Attronarch's Athenaeum

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

Last year I collected 143 most recommended Dragon articles into a reading list. Given the size, I divided them into three collections: Player Advice, Judge Advice, and Setting Advice.

Now I'll begin reading the first collection, Player Advice, with the intention of noting anything interesting and worthwhile. I plan to share my notes as I go, since others might benefit from them.

Here is the table of contents for the Player Advice collection:

  • Player Advice
    • What good PCs are made of: Play characters with more substance than statistics (Katharine Kerr, Dragon 96)
    • Notes From a Semi-Successful D&D Player (James Ward, Dragon 13)
    • Be aware and take care: Basic principles of successful adventuring (Lew Pulsipher, Dragon 79)
    • Assessing, not guessing: How PCs can make their own value judgements (Lionel D. Smith, Dragon 104)
  • Characters
    • The six main skills: What AD&D game abilities mean in real terms (Jefferson P. Swycaffer, Dragon 107)
    • Realistic vital statistics: A new system for figuring heights & weights (Stephen Inniss, Dragon 91)
    • Short hops and big drops: Here's how far and how high characters can jump (Stephen Inniss, Dragon 93)
    • Sight in the Darkness: An open-eyed look at infravision, the Underdark, and your PCs (Roger E. Moore, Dragon 211)
    • The 7-Sentence NPC: A new way to bring nonplayer characters to life (in game, that is) (C. M. Cline, Dragon 184)
    • A new loyalty base: All the tables you need, all in one place (Stephen Inniss, Dragon 107)
  • Equipment
    • Swords Slicing into a Sharp Topic (David Nalle, Dragon 58)
    • Enchanting Weapons: Putting the “Magic” into Magical Weapons (Mike Nystul, Dragon 243)
    • Always Wear Your Best Suit: Making armor and weapons unique for all characters (Gordon R. Menzies, Dragon 148)
    • In Defense of the Shield: Shield-using skills in the AD&D game (Tim Merrett, Dragon 127)
    • Two Hands Are Better Than One: A handy guide on handling weapons (Donald D. Miller, Dragon 127)
    • Different Totes for Different Folks: Basic backpacks for every D&D game adventurer (Vince Garcia, Dragon 191)
  • Magic
    • “Oops! Sorry!” Spell interruptions can spell disaster (Donald Hoverson, Dragon 163)
    • Spells between the covers: Details for delving into magical research (Bruce Heard, Dragon 82)
    • The Laws of Spell Design (Ted Zuvich, Dragon 242)
    • Paths of Power: A variant magic system for the AD&D game (Wolfgang Buar and Steve Kurtz, Dragon 216)
    • The Color of Magic: Specialized spells for D&D game spellcasters (Dan Joyce, Dragon 200)
    • Even Wilder Mages: If your wild-mage PC isn't strange (Joel E. Roosa & Andrew Crossett, Dragon 202)
    • Good stuff for a spell: Magic focusing: a new dimension for possessions (John M. Maxstadt, Dragon 111)
    • Charging isn't cheap: How to make and fix rods, staves, and wands (Peter Johnson, Dragon 101)
    • The Mystic College: Magical academies for AD&D game sorcerers (James A. Yates, Dragon 123)
  • Psionics
    • Psionics is different... And that's putting it rather mildly (Arthur Collins, Dragon 78)
    • Overhauling the system: A three-part remedy for problems with psionics (Robert Schroeck, Dragon 78)
    • And now, the pscionicist: A class that moves psionics into the mainstream (Arthur Collins, Dragon 78)
    • Spells can be psionic, too: How and why magic resembles mental powers (Kim Mohan, Dragon 78)
    • Psionics: Sage advice (Dragon 78)
  • Procedures
    • Credit where credit is due: Elaborating upon the experience-point rules (Katharine Kerr, Dragon 95)
    • New charts, using the 5% principle (Lenard Lakofka, Dragon 80)
    • You've always got a chance: Using ability scores to determine success or failure (Katherine Kerr,  Dragon 68)
    • When the rations run out: Characters don't live on hit points alone (Paul Hancock, Dragon 107)
    • Wounds and weeds: Plants that can help keep characters alive (Kevin J. Anderson, Dragon 82)
    • Good Hits & Bad Misses (Carl Parlagreco, Dragon 39)
    • Magic resistance: What it is, how it works (Penny Petticord, et al, Dragon 79)
    • A Hero's Reward: The hero-point system for the AD&D game (Leonard Carpenter, Dragon 118)
    • The fighting circle: Gladiatorial combat in the AD&D game (Dan Salas, Dragon 118)
    • High Seas: Ships, fore and aft, in fantasy gaming (Margaret Foy, Dragon 116)
    • Same dice, different odds: Divided rolls add variety and uncertainty (David G. Weeks, Dragon 94)

More to come soon...

#Resource #DragonMagazine

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Adventurers

Character Class Description
Derennan Dwarf level 2 A dwarf hailing from Western Wastes.
Barad the Bald Magic-user level 1 Bald, beardless, chinless, and lazy-eyed.
Basso Halfling level 2 A stable boy whom got tired of shovelling horse shit.
Gwendin Cleric level 1 A follower of Bondor, god of swords, carrying a sacred silver scimitar.

Willowind 7th, Waterday

Brent Goose, Llyfed, Basso, Gomm, Derennan stood in front of Doral, Hara's jeweller, all sweaty and dirty after their five day expedition to the ruined tower and back.

“Yes, these seem like globes of pure silver. You could probably get between 500 and 2000 gold coins for each.”

People of Hara observed the party with great interest as they made their way to the jeweller. There is no doubt that the word of their newly found riches is spread fast.

Since each orb weighted 172 lbs, carrying them required great effort, leaving little means to defend oneself. And they had nine.

“Tell you what. I'll offer you 500 gold coins for one right now!”

“Make it 800 and you have a deal. I hope we can have a long and prosperous business relationship.” Derennan countered.

“500 and I'll appraise your next haul for free.”

“Fine but you’ll need to accommodate us while my companions run some errands. We’ll be in your shop until they return.”

“Of course, be my guests. Perhaps I could interest you in some of the wonderful rings and necklaces I have on display?”

Basso leaned in to take a good look at the necklaces.

“Ya these look mighty pretty if you don’t mind me asking do any of these have any sort of special properties?”

“They make all the women fall in love with you!” Doral leans towards Basso and adds “Yes, even the halflings!”

Painfully aware of their situation the party decided to use their proceeds from one silver ball to procure wagon, two draft horses, and twenty mercenaries.

Basso, the stable boy, went looking for horses, while Gomm ran to the Fighters' Guild to find some muscle. The rest stayed at Doral's store.

An hour later, the halfling returned with horses and wagon, while the thief brought along three ill-equipped, but tough looking, men.

They purchased nice silk sacks from Doral, put a 30 inch silver orb in each, and then loaded them up in the wagon. And then they began looking for ways to liquidate them.

Dwarven armourer turned them down, for he had no use of silver. “Too soft to protect you from stabs.”

Human weaponsmith couldn't afford one. “Do you know how long it'd take me to pay it back!” he stopped as he counted fingers on both of his hands “This much!”

“Brent, what about that girl of yours? The one from rich family that became your cultist–erm, follower?”

Indeed, that connecting was sufficient to gran them access to the Pleasure Palace, a private club for wealthy merchants, travellers, and nobility. It was also a home to Pilter family, third richest one after Imraell and Namelin.

Derennan and Basso took it upon themselves to lead the negotiations. Rest of the party found a safe spot by the city walls and waited there.

Short duo was first made to wait an hour or so. Then they were let in, quickly scuttled to upper floor, and led into an opulent foyer. There they waited for an hour more. Basso was increasingly aware of how filthy and unrepresentable he was. He tried to clean himself with some spit.

Suddenly a lithe, buxom woman stepped into the room. Her long blond braid was like a whip; her piercing blue eyes like two daggers. She wore a dark blue dress and a face full of contempt.

“I am Zarifa Pilter, the oldest daughter of Pilter. I do not approve of my sister's foolishness, nor that cult of yours. State your business, midgets!”

The duo did not allow her insults to sway them. They presented their case with conviction, and spoke in great detail what kind of dangers they had to overcome in order to return them to civilization. They might've exaggerated a thing or two.

Either way, although Zarifa's disposition remained unchanged, she was professional enough to offer a representation agreement. She would take the orbs—should they pass quality control—to Tarantis or City State of the Invincible Overlord and sell them for an attractive price. It'd be commission based, for 40% of profit.

She believed each orb could fetch anywhere between 1500 and 2500 gp. The process would take three to five months to complete.

Negotiations were long, filled with jabs and racist insults from Zarifa, but Derennan was unrelenting. He read every line and all the small text.

“What is this here?! We are liable for all expenses even if you lose the goods?!”

“Oh! So you can read!”

Finally, a good deal was struck to satisfaction of both parties.

“Do you often go to dangerous places and return with such interesting objects?”

“Yes, that's what we do for living.”

“Then I have another deal to offer you. If you come to me—first thing after each expedition—to look over the interesting goods, we will represent you for 35% commission.”

“Deal!”

“Beware. Should I learn you went to someone else first I will have your balls removed. And I'm not talking about your silver orbs.”

“Understood!”

The duo went to shake hands with Zarifa, with the dwarf saying

“Pleasure doing business with you.”

The steely woman rejected their approach, rebuffing them “No, not at all.”

They could feel her icy gaze on their back as they were leaving the chamber.

“How about 4000 gold coins for seven orbs, right now? Cash on hands.” she shoot just as they were to close the doors.

The duo agreed. They will be paid after all the orbs have been tested, which was to take a week.

“Guys, I think we need to get ourselves a base of operations!”

Willowind 12th, Waterday

Derennan spent a week recovering and healing up.

Basso, on the other hand, hit the streets looking for properties on sale!

This is what he found, from cheapest to most luxurious:

  • A 150 square feet dilapidated cottage in western Hara, just behind the Fighters' Guild. The family there fell into destitution after husband was slain. They were all sold into slavery and their cottage is being sold for 100 gp.
  • A 400 square feet, single story cottage in northern Hara, flanked by Thieves' and Assasins' Guilds. The planks are still drenched with blood of previous inhabitants. 250 gp.
  • A 800 square feet, two story townhouse in east Hara next to Imraell's mansion and other important establishments. Owned by an adventuring party which left for far away lands. Current owner has decided to retire and is selling it for 3800 gp.
  • A 1200 square feet, two story villa with terrace, by the river. Previous owners was a merchant who gambled it away. It is available for 5400 gp.

Basso took copious notes so he can report the news to rest of the adventurers.

“Let's collect our coin from Zarifa.”

“Sounds good.”

Derennan, Barad the Bald, Basso, and Gwendin went to the Pleasure Palace. The reception was as chilly as before, but all the coin was there.

“How would you like to fetch me a ring? A nice, gold ring with a big chunky ruby attached to it? Some of you might die, but that's the risk I'm willing to take.”

“Sounds like a job for us! Say more.”

Zarifa produced a parchment with map to the burial mound of long forgotten barbarian king. It was just few miles west of Hara.

“Try to avoid attention from the locals. They still think this dead guy means something.”

The quartet loaded up and marched west.

“It should be right here.”

“See, a mound straight ahead.”

Indeed, a simple earthen mound laid lazily in front of them. It was covered with bushes and overgrowth. A copse of woods sprouted by its east side.

The party circled the mound first. The copse had footprints of a large canine leading off into the woods. The only entrance was on south side, a simple slabs of stone acting as pillars.

Heading down, they discovered a weird looking skeleton. It was vaguely human-like. It was taller, with weird legs, and canine shaped head.

The corridors were simple packed soil framed with stone slabs and wooden pillars. They were narrow, barely five feet in width. Any dwarf would be insulted with shoddy construction.

Following further down, Basso activated a crude axe trap. Just as he stepped of the last stair, he felt something soft. An axe sprung from the ground, hitting him in the chest. Luckily, he was a stout halfling so it meant nothing to him! Nothing!

Moving on the party decided to explore the t-shaped junction before checking the closed doors. Another set of stairs. East were leading up, to a plinth with a basin. West were leading down, turning into darkness.

This time Derennan took the lead. He went up the stairs, pressing each stair with the polearm. Basso followed behind.

“Seems safe?”

The moment he stepped off the last stair, three openings revealed themselves on the basin. A spray of thick, oily substance covered both the dwarf and halfling.

“Are we dead?”

“No, it doesn't seem so.”

Well lubed duo descended back down, and backtracked to the closed doors. To be honest, it was more of a stone slab blocking a passageway than real doors.

Derennan carefully removed the latch and then prodded the slab open. He felt something was off, hence he quickly jumped to the side. Basso did the same. A big flash was seen; no sound whatsoever.

“Wow, that could've blinded us!”

The chamber was completely empty. Dwarf theorised it might've been a temporary chamber to house excavation tools and similar.

Deeper they went, taking the west stairs. Now they found a corridor with long stone slab with carved figures of warriors fighting.

Another stone doors were to their left, a t-junction in front, and stairs leading north. Checking the doors revealed a room full of upright skeletons holding greatswords.

“Let's close this one, yes?”

The junction split into stairs leading down straight ahead, and leading up to the right. A relief of warrior with wild hair holding a greatsword above his head was just at the bottom of the stairs.

“The stairs leading up surely lead to secret exit!”

Indeed, the long, winding passageway terminated with a round stone slab, very similar to the one they've seen on the north entrance.

“Should we open it now?”

“No, we don't want anything coming in. Let's head back down to that relief.”

At the bottom of those stairs were two stone slabs, each mortared shut. Basso scrapped the mortar off of the east slab. He could feel unnatural cold as he worked. Then he pressed his shoulder, and forced the slab down.

Pushing with great force, he tumbled forward, stepping over the slab, and landing in a simple chamber. A skeleton with flowing red beard, dressed in an expensive looking chainmail, stood in front of the opened stoned sarcophagus.

Basso hit him, but his weapon bounced right back off of it. Then he felt terrible, terrible coldness as the undead grasped him with an iron grip.

“Gwendin! Pass me your silver scimitar!”

Alas, still recoiling from the horror, this time he missed. The roaring undead did not miss. Everyone witnessed Basso shrivelling in front of their eyes. It looked as if the undead sucked the soul right out of him!

Gwendin picked up her holy scimitar and faced the icy doom.

“Derennan! We must flee!” Barad cried as horde of greatsword wielding undead poured out from behind them.

Dwarf and magic-user quickly ran up the stairs, towards what they believed to be a secret exit. They poured some oil and set in aflame.

Gwendin, locked into combat with the undead that wasted Basso, failed to spot incoming horde. By the time she realised there was someone—something—behind her, it was too late.

Skeleton cleaved her in half.

“You stood there bravely, daughter.”

Booming voice echoed.

A powerfully built man with blue skin and long white hair towered over Gwendin.

“Prove yourself worthy or spend an eternity suffering.”

Gwendin stood on top of her corpse; an angel of bright light; holding two burning scimitars.

“Take vengeance. You have thirty seconds.”

That was all the instructions she needed.

Her first attack did not connect—this incorporeal form took time to get used to.

Her second attack turned the skeleton into a pile of bones.

Her third attack beheaded the skeleton with red beard.

“You did well, daughter. You shall spend an eternity in my harem.”

Derennan protected their back while Barad ran up.

“Oh, no! The doors are stuck! Oh no!”

They didn't even budge under the magic-user.

Derennan chucked more burning oil. This was a narrow tunnel; he could fight the skeletons one by one.

First one burned to crisp. Second one was shattered to pieces.

“Switch! Maybe you can force them open!”

Slam!

They move a bit.

Slam!

They move a bit again.

“Oh no!”

A skeleton jumped out of fire, swinging at Barad.

The chinless wizard miraculously dodged.

Even more miraculously, he managed to knock off the skeleton's head with the pommel of his dagger.

Accidentally? Deliberately?

Doesn't matter, result was the same.

Slam!

Derennan flew out as the stone slab tore through overgrowth.

“We must flee now; but we shall return to avenge our friends!”

Barad knew a thing or two about that, having just recently fled a major city in the Barbarian Altanis.

Will he have it any better in Hara?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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

This issue details the thirty-fifth session. Things are set in motion...

You can download the issue here.

Overlord's Annals zine is available in print as part of the legendary Alarums & Excursions APA, issue 573:

#Zine

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#RPGaDAY2023

Easy.

TSR's editions of Dungeons & Dragons:

  • The original edition still holds up well.
  • The basic line (B/X, BECMI, Rules Cyclopedia) editions remain ever so popular. In fact, the game I'm running at the moment—Conquering the Barbarian Altanis—is using the lightly house-rule version of B/X edition.
  • The first advanced edition, especially the core books written by Gary Gygax. Packed with gameable ideas!
  • The second advanced edition and its wealth of splatbooks. Despite many being hit-or-miss, I still like thumbing through them. Some real gems hidden there.

All of the above are more than enough for a lifetime of gaming!

#RPGaDAY #RPGaDAY2023

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#RPGaDAY2023

I'm sure I've played some obscure RPGs that I've forgotten by now... On day six I wrote about a RPG/TBS game series Romance of the Three Kingdoms. Back in the day no one in my circle ever heard about the game (except from me). The same would go for Vandal Hearts II.

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Adventurers

Character Class Description
Brent Goose Cleric level 5 An eccentric, but charismatic, cleric seeking the Holy Bird. White robes and black cloak conceal his tall, frail and anemic frame. His eagle-like nose is exposed for all to see.
Llyfed Elf level 1 Thin and balding elf whom also happens to be Rashomon's friend.
Basso Halfling level 1 A stable boy whom got tired of shovelling horse shit.
Gomm Thief level 5 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Derennan Dwarf level 1 A dwarf hailing from Western Wastes.

Blackmoon 13th, Earthday

“Something's off...”

Rashomon and Lyffed found Hara's reception colder than usual.

At the Fighters' Guild they find out that Hawkwerth and his party have been trash-talking two elves and their adventuring band for weeks.

Now everybody knows them as cowards, slave-boys, and incompetent folk that needs saving. Reputation they spent weeks building, now in tatters.

“Well, we know what and who we are.”

Rashomon took to the taverns and inns, buying people rounds, telling tales of his great adventures and reminding people that Hawkwerth is a nobody:

“Hawkwerth wet his pants in our last encounter. He is nothing more than a back alley thug.”

Llyfed spent two weeks studying Read Magic, dreaming of understanding two scrolls they've recovered in the last two months of adventuring.

Whilst looking for the best deal for his gold necklace, Rashomon runs into a sickly looking man. Alas, the man accidentally sneezed at the elf, and then vomited on his boots while trying to apologise.

Rashomon's immune system wasn't up to the task of dealing with a filthy human, so he fell ill few days after the unlucky encounter.

Basso spent his days gathering any and all interesting rumours and leads. He learned the following:

  • Klekless Racoba, a rogue wizard in hiding, still hasn't been captured. Imrael family is is now offering 3 000 gp bounty for his head. Namelin family is offering 3 000 pp to anyone whom brings Klekless alive.
  • Attacks on caravans have started happening again. Sometimes they are hit deep within Hara territory.
  • Gnomes of Ractuan are unhappy that two of their barges sent to Hara went missing.
  • Demons, devils, and other wicked monstrosities have been spotted at Midnight Goddess Hills.

Gomm has been laying low in Hara ever since he fled Antil. Him, as well as few other from Hydra Company members escaped the Windgod's Capital by bribing a ship captain to take them just as their former base was being run down by enraged clerics of Shang-Ta.

Either way, Gomm registered at the local Thieves' Guild, and did his best not to stand out. Sneaky little fellow he is, one day he overheard an interesting conversation:

“Are you sure about the veracity of this map?”

“Fingar himself checked it.”

“And it leads to the Necromancer's former study?”

“Yes.”

“This is big. You have my blessing.”

He couldn't hear the rest of the discussion, nor see the map. But Gomm know the man who rolled it up and took it with him. It was Philo Gaunter, the proprietor of the Night House inn.

Willowind 3rd, Earthday

“I think it is time to go back. That cylindrical coffer ought to hold great treasure! I mean it was behind two locked doors and two trap rooms!”

“You speak sense, halfling.”

“Let's assemble a party and head back there!”

Basso gathered the following folk: Brent Goose, and his three students Toucan, Daisy, and Della; Llyfed; Gomm, his old friend from Antil; and Derennan, a stout dwarf from desolate desert.

They loaded on the rations, water, and means of limited destruction. And off they went, dreaming riches.

Willowind 4th, Fireday

“I'd like us to go straight to that chamber and see what's inside the coffer.”

“Maybe we should explore other routes? If there is treasure there, I'm pretty sure it's safe. We have the key and there is a mean trap.”

“Wasn't there a long corridor to south? Maybe it'd be interesting...”

Half an hour later the party concluded that yes, they will go to check out Basso's siren.

The party, led by Llyfed headed to the room which they exited into following a secret passage way from the treasure room.

But no one could find the secret opening!

Derennan the Dwarf studied the walls attentively. A master craftsman must've made them, for the joints were nearly invisible.

“We have to go the long way around...”

On they went, making sure to avoid busty statue.

The room with water stains was now even dirtier and damper. Wise cleric shot a pebble at the water. Nothing came out to eat them.

“It's safe guys.”

The secret passageway leading into Golding's former lair was still wide open. Smell was off. There were no corpses.

“Cool, a self-cleaning dungeon!” one of them chirped.

Finally, the party had reached the locked doors leading into the room with three supersonic scythes. A long, long discussion ensued about how to proceed. Llyfed was the only one who could see gossamer string running at shin height. Attempts to burn it were for naught. Then Basso had a brilliant idea of chucking an oil flask right at the ground.

Whoosh!

The flask exploded just few inches off the ground, splashing a ten foot wide area. It immediately caught fire due the the burning torch that was resting within the splash area.

“Aaaaaaaaaaa!”

Brent and Derennan turned around just to see Toucan and Daisy overpowered by four long, large, eel-like muscular tubes of gray flesh. They coiled around Brent's followers and then brought them down with their bulk. From there they bored into the flesh with great ease.

“Master, save us! Please! Master!”

Brent took a few steps back, to safe distance, and with wall behind his back. And then he took out his sling, and started shooting.

Toucan perished in front of his eyes. Daisy followed as well, despite Derennan cleaving one of the monsters in half with his polearm. Della and Llyfed took down another one.

“Master, call on Kadrim to save us, please, Master!”

Della cried as two muscular tentacles constrained her.

“It hurts, it hurts!”

She screamed; snot, spittle and blood dripping out of her as three hellish worms minced her soft flesh.

Brent stood at safe distance, holding his sling, while Della, his last follower, was being sucked dry.

She too perished in front of him.

Now one of the worms latched onto Brent, while other went for Derennan. Llyfed found out the creatures' weakness—fire. He tickled the worm hanging off Brent with a little bit of torchlight.

Success! The monster immediately dropped.

Derennan turned to Basso and politely asked him to burn the monster, despite the latter being attached to his armpit.

As it usually goes, this was merely the beginning of the problem.

During the fight Gomm heard sounds similar to frog-like croaking. Except it sounded much deeper and voluminous.

And now he spotted a dozen or so floating gold orbs looking at him from pitch black darkness. Some of them would disappear and then reappear in split second.

“I think we should get into the trap room and lock the doors behind us!”

“I think so too!”

The party scrambled in, making sure to stay clear of the grooves which indicate where the scythes fly. Gomm the Wiser had shredded parts of his rope in order to have some fine particles they can breath into the air to detect the fine strings. And it worked!

The adventurers worked their way through the trap room, into the room where they crushed a bunch of centipedes coming out of a smart-ass-box with “Curiosity killed the cat” inscription. On they went into the room Basso has been dreaming of for the last few weeks.

After a little bit of investigation, the party decided to open the stone coffer. Lid functioned the same way as in the previous chamber, meaning it had a thin groove running around the top. The widening was just enough one can put in their fingers and grab it.

Brent stood to the side as Basso, Llyfed, Derennan, and Gomm opened the coffer.

They chucked lid to the side.

Nine.

Nine perfectly polished balls.

Nine large, 30 inch circumference balls.

Nine shiny, silvery balls.

Nine damn heavy balls.

The party loaded them up, bending under the weight, and set off for Hara.

It took them twice the usual time to get back.

Willowind 7th, Waterday

“Yes, these seem like globes of pure silver. You could probably get between 500 and 2000 gold coins for each.”

It was difficult to say which balls were bigger: the adventurers' eyes, or the orbs resting on the jeweller's workbench.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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#RPGaDAY2023

The treasure was where they left it—a pile so wide six men could easily roll in it. Everybody but Amanda, Silente, and Theo dove straight into the pile, stuffing their sacks with as much coin as they can. A pile of mangled deer corpses next to it were no concern of theirs.

“Ahem—Boys!” Amanda coughed loudly, pointing down the dark corridor they haven't ventured through yet.

A massive human-like head, adorned by long, greasy, lanky hair—imagine armpit hair half-a-meter long—with horse-like jaw hovered high in the air. Its diabolical cackle revealed a sickening array of ghastly, yellow, rotting teeth. True horror was revealed only after it'd made few more steps forward.

Lantern light now fully illuminating the figure, revealing its elephant-like body covered in warts and blisters. To further the nightmare, ten more heads like the first one—with varying degrees of balding—were connected with thick worm-like veiny tubes to the body.

Conquering the Barbarian Altanis: Session 13

Hydra Abomination, Amanda, Kallahan, Sashundo, Gabriel
Moments before the chaos.
From left to right: Amanda, Brother Kallahan, Sashundo, and Gabriel Faria.

Many memorable encounters were had in Barbarian Altanis, but above one remains special.

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#RPGaDAY2023

It has to be Silent Hill! I played horror games before, but never did I turn off the console out of fear... Man, that first scene when you stumble around the mist engulfed city and then wander into that dead-end alleyway when dead flayed babies assault you... Fuck that shit.

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#RPGaDAY2023

New edition of Swords & Wizardry Complete came out this year.

Adventurer Conqueror King System Imperial Imprint, a second edition of ACKS which massively updates the rules, will be coming to Kickstarter this year. It consists of three books: Revised Rules, Judges Journal, and Monster Manual. Each is a wealth of information on its own, but together they are simply mindblowing. Even better, Judges Journal and Monster Manual will be great for all OSR judges, even if they don't run ACKS.

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#RPGaDAY2023

Blank piece of paper, of course!

Goldenrod character sheets as close second!

By the way, check out Mad Irishman's amazing recreations of those sheets.

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