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.
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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#RPGaDAY2025

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?

#RPGaDAY #RPGaDAY2025

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#RPGaDAY2025

Prompt Result
Daily Tavern
Question Where
Mood Optimistic
Subject Character

Prompt interpretation:

Where is the tavern with most optimistic characters?

Optimism? In the Barbarian Altanis?! Well, the rumour has it Bellystone Thuaidh and Bellystone Theas, two taverns flanking the Bellystone Ford, a crossing point over the River Mageven, are filled to the brim with optimistic—or was it opportunistic?—folk of all kind.

Those on the north bank are optimistic about their travel along the Old South Road to the City State of the Invincible Overlord, while those on the south bank are optimistic about their fortunes in the Barbarian Altanis. But the two dwarven proprietors are most optimistic about milking their patrons dry.

#RPGaDAY #RPGaDAY2025

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Prompt Result
Daily Prompt
Question Where
Mood Lucky
Subject Accessory

Prompt interpretation:

Where is my lucky prompting accessory?

Oh, that is easy! Right under the TV, in a dice tray and pencil case. There I have an assortment of dice, ranging from d4 to d30. The best prompting accessories I have ever had. They are nothing fancy, classic Chessex dice. d30s are no name brand, but they roll fine. In the future I would like to get a pair of d20s for rolling d00, instead of paired d10s. But I was unable to find a pair thus far. Please let me know if you know a good place in Europe that sells them.

#RPGaDAY #RPGaDAY2025

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Prompt Result
Daily Patron
Question Why
Mood Proud
Subject Accessory

Prompt interpretation:

Why is a patron proud of an accessory?

Lord Kyle, a young ruler of Midway, walked through his vineyards. Acres and acres of perfect grapes; soon ready to be transformed into much desired delicious brew. Midway Red is served at the Senate of the Invincible Overlord; the Green Emperor cheers with a glass of Midway Red; Chromatic Wizards of Tula use it in their occult ceremonies.

But ever since his father was murdered in an ambush, young Lord Kyle has been struggling to maintain his vast domain. Vineyards are still tended to, but his trade is disrupted. Bandits and brigands harry him, while the Merchant Council of Hara refuses to help. The latter stings, stings as hell, because Kyle and his people pay tribute and “protection” money to Hara.

But Kyle walks with hope in his heart, for now he has a force most formidable on his side. Ambros Ap Mortain, the High Priest of Forseti, is personally helping him. Ambros is backed by a company of quite competent adventures, real movers and shakers. Further, Ambros commands a holy army numbering over two hundred heavily armed and armoured men.

Yes, Lord Kyle can dream once again. He will make his father proud.

#RPGaDAY #RPGaDAY2025

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

This issue details sessions 79, 80, and 81.

Adventurers head into unknown whilst holding hands.

You can download the issue here.

Overlord's Annals zine is available as part of the Ever & Anon APA, issue 2:

#Zine

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Two weeks ago I shared twelve recommendations for the DriveThruRPG July sale. “SebaTauGonzalez” on reddit asked for rules-specific recommendations:

The Sale guide is great, thanks! Do you know of something similar but for core rules? Current or past.

I'm repeating my answer to him below. I assumed they are already familiar with all the major retroclones and original games, therefore I focused on a bit more “exotic” recommendations:

  • The Majestic Fantasy RPG. An OD&D game based on Swords & Wizardry Core. Interesting mix of many different things based on several decades of play.
  • Tekumel: Empire of the Petal Throne. The original was built on OD&D chasis. I don't run it as-is, but rather use it for inspiration (e.g., early skill system, interesting take on fighters, etc).
  • Seven Voyages of Zylarthen. Basically a heavily house ruled OD&D with few interesting twists.
  • Adventures Dark and Deep Core Rulebook & Bestiary. An alternative imagining of what AD&D 2E might have been if Gary remained in control. A lot of classic, but good stuff.
  • Against the Darkmaster Core Rules. Retroclone of Middle-Earth Role Playing game. Good if you are looking for a crunchier game.

The sale ends in a day and a half (end of July).

As always, spend responsibly.

#Sale #OSR

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Adventurers

Character Race Class Description
Gomm Human Thief level 6 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Ambros Human Cleric level 6 Follower of Aniu, Lord of Time.
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.

Sweetrain 5th, Spiritday

Company led by Ambros, the High Priest of Forseti, and Dalkanarion, the Castellan of Cedarwade Keep, numbered seven adventurers—Gomm, Ludd Nuck, Drokh, Arete, and Talik—two lances of heavy horsemen led by knight Marlon val Brookwood, six lances of mounted crossbowmen led by Jace, two squads of heavy footmen, and fourteen thugs, now called Dalk's Devils. Ignaeus was left in charge of the keep.

The company returned to the plateau where the fugitive Wizard Klekless Racoba is supposedly hiding. Sted Jalen, an enterprising assassin, staked the place out two nights ago. He confirmed that descent into an underground complex is guarded when he was chased out by a dozen of armed thugs. Investigating the well did not go much better—he aborted the idea after hearing growls and grunts echoing from it.

The plan was simple. Mounted crossbowmen were to circle the plateau and watch guard. Dalk's Devils were to fix weighted net over the well. Then they were to fire-bomb anything that tries to come out. A lance of heavy horsemen was guarding them. Adventurers were to descend down the stairs. Two squads of heavy footmen were to follow on command.

This is how it went.

The party of eight descended. Dalkanarion, backed by Ludd Nuck and Drokh, went for south doors. Marlon and Gomm went for north doors. Arete went straight for the intricate painting in the alcove. He was intent of finding the peeping holes as described by Gomm and Sted Jalen. He wanted to stuff them to prevent anyone leaking a gas into the antechamber. Ambros and Talik remained on the stairs to have a good overview of the situation.

As Gomm heard a muffled cough behind north doors, so did the south doors swing open. Four rag-tag brigand armed with yellowed teeth, bad breath, and broadsword failed to surprise the adventurers. Oh what a mistake they had made. Drokh immediately drew first blood, Ludd killed another with spear through an eye, and then Dalkanarion massacred the rest with his massive Oathkeeper.

Grecian warrior stepped forth, bellowing out challenges and demands. Turning left, he could see a large chamber illuminated by torches in sconces and melted candles on the ground. A rabble of men fled in panic upon seeing such awesome display of power.

“There are four archers in the center of the room! They are aiming south!” Arete warned others. He had found the holes and peeked through them.

Dalkanarion ran down the stairs, took a glance to his right—thugs were still fleeing in panic—turned left, ran at the bowmen, and then hacked them to pieces. Limbs and guts flew all over the place. Having witnessed this Demigod of Athena in action, Arete was filled with religious fervour, and immediately charged four brigands to his left.

Marlon, Gomm, Arete, and Drokh took care of them in moments. They did not make a huge mess as Dalkanarion did. Talik carefully moved into the main chamber, his bow at the ready. Frenzied warrior now rushed south, giving chase to the fleeing brigands. He ran straight into a large, irregular chamber. A rabble of thirty men were arguing and pushing each other in total disarray. A man in chain shirt, backed by six or so larger guys, was slapping and insulting people. Dalkanarion's demand for surrender was drowned out by the mass. But better armoured man certainly heard him.

“Go fuck yourself!” was the brigand's response. Five archers fired at the blood and gore caked warrior. Two arrows landed true.

Talik arrived just in time to weave his magic, sending five of the men to deep slumber. Extra motivated Dalkanarion charged straight into the mass, massacring anyone on his path. Ludd Nuck followed his role model, stabbing with his spear left and right. Gomm and Talik shot at any clear target.

Limbs, heads, and blood splattered all over the chamber, soaking bedrolls, extinguishing candles, and painting small trunks with crimson red. Witnessing this carnage broke the surviving brigands' morale and they fled for their life in all the different directions. One ran right past Gomm and Talik, down the corridor to the east. A short scream, followed by silence, was heard. Two fled up the stairs to the west, beyond some obelisk, and into the darkness. Four fled down the south-east corridor. One froze in place and soiled himself.

“Corporal Nuck, dispose of these men. Tie up the leader.” But Ludd Nuck could not bring himself to execute sleeping men. So he tied them all up instead.

During the massacre in the south sleeping chamber, Arete and Drokh investigated the northern corridor. There a junction led to a dead end to the east, and doors to north and west. Nothing was heard from behind either. By the time Ambros returned with a squad of heavy footmen everything was done.

“Here, take my balls and darts.” Gomm handed over two web nuts and four darts recovered from the sunken jungle fort to Talik. Then he took a big gulp from a metal flask and disappeared before the half-elf had even answered.

Adventurers stood victorious, surrounded by corpses of their enemies. But will they find who they came for? Or will he find them first? Only one way to find out.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Adventurers

Character Race Class Description
Gomm Human Thief level 6 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Dalkanarion Human Fighter level 5 A youthful specimen in full strength, full of purpose, bluster, and eagerness to prove himself.
Nudd 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.

Flowerbloom 18th, Earthday

”...”

Dalkanarion looked upon seven of his men that answered call to arms. Seven out of sixty-five. Then he wrote a stern letter to Namelin family, demanding that men assemble next morning. He must march to Cedarwade Keep at once!

When no answer came back by noon, he took to the streets of Hara himself. He was joined by his freshest, and most promising recruit, Nudd Nuck. A simple village boy, but very eager to impress.

By end of the day they managed to hunt down thirteen more men, counting twenty in total. Dalkanarion then instructed Nudd to accompany Hue to the citadel. There the boy carried his message to Tsamar, acting castellan, demanding the men she appointed him to assemble next morning.

Flowerbloom 19th, Fireday

”...”

Dalkanarion looked upon fourteen of his men that answered call to arms. Fourteen out of sixty-five.

“Triple pay for all of you that showed up!” mighty warrior announced, causing uproarious approval from scrawny thugs. After all, it is easy to increase pay when you are not the one paying. “Nudd Nuck, you are now a sergeant!” Young man beamed with pride. He made it in life!

“Gather your belongings. We are marching out right now!”

Flowerbloom 20th, Spiritday

Dalkanarion, Nudd, and their men arrived at Cedarwade Keep just before the nightfall. There they caught up with Gomm, and Sted Jalen. The sneaky duo spent previous two days observing the plateau where a hundred or so brigands were camping. This was the same site they believe a notorious fugitive Wizard Klekless Racoba is hiding.

Thuggish rabble camped right on the plateau. While most were doing nothing, a dozen or so were hauling baskets, crates, and amphorae out of the underground complex. They did not cross the river, nor wander far from the camp. That is how Gomm and Sted left them.

Having already scouted the fording areas, mapped out all the good ambush spots, the duo concocted a plan most devious. Gomm surveyed the surroundings for belladonna. He found enough to make a cask of deadly mixture. This would be administered to the brigands' water or food supply, making the sick and weak.

Combined with superior positioning due to advance intelligence, as well as holy warriors led by knight Marlon val Brookwood, this would all but guarantee victory. Jace, Marlon's courtesan and second in command, was to remain at Cedarwade Keep and ensure it was protected.

Sweetrain 1st, Airday

Dalkanarion's and Marlon's combined forces marched with first rays of sun. The former led fourteen thugs. The former led three lances of heavy horsemen, three lances of mounted crossbowmen, and four squads of heavy footmen. Gomm and Sted Jalen rode on light horses, with plans of their own.

They reached the river few hours after noon. Following their plan as agreed, they assembled on the west river bank and waited for the brigands to attempt to ford the river.

After three or so hours of waiting they decided to re-deploy, splitting their forces on both side of the rivers. Marlon and his horsemen hid in the woods, while heavy footmen were distributed at critical points. Dalkanarion, newly appointed castellan of Cedarwade Keep, overlooked the operation, backed by his fourteen... somethings.

Night fell. No sighting of any brigands or any other unruly mass.

“I'll go check.”

Gomm dismounted and approached the plateau. He knew the way, despite there being only moonlight to guide him. After all, he spent several days spying on the camp.

But this time there were no torches, no camp fires, and no tents. Only plateau. Empty. Devoid of life. The thief crawled on his belly, approaching the former camp carefully. It was indeed abandoned. Foul smell of urine and feces was ever present. Broken branches, extinguished fires, ripped tents—all evidence that he did not hallucinate.

Standing up, he approached the stone stairs leading into the dark pit. Untrapped. Dark. He lit his lantern and descended into darkness. An irregular chamber, some thirty feet wide and twenty feet deep. Simple wooden doors to left and right. A large, intricate, and vivid painting of flora—plants, trees, bushes, and tangled vines—filled the recess in the wall straight ahead.

Investigating it revealed hiden faces. They were diabolical and deformed, sporting malevolent grins and cruel eyes. Gomm noticed several small holes. But he couldn't not see more without coming much, much closer. Something he decided not to do. Perhaps this is why he has lived so long.

Examining the doors revealed that both are unlocked but blocked with something heavy on the other side. Further, Gomm was able to hear light snoring sounds. Having decided this is enough, he returned to the surface. There he spotted Sted Jalen circling the plateau, obviously searching for any interesting clues.

He waved the assassin to him. They agreed that the thief would try to find the dried well mentioned by the ranger twins, while the assassin would watch over the stairs in case something decided to come up.

Sweetrain 2nd, Waterday

In the morning Gomm and Sted reconvened with Dalkanarion and Marlon. They informed them about what they have found, including two entrances into the underground complex.

“I think they have left. Maybe they will return. Maybe they were traders who do business with monsters?”

“What if they have some underground passageway to our keep? That magic-user gave us a lot of trouble last time. And he escaped through the well in our keep... What if those amphorae were filled with some sort of explosive?”

“But why would they then be taking them out?”

“Perhaps they went north? It is weird. I don't have a good feeling about this.”

During night Nudd Nuck found evidence that a body of men moved northwards from the river crossing.

Many ideas and plans were discussed. Adventurers agreed that they need more firepower. Ambros, Ignaeus, Tarkus, Beorg, Thorm... Thus, they agreed that Gomm and Sted Jalen would remain to spy on the plateau, while the rest would return to Cedarwade Keep for reinforcements.

It was a quite march back. Marlon did not say a word to Dalkanarion, but displeasure was written all over his face.

Will adventurers gather the numbers they desire in order to storm the dungeon?

Or will another opportunity pass them by?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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DriveThruRPG is running a big sale until end of July. There are few special items that are 75% off, but most are around 30% off.

Here are twelve big-ticket items where discounts make the most difference:

  1. Original Adventures Reincarnated #7: Dark Tower (5E or DCC version). A three-book set reviving an old classic by Jaquays. Worth getting it just for the original.
  2. The Halls of Arden Vul Complete. The best megadungeon to date. Massive, enduring, and evocative.
  3. The Northlands Saga Complete. a compilation of ten adventures set in stereotypical cold north. Probably enough for several years of gaming. Tenfootpole has reviewed first four adventures back in the day (NS1, NS2, NS3, NS4).
  4. Dungeon Crawl Classics Lankhmar Boxed Set. This is the classic done right.
  5. Bard's Gate. A massive city packed with urban encounters and adventures (8 included, from levels 1 to 10+). Very dense book.
  6. The Blight. A rotten, overpopulated, sick mega-city. Whole campaigns can be played in it. Heavy horror vibes.
  7. Arduin Trilogy. Compiles Arduin Grimoire Vol 1, 2, and 3. A ton of wild stuff to extend your OD&D game.
  8. Tomes by Matt Finch Tome of Adventure Design, Tome of Worldbuilding, and The Nomicon. A great set of books to create infinite worlds and adventures.
  9. Classic Gaming Negative Space print bundle. Includes On Downtime and Demesnes, Artifices, Deceptions, & Dilemmas, and Bestial Ecosystems Created by Monstrous Inhabitation trilogy covering downtime, environs, and monstrous ecosystems.
  10. Hacklopedia of Beasts. One of the best bestiaries in the market.
  11. HarnManor. Detailed procedures and guidance on creating and managing a manor.
  12. The Guide to Glorantha. If you are interested in Glorantha, then this two-book set is the best starting point to get overwhelmed and give up.

Unsure which to go for? Roll a 1d12! Want to pick an adventure module? Then roll 1d6! You prefer a supplement instead? Then roll 1d6+6!

Looking for cheaper OSR recommendations? Then I suggest the following lists: select Advanced Adventures, Black Friday selections, and GM's Day selections.

Spend responsibly!

#Sale #OSR

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