Attronarch's Athenaeum

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

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

After rolling Baldgurd Sworder yesterday, I decided to spend a day or two creating spreadsheets that would allow me to create new characters quicker.

Today I focused on ability score generation.

In original Dungeons & Dragons scores are listed as Strength, Intelligence, Wisdom, Constituion, Dexterity, and Charisma. First three are prime requisites for Fighting-Men, Magic-Users, and Clerics, respectivelly. Each ability score is ranked as low (3–8), average (9–12), and high (13–18).

With exception for Intelligence, neither Strenght nor Wisdom do anything beyond determining earned experience modifier. Intelligence, besides experience modifier for Magic-Users, also influences the maximum number of additional languages.

Constitution impacts hit dice modifier (-1, none, +1) and ability to whithstand adversity (turned to stone, system shocks, and similar). Regarding the latter, it doesn't really spell out what happens bellow 7 or above 14, so I kept them as-is.

Dexterity influences to-hit roll with missile fire (-1, zero, +1), and may be used to adjudicate actions reliant on speed. No mechanics were given for that. It's too early in the hobby for such details.

Finally, Charisma determines thet maximum number of unusual hirelings (e.g. classed characters) and their base loyalty. Loyalty is really interesting, since it acts as a secret ability score for hirelings. It is determined by the Judge rolling 3d6 and adding it to the player character's loyalty base.

Ability scores are determined by rolling three six sided dice and adding them together. One option I decided to ignore is modifying scores in order to increase the primary requisite of the class in order to gain more experience.

So, with all of the above in the spreadsheet, I am able to quickly generate ability scores for each class that look like:

STR: 11 (average score) INT: 5 (low score) WIS: 8 (low score) CON: 8 (low score; 50% chance of survival) DEX: 13 (high score; fire any missile at +1) CHA: 11 (average score; up to 4 unusual hirelings with loyalty base of 0)

and

STR: 8 (low score) INT: 13 (high score; add 5% to earned experience; speak up to 3 additional languages) WIS: 12 (average score) CON: 17 (high score; add 1 to each hit die; will withstand adversity) DEX: 12 (average score; none) CHA: 7 (low score; up to 3 unusual hirelings with loyalty base of 0)

and

STR: 8 (low score) INT: 12 (average score; speak up to 2 additional languages) WIS: 6 (low score; minus 20% from earned experience) CON: 9 (average score; 60% chance of survival) DEX: 16 (high score; fire any missile at +1) CHA: 8 (low score; up to 3 unusual hirelings with loyalty base of 0)

I'll work on equipment tomorrow, then hirelings, then magic items, and then finally back to character creation.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

Here is the first of five human heroes!

Rolling everything by hand took longer than expected since information is all over the three books, and I wanted to double check weights, movement speeds, so on and so forth. Instead of rolling new characters tomorrow, I will build a spreadsheet with all the equipment and associated costs and weights. That will save me a lot of time in the long run.

Enough about what is coming; time to meet our first Hero.

Baldgurd Sworder

Class: Fighting-Man Race: Human Level: Hero Experience points: 10 000 Alignment: Lawful Languages: Common, Alignment, Elvish

Appearance: 6'0'' / 1.83 m, 175 lbs / 79 kg; blonde hair; pink eyes; pale orange skin tone; 8” scar down the left thigh Traits: fair, anxious, cowardly

Hit points: 10 Armor class: 2 Movement: 6”

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 13 (high score; add 5% to earned experience) INT: 17 (high score; speak up to 7 additional languages) WIS: 13 (high score) CON: 13 (high score; will withstand adversity) DEX: 8 (low score; fire any missile at -1) CHA: 7 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail, 1 × Shield +2, 1 × Helmet Weapons: 1 × Sword, Flaming +3 vs. Undead (Lawful, intelligence 5, no mental powers, no communicative ability), 1 × Dagger, 1 × Spear Gear: 1 × Warhorse, Medium (with barding, saddle and saddle bags), 2 × 50' of Rope, 1 × Leather Back Pack (capacity: 300 cn), 1 × Wine Skin (2 quarts of wine), 1 × Lantern, 6 × Flask of Oil, 1 × Silver Cross, 3 × Holy Water Vial, 10 × Iron Rations Coins: 100 gold pieces Encumbrance: 1270 coins

Hirelings

Imur the Porter: HD 1; Loyalty 14; Morale 6; AC 9 (unarmored), Atk none, MV 12, Gear 1 × Leather Back Pack (300 cn), 2 × Large Sack (300 cn).

Morodh the Guard: HD 1; Loyalty 14; Morale 12; AC 7 (Leather Armor), Atk 1 × Spear, MV 12, Gear 1 × Leather Back Pack (300 cn), 6 × Torches.

Spreadsheet fun tomorrow!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

As I wrote yesterday, I'm creating forty 4th level characters that can be used for conventions games, strictly by original Dungeons & Dragons little brown booklets.

One of the key differentiators between the characters, besides players' play style, is their gear and equipment. These characters have survived to be known as Heroes, Theurgists, and Vicars. They have all earned 10 000 experience points, primarily through acquisition of coins, gems, and jewellry.

Thus, I won't be randomly rolling for their (mundane) equipment. What I'll do instead is to give them a budget of 1 500 + 1d6*10 gold pieces and hand pick equipment based on their ability scores and traits.

For determining magic items I will use the table from Vol III The Underworld & Wilderness Adventures, p.19:

Class Item Chance
Fighting-Man Sword 50%
Fighting-Man Shield 25%
Fighting-Man Armor 25%
Magic-User Wand 60%
Magic-User Ring 30%
Magic-User Miscellaneous Magic 20%
Cleric Weapon 40%
Cleric Staff 30%
Cleric Shield 20%
Cleric Armor 10%

I will roll all items in the relevant table, once per level. For example, for Fighting-Man I will roll four times to see if they have any magical swords, four times to see if they have any magical shield, and four times to see if they have any magical armour.

Specific magic items will be rolled using the tables in Vol II Monsters & Treasure. I will not be adding any flavour or modifications to those items beyond what is in the rulebook!

That's it for today. Tomorrow I'll make the first Hero.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

This year I'll be running three games at Cauldron Con using the three original Dungeons & Dragons little brown booklets. We will play The Thieves of Fortress Badabaskor, one level of The Darkness Beneath, and one session in the ongoing Conquering the Barbarian Altanis campaign.

Since I want to maximise play time I have decided to make a number of mid-level (read: hero level) pre-generated characters that can be pulled at random by players. Either at the beginning of the session or later when their first pick suffers a terrible fate.

Hence, I plan to create the following characters during this challenge:

  • Five human Heroes
  • Five human Theurgists
  • Ten human Vicars
  • Five dwarven Heroes
  • Five elven Heroes
  • Five elven Theurgists
  • Five hobbit Heroes

That will be a total of 40 characters:

  • 20 Fighting-Men (50%)
  • 10 Magic-Users (25%)
  • 10 Clerics (25%)

All will be generated with 3d6 in order. All will be aligned with Law (hey, they are for con game, I want them all to be on the same team). Due to their status and experience, they will have hand-picked equipment.

Resources I'll be using are:

But before I start rolling I must decide how to determine the distribution of magical items. After all, Heroes, Theurgists, and Vicars would surely have them.

#charactercreationchallenge

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Adventurers

Character Class Description
Gomm Thief level 5 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Hedwig Hogwarts Elf level 3 An always alert owl masquerading as an elf.

Harvestime 18th, Earthday

Another week with Ah'sas the Terrible Witch.

All adventurers were put to hard work—no loiters allowed! Six were ordered to construct two new tree-houses so they have a covered place to sleep. Her little hut was too small to house them all. Hedwig, being a female elf, was delegated to bushes and hardest of duties.

Beorg and Balarus fell to the witch's charm, and were trying their best to fulfil all her wishes. Others went along, if for no other reason than for having food and safe place to rest whilst lost in the Eyestone jungle.

Gomm and Ambros had a plan of their own though. Whilst others toiled, they set out for a scouting expedition, aiming to investigate as much of sunken fort as possible. Hedwig joined them. After all, anything is better than abuse from Ah'sas the Envious!

Ambros and elf took off their heavy armours, and only carried backpacks adventuring gear. Gomm also took off his clothes, and had nothing but loincloth, backpack, and few vials of oil. Bakaru joined them to guard the dugout. And so they left for the dungeon.

The trio moved with haste, doing their best to remain as quiet as possible. They traversed the pillared antechamber, opting for north-west doors this time. That led them into a corridor with two doors and a junction. First doors were steel and without any visible hinges. Second were plain wooden doors, like those they've encountered before. Junction splintered left, and forward. Path forward was blocked by thick glass barrier within which an angry incorporeal form banged, mouthing curses in silence.

Gomm picked the steel doors open, leading into a corridor with two junctions. Then him and Ambros nailed the doors shut while beefy Hedwig held it open.

Scouting just a bit ahead, the party had found the following:

  • Stairs leading down, past their torchlight. Teeth covered some of stairs.
  • A dead end with stone wheel behind a plate. Hedwig was strong enough to turn it, but the wheel would rotate back in the starting position as soon as she let go of it.
  • A corridor with iron caltrops large enough to stop an ogre from passing further.
  • A dark chamber with fountain in the center. Small, squat, hairy, naked creature slurped liquid from it every minute or so.

Judging that all three paths into the unknown sounded very risky, they returned to the corridor with glass barrier. Listening at the wooden doors revealed nothing but silence. Except glass banging to the side, that is.

“Hey, I hear something.”

Hedwig informed her allies.

Indeed, sound of metal scrapping against the floor could be heard. Sound was getting louder by the second, approaching wooden doors they came through. Thinking on their feet, they opted to run towards the glass barrier, then turn left into the unknown.

That led them down a turning corridor and to another wooden doors. Adventurers promptly doused their light sources, and waited in silence.

Loud bashing sound could be heard, as doors swung open and slammed against the stone wall. Metal scrapping was now very loud, as was the thick smell of oil. Another sound of slamming doors, and scrapping became quieter and quieter.

Estimating that the danger is over, adventurers re-lit their torches and lanterns, and proceeded to open the newly found doors. A small chamber, some twenty by thirty feet, with nothing much but two dozen of clay pots. Each had a lid with primitive symbols. Three had abstract flames, one round triskellions, and the remainder had abstract stick-snakes on them.

Following brief investigation, they backtracked to previous wooden doors, and forced them open. A weird thirty by thirty feet chamber with two lines of shelves. A dozen figures on gnomes with various mining equipment rested on each shelf.

Ambros returned to the pot chamber, cast Find Traps and surveyed the room. All lids with snake symbols lit gently. He informed Gomm, and moved to the gnome chamber. Nothing lit up. Then he went to the glass barrier.

Angry ghost cowered in fear in the presence of Curate of Aniu! Ambros could see only portion of the chamber beyond the glass barrier. It was a hole with stone bridge standing on a pillar. The bridge was perpendicular to Ambros, or in other words, was going from left to right.

Gomm delightfully opened fire and triskellion pots, finding flammable oil in the former, and five hundred silvery coins in the latter. How delightful!

But there was little time to celebrate. Ambros's torch begun to flicker. Angry shadow in the glass barrier threw itself towards the cleric and crumpled in a terrified ball. Ambros noticed shadowy figures stepping on the bridge. He quickly retreated and doused his torch.

The party waited for a moment. Gomm took the pot with triskellion coins, and the party retreated all the way to the dugout Bakaru was waiting them in. They left the coins with him and then they returned to the antechamber, intent on exploring the eastern portion of the fortress. Ambros commanded the water elemental—the one that Sor'Ves the Magnificent vomited for him—to follow him.

Upon emerging into the long corridor leading east, they ran into two plated guards.

The guards slammed doors wide open, right in front of Hedwig. They ignored her, turned left and marched down the corridor.

“How weird, they have surely spotted us...”

“Remember how some of them just stood and did nothing?”

“Maybe they only respond to metal? We are currently unarmoured.”

“Maybe they react to something else?”

“Let's follow them!” Gomm suggested.

Trailing them at the edge of their torch, the party followed the armoured duo. They went straight and then turned right into the large chamber with dark pool. They marched straight to the edge of the pool and stood still.

Water splashed as a towering mass of black sludge rose, shaking and shivering in front of the guards. The guards turned towards each other, holding a shield between them, like a plate. Black mass loomed over it, and then a chunk of sludge dropped on the shield. The guards' lower portion turned towards the party and marched straight towards them.

Adventurers fell back. The guards walked out of the chamber and down the corridor they came through. Black mass made a loud splashing sound as it threw itself back in the pool.

Gomm, of course, wanted to explore that chamber. This abomination must be guarding some awesome treasure, right?!

Forcing the north doors open revealed a square chamber with copper disc inset into the stone floor. A three inch groove was around it, with flame symbols etched into the disc's ring. Black scorch marks on the stone floor circled the ring. Crumpled suit of armour lain discarded in the south east corner.

Next course of action for Gomm was to scale the wall and go all the way up to the ceiling. This was a vaulted chamber, and the highest point was some forty feet off the floor. Then he swung like a monkey and traversed towards the platform on the south side of the chamber.

Naturally, this provoked the mass of black sludge that rested in the pool. It emerged with rage, swinging for the top. Ambros ordered the water elemental to charge the black mass. It obeyed without delay. As sludge and elemental duked it out in the pool, Hedwig and Ambros shot at the aberration from safe distance.

Gomm dropped on the platform. The doors were stuck. With battle raging behind him, he jumped up, grabbed the head jamb, swung and kicked the doors with both legs. Ahead of him was a humbly sized chamber dominated with a stone table. On it a number of alchemical implements like alembics, vials, pestle and mortars, so on and so forth, rested. Everything was caked with mold and dust.

The thief took off his loincloth and wrapped it around his face. Then he entered the laboratory and begun methodically ransacking it. Water roared as battle went on; elemental and sludge in a vortex of body slams, beating chunks of each other out. Hediwg landed arrow after arrow. And so did Ambros land stone after stone.

By the time Gomm had finished investigating the chamber, he recovered three intact vials that still had liquid in them: one with light blue hue, one clear as alcohol, and one with reddish hue. He stepped on the platform just in the right time to witness the black sludge completely demolishing the water elemental.

The thief threw his dagger, missed, and then fled up the wall. The mass approached him ominously. At this moment the sludge was not what it was moments ago. It was nearly transparent in places, with many holes. In fact, it was more like a mess of thick black strings, than a bulbous giant it was. Nonetheless, it threw itself towards fleeing Gomm. Hedwig aimed at the thickest string, and unleashed an arrow.

Steel tip went straight through it, severing the oily string. The pool horror completely felt apart. Curdled oil slicks floated to on top of the water. Poking them elicited no response. Ambros collected a sample.

“I think this expedition was a great success and that we should leave immediately!” Gomm announced, delighted to be alive.

“Hey, I hear something.”

Hedwig informed her allies.

Familiar sound of scrapping metal could be heard from the north. Without much time to think the party moved north and then decided to continue north, towards the oil chamber and then circle back through chambers they fought plated guards in.

Alas, they ran straight into the source of all the noise. A large lizard-like creature, some eight feet weed and most likely at least fifteen feet long, made of scrap metal, rushed towards the adventurers.

They pivoted around, and sprinted as quickly as they could.

“It's made of metal! We are surely faster!”

Gomm yelled as iron lizard nearly bit his naked ass.

Adventurers made it out alive, jumped into the dugout and paddled hard back to Ah'sas. At least her teeth aren't that sharp.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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“This book is such a piece of shit.”

The World's Largest Dungeon, published by Alderac Entertainment Group (AEG), is a 900 page beast from the 3e era. Its key conceits (or gimmicks to be fair) are its size and inclusion of “all” monsters from the OGL SRD (which was just published then).

Although I never heard anyone say nice things about it, I still bought it when it appeared on the Bundle of Holding. After all, one of the sixteen maps ought to have something worth repurposing!

Oh, how naive I was! First, scan is terrible. Second, skimming it filled me with dread and horror. I read several paragraphs at random and they were bad. My time is too valuable to spend it on salvaging something that doesn't at least inspire me. I will gladly suffer through some of the poorly laid out Judges Guild modules because they are full of enthusiasm and actually deliver good gameplay. But this?

It was so bad I deleted the file from my hard drive, and added it to “read later, but probably never” pile. Then a wonderful thing happened. I stumbled upon a massive, 10 000+ words, chapter-by-chapter read-through and review. It was originally posted on Something Awful forum, and was later collated in a single page for easier reading.

Without further ado, I am delighted to share The World's Largest Dungeon review by oriongates. Fantastic and humorous read. At moments I felt a bit sorry for oriongates since the material drives him mental. I also appreciated his comments since I have zero experience with D&D of that era. Either way, I hope you find it as amusing and illuminating read as I did.

#Review #AEG

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Adventurers

Character Class Description
Gomm Thief level 5 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Ignaeus Elf level 2 A slightly weathered looking elf with dull blonde hair and chiselled features. Seeks wealth and knowledge.
Nesterin Sylpetor Elf level 2 An avid lover woods and jungles.
Mayonnaise Elf level 1 Albino elf with long white eyelashes, flowing white hair, magnificent white cape, and long two-handed sword.
Happy Halfling level 3 Short, very happy looking halfling. Hair covers his eyes and he is nothing but smiles.
Hedwig Hogwarts Elf level 3 An always alert owl masquerading as an elf.

Harvestime 12th, Waterday

“Oh, hello there!”

Mayonnaise and Happy greeted Gomm and friends in the long corridor. Apparently they went for a walk around Hara and ended up lost here, in this sunken fort, deep in Eyestone jungle. No questions asked—after all, reinforcements are always welcome.

Following the corridor, the party opted to check second doors on their left. Bursting in they surprised plated guard sitting on a crate. Using their tried and true tactic of wrestle and execute, they quickly dispatched another ooze filled suit of armour.

Wooden crates were filled with adventuring equipment—ropes, lanterns, torches, iron pitons, sacks, so on and so forth. Ambros found a locked metal plate hidden under on of the crates. Key they retrieved from one of the plated guards fit perfectly in the padlock, revealing large sack with 1 800 gold pieces and five gems.

Adventurers agreed to repackage the coins into three sacks for easier carry, and then locked them back in so they can explore the dungeon unencumbered. Gems were stowed away in pockets.

Corridor ended with a T-shaped junction. Straight ahead were doors with chilly fog rolling underneath. Flame smelling chamber was to the left, and an open, dark chamber to the right. Cold doors were left alone, and dark chamber was chosen as safest option.

Spacious, vault domed chamber spanned some fifty feet wide and sixty feet deep, with nearly forty feet tall ceiling at the highest point. Half of the chamber was a pool of dark water. On the west wall were two doors, one in the dry portion, and one above the pool. At the far south end of the chamber another door stood, and a small platform in front of them.

While Gomm scaled the west wall in order to reach the doors hanging over the pool, and Ambros and Ignaeus trying to measure the depth of water, Happy said “hold my beer” and jumped right in. At least Mayonnaise tied a rope around halfling's torso before the dive.

Splashing all around, Happy found himself in neck-deep chilly water. The ground was soft, which was unexpected since everything so far had been solid flag-stone. Undeterred, he waddled towards the south platform.

Ambros, Ignaeus, and Mayonnaise witnessed a towering black mass erupting from the water, completely engulfing Happy. Mayo pulled on the rope, and Ambros rushed to help. The mass shook and pulsated, jerking both with ease. Ambros let go off rope in time. Alas, Mayo was pulled underwater, screaming.

His last oxygen bubbles dramatically popped on the the water surface; until they were no more, and dark red liquid filled the pool.

Bakaru dropped the safety rope around Gomm and fled for his life. Nesterin chased the young thief-in-training. Ambros and Ignaeus retreated backwards to the junction, holding torch so Gomm can return.

Master Thief Gomm pushed himself from the closed doors, building up momentum to break them open with a strong kick. He tumbled into a dark chamber dominated by a bubbling stone cauldron. A pile of cleaned bones were in the south-east corner. Two immobile plated guards stood by the west wall. Black ooze caked the cauldron. Gomm got out, scaled the wall, spider-crawled along the ceiling, and rejoined the party.

“Oh, hello there!” Hedwig Hogwarts hailed the adventurers. He too went for a walk after Mayonnaise and Happy, and somehow ended up lost here.

A loud splash could be heard, followed by silence.

“Well, it seems like the creature is not following us. We don't know what triggered it...”

“Should we go back to the antechamber and explore west doors? Or see what is beyond the oily chamber?”

Latter was the consensus.

Traversing the chamber covered with broken oil vials took some time. Adventurers made sure to douse their light sources before crossing it. Nobody got hurt in the process.

Another t-shaped junction, this time splitting left and forward. Up ahead were double doors, and sunlight shone through the cracks. Pulling the doors wide open blinded everyone for few seconds.

Once they could see again a surprising sight greeted them: an open courtyard with a four story tower. Child-size wall made of rocks bisected the courtyard, and eight naked, hairy, midget humanoids cowering behind them.

Nesterin hailed them in Hobgoblin and Ogre, which made the creatures shake and shiver even more. Gomm and Bakaru begun sneaking around the courtyard, intended on jumping over the wall and striking from behind.

Hairy midgets tightened ranks in front of the only clear passage between the rocks, holding their little spears shakily. Nesterin continued going through the languages he knows, being ignored until he tried—Elven!

One of the creatures replied in broken elven, demanding adventurers to immediately leave.

“There will be no cutting throats!” somebody coughed loudly in Common, making sure the thieves hear them.

Conversation between Nesterin and Tili, the only hairy humanoid that dared to speak, was going too slow for Hedwig so he cast Charm Person on the small creature.

This resulted in total pandemonium as other seven hairy naked midgets begun screaming, crying, and running all over the courtyard.

“Would you like to meet Sor'Ves the Magnificent? She is magnificent! I would like to take you to her!” Tili offered. Sor'Ves, of course, waited in the tower.

Everyone but Gomm followed little hairy man. The thief opted to scale the tower from outside instead.

Going through the door revealed nothing but a round chamber filled with rubble and debris. Second and third floor were no better. Sun was penetrating through cracks and window sills, illuminating the insides.

Exiting through the final trapdoor was quite an experience. Ambros came out first, and what a sight greeted him! A large blue dragon, her scales shimmering in the Altanian sun, face to face with Gomm poking over the crenelations. She was sprawled over thousands of coins, belly sideways; razor-sharp fangs adorned her smile; her yellow eyes focused on the thief.

“Your Magnificence, I bring visitors whom came to pay respects!” Tili announced loudly.

“Oh, how wonderful!” Sor'Ves puffed. “So, what did you bring me?”

Gomm jumped over, and produced six arrows, supposedly of Giantslaying variety.

“Little thief, and what will happen if I cast Detect Magic? Will they glow?”

Gomm quickly found an excuse that amused the dragon sufficiently.

Then Sor'Ves called out each adventurer, one by one, asking them for a gift. Hedwig offered a gold and silver urn; Ambros a silver bracelet from one of the dead guards; Nesterin, Ignaeus, and Bakaru a gem recovered from the storage room.

Gomm tried to steal from Sor'Ves magnificent treasure hoard while others were adding to it.

“In broad daylight? My, how brave. Why don't you stand here—yes right here, in front of me—for a moment? Others should step aside.”

The thief excused himself and jumped over the edge, climbing down rapidly.

“What are you doing here? We are looking for a necklace made out of shadows? Do you know where we could find it?” other adventurers begun rapid fire questioning like they were interrogating a lusty barmaid, not a blue dragon towering over them.

“My, my, so curious! That will require appropriate tribute!”

Since the party discussed what magical items they could give that were useless to them right in front of Sor'Ves she cheerfully chirped “Yes, I'll take them all, thank you for asking. Just put them over there, yes, that's the spot!”

In return they learned about stealer of shadows that lairs just through the northern exit from the courtyard. “If you go there you will probably all die a horrible death.” She also divulged the fact that a shadow demon sits on an onyx throne. He also grants wishes, but unlike her, he has very unreasonable expectations regarding tributes.

There were also mentions of a younger green dragon, Larentis, that had recently arrived in woods just north-west of here. Somebody, best left unnamed, proposed a match-making service in return for additional help from Sor'Ves. She liked the idea but adventures got cold feet.

“Little humies, you are boring me with your constant chitter chatter. It is time to reward my patience once again. Have I not deserved it?”

Those that had no shiny treasure to offer were left with nothing but clothes. They had to empty their pockets, doff their armours, leave their weapons, and yes, all magical items.

“How nice. Now go, leave me be. I have to get my beauty sleep in case that green boy flies over again.”

As a final gift she vomited out a water elemental that will follow Ambros around and do his bidding. Tili pushed the adventurers down and out of the tower. The he hugged Hedwig and thanked the party for stopping by.

“You are always welcome here! Sor'Ves likes shiny gifts!”

The party sulked back to the chambers of plated guards and took whatever armour, arms, and gear they could. Then they left the sunken fort and rowed back to Ah'sas the Terrible.

Gomm groveled at the feet of the witch, mainly using dragon's presence as an excuse for failing to return with a shadow necklace.

“We will brew a poison! Even a single drop, down the dragon's ear whilst she sleeps, will suffice!” And then they cackled.

Will the third time be the charm for Gomm?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Adventurers

Character Class Description
Gomm Thief level 5 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Zhoron Trisrie Elf level 2 Always frowning and morose; sporting thick handlebar moustache down to his chest and a black top knot.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Ignaeus Elf level 2 A slightly weathered looking elf with dull blonde hair and chiselled features. Seeks wealth and knowledge.
Nesterin Sylpetor Elf level 2 An avid lover woods and jungles.

Harvestime 12th, Waterday

“I will sneak around and climb on top of the rubble. Bakaru will come with me. Once we are above the guard you can approach him and see how he responds. In case he is hostile, we will jump him from above.”

Gomm presented a plan, and once again had everyone agree with him. Zhoron, Ambros, Ignaeus, and newly found Nesterin, all had enough of entertaining tireless witch Ah'sas, so Gomm found them a task that would give them an excuse to leave.

“Well, you could get me a necklace made of shadow. Here, I'll draw you a map to the place where you can find one.” the witch explained.

“How do I pick up a necklace made of shadow?” Gomm inquired.

“With your hands.” the witch retorted, annoyed.

Adventurers heeded her advice to make a dugout and paddle downriver, instead of marching through the thick jungle. And so they found the described sunken fort. More a collection of stone rubble destroyed by overgrowth, and consumed by soft soil.

Double iron gates were the only visible entry point. An armoured guard marched left and right in front. His moves were stiff and repetitive. Moments before the party had arrived, they spotted the doors opening, a group of figures entering, and then the doors closing. It was difficult to make out exact numbers due to limited visibility from all the trees and foliage.

The plan was executed perfectly. The guard remained unaware of the thieves' presences while others hailed it. The moment it spotted approaching Nesterin, the guard raised its greatsword and charged the elf.

Proving most unresponsive, the guard had been met with violence and dispatched in mere two rounds of melee. Zhoron delivered the killing blow with his massive Oathkeeper. As he cut through the plate mail, black ooze splattered all over other adventurers. The armour collapsed to the ground, empty.

No bones; nothing but coating of slimy, inky black ooze.

Inspecting the large iron doors hadn't revealed any traps, nor raised any other suspicions. Four adventures had to join forces in order to pull them open. Nesterin readied himself at what he had believed to be the safe distance.

Three puffer-fish-like, barely airborne, bloated bat-abominations flew out into the sun, and approached the elf. Their pathetic flight and low mobility was amusing. It didn't help that they couldn't hit Nesterin at all.

Alas, it stopped being funny after one of the adventurers cut right through one of the bloated monsters and was rewarded by flaming liquid spraying himself and others. Luckily, remaining two did not explode, having been killed with less pointy sides of the weapon.

Moving forth, the party entered a massive antechamber, sixty feet wide and seventy feet deep. Six girthy stone columns, three on each side, held the chamber in place. The middle column on the left had several holes around the circumference, all by the bottom rim.

A grotesque horned devil protruded out of the north wall, vile smelling liquid leaking from its orifices down into the fountain beneath it. Oh, how bad it smelled. Oh, how flammable it smelled too.

There were two doors leading out of this chamber, both at the north wall. One was in the northwest, and one in the northeast corner. Adventurers choose the latter.

Smashing it open revealed a long corridor to the right. Two doors were visible, both on the left wall; one thirty feet down, second another fifty feet down.

Listening at the first doors revealed sounds of clashing metal. Adventures set up the marching order and Zhoron forced the doors open, surprising two armoured figures fighting each other in the sand pit. One was armed with mace and shield, while the other had long sword and shield.

Zhoron stepped forth, knelt down, and held Oathkeeper in his hand.

“Paladins of the Sword! Protect me from evil and constructs!”

His fellows attacked two plated figures with missile weapons. Mostly missing. Plated guards stopped fighting each other and stumbled towards the doors blocked by Zhoron.

Mace wielding one missed his swing. On the other hand, the sword wielding one loped off Zhoron's head with a single swing.

Shocked, the party held the bottleneck whilst trying out everything at their disposal.

Holy water?

Didn't work.

Hold person?

Didn't work.

Wrestle the plated guards and stab them to death?

That worked!

Illustration by kickmaniac.

After having plundered Zhoron's beheaded the corpse, the party searched the room. Besides the sandpit in the middle, there were weapon racks hanging from the walls. Most of the weapons were rusted and barely usable. Gomm found a secret cache of jewellery hiding behind a loose stone at the rim of sandpit.

Next obstacle were the doors in the north-east corner. Six attempts to force them open. All failed. Then a helpful trio of plated guards opened the doors and charged into the chamber swinging their greatswords.

Three rounds of mad wrestling and the guards were no more but slimy ooze stains on adventurers' clothes.

Moving on, next chamber looked like dinning quarters. Long oak table, flanked by benches, dominated the center. The table was set for dinner, with three table cloths on which two plates rested. Although nice, they were made from baked clay, making them worthless. Utensils were rusted steel, hence equally worthless. Ambros and Gomm inspected the tables. When Gomm flipped one of the tables, the whole room flashed with blind light, making everyone blind for half an hour.

Once everyone could see again, the party resumed exploration. Opening east doors led them down a short corridor, which opened up in an open chamber reeking of military oil. Adventurers closed the doors and opted to go through north-west doors instead. This time they forced them open on a first try, surprising two plated guards in their cots.

Bakaru killed one in his sleep, while Gomm wrestled the other one, allowing others to execute it. After ransacking the room they found a tarnished metal key in one of the rotten pillows.

Opening the south-west doors revealed a smaller chamber full of discarded armour pieces—hauberks, pauldrons, gauntlets, chain shirts... Scrap armour piled as high as human's thigh!

Spending half an hour to rummage through crap, Bakaru found a pristine left-hand mailed fist. Unwilling to try it on, despite Gomm's repeated assurance, young thief passed it to one of the elves.

“The runes on it say “Iron Claw” in hobgoblin.”

So far they have found only oozes. No sign of shadow necklace yet. Will Gomm be able to deliver? Or will he stumble once more?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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I'm selling part of my Necrotic Gnome collection. All books are mint, unused, and some of them are still shrink-wrapped. Shipping from EU; bank transfer preferred within EU, otherwise PayPal is fine.

I'm selling four different lots:

  • LOT A: Old-School Essentials Box with Classic and Advanced Fantasy (Kickstarter edition), 160 EUR
  • LOT B: Carcass Crawler zines (Kickstarter editions), 60 EUR
  • LOT C: Necrotic Gnome adventures (Kickstarter editions), 80 EUR
  • LOT D: Old-School Essentials Classic Game Set and Advanced Expansion Set (Kickstarter editions), 140 EUR

Lists and photos below.

LOT A: Old-School Essentials Box with Classic and Advanced Fantasy (Kickstarter edition)

160 EUR

NG-0008SE1 Old-Shool Essentials box NG-0002 Classic Fantasy: Core Rules NG-0003 Classic Fantasy: Genre Rules NG-0004 Classic Fantasy: Cleric and Magic-User Spells NG-0005 Classic Fantasy: Monsters NG-0006 Classic Fantasy: Treasures NG-0009 Advanced Fantasy: Genre Rules NG-0010 Advanced Fantasy: Druid and Illusionist Spells (with “Advanced Fantasy: Genre Rules” misprint on the spine) NG-0015 Advanced Fantasy: Monsters NG-0016 Advanced Fantasy: Treasures

LOT B: Carcass Crawler zines (Kickstarter editions)

60 EUR

Carcass Crawler Issue Zero (Kickstarter exclusive) Carcass Crawler Issue 1 Carcass Crawler Issue 2 Carcass Crawler Issue 3

LOT C: Necrotic Gnome adventures (Kickstarter editions)

80 EUR

NG-0011 The Hole in the Oak NG-0001BX Winter's Daughter (uncensored version) NG-0020 The Incandescent Grottoes NG-0021 Halls of the Blood King NG-0022 The Isle of the Plangent Mage NG-0023 Holy Mountain Shaker

LOT D: Old-School Essentials Classic Game Set and Advanced Expansion Set (Kickstarter editions)

140 EUR

#Sale #NecroticGnome #NG #OSR #OSE

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