Attronarch's Athenaeum

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

#RPGaDAY2025

Prompt Result
Daily Journey
Question When
Mood Grateful
Subject Rule

Prompt interpretation:

When are you grateful for the journey rules?

Wilderness adventures and overland travel play a big part in our campaign. OD&D introduced simple rules, based on the Outdoor Survival board game. A wilderness turn lasts a day, within which player characters are able to move a number of 5-mile hexes based on their encumbrance and terrain they are moving through. Judges Guild then developed a more detailed “campaign hexagon system,” which broke down the 5-mile hex into smaller sub-hexes, and then once again into smaller sub-hexes. This allowed us to zoom in until turn could be an hour. AD&D updated the rules, introducing a number of clarifications, subsystems, so on and so forth.

When I worked on our wilderness movement rules I wished something that would work well with the five league hexes, the size Wilderlands maps were originally supposed to be. That's why I turned to HarnWorld, which uses metric leagues (1 metric league equals 2,5 miles equals 4 kilometers) as default. Next, I decided to use a four-hour watch system, naming each period as described in the AD&D DMG (midnight, pre-dawn, morning, noon, evening, and night). Number of daylight watches depends on the season. Next, I made a table with all Wilderlands terrain types and calculated how much leagues can one travel on foot, horse, cart, and wagon.

Above would not be possible without a wealth of existing resources, which I am immensely grateful for.

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#RPGaDAY2025

Prompt Result
Daily Motive
Question What
Mood Excited
Subject Rule

Prompt interpretation:

What motivates and excites you about rules?

Who gets excited about rules for role-playing games? Well, I guess I do. The rules that excite me the most have a mix of qualities that is difficult to put in words, but I'll do my best.

First, rules with strong authorial voice that is passionate, slightly naive, confident but relaxed. Second, rules that are elegant, i.e. they are simple, succinct, and clever. If I cannot remove or add anything, if I don't need to re-represent it, if I keep getting back to it as it was, unadulterated, then it might indeed an elegant rule. Third, rules that are internally consistent. When the internal logic is consistent, then I can adjust the rules to my taste without breaking the overall game. I can also use the same logic to build what I wish to build. Four, rules that are backed with sound research, logic, and extensive play testing. I do not care much for simulationism, but I care a lot if the rule was pulled out of someone's ass, or if it was the result of meticulous research play tested with dozens of players.

The motivation for always reading new (and old) rules is much simpler. I am always interested in rules that could / would / might support me better in both achieving the desired tone and fiction of the game. Even when reading rules that I reject is helpful—because then I am able to better articulate what is it I do not desire.

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#RPGaDAY2025

Prompt Result
Daily Ancient
Question When
Mood Optimistic
Subject Art

Prompt interpretation:

When can an adventurer be optimistic about an ancient piece of art?

When they don't find it in pristine condition in a megadungeon.

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Adventurers

Character Race Class Description
Ludd Nuck Human Fighter level 1 A lad from the farm, still wet behind the ears and smelling of dung whom became an adventurer to impress a village lass who jilted him.
Drokh Human Monk level 1 A tall, lean human monk with piercing eyes, weathered skin, and a warrior’s poise—calm and charismatic, he speaks with purpose and strikes with precision, wielding spear, bow, and blade.
Arete Human Cleric level 1 Young cleric of Athena, seeking to establish himself and gain more knowledge.
Talik Half-elf Fighter level 1 / Magic-user level 1 Young, impoverished and inexperienced fellow who took up adventuring for the money.
Dalkanarion Human Fighter level 5 A youthful specimen in full strength, full of purpose, bluster, and eagerness to prove himself.
Sted Jalen Human Assassin level 1 A mass of burnt scar tissue hidden by layers and layers of actors' slap. Rather taciturn.
Nandos Dwarf Fighter level 1 Grew weary of clan politics and doing low level hired muscle work, so decided to become an adventurer instead.

Sweetrain 5th, Spiritday

Smell of fresh blood permeated the air. Screams of fleeing enemies echoed down the dark corridors. Nuck, Drokh, Arete, and Talik scanned the chamber for any immediate threats.

One of the brigands had surrendered. He stood, utterly defeated, and thoroughly soiled. Five of the brigands slept like babies, courtesy of Talik's arcane prowess. Four were sent to eternal slumber, while the best armoured one was dragged to the large chamber up north.

Dalkanarion remained in the bloody sleeping quarters, while Drokh took the guard duty at the eastern corridor. There was an open pit trap with a fresh corpse inside. The trap was jammed open with several polearms and ten foot poles. There were one foot ledges on both sides. A vast, dark chamber waited ahead. Smell of old death was palpable.

Nuck, Arete, and Talik reconvened with Ambros, and Marlon. Heavy footmen were clearing the chamber and fortifying the complex entrance. Arete slapped the sleeping prisoner awake. Interrogation was about to proceed.

This was a middle-aged man in his thirties, possibly Thabrian or Ghinarian if one was to judge by his complexion. His teeth were yellow, his hair greasy and lice ridden. Puffy black rings adorned his eyes. He slumped in defeat, perfectly aware of what awaits him in presence of Hara's Justice Supreme. And yet, he couldn't control his tongue even if it meant quick death.

“My men? They are all right here!”

“To north? That's where our supplies are. I hope you chock on them!”

“West? Oh man, death, just death. I hope you go there!”

“East? Yes, you guessed right, more death!”

“Down the well? Flesheaters. You should give them a visit!”

“Nothing you can do to me is worse than what Klekless Racoba will do to me for this failure!”

“What do you want me to say? This is a fucked up place. It wasn't my choice to lair here.”

Adventurers learned that the fugitive Wizard they came here for has left several days ago. A small contingent of brigands were left behind to guard their “lair” in this abandoned underground complex. Apparently, rest of it was trapped and inhabited by creatures most inhospitable.

While the interrogation took place, Drokh heard loud booming sounds coming from beyond the dark chamber ahead. It was a deep, reverberating sound, and yet muffled, like it came from far, far away. First time he heard it there was a boom. Then three. Then five. Then none.

Nuck, Arete, and Talik reconvened with Drokh. They decided to explore the room up ahead. They carefully crossed the open pit trap, and approached the chamber mouth. They threw a torch up ahead. It did not extinguish.

It was a vast chamber, torchlight barely illuminating three walls, with more pressing darkness to the east. Skeletal remains littered the floor. Two seven foot tall stone statues were visible to the north. Each was in the alcove. Both were of a man, standing shoulder width apart, dressed in something similar to a bath robe, with exposed privates, arms upwards with elbows pointed forward and palms up.

Sharpshooter Talik shoot off the left statue's manhood. It did not animate to exact revenge. Arete picked up the torch and threw it forward. More of the chamber was illuminated, revealing an archway to the south and an open corridor to the north. Also, two female statues to the south-east.

Rotted cloak on which the torch fell caught fire. A pale arm rose from beneath, with skin so taut bones almost protruded from it. The undead with hateful beady eyes stood up, and patted the fire out. Adventurers charged it without delay.

Arrows sunk into the cloaked figure.

It did not flinch.

Spear and sword cut into its emaciated body.

It did not flinch.

“Uh oh.”

Arete called on Athena.

But Athena did not hear him.

Arete parried and blocked, dodged and evaded. And then his face was caught by the undead. Those beady hateful eyes gazed into his own. The cleric could feel his very own life energy being drained out of him. He grew weaker by the second, until he too was nothing but a taut skin over bones.

Remaining adventurers watched in horror as Arete drop down to the ground, nothing but a lifeless husk. Dalkanarion barreled in, just in time to witness a fellow worshiper of Athena fall. Oathkeeper hummed as the Grecian warrior drove it straight through the creature.

The monster wailed and screamed. Realising he cannot contribute much, Nuck had disengaged and approached the southern archway. His intent was to watch guard in case anything might come from that direction. He was immediately dive bombed by three obese bat-mosquitoes with long. They brought him to the ground and sucked him dry.

Dalkanarion chopped the undead down just in time to be assaulted by five flying bloodsuckers. Now it was a wild melee, with Talik and Drokh involved too. Unarmoured monk dodged, until he hadn't. He too was sucked dry. Talik and Dalkanarion successfully slayed all the stirges.

Talik checked on three fallen adventurers. Arete was most certainly, chillingly, lifeless. Nuck and Drokh were properly messed up, but had some life left in them. Still, Talik and Dalkanarion dragged their three fallen allies back to the chamber with Ambros and the crew.

Ambros inspected the injuries. He confirmed that Arete is dead dead, while Drokh and Nuck are just nearly dead. The latter two will need several weeks of strict bed rest, but they should heal up fine.

Talik and Dalkanarion were eager to continue exploring the complex—they were still healthy and strong. They were joined by an assassin Sted Jalen, and a dwarf fighter Nandos. They returned to the statue chamber without delay.

The room was some fifty by ninety feet. Two male statues were in the north west corner, while two female statues were in the south east corner. An archway to the south led to stairs leading down, while a corridor to the north led to a four way junction.

Sted searched all the remains in the room. He recovered a total of five hundred and fifty electrum pieces and one hundred platinum pieces. Dalkanarion and Nandos investigated the female statues. These ones had their arms pointing downwards. Warrior noticed that one of them had a seam on its left arm, just beneath the elbow. It looked like the arm might turn or twist somehow.

Talik approached the statue he emasculated. He vanished.

“Uh, I better write that down!”

Nandos took out his chalk and wrote notes on the wall next to the statue. Then he returned to Dalkanarion, just in time to watch the warrior play with the statue's arm. It released a painful scream that echoed throughout.

“Better write that down too!”

The trio now approached the statue where Talik had vanished. They stepped forth, one by one.

Talik stepped forward. It all went black. The air changed. Now it was stale. Dusty. Moldy. He tapped around in the darkness. Floor was littered with something. Some things clanked. Some crunched.

He walked forward, slowly, until he reached a wall. The he turned right, placed his left palm on the wall, and extended his right arm to the side. He walked slowly. A turn! But at an angle. He followed. Another turn! Also at an angle.

His fingers came upon a groove. It was narrow and thin, but so were his fingers. Then he was blinded by the light.

Dalkanarion showed up first, followed by Sted and Nandos. The trio brought light with them, illuminating this curiously shaped chamber. It had seven walls in total, forming a rough diamond shape.

The chamber hosted a number of skeletal remains, some still in their rotting garments. There was some random trash too. Nandos joined Talik in investigating the groove—which was of a rectangular shape, like a door frame—while Dalkanarion checked other walls. Sted on the other hand, focused on the remains again.

He counted three broad swords, some sixty feet of rope that was still intact, two empty wineskins, a great helm, a suit of chain mail armour, two shields, one of them with pristine steel rim, a medallion, and a wand.

Nandos knocked on the groove-framed wall portion.

It sounded hollow.

Ambros, Marlon, and a squad of heavy footmen finished reinforcing the antechambers. They pooled valuables in the east end of the chamber. So far they collected a hundred copper pieces, eight hundred and twenty silver pieces, five hundred electrum pieces, twenty-three gold pieces, fifty platinum pieces, and a wrought gold necklace.

For how long will Ambros wait before Dalkanarion returns?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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#RPGaDAY2025

Prompt Result
Daily Message
Question Why
Mood Confident
Subject Person

Prompt interpretation:

Why is Dalkanarion confident that sending letters to people hundred yards away from him is the best way to get his message across?

I don't know. Maybe he does?

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#RPGaDAY2025

Prompt Result
Daily Tavern
Question Where
Mood Optimistic
Subject Character

Prompt interpretation:

Where is the tavern with most optimistic characters?

Optimism? In the Barbarian Altanis?! Well, the rumour has it Bellystone Thuaidh and Bellystone Theas, two taverns flanking the Bellystone Ford, a crossing point over the River Mageven, are filled to the brim with optimistic—or was it opportunistic?—folk of all kind.

Those on the north bank are optimistic about their travel along the Old South Road to the City State of the Invincible Overlord, while those on the south bank are optimistic about their fortunes in the Barbarian Altanis. But the two dwarven proprietors are most optimistic about milking their patrons dry.

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Prompt Result
Daily Prompt
Question Where
Mood Lucky
Subject Accessory

Prompt interpretation:

Where is my lucky prompting accessory?

Oh, that is easy! Right under the TV, in a dice tray and pencil case. There I have an assortment of dice, ranging from d4 to d30. The best prompting accessories I have ever had. They are nothing fancy, classic Chessex dice. d30s are no name brand, but they roll fine. In the future I would like to get a pair of d20s for rolling d00, instead of paired d10s. But I was unable to find a pair thus far. Please let me know if you know a good place in Europe that sells them.

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Prompt Result
Daily Patron
Question Why
Mood Proud
Subject Accessory

Prompt interpretation:

Why is a patron proud of an accessory?

Lord Kyle, a young ruler of Midway, walked through his vineyards. Acres and acres of perfect grapes; soon ready to be transformed into much desired delicious brew. Midway Red is served at the Senate of the Invincible Overlord; the Green Emperor cheers with a glass of Midway Red; Chromatic Wizards of Tula use it in their occult ceremonies.

But ever since his father was murdered in an ambush, young Lord Kyle has been struggling to maintain his vast domain. Vineyards are still tended to, but his trade is disrupted. Bandits and brigands harry him, while the Merchant Council of Hara refuses to help. The latter stings, stings as hell, because Kyle and his people pay tribute and “protection” money to Hara.

But Kyle walks with hope in his heart, for now he has a force most formidable on his side. Ambros Ap Mortain, the High Priest of Forseti, is personally helping him. Ambros is backed by a company of quite competent adventures, real movers and shakers. Further, Ambros commands a holy army numbering over two hundred heavily armed and armoured men.

Yes, Lord Kyle can dream once again. He will make his father proud.

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

This issue details sessions 79, 80, and 81.

Adventurers head into unknown whilst holding hands.

You can download the issue here.

Overlord's Annals zine is available as part of the Ever & Anon APA, issue 2:

#Zine

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Two weeks ago I shared twelve recommendations for the DriveThruRPG July sale. “SebaTauGonzalez” on reddit asked for rules-specific recommendations:

The Sale guide is great, thanks! Do you know of something similar but for core rules? Current or past.

I'm repeating my answer to him below. I assumed they are already familiar with all the major retroclones and original games, therefore I focused on a bit more “exotic” recommendations:

  • The Majestic Fantasy RPG. An OD&D game based on Swords & Wizardry Core. Interesting mix of many different things based on several decades of play.
  • Tekumel: Empire of the Petal Throne. The original was built on OD&D chasis. I don't run it as-is, but rather use it for inspiration (e.g., early skill system, interesting take on fighters, etc).
  • Seven Voyages of Zylarthen. Basically a heavily house ruled OD&D with few interesting twists.
  • Adventures Dark and Deep Core Rulebook & Bestiary. An alternative imagining of what AD&D 2E might have been if Gary remained in control. A lot of classic, but good stuff.
  • Against the Darkmaster Core Rules. Retroclone of Middle-Earth Role Playing game. Good if you are looking for a crunchier game.

The sale ends in a day and a half (end of July).

As always, spend responsibly.

#Sale #OSR

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