Attronarch's Athenaeum

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

Adventurers

Character Class Description
Sinai Cleric level 3 White-robbed beduin, worshipper of Bukera, The Silent Scorpion.
Rhovar Fighter level 2 A generic Nordic guy.
Adkin the Butcher Fighter level 2 A hot headed warrior quick to fury trained by Marco Vitelli, retired quartermaster of the army of the Invincible Overlord.
Rad Thief level 1 A young, short and malnourished rogue.
Amanda Hugencuise Thief level 4 A new girl in town, claiming to be foreign exchange student, up for some “exciting missions” and enjoying the local cuisine.
Gon'd'elf Elf level 2 “Surely magnificent, am I not?” is his favourite opener. Works every time, 40% of the time.

Sinai's report linked at the end of the post.

Warmshade 6th, Airday

“Please, I keep dreaming him! I see him in a black, tar black hole. He is suffering! But it is not a dream! It is real! I know it is! I beg of you, please rescue him! Please!” a heavily distraught woman pleaded with Rad, a Hydra Company officer. “He is in a dark hole! Lost and scared! And there is this hairy creature with him... Oh, please, I beg of you!”

“Miss, please calm down. We will take care of it. Can you tell us more about his location or anything?” alas, the woman was getting more and more upset, and had little to offer except possibility to inspect her husband's workshop.

A month passed since she visited Rad, and she was overjoyed to receive his visit. The party rummaged through his belongings while she described her dear husband “Oh, he stands over six feet tall with long, gorgeous blond hair. A smile that melts peoples' hearts! Very wise and gifted man. We were so happy, but one day he decided that he wants more for us. He joined a band of adventurers who sorely needed his arcane talent. It went fine for some time, but then they went missing...”

Indeed, most of scroll and books were on arcane matters. They did find mentions of a “lost city” with a supposedly “vast library of long forgotten knowledge.” No maps could be found, although the entries indicated that the entrance might be where from “whence the Whitecrown Stream emerges.”

“Penelope, we will take care of your husband. But we must research more about his whereabouts.” Unfortunately no sage was to be found in all of Antil. They did learn about Drommo, a divination extraordinaire. Apparently, he visits Antil once a month.

“You know what? We could visit those peasants that sought our help as well. I mean, they are on our way anyway, right?”

And so the party consisting of Sinai and his three followers Herat, Phelim “The Scorpion”, and Norna “The Repulsive”; Rhovar, Adkin “The Butcher”, Rad, Amanda, and Gon'd'elf with his two trusty retainers Ariad and Ehrman, started preparing for their expedition.

Warmshade 8th, Earthday

What a sight to behold! Heavily armed and armoured party of twelve, ridding their magnificent steeds through the Gates of Antil! A banner depicting the purple, three-headed hydra, fluttered against the wind as they galloped along the coast of Romilion Sea. Fearless! Glorious! Unabated!

They scoffed at villagers of Kestizar; crossed the River Highcourse unchallenged; and rode to the heart of Bathdawn with gentleness of Great Thabrian Khans of Old. Peasants fled for their lives—some threw themselves into the wheat fields, others ran into their modest huts, and whomever remained soiled themselves.

“Fear not, we are here to help!” Adkin The Butcher announced striking the Hydra banner into the ground. An eternity later, two young—broad shouldered and red skinned—men walked out to face them. Both were visibly shaking, but tried their best to hide it.

“Y-You said you a-are here to h-h-help us?”

“Indeed!”

“D-Do you know Winslow? T-The fighter we asked for help in Antil?”

“I know not him; but he too was an office in our glorious company! We are here to offer our assistance with your problem!”

Colden, the cool one, and Eilif, the stuttering one, did their best in describing the happenings that have been plaguing them for months now. First, some cattle went missing. Then, people started going missing as well. They are all perplexed since there are no carcasses left. They did find some sort of sticky white residue from time to time, but it was so unfamiliar they've simply ignored it.

Whilst searching for his brother, Eilif found his armband close to the rocky banks of a small river in the hills. The trail disappeared down into a fissure in the limestone rock. He was too scared to go into the darkness... Hence they sought out warriors who'd be willing to help them.

“Take us there!”

Leaving Herat behind to guard the horses, the party followed a fast-running stream into the fissure... They traversed a narrow and uneven path, ever watching not to hit their head on the hanging stalactites, nor to slip on the treacherous floor. They were chilled by the fresh stream. After some half an hour, they found where it terminates—a waterfall.

Rad, secured with a rope around his waist, edged closer and closer. A fungal (or mossy?) overgrowth crusted on the southern cavern wall caught his attention. Alas, it was so interesting he slipped and lost footing. Waterfall was quick to pull him down, and gallons of ice-cold water poured down his back. Luckily, his friends quickly pulled him up.

Unsure how to proceed, the party spent an hour discussing different plans. “How about we build a dam?” “What about re-routing the stream and waiting for whatever is inside to come out?” “Maybe if we get a bunch of sheep and use them as bait?” “That moss is evil! We have to scrape or burn it!” “Anybody got climbing hooks? We can nail them to the ceiling and have one of the thieves traverse it from above?”

“Maybe I can take another peek?”

And so Rad approached the waterfall once more. Having learned his lesson, this time he went on all four, ensuring he doesn't slip. The crusted fungus looked like it sprawls down into the darkness. There seemed to be holes in it as well, as if for climbing. Another curiosity caught his attention as well. There was a wooden pipe, roughly five feet below the waterfall, that seemed to be fed by the flow of water. It hung in the air and followed the northern cave wall.

“Hold me guys, I'm going down!”

And down he went. A large, wet cavern it was. The stream continued south-east. Following it led him to a narrower tunnel flanked on both sides by an extraordinarily ugly plants. Both looked as if they were growing straight out of the rock. A group of tendril-like appendages hung from their bottom side. Rad took a shot at one; it responded by releasing some goo and flattening itself against the cave wall.

Unwilling to proceed further alone, Rad inspected the cavern once more. This time he found that the stream actually splits in two before reconnecting. The smaller flow seemed to run through a hand-made canal that has a small pool to the side. There he found a small wooden casket which contained a wooden key. He went straight back to inform other adventurers of his findings.

“Are we sure these plants are evil? I'm not willing to go around exterminating life on potentially erroneous assumptions.” Gon'd'elf offered. After some back and forth, Amanda decided to come closer and see if plants actually do anything. Indeed, as she came within ten feet of the northern plant, it attempted to lash out by flattening itself against the cavern wall, and then bouncing of it. Amanda was too quick and experienced to fall on such trick, and was quickly out of danger.

It didn't take long until both plants were filled with arrows.

Down the tunnel was yet another waterfall, but this time so wide there was no clear access point. There was a round wooden indentation on one side of the tunnel, and a small wooden box on the other side. The latter had a keyhole. Lo and behold, the key Rad found fit in perfectly.

Turning the key triggered the round door-like wooden indentation to come out and divert the flow of water to a narrow canal to the side, revealing natural looking wooden-rung ladder going down. After brief descent, the party ran into a four-way intersection. A large growth of the wood in the middle of the junction divided the stream into three parts, guiding them down the central channel of each tunnel. So far all the encountered wooden object seemed naturally grown.

Without any leads, the party decided to flow the west tunnel. Even without a dwarf they could feel they are descending. It was a long, winding tunnel. Nothing but the stream and their armour clanking could be heard. After some time they passed by a cavern whose entrance seemed blocked b ropy pillars of fungus growth. They moved on, following the stream.

Much to their surprise, they encountered a waterwheel connected to a large wooden box. A funnel fed into it. Clicking and creaking noise came from inside the box, as did a strong smell of fish. One of the members dared to open it, revealing some sort of mincing device producing a pinkish paste.

Proceeding further, they encountered a T-shaped junction. The southern tunnel continued visibly downward, and the stream seemed to speed up as well. Stalagmites covered the uneven ground, and stalactites were more numerous then so far. It looked quite difficult to descend. Hence they opted for the eastern tunnel.

They quickly found themselves at what seemed to be another large cave. Nine crooked trees in large earthenware pots were illuminated by bluish light from numerous strands of glowing moss hanging from the ceiling. The floor was grooved, creating three channels from the stream. Each was flowing under three pots.

Sinai felt something was horribly amiss. A feint, but constant, murmuring could be heard. It filled the chamber, and sounded like it was coming from every imaginable direction. The tree closest to them started shivering. Its branches descended down, as if they were arms, and it pulled itself out of the pot. Stretching its warped frame revealed its true size, towering nine feet tall.

Two more trees joined it. The hateful sounds became louder.

Player Session Reports

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rootring
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Palladium Fantasy RPG 1E and 2E books are currently on sale at DriveThruRPG. I found their old stuff to be quite well made, but I mostly use it for inspiration, drawings and maps. Here are few of my favourite picks:

  • Palladium RPG Book II: Old Ones. Includes 21 forts, 34 towns and cities, over half a dozen adventures, monks, illusionists, and the dreaded Old Ones. 50+ locations all described and mapped, information about the Old Ones, the Illusionist, Monk, and Minotaur, many NPCs, seven adventures, plus adventure ideas and more.
  • Palladium RPG Book III: Adventures on the High Seas. Ships of the world, Demon Black Ships, ship combat, islands of the world, 12 O.C.C.s including the Sailor and Pirate, character sheets, maps, and countless adventure ideas when you visit a dozen island ports including the Isle of the Cyclops, Y-Oda, Zy, the Four Sisters, Forbidden Island, the Floenry Islands, and others, each offering adventure opportunities.
  • Palladium RPG Book VII: Yin-Sloth Jungles. Includes Yin-Sloth Jungles, the Orcish Empire, notable cities, 25+ locations and maps, four full adventures, adventure ideas and more.

I also love their weapon books, but they currently aren't on sale.

#Sale #PFRPG

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

This issue details the third, fourth , and fifth session. I also write about Clinging to Life house rule.

Download here.

Overlord's Annals zine is available in print as part of the legendary Alarums & Excursions APA, issue 562:

#Zine

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rootring
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Carcosa:

Carcosa

Neverland (PDF and print):

Neverland

#Postbox #OSR

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rootring
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The Complete Chronicles Of Conan: Centenary Edition:

#Postbox #AppendixN

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rootring
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This year. I stumbled upon it on Timothy's The Other Side blog, and thought to myself “eh, why not try it.” And here I am, 31 days later.

#RPGaDAY #RPGaDAY2022

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rootring
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Adventures Dark and Deep: Swords of Cthulhu:

Adventures Dark and Deep: Swords of Cthulhu

Bottomless Pit of Zorth:

Bottomless Pit of Zorth

#Postbox #OSR #ADD

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rootring
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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

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rootring
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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

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rootring
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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

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