Attronarch's Athenaeum

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

Adventurers

Character Race Class Description
Ambros Human Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf fighter level 5 / Magic-User level 4 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Tikatu Human Druid level 1 A dirty little ma with dark and dirty skin, wearing loincloth with no back. “What will be, will be” is his favourite aphorism.
Kho Rimbo Human Magic-User level 1 A knife throwing wizard extraordinaire. Covered in ritual knife scars. Cuts himself whilst casting. Prone to being sarcastic.
Dalkanarion Human Fighter level 5 A youthful specimen in full strength, full of purpose, bluster, and eagerness to prove himself.
Tobias Lindflags Hobbit Thief level 1 A sixth-born son standing to gain nothing from inheritance, so he set out to make his own fortune in the world.
Helmuth Mithaft Human Fighter level 1 A bold mercenary with glorious red beard and pearly facial hair.

Meadowlark 1st, Airday

Spreading out in the X shaped chamber, the adventurers split between investigating the marble statues and guarding the stairs leading further down. Following the blood trail led them to this chamber. It continued down the stair.

The statues of naked men armed with spear and shield. They had nothing of value on them, although the did find remnants of a long deceased adventurers with two rotten sacks of coins. Judging them to be too heavy to carry now, the party left them where they are.

Dalkanarion burst into the chamber, ready to dish out some pain. He rode hard from the Cedarwade Keep, having left it in capable hands of Jace. He was joined by another massive specimen, the notorious mercenary Helmuth Mithaft.

Emboldened by fresh meat slabs for the front line, the adventurers descended into the darkens. Blood trail split to the right and left. Left trail led them to several dead ends, most filled with grisly remains of ghastly ghouls.

Ambros recognised two of his fanatic followers. So he ordered his living followers to drag out the remains of his deceased followers.

Moving north, following the right hand path, led the party into an octagonal chamber filled with gnawed bones, an defiled scraps. The air was humid. To the north was a round chamber, in essence a pool with circular gangway running around. Iron rungs were spaced nearly a hand apart, making it a real risk that small, elegant foot—like the ones of a hobbit or elf—could easily slip through and sink into foetid water beneath.

To east was a most curious long corridor. Every ten feet was a ten by ten iron grate, flanked by an alcove to the sides. Beneath each grate was dark water within arms' reach. While most of the adventurers discussed how to traverse the weird corridor, Tobias listened attentively.

He heard sounds as if something was breaking the water surface, but it was at irregular intervals and he could not see anything in the darkness. He informed the party.

Having throughouly discussed their course of action, the adventurers decided to avoid stepping over the grates in case they break under the weight of heftier members. They would go two by two, each stepping into the alcove on the side, and then stepping on the solid ground beyond the grate.

Ambros commanded a squad of heavy footmen to guard the octagonal room while they move down the corridor. In other words, they were to protect the rear so adventurers are not caught in a difficult position in the corridor.

Party crossed a total of five grates before reaching the end of the corridor. And what a sight it was! Wood doors, covered with painted and carved symbols, runes, and pictograms! These were obviously of more recent make, and not how the doors were made.

As Ignaeus and Ambros approached the doors to investigate them closer, junior adventurers, who shall be left unnamed, hid in the alcoves by the grates, “just in case.” Dalkanarion and Helmuth stepped to the side, into the corridor leading south, down to the steep staircase.

The inscriptions were magical, no doubt about it. They were also entirely unreadable. Ignaeus was unwilling to doff his armour in order to cast Read Magic. Ambros did spot an overly-elaborate cursive script. It was very similar to the script on the scroll he had read before. The one that rendered himself and Dalkanarion hairless. The one that turned two of his colleagues into charcoal. Naturally, he read it.

The script read:

“Klekless Racoba”

Silent gasps could be heard.

Have they finally found the fugitive wizard?

Paranoia set in.

What's with the grates?

What's with the runes?

The doors must obviously be trapped!

What to do? How to open them?

Alarmed yelling disrupted adventurers' contemplation.

Tikatu the pygmy was first to see the horror that befell Ambros's squadron.

Desperate screams supplanted yelling as a pack of feral ghouls tore through the heavy footmen. The latter were completely surprised.

“Begone in the name of Aniu! Begone in the name of Forseti!” Ambros bellowed, holding the golden gavel up high.

Undead cannibals fled in presence of such awesome divinity. They left a gory scene behind them. Not a single footman was left standing. Tikatu and Tobias could hear sounds of splashing water as the monsters fled.

“Let's just pour all the oil we have on the doors. Then we burn them down.”

Everyone agreed. Once the doors were well oiled, the adventurers returned to the octagonal chamber. They avoided the grates on their way back. Looking at the pool to the north did not reveal any floating ghouls. Quiet splashing could be heard from time to time.

Illustration by Brulligrum.

Ambros found that four of the footmen were still alive, albeit paralysed. They were dragged into the corner and left there to recover.

Dalkanarion, Helmuth, and Ignaeus decide to lift the grate closest to them, to form a sort of barrier in case something comes at them down the long corridor. Elf was tasked with looping a rope through the rungs. As soon as he pushed the rope down one of the rungs, three pairs of rotted arms emerged from the water and clawed at him. Being an elf he was not susceptible to the perils of ghoulish caress, so he just shrugged them off. The plan was abandoned.

Tobias was trusted with the task of hitting a large, immovable plank at hundred feet. He wrapped an oil soaked rug around his arrow tip. Then he lit it. Finally, he shot it straight down the corridor, hitting his target true.

The doors caught fire. By the time they burnt down, the surviving heavy footmen have regained their facilities. Whole party moved onward, sidestepping grates as before. Ignaeus took the rearguard. Four heavy footmen were assigned to watch the south corridor leading down the steep staircase. Others investigated the chamber up ahead.

The room was finely furnished. Large, plush carpet dominated the center. A solid bed was to the south. Heavy oak writing desk was to the east. Tall closet was next to it. North wall was lined with wooden shelves. There were another doors to the north too, and they too were covered with symbols and arcane lettering.

Besides the furniture, room was almost empty. There was no mattress nor lining, nor pillows, on the bed. Shelves were bare, besides three leather bound tomes and a dozen of scroll cases. Writing desk was completely bereft of anything. Wardrobe was empty too.

Three ghouls dared to exit the foul water. They crawled and started chewing on their victims ankles. Ignaeus had spotted them—courtesy of coin enchanted with continual light that was left behind in the octagonal chamber—and forced them to retreat by peppering them with arrows.

Tikatu bobbed through the wizard's chamber, uttering the words of power. Several objects were wreathed in soft, purplish light, detecting as magical. A dozen scrolls lit up. The door frame and hinges on the northern doors. Something inside the second drawer of the writing desk.

Seeing how violently mundane the carpet is, Helmuth gingerly rolled it with his polearm. Confirming no traps beneath it, he rolled it completely and then secured it with rope. It was a heavy carpet, even for absolute unit like himself.

Tobias opened the drawer. Then he pried open the false bottom. And there he had seen the source of pale purple light. A gold ring with a polished emerald gem. The hobbit took the ring, slid it on his finger, and vanished.

“Oh no, not again.”

What else will the adventurers find—or lose—in the chamber of the fugitive wizard?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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

This issue details sessions 82, 83, and 84.

Adventurers undertake two independent treasure-seeking forays, and one untimely, but also unsurprising, ending.

You can download the issue here.

Overlord's Annals zine is available as part of the Ever & Anon APA, issue 3:

#Zine

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#RPGaDAY2025

Prompt Result
Daily Reward
Question When
Mood Enthusiastic
Subject Rule

Prompt interpretation:

When does a rule reward enthusiatic gameplay?

Any rule that include leeway and/or guidance on how to account for especially daring undertaking. In Dungeon Master's Guide Gary suggested ranking players on how well they played, and then modifying their earned experience based on that. One could be inspired by such system, and devise a table of their own modifiers that considers the boldness, ingenuity, and enthusiasm of players' plans and actions.

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#RPGaDAY2025

Prompt Result
Daily Experience
Question Who
Mood Grateful
Subject Art

Prompt interpretation:

Who would be most grateful for experiencing fine art?

In the Barbarian Altanis? Most likely appreciators of fine art would be elves of Actun, Anatal, and Onhir.

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#RPGaDAY2025

Prompt Result
Daily Connect
Question Why
Mood Lucky
Subject Character

Prompt interpretation:

Why are all lucky characters connected to the Leyjara River?

Perhaps fortunate beastmen of Horaja could say more about that.

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#RPGaDAY2025

Prompt Result
Daily Suspense
Question Where
Mood Enthusiastic
Subject Art

Prompt interpretation:

Where can an enthusiastic art collector suspend their art?

There are no art galleries in the Barbarian Altanis.

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#RPGaDAY2025

Prompt Result
Daily Tactic
Question Why
Mood Envious
Subject Character

Prompt interpretation:

Why are adventurers envious of beastmen' tactics?

Because beastmen fight “cowardly” by hiding in darkness and shooting at iron-clad, magical-sword-wielding, divinely blessed, potion juiced, balls-to-the-walls, fearless fightining men, paladins, rangers, and clerics. Of course, the last one come with hammers and maces. Some crazy guys bring flails and sledgehammer, just for the fun of it.

Funnily, the above mini-Gods-of-War bemoan their adversaries, wishing they too could be hidding like little cowards, shooting at their foes from “safe” distance. But there are no safe distances in the dungeons.

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#RPGaDAY2025

Prompt Result
Daily Nemesis
Question How
Mood Confident
Subject Lesson

Prompt interpretation:

How confident is the adventurers' nemsis in his capability to teach them a lesson?

Oh, he is getting very, very confident. Although he initially avoided and foiled them through sheer luck and roll of the dice, he is now actively plotting and scheming against them. It took him a long time to learn of the adventurers' involvement in his downfall, but now that he has their names, his wrath will be absolute.

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Adventurers

Character Race Class Description
Ambros Human Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf fighter level 5 / Magic-User level 4 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Tikatu Human Druid level 1 A dirty little ma with dark and dirty skin, wearing loincloth with no back. “What will be, will be” is his favourite aphorism.
Kho Rimbo Human Magic-User level 1 A knife throwing wizard extraordinaire. Covered in ritual knife scars. Cuts himself whilst casting. Prone to being sarcastic.
Rogar Human Fighter level 1 A simple down to earth mercenary. After a few well paid odd jobs from adventurers he decided to take up the traveler's mantle himself to cut out the middle man.
Tobias Lindflags Hobbit Thief level 1 A sixth-born son standing to gain nothing from inheritance, so he set out to make his own fortune in the world.

Sweetrain 9th–19th

Adventurers rested and plotted their further course of action in a camp next to the Cedarwade Keep. Dalkanarion, the freshly appointed castellan of the ruined keep, was hard at work to survey the fort and take stock of what is necessary for repairs and stocking. His reputation took a blow when he took fireball to the face and lost all his hairs. His ornamental plate melted, as did all his other equipment, sans the massive two-handed sword imbued with spirits of three paladins.

Dalk's Devils, as he came to call them, halved in number due to desertion. Captured brigands fled, as did several of forced recruits from Hara. Those that remained spent their time stealing, hustling, pickpocketing, and swindling from the soldiers, keep, anyone they meet and see. Further they demanded their share of loot and booty. By their humble estimates, each should receive several hundred coins at least.

Marlon, the leader of Ambros's holy army, was unhappy with such lack of discipline and that he had to increase guards and patrols inside the camp. He would much rather have these men patrolling the surroundings instead. He suggest to Dalkanarion to hang them all, ideally from the parapets.

“Time to hang the bastards. I’ve been very lenient, forgiving, and generous thus far, but these guys refuse to turn the corner and redeem themselves. No more mister nice guy.” the mighty hairless warrior agreed.

Ludd Nuck and Drokh were escorted to Midway by two lances of mounted crossbowmen. They were accommodated in guest chambers of Lord Kyle. His manor is a three-story estate surrounded by several hundred acres of farmland, private hunting grounds, and an orange grove. Lord Kyle, being a young and curious man, held a dinner in their honour every evening, asking many questions about their adventures, how are Ambros and Dalkanarion doing, how is securing his lands progressing, so on and so forth. Ludd and Drokh were on their road to recovery, and in a months time both should be well enough to adventure again.

Ambros sent a messenger to Hara, with instructions which supplies to bring to the camp. He cast Continual Light on half a dozen copper coins during down time and healed everyone bestowing Cure Light Wounds and Cure Serious Wounds liberally. He also spent an hour every day meditating, praying and communing with nature.

His commands were executed down to a T. Marlon val Brookwood manages the troops efficiently, taking care of everything. A letter from Vicar Arlon indicated that Temple affairs are improving as well. He has imprisoned three older clerics that have conspired with merchant families for their own benefit. One of them tried to escape so they broke his legs and chained him in one of the underground chambers. His fate will be determined by Ambros upon his return.

Altanian twins showed up, as per agreed signal—splayed game carcass near the keep. They “subtly” complained and wailed about how thirsty they were. So thirsty one would think they haven't had a sip of water for weeks. Of course, it was not water they were thirsting for. They reported seeing no “pointy hat” loitering around the redoubt, and witnessing three dozen armed and armoured beastmen climbing out of the well, crossing the river and heading off north.

Everything adventurers ordered has arrived, neatly packed and sorted. Moreover, Ambros's soldier reported of latest rumours they had heard in Hara. A few days ago, approximately Sweetrain 16th, two large patrols were sent westwards. Nobody knows why or what for. The rumour on the street is that Tsamar sent them on a mission of her own. She hasn't been seen for some days.

Caravan from Hara was joined by two new adventurers, eager to find their glory. One was edgy, scar-covered, knife juggling magic-user Kho Rimbo. Another was Rogar, a promising mercenary. Both were welcomed.

Foxglove and Ignaeus nosed around Cedarwade and its various denizens in case there were spies in the camp, seeking to root them out. They found none.

All equipped and rested, adventurers assembled a new expeditionary force to head off to Racoba's Redoubt. These were Ambros, Ignaeus, Tikatu, Kho Rimbo, Rogar, and Tobias Lindflags, backed by Marlon val Brookwood, six squads of heavy footmen, and two lances of heavy horsemen. Dalkanarion and others were left in charge of Cedarwade Keep.

The expeditionary force set out from the Keep in the morning of Sweetrain 20th, Spiritday. They arrived by evening of the same day, finding no opposition. They camped for the night. They descended into the dungeon with first ray of light.

Meadowlark 1st, Airday

Ambros and Ignaeus took the front; Rogar was right behind them, spear in hand; Kho Rimbo, Tikatu and Tobias took the rear; a squad of heavy footmen followed from behind.

The party observed that most of the corpses are gone. What little remained of them was gnawed and chewed upon. Dried blood led southward, through the large chambers the brigands used as improvised sleeping quarters.

The oil doused barricade adventurers had made was dismantled. Stairs leading to the faceless black obelisk were open to passage. Commanding the squad to watch their back, adventurers went up the stairs. Obelisk stood at the center of junction, with stairs leading down in all four directions.

To the north was a steep descent terminating with a pair of doors. To the south was long descent terminating with barricaded doors. Short stairs to the west terminated with an archway opening up in a large chamber.

Lower half of a human rested by the stairs. Boots and pants were covered with a thin layer of something shimmering. Blood trail led down the west stairs, past the shimmering corpse, into the dark chamber. Throwing a coin confirmed that the chamber was indeed spacious.

Inspecting the archway revealed a hunk of green slime in the northwest corner. Adventurers melted it with fire. Then they descended.

The chamber was sixty feet wide, shaped like a fat letter C. Right side had two egresses, namely doors to northwest and stairs leading down to the west. Left side of the chamber was adjoined by an octagonally shaped chamber, roughly thirty feet in diameter.

Blood trail split threeway, one leading through the doors, one down the stairs, and one in the octagonal chamber. Investigating the room revealed little but an alcove on the south side. Rogar inspected the alcove more closely and found an inset at about eye level height. He dared to look down it, and his bravery was rewarded by four vials filled with liquid. Two were clear, one was milky and teal, and one was brown and chunky. He took all four.

Ignaeus led the investigation of the octagonal chamber. As he stepped towards the western exit he vanished in thin air.

“Oh no, not again.”

After some contemplation, others followed, and were soon in the diamond shaped chamber. Luckily for them, a deceased dwarf named Nandos, now nothing but charred remains, jammed the secret doors open by ingenious use of corpses. He also left chalk marks—and instructions!—beneath two sconces that operate the secret passageways.

Adventurers surprised the heavy footmen as they approached them from a different direction. Once they returned to the octagonal chamber they set out to determine which part of the floor is safe to walk on. Ignaeus managed to take a wrong step again so he had another long walk of shame. They eventually discovered they could pass into the corridor by hugging the south wall.

Alas, their reward was nothing but sturdy, locked, white doors. Tikatu could confirm they were made of birch tree. There was certain divinity to them. His attempt at defiling them with lockpicking failed miserably. Tobias did no better. Ambros knocked with his holy gavel several times. The doors remained locked. Reasoning that locked doors mean safety from behind, the party moved on.

Exploring the doors to the northwest led them down a twenty feet wide corridor. There they found remains of four brigands, mostly chewed, broken bones. The corridor itself was unfinished, terminating with rubble and naked rock and soil. A skeleton rested next to the rubble, leaning on a rotted leather backpack. Touching him turned the skeleton into dust, and backpack tore open, spilling hundreds of silver pieces.

The party backtracked to the obelisk, intent on checking the north and south stairs. They went north first.

Steeps stairs led to a small landing, with doors to north and east. Both opened with ease, revealing a dusty chamber filled to the brim with dust covered broken furniture, tables, closets, boxes, and barrels. The walls were adorned with murals depicting torture, murder, and sadistic acts best left unspoken of. Just as Ignaeus was about to step in, Ambros heard a voice in the back of his mind. It said, without a question of doubt, “death of a dozen cuts.”

This was enough for the party to close the doors and head south. There they judged that brigands must have barricaded and nailed the doors shut for a good reason. Probably because there is something beyond that is dangerous. So better leave it just like that.

Satisfied with their findings, the adventurers returned to the oddly shaped chamber. This time they followed the blood trail heading down the stairs to the west. The trail went on for some thirty feet and the suddenly stopped just before a T-shaped junction.

Adventurers carefully descended, watching out for traps and an sign of trouble. Ignaeus the Elf sensed there was something amiss—and then he found secret doors just next to where the trail ended. There were no sconces to pull on. Just a heavy slab of stone to push forward. Beyond it the trail continued, leading down yet another stairs.

Ahead was an X shaped chamber, with raised alcoves on four sides. In each alcove was a plinth, and upon the northwestern and southeastern were statues. Archway to the west led out of the chamber.

Northwest statue stood with legs shoulder width apart, spear standing upright in its right hand and a shield in its left. It looked straight, with stern look on its marble face. Southeast statue had a similar pose, but it held its spear across the chest. Both statues were naked but without exposed genitalia.

Adventurers entered the chamber to investigate it further.

Where will the trail lead them to?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Prompt Result
Daily Challenge
Question Where
Mood Excited
Subject Character

Prompt interpretation:

Where can player characters find exciting challenges?

Those adventurers that are most capable and most ambitious should seek out the mythical Tomb of Abysthor, the elusive Black Monastery, and the woeful Cyclopean Deeps. And for those most courages, far in the Demon Lands, The Slumbering Tsar awaits.

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