Attronarch's Athenaeum

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

Adventurers

Character Class Description
Rad Thief level 3 A young, short and malnourished rogue.
Gon'd'elf Elf level 2 “Surely magnificent, am I not?” is his favourite opener. Works every time, 40% of the time.
Sinai Cleric level 3 White-robbed beduin, worshipper of Bukera, The Silent Scorpion.

Longrass 15th, Spiritday

“Retreat to safety!” the elf commanded. Rhovar was grievously wounded in the ambush just moments ago, and he required immediate care. The party managed to slay their hobgoblin enemies, much due to elven arcane tricks.

Once they were back in safety of their camp, they decided to observe the mine entrance for the rest of the day. A tall, broad shouldered figure dressed in white hooded robes, approached their camp. The man was Sinai, a desert cleric from Queans Waste. He quickly demonstrated his worth by healing Rhovar.

Not a soul came in or out of the mine.

Longrass 16th, Airday

They came here to explore the mithril mine where Aergal Firebeard's son went missing some six months ago. Unwilling to risk another ambush, Rad scaled the hills by the mine entrance, in search of any other camps or entry points.

Lo and behold, nearly an hour later he found a shaft with primitive elevator. The hole was bounded by simple wooden fence. Three wooden pillars were connected with a cross above, and a simple—but sturdy basket—was suspended with two thick ropes. Rad felt like two persons could fit inside. There was a crank on the outer side of the right beam. The whole contraption looked old and unused, but still functional. The thief quickly found his way back, and informed the party of his findings.

After some discussion, the following adventurers went to explore: Rad, Sinai, Gon'd'elf and his two retainers—Ehrman and Ariad. Elf noticed a sight most terrifying, just as they were approaching the sight: a great black dragon was flying far above. The brave heroes quickly hid in whatever bushes and overgrowth they could find around. It seemed as if the dragon came from the direction of the Romilion Sea, and went further south-west.

It took them some time before they emerged from their hiding spots. Had to make sure the dragon is really gone!

How does one explore a shaft that leads deep into the mountain? The party tried throwing stone, lowering the lantern on a rope, staring intensely into the darkness... They learned one thing only: it is deeper than 50 feet. Finally, Rad had enough, and asked to be lowered down in the basket.

Old and unmaintained, the contraption creaked and moaned, as Rad went deeper and deeper. It took some thirty minutes, but the thief had emerged into a cavernous chamber. It was full of foul smell. Rad could see five sacks filled with straw. Three were roughly human sized, and two were much larger. His light barely illuminated two exits, one to the east, and one to the south. Too scared to investigate further on his own, he shook the rope, hoping his friends above would understand the signal.

“Take him out!” the elf commanded. Rad's relief didn't last for too long—two arrows that came from souther darkness barely missed him.

“What now?”

“Main entrance?”

“Main entrance.”

What followed is best described as extremely cautious delving. They party took their time and advanced with great care and slowness. After few hours, they arrived to the same room Rad was in before. It was an irrefutable fact, supported by the evidence of the shaft, five sleeping sacks, and two arrows stuck in the beams leading up to the ceiling.

Collecting their courage, the party went into the south corridor... Only to discover noone there. There was a split, a T-shaped junction leading west and east. Both sides descended further down. West side terminated in a stone wall with large reinforced doors, while the east side seemed to curve further. Leaving Ariad behind to watch their back, the party went to investigate the eastern tunnel.

Another dark cave—albeit with a small difference: a bloated trapdoor in the south-east corner. Rad failed to open it—thrice! Gon'd'elf watched guard, omnipresent being he is, while Sinai took a look around. Alas, this was no desert.

“Master!” Ariad's alarmed voice rung down the tunnel. “I need reinforcements, Master!”

The party quickly ran back, ready for some violence. By the time they arrived, Ariad was locked in melee with a large hairy brute and a massive deformed wolf. Everybody but Rad joined in the brief, but brutal melee. Ehrman decapitated the wolf with his greatsword, while Gon'd'elf skewered the hairy monster with his polearm.

“They burst from the doors to the west. You've taught me well master—and I kept my watch as you instructed!”

Unwilling to risk further assaults from behind, the party descended down the western tunnel, intent on exploring what lies behind the doors. A fifty foot long and thirty feet wide chamber it was. But this was no natural cave; it was a man made chamber. Two long wooden tables, flanked by wooden benches, indicated this might've been a mess hall once. Iron rings and manacles in the north-west corner told a story of their own, as did the scratch marks on the floor... Was this where the monstrous wolf was chained?

The door far west side of the room led into a broad tunnel. Onwards and downwards the party went! An hour or so later—it's difficult the tell the passage of time when one trods through dark and monotonous tunnels—they emerged into a chamber so massive their light showed nothing but darkness.

Rad and Gon'd'elf could pick up feint sounds of metal hitting metal, and metal hitting stone, echoing from somewhere far west.

“Let's crawl east-ward, alongside the northern wall...” Indeed, after another half an hour or so, the party found a tunnel framed with wooden beams. The sign to the side said “Exhausted mithril node.”

“Well, if one were to keep prisoners, they'd probably throw them in some dead end like this?” the adventurers were quick to hypothesize. Only one way to find out.

Following the tunnel for another half an hour or so, they arrived to a dead end. The tunnel was cut short by a pile of rocks and stones, that seemed to be some sort of cave-in. Just before the cave in was a hewn chamber. There was a small wooden desk, and two rotten chairs, as well as some mining equipment strewn around on the floor. Old-looking ladder in the north-east corner went up into a claustrophobic-looking shaft.

While exploring the chamber for any valuables, few of the members picked up on the weird grumbling noises coming from behind the debris in the dead end. Stopping to listen, it definitely sounded like some sort of language. The voice seemed agitated. It went quiet once Rad came closer and asked a question in common.

“I am Bergal Firebeard, and this is my mine! I've been stuck here for months! Can you please get me the fuck out of here?! There are some pickaxes by the side. Start by removing the rocks by the left side, that will prevent further cave in...”

Following Bergal's instructions, the party was able to set him free after an hour of work. The dwarf that came out had the most offensive smell imaginable. His beard was large and scruffy, and apparently home to few fungi as well. Sinai almost offered his water, but then decided to drink it himself, instead.

“I've been working here with my crew when we got ambushed by those foul hobgoblins. I'll kill them all with my two hands!”

“How about we get you out first, and then you can come back for vengeance?”

And somehow that was enough to convince this half-mad dwarf to follow them. It turned out that the ladders led into the cave chamber where Rad was unable to open the trapdoor. Luckily, he was able to open it from this side. Moving quickly, the party reached their camp unmolested.

Having had a brief moment of respite, they asked Bergal to rest in the VVagon, and then took off for Antil. The dwarf was complaining all the time “Six months gone, and my father sends someone just now? What a greedy bastard!” They arrived on the morning of Warmshade 1st.

“You know, I'm not as mad as I seem. You have saved my life, and for that I will be forever grateful. Once I retake my own mine, I promise to craft a mithril weapon or armour of your choice—for each one of you. Rad, Guha, Rhovar, Sinai, Francis, Dolgo, Ariad, Ehrman, and yes, even you Gon'd'elf—I'll remember your names forever!”

Player Session Reports

Sinai's map:

Mithril_mine_map

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

Subscribe to get the latest post in your inbox. No spam.


Comments

Perhaps find a way to pull all #RPGaDAY posts into one feed. I assume most people are posting on their blogs, therefore they have RSS feeds. So there could be a “master page” which simply pulls those feeds.

#RPGaDAY #RPGaDAY2022

Subscribe to get the latest post in your inbox. No spam.


Comments

Anyone who feels that blogging or sharing their thoughts and experience is difficult. Small writing prompts like the ones in #RPGaDAY can be good triggers. It's all about the habit—start small and persevere.

#RPGaDAY #RPGaDAY2022

Subscribe to get the latest post in your inbox. No spam.


Comments

Let's roll first:

Oh my. That'll be a lot of art to select. Like last time, I'll share my recommendations in this post, in no particular order. Also, I'll limit myself to the books on my shelf.

D&D Rules Cyclopedia
The Lost City of Barakus (d20 cover beats S&W cover)
Fight On! Compilation +4
The Palace of Unquiet Repose
Petty Gods
Return to the Tomb of Horrors (only because it comes with the reprint of the original)
Stonehell Dungeon: Down Night-Haunted Halls and Into the Heart of Hell
Old-School Essentials: Classic Fantasy Rules Tome

#RPGaDAY #RPGaDAY2022

Subscribe to get the latest post in your inbox. No spam.


Comments

Rarder Brete, a veteran warrior he is, hasn't undergone too many changes. It were mostly his near death experiences that shaped his fighting style.

P.S. There were in fact more journal entries where Rarder nearly died, but I got tired of linking them all. His full journal is available here.

#RPGaDAY #RPGaDAY2022

Subscribe to get the latest post in your inbox. No spam.


Comments

FOR GOLD AND GLORY!!!

#RPGaDAY #RPGaDAY2022

Subscribe to get the latest post in your inbox. No spam.


Comments

Adventures Dark and Deep, a what-if AD&D 1E was updated to 2E using only later articles published by Gygax, is currently available as digital bundle for $0.

Just like the edition it emulates, it consists of Player's Manual, Game Master's Toolkit, and Bestiary. I ordered print version in January and haven't regretted it:

Adventures_Dark_and_Deep_Players_Manual.jpg

Adventures_Dark_and_Deep_Game_Masters_Toolkit.jpg

Adventures_Dark_and_Deep_Bestiary.jpg

There is a lot in there and bestiary is just stunning. Table of contents could be better, but that is nitpicking. You can't go wrong with grabbing it for free.

#Sale #ADD #OSR

Subscribe to get the latest post in your inbox. No spam.


Comments

Rarder Brete has seen many places, most notably:

And he happens to have a lead for a never-ending library...

#RPGaDAY #RPGaDAY2022

Subscribe to get the latest post in your inbox. No spam.


Comments

I started playing Rarder in July 2021.

Here is his first diary entry:

Although keep folk were thin on any usable information about the missing merchant caravan, bailiff did inform me of an interesting opportunity. One that involves hairy hands. He also mentioned me a group of newcomers that've been venturing to the valley.

Intrigued, I set off with a map from the bailiff and some useful pointers from local guardsmen. It took me longer than I anticipated, as the Darkwoods were indeed dark and thick. I eventually stumbled upon a ragged trio causing a commotion in the valley. Shouting and screaming, they were followed by an unsavoury bunch of humanoid creatures.

After I joined the fray, we quickly forced the disgusting creatures into retreat, killing several in the process. And much to my delight, these creatures happened to have quite hairy hands… I had to clean both my spear and an axe in the evening.

#RPGaDAY #RPGaDAY2022

Subscribe to get the latest post in your inbox. No spam.


Comments

Adventurers

Character Class Description
Rad Thief level 2 A young, short and malnourished rogue.
Winslow Fighter level 3 A dirty warrior reeking of urine, body odours, and rotten wood.
Guha Thief level 1 Handsome and trustworthy gentleman who fled the jungle because it got “too hot.”
Gon'd'elf Elf level 2 “Surely magnificent, am I not?” is his favourite opener. Works every time, 40% of the time.
Deter Darker Magic-User level 2 A stable boy whom got tired of shovelling horse shit.

Later...

Character Class Description
Rhovar Fighter level 2 A generic Nordic guy.
Francis Goreaxe Dwarf level 1 A son of Goreaxe, master jeweller of Antil.
Dolgo Dwarf level 1 Francis's friend.

Longrass 11th, Airday

After carefully considering all their options, the party opted for the one they perceived to be the least amount of work for the most amount of gold—investigating Eargal Firebeard's mine and fate of his son whom went missing some six months ago.

With five adventurers, two retainers, VVagon full of equipment, and four mercenaries-in-training, this was a guaranteed success. While the rest of his peers spent their time preparing for the expedition, Guha decided to hit questionable inns and taverns for some rumours about influential actors in the city.

Nothing much came out of it (except some lost coin), but he did learn about the existence of the “Underlight Guild at the Walled Bazaar” from a man named Tabard.

The party set out, following the coast south-west. By mid-day they encountered a gross sight—vultures picking clean the carcasses of several slaughtered animals. The scene was gory, with blood splattered all over the coastal rocks. They smartly adjusted their course further south, to avoid the scene and whatever might've caused it.

The sun was up and spring was in full bloom. Winslow, whom had the rearguard duty, felt something was amiss. Sudden howls and barks did not surprise him. Seven wolves broke out of the woods, some with their muzzle still bloody, and charged the party without delay.

Winslow positioned himself to protect Deter, a fragile magic-user whose life he had already saved once. Alas, this time his noble act was rewarded by a wolf ripping out his throat. Another canine managed to take a bite of Deter, but he survived. Two mercenary trainees were lost to panic. Rad, Guha, and Ehrman, managed to down one each with a relentless barrage of arrows. Gon'd'elf's wizardry put the remaining wolves to sleep, finishing this brief, but brutal encounter.

The warrior was buried nearby, and the party continued their journey after brief moment of mourning.

Longrass 15th, Spiritday

“What are you doing?” a fine looking man dressed in gold-yellow cloak asked Deter. It was the third segment of night-watch, and it was the young cripple's turn.

“I'm chilling by the fire. Wanna join me”

“Chilling? What does that mean can you explain it to me?

“Well, you just sit down and don't do anything. Just enjoy yourself.

“I don't understand. Why would you do that?”

“It's a human thing...” Gon'd'elf interjected, awoken by the discussion.

“Ah, why didn't you say so earlier! Oh humans, I never understood their habits...”

“What are you doing here? Why are you out and about in the hills at this time?”

“I went out for a nice walk—to stretch my legs and enjoy some fresh air!”

“And where are you from? Where is your home?”

“Oh, just across the sea, at the Castelian Mountains. You ought to visit once. Well, I leave you to your “chilling” and off I go “chilling” in the hills.”

Bejewelled by the man's gilded cloak, Deter quickly grabbed some rope and followed him in the darkness. He snuck up on the man, but failed to surprise him. The figure turned around, with eyes glowing gold, and asked with stern voice “What are you doing?” Young mage already made up his mind, and went forward with his plan.

Calling it a plan might be an overstatement. An idea, perhaps, would be a better fitting word. Either way, Deter's intention was to quickly tie up the man, and take whatever valuables might there be on him. After all, someone who hikes in golden cloak must be full of treasure.

The figure easily overpowered Deter, and the whispered a word in a language so alien that it sounded like gentle breeze caressing the morning dew. At first Deter felt nothing but warmth and solace. That feeling was soon replaced with a tickling sensation in his fingertips, which then evolved into feeling like his skin was being twisted with great force.

He could see his fingers shrivel and wither; the effect soon expanded to his palms, then forearms, then elbows, and it didn't stop until his arms were nothing but two pathetic twigs. Golden-eyed figure blew some air, and Deter's twigs fell off.

Armless, the mage retread back to the camp, and hid himself in his bedroll... Perhaps he hoped none of his peers would notice his latest deformation.

Indeed, morning did not bring a flurry of questions. Other adventures were obviously too polite, or too self-absorbed to notice. They packed up their camp, and marched on in their quest for the mine.

It was high noon when they found it. There it stood, a gaping mouth on the western side of the Windgod Hills. An old wooden table and some chairs stood in front of the entrance. There were some dice on the table. The damaged sign said “Mithril Mine, Property of Firebeard.”

“That's the place. Let's go.”

Rhovar, a fighter whom the party met on their way here, took the lead. Armless Deter took the rearguard, while others were in between.

The mine entrance opened up in ten feet wide and tall corridor. Part of it was natural and part of it was hewn. Daylight didn't penetrate any further than 30 feet in.

The fighter was first to see the descent, but before he had any chance to inform the others, two large hairy brutes surprised him out of the darkness. They beat him unconscious.

At the same time, three armoured humanoids, whom Gon'd'elf recognised as hobgoblins, surprised Deter from behind. Alas, the Armless mage was pathetic opposition and was quickly killed.

Elvish tricks once again saved the day—once he put the three hobgoblins to sleep, everybody focused on the hairy brutes up front. One of the two slipped and dropped his weapon, while the other fled down into the darkness.

Francis and Dolgo, two dwarf buddies, joined the fray by jumping down from above, crushing the heads of two sleeping hobgoblins. The party rapidly wore down the sole standing monster, and then quickly retreated to their camp some two hundred feet away from the mine entrance.

Although wounded, withered, and demoralised, they arrived at the right place. What will they do next?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

Subscribe to get the latest post in your inbox. No spam.


Comments

Enter your email to subscribe to updates.