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 Reply: General Role-Playing:: Re: QOTD JAN 29: What terrible (or ridiculous) hybrid lifeforms have shown up in your adventures?
Posted: Thu, 29 Jan 16:11:12

by Moonlight_Fox

The only thing I can think of that even comes close to what you're asking is that in my 2024-2025 Animon Story campaign, a bridge between the Animon World and a school library, leading me to create a labyrinthian library. One of the Animon I created for that was, naturally, a Librataur. Described in my notes thusly: "Librataur is a cybernetic Minotaur wearing horn-rimmed glasses. She wishes for nothing else than for Silence to consume the library, valuing it above all else, but she is willing to negotiate if not made angry."

(Of all the Animon I did a stat block for that the party dealt with in a way other than fighting, I think she's the only one I wish they'd have gotten into a fight with instead; typically I just make the stat block in case I need it and see how the party deals with the situation. With the Librataur, however... I wanted to see Knowledge Shock in action, particularly since I looked up a bunch of random trivia [and made it accurate to the period the game was set] for if they passed the roll to avoid the status condition.)
 New comment on GeekList Virtual Flea Market (VFM) at TantrumCon 2026 (Charlotte, NC)
Posted: Thu, 29 Jan 15:42:43

by FireManBearPig

I don't think it's possible to insert a new item into the middle of the list, but you can definitely edit a pre-existing item and change it to a different game.
 New comment on GeekList '26 Dice Tower West Virtual Flea Market
Posted: Thu, 29 Jan 15:32:42

by FilmSail

unmistakeable wrote:

Any chance someone has a copy of sibille

Haven't gotten mine yet. US Production has been delayed as they look for a distribution partner :-(
 Reply: General Role-Playing:: Re: QOTD JAN 29: What terrible (or ridiculous) hybrid lifeforms have shown up in your adventures?
Posted: Thu, 29 Jan 15:19:59

by Benevolentgamemaster

For Star Wars, I invented the Midichlorians. They were actually a great success, a cannibalistic race of spacefaring praying mantis neutral Force users travelling in a giant bucky ball with solar sails.
 New comment on GeekList Virtual Flea Market (VFM) at TantrumCon 2026 (Charlotte, NC)
Posted: Thu, 29 Jan 15:14:43

by Jabbergeist

Arydis4 wrote:

Oddly, i think the auction allows items to be added between other items as well. So it isnt just deletions but additions - I think.

I'm pretty sure that's not possible in a geeklist like this. Were you able to do it or something?
 New comment on Blog Post Happy Birthday Boards of Games!
Posted: Thu, 29 Jan 15:13:14

by papiklfish

Related Item: RPGG News

Happy birthday, Richard! 🎉
 New comment on Blog Post Happy Birthday Boards of Games!
Posted: Thu, 29 Jan 15:11:41

by ChaoticPlatypus

Related Item: RPGG News

Happy Birthday, Richard!
 Session: Dungeon Masters Guide (AD&D 1e):: Sessions 96, 97, and 98: A Confusing Stone Circle and Then A Left Turn to Tol Tazeloth and Its Dungeon
Posted: Thu, 29 Jan 15:01:30

by papercut

Baklin crew:
Abelard - level 4 human cleric
Cyrus - level 3 human thief
Filipa - level 3 human magic-user
Keydi - level 4/3 elf fighter / magic-user
Knicky - level 5 human thief
Match - level 5 human fighter

-------------
Session 96
-------------

in-between sessions (on Discord):

While the party is away at the Isle of Trials, Knicky continued trying to free the imprisoned silver carvers. She was very intent on freeing them because her god (Tessares, the Liberator) would want her to do so (and she needs to free beings to level up). She went to see her mentor at the Thieves Guild, Cenk Tosun, to see if he would help organize a group of thieves to try to get the engravers Five Blind Beggars out. Knicky hoped that Cenk might know a more direct way in and out to the room they were in, and maybe he has a place to stash them and/or a way to get them out of Baklin.

Cenk was quite interested in some very skilled blind engravers, so he personally went along with Knicky in a sneak-intel-gathering expedition to the room where the Party found the blind engravers. Both thieves made their "Move Silently" rolls and travelled, undetected, from the Tower of Gulls to the engravers workshop (Tower of Gulls > UC-L1-31 > UC-L1-29). Knicky picked the lock to the door easily. The door opened and ...... the room was empty. Except for the metal spatula which the Party left with the engravers: it was now bent and smashed. And along with it, five pinky fingers, and one tongue, cut out at the base, laying in a pool of dried blood. Cenk was disappointed and a bit grumpy about the wild goose chase: "Looks like someone got wind of your interest and moved them. Any idea how that could have happened?" Knicky simply sighed. All the silver in the secret room was, of course, gone too. But, more hopefully, a trail of blood drops led out the door into the corridor. Knicky successfully tracked this trail as it wended east and then north, past the turn off to go to The Skinned Cur's cellar, then west at the north end of the passage. It terminated at a locked door. A slight blood smudge marked the edge of the door where it meets the wall. The two thieves listened: hearing nothing. Knicky picked lock easily, impressing Cenk. The pair opened the door, knives in hand. Inside, they saw the engravers' benches, tools, stools, shackles ... all in place. But, no engravers.

Cenk then suggested that the Thieves Guild set up a watch on this area of the Undercity to see if the engravers are returned here. Knicky, of course, was expected to take long shifts in this surveillance, but Cenk committed the Guild to supplying other thieves to fill in when Knicky needed to rest. Cenk recommended disguising Knicky as a filthy drunk or beggar laying around in the corridors. Knicky agreed to this plan.

Session Play:

4/17 Day 38Ëš F 3Ëš C Cloudy Light NW
4/17 Eve 37Ëš F 3Ëš C Cloudy Light S continued ...

Back on The Isle of Trials, the Party continued down into the underground below the stone circle. Keydi poked her head around the corner of their last location to see faintly an obelisk in the next chamber -- intermittently a spark left the top point of the obelisk and flew upward into the ceiling. No movement or sign of anything alive. Moving forward, the Party saw that directly above the obelisk was a large round stone in the ceiling that the sparks flew up toward. Cautiously exploring, they saw runes carved on each side of the obelisk, as well as several small, carved figurines (humanoid) spaced around the obelisk, about a foot or two from the large stone. Each of the small wooden figures was unique. A *Read Magic* spell revealed that the obelisk's runes were a short poem: "From Earth to Sky to Earth, Shimmering Disks, We travel through the web, to the far away" . Keydi and Fillipa each took one of the carved figures. The Party decided against touching or otherwise messing with the sparking stone.

Instead, they went down the stairs toward the southeast, discovering a tall chamber with a 15' tall stone statue, rather like a knight (sans shield and sword), its feet set upon a low stone plinth. Proceeding onward toward the southeast again, the Party discovered a giant (12-14' tall) wickerman. Cautious exploration revealed that there were two very crudely cobbled together scarecrow figures locked inside the crudely made wickerman. Leaving this odd object well alone, they proceeded to the next chamber where they saw yet more magic runes carved into a large stone set into a wall. With no more *Read Magic* spells memorized, the Party decided to go outside and camp for five or six hours to let Keydi rest and re-memorize the spell. This accomplished, Keydi was now able to read the runic inscription, which glowed brightly as she read it aloud: "I, Uzilox, the Scintillating, have shut off the Mechanism!  Our sky demon oppressors can now be fought in our homes, our villages, one by one!  Rise up my brothers and sisters!  I leave my last work to stand guard, here, till the end of time if need be." Lengthy discussion followed about the meaning and purpose of this "dungeon", but ultimately little decided except to retreat again to the nearby forest to watch the entrance.


4/18 Day 42Ëš F 6Ëš C Cloudy
4/18 Eve 36Ëš F 2Ëš C HEAVY FOG Calm N

At dawn, Match and Filipa walked to the nearest village and tried to gather intelligence about the stone circle from the villagers, but they claimed to know nothing about it except that it had always been there. Returning to the Party's camp outside the stone circle, the group decided to set wickerman on fire: Cyrus, the thief, snuck back into the dungeon, put fire to the crude wood construction, and then came out to hide 300 yds away, to see who might come. The Party waited a full three hours: no one came to investigate the smoke pouring from the entrance. A quick reconnoiter back inside confirmed that the wickerman had been reduced to ash. Back outside, the group took up its vigil again: several hours later, an unarmored man -- a farmer by the look of it -- arrived but spooks when the Party decided to simply approach him by shouting their friendly intentions. Predictably, he ran off into the woods. Cyrus tried to give chase but the man was on familiar ground and moving at top speed so there was little hope of catching him. After Cyrus' return, the Party decided to go back to Tol Tazeloth, making it as far as The Serpentyne Bridge by dark.

4/19 Day 41Ëš F Overcast Light S
4/19 Eve 35Ëš F Overcast Light W

The Party continued on to Tol Tazeloth, tipping well the ferryman who took them across. Once back in Lord Virmgard's court, the Party traded stories with the old adventurer. He told of fights alongside his former compatriots, of Lady Izanoxin, who took Castle Sullogh (H2109) from the dark hordes of The Forest of Doom. And of her disappearance -- presumably her death -- as the Castle slipped back into darkness and terror. However, this time Virmgard was eager to hear of the Party's exploits and was well pleased at their tales of adventures and successes. Much delighted, he rewarded them with two healing potions and offered a *Potion of Heroism* if they would help clear the dungeon below the keep's cellars. People who have ventured into the cellars looking for wine and other forms of liquid entertainment have gone missing, presumably when they unwisely went below into the dungeon areas. Virmgard has had to have the hatch to the stairs barred with thick tree trunks to prevent further mishaps by drunken fools. He further told the Party that the keep has a long history -- built by Chlorax, Purple-Blood, a renowned magic-user of ancient times, and much more recently occupied by Johno Bonifaces, a notorious but quite admired pirate, who made the citadel his base of operations. When the Party agreed to help make the cellars safe, Virmgard was as good as his word, bestowing on our heroes a *Potion of Heroism*.

4/20 Day 41Ëš F Overcast Strong SE -- --
4/20 Eve 35Ëš F 2Ëš Overcast Strong NW

The next day the expedition to Tol Tazeloth's dungeons began. In the very first chamber (A1), where the long staircase from the keep's cellars dumps out, the Party encountered a large pool of black liquid. Recent experiences with puddings and slimes inspired a cautious approach here: they tried to light it on fire -- it did not ignite. No one dared touch it. No obvious tracks marked the fairly clean floor, but the corners held holes -- ranging from a few inches to a foot and a half wide. Keydi's elven eyes also picked out faint traces of circles (varying in size from dinner plate down to thimble width) marking the floors and walls. Keydi also peered into one of the larger corner holes, seeing a flash of body heat that quickly disappears around a corner deep inside the wall. To the south, a doorway (to A4) is bricked up to a height of 8 feet or so, with a small door above that to the ceiling. Keydi -- standing on Match's shoulders -- opened that small door to reveal a square room, filled above halfway (assuming the floor is the same level as the room they are standing in about 5' deep) with murky, greenish water. Nope. Keydi closed the door and the Party decided to move on.

We called time here.

XP TALLY:
ZERO



---------------
Session 97
---------------


4/20 Day 41Ëš F Overcast Strong SE
4/20 Eve 35Ëš F 2Ëš Overcast Strong NW ... continued

The delve into Tol Tazeloth's dungeons continued.

Standing in the initial chamber (A1), the Party debated which way to go. Listening carefully, they could hear singing through the southeastern door (to A5). Nope. Instead, they unlocked the northeast door and proceeded down into the chamber, its walls covered in chipped purple paint (A6). An open passage led to the east, but the Party discovered that it took a full ten minutes walking to go just ten feet -- only one-third of the way to the door that seemed to be just a short way (30 feet) from the chamber. Odd. In all, it required a half hour of walking to reach the door. Mystified, but undaunted, the Party listened there. Cyrus managed to hear, very faintly, an an occasional metal clang and an even fainter voice.

The door, unfortunately, was stuck. But it was quickly bashed open. Stumbling into the chamber (A7), the rear members of the Party (Cyrus and Filipa) saw a thin furry arm reach into the chamber from the hallway the Party just exited -- the arm grabbed the door and slammed it shut behind our heroes. And then 19 giant rats poured out holes in the walls. An ambush! To make matters worse, in the middle of the fight, two larger ratlike humans open the just-closed door and begin attacking from the rear. Surrounded now too! The fight quickly claimed Faizal, one of Filipa's two hirelings, but Match and Keydi pivoted to take on the two wererats while the rest of the Party whittled the rodent horde down. The wererats fell to the two fighters' attacks and fifteen of the giant rats as well, before the remainder turned and fled back into the walls.

The Party turned south: through a door already ajar, they could hear mechanical sounds along with hollow clattering of bones. Proceeding cautiously, they eventually saw in the next room (A18) a metallic cone shaped hole in the floor. It was slowly turning, while above the pit a stone face in the ceiling would laugh and then intone seriously, "Please wait for your host, Chlorax, Purple-Blood, to come release you. And forgive his small prank at your expense." Inside the cone-shaped trap, were some dozen skeletons, all trying to crawl out, but continuously being tripped by each other and the sloping, turning side walls of the pit. Abelard tried Turn Undead and they hissed to the far side, tripping over and trampling each other even more. The Party, ever cautious of some further foul play, cautiously tested wether the walls of this circular chamber might constrict, pushing people into the trap. But nothing seemed amiss and they navigated safely around the weird prank pit.

To the west was another door, which led into a rectangular room (A19). This space clearly had been some sort of bath hall as six wall-mounted founts gently splashed water into six basins. All made of carved stone, all six of the founts and basins were different. Filipa tested the point of a dagger in the one in the shape of an ocean wave: the dagger almost instantly rusted, crumbling red carbuncles quickly covered the blade and reduced it to uselessness. Next was the fount in the shape of a volcano: the remains of the dagger barely touched the surface of the water when searing heat surged through Filipa's hand and arm (1d8 dmg). Finally, the determined magic-user, tried the one in the shape of a giant eye: her eyes began watering unnaturally, "tears" running down her cheeks in visible torrents. But, the magic-user also noted she was now able to see with infravision.

And with that, we called time.

XP Tally:
15 giant rats = 117 XP
2 wererats = 300 XP
TOTAL: 417 XP


-------------
Session 98
-------------

4/20 Day 41Ëš F Overcast Strong SE
4/20 Eve 35Ëš F 2Ëš Overcast Strong NW ... continues ...

Our heroes, still in the Bath Hall with the six enchanted fountains, continued their experimentation -- they can't *all* be bad, can they? Filipa, already burned (by the volcano fountain), having lost a dagger (to rust from the ocean wave fountain), and with eyes watering like jetskis, decided to touch the fountain in the shape of an ear. This resulted in her right ear growing to a massive size (four FEET in diameter). More positively, she discovered she could now magically hear the faintest of sounds, even through the walls. Turning this way and that, she gathered a lot of aural intel about their immediate surroundings in the dungeon:
- to the southeast: a low mechanical whirring noise and further in that same direction a thin whistling (like wind through or around stone), and even further in that same direction, the hollow echo sound of a vast open space
- to the east: a whimpering and sobbing sound of a human(oid?) in distress
- to the north: to the north/north east, very distinctly raucous drunken sailor songs (with exactly thirteen rather hollow sounding voices) and further away in the same direction intermittent squishes and soft (wet) clicks and smooshes
- to the southwest: a constant low hum and further away, soft scuffling and mutterings of a human(oid?) likely in Common
- and all around, the scurrying of rodent feet in the small spaces between the stone walls
Encouraged by a couple of fountains with some positive effects, Keydi decides to touch the fountain in the shape of a faceless visage surrounded by long locks of hair. Alas! This immediately made the elf's hair turn a neon orange and grow into huge 10 feet long dreads. So heavy were these locks that they required both hands to carry, and even then only at "encumbered" (3') movement rate. They proved to be uncuttable too! Trying to burn the problematic hair was discussed at some length, but decided against (the elf might suffer serious burn damage if the locks proved highly flammable). It was the last fountain that provided a -- partial -- "solution": the cloud shaped basin proved to confer a minor levitation (just 2 feet off the ground) to whatever touched it. Aha! The elf could at least be made weightless (for as long as the fountain effect would last) and pulled by her orange hair. And so, our Party returned to exploring the rest of the dungeon, with Keydi imitating a float in the Macy's Thanksgiving Day parade.

Retracing their steps, the Party headed back to the first chamber to the door where they suspect the singing Filipa heard is coming from (A5). They tried calling out greetings through the door, and get a gruff response in return. Deciding to press ahead, they break down the door and stumble into a long room with a massive oaken table in the center. Around the table sat thirteen skeleton pirates, one of whom (at the far end of the table) is much larger and more imposing than the rest. Match tried his usual friendly greeting but to no avail: the skeleton pirates did not appreciate their revelry being interrupted. The fight was on! And it did not go well for our heroes. The leader turned out to be the equivalent of a ghast and thus Abelard's Turn Undead attempt failed to affect any of the skeletons (themselves equal to ghouls). Our Party retreated back through the door they had just entered, with Match and Abelard standing bravely at the bottleneck point. Three of the skeletons fell, but the ghast-pirate soon made his way to the forefront and began swinging. His awful stench did not hamper our heroes (they all made their saves) and Fred, the Amulet in demon-form soaked up several big hits, but Abelard was not so lucky when a mighty claw connected with his neck: the cleric was paralyzed completely by the ghast-pirate. This was the Party's cue to try to escape. Fortunately, however, as Filipa dragged the defenseless Abelard away, the rest of the group's rearguard action managed to fell the ghast. Without a cleric to Turn the remaining nine skeleton pirates, our heroes did not stick around to celebrate or finish the fight: they fled back up the stairs to the safety of the cellars.

Back in Virmgard's keep, a healer was sought. Fortunately, Lord Virmgard did have a cleric, Kazimier, on retainer and readily consented to allowing him to help. Kazimier (C 6), upon examining the inert Abelard, declared he would need three days (4/23) to prepare for the ritual to unparalyze the stricken man. And, of course, a substantial fee (plus Abelard's +1 horseman's mace) for "materials" and compensation. A price readily paid.

4/21 Day 38Ëš F 3Ëš C THUNDERSTORM Light SE
4/21 Eve 33Ëš F 1Ëš C C-1 Overcast GALE SW

Everyone -- except Abelard -- returned to health and normalcy this day: HP were regained, ears returned to normal size, eyes stopped watering (enhanced sight and hearing faded away), hair shrunk and regained its normal color (perhaps with just a tinge of orange remaining).


4/22 Day 38Ëš F 3Ëš C Overcast Strong SE
4/22 Eve 34Ëš F 1Ëš C C-1 Overcast Light NE

With the Party back to normal, they socialized at Virmgard's court again. Virmgard again regaled everyone assembled with his time worn stories, though some were new to our PCs. Particularly interesting were those of Lady Izanoxin, who took Castle Sullogh (H2109) from the dark hordes of The Forest of Doom. And of her disappearance -- presumably her death -- as the Castle slipped back into darkness and terror. Seeing this new group of doughty adventurers in attendance, he expressed to them that he would be most keen to find out Lady Izanoxin's fate if the Party is ever strong enough and willing to go in search of her.


4/23 Day 38Ëš F 3Ëš C Cloudy Calm SW
4/23 Eve 35Ëš F 2Ëš C Cloudy Calm NW

Much of this day was taken up with Kazimier's lengthy and tiring ritual to unparalyze Abelard. With more stories (now seriously getting repetitive) from Virmgard in the evening.


4/24 Day 39Ëš F 4Ëš C Cloudy Strong SE
4/24 Eve 34Ëš F 1Ëš C SLEET STORM, sleet Calm N

Today, the Party decided to head back into the keep's dungeon. Fritsche Bandals, Virmgard's lieutenant (F 4), volunteered to join them. Virmgard wistfully (wishing he was young enough to go himself) agreed.


XP Tally
3 skeleton-pirates (as ghouls) 12, 7, 6 = 60 + 24 + 14 + 12 + 24 = 134
1 undead first-mate pirate (as ghast) 15 = 90 + 75 + 80 = 245
TOTAL: 379 = 76 per PC
 Review: Abomination Vaults Player's Guide:: 11 pages of pre campaign that is surprising less helpful than you would expect.
Posted: Thu, 29 Jan 15:01:09

by jodokast

Abomination Vaults is dungeon crawling.
That's the hook.
This takes the hook and puts it into 11 pages (which include 1 page of cover one of table of contents, and one of OGL, so 8 pages)

It takes a full page to go 'dungeon crawling' and 'all skills useful' and 'all classes/alignments are cool bro'. We get a page and a half of backgrounds which I don't think come up in the dungeon crawl but that's the mechanics you gotta have.

Half a page about the Cosmic Caravan which is a deity which does come up in the adventure. The rest is a town map and gazetter
"1. The Giant’s Wheel
An enormous waterwheel that powers the lumber
equipment in the Otari Mill.
2. Loading Flume
This long wooden chute takes lumber from the
Giant’s Wheel down a flume into the harbor.
3. Stone Ring Pond
A mysteriously clear pool surrounded by ancient
standing stones.
4. Wrin’s Wonders
A peculiar curio shop run by an eccentric woman
who collects rumors.
5. Gallentine Deliveries
A delivery service always in need of fast, reliable
help.
6. Blades for Glades
Otari’s primary smithy, which sells armor and
weapons in addition to saws and axes.
7. Odd Stories
A bookstore run by a fiction-loving wizard.
8. Otari Garrison
A squat, bunker-like stone building that houses
Otari’s civic guards.
9. Crow’s Casks
A brewery and tavern popular among local
farmers and merchants.
10. Crook’s Nook
A sailors’ tavern built as a bridge across the
Osprey River.
11. Otari Market
The one-stop shop for food, tools, and other
everyday gear.
12. Otari Fishery
Fishery and shipyard by day, gathering place for
games and entertainment by night.
13. Ruins of the Thirsty Alpaca
Once the largest tavern in town, until it suddenly
collapsed in a recent disaster.
14. The Rowdy Rockfish
A surprisingly calm and quiet tavern.
15. Dawnflower Library
A large library and temple to Sarenrae, with
shrines to many other deities.
16. Otari Graveyard
A clifftop cemetery that’s mostly quiet but has a
sinister atmosphere."
Is the Map numbering comments. The subsequent pages are padding and tell you nothing further of any importance.
Lots of words, that tell you stuff, but not in a way you can build off. That Graveyard 'mostly quiet' 'sinister atmosphere' how? Why? What's the point?

Unsure what (if anything) is left to say.