Attronarch's Athenaeum

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

Adventurers

Character Race Class Description
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.
Sted Jalen Human Assassin level 1 A mass of burnt scar tissue hidden by layers and layers of actors' slap. Rather taciturn.
Arete Human Cleric level 1 Young cleric of Athena, seeking to establish himself and gain more knowledge.
Nandos Dwarf Fighter level 1 Grew weary of clan politics and doing low level hired muscle work, so decided to become an adventurer instead.
Ambros Human Cleric level 6 Follower of Aniu, Lord of Time.

Sweetrain 5th, Spiritday

“In the name of Aniu and Forseti, Rise!”

Ambros performed the holy ritual on Arete's stiff corpse. Deceased cleric of Athena twitched and jerked, skin drawing over his bones, eyes popping open, now nothing but black pearls of hatred. An unearthly scream escaped his open mouth, and then he disintegrated. The ritual succeeded, just not in the way Ambros had expected it to.

Arete was slain by an undead creature most foul, whom had drained him of life. From then on, the cleric was cursed to a wretched existence of misery and hatred. But good Ambros had relieved him of fate worse than death. Ambros exhaled and turned his attention to captured brigand leader and his lackey.

Answers he got were unsatisfactory to him.

“Marlon, make him speak.”

“Gladly.”

Knight grabbed the brigand by the back of his neck with his left hand. Then he drove his mailed fist straight into the brigand's face. Teeth, blood, and facial tissue splattered the wall. Marlon slid his left hand up the neck, grabbed the man's greasy hair, and smashed his head into the wall. Then he jerked him back, threw him to the ground, and stomped his belly. Brigand leader vomited blood.

“I-I 'm r'dy t'” the man struggled to speak articulately “s-s-s-sp'k.”

Having learned nothing, Ambros stood pensively. He knew what he had to do, but was reluctant nonetheless. A year or so a group of adventurers vanished after stepping into a teleporter. Will the history repeat itself?

Nandos found the secret doors leading out of the diamond shaped chamber. But it had no visible mechanism. It was just a thin groove forming a tall rectangle on the wall. The dwarf tried to wedge his crowbar into the gap, but the tool was way too thick for it.

“Behold.” Sted flexed his muscles and pushed the wall portion open. Straight, dust covered, corridor revealed itself. Nandos and Sted, backed by Talik and Dalkanarion, investigated it further. It was seventy feet long, ending with a wall. Half-way in was a junction. South bend went on for twenty feet, ending with a wall, will north bend turned left twice before hitting a wall. Straight corridor had empty torch sconces every ten feet or so.

The diamond-shaped chamber filled with light and chatter as Ambros and ten heavy footmen suddenly appeared in it. He quickly caught up with four adventurers. Nandos continued his winning streak. First he found that secret doors can be opened from inside the corridor by pulling down on the sconce on the south wall. Then he found another secret door, just down the corridor. This too opened by pulling on a sconce next to it.

But this time it was different. There was no dusty corridor with stale air. No. This time it was a large chamber, with wet, disgusting smell. A stone bath, some eighteen feet long, seven feet wide, and four feet deep dominated the chamber. It was filled to the brim with rank, foul smelling water. Open archway on the east wall led down the dark corridor, while weak light shone underneath the doors on the south wall.

Ambros approached the doors and swung them open. He was surprised to see Marlon with perplexed look on his face. Adventurers had found their way back to the antechamber, arriving from the north side. Since they spent the day marching and adventuring, the party had decided to retreat back to the surface in order to rest and recuperate.

In order to maintain their foothold in the dungeon, they planned the following rotations. First, Ambros and a squad of heavy footmen would take the midnight watch. Then Marlon and a fresh squad of heavy footmen would take the pre-dawn watch. Finally, Dalkanarion backed by another fresh squad of heavy footmen would take the morning watch. This would give everyone enough time to rest.

Sweetrain 6th, Airday

“Make way! Make way!”

“High Priest has been taken down!”

“Men! To arms!”

Marlon jumped up, alarmed. There was great commotion in the camp. He slept sitting on a small stool, still dressed in his armour. There was yelling and running about.

“What is going on?!”

Men dragged paralysed Ambros out of the underground complex. He had bloodied scratch marks on unarmoured part of his arm. Marlon learned that Ambros went to investigate screaming sounds just south of the antechamber. There he ran into a group of undead feasting on the brigands' corpses. He was surprised and taken out by them. Soldiers fought bravely, pushing on into certain death. They managed to grab Ambros and pull him out. Two men were lost in the process, taken alive by the ghouls. Forseti bless them.

Ambros played with his holy symbols—gold gavel and silver hourglass—as he marched into the dungeon once more. It took him almost two hours to regain his facilities.

“Begone! I banish thee!”

Foul creatures screeched and wailed and fled into darkness. They fled in panic, leaving behind half eaten corpses of two loyal followers of Forseti.

There were no further disturbances. Marlon took over. There were no disturbance during his watch either. Dalkanarion took the final watch, backed by a fresh contingent of heavy footmen. Ghouls returned, but were slain by the might warrior wielding The Oathkeeper.

Adventurers descended into the dungeon once more. Marlon and a squad of heavy footmen were assigned to guard duty—they were to hold the antechamber and ensure it remains a safe rendezvous point.

Ambros, Nandos, and Sted Jalen, backed by a squad of heavy footmen, decided to explore the northern chamber with foul bath. Sted found out that bath was filled with floating turds on the top, and goldish coins on the bottom. They forced the non-beaten up brigand prisoner to dive and fish out all the coins. The man barfed and retched, but did what he was commanded to do.

Soon they had a very smelly pile of treasure counting five hundred electrum pieces, one hundred and ninety five gold pieces, a silver dagger, and a small jewel encrusted bull idol. Soldiers refused the carry this foul loot.

Exploring the corridor behind the archway led to an abandoned study, filled with nothing but rubble and dust, another corridor terminating with two dead ends, and doors leading into a corridor with statue in the middle of the square chamber.

Approaching the statue from behind, the adventurers could see it was of a tall, feminine shape. It held a bow in its right hand, and cradled something in its left. Coming closer revealed there was a groove in the ground, indicating that the statue could possibly be rotated. After much hewing and hawing, Nandos and Ambros gently grabbed the statue and turned it counter-clockwise.

Originally the statue faced south. Once it faced east, adventures got blinded by bright yellow glow of their armour and weapons. The glow slowly abated into soft glimmer. It disappeared with an audible popping sound.

“What was that?!”

“I don't know, but I don't want to turn it again!”

The statue was indeed that of a tall human female dress in a toga. She carried a bow in its right hand, and a lyre in its left hand. Her mouth was open, as if she was singing. The party left the statue behind and returned to the antechamber.

“Where to next?”

Discuss at Dragonsfoot forum.

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Prompt Result
Daily Flavour
Question What
Mood Excited
Subject Accessory

Prompt interpretation:

What makes an accessory flavour exciting?

I must confess that I prefer minimal flavour. I am not interested in accessories with pages and pages of fluff, heck, I am not interested in any item that has multiple paragraphs of fluff unless there is a very good reason for it. Now, I understand I might be conflating fluff with flavour, and that might not be entirely fair. But then again, minimal fluff is what makes flavour more palpable to me, and therefore, more exciting.

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Prompt Result
Daily Origin
Question How
Mood Confident
Subject Rule

Prompt interpretation:

How confident are you in a rule's origin?

Good question. I am always curious about the provenance of a rule at hand. Is it from the author themself? Did they take it from someone else? Is that person credited? Can I trace the rule all the way back to its origin point?

I wonder about those not because of ownership but because I wish to understand how much playing has the rule seen. I am not a professional game designer. I play role-playing games for fun and recreation. I am confident in making a ruling, and even writing it down. And I respect rules that came out of thousands of hours of play.

Gary and Dave played a lot. I will always give their rules the benefit of doubt, even if something they wrote doesn't make sense to me at first. I will extend the same courtesy to any author that convinces me their rules have seen actual play. Especially if they have been tested by competitive players who actively tried to break and exploit the rules.

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Prompt Result
Daily Inspire
Question What
Mood Excited
Subject Lesson

Prompt interpretation:

What lesson has recently excited and inspired you?

This will be silly, but lessons on making websites in plain old HTML and CSS. I am a big fan of static, simple websites, but never had the time to learn coding them properly. This year I finally set aside some time, and decided to go the old school way—thick book instead of video lessons.

I got myself a massive, 800-page tome HTML and CSS: The Comprehensive Guide by Jürgen Wolf, and dove right into it. Then I immediately applied the lessons learned to create www.everanon.org

Simple, primitive, no-nonsense. Just the way I like it. Next: learning even more so I can create simple, easy-to use SRD-like references.

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Prompt Result
Daily Explore
Question Who
Mood Contemplative
Subject Lesson

Prompt interpretation:

Who would benefit from contemplating on lessons learned from their exploratory expeditions?

That would be players!

They stand to gain the most by learning from their past expeditions. This helps them avoid failures and repeat successes. A simple & quick reflection protocol goes as follows:

  1. What did we expect to happen?
  2. What has actually happened?
  3. Discuss all differences between the expected and actual outcomes.
  4. Note down all recommendations to avoid or repeat actual outcomes.

This can be done between the sessions (via play-by-post) or at the end of the session in some 10 to 15 minutes.

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Prompt Result
Daily Journey
Question When
Mood Grateful
Subject Rule

Prompt interpretation:

When are you grateful for the journey rules?

Wilderness adventures and overland travel play a big part in our campaign. OD&D introduced simple rules, based on the Outdoor Survival board game. A wilderness turn lasts a day, within which player characters are able to move a number of 5-mile hexes based on their encumbrance and terrain they are moving through. Judges Guild then developed a more detailed “campaign hexagon system,” which broke down the 5-mile hex into smaller sub-hexes, and then once again into smaller sub-hexes. This allowed us to zoom in until turn could be an hour. AD&D updated the rules, introducing a number of clarifications, subsystems, so on and so forth.

When I worked on our wilderness movement rules I wished something that would work well with the five league hexes, the size Wilderlands maps were originally supposed to be. That's why I turned to HarnWorld, which uses metric leagues (1 metric league equals 2,5 miles equals 4 kilometers) as default. Next, I decided to use a four-hour watch system, naming each period as described in the AD&D DMG (midnight, pre-dawn, morning, noon, evening, and night). Number of daylight watches depends on the season. Next, I made a table with all Wilderlands terrain types and calculated how much leagues can one travel on foot, horse, cart, and wagon.

Above would not be possible without a wealth of existing resources, which I am immensely grateful for.

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Prompt Result
Daily Motive
Question What
Mood Excited
Subject Rule

Prompt interpretation:

What motivates and excites you about rules?

Who gets excited about rules for role-playing games? Well, I guess I do. The rules that excite me the most have a mix of qualities that is difficult to put in words, but I'll do my best.

First, rules with strong authorial voice that is passionate, slightly naive, confident but relaxed. Second, rules that are elegant, i.e. they are simple, succinct, and clever. If I cannot remove or add anything, if I don't need to re-represent it, if I keep getting back to it as it was, unadulterated, then it might indeed an elegant rule. Third, rules that are internally consistent. When the internal logic is consistent, then I can adjust the rules to my taste without breaking the overall game. I can also use the same logic to build what I wish to build. Four, rules that are backed with sound research, logic, and extensive play testing. I do not care much for simulationism, but I care a lot if the rule was pulled out of someone's ass, or if it was the result of meticulous research play tested with dozens of players.

The motivation for always reading new (and old) rules is much simpler. I am always interested in rules that could / would / might support me better in both achieving the desired tone and fiction of the game. Even when reading rules that I reject is helpful—because then I am able to better articulate what is it I do not desire.

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Prompt Result
Daily Ancient
Question When
Mood Optimistic
Subject Art

Prompt interpretation:

When can an adventurer be optimistic about an ancient piece of art?

When they don't find it in pristine condition in a megadungeon.

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Adventurers

Character Race Class Description
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.
Sted Jalen Human Assassin level 1 A mass of burnt scar tissue hidden by layers and layers of actors' slap. Rather taciturn.
Nandos Dwarf Fighter level 1 Grew weary of clan politics and doing low level hired muscle work, so decided to become an adventurer instead.

Sweetrain 5th, Spiritday

Smell of fresh blood permeated the air. Screams of fleeing enemies echoed down the dark corridors. Nuck, Drokh, Arete, and Talik scanned the chamber for any immediate threats.

One of the brigands had surrendered. He stood, utterly defeated, and thoroughly soiled. Five of the brigands slept like babies, courtesy of Talik's arcane prowess. Four were sent to eternal slumber, while the best armoured one was dragged to the large chamber up north.

Dalkanarion remained in the bloody sleeping quarters, while Drokh took the guard duty at the eastern corridor. There was an open pit trap with a fresh corpse inside. The trap was jammed open with several polearms and ten foot poles. There were one foot ledges on both sides. A vast, dark chamber waited ahead. Smell of old death was palpable.

Nuck, Arete, and Talik reconvened with Ambros, and Marlon. Heavy footmen were clearing the chamber and fortifying the complex entrance. Arete slapped the sleeping prisoner awake. Interrogation was about to proceed.

This was a middle-aged man in his thirties, possibly Thabrian or Ghinarian if one was to judge by his complexion. His teeth were yellow, his hair greasy and lice ridden. Puffy black rings adorned his eyes. He slumped in defeat, perfectly aware of what awaits him in presence of Hara's Justice Supreme. And yet, he couldn't control his tongue even if it meant quick death.

“My men? They are all right here!”

“To north? That's where our supplies are. I hope you chock on them!”

“West? Oh man, death, just death. I hope you go there!”

“East? Yes, you guessed right, more death!”

“Down the well? Flesheaters. You should give them a visit!”

“Nothing you can do to me is worse than what Klekless Racoba will do to me for this failure!”

“What do you want me to say? This is a fucked up place. It wasn't my choice to lair here.”

Adventurers learned that the fugitive Wizard they came here for has left several days ago. A small contingent of brigands were left behind to guard their “lair” in this abandoned underground complex. Apparently, rest of it was trapped and inhabited by creatures most inhospitable.

While the interrogation took place, Drokh heard loud booming sounds coming from beyond the dark chamber ahead. It was a deep, reverberating sound, and yet muffled, like it came from far, far away. First time he heard it there was a boom. Then three. Then five. Then none.

Nuck, Arete, and Talik reconvened with Drokh. They decided to explore the room up ahead. They carefully crossed the open pit trap, and approached the chamber mouth. They threw a torch up ahead. It did not extinguish.

It was a vast chamber, torchlight barely illuminating three walls, with more pressing darkness to the east. Skeletal remains littered the floor. Two seven foot tall stone statues were visible to the north. Each was in the alcove. Both were of a man, standing shoulder width apart, dressed in something similar to a bath robe, with exposed privates, arms upwards with elbows pointed forward and palms up.

Sharpshooter Talik shoot off the left statue's manhood. It did not animate to exact revenge. Arete picked up the torch and threw it forward. More of the chamber was illuminated, revealing an archway to the south and an open corridor to the north. Also, two female statues to the south-east.

Rotted cloak on which the torch fell caught fire. A pale arm rose from beneath, with skin so taut bones almost protruded from it. The undead with hateful beady eyes stood up, and patted the fire out. Adventurers charged it without delay.

Arrows sunk into the cloaked figure.

It did not flinch.

Spear and sword cut into its emaciated body.

It did not flinch.

“Uh oh.”

Arete called on Athena.

But Athena did not hear him.

Arete parried and blocked, dodged and evaded. And then his face was caught by the undead. Those beady hateful eyes gazed into his own. The cleric could feel his very own life energy being drained out of him. He grew weaker by the second, until he too was nothing but a taut skin over bones.

Remaining adventurers watched in horror as Arete drop down to the ground, nothing but a lifeless husk. Dalkanarion barreled in, just in time to witness a fellow worshiper of Athena fall. Oathkeeper hummed as the Grecian warrior drove it straight through the creature.

The monster wailed and screamed. Realising he cannot contribute much, Nuck had disengaged and approached the southern archway. His intent was to watch guard in case anything might come from that direction. He was immediately dive bombed by three obese bat-mosquitoes with long. They brought him to the ground and sucked him dry.

Dalkanarion chopped the undead down just in time to be assaulted by five flying bloodsuckers. Now it was a wild melee, with Talik and Drokh involved too. Unarmoured monk dodged, until he hadn't. He too was sucked dry. Talik and Dalkanarion successfully slayed all the stirges.

Talik checked on three fallen adventurers. Arete was most certainly, chillingly, lifeless. Nuck and Drokh were properly messed up, but had some life left in them. Still, Talik and Dalkanarion dragged their three fallen allies back to the chamber with Ambros and the crew.

Ambros inspected the injuries. He confirmed that Arete is dead dead, while Drokh and Nuck are just nearly dead. The latter two will need several weeks of strict bed rest, but they should heal up fine.

Talik and Dalkanarion were eager to continue exploring the complex—they were still healthy and strong. They were joined by an assassin Sted Jalen, and a dwarf fighter Nandos. They returned to the statue chamber without delay.

The room was some fifty by ninety feet. Two male statues were in the north west corner, while two female statues were in the south east corner. An archway to the south led to stairs leading down, while a corridor to the north led to a four way junction.

Sted searched all the remains in the room. He recovered a total of five hundred and fifty electrum pieces and one hundred platinum pieces. Dalkanarion and Nandos investigated the female statues. These ones had their arms pointing downwards. Warrior noticed that one of them had a seam on its left arm, just beneath the elbow. It looked like the arm might turn or twist somehow.

Talik approached the statue he emasculated. He vanished.

“Uh, I better write that down!”

Nandos took out his chalk and wrote notes on the wall next to the statue. Then he returned to Dalkanarion, just in time to watch the warrior play with the statue's arm. It released a painful scream that echoed throughout.

“Better write that down too!”

The trio now approached the statue where Talik had vanished. They stepped forth, one by one.

Talik stepped forward. It all went black. The air changed. Now it was stale. Dusty. Moldy. He tapped around in the darkness. Floor was littered with something. Some things clanked. Some crunched.

He walked forward, slowly, until he reached a wall. The he turned right, placed his left palm on the wall, and extended his right arm to the side. He walked slowly. A turn! But at an angle. He followed. Another turn! Also at an angle.

His fingers came upon a groove. It was narrow and thin, but so were his fingers. Then he was blinded by the light.

Dalkanarion showed up first, followed by Sted and Nandos. The trio brought light with them, illuminating this curiously shaped chamber. It had seven walls in total, forming a rough diamond shape.

The chamber hosted a number of skeletal remains, some still in their rotting garments. There was some random trash too. Nandos joined Talik in investigating the groove—which was of a rectangular shape, like a door frame—while Dalkanarion checked other walls. Sted on the other hand, focused on the remains again.

He counted three broad swords, some sixty feet of rope that was still intact, two empty wineskins, a great helm, a suit of chain mail armour, two shields, one of them with pristine steel rim, a medallion, and a wand.

Nandos knocked on the groove-framed wall portion.

It sounded hollow.

Ambros, Marlon, and a squad of heavy footmen finished reinforcing the antechambers. They pooled valuables in the east end of the chamber. So far they collected a hundred copper pieces, eight hundred and twenty silver pieces, five hundred electrum pieces, twenty-three gold pieces, fifty platinum pieces, and a wrought gold necklace.

For how long will Ambros wait before Dalkanarion returns?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Prompt Result
Daily Message
Question Why
Mood Confident
Subject Person

Prompt interpretation:

Why is Dalkanarion confident that sending letters to people hundred yards away from him is the best way to get his message across?

I don't know. Maybe he does?

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