Attronarch's Athenaeum

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

Adventurers

Character Race Class Description
Gomm Human Thief level 6 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Ambros Human Cleric level 6 Follower of Aniu, Lord of Time.
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.

Sweetrain 5th, Spiritday

Company led by Ambros, the High Priest of Forseti, and Dalkanarion, the Castellan of Cedarwade Keep, numbered seven adventurers—Gomm, Ludd Nuck, Drokh, Arete, and Talik—two lances of heavy horsemen led by knight Marlon val Brookwood, six lances of mounted crossbowmen led by Jace, two squads of heavy footmen, and fourteen thugs, now called Dalk's Devils. Ignaeus was left in charge of the keep.

The company returned to the plateau where the fugitive Wizard Klekless Racoba is supposedly hiding. Sted Jalen, an enterprising assassin, staked the place out two nights ago. He confirmed that descent into an underground complex is guarded when he was chased out by a dozen of armed thugs. Investigating the well did not go much better—he aborted the idea after hearing growls and grunts echoing from it.

The plan was simple. Mounted crossbowmen were to circle the plateau and watch guard. Dalk's Devils were to fix weighted net over the well. Then they were to fire-bomb anything that tries to come out. A lance of heavy horsemen was guarding them. Adventurers were to descend down the stairs. Two squads of heavy footmen were to follow on command.

This is how it went.

The party of eight descended. Dalkanarion, backed by Ludd Nuck and Drokh, went for south doors. Marlon and Gomm went for north doors. Arete went straight for the intricate painting in the alcove. He was intent of finding the peeping holes as described by Gomm and Sted Jalen. He wanted to stuff them to prevent anyone leaking a gas into the antechamber. Ambros and Talik remained on the stairs to have a good overview of the situation.

As Gomm heard a muffled cough behind north doors, so did the south doors swing open. Four rag-tag brigand armed with yellowed teeth, bad breath, and broadsword failed to surprise the adventurers. Oh what a mistake they had made. Drokh immediately drew first blood, Ludd killed another with spear through an eye, and then Dalkanarion massacred the rest with his massive Oathkeeper.

Grecian warrior stepped forth, bellowing out challenges and demands. Turning left, he could see a large chamber illuminated by torches in sconces and melted candles on the ground. A rabble of men fled in panic upon seeing such awesome display of power.

“There are four archers in the center of the room! They are aiming south!” Arete warned others. He had found the holes and peeked through them.

Dalkanarion ran down the stairs, took a glance to his right—thugs were still fleeing in panic—turned left, ran at the bowmen, and then hacked them to pieces. Limbs and guts flew all over the place. Having witnessed this Demigod of Athena in action, Arete was filled with religious fervour, and immediately charged four brigands to his left.

Marlon, Gomm, Arete, and Drokh took care of them in moments. They did not make a huge mess as Dalkanarion did. Talik carefully moved into the main chamber, his bow at the ready. Frenzied warrior now rushed south, giving chase to the fleeing brigands. He ran straight into a large, irregular chamber. A rabble of thirty men were arguing and pushing each other in total disarray. A man in chain shirt, backed by six or so larger guys, was slapping and insulting people. Dalkanarion's demand for surrender was drowned out by the mass. But better armoured man certainly heard him.

“Go fuck yourself!” was the brigand's response. Five archers fired at the blood and gore caked warrior. Two arrows landed true.

Talik arrived just in time to weave his magic, sending five of the men to deep slumber. Extra motivated Dalkanarion charged straight into the mass, massacring anyone on his path. Ludd Nuck followed his role model, stabbing with his spear left and right. Gomm and Talik shot at any clear target.

Limbs, heads, and blood splattered all over the chamber, soaking bedrolls, extinguishing candles, and painting small trunks with crimson red. Witnessing this carnage broke the surviving brigands' morale and they fled for their life in all the different directions. One ran right past Gomm and Talik, down the corridor to the east. A short scream, followed by silence, was heard. Two fled up the stairs to the west, beyond some obelisk, and into the darkness. Four fled down the south-east corridor. One froze in place and soiled himself.

“Corporal Nuck, dispose of these men. Tie up the leader.” But Ludd Nuck could not bring himself to execute sleeping men. So he tied them all up instead.

During the massacre in the south sleeping chamber, Arete and Drokh investigated the northern corridor. There a junction led to a dead end to the east, and doors to north and west. Nothing was heard from behind either. By the time Ambros returned with a squad of heavy footmen everything was done.

“Here, take my balls and darts.” Gomm handed over two web nuts and four darts recovered from the sunken jungle fort to Talik. Then he took a big gulp from a metal flask and disappeared before the half-elf had even answered.

Adventurers stood victorious, surrounded by corpses of their enemies. But will they find who they came for? Or will he find them first? Only one way to find out.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Adventurers

Character Race Class Description
Gomm Human Thief level 6 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Dalkanarion Human Fighter level 5 A youthful specimen in full strength, full of purpose, bluster, and eagerness to prove himself.
Nudd 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.
Sted Jalen Human Assassin level 1 A mass of burnt scar tissue hidden by layers and layers of actors' slap. Rather taciturn.

Flowerbloom 18th, Earthday

”...”

Dalkanarion looked upon seven of his men that answered call to arms. Seven out of sixty-five. Then he wrote a stern letter to Namelin family, demanding that men assemble next morning. He must march to Cedarwade Keep at once!

When no answer came back by noon, he took to the streets of Hara himself. He was joined by his freshest, and most promising recruit, Nudd Nuck. A simple village boy, but very eager to impress.

By end of the day they managed to hunt down thirteen more men, counting twenty in total. Dalkanarion then instructed Nudd to accompany Hue to the citadel. There the boy carried his message to Tsamar, acting castellan, demanding the men she appointed him to assemble next morning.

Flowerbloom 19th, Fireday

”...”

Dalkanarion looked upon fourteen of his men that answered call to arms. Fourteen out of sixty-five.

“Triple pay for all of you that showed up!” mighty warrior announced, causing uproarious approval from scrawny thugs. After all, it is easy to increase pay when you are not the one paying. “Nudd Nuck, you are now a sergeant!” Young man beamed with pride. He made it in life!

“Gather your belongings. We are marching out right now!”

Flowerbloom 20th, Spiritday

Dalkanarion, Nudd, and their men arrived at Cedarwade Keep just before the nightfall. There they caught up with Gomm, and Sted Jalen. The sneaky duo spent previous two days observing the plateau where a hundred or so brigands were camping. This was the same site they believe a notorious fugitive Wizard Klekless Racoba is hiding.

Thuggish rabble camped right on the plateau. While most were doing nothing, a dozen or so were hauling baskets, crates, and amphorae out of the underground complex. They did not cross the river, nor wander far from the camp. That is how Gomm and Sted left them.

Having already scouted the fording areas, mapped out all the good ambush spots, the duo concocted a plan most devious. Gomm surveyed the surroundings for belladonna. He found enough to make a cask of deadly mixture. This would be administered to the brigands' water or food supply, making the sick and weak.

Combined with superior positioning due to advance intelligence, as well as holy warriors led by knight Marlon val Brookwood, this would all but guarantee victory. Jace, Marlon's courtesan and second in command, was to remain at Cedarwade Keep and ensure it was protected.

Sweetrain 1st, Airday

Dalkanarion's and Marlon's combined forces marched with first rays of sun. The former led fourteen thugs. The former led three lances of heavy horsemen, three lances of mounted crossbowmen, and four squads of heavy footmen. Gomm and Sted Jalen rode on light horses, with plans of their own.

They reached the river few hours after noon. Following their plan as agreed, they assembled on the west river bank and waited for the brigands to attempt to ford the river.

After three or so hours of waiting they decided to re-deploy, splitting their forces on both side of the rivers. Marlon and his horsemen hid in the woods, while heavy footmen were distributed at critical points. Dalkanarion, newly appointed castellan of Cedarwade Keep, overlooked the operation, backed by his fourteen... somethings.

Night fell. No sighting of any brigands or any other unruly mass.

“I'll go check.”

Gomm dismounted and approached the plateau. He knew the way, despite there being only moonlight to guide him. After all, he spent several days spying on the camp.

But this time there were no torches, no camp fires, and no tents. Only plateau. Empty. Devoid of life. The thief crawled on his belly, approaching the former camp carefully. It was indeed abandoned. Foul smell of urine and feces was ever present. Broken branches, extinguished fires, ripped tents—all evidence that he did not hallucinate.

Standing up, he approached the stone stairs leading into the dark pit. Untrapped. Dark. He lit his lantern and descended into darkness. An irregular chamber, some thirty feet wide and twenty feet deep. Simple wooden doors to left and right. A large, intricate, and vivid painting of flora—plants, trees, bushes, and tangled vines—filled the recess in the wall straight ahead.

Investigating it revealed hiden faces. They were diabolical and deformed, sporting malevolent grins and cruel eyes. Gomm noticed several small holes. But he couldn't not see more without coming much, much closer. Something he decided not to do. Perhaps this is why he has lived so long.

Examining the doors revealed that both are unlocked but blocked with something heavy on the other side. Further, Gomm was able to hear light snoring sounds. Having decided this is enough, he returned to the surface. There he spotted Sted Jalen circling the plateau, obviously searching for any interesting clues.

He waved the assassin to him. They agreed that the thief would try to find the dried well mentioned by the ranger twins, while the assassin would watch over the stairs in case something decided to come up.

Sweetrain 2nd, Waterday

In the morning Gomm and Sted reconvened with Dalkanarion and Marlon. They informed them about what they have found, including two entrances into the underground complex.

“I think they have left. Maybe they will return. Maybe they were traders who do business with monsters?”

“What if they have some underground passageway to our keep? That magic-user gave us a lot of trouble last time. And he escaped through the well in our keep... What if those amphorae were filled with some sort of explosive?”

“But why would they then be taking them out?”

“Perhaps they went north? It is weird. I don't have a good feeling about this.”

During night Nudd Nuck found evidence that a body of men moved northwards from the river crossing.

Many ideas and plans were discussed. Adventurers agreed that they need more firepower. Ambros, Ignaeus, Tarkus, Beorg, Thorm... Thus, they agreed that Gomm and Sted Jalen would remain to spy on the plateau, while the rest would return to Cedarwade Keep for reinforcements.

It was a quite march back. Marlon did not say a word to Dalkanarion, but displeasure was written all over his face.

Will adventurers gather the numbers they desire in order to storm the dungeon?

Or will another opportunity pass them by?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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DriveThruRPG is running a big sale until end of July. There are few special items that are 75% off, but most are around 30% off.

Here are twelve big-ticket items where discounts make the most difference:

  1. Original Adventures Reincarnated #7: Dark Tower (5E or DCC version). A three-book set reviving an old classic by Jaquays. Worth getting it just for the original.
  2. The Halls of Arden Vul Complete. The best megadungeon to date. Massive, enduring, and evocative.
  3. The Northlands Saga Complete. 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).
  4. Dungeon Crawl Classics Lankhmar Boxed Set. This is the classic done right.
  5. Bard's Gate. A massive city packed with urban encounters and adventures (8 included, from levels 1 to 10+). Very dense book.
  6. The Blight. A rotten, overpopulated, sick mega-city. Whole campaigns can be played in it. Heavy horror vibes.
  7. Arduin Trilogy. Compiles Arduin Grimoire Vol 1, 2, and 3. A ton of wild stuff to extend your OD&D game.
  8. Tomes by Matt Finch Tome of Adventure Design, Tome of Worldbuilding, and The Nomicon. A great set of books to create infinite worlds and adventures.
  9. Classic Gaming Negative Space print bundle. Includes On Downtime and Demesnes, Artifices, Deceptions, & Dilemmas, and Bestial Ecosystems Created by Monstrous Inhabitation trilogy covering downtime, environs, and monstrous ecosystems.
  10. Hacklopedia of Beasts. One of the best bestiaries in the market.
  11. HarnManor. Detailed procedures and guidance on creating and managing a manor.
  12. The Guide to Glorantha. If you are interested in Glorantha, then this two-book set is the best starting point to get overwhelmed and give up.

Unsure which to go for? Roll a 1d12! Want to pick an adventure module? Then roll 1d6! You prefer a supplement instead? Then roll 1d6+6!

Looking for cheaper OSR recommendations? Then I suggest the following lists: select Advanced Adventures, Black Friday selections, and GM's Day selections.

Spend responsibly!

#Sale #OSR

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Adventurers

Character Race Class Description
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.
Foxglove Human Thief level 6 A willowy human, long hair ties in a pony tail, looks a bit dangerous and dainty at the same time.
Gomm Human Thief level 6 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.

Flowerbloom 12th, Waterday

“Ignaeus, it is good to see you again!” Lord Kyle welcomed the elf with elan “Please let me know what is the latest at the keep!”

Ignaeus updated the young lord, while Foxglove and Gomm trolled Midway for any useful intelligence. They hadn't learned much beyond that locals are proud of their lord taking the reins and bringing stability to the region. There were also reports of burning blobs of flesh and skeletons roaming around Ghinarian hills.

The elf also paid a visit to dwarven weaponsmith Odger, whom he had learned about whilst researching how to repair Volmorin's Blade.

“The condition is most serious. I can tell you right now that reforging the blade with mundane steel would outright kill it. But if you can supply me with an ingot of mithril and some magicum then I am confident I'd be able to repair—nay, enhance!—your bade!”

Good news, albeit the work would take at least a season and outcome would in fact not be guaranteed. Not to mention the cost and rarity of required materials...

Flowerbloom 13th, Earthday

The trio arrived at Cedarwade Keep an hour or so after the noon. Ignaeus updated Knight Marlon val Brookwood, whom Ambros had commanded to protect the keep until Dalkanarion arrives. Since the keep itself is in poor state, Marlon decided to erect tent-camp surrounding the keep. Two squads of heavy footmen patrol the insides of the keep, including the dungeon, while others patrol the outside. Horsemen patrol along the southern portion of Cedarwade river.

Gomm spotted additional, entertainment, tents. These were, no doubt, sent by the Namelin family, per their agreement with Dalkanarion. The thief investigated the dungeon underneath the keep. Then he set up a trap on the well down which few surviving beastmen escaped. He lined a slip knot chain around the lip of the well set to drop in and tighten once touched. This in turn will trigger several stone of rocks to tumble into the well.

Marlon invited Ignaeus to sleep at the commander's tent. He did not extend the invitation to Foxglove nor Gomm, distrusting them.

Flowerbloom 14th, Fireday

Next morning the adventurers joined Jace's mounted patrol. They followed the Cedarwade river upstream, until they reached a confluence of several tributary rivers. Then they returned through the woods. The trio would break off from time to time to search the area for ruins and lairs. Only notable feature they found was a giant ant burrow.

Flowerbloom 15th, Spiritday

“Welcome!” Marlon greeted two strong Altanians. These were local rangers Borden and Garsen, identical twins. They supplied the knight with information and news about the region in exchange for game, foodstuffs, and wine.

“We have scouted along the river as much as we could. My force is not well suited for scouting and exploration. It is all heavy footmen, and heavy cavalry. Jace did the best she could with her mounted crossbowmen.” Marlon spoke with the adventuring trio “Frankly, I cannot risk sending too many men to search beyond the river. There are Altanian tribes to the south, hobgoblins to the west, and wildlife to the north. And not to mention whatever cavern system there might be underneath the keep itself.”

Adventurers were interested in twins' findings too. They confirmed sighting of a “scrawny, tall dude with pointy hat” around a plateau some six leagues northwest from the keep. They spotted him, and a gang of men, coming and going from the tall grass and overgrowth covering the tableland.

“Can you take us there? And maybe guard our horses while we explore this plateau?”

“Hmpf! What are we! Some servant care takers?!”

“Oh no, everybody knows you have a magical touch with the horses! Nobody tames horses like Altanians!”

“That's damn right!”

Gomm's quick wit sweet-talked the Altanian twins to indeed guide the party and commit to watching over their horses. They set out at noon, forded the river just before the nightfall, and then made a cold camp in a secluded glade on a rocky outcropping overlooking the river to the east, and tableland to the west.

Flowerbloom 16th, Airday

“Pssst.” Gomm felt a hand cover his mouth. Moonlight of Howla and Vannis revealed it was Foxglove crouching over him, finger pressed against his lips. “Torches in the dark. Wake up others.”

Altanians were sleeping hard, snoring loudly. Once awoken they joined the adventurers. Five of them crawled through the brush, finding the best spot to observe the torches.

It was a mass of men, numbering between hundred and two hundred, crossing the river in the dark. They were a disorganised mess, yelling and barking at each other, holding torches up high. They looked poorly equipped, with most wearing rags or cloaks. It was difficult to make out the details in the dark. The loudest were figures dressed in chain shirts. Adventurers quietly observed from the cover.

“Look!” Ignaeus warned.

Borden and Garsen prowled like panthers in the dark, wild grins on their faces.

“Hey, what are you doing!” Gomm whispered in anger. The twin were moving in the direction of men emerging from the river and moving eastwards.

The rangers were soon out of sight. Gomm returned to the camp and packed his belongings.

“In case any fighting breaks out we are out of here.”

Then they observed men in darkness until they were well out of sight.

Soon Altanians returned, howling and laughing like madmen. Borden carried four scalps in his hand, while Garsen had only two. Former ribbed the latter about that.

Illustration by dreadlord.

“Come on! It is not fair! Where were you! I waited for you to join us! Now my brother has more scalps than me! Bollocks!”

“Why did you do this?”

“What do you mean? Don't you hunt for fun?!”

The quintet went back to sleep.

In the morning they decided not to head for the plateau. The men they spotted in the night most certainly went there. The place would be crawling with them, making the infiltration and scouting nigh impossible. So they spent the morning watch scouting the fording area for vantage points, ambushable spots, other fords, so on and so forth, instead.

They returned to Cedarwade Keep few hours into the evening watch.

“This is alarming. But this also presents an opportunity. If your descriptions are correct these are nothing but a rubble of uncouth bandits. I can run them over with a single squadron of my knights.”

Ignaeus and Gomm convinced Marlon to wait a bit. They proposed for Foxglove and Gomm to scout the area more. They would monitor enemy movement, when do they leave, in what numbers, where do they go, and similar. So far it seems like they always move in the dark. At the same time, Ignaeus would take Marlon's letter to Ambros, requesting his assistance. They were hoping for Ambros to join this fight, as well as Dalkanarion and his new force as well.

Would this tip the odds in the adventurers' favour?

Or would they miss their window of opportunity to surprise their enemy?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Just picked up The Nocturnal Table, Castle Xyntillan, and Khosura: King of the Wastelands from the post:

Gabor Lux is running is site-wide sale on everything he has published under EMDT imprint until July 20. Things are moving quickly so act fast. :)

#OSR #SW #OSRIC

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Adventurers

Character Race Class Description
Thorm Dwarf Fighter level 4 / thief level 5 Ashen hair, beard, and eyes. Left his own clan due to financial trouble.
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.
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.
Foxglove Human Thief level 6 A willowy human, long hair ties in a pony tail, looks a bit dangerous and dainty at the same time.

Flowerbloom 6th, Airday

Party of four adventurers—Thorm, Drokh, Ignaeus, and Foxglove—descended down the crooked, weathered stone stairs. Bright sun disappeared behind their backs, replaced by feeble torchlight. Young March, their freshly hired torchbearer, bravely followed them. Ignaeus took the lead and stepped into dank chamber filled with three inches of stale water.

Ignaeus and Thorm went to check corridor leading eastward, Drokh and Foxglove went to listen at doors on the west side, and March was ordered to stand in the center of the room.

Slithering, barely visible mass of goo assaulted the elven-dwarf alliance. It failed to surprise the duo. Dwarf hurled his axe at it, and then the elf finished the mass by driving Volmorin's Blade, his magical sword, into it. Ignaeus was wracked with pain as blade screamed in anguish. As ooze melted so did the sword rot and corrode.

The party came here to find young warrior that went missing a week or so ago. He supposedly came here with an adventuring party, seeking golden goblet filled with blood red rubies. Bounty for his body, dead or alive, was mere ten gold pieces. The party accepted nonetheless, for they wished to try out some of their new tactics before going for bigger, stronger opponents. Thus far they only managed to lose a magical weapon.

Dispirited, but not defeated, they opted to break through the west doors. That led them to a four-way junction, with doors to the west, and corridors to north and south. After failing to break through the doors, they decided to head south. This led them to another four-way junction, but this one led to doors in all three directions: west, south, and east.

Sticking to their pattern, they went for west doors once more.

“Wait! Listen!”

“Sploosh! Sploosh! Sploosh!”

Splashing sounds could be heard from behind the party—same route they came from—as if a dozen little steps were made on the water. Lo and behold, five ugly goblins came from around the corner, wielding crude war-hammers. Goblinoid fools overestimated themselves, and were promptly massacred.

“Oh!” March gasped as doors swung open behind him. Ten small creatures, bipedal midgets with dog heads, were arranged in a marching order. Five in front held short swords, while five in back held spears. They stared down the party, ready to drive them through.

March pulled his big-boy pants up, and held a torch like a boss. Ignaeus, still in the sour mood over losing his powerful magical sword, charged the kobold gang with righteous fury. He trampled them like little kids, slashing and beheading with ease. Thorm followed behind, slaying pathetic monsters with ease. Nine out of ten kobolds were killed in a single round. The remaining critter surrendered. He traded his gang's possession—five hundred and eighty seven electrum pieces—for his life. Thorm sparred him.

Kobold chamber looped back to the chamber adventurers couldn't break into. This was foul place where goblins had dwelt. Three hundred fifty seven electrum pieces were hidden among the wet rubble. The party then backtracked to the entry chamber and explored the eastern corridor. There they found a t-shaped junction splintering north and south.

North doors led into a rectangular chamber in which giant ferrets peacefully swam around. Mistaking them for giant weasels the party promptly slammed the doors shut and went for southern doors instead. There they heard buzzing, opened the doors, seen four giant bees, and then slammed these doors shut too.

Annoyed, they returned to the first four-way junction they had encountered, and followed the passageway north. They burst into a chamber. There they ran into two chimeric creatures—bare breasted females with vulture-like legs and long, leathery wings. Alarmed, they readied their weapons. Alas! Drokh and Foxglove were too slow—monsters unleashed their wonderful song, mesmerizing both of them.

“Freeze!” Ignaeus roared, pointing his corroded Volmorin's Blade at the harpies. Sword's presences was barely detectable, but it obliged its master. One of the foul beasts froze in place. Other resisted, but failed to do so the second time Ignaeus had used his blade. Adventurers made short work of the beasts, hacking them without second thoughts.

Forcing the west doors open revealed what the party was looking for. A young man, naked and bruised, chained to the wall. Before him a gold chalice rested on a rotting wooden crate.

“This looks like a trap.” Foxglove cautioned. He carefully approached the crate and investigated it. Nothing was off. Next he sneaked up to the chained man and broke the manacles. Young man was still breathing, but was unconscious. His wounds were showing signs of festering.

“This is no gold!”

Indeed, dwarven eyes were not fooled. This chalice was nothing but worthless pyrite. The party hauled young man out of the dungeon. They visited another chamber before leaving, but gave up after seeing a bunch of giant rats taking a bath. They returned to Hara by nightfall.

“Where is my chalice? Where is it! It was all for nothing! All for nothing!” young man cried, exasperated.

“Fool's gold indeed.” Ignaeus concluded grimly.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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In April this year Alarums & Excursions APA (Amateur Press Association) stopped publishing after 50 years of running. Several long-time contributors, including myself, organised and launched a successor APA named Ever & Anon.

APA is in essence a collection of fanzines distributed as a single volume. In other words, one APA issue contains multiple zines from different authors. Ever & Anon, like its predecessor, is focused on roleplaying games.

Zines mostly cover session reports, convention experiences, reviews, back and forth between the contributors, and discussion about games, among other things. This lively, but slow and long-form, dialogue creates a distinct type of community.

We published the first issue this July. It is freely available on our website, DriveThruRPG, archive.org, and Scribd.

Fun tidbit: cover, illustrated by IdleDoodler, is homage to the very first Alarums & Excursions cover.

Anyone can submit a zine for publication, as long as they follow the contributor guidelines. If in doubt I recommend reading the first issue, and if you still have questions then reach out. Looking forward to reading your contributions!

#Zine

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

This issue details sessions 76, 77, and 78.

Adventurers get to know the Den intimately.

You can download the issue here.

Overlord's Annals zine is available as part of the Ever & Anon APA, issue 1:

#Zine

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Onyx Path Publishing is having an anniversay sale on DriveThruRPG, with everything discounted for 50% off. I used to opportunity to pick up some of Scarred Lands and Sword & Sorcery products I had on my wishlist for long time:

All of the above are 3E/3.5E products, but I am primarily interested in ideas, concepts, and maps that I can cannibalise and repurpose. I also got beastiaries because I was advised that many monsters in Slumbering Tsar were from Creature Collection books. Perhaps they will be of use one day, when I get to converting the 800 page tome. Who knows.

#Sale #ScarredLands

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Adventurers

Character Class Description
Thorm Dwarf level 4 Ashen hair, beard, and eyes. Left his own clan due to financial trouble.
Ambros Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf level 5 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Foxglove Thief level 6 A willowy human, long hair ties in a pony tail, looks a bit dangerous and dainty at the same time.
Dalkanarion Fighter level 4 A youthful specimen in full strength, full of purpose, bluster, and eagerness to prove himself.

Dewsnap 15th to 20th

Dalkanarion had his hands full. Ambitious Dragonslayer rapidly built his reputation in the region. That he was member of the same adventuring company Ambros Ap Mortain, the Justice Supreme of Hara, certainly did him no harm.

Intent on positioning himself as Hero of the people, Dalkanarion decided to marry the daughter of a local innkeeper. His future godfather stuck a good deal, offering the hand of his youngest daughter in exchange for his Dragon's Lair inn.

The ceremony was to be on Dewsnap 20th, Spiritday. Last day of Winter. All adventurers were invited. Further, Dalkanarion employed a dozen of bards and agitators to drum up his wedding as the event to attend. Wine, bread, and cake would be freely given out to all those who show up.

He sent his trumpet boy to the Namelin villa, asking for a meeting. His first letter was ignored. Then he sent a follow-up letter. Apparently him mentioning “mutual satisfaction” and “wealth” was sufficient the get him a visit by Abek Namelin, the youngest son of Aseti Namelin. His family was the second most influential in the region. “Soldiers” assigned to Dalkanarion were Namelin's hired thugs.

Abek met with Dalkanarion at the Dragon's Lair inn. They had conversation in private; details known only to them. Later adventurers learned that their friend promised Namelins to train their thugs, invited them to set up “entertainment” close to Cedarwade keep so soldiers have a place to spend their hard earned money on, and assured them their estates and caravans will have “preferential” treatment by the border patrols. Finally, he agreed to ask Ambros to dispense two of his squads to guard the Namelin villa.

With that out of the way, Dalkanarion visited Zenon Coke and paid off his assassination contract. He was thoroughly unhappy with such arrangement. Unfair! Uncivilised! He would fight for a better future.

The plaza in front of the Dragon's Lair inn was bustling with people. Ambros's crusaders lined the north side of the small square, while Namelin's thugs were on the opposite side. Adventurers had seats of importance, so they were visible to the crowd.

“You have to be careful,” Abek arrived earlier “Imrael will try to cause a commotion during the wedding.” Namelin's accepted Dalkanarion's invitation to the wedding. Abek was their representative. Audience was divided on that.

“Dalkanarion! Here I am!” Tsamar, Hara's current Castellan, formerly a Pirate Queen, arrived just in time “You are so special I even washed for you!” She was dressed the same as the last time he met her. Which was two weeks ago now. He seated her close to him. After all, she is now his superior. He is to bow to her every command. And whim.

Once all persons of renown had arrived, Dalkanarion stood up and gave a speech. Dalkanarion is one of those individuals who always stands out. Not merely due to his height and muscular frame, but due to his demeanor and how he fills the space. Today he was even more impressive. Dressed in ceremonial plate mail, recovered from the tomb of Traitor King, with massive Oathkeeper by his side, he looked like a War-Prince of an ancient empire.

His speech was long and impassionate. He often paused, so crowd can cheer and clap, or boo and whistle, as appropriate. His agitators worked the crowd, ensuring exact reactions he wished to incite. Crowd was well fed and well watered too, with Kyle's finest wine. Dalkanarion spoke of a different future; a brighter future. More just. More generous. More prosperous. He made promises. And the crowd cheered. How could they not? Who amongst them would dare say anything against a huge man with a huge sword?

“May his line be long, and his enemies buried deep.” Thorm drunk to words of his comrade. The atmosphere was jovial and celebration lasted well into the night. Other adventurers congratulated Dalkanarion on his bold speech.

On the morning of next day Dalkanarion found his newly acquired inn defaced. Eastern wall was covered in a graffiti depicting a buff stick figure copulating with a dragon.

“I guess it could have been worse.” Dalkanarion exhaled.

“It sure could have.” Ambros confirmed.

Would it get worse or better?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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