Showing posts with label DT&T. Show all posts
Showing posts with label DT&T. Show all posts

Wednesday, May 4, 2016

Hero System 6th Edition Dethroned by Grimtooth as "Game most Likely to Stop a Bullet."


I picked up a copy of the Silver-Foil leatherette cover, 620 page edition of Grimtooth's Ultimate Traps Collection. The book is larger than all three D&D 5E manuals combined. It looks larger than all of the Grimtooth's books it holds within, combined, probably due to thicker quality pages than the originals? It looks terrifyingly large.

This is a glorious collector's edition, and worth it to secure the special silver/gold goil version with 160 extra pages of content, including Traps Bazaar and Grimtooth's Dungeons of Doom. It remains suitably generic (although in the back are some notes on AD&D and T&T conversions for some bits), but note that Goodman Games also released a special module 87.5 for Dungeon Crawl Classics titled Grimtooth's Museum of Death, so if you want the totally complete Grimtooth experience not even the massive Ultimate Grimtooth's Traps book will cover it! Sadly the DCC module does not offer DT&T conversions, but it's easy enough to extrapolate DCC into DT&T mechanics (hint to any DT&T fans out there: if you love DT&T, I can promise you that you'll also enjoy DCC, which covers a very similar aesthetic and gritty fantasy-meets-high-weirdness feel that DT&T does).

The big book is $80 MSRP but I found a copy for $64. It's worth $80 though, so if you want to have the final, definitive resource on dungeon delving traps, find a copy.


Grimtina is actually in this module, with a terrifying chainsaw. She's like Harley Quinn if Harley were the love child of Hades and Ereshkigal.

Tuesday, November 10, 2015

Deluxe Tunnels & Trolls: An Introduction to the Nether Realms of Altavir

Now that I have DT&T in my hands it's time to start plotting a setting and scenarios. I can't just recycle something that has come before....this book has a lot of cool new ideas I want to use, and I need a fresh home for them. To that end I now start with...the Nether Realms of Altavir. I'm going to focus on "three interesting things" in each entry for this series...a historical bit, a person/being and an item/place.



The Nether Realms of Altavir

From legendary Port Vadan there lies the dreaded Straights of Acutum, a deadly passage between the Northern Winter Kingdoms and the southern expanses of the Vidari Empire. Port Vadan remains the only freeport to stand between these two regions, and is called home by the only dastardly sea captains who know how to maneuver through the Straights of Acutum....and live.

The Straights of Acutum are a focal point between to divided lands. Southward lies a sprawling mercantile empire uniting the seven provinces of a great dynasty along the D'oro Sea. from there you reach a vast no-man's land, where the Ugadan barbarians prosper despite the constant intrusion of the orcs, the anger of the elven cities in the deep in the Elemental Wood, and the great swathe of ancient ruins that run the length of the Straights of Acutum, ruins which no human believes was forged from ancestral hands. The Vidari call this the Abandoned Lands....the Abandonato Terreno. Stranger beings, such as the skeletal nether and the demonic in'forje occupy many of these ruins and are quick to kill explorers.

Beyond the vast barbaric dominion along the length of the straights lies the collective known as the Winter Kingdoms, which stretch deep to the north, a collection of loose city states and kingdoms forged by a common identity, resolute against the ever present winter that buckles their lands in to a long, narrow swathe of territories that are constantly skirmishing or at war. Only the brutality of the barbarians, elves and monsters that lie between Vidari and the Winter Kingdoms keep them from descending to war.....and so a place like Port Vadan keeps up a brisk trade between the north and south instead, as its daring captains have learned the treacherous waters of the Straights of Acutum well enough to insure that anyone who wishes to journey north or south must depend on them to survive the trip.

Meanwhile a secondary trade has risen up: Port Vadan has become home to antiquarians and explorers, going hand in hand as they seek out the legends and mysteries of the Abandonato Terreno, and to learn more of the ancient lost empires buried in the deep wilderness. But the orcs, elves and barbarians are loathe to give up these secrets, and are deeply mistrustful of outsiders. Adventure in this region is supported by the port and a handful of hearty young nobles who have heard the call of King Teneren in the kingdom of Vormanse, to carve out baronies in his name and to colonies the no-man's land. Any warrior who claims a plot of land in the south, King Teneren asserts, can take a barbarian wife if he so desires....he just has to survive the experience. For the land-starved men of the Winter Kingdoms this sounds like a pretty sweet deal.


Personae The First: Dregatis Ascalair

 Plying his trade as a mercenary of the straights, Dregatis Ascalair is a soldier and explorer when time and madness permits. He has journeyed twice to the ruins of Hapath, where the nether rule and worship a strange being called Kazak the Unbidden as if it were a god. Dregatis is more than willing to serve as a guide to Hapath, though the coin must be right, for on his second journey he acquired the weapon he called Blood Dancer, a blade which sings as it slays. He took it from the hand of a nether war priest, and knows that the next time he goes to Hapath they may well seek to slay him for his actions....but the lure is too tempting to resist, the coin too great. Plus....Dregatis cannot resist an effort to find out what Kazak the Unbidden really is.


Dregatis Ascalair
Level 2 human warrior of Port Vaden
ST 22, CN 14, DX 18, SP 13, IQ 9, WZ 8, LK 12, CH 6; Adds +11
Warrior Abilities: +2D6 melee dice; up to double armor hits
Languages: common (Vormansic)
Talents: Swimmer, sailing,  bargaining, deep water diving, comparitive religion (broad)
Armor: ring mail (8X2 hits)
Weapon: Blood Dancer, magical great sword (7 dice+11 adds total*; each point of spite damage dealt with this weapon also heals 1 CN each to the wielder. However, after each battle in which healing is received make a L1 CN Save with a modifier equal to total healing granted; if you fail, lose 1 CN permanently; i.e. level 1 save (20-CN) but took 5 healing from spite damage, so actual save is 25-CN...an 11 in Dregatis's case).
Backup Weapon: small sabre (5D6+11)**
Ranged Weapon: light crossbow with 20 bolts (3D6+11)
Wealth: 77 GP (he's getting low)
Special Gear: one copy of the Codex of the Hapathic Sequence (see below) which he is still studying, plus plenty of bargain basement exploration gear.

Dregatis's XP cost so far: Dregatis started with a ST 16 and DX 12. So this, plus 3 extra skills means he has earned (and spent) 2,880 XP.

* (5 dice weapon, 2 dice level 2 fighter, +11 for his adds)
**(3 dice weapon base)


The Codex of the Hapathic Sequence

Written by the mad monk Durthenes, who dwelled in the High Tower of Callidamos for nearly a century after he claimed to have been visited by the Vapari god Soragul in person and was revealed the secret of immortality. Durthenes wrote several tomes while isolated in the famous tower that doubles as one of the more prominent manned lighthouses along the Straights of Acutum, by his fellow Monks of the Yellow Cloth. The Codex is one of the more famous ones, however.

The story goes that a nether woman named Atrissa visited Durthenes each night and told him stories about the ancient people that founded the ruined city of Hapath, and of their decline and fall from greatness. He carefully relayed each story into his tome, along with her meticulous descriptions of the seventeen devils which the Hapath worshipped like dark gods. For each, she said, there was a hidden summoning stone and the scholar-wizards of Hapath could not resist the power of these ancient beings, until at last they brought ruin on their great city. The book, it is said, shows where the seventeen summoning stones still lie in the ruins of Hapath and also how to activate them.

Careful study of this book will give adventurers a chance to learn a new language (Ancient Hapathic) on a level 1 save vs. IQ after 3D6 weeks of study. In addition, the tome includes the complete manuscript to learn the 4th level spell Protective Pentagram (if you can cast magic, that is). Finally, there are many hidden codes in the book. Anyone who reads Hapathic can spend 1D6 days studying the book to make either a level 2 Save vs. IQ or LK might in that time discern a hidden code pointing to one of the following: (roll 1D6);

1: the location of a ruined wizard's lair or tower in Hapath
2: the lost treasure room of a Hapathic nobleman
3: the location of a tomb/burial site for a famous Hapathic noble
4: the location of a lost Hapathic temple
5: the location of a lost armory in the ruins
6: the alleged location of one of the seventeen summoning stones of the devils of Hapath.

GMs should then roll a D6: on a 1 the information is false and planted to lead into a trap; on a 6 it is out of date and the location is either looted, occupied by monsters, or its contents/location is in fact somewhere else.



Monday, August 17, 2015

Resident Evil 2 Remake, more on Cypher System, DT&T update and Quests of Doom 2 for 5E!

Fun stuff happened while I was in a borderline coma! Best news I encountered was that Capcom, maker of Resident Evil, will be doing a remake of Resident Evil 2, which was the game that transformed the franchise from "spooky mansion adventure with zombies and monsters" to full-blown zombie holocaust event. From that I gather the remake will (probably) be in similar style to the Resident Evil 1 remake....a faithful rendering of the original, with a cleanup on graphics and controls.....but it's possible they may intend to make it more modern; who knows. I think Capcom has fully gotten the message that Resident Evil 6 for all it's glorious action stuff, was not really the direction RE fans want, so hopefully they won't try to "remake" RE2 in that mold.



I'm thinking the video was specifically for the American crowd, as it doesn't mention Biohazard as a title once.


Quests of Doom 2 for 5E

Speaking of Awesome Stuff, Frog God Games Necromancer Games is producing Quests of Doom 2 for D&D 5th edition! The book contains formal conversions of some of the One Night Stand modules and others. Six new scenarios, all mid-level (5ish), and they are doing a special "preorder" program rather than a Kickstarter, which I rather appreciate. If you'd like 5E versions of these modules, or just don't own them previously (tip: they're worth owning) now's the time.

The modules featured in QoD2 are: The Spire of Iron and Crystal, The Mire of Mourning, Death in the Painted Canyons, Jungle Ruins of Madaro-Shanti, MCMLXXV (yes, really!), and Grimmsgate. Yes, two former Kickstarter specials of S&W Complete are in there! Cool. There also two dozen new monster stat blocks in the back. Even if you're into parting out modules, there's a lot here to cannibalize. Plus, the PDF is out now.

DT&T Update

Deluxe Tunnels & Trolls is now in print and it looks like the shipping process is starting. Still got another week or so before the hard covers are finished, unfortunately (for me, at least). Ken has some great photo montages of the process. Interesting stuff!

As soon as I do have my copy: I'm dropping The Dungeon of the Bear on one of my groups. Soon......

Cypher System Update

I did get some decent time to read Cypher System while I was recovering. I really like it. I can't honestly explain why The Strange and Numenera didn't grab me, but Cypher System, by stripping away the settings lets the reader focus on learning the rules and thinking about how to use it. This method works really well for me; I may spend too much time trying to decipher the multiverse of the Strange or the infinity of Numenera, and in the process lose focus on the rules themselves. But with Cypher System, I'm already thinking about my dystopian quasi-Appleseed inspired future SF setting, or a straight hardcore fantasy setting built entirely from the book's own sample material. Good stuff.

I think my only reservation at this point is the fact that Cypher System is a "diceless GM" system...the GM never rolls. If you've ever had one or more players in your group where getting them to do anything (even a simple defense roll) leads to weird decision paralysis....this might make you itch a bit!

Jokes aside, Cypher System is making me both want to run and play it. It does something that multigenre systems have a hard time doing: it provides a wealth of setting-specific flavor for each of its identified genres, and a design process for characters that is very consistent and easy for the GM to control and the players to grasp. Savage Worlds pulls this off, too, but chiefly by keeping its core conceits to a certain style...but that style defaults to "competent, specialized heroes with some really interesting descriptors, types and foci." I say the last three because once I grokked the significance of the concept and how it's fundamental to character design the system really came to life. In other systems you can say "I'll play a Rugged Space Marine who Talks to Machines," and with some time and effort you can make that happen or get close. In Cypher System you have a defined descriptor (rugged), type (space marine--warrior), and focus (talks to machines) ready to choose from among dozens of others. It's really cool, and more importantly to me it's really fun.

 I've only got two* other games right now that I both want to run and play: D&D 5E and Savage Worlds. And Savage Worlds should be worried, because Cypher System looks like some mean competition.



*C&C and S&W Complete are games I want to both run and play as well, but I sort of group them in with D&D.

Friday, July 10, 2015

T&T Celebration incoming plus an NPC villain: Aramus of the Third Eye

Starting next week I'll be reprinting a different solo adventure from my ancient, dusty archives of The Sorcerer's Scrolls every day to celebrate the final release of Deluxe Tunnels & Trolls in PDF and it's imminent release in print form. I'll cap it off with a rogue's gallery of classic characters from my T&T days revamped for DT&T!

Yes, I have been holding on to all of these, waiting patiently for DT&T to arrive....now at last I can unleash the horde....!


In the meantime, here's a useful NPC for your DT&T games. He's written for 7.5 edition (I think...been a while) but as I plow through DT&T I may come back and do a bit of tweaking to get him up to speed.

Aramus of the Third Eye
Human Warlock of Hyrkania; Level 4 Wizard; Male, 5’5”, 155 lbs. age 62; balding, with pallid, varicose skin, sallow eyes and numerous earrings, rings and jewels upon his person. He wears dark purple robes and has a foul odor.
ST     DX     CN     LK      IN    WZ  CH   SP    ADDS     
12      22       10       34       28     42     20    15     +32
Class Bonus: wizard’s spells and training
Talents: Intimidating CH+4, Third Eye Divination WZ+6, Diabolism IN+3, Thievery DX+4
Languages: Common (Middle) Tongue, Old Tongue, Kadantanian, orcish, evish, dragon speech, dark elvish, naga, the demonic Black Tongue, Southern Speech, possibly others
Spells: All spells of levels 1 to 3 as needed
Weapons, Armor and Gear:
Dagger of Infernal Possession (Sax dagger 2+5; targets wounded with the dagger must make a L3 Save vs. Wiz or Luck, or become possessed by a demonic spirit and will now fight mindlessly for Aramus for 1D6 turns)
2,500 gold pieces worth of flashy jewelry
One ring of All-Sight (The ring can reveal images to its bearer of distant locations, so long as Aramus has seen or met an individual who has moved to this location; in this way he spies upon the entire barony through his agents; Requires 1 Wiz to activate and 1 Wiz to maintain per turn)
3 potions of invisibility (Hidey Hole, lasts 1 hour each) and 3 potions of healing (each heals 10 Con)

   Aramus of the Third Eye is a notorious villain in the realms of Lingusia. He once founded the so-called “Cult of the New Darkness” in the Capitol Hyrkania itself, and instigated years of worship of the dreaded god Dalroth, a being so hideously evil that feverish worship and sacrifice can lead to a shattering of the dimensional walls, allowing vile entities from beyond time and space to seep in to reality to corrupt and destroy it. Although his order was at last put down, Aramus escaped, and fled northward, until he at last came to a small cave in which the vile dark elf druidess Phaedrael lurked. Here, he rested and recovered from the wounds inflicted upon him by the Agents of the Crown when he had escaped, and was fed strange brews by the mysterious druidess, that led him to both heal and experience profound visions. In one such vision he saw the temple of Israthor, and felt the sublime dreams of that ancient mind calling to him. Aramus became obsessed, and through her fascination for him so too did Phaedrael.

   Aramus now operates his cult within the barony of Askalon, seeking the elusive Zigurrat of Israthor, deep beneath the bowels of the earth. He has determined that the dark god plans to impart a portion of its infernal essence in to a newborn child, and that this child will soon be born, acting as the voice and body of the deity, allowing the cult to find his tomb at last. Presently his cultists are seeking out this child, which according to the divinations should be born any day now.

   Aramus has taken over a wing of the ancient elvish ruins of Kerys, and relies on Phaedraes to provide him with dark elves to help in searching the underworld. His human cult followers move throughout the surface world, and he has sent his most trusted agents to the Mountains of Madness to recruit mercenaries from among the foul goblinoids of the mountains. 


Fun fact: Aramus has an evil dimensional doppelganger (so, just like him) in the Rising Dark setting for Swords & Wizardry. Fun Fact #2: The Rising Dark was originally written for T&T 7.5 edition, but I ended up retooling it for S&W Complete for its print release! Maybe it's time to restore the T&T edition....

Tuesday, June 23, 2015

Troll Fever Looms: Deluxe Tunnels & Trolls at last on the horizon

Ken St. Andre reports that the Deluxe Tunnels & Trolls rules are almost done and ready to go to print. He also provides the final cover image, which as expected is a gorgeous cover by Liz Danforth. Per Ken, there's some final insertions of copyright notices on art, and then in theory it's ready to go to press.

It's been a long wait (the Kickstarter is a little over two years past due), but the hardcore fans of T&T are about to get a fantastic treat, I think. As someone who has been personally tied to T&T for many decades, and who knows and trusts all of the parties involved,* it has been an interesting experience to see how a Kickstarter can be a blessing and a boon to creative professionals. There are times, I admit, that I have regretted backing it and other Kickstarters, because it is so much easier to just plunk down some cash at the end of the road for a finished product.....but the personal stake in saying, "I am a fan of this game and I want it to happen" is just as exciting in its own way....and honestly T&T is the only game I really love being designed by the only people I have always felt this much confidence in. As such...I am really looking forward to at last getting DT&T and the copious quantities of additional reprint/revised books I ordered soon. This may inspire me to start writing about T&T again, as well.



*For most RPGers in the early 80's Gygax and crew were the Big Deal. For T&T fans it was Ken, Liz, Scott, Rick, Mike and co....and especially if you lived in Arizona as I did.