Attronarch's Athenaeum

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

Wizards of the Coast has announced they'll update the Open Gaming Licence. By update, they of course mean they'll reduce what one is able to do, introduce new ridiculous restrictions, and sabotage their existing fan base who are promoting them for free.

Ever since 4E there's been a lot of discussions regarding how irrevocable OGL really is. In the wake of recent developments, Alexander Macris (creator of the excellent Adventurer Conqueror King System) offers an interesting take:

In short: it is unlikely that the current version of OGL can be revoked. It is very likely Wizards of the Coast will try to do whatever they can to get everyone on their new OGL.

But really, OSR creators don't need anything beyond OGL 1.0 and 1.0a. I seriously doubt new WotC edition will bring any significant innovations worth backporting.

All of this might be a good spark for creating a rock-solid D&D retro-clone released under the Creative Commons licence.

In fact, if you have:

  • an intimate understanding of any of the following: B/X, BECMI, Rules Cyclopedia, New Easy-to-Master D&D, and Classic D&D;
  • are interested in collaboratively creating a comprehensive system reference document licensed under the Creative Commons ; and
  • can write

then send me an email. Perhaps there is enough of us to make a difference.

#News #OGL #OSR

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Session judged and report written by Moss Knight, the player of legendary Brother Kallahan from Conquering the Barbarian Altanis.


The Party

  • Fra 'Fingers' Vincensini, a nimble and resourceful cleric.
  • Elmenor Goldlight, a quite rich and noble looking elf clad in heavy armor.
  • Grudge, a weedy-looking thief, no doubt full of mischief.
  • Marco Tuti, a more-brawn-than-brain fighter with bravery and blood alcohol to spare.

There stood our brave upstarts, in the middle of the starry night, under the canopy of the enormous tree. Everyone around here knew to stay away from the great Oak and the surrounding glade, where time seems to stand still; but not our merry band. They were out for riches and adventure and surely, they thought, here they would find at least one of these.

Examining the vast network of roots at its foot, being almost as wide as the canopy itself, Fra quickly found a three-foot wide opening into the earth. Looking into it with a torch, they noticed a twenty-foot drop down to a sandy floor, with rough and wet roots serving as the natural rungs of a ladder, along the sides of the pit. Descending with the help of a quickly attached rope, they started examining the ensuing corridor, Elmenor scouting ahead with his infravision. The corridor came to a fork, with one branch going north, from which a distant rushing sound came, as of wind or water; the other going east, from whence came a faint green glow. After finding a mysterious leather glove, abandoned on top of some large root, the party decided to head east.

The eastern corridor appeared to be partially blocked by roots, which Elmenor passed successfully, though not before the roots animated, attempting to grab and restrain him. The rest of the party soon followed, uneventfully as well. Marco however, the last to pass through, got caught up in the roots, one of which made off with his wine skin! In a valiant effort, the fighter lunged forward, attempting to catch his beloved beverage with his teeth, but only managing to get a hold of the cork, which popped open. The wildly thrashing root escaped, leaving only a narrow tunnel in the wall, barely two fingers wide; spraying delicious, delicious wine everywhere in the process.

Cursing the roots and their wicked gods for the tragic loss of his mama’s favorite vintage, Marco rejoined the party, which now found itself standing in a strange round room. The atmosphere here was damp and warm. All over the walls and ceiling of this dome-shaped earthen space were root-faces, here of wrinkly old men, there of dashing youths, all clad in hair and beards made of glowing green moss.

“Look at what you’ve done!” screamed Marco. “That was mama’s best vintage!”.

In unison, the roots answered in a low, meandering grumble:

“We thank you… It was delicious... We do not get to enjoy wine… often…”.

“Well”, replied the fighter, “What have you got to give in return?”

“We will gladly provide… Information… If you feed us more…Delicious things…”

At this, Fra the cleric placed some of his rations on the ground, which were quickly grabbed by some roots, dragging the food into the earthen walls. After a second of silence, followed by a low, thoughtful grumble, the root-voice answered:

“The horned ogre…. owns a treasure… whose value he doesn’t… understand.”

The party had indeed heard of a strange creature fitting this description inhabiting this dark place. Intrigued, they looked for more things to give the root-faces. They found only oil, inquiring aloud:

“Well, I don’t suppose it drinks oil…”

“...Oil?” Replied the root-voice. “We… enjoy… oil.”

Confused but undeterred, they poured the contents of one of their flasks onto the earth, the liquid being lapped up quickly.

“Hmmmmmm… good… good…” said the root-voice.

After a short silence, and yet another thoughtful hum, it continued:

“Beware… the treachery… of the gnomes…”

Still angry at the root-thing, Marco threatened to feed it a brandished iron piton, at which point several of the faces disappeared into the walls. Diplomacy was maintained by the rest of the group, who decided to make their way into the eastward tunnel, from which came a cold draft of air, and a smell of ammonia.

Scouting ahead once more, Elmenor quickly found the source of the smell: The tunnel expanding in this direction was in fact a cavern, on the ceiling of which nested what looked like a hundred bats. Understandably, the floor underneath them was covered in stinking guano. Though the cavern continued to expand eastward, the party decided to head north, into a newly discovered tunnel, to avoid the bats.

The floor, walls and ceiling of this tunnel were of stone blocks, and the corridor led to a stone archway, sculpted in the fashion of a continuous, overarching pile of skulls. A skeleton wearing rusted chainmail was lying in a pool of dried blood, right under the archway. Poking at it with a ten-foot pole, and examining the surrounding walls, they discovered the mechanism triggering a deadly blade trap, no doubt the one which had sliced deep into the poor soul’s side, leading to their untimely demise. Once discovered, the pressure plate was easily overcome though, and the party hopped over it quite easily, continuing on. But not before Grudge examined the corpse further, to find a hefty pouch filled with twenty-five gold pieces, and a bronze skull necklace.

The party now found themselves in a much larger room, with several openings and doors in many directions, and most visibly, a number of statues representing regal figures on the west side. Examining them revealed nothing of import though, and the party endeavored to listen at some of the doors leading out of the room.

Out of one of the eastern doors came the sound of loud snoring, and light streamed from the opening underneath. The adventurers spent some time debating whether it was best to kick down the door and assault whatever was behind using the element of surprise; or to politely knock, and have a civilized discussion with the room’s occupant. In the end, after failing to pick the lock, they resolved to come back later, and instead went to examine the northernmost door.

Behind it, they found the corpse of an unfortunate dwarf, who had seemingly been strangled by some kind of black rope. Beyond it was another stone archway, carved in the shape of tree branches. Resolving not to go in that ominous direction, the party instead headed to the single door that led westward.

Marco swiftly opened the door, and was immediately greeted by eight shiny red eyes, glinting at the edge of the torch’s light. The creature hanging from the ceiling was surprised, and the party began the attack by throwing a flask of oil at it, which missed and ignited on the floor beneath it. Two arrows followed, both missing as well. Marco stepped forward, ready to meet the beast in mano a mano, hand-to-legs combat. The elf and the thief let loose another volley of arrows, this time hitting the creature: one half-severed one of its legs, the other embedded itself deep in one of its biggest eyes, which started oozing green blood. Seeing his opportunity, Marco thrust his halberd upward, cleanly shearing through the creature’s head, spraying green liquid all over. The creature lost its grip on the ceiling where it had made its web, and crashed down belly first, its legs gruesomely snapping in the process.

It seemed that behind the beast was yet another archway, this time one carved in the likeness of three intertwined serpents. As the party debated what kind of trap was undoubtedly hidden near it, Marco simply jumped and dexterously tumbled past the arch, unharmed. Shrugging their shoulders, Fra, Elmenor and Grudge passed through it without incident.

The party entered a small room, in the middle of which stood the statue of a hunter and his two hounds. To the north and south of it, hanging from the walls, were large mirrors. Proceeding with caution, after examining the statue for any pressable buttons of any kind, they carried on westward.

They came to a large, circular room with a tall domed ceiling. In the middle of it lay an enormous crimson carpet, decorated with gold and green geometric patterns, all made of fine wool. From there, a corridor led north, a beautifully carved wooden door to the west, and a corridor to the south. Circumventing the carpet, the party went south, in an attempt to rejoin what they thought was the way they came in from. They were correct in that assumption, and soon they arrived back at the first fork in the road they had encountered.

Gleefully, and now richer by about a pouch’s worth of gold, they headed out, up through the root-ladder and into the chilly night, back to the village where they would spend their hard-earned riches on all the pleasures the adventuring life is all about. They knew however, that this was not to be their last expedition to that dreamy forest glade, and to the strange complex under the Hole in the Oak.

#Wilderlands #OneShot #SessionReport

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The creators of Castles & Crusaders are discounting their whole catalogue until end of the year. Although I don't run their system, I use some of the adventures as well as system neutral aids.

Adventures

Supplements

#Sale #TLG #CC #OSR

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Adventurers

Character Class Description
Rad Thief level 3 A young, short and malnourished rogue.
Gomm Thief level 3 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Rhovar Fighter level 3 A generic Nordic guy.
Brawley Dwarf level 2 Stocky, baldy, scimitar-wielding sea knave.
Flamthwynn Magic-user leve 1 An older gentleman sporting fashionable dark blue robe with purplish overtones. Seeking arcane objects and offensive spell.
Eccy Throi Elf level 1 Wears a dark green cloak to hide his bulging muscles and crippling anxiety.
Norwell Thief level 1 A finely dressed slim fellow of few words. Carries the scar of betrayal.
BuddyPuddingBottom Elf level 2 Peppermint scented elf followed by jingles, on a quest for the perfect gift.

Sunstrong 5th, Spiritday

Battered and demoralised, Eccy, Gomm, Norwell, Delphine, and Herat rested in Bathdawn, awaiting for the arrival of the Hydra Company main force. Their delve into fungi-men caves did not go as planned. Several of their fellow adventurers were killed by a giant mushroom-mound.

“Buddy, you're alive... you don't look it!” Gomm exclaimed.

“PuddingBottom, you are a sight for sore eyes.” Eccy welcomed the elf whom all thought was gone for sure.

BuddyPuddingBottom survived by throwing himself into the stream whilst Taegen was electrocuted. He floated deeper into the dungeon. There he found another cave system, navigating it until he faced a ten feet wide chasm.

Giving it his all, he managed to jump it. Moving forward, or rather, downward, led him to a large underground river. Luckily for him, a crude, but functional, canoe was lying in the nearby dirt.

Using his last atoms of strength, he hauled the canoe, threw himself in it, and allowed the river to carry him as he faded to black.

Seagulls pecking his face were the rude awakening he didn't expect. Obviously at the open sea, Buddy resorted to paddling with his bare palms. He made it to Bathdawn against all odds. It was a gruelling journey... Some say that was the day BuddyPuddingBottom lost his peppermint aroma...

Rhovar, Flamthwynn, Rad, Brawley, and thirty mercenaries reached Bathdawn by the end of the day.

After some back and forth, Hydra Company has decided to march to the ruined keep Rad had been to months ago. The one where he had left behind Taaz. The one where Taaz broke down the doors and charged in alone. The one that already claimed many adventurers' lives.

Sunstrong 6th, Airday

Herat had been hired by Sinai, and since they failed twice to recover him from the fungi-cave, she decided to stay behind in Bathdawn.

Herat bid her farewell to the party: “I need some time to think. I still have some unfinished business in Antil—perhaps we run into each other there!”

The company marched in a column, with the adventurers mounted on their riding horses. Rhovar, the aspiring general, led them unaware that his leadership capabilities will soon be put to test.

Half an hour or so after crossing the bridge over the Highcourse river, Rhovar heard familiar howls.

“Men! Fall into formation! Footmen up front; archers into two ranks!”

Nothing.

Nothing.

Nothing.

A big, fat wolf strolls out between two trees.

Rhovar recognised him as the gluttonous chubby wolf who had gasped when the warrior offered to bring some fat clerics in exchange for his life.

Little did the big bad wolf know that he was walking into a trap. Taken by shock, rather than surprise, the company unleashed a volley of arrows at it.

Many shots found their target, making the wolf look more like large flabby hedgehog. The wolf made a large O face. Then it shook off the arrows and charged the front rank, ripping into doughty Brawley.

“Rhovar, watch out!” Rad yelled.

Turning to his left, Rhovar could see two more wolves running through the trees. Again, he recognised both. The lithest one was Meza, the only one to oppose her canine brethren in letting Rhovar go.

“Never trust those who soil themselves.” she'd often wisely say.

Archers rained volleys on the incoming wolves, while Brawley, Delphine, and heavy footmen engaged the fat wolf chewing on the dwarf. Gomm and Norwell threw their nets; one hit the mark. The adventurers quickly piled themselves on the ensnared wolf.

Eccy used the opportunity to smash its head with mace. Alas, it bounced right off the wolf's large head. Chubby canine shed a single tear and whimpered.

Rhovar roared “Men! You listen to the Hydra Company now! Follow their orders!” as he counter-charged the two wolves going for him. Alas, his horse had different plans and took him in different direction.

Regaining control over his horse, Rhovar galloped south, insulting and throwing stuff at the pursuing wolf.

“Form ranks! Retreat in order!” Eccy assumed command without missing a beat. In the chaos all unmanned horses became spooked and fled in different directions. So did the draft horses, pulling the VVagon with them.

Chubby wolf thrashed around until he managed to get himself free. Unfortunately for him, by now Brawley has completely mounted him. The dwarf used the opportunity to repeatedly hit the wolf on top of it's muzzle, causing the hairy critter to weep inconsolably.

Before that, the dwarf and Delphine tried to open its jaw in order for Gomm to throw in some natural poison. They failed, despite their best efforts.

It wasn't a good day for that wolf. Gomm, in a fascinating display of skill and quick wit, rode behind the wolf, whilst leaning to the left side. As he passed by it, he lowered the lit torch underneath the wolf's ballsack and sprinkled it with some oil.

Yes, it went as expected.

The wolf started thrashing around violently.

Brawley rode him like a pony.

“Meza! MEZA! I'm on fire! My balls are on fire! Save me, Meza!”

“Calm down, you imbecile! You are not hurting! It's all in your head! Stop it! I can't bite him with you jumping around!”

Delphine mounted Gomm's horse. Lithe thief looked like a small boy by the gargantuan plated woman. They rode off, joining the retreating force.

Eccy orchestrated the retreat to Kestizar. And not only that. He also managed to catch and calm the draft horses, ensuring the supplies hauled in the VVagon.

Rhovar led the wolf pursuing him on a wild chase, ultimately outrunning him. Whipping his horse, he rode alongside Highcourse river until he masked his scent, and then broke off for Kestizar.

Meza ripped out Brawley's throat as the chubby wolf dragged his bottom through the grass.

Hydra Company had reached Kestizar by the end of the day. Rhovar joined them few hours later.

Gomm proposed Delphine. At first she blushed and rebuffed the sly talking dark-skinned man. His persistent attempts paid off, as attested by her picking Gomm up like a little toy and carrying him off behind a tree. Their marriage was promptly consumed.

Mercenaries protested to Rhovar. They were unhappy with countless days of marching around without hitting any attractive targets, culminating with a retreat from three invulnerable wolves. They demanded better pay and a full day of rest. The adventurers collected all the back gold coins from the VVagon and paid them.

Sunstrong 8th, Earthday

“Is this the support you promised, Rhovar?!”

Elidarth the Elder confronted Rhovar. The latter had passed through Kestizar days ago. Then he promised to bring some reinforcements to alleviate Kestizar's problems with raiding bandits.

“Your men made a huge mess at the inn! They hired a bunch of whores, had an orgy, slapped other patrons, and took a shit in the flowers right in front of my home!”

“Uh, we promise to besiege the chaotic evil in that keep to protect the town. Remember, to fight evil, a little evil must be employed.”

“Just control your men. Otherwise you are no better than Roenald's lot.”

Without too much scolding, the Hydra company marched to the ruined keep on the morning of Sunstrong 8th. They reached it at noon, stopping a hundred feet away from the ruin.

Given that Rad was the chief scout during his previous expedition here, he immediately picked up that something was very wrong about the east tower.

Focusing his gaze, he could notice that the entrance Taaz broke down was covered with an ill fitting doors, which in turn were barred from the outside.

The improvised doors were splattered with blood; the splatter rising for nearly ten feet above the doors.

What now?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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I've just seen that Frog God Games is running another sale with discounts up to 70%. As before, most of my suggestion below are for the Swords & Wizardry system, a retroclone of Original D&D.

In no specific order, I can recommend the following:

  • Monstrosities (Swords and Wizardry). Nearly 500 monsters. Each monster comes with an example encounter/nano-adventure. Includes tables with monsters by challenge level, guidance on creating new monsters, tables of monsters by terrain, and tables of random encounters (3d6, so bell curve).
  • The Northlands Saga Complete (Swords and Wizardry). A compilation of ten adventures set in stereotypical cold north. Probably enough for several years of gaming. My favourite activity is stealing from this book and including parts of it in my own game. Tenfootpole has reviewed first four adventures back in the day (NS1, NS2, NS3, NS4). $18 is a steal for this.
  • The Lost City of Barakus (Swords and Wizardry) (local and regional maps). Perhaps my favourite Necromancer Games mega-dungeon—because it is so much more! You get a starting city (with seven adventures), a wilderness area (with 26 keyed encounters and mini adventures), and a mega-dungeon with interesting factions and cool big-bad. Suitable for low-level parties.
  • Bard's Gate (Swords and Wizardry) (player's guide). A massive city packed with urban encounters and adventures (8 included, from levels 1 to 10+). Very dense book. Some say this is FGG's finest product. The truth is that this is another Necromancer Games revival. And that's why it's great. :)
  • The Book of Taverns (volumes one, two, and three). Had enough of generic taverns and inns, but short on prep time? Steal one from here. Again, these are revivals of old Necromancer Games books. They are good.

#Sale #FGG #NG #SW #OSR

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Christmas came a bit early...

Art & Arcana A Visual History:

SIQUK hexagon dice tray:

#Postbox #DnD

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Adventurers

Character Class Description
Rad Thief level 3 A young, short and malnourished rogue.
Gomm Thief level 3 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Rhovar Fighter level 3 A generic Nordic guy.
Brawley Dwarf level 1 Stocky, baldy, scimitar-wielding sea knave.
Flamthwynn Magic-user leve 1 An older gentleman sporting fashionable dark blue robe with purplish overtones. Seeking arcane objects and offensive spell.
Eccy Throi Elf level 1 Wears a dark green cloak to hide his bulging muscles and crippling anxiety.
Ulster Fighter level 2 A former caravan guard with a promise to fulfil.
Mano Stern Cleric level 1 Wears a dark green cloak to hide his bulging muscles and crippling anxiety.
Taegen Ianlynn Elf level 1 Tan skinned wood elf of magnificent physique. Doesn't hide it.
Norwell Thief level 1 A finely dressed slim fellow of few words. Carries the scar of betrayal.
BuddyPuddingBottom Elf level 2 Peppermint scented elf followed by jingles, on a quest for the perfect gift.

Sunstrong 2nd, Waterday

The strength of Hydra Company was at full display in Tenoch: thirteen career adventurers joined by thirty mercenaries. Discussions were had, plans were drafted, until the final decision came.

The party will strike the cave of sinister Ack!, capture him alive for that sweet, sweet bounty of 4 000 platinum pieces, and then return to Tenoch in time to defend it from cannibal barbarians.

Eccy Throi and Taegen Ianlynn took the lead of the mounted unit: fighters Ulster, Delphine the Spiteful, and Herat; thieves Gomm and Norwell; the cleric of nature Mano Stern; and festive elf BuddyPuddingBottom. Their objective was to strike the caves as fast as possible.

Rhovar, Brawley, Flamthwynn, and Rad led the caravan with Vvagon and thirty mercenaries. Their goal was to reach Bathdawn, and wait for the return of the strike unit.

Numerous heads of the Hydra Company slept well, dreaming treasure, glory, and fame that awaits them. They marched out eagerly, alongside first rays of morning sun.

Sunstrong 3rd, Earthday

The strike team galloped to Bathdawn unopposed. There the villagers greeted them with open hands and broad smiles! Since the adventurers' last descent into the caves there haven't been anymore cattle or locals going missing.

“We are here to finish the job!”

Although they hardly needed him anymore, one of the young locals guided to the caves of fungimen. The party soon discovered it was not all as they left it last time...

Mossy ladders by the first waterfall were gone! Of course, what would that be for this group of ingenious profiteers. The thieves quickly secured fifty feet of rope to the cave wall, allowing everyone to descend with a bit of work. Some got wet, but no injuries otherwise.

But that wasn't it! The device used to activate the rerouting mechanism for second waterfall was gone as well. Now this was a much bigger challenge to the adventurers since the way down was entirely blocked by the falling water.

Eccy was first to find a hexagonal depression in the hole. It was filled with soft soil that was easy to claw out. The hole was so deep that the elf had to lie on his side and push his arm all the way down to reach the bottom. A smaller round hole with hard sides could be felt at the very end.

The party jammed a blunt side of the spear and tied a torch to it. Alas, Delphine's brutish strength was too much for this set-up, and she ripped the torch right off.

This obstacle perplexed the strike team for hours. One of them even went to look for an answer in an ancient tome they found somewhere in their backpack. Finally, the party decided to head back to Bathdawn and ask the villagers to help them dam up the stream leading into the caves.

Sunstrong 4th, Fireday

Whole day! That's how long it took the party to cut down enough trees, haul them to the cave entrance, and then construct a dam that was solid enough to withstand the water pressure. How long they had? Who knows...

Unwilling to risk finding out at the wrong time, the group decided to immediately descend, despite a day of hard labour.

The flow was now sufficiently weak to allow them to access the ladders leading down the second waterfall. Remembering the green mound that consumed Rhovar and DJ Basic they opted for the longer, east route, instead of going westwards.

They travelled unopposed, stopping from time to time to check whatever piqued their interest. The portcullis leading to the three cauldron chamber were still down. It resisted a lifting attempt by Taegen and Delphine. The latter threw her back in the process, while the former grinned at the woman who had embarrassed him just a few days earlier.

“Uh, we can go south, but there a giant a mad tree threatened to beat us up.”

“Let's send those who haven't been there yet!”

Well, those had a sorry sight to behold: where once a huge tree stood, mortared and chained to the ground, nothing but charred and chopped remains laid.

“Watch out! The red carpets are back!”

Indeed, as the party walked into the chamber two rectangular, blood-red misty shapes slowly descended from the ceiling. Brave folk of the Hydra Company ran as fast as they could, reaching the laboratory where Eccy was experimented on. The shelves were still empty, courtesy of Flamthwynn the Big-pocketed and DJ Basic the Quick-handed.

After entering the large chamber with cauldrons it really started dawning on the adventurers that this place had been abandoned. Fires under the vats were extinguished and parchments from the workbench were gone.

Further, entering into the bedroom of the giant mushroom revealed that two tapestries they've left behind were gone. There were also few flagstone on the ground, that were apparently used to cover a hidden compartment in the ground. Which was now, of course, empty.

“There is no doubt that Ack is gone...”

“Let's take a look through the east doors where another portcullis was.”

Indeed, the portcullis was still lowered. Gomm and Norwell took to the wooden penile mushrooms that were at the end of the round holes by the doors leading into the blocked corridor. With some experimentation (OK, a lot of experimentation), the party learned they can operate the heavy portcullises—yes, there were actually two of them, forming a sort of gatehouse down the corridor—allowing the party to pass without getting trapped. As long as they remained by the wooden mushrooms.

BuddyPuddingBottom led the expedition into the unknown. He discovered a large chamber bisected by a river that runs from the western to the eastern end. The southern half of the great cavern was lush with tall growths of pale fungi, mainly mushrooms; forming what could best be described a fungus jungle.

Festive elf, joined by Taegen just behind him, followed the river east. Mano Stern, Ulster, and Eccy came after, intent to investigate the chamber further. Just as they entered, BuddyPuddingBottom and Taegen made an intriguing discovery—a pile of washed up bones at the exit from this large cave.

At that same moment Mano Stern disappeared into an enormous mass of fungoid tissue that had emerged from the river. It swallowed him whole, changing its colour from a pale sickly white to a vibrant pink hue.

Finding himself upside down in a writhing mass of something unnatural, crushed from all sides, Mano uncorked his oil flasks and set himself aflame.

The huge monster emitted a high pitched sound and shook tremendously—as if it had sneezed! A byproduct of that was a massive ball of lightning that shot out of its body down east.

We shall never know if that was deliberate or not, but the results were the same none the less. Taegen the Buff screamed as he sizzled and turned into nothing but charred remains. BuddyPuddingBottom hid behind him, but even avoiding the full extent of the thunderbolt did not void the fact that he was standing knee deep in chilly, conductive water.

Against all odds the festive elf survived and remained just conscious enough to drop himself into the river, and float downstream, into the unknown. Surely whatever lies there cannot be as horrible as this horror?

But fungal mountain was far from finished. A yawning opening went for Ulster, revealing a burning fire within the monster, as well as two ropey tendrils. He too met his end here.

Eccy Throi ran back, down the corridor with two portcullises. Others followed him.

Sunstrong 5th, Spiritday

Eccy, Gomm, Norwell, Delphine, and Herat found themselves in the pitch black darkness, despite exiting the caves. Howla and Vannis were dim and it was chilly. They must've spent hours down there.

They could hear their dam falling apart just as they descended to Bathdawn. Tired and disheartened, all they could do now is wait for the caravan to arrive...

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Two months since announcing his return, Dan has shared Labyrinth Lord 2E preview:

Download it for free at DriveThruRPG.

Update: Dan removed the preview due to feedback. In how own words:

Hey everyone, based on feedback I'm going to need to rethink presentation. The release timeframe will probably change. I'm taking some time to mull it over and I'll update when I can.

Discussion at Dragonsfoot forum.

Discussion at OSR reddit.

Some quick thoughts:

  • Visual feel is reminiscent of later Mystara publications. I'm a big fan of black-and-white, and while I can tolerate the ornamental frame, I don't think coloured background is the way to go.
  • I like the addition of green explainer text. In general, I've observed a lack of instructional language in a lot of modern OSR rule-sets, so this makes for a nice addition.
  • The art is sometimes endearing, and sometimes off-putting.

Either way, I'm still looking forward to it.

#News #OSR #LL

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Axian Library:

Designers & Dragons The 70s:

#Postbox #OSR #DnD

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

This issue details the thirteenth, fourteenth , and fifteenth session.

You can download the issue here.

Overlord's Annals zine is available in print as part of the legendary Alarums & Excursions APA, issue 565:

#Zine

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