to surprise of everyone involve.

“Very interesting.” Darius muttered, stroking his chin.

Mutant spider crawled up the wall, on the ceiling, and fled. But not before the party cut off three of its limbs and caused significant damage to it. Bairstowbury quickly stowed the appendages in his sack.

Illustration by IdleDoodler.

“Remember how they said these monsters procreate by inseminating corpses? Maybe we should hack that one up?”

Without volunteer to enter the chamber, the party decided to resort to true and tested method of burning everything. They oiled the bloated corpse and then set it on fire. Flesh caught fire, but webs remained intact.

Rorik observed, sword pulled out, ready to hack down any horror that might emerge.

The corpse burst open, spilling forth black ichor. A black mass with thin, long appendages fell to the ground, twitching and thrashing about chaotically. It burned away and melted into an oily slick, seeping into the ground through the cracks in the flagstone.

As this was happening, all but Darius, heard a loud shrill. So loud and so protracted that it felt like someone had driven a knife straight into their brain. The pain was such that thinking and acting was nearly impossible; even mere orientation and moving in the desired direction took significant effort.

Darius the Piper went to considerable lengths to ensure his colleagues exit the dungeon safely. He had to herd them like sheep, instruct them like little kids, and, eventually, just lead them by the rope. But he got them out intact.

Illustration by IdleDoodler.

“Let's go to Hara and rest there. That's where the home is.”

Longrass 1st, Airday

“Your sick friends must drink clean water and eat nothing but fresh fruits and vegetables. Strict bed rest is in order. No adventuring nor lollygagging about town.”

Such was the advice given the Hagar by the priest at the Temple of Poseidon. FoxGlove was still alive, but barely looking like it since the bite.

Rorik, Darius, Bairstowbury, and Centuria collected the monster remains and set off to Ironburg via river barge. They wanted to share all the new information with Old Crus.

Hagar and others remained in Hara. Dwarven hero was considered to be the de facto leader of this adventuring party—or at least that's how people of Hara had seen him.

Longrass 5th, Spiritday

Hagar finally managed to commission master sculptor Dragespius of Onhir. They agreed on 25 feet tall marble statue, to be made in Ahyf, facing the sea. Details to be arranged, as well as payment of 3 125 gold pieces.

Rorik, Darius, Bairstowbury, and Centuria had returned from their meeting with Crus.

They learned that spider-hen chimeras are called webbirds, and are basically bred for food by the creatures of the underdark. They were also frustrated at the other information shared by him, considering it to be vapid academic bloviation of little practical application.

Rorik shared with him hand drawn map of the explored area. In fact, Rorik was the only one of the adventurers that Crus had shown any remote sign of affection for.

Illustration by kickmaniac.

“One day, one day, you will be a great adventurer. Just you keep listening to me. As you grow in power I will reveal new things to you. Trust me, trust me. One day! But not today!”

Full party was now reunited in Hara.

Fresh mercenaries begun trickling in. The word must have spread.

After all, war breeds war.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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DiceParser is a Discord bot for rolling dice. Besides simple rolls, it also supports various commands like exploding dice, sorting dice, and so on. More importantly, it also allows us to code macros, a predefined set of commands we can call with a shortcut.

This comes very handy during character creation, which usually involves several rolls. That holds true for all four ability score generation methods explained in the Dungeon Masters Guide.

Using the codes below you will be able to quickly generate a set of rolls for any of the four methods described by Gary. See end of the post for additional DiceParser guidance.

Method I

All scores are recorded and arranged in the order the player desires. 4d6 are rolled, and the lowest die (or one of the lower) is discarded.

Code:

4d6k3;4d6k3;4d6k3;4d6k3;4d6k3;4d6k3;[$1,$2,$3,$4,$5,$6]s;"Character ability scores\nMethod I\n\n@7\n"

Macro:

cc-method-i 4d6k3;4d6k3;4d6k3;4d6k3;4d6k3;4d6k3;[$1,$2,$3,$4,$5,$6]s;"Character ability scores\nMethod I\n\n@7\n" False

Method II

All scores are recorded and arranged as in Method I. 3d6 are rolled 12 times and the highest 6 scores are retained.

Code:

3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;[$1, $2, $3, $4, $5, $6, $7, $8, $9, $10, $11, $12]k6;"Character ability scores\nMethod II\n\n@13\n"

Macro:

cc-method-ii 3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;[$1, $2, $3, $4, $5, $6, $7, $8, $9, $10, $11, $12]k6;"Character ability scores\nMethod II\n\n@13\n" False

Method III

Scores rolled are according to each ability category, in order, STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA. 3d6 are rolled 6 times for each ability, and the highest score in each category is retained for that category.

Code:

3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;[$1, $2, $3, $4, $5, $6]k1;[$7, $8, $9, $10, $11, $12]k1;[$13, $14, $15, $16, $17, $18]k1;[$19, $20, $21, $22, $23, $24]k1;[$25, $26, $27, $28, $29, $30]k1;[$31, $32, $33, $34, $35, $36]k1;"Character ability scores\nMethod III\n\nSTR: @37\nINT: @38\nWIS: @39\nDEX: @40\nCON: @41\nCHA: @42\n"

Macro:

cc-method-iii 3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;[$1, $2, $3, $4, $5, $6]k1;[$7, $8, $9, $10, $11, $12]k1;[$13, $14, $15, $16, $17, $18]k1;[$19, $20, $21, $22, $23, $24]k1;[$25, $26, $27, $28, $29, $30]k1;[$31, $32, $33, $34, $35, $36]k1;"Character ability scores\nMethod III\n\nSTR: @37\nINT: @38\nWIS: @39\nDEX: @40\nCON: @41\nCHA: @42\n" False

Method IV

3d6 are rolled sufficient times to generate the 6 ability scores, in order, for 12 characters. The player then selects the single set of scores which he or she finds most desirable and these scores are noted on the character record sheet.

Code:

3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;"Character ability scores\nMethod IV\n\nSET 1\n\nSTR: $1\nINT: $2\nWIS: $3\nDEX: $4\nCON: $5\nCHA: $6\n\nSET 2\n\nSTR: $7\nINT: $8\nWIS: $9\nDEX: $10\nCON: $11\nCHA: $12\n\nSET 3\n\nSTR: $13\nINT: $14\nWIS: $15\nDEX: $16\nCON: $17\nCHA: $18\n\nSET 4\n\nSTR: $19\nINT: $20\nWIS: $21\nDEX: $22\nCON: $23\nCHA: $24\n\nSET 5\n\nSTR: $25\nINT: $26\nWIS: $27\nDEX: $28\nCON: $29\nCHA: $30\n\nSET 6\n\nSTR: $31\nINT: $32\nWIS: $33\nDEX: $34\nCON: $35\nCHA: $36\n\nSET 7\n\nSTR: $37\nINT: $38\nWIS: $39\nDEX: $40\nCON: $41\nCHA: $42\n\nSET 8\n\nSTR: $43\nINT: $44\nWIS: $45\nDEX: $46\nCON: $47\nCHA: $48\n\nSET 9\n\nSTR: $49\nINT: $50\nWIS: $51\nDEX: $52\nCON: $53\nCHA: $54\n\nSET 10\n\nSTR: $55\nINT: $56\nWIS: $57\nDEX: $58\nCON: $59\nCHA: $60\n\nSET 11\n\nSTR: $61\nINT: $62\nWIS: $63\nDEX: $64\nCON: $65\nCHA: $66\n\nSET 12\n\nSTR: $67\nINT: $68\nWIS: $69\nDEX: $70\nCON: $71\nCHA: $72\n"

Macro:

cc-method-iv 3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;"Character ability scores\nMethod IV\n\nSET 1\n\nSTR: $1\nINT: $2\nWIS: $3\nDEX: $4\nCON: $5\nCHA: $6\n\nSET 2\n\nSTR: $7\nINT: $8\nWIS: $9\nDEX: $10\nCON: $11\nCHA: $12\n\nSET 3\n\nSTR: $13\nINT: $14\nWIS: $15\nDEX: $16\nCON: $17\nCHA: $18\n\nSET 4\n\nSTR: $19\nINT: $20\nWIS: $21\nDEX: $22\nCON: $23\nCHA: $24\n\nSET 5\n\nSTR: $25\nINT: $26\nWIS: $27\nDEX: $28\nCON: $29\nCHA: $30\n\nSET 6\n\nSTR: $31\nINT: $32\nWIS: $33\nDEX: $34\nCON: $35\nCHA: $36\n\nSET 7\n\nSTR: $37\nINT: $38\nWIS: $39\nDEX: $40\nCON: $41\nCHA: $42\n\nSET 8\n\nSTR: $43\nINT: $44\nWIS: $45\nDEX: $46\nCON: $47\nCHA: $48\n\nSET 9\n\nSTR: $49\nINT: $50\nWIS: $51\nDEX: $52\nCON: $53\nCHA: $54\n\nSET 10\n\nSTR: $55\nINT: $56\nWIS: $57\nDEX: $58\nCON: $59\nCHA: $60\n\nSET 11\n\nSTR: $61\nINT: $62\nWIS: $63\nDEX: $64\nCON: $65\nCHA: $66\n\nSET 12\n\nSTR: $67\nINT: $68\nWIS: $69\nDEX: $70\nCON: $71\nCHA: $72\n" False

DiceParser notes

  • You can learn more about the Rolisteam Dice Parser here.
  • Full documentation is available here.
  • Finally, and this is important for macros to work, you must include them in reverse order! In other words, add them as follows:

/macro add line: cc-method-iv 3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;"Character ability scores\nMethod IV\n\nSET 1\n\nSTR: $1\nINT: $2\nWIS: $3\nDEX: $4\nCON: $5\nCHA: $6\n\nSET 2\n\nSTR: $7\nINT: $8\nWIS: $9\nDEX: $10\nCON: $11\nCHA: $12\n\nSET 3\n\nSTR: $13\nINT: $14\nWIS: $15\nDEX: $16\nCON: $17\nCHA: $18\n\nSET 4\n\nSTR: $19\nINT: $20\nWIS: $21\nDEX: $22\nCON: $23\nCHA: $24\n\nSET 5\n\nSTR: $25\nINT: $26\nWIS: $27\nDEX: $28\nCON: $29\nCHA: $30\n\nSET 6\n\nSTR: $31\nINT: $32\nWIS: $33\nDEX: $34\nCON: $35\nCHA: $36\n\nSET 7\n\nSTR: $37\nINT: $38\nWIS: $39\nDEX: $40\nCON: $41\nCHA: $42\n\nSET 8\n\nSTR: $43\nINT: $44\nWIS: $45\nDEX: $46\nCON: $47\nCHA: $48\n\nSET 9\n\nSTR: $49\nINT: $50\nWIS: $51\nDEX: $52\nCON: $53\nCHA: $54\n\nSET 10\n\nSTR: $55\nINT: $56\nWIS: $57\nDEX: $58\nCON: $59\nCHA: $60\n\nSET 11\n\nSTR: $61\nINT: $62\nWIS: $63\nDEX: $64\nCON: $65\nCHA: $66\n\nSET 12\n\nSTR: $67\nINT: $68\nWIS: $69\nDEX: $70\nCON: $71\nCHA: $72\n" False

/macro add line: cc-method-iii 3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;[$1, $2, $3, $4, $5, $6]k1;[$7, $8, $9, $10, $11, $12]k1;[$13, $14, $15, $16, $17, $18]k1;[$19, $20, $21, $22, $23, $24]k1;[$25, $26, $27, $28, $29, $30]k1;[$31, $32, $33, $34, $35, $36]k1;"Character ability scores\nMethod III\n\nSTR: @37\nINT: @38\nWIS: @39\nDEX: @40\nCON: @41\nCHA: @42\n" False

/macro add line: cc-method-ii 3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;[$1, $2, $3, $4, $5, $6, $7, $8, $9, $10, $11, $12]k6;"Character ability scores\nMethod II\n\n@13\n" False

/macro add line: cc-method-i 4d6k3;4d6k3;4d6k3;4d6k3;4d6k3;4d6k3;[$1,$2,$3,$4,$5,$6]s;"Character ability scores\nMethod I\n\n@7\n" False

Happy rolling!

#Resource #DiceParser #ADnD #OSRIC #OSR

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Adventurers

Character Class Description
Ambros Cleric level 4 Follower of Aniu, Lord of Time.
Foxglove Thief level 4 A willowy human, long hair ties in a pony tail, looks a bit dangerous and dainty at the same time.
Darius Cleric level 4 Follower of Dacron, God of Craftsmen.
Rorik Fighter level 3 A fighter.
Tarkus the Promising Cleric level 3 Follower of Bachontoi, God of Red Wisdom.
Beorg Fighter level 3 Inspired to adventure after burying several adventurers.
Happy Halfling level 3 Short, very happy looking halfling. Hair covers his eyes and he is nothing but smiles.

Meadowlark 12th, Waterday

“Round of drinks for everyone!” Ambros announced to loud cheers of Hog's Head inn patrons—a motley assortment of local miners, villagers, and seven adventurers.

The party arrived at Ironburg earlier today, fetching a ride on a river barge from Hara. This small hamlet owes its existence to the local iron mine as well as great Wizard Crus whom had driven a vampire from the local tower.

“Uh-oh, do you remember the locals mentioning vampires? And Tagoler just hand-waving that as empty rumours?”

Either way, the party was here to speak to the Wizard, for they were led to believe Old Crus might know more about the skull-adorned weapons they had recovered from a dungeon atop the Midnight Goddess Hills.

Given that his tower is roughly a mile away from Ironburg, adventurers decided to have a good night's rest before seeking audience. There is no doubt the man would be demanding.

Meadowlark 13th, Earthday

“What?! What?! Can't you give old man time to come?!”

Old creaky voice shouted from the other side of large double doors. Rorik just knocked the second time on them, after waiting for ten or so minutes.

“Who are you? What do you want?!” the voice continued.

Rorik and Ambros spoke in turns, going to great lengths to appear both polite and capable.

“Adventurers?! List your names, professions, and accomplishments!” the voice demanded.

Now all had to speak, in turns. Alas, two failed to say anything, prompting the Wizard on the other side of the doors to bang his head in frustration.

“How could I help someone who can't even follow the simplest of instructions!”

Stragglers quickly introduced themselves as well.

Doors slowly creaked open. An old man with long gray beard, weathered face, and bushy eyebrows squinted at the party. He was dressed in silk robe, and was holding an exquisite wooden stick.

Illustration by kickmaniac.

He scanned the men in front of him.

“Which one of you said he was tested by Bachontoi and given another chance at life?”

“That'd be me!” Tarkus perked up proudly.

“Good, good. Temple of Greed, now that's a Bachontoi classic.”

“I never said it was a Temple of Greed.” Tarkus raised his eyebrow.

“Those who know, know.”

Old man turned around, and slowly walked into a great round chamber, obviously serving as both kitchen and common chambers. Although he hasn't waved the visitors in, he also hasn't closed the doors.

Adventurers followed cautiously. Then they stood until the old man sat in chair. Only then did they join him around large wooden table.

“Now, how can Old Crus help you, young adventurers?”

Once again, Rorik and Ambros took the lead, with Darius, Tarkus, and Beorg jumping in here and there. Crus would interrupt the conversation from time to time and inquire more about specific individual's accomplishments.

For example, he cut Ambros off and demanded to know more about his dungeoneering experience. “Everything you said is very abstract! Speak in specific details!” he'd demand. Conversation was long and arduous, going for hours. Partly because Crus was a slow speaker, partly because he would take long breaks between questions, and partly because he would doze off here and there.

But it was all well worth it, for adventurers learned a great deal about the dangers they are facing. First, the creatures they fought at the spider farm are most likely shadow goblins. These are the creatures for deep, deep darkness, and it is uncommon to see the on the surface. Crus would like their little bodies, dead or alive.

Second, the four-armed spiderfolk they encountered are a slave race of deep, pale elves. They too are rarely seen so close to the surface, so whatever is driving them up must be something truly fascinating. Crus would like their little bodies too, dead or alive.

“I'm the greatest scholar of Underdark in the Wilderlands!”

Third, judging by the weapons they have recovered, Crus believes it is a long forgotten temple built as a sort of prison for a powerful artefact called Foundingstone. When Rt was formed seven unnamed gods had stole fragments of its virgin stone crust. Imbued with cosmic powers and gift of life, these stone fragments are capable of materialising dreams of anyone touching it. Foundingstone is one of such fragments. Alas, this one has been perverted and abused to such extent that it only spews forth nightmares and horrors of those that surround it. It was buried deep, deep underground. Crus would like a piece of it, or at least a drawing, as well as drawings of the whole complex.

“Hey, one day you might be great adventurers too!”

Fourth, the “glowing hunters” should be perfectly killable. “Just don't get entangled in their webs. They are sticky, and will melt your flesh away. Oh and they will paralyse you. But you will still feel everything. But you won't be able to scream. Just don't get entangled and you'll be fine.” Crus would like their medium-sized bodies too, dead or alive.

Armed with all this new knowledge, as well as potential of a new, powerful ally, the adventurers set out and headed back to the dungeon.

Meadowlark 16th, Airday

“Blue haze is back...”

Investigating the entry chamber has confirmed that the cloaks jamming dragon's nostrils have been removed, filling the chamber with blue mist spewing out of them. Spiderman's corpse was also removed.

Tarkus nearly fell into a pit trap, saved only by his colleagues who had been here before. And good save was it, for this pit also had spikes in it.

The party tied a rope around the south door's handle, and pulled it open with ease. Then they anchored an improvised rope-rail along the wall, so they have something to hold to as they pass around open pit trap.

They found themselves in a long corridor, darkness on both sides. Almost across them were stone doors. Listening revealed nothing. Forcing them open revealed another dark corridor. Up ahead was rubble and debris. Wooden doors flanked the entrance. One were slightly ajar. Sickly green light emanated from the room behind.

Peeking in revealed a chamber with strings of greenish glowing rope. Happy put his big boys pants on, and walked in confidently.

Nothing.

Empty chamber, bathed in sickly green light from the webbing. But there was plenty of space to move freely. So Happy went through the archway into another illuminated chamber.

Nothing.

Except bloated wooden doors on the west wall.

Party assumed battle formation.

A rope was tied around the handle.

A burning oil flask was prepared.

Doors were pulled open with great force.

Flask was chucked.

Weapons were drawn.

Nothing.

Peeking out revealed yet another corridor. A junction was to their right, two doors to their left, and one doors just across them.

“Wait...”

FoxGlove picked up on a mix of clicking and clucking sounds.

Listening attentively, he realised they are coming from one of the two doors to their left. The ones that were slightly ajar that is.

The party slowly approached, ready for violence.

Now they could also hear flapping sounds.

Bursting the doors open revealed a chamber full of ridiculous creatures that were a mix of a spider, pigeon, and hen. Their bodies were approximately cat-sized, and they were flapping around chaotically, creating a confusing mess.

Adventurers stepped in and hacked them without mercy.

In last ditch attempt, few surviving monsters dive bombed two adventurers, covering them in webs. Alas, in doing so the monsters became easy targets for the remaining party members, and were briefly dealt with.

Investigating the room uncovered two dwarfish corpses in advanced stage of decomposition. Both had their rib cages wide open, and looked like they were nibbled from the inside.

FoxGlove found a skull-topped scroll case made of bone. He opened it and read the scroll inside. It was a bit difficult to read since it was scribbled in Auld Common. Lo and behold, it was a scroll of Protection from Evil.

Will the party resume their hunt?

Or will they become the hunted?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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