Image 1 — Zonreiryd’s Advice on High-Level Encounters
Image 2 — Zonreiryd’s Advice on High-Level Encounters
Image 3 — Zonreiryd’s Advice on High-Level Encounters
▲ 5 r/osr

Zonreiryd’s Advice on High-Level Encounters

The title is a little misleading, because the post only presents a few pieces of advice, while the majority of it is devoted to an English transcription of an encounter from Castle Zonreiryd II, in the Necropolis of Xyzarthian level, explicitly titled “Up Is Down.”

Furthermore, the level is actually designed for a group of 16 characters of levels 4–7, although a group of 5 characters would more realistically need to be levels 8–12 to survive it.

Let’s not beat around the bush. The advice is as follows:

- Use original magical items. A cloud giant fighting with a giant vorpal sword and a harp with magical abilities that you had specifically designed is ten times cooler than a cloud giant fighting with a big spear and a harp with no special properties.

- Break away from the beaten path. We want verticality, cycles of light and absolute insecurity, lateral movement in random directions, time compression that makes time pass faster and affects fatigue, spells, water, food, and light, zero-gravity combat, and much more.

- Diversify the terrain. Add more pillars, pits, obstacles that also provide cover, underwater combat, etc.

- Put high-level spellcasters on the enemy side. Your players will be a lot less cocky when a mystical cult necromancer starts wielding cleric, MU, and illusionist spells—or even a mixture of all three!

- Use original enemies. We’ve had enough of the classic monsters that everyone already knows. Break out the Fiend Folio, MMII, and Deities & Demigods, and just watch your players’ faces—jaws dropping to the floor—when they enter a gigantic museum run by beings of the Great Race of Yith!

An Example Encounter

Let’s move on to an example of an encounter established today. This is a faithful and complete transcription of an encounter that takes up two pages in my current manuscript:

A — 80' × 120' ROOM — “UP IS DOWN”

80 × 120 × 30'. Black stone. 12 columns. No furniture.

At the center: a dry basin, with a vertical mirror at the back. 6 WIGHTS + 2 WRAITHS. Necromancer absent.

ENTRANCE

The door disappears after the last PC enters. It isn’t locked—it simply isn’t there anymore.

ROUNDS

On initiative 1, the mirror changes position. The players do not see it move.

SPELLS ALREADY IN PLACE

- Reverse Gravity in the northern half of the room.

- Hallucinatory Terrain in the southern half.

- An invisible Wall of Force divides the room.

- 4 teleportation zones beneath the floor tiles.

RULE

Every column is real except the one the PC believes is closest. Touching a column → save vs. spell or instantaneous teleportation to the corresponding column. Failure: arrival 20' above the floor. Critical failure / catastrophic natural result, according to local rules: arrival at the ceiling.

AFTER 3 ROUNDS

Reverse gravity.

- After 6 rounds: normal gravity.

- After 9 rounds: lateral gravity.

- After 12 rounds: normal gravity again.

The undead know the sequence.

WRAITHS

Pass through the false half of the wall and attack the spellcasters.

WIGHTS

Push the PCs toward the teleportation zones. They never pursue them beyond the center line.

MIRROR

The mirror shows the room as it will be in 1 round, not as it currently is. Looking at it provides useful information. Looking for too long: save vs. spell, or the PC believes they see their own corpse → −2 to their next surprise roll.

TOUCHING THE MIRROR

Magic Jar. The PC’s soul is sent into the mirror; their body remains standing, completely motionless. The DM chooses a Wight to attempt possession on the following round.

DESTROYING THE MIRROR

Impossible through ordinary damage. Dispel Magic damages it; Disintegrate destroys it.

Upon destruction:

- All teleportation effects cease.

- Gravity becomes normal.

- The Wraiths scream and flee.

TREASURE

Hidden behind a column that only exists when gravity is lateral: 8,000 gp, 3 diamonds worth 1,000 gp each, Ring of Z-Axis Location — once per day, the wearer can instantly determine which surface is actually the floor within any magically affected area.

u/Zonreiryd — 7 hours ago

Nous sommes seuls dans l'univers

Avant toutes choses même si le titre peut paraître dogmatique je suis ouvert à d'autres possibilités mais elles me semblent vraiment spéculatives et absurdement improbables.

Combien de fois j'entends dans les discussions, avec des gens, en famille, et sur internet. « l'univers est tellement grand que c'est statistiquement impossible que nous soyons la seule civilisation ».

Ces affirmations peuvent paraître raisonnable, en premier lieu pour la présence de civilisation on estime qu'il y à quatre cents milliards d'étoiles et 100 milliards de planètes dans la voie lactée. Environ 10 à 100 milliards de planètes rocheuses, un milliard à dix milliards de planètes situées dans la zone habitable. Côté de l'univers observable on estime qu'il y à environ 200 milliards de galaxies.

Il est simple d'en déduire que l'univers grouille de vie. Ceci dit, plusieurs astrophysicien, dont Peter D. Ward et Donald E. Brownlee les auteurs de Rare Earth: Why Complex Life Is Uncommon in the Universe. Ou encore Guillermo Gonzalez, Donald Brownlee (le même) & Peter Ward les auteurs de The Galactic Habitable Zone: Galactic Chemical Evolution ne sont pas d'accord.

Ward et Brownlee ont écrit l'équation de la terre rare, pour eux, pour 10^11 il n'y aurait qu'environ 10 planètes avec des conditions propices à la vie. La vie multicellulaire complexes exige :

- de l’eau liquide pendant plusieurs milliards d’années

- une faible variabilité climatique

- une stabilité orbitale

- peut être un satellite naturel de bonne taille pour réduire les variations de l'axe de la planète, stabiliser l'obliquité terrestre et produisant des marées importantes favorisant certains environnements côtiers primitifs.

- une Bonne tectonique des plaques permettant le recyclage du carbone, la régulation du CO2, et maintenant une bonne température sur plusieurs milliards d'années.

- un champ magnétique

- une masse correcte ni trop faible ni élevée

- la présence de métaux et en général d'éléments lourds. (Fe, Si, Mg, U, Th…)

- être dans la "Galactic Habitable Zone".

- une planète géante externe.

- stabilité pour 5 milliards d'années.

Ensuite il faut la bonne évolution pour arriver à une autre civilisation technologique au moin comparable à la nôtre :

- vie monocellulaire

- Eucaryotes

- Animaux complexes

- espèce suffisamment intelligente pour maîtriser des outils et dotée d'appeindices de manipulation fine, mains avec pouces opposables, tentacules, fils biologiques

- développement de la technologie

Je pense qu'il n'est pas déraisonnable de supposé que la vie multicellulaire intelligente et industrielle est extrêmement improbable au point que dans un univers de ~200 milliards de galaxies nous sommes la seule civilisation à avoir atteint ce stade.

reddit.com
u/Zonreiryd — 5 days ago
▲ 95 r/osr

Why Aren’t AD&D and High-Level Play More Popular Here?

Hi, it’s Syd. My questions may sound a little silly, and I’m not trying to offend anyone.

I’ve noticed that B/X and Shadowdark are the core games of the OSR. I used to be a big fan of B/X and I even have an omnibus, but I’m not really interested in it anymore. For one thing, I find the rules, especially the combat and magic rules, too limited for the kind of long-term campaign I want to play. And it also doesn’t really support high-level play.

When I tried AD&D 1E, it was the best game I had ever played. The depth and richness of AD&D 1E are enormous, and when I recently tried high-level play with Expedition to the Barrier Peaks, it was a revelation. I love low-level play, but I find high-level play, even though it requires more preparation, even more stimulating, rich, rewarding, and adventurous.

Why aren’t these two things more appreciated in the OSR community?

Also, if the reason is that AD&D 1E has more complex and rigid rules, I don’t understand why OD&D and its retroclones, such as 7 Voyages of Zylarthen, Swords & Wizardry, Barrows & Borderlands, and White Box, are much less popular than B/X and Shadowdark.

I mean, they’re just as simple, but they offer much more depth when it comes to characters. The classes are separate from the races, and characters can progress to much higher levels.

reddit.com
u/Zonreiryd — 12 days ago
▲ 73 r/adnd

I’m looking for advice on a high-level adventure to run for a group of 13-year-olds

I’m going to my stepfather grandparents’ vacation house. My younger brother, our cousin, and an old friend of the three of us named Zoé will be there.

I was there recently with my younger brother, and both he and Zoé asked me to run a D&D adventure for them. They explicitly asked for something difficult, extremely lethal, and high-level, with lots of characters to manage (my younger brother plays Warhammer and chess).

I’m torn. Should I run S3: Expedition to the Barrier Peaks, the adventure I already have dozens of pages of notes for and am currently running for my main teenage group, or should I prepare G1: Steading of the Hill Giant Chief for them instead?

In either case, I’d give each of them two or three characters, prepare a large number of henchmen, and give them a briefing on high-level combat, magic items, spells, and advanced combat options before we start.

u/Zonreiryd — 15 days ago
▲ 301 r/osr

The Barrier Peaks Botanical Garden Slaughtered My Entire Party

Today was a big day: we played our third session of S3 Expedition to the Barrier Peaks with a group of teenagers using AD&D 1E.

The party continued exploring the Level III access corridor. Two characters were killed by green slime dropping from the ceiling, another was saved at the last second, and the survivors ended up transformed into grotesque green masses beyond mortal comprehension—just the kind of thing Lovecraft, one of my favorite authors since I was twelve, would have appreciated.

The group then took an elevator tube down to the botanical garden… and that’s where the real bloodbath began.

My players encountered all kinds of bizarre plants: globe palms that splattered a henchman, poisonous nectar flowers that killed a druid who had shapechanged into a bird to sip the nectar, and berry bushes equipped with saw-like blades.

They also ran into a tree trunk with a fake rabbit, a froghemoth, and even a Sarlacc-style pit inspired by the cover illustration that I had prepared in advance (an unofficial creation).

Session total: 8 characters dead.

Only 5 characters are still alive.

u/Zonreiryd — 16 days ago
▲ 30 r/osr

The Cursed Crypt of Nabû-šum-iddin!

This is the hardest adventure I’ve ever written, pure, unfiltered Syd through and through. A tournament module culminating in a confrontation with a 12th-level illusionist, all packed into barely half a dozen pages.

The tournament is designed for player characters of levels 8–12, accompanied by a large number of low- to mid-level henchmen (i.e., cannon fodder).

What’s on the menu? A crypt that perfectly reflects the illusionist who was once one of Zonreiryd’s most powerful disciples. It is deliberately designed to be impossible to map, thanks to the presence of 19 standard teleporters, 4 clusters of teleport trap sequences, and 2 enormous, fiendishly cruel teleporter traps, for a total of three distinct teleporter types. On top of that, there are three gently sloping passages concealed by mirror image spells, making them impossible to detect through ordinary trap searching.

There are also four rooms that move silently, capable of crushing a PC instantly, with no saving throw and no possibility of magical resurrection. Their movement is triggered at a predetermined moment determined by a die roll when the party passes through the crypt.

The encounters concocted by Syd Lonreiro are exactly what you’d expect from the bunker of Nabû-šum-iddin. Here are a few examples:

**Key 2:** An ancient corrupted Sphinx guards a magical floor grate. Eight animated clay warriors appear for every wrong answer. Treasure: 35,000 gp and a Ring of Three Incomplete Wishes.

**Key 7:** Six ancient Gargoyles guard an altar; they attack only after the PCs touch the treasure. Treasure: 10,000 gp and a +2 hammer against magical creatures.

**Key 6:** A giant hourglass releases a soporific gas after 3 rounds. Disarming the trap requires finding three hidden valves beneath statues. Death follows shortly after falling asleep. Treasure: a Ring of Fire Resistance.

u/Zonreiryd — 21 days ago
▲ 62 r/odnd

Kalluzu

I'm currently designing a crazy dungeon inspired by the architecture of EGG and RJK's earliest dungeons. Inside, there are magical vending machines, a goblin-run casino, a giant bowling alley, and a carousel that changes the characters' ages!

u/Zonreiryd — 24 days ago
▲ 107 r/odnd+1 crossposts

Bel-Arakh

Designing a small Kuntzian dungeon to face my brother, his cousin, and one of their friends.

Feel free to ask me anything you’d like about the adventure, the plot, the map, or the encounters!

u/Zonreiryd — 24 days ago
▲ 553 r/osr

I received an exceptional module designed in 1974

Yesterday, near the end of my Expedition to the Barrier Peaks session, I received the last available copy of LGCC-1, better known as The Original Bottle City, from Wayne's Books' recent restock. This is a module written by Rob Kuntz to challenge the players of Lake Geneva—especially Gary Gygax, but also Terry Kuntz, Don Kaye, and Ernie Gygax. Its entrance was originally a city contained within a small bottle located on Level II of Castle Greyhawk.

I've started reading through the module, and it is absolutely masterful. The encounters I've read so far are astonishing. One of them sends a character back into the past to relive a battle they once fought against a creature. Another features a joust against a mounted knight, and yet another presents a massive art gallery with an illusionary wall, runes, and countless other things to discover.

For now, my group is playing Expedition to the Barrier Peaks, and once we've finished our adventure there, I'll throw some younger players than myself into Bottle City and challenge them. It will be merciless.

Originally, I was going to buy the module directly from Black Blade Publishing, but then I saw that Wayne's Books had restocked the three flagship RJK modules, so I jumped at the opportunity.

This module is exceptional. Along with Expedition to the Barrier Peaks, it is one of the two most exploration-focused old-school modules I know. All of its polygonal rooms are difficult to map, so I plan to follow Paul Stormberg's advice and use d6s to help the players map areas with especially complex spatial layouts.

Take care!

Syd Lonreiro

u/Zonreiryd — 27 days ago
▲ 199 r/osr

Expedition to the Barrier Peaks played by teenagers – Session II!

Today we continued our adventure in the Barrier Peaks. The party reached the ship's third deck, the one featuring the immense catwalk overlooking the botanical garden.

A full session report will follow in the coming days, but here's a short summary.

The Disintegrate spell destroyed the robots and the cell doors, allowing Beatrice, the female Cleric, to be freed. She saved two henchmen with powerful healing spells. Another was abandoned after the players made a cold-hearted medical triage decision. In the end, he was the session's only adventurer casualty. (So far, only two characters out of fifteen have died since we began our Expedition to the Barrier Peaks campaign.)

The party continued onward. A fierce battle broke out against around twenty vegepygmies from the southern colony at the entrance to a kitchen where the group had already taken position. The vegepygmies were wiped out without any losses, thanks to an exceptionally well-placed Phantasmal Force cast by the Magic-User. The fight, however, was long and hard-fought.

A henchman was then sent ahead under an Invisibility spell to scout the large northern corridor on Deck I before the rest of the party advanced there cautiously.

The party reached the northern elevator tube. That same invisible henchman was safely sent down first, discovering that it led to Deck III.

The group began exploring a new, more abstract section of the map. They crossed the catwalk and fought several dangerous plants, including a shrub that drained part of Beatrice the Cleric's maximum hit points. They also searched several large cargo crates, which contained terraforming equipment.

The party fled from a worker robot, fought a police robot at the entrance to the deck, and then encountered another police robot inside a small robot station. While trying to escape the worker robot, they became trapped inside the room. The police robot fired a laser blast at the party's strongest warrior, Armand, inflicting 18 points of damage.

The session ended there.

u/Zonreiryd — 27 days ago

Prognosticating Cardiac Arrest in the Biostasis Patient - Complete

Herein is presented a comprehensive treatise by Michael G. Darwin of singular consequence concerning the prognostication of cardiac arrest in patients undergoing biostasis. This document, while assuredly requiring further corroboration and independent validation, is, by every reasonable estimation, the most consummate, exhaustive, and magisterially executed work ever produced upon this subject in the annals of cryonics. It constitutes a painstaking compendium, collating with extraordinary diligence many dozens of scholarly papers of exceptional import and no ordinary scientific gravitas published throughout recent months, thereby furnishing an unrivalled synthesis of the extant literature.

open.substack.com
u/Zonreiryd — 1 month ago

No; a Straight Freeze Is by No Means Preferable to Resuscitation

This is, admittedly, a profoundly divisive and contentious subject; nevertheless, I remain resolutely opposed to maintaining patients in prolonged "stasis" after they have undergone nothing more than a straight freeze. It is, to many, including yourself—almost axiomatic that a straight freeze is preferable to nothing at all. I, however, am inwardly persuaded of precisely the contrary. Indeed, when the time comes for me to execute my contract, I shall stipulate in explicit and unequivocal terms that, should I receive nothing beyond a mere straight freeze, I desire my cryopreservation, or chemopreservation, to be relinquished altogether.

I remain profoundly, indeed almost ineffably, astonished by the multitude of cryonicists who appear to suppose that a body recovered several days after legal death, having remained in normothermic conditions throughout, might yet preserve vestiges of cellular architecture sufficient for the restoration of personal identity in any sense deserving the appellation of survival. Having perused, with meticulous assiduity, well over a hundred case reports, I found myself deeply disheartened to discover that the overwhelming majority of patients underwent little more than a simple freeze which, by every appearance, and, I submit, by any sober appraisal of the most pertinent empirical evidence presently accessible—has irretrievably obliterated the informational architecture of the neuronal tissue, extinguishing every rational prospect of survival.

The more attentively I contemplate the realities of our material world, the more firmly I become convinced that the ultimate success or failure of biostasis is, in truth, determined long before the terminal phase of profound cooling is ever initiated. The cerebral deprivation of dioxygen occasioned by ischemia, together with membranous ruptures and the heightened cytotoxicity engendered by the endogenous defensive mechanisms responding to cerebral inflammation, inflict by far the greatest devastation, at least in the incipient stages. The cessation of circulation itself already annihilates a considerable, if not the entirety, of the rational hope that an individual may ever be recovered. Reperfusion injury, moreover, may well constitute the most pernicious insult of all with respect to personal identity. The extensive corpus of scientific literature repeatedly documents the destruction of cerebral structures that are germane to the persistence of the self in every conceivable scientific and philosophical acceptation of that term.

Beyond approximately twenty-four hours, necrosis supervenes. The tissue putrefies; the information therein embodied dissipates and is irrecoverably effaced. It is under such circumstances that informational death manifests itself in a manner both manifest and absolute.

Yet a substantial proportion of Alcor patients have sustained degradations of precisely such magnitude, and the proportion is even greater among patients of the Cryonics Institute. I do not seek to indulge in defeatism; nevertheless, even were one to concede, for the sake of philosophical disputation, that the self might somehow remain recoverable following a straight freeze, a proposition of which I entertain doubts of the gravest conceivable order, the legitimacy of the patient's informed consent would remain profoundly questionable.

I advocate a conception of cryonics founded upon the principle of genuinely informed consent: a consent exercised by a sceptical patient fully apprised of the indispensable scientific, ethical, and philosophical considerations attendant upon the decision to embrace cryonics. Contrary to what many cryonicists appear disposed to believe, cryonics is neither devoid of danger nor exempt from risk. Those risks span an extensive gamut, encompassing economic uncertainties, bioethical dilemmas, and the manifold social hazards borne by the individual.

I remain considerably more sceptical than either Rob Freitas or Ralph Merkle regarding the eventual prospects for the resuscitation of both present and future cryopatients. Thermally induced fractures, histological disarray, and structural lacerations constitute obstacles of almost cyclopean magnitude standing athwart any conceivable prospect of successful revival, assuming such revival is achievable at all. Although we possess, in broad outline, some conception of the technological apparatus that such revival would necessitate, namely molecular nanotechnology—it ought not to be regarded as a deus ex machina, notwithstanding the sanguine confidence with which Merkle frequently presents it.

Accordingly, I do not believe that the practice of straight freezing represents, in any meaningful respect whatsoever, a favourable prospect for the patient. The Hippocratic Oath, the ancient cornerstone of medical ethics, enjoins physicians explicitly to refrain from inflicting harm upon those entrusted to their care. To impose such colossal injuries deliberately upon a patient under the persuasion that abandonment is never a rational alternative constitutes, in my estimation, an egregious form of harm within the sphere of experimental medicine, and ought never to be treated with levity or complacency.

Organizations therefore bear a solemn obligation to conduct themselves with complete candour concerning the services they offer their clientele. If they perform straight freezes forty per cent of the time whilst marketing vitrification as though it were invariably "ice-crystal free," then the consumer's capacity to render a genuinely informed decision, grounded upon sound, rigorous, and scientifically validated evidence, is rendered all the more gravely imperilled.

reddit.com
u/Zonreiryd — 1 month ago
▲ 10 r/osr

Learning to Describe in Order to Encourage Exploration

Greetings, this is Syd Lonreiro. Following our inaugural session of Expedition to the Barrier Peaks, the Player Characters and the Non-Player Character henchmen or reserve adventurers are, naturally, still situated within Bridge 1 of the cylindrical wreckage belonging to the spacecraft Warden, that section of the vessel which lies shattered amid the Barrier Peaks.

Whilst continuing my preparations, I commenced the laborious transcription, by my own hand, of the information into my native tongue, as well as the encounter statistics pertaining to each deck of the vessel, and I have been confronted by a difficulty. If the first level of the spacecraft is comparatively conventional, exceedingly quadrilinear and orthogonal, and therefore simple to render in description, it nevertheless remains a most toilsome undertaking to describe the subsequent decks and the two following inter-decks. For instance, the two interstitial decks, levels II and IV, relatively vacant despite containing two emblematic encounters, prove extraordinarily difficult to portray for a novice narrator who lacks the literary mastery and formidable prose of Ernest Gary Gygax.

Thus, I have begun attempting to devise a narrative methodology capable of rendering the cartography at least functionally comprehensible for the players, allowing them to find their way whilst simultaneously adding the atmosphere and sentiment of exploration and investigation inherent to this style of adventure, which constitutes the central pillar of this magnificent module.

Furthermore, my players are, on average, sixteen years of age, as am I. We are all French adolescents, and naturally they do not yet command the same Gygaxian and Lovecraftian lexicon with which I have gradually become acquainted since the age of twelve. Nevertheless, their vocabulary has begun to attain a certain refinement.

Adolescents or adults of the twenty-first century require the following information:

- “Does it continue northward?”

- “How many feet/metres?”

- “Is there a door?”

- “Is it a dead end?”

- “Where do I draw this?”

For this purpose I employ a TTRPG descriptive style centred upon exploration, divided into up to four layers. The first layer consists of the indispensable information required for mapping; the second concerns the form and arrangement; the third pertains to atmosphere. The fourth consists of optional details.

It might appear thus within some random science-fiction dungeon:

“The north-south corridor continues for fifteen metres; there is a door to the east from your present position within the passageway.”

“The door opens into a circular chamber of thirty metres in diameter.”

“Fine tubes descend from the ceiling; several metallic apparatuses, covered with gilded and argent plates, remain motionless and seem to have been lifeless for many centuries.”

“A sere odour of burnt metal yet lingers within the air.”

An adolescent or adult may simply sketch a circle by hand and add a few brief inscriptions, symbols, or drawings, thereby gaining the impression of exploring some strange futuristic science-fiction locale, whilst conjecturing that the tubes are severed cables and that the apparatuses are remnants of electronic machinery, perhaps dangerous in nature.

Let us return to Expedition to the Barrier Peaks, wherein the entirety of the dungeon is contained within a vast cylinder. Observing the vessel may prove strange and disorienting to describe when, for example, the adventurers arrive within a chamber of the third level situated upon the outer boundary of the cylinder’s wall and possessing considerable dimensions. You and your cartographer shall doubtless need to possess a command of geomorphological terminology, yet certain matters may be simplified.

For example:

“The portal grants entrance to a vast rotunda. The ceiling vanishes into tenebrous obscurity, upheld by a forest of metallic pillars arranged in concentric circles. To the north, the curved wall of the structure withdraws in a regular arc until disappearing beyond rectangular structures of recondite damage patterns, from which spring black tubes that gleam with abrupt arcs of blue electrical radiance.”

The purpose of such description is not merely to enumerate measurements, but to inspire the players’ imagination: to transform the act of mapping into a peregrination through an unknown and eldritch domain.

The narrator must therefore balance precision and wonder. A chamber is not merely a chamber; it is a concamerated space of forgotten function, a place where vestigial mechanisms whisper of a civilization now fallen into desuetude. A corridor is not merely a corridor; it may be an anfractuous passageway beneath umbrageous machinery, where susurrations of ancient systems create a miasmal atmosphere.

The explorer should perceive not only dimensions, but also the sensation of discovery: the numinous uncertainty of entering a forgotten vessel, the crepuscular mysteries of its silent halls, and the thaumaturgic impression that every object might conceal a secret.

In this manner, even young players may gradually acquire the vocabulary and instincts necessary to appreciate the grandeur of science-fiction exploration, the strange architecture of alien constructions, and the enduring spirit of adventure that defines this remarkable work.

reddit.com
u/Zonreiryd — 1 month ago
▲ 103 r/osr

Robert Kuntz Announces the Publication of Kalibruhn

Robert Kuntz has recently announced the upcoming publication of Kalibruhn, one of the most significant pieces of early Dungeons & Dragons development ever to be released by TSR.

While Gary Gygax was developing Greyhawk to run games for the Lake Geneva players, including Rob Kuntz, who sometimes adventured solo under Gary's direction. Rob was simultaneously creating the world of Kalibruhn for Gary Gygax to explore as a player. In its earliest form, Kalibruhn consisted primarily of the legendary mega-dungeon Castle El Raja Key.

The forthcoming publication of the world of Kalibruhn is an event of tremendous historical importance for the Dungeons & Dragons hobby.

Even more astonishing, RJK has announced that if the Kalibruhn release is as successful as he hopes, the complete Castle El Raja Key will be published as the next major release.

reddit.com
u/Zonreiryd — 1 month ago

Les neurotypiques ne sont pas plus simples que les neuroatypique

Je parle moi même en tant que personne neurotypique, je ne suis pas spécialement original ni intelligent et mon QI est inférieur à la moyenne.

Il m'est arrivé de rencontrer des personnes neuroatypiques souvent atteintes d'une forme d'autisme, penser que notre vie de neurotypique est simple, que nous n'avons pas de passions obsessionnelles très fortes, ou que les stimulus auditifs sont forcément faciles à supporter. J'ai eu des remarques comme quoi il est facile de se trouver l'âme sœur en étant "normal".

Tout ceci est faux j'ai des passions très fortes depuis ma tendre enfance. Je suis atteint d'hyper accousie, de photosensibilité et de migraines ce qui fait de ma résistance aux stimulus aussi difficile que celle des personnes autistes. De plus je suis un homme puceau et condamné à le rester, de je n'ai jamais eu de petit copain tout court.

Je ne dis pas que c'est le cas de tous les neurotypiques comme nous et je respecte profondément les neuroatypiques.

Mais s'il vous plaît j'aimerais que ceux d'entres vous qui pensent que nos vies sont simples et dépourvues de profondeur arrêtent de le penser.

reddit.com
u/Zonreiryd — 1 month ago
▲ 20 r/hug

I've never received a hug from a man...

I'm a man, and I feel really bad about it. Every hug I've ever received from friends throughout my life has been from women. Those hugs were nice and they lifted my spirits, but honestly, I really wish I could hug another man.

No man has ever hugged me, and whenever I've asked for a hug, they've always refused.

reddit.com
u/Zonreiryd — 1 month ago
▲ 47 r/osr

Calling Artists to Honor Expedition to the Barrier Peaks

Hi OSR community! It's Syd.

Some of you may know about my love for the S3 module after my posts about running it and sharing a detailed play report.

https://open.substack.com/pub/sydlonreiro/p/expedition-to-the-barrier-peaks-played?utm\_source=share&utm\_medium=android&r=5h24o5

As part of a tribute project dedicated to this classic adventure, I'd like to challenge the artists in the community: before 2027, create your own tribute to Expedition to the Barrier Peaks in any of the following ways and share it online.

If you don't own a physical copy of the adventure, it's available as a PDF on DriveThruRPG and is also included in Dungeon of Dread. You can also regularly find used booklet editions on eBay for under $30, that's how I got my own copy.

Grab your brushes (or whatever creative tools you prefer)! ☺️

- A painting.

- An illustration (traditional or digital).

- A detailed LEGO MOC depicting the entire crashed starship, a specific encounter, or even a complete deck of the vessel.

- Ambient soundscapes for game sessions. There's already an excellent soundtrack inspired by the module, but environmental audio for each bridge or deck of the wreck could be a fantastic way to increase immersion for players and GMs alike.

- A scale model (same concept as the LEGO MOC, but for model-building enthusiasts).

- A detailed tactical terrain for Level 4, the Botanical Gardens, designed for miniature play.

- New VTT maps that differ from the existing ones. The original maps and keys leave plenty of room for interpretation, both in the rooms and throughout the corridors, so there are many possible ways to reimagine them.

- An original seventh deck that feels true to the spirit of the module, as if Gary Gygax and Rob Kuntz had written it back in the day, fully playable as your own expansion. For a bit of context, Rob still has notes for two additional levels that were never published.

u/Zonreiryd — 1 month ago