Showing posts with label deluxe tunnels & trolls. Show all posts
Showing posts with label deluxe tunnels & trolls. Show all posts

Tuesday, January 5, 2016

2015 Gaming Year in Review Part II: Kickstarters and OGL!!!

This was the year a lot of Kickstarters came to fruition, and also the year Deluxe Tunnels & Trolls finally materialized. It was also a major year for consumers to finally wise up and start scrutinizing wayward Kickstarters, especially serial offenders like Ken Whitman (alias Ken Whitless) thanks especially to Erik Tenkar's research efforts. Some highs and lows...

HIGH: Deluxe Tunnels & Trolls arrives

It almost missed 2015, but it did finally see release, and the Deluxe T&T core rulebook was a real pleasure to read and look at, a definite labor of love for both the authors, artists and fans.

LOW: The Ken Witman debacles

Not something I wrote about, but Tenkar's Tavern did a great deal to expose this serial con artist and his rampant abuse of crowdfunding, part of a long history of swindling and chicanery, it turns out.

HIGH: D&D 5E Gets Some Kickstarters

First Frog God Games did it in late 2014, with the fruit of their efforts coming out early in the year. Later 5E Kickstarters included Primeval Thule (which should be in my hands now if the Post Office can figure out how to forward mail....Sasquatch, remember to ask backers if there's an address change before shipping!!!), Tome of Beasts from Kobold Press, and more Frog God projects that seem to be experimenting with how much 5E interest there is (hint: a lot, but you need to make the Kickstarters easier to figure out and less risky).

Unfortunately all of the 5E books mentioned so far are produced on a more conventional fair-use basis because....

LOW: Still no OGL

I thought we'd see one by now, but maybe heavily modified with a lot of legal protection in place. Instead, we have no OGL going in to 2016, no word from WotC, and some suggestions from Kobold Press that maybe WotC is happy people are publishing without it, taking a bit of pressure off of the company to figure out how to support the game.

It's not bad in some ways; most 3PP have figured out now that you can produce your own content and publish it anyway, or are using the original OGL and just being careful.

LOW: Call of Cthulhu 7th

Call of Cthulhu 7th is not here. Backers might see it soon, in early 2016, but only because Chaosium is back on life support and breathing steadily, it seems. Will this Kickstarter come to pass? Was the Runequest 2 reprint another way to rob Peter to pay Paul (or whatever that expression is)?

LOWEST: Goblinworks Almost Goes Belly Up

Yeah I beat this dead horse last post, but it's worth mentioning because no one seems to be overly worked up about the fact that the Pathfinder Online game had two big, costly Kickstarters and ultimately ended up crashing Hindenberg style when Goblinworks admitted it missed its funding goal for completion by 75% and laid everyone off.....did Kickstarter backers ever actually get fulfillment on what they paid for? It seems to me this was not happening, not even close. For many (like myself) this was not a surprise....anyone who follows video game development could tell Goblinworks was designed to fail in their expectations and promises, but both Kickstarters had promised lofty goals, and I suppose did so cleverly....with one promising to fund a demo, essentially, and not the actual game. The other one fulfilled lots of print book promises, which apparently was what the backers really wanted. The Kickstarters ultimately felt very shady, in a "we met our obligations --technically--" sort of way....but if Goblinworks had been, say, Paradox Interactive or CDProject Red I think they would have been slammed, badly, for how they handled all of this. (Of course neither of those publishers would have done such a stunt in the first place).

PREDICTIONS: well, more Kickstarters loom (duh), as despite the bad ones there are many more success stories....and Kickstarters now are doing a better job of qualifying themselves by demonstrating prior successes. We will probably see CoC 7th in print but if there's still not CoC7 by the end of 2016 then I'll suggest it might be because Chaosium folded.....but the success of the RQ2 reprint Kickstarter suggests that shouldn't happen if they are careful. Meanwhile I predict that it will be shocking if Pathfinder Online is still, well, Online by this time next year.

Next: the more things change...




Wednesday, November 11, 2015

Deluxe Tunnels & Trolls: Five Things You Need to Know as a Solo Player

"I know it's called the Sewers of Oblivion, but you all wait here
while I go in to check it out alone. If I don't come back,
then one of you should go in alone and find me,
and so on and so forth. Perfect plan."
No one mentions this, and it can get a bit crazy. You can (and should) experience T&T's many solo adventures...they are honestly more fun and satisfying than Sword Coast Legends, Pillars of Eternity or any of that other CRPG drivel we keep ourselves occupied with these days. Some of them are amazing, too...if you can find the Jungle of Lost Souls on Ebay (it's not hard to find), Sea of Mystery, Arena of Khazan and the now in-print DT&T edition of City of Terror....you'll find some amazing gaming to be had. But, there are five important rules to keep in mind when delving into the realm of solo gaming with T&T! Here they are:

#5. It's All Cross-Compatible. All T&T products are compatible across editions, but remember the little differences. The core mechanical conceit...how combat works, dice+adds, monster ratings....all of that is the same. Some spells have changed over the years; it might be handy to keep a copy of 5th edition T&T around to compare to DT&T when you're confused about a spell name, maybe. That said.....very little has changed enough that you couldn't roll up a DT&T character now and take them through any existing solo. Just remember that in older editions Strength was used to power spells in place of Wizardry, and Speed wasn't always an important attribute. Easiest way to make sure you've matched a character to a solo's difficulty is to look for the "adds" it suggests.

#4. It's Insanely Flexible and That's Okay. T&T in all incarnations supports weird stuff, such as character attributes spontaneously boosting to ridiculous levels, horrible sudden death events, and magic items of inconceivable power (anyone remember Hellslice, the 42 dice sword from Arena of Khazan?) So don't sweat it....T&T has always worked this way, especially in the solos.

#3. Have a Guild of Fodder Characters. Don't start with one character and go into a solo dungeon. Roll up at least 5-10 characters. Long before Dungeon Crawl Classics codified the concept of the "funnel adventure" T&T had players grinding up delvers like there was a shortage on dog meat. If you start a solo, have several PCs ready to go in as backups when the first character dies. Also, --and this is Really Important!-- let them die. If you want to bring that character back, consider his twin, close cousin, or go run the Abyss solo for dead characters (conveniently printed in DT&T's module section).

#2. Your Guild of Characters are all Plane Hoppers. Every T&T module takes place in a different realm. Many have now been codified to take place somewhere in Khazan's dominion on Trollworld, but not all solo lines do. Some take place over vast distances and times. Assume your character works for or has access to some means of getting to Weird Places and Times and don't sweat the details.

#1. Forge a Campaign! It should go without saying, but you really don't need to roll up a new PC for every solo....you can and should try to advance your characters through solos, using the choice of solos to forge a campaign for that character. Play them until they finally strike it rich or gain cosmic power, then retire them for a future day when you can bring them in to a GM-run game as some badass NPCs to make the players' lives miserable. If you stick to this process, you'll find that in no time at all you will have a folio full of tough T&T hombres with some serious clout behind them. (They will be next to the MUCH LARGER folder full of dead and mutilated PCs left behind).

"I may be 87 years old with zero adds but I've got Hellslice
and A fifty-two year old tale of lust with the Death Queen herself,
so watch out sonny!"

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 17, 2015

The Gathering of Wizards Revised - a Deluxe Tunnels & Trolls Solitaire Adventure for Very Tough Wizards

The Gathering of Wizards Revised – a Deluxe Tunnels & Trolls Solo Adventure

This module appeared in an early issue of The Sorcerers Scrolls, probably around 1985-1986, and has been unpublished since. I had a print copy from an effort in 1992 to recover old data on my dying computer and that was it, so the following text has been hand-typed. I have attempted preserve as much of the original as possible except where my modern aesthetics were forced to intervene, which turned out to be often, so think of this as a right proper revision…especially since it expanded from 31 paragraphs to 59!

Fun Fact: this module is supposed to take place about eight centuries before all the other Lingusia-based solo adventures although it doesn’t explain that anywhere in the original.

The following solitaire is open to wizards, specialists and paragons of levels 2 or better in DT&T; and yes, even a high level wizard should find a challenges here. During the solo you spend WIZ to power spells; track this. Each time you progress one paragraph regain 1 WIZ unless the paragraph tells you to regain more. 

If you encounter foes, they usually list weapons; use the attack value based on MR, but the dice and adds never drop lower than the weapon being used. A foe with MR 40 and a scimitar, for example, starts at 5+20 dice and adds, but if reduced to MR 20 it still fights with 4 dice (but adds drop to 10).

Don't forget to track XP earned (DT&T page 63) for saves rolled and monsters defeated (equal to MR). 

If you are using an earlier edition of T&T you should have little problem with using this module; the core conceits are all the same and I just moved some cheese around a bit to update it.

To begin the adventure, start at paragraph 1.


1.  It has been several weeks since you met with the wizard Andrathlor in the city of Hyrkania, where he brought you to the darkened council chambers of the Wizard’s Guild (The so-called Order of the Blue Robes). There, your mysterious peers initiated you into the ranks of the Blue Robes, making you an official guild-sanctioned wizard. It was here that you learned to use your arcane ability from your homeland to tap into the unlimited resources of Lingusian magic. Since then you have continued to meet weekly with your fellow guildsmen, whenever necessary, to discuss present matters, summon planar entities for obscure questioning sessions, conjure demons to guard the guild tower and other such matters.

Indeed, activities in the guild are almost addictive as your burgeoning native talent is dramatically enhanced by the secret ways of the Blue Robes.  Such is it that on this night your guildsmen have called a meeting to discuss recent declarations of the Hyrkanian Emperor, Palomar, declaring that all wizards in the city must present themselves before him in the Royal Hall, so that they may be assigned –almost incredulously—bodyguards. So it has been ordered by the Sacrimori himself, the high priest of all gods, Naril, lord of the sun. What nonsense!

This, of course, makes no sense whatsoever. To any of the guild mages, as until now most of them have been strongly disliked by the general public thanks to the efforts by the temple, and the priests of the High Temple have been their political enemies at every turn. Thus it has been decided that the meeting tonight will be held to discuss the emperor’s command –and whether or not it must be obeyed.

Gathering various paraphernalia and casting components, you begin jour journey to the Wizard Guild Tower. If you would like to use some sort of spell to get there then go to 2. If you prefer to walk then go to 3.

2. If you have a conveyance spell which teleports or flies such as “Blow me to…” or “Fly Me” which can take you at least a mile then spend the points and cast it. Traveling by magic means you go to 4; if you can’t cast such a spell go to 3.

3. As you walk through the darkened streets of Hyrkania, wondering why the guild only meets on moonless, fog-shrouded nights make a level 2 save vs. Luck.  If you make the save, then your journey is uneventful (go to 4). If you fail, then something happens (go to 5). Note that you may reduce the save by 1 level if you choose to cast Zingum to speed your pace and avoid risky areas and alleys.

4. You touch down at the Wizard’s Tower of the Blue Robes. Entering through the wide chamber where the doors are propped open, you see that the wide room is poorly lit, with only a few lamps flickering faint light. Along the walls are various arcane objects, ranging from shelves full of chemicals and potions to cauldrons, braziers, enchanted masks and more. The tower is actually the dominion of the wizard-lord Alpharust Jodakin, a Takkain sorcerer of eastern origin, and his eclectic taste in décor shows. It is rumored that he is not only the leader of the guild, but the most powerful wizard in the city, more powerful than all other mages in Hyrkania combined.

One by one the guildsmen trickle in, until all have arrived….or have they? You glance about and see that Andathlor, who recruited you, and Megathruo the cambion are missing. Before you can investigate Alpharust calls the meeting.

“We have a problem,” Alpharust says in his curious accent. “The emperor has fallen to the lies of our enemies, and I worry that his proclamation spells doom. I propose that we summon a demon of knowledge, that we may question it about the intentions of our emperor and our foes who have his ear.”

The council begins to vote. If you raise your hand in favor of summoning a demon to interrogate, go to 6. If you would like to suggest using a different spell of divination then go to 7.

5. Roll a 1D6: on 1-3 go to 8; on 4-6 go to 9.

6. Everyone in the room agrees that this is a wise decision; the eastern demons Alpharust can summon have been a great boon in the past. The group then proceeds with the summoning. Alpharust and the elder mages focus on the summoning spell and the lesser mages such as yourself provide support and spell power to enforce their casting. If you know the summoning spell go to 32 now. Otherwise, you contribute 2 WIZ to the spell effect to power the summoning.

As the spell takes effect a demonic form becomes visible in black and purple smoke which wells from the depths of a yawning maw in the center of the pentagram drawn by the elder guild lord. As the demon manifests make a level 3 save vs. Intelligence. If you succeed, read on; if you fail go to 33. If you fail go to 12.

7. Wise choice! The other wizards all agree with your suggestion, and so they look to cast the most powerful dinivation spell known….looking to Alpharust, he digs deep through his tomes and produces an ancient code. “This was the Fifth Codex of the Fifth Night of the Death Trolls,” he says. “ In it is the spell with which one may be speak with the gods. A…”Dear God” spell, if you will.” He chuckles as he recites the spell and calls upon the reinforcement of the guild mages. You expend 2 WIZ for your part.

An ominous darkness fills the chamber, and the flickering lamp light evaporates. A voice speaking the primordial tongue rolls out of the darkness, translated only by the chamber’s magic. “I…AWAIT….YOUR….QUESTIONS…” it echoes ominously. Everyone looks at you…..

Alpharust looks at you as well. “It seems the voice has chosen you to ask the questions….”

What will you ask first?

To ask the voice, “Should we heed the call of the Emperor?” go to 34.

To ask the voice, “Is the summons of the emperor a trap?” go to 15.

8. As you travel the darkened streets a gang of 1D6 brutish thugs emerge from a side street, threatening you. They are armed with short swords and cudgels. If you would like to make a break for it the go to 16. If you would like to cast a spell go to 17. If you would rather confront them and see what they want go to 18. Finally, there is probably a city watch patrol near by…you could always scream for help (go to 19).

9. You pass through the richer quarter of town where your ally Andrathlor dwells. As you walk down his street you are shocked to see red orcs –thyzakon—setting fire to his house, and in the upper story windows you see the flash of battle magic! You can attack the red orcs right away (go to 20< or cast “Fly Me” or a similar levitation spell to reach the windows upstairs to join the duel of magic (go to 21). You may also go straight to break down the front door (22).

10. You return to the tower, only to find it engulfed in flames, a horde of demons rampaging! You are too late…..you may take the fight to the demons

11. You hear the sound of crackling energies, followed by a slithering, hissing noise from what sounds like the heads of dozens of giant snakes. You bash through the doors exiting the chamber and seconds later are pelted with rubble and debris as you hear first the shocked cries of your allies, then a second of silence followed by the rending and crushing of stone. You can flee now to your room at the inn (go to 23), turn and attack whatever demon appeared (go to 12), or you can cast Ghostly Going and then turn to attack your foe (go to 25).


12. Before your very eyes the Demon God Lazar appears, a ten foot tall snake-headed demo whose very body is comprised of thousands of writhing serpents. You know Lazar well from your studies, for he is the Abyssal lord of serpents and petrification….make a level 4 save vs. Luck. If you make it you turn your gaze away an instant before all of your allies are petrified in stone. If you fail, he shatters you and all the rest of your companions with a thundering crack of his great obsidian club. If you succeed then you may turn and run (go to 11) or fight (24).

13. The cost to banish this demon is 160 WIZ…yes, you read that right. Can you pay that amount? If not, go to 12. If you can, then the spell takes hold and the demon is forced back in to the Abysss before it can manifest. For a brief moment you see writhing serpents in humanoid form….and realize this was Lazar, the Stone Death, a demon god of serpents and gorgons. It was a VERY close call.

Your fellow guildmates owe you their lives. No one is certain why the spell failed; it should have summoned a lesser knowledge demon, not a demon god. Alpharust pulls you aside. “You have more talent then you realize,” and he presses in to your hand a glimmering blue stone. The stone is a Blue Diamond Power Battery that can store your WIZ in power within it. “I expect more greatness from you, dear mage.” He leaves.

You may now return to your inn room at 14, or go to 35 to investigate why your ally Andrathlor did not appear earlier.

14. You arrive at the Blue Balrog Tavern, which also has some cheap rooms in the back with hourly, daily and weekly rates (no maid service, though). In the morning, you awakened refreshed and mysteriously still alive. After bathing and eating you are ready for the next day. You may proceed to the Emerald Palace to answer the emperor’s summons (26) or or you may ignore the summons and decide you and you alone know what is best for you (27).

15. The voice responds, “NO.” Go to 36.

16. Make a level 2 save vs. Speed. If you succeed then your bony wizard legs carry you as fast as they can and you arrive at the Wizard’s Tower in time to make a quick escape (go to 4). If you fail then the thugs rapidly catch up to you and you must face them (go to 17).

17. Fire off a combat spell first and deal the damage before regular combat begins; each thug is MR 32 (4 dice +16 adds) and is armed with a short sword (3 dice) and cudgel (3 dice); they don’t drop below 3 dice for hit totals due to the weapons. Each round of combat total spell damage to them first per the spell description. If you survive, then walk, crawl or drag yourself to the Wizard’s Tower (4). If you perish, make a level 2 save vs. Constitution (against your normal score, not your injured score). If you succeed then they overlook that you still have a pulse; go to 40. If you fail,  then they did notice you still have a pulse and a swift barrage of cudgels finishes you off.

18. Make a level 1 save vs. Intelligence. If you roll a 3 (2 and 1) on this go to 45. If you fail normally then as you ask the men what they want they rush you and get a free strike in; you have only enough time to cast a defensive spell if you have one available; go to  17 if you live. If you make the save then you realize these are not muggers, but assassins! You may fight normally (go to 17), flee (go to 16), or call for help (19).

19. You shout for help, trying not to sound too desperate and girlish as you do. A block away a squadron of guards heeds your call, and comes rushing to your aid! The thugs flee quickly, not wanting to tangle with the fully armed and armored warriors. Make a level 1 save vs.Luck. If you succeed, go to 46. If you fail, go to 47.

20. You charge in to the red orc firestarters. The red orcs are MR 28 each, and armed with burning torches that double as clubs (3 dice plus 1D6 fire damage) and scimitars (4 dice). You may open fire with whatever combat magic you have; they have no ranged weapons however, so if you cast Fly Me first then you have range on them and they will flee after the first round.

If you slay or drive them away, you may Fly Me to the window (21), or bash your way through the front (22).

21. You fly through the window in time to see Andrathlor battling his last as a party of six infernal Bone Demons slash him to bits, though Andrathlor made a good accounting for himself as six others lie in burbling pools of molten flesh on the floor.

The demons turn to you: fight them! All six are MR 38 each (4+19), not strong, but each one has Magic Resistance so you must make a Level 1 save vs. WIZ to overcome their resistance; these demons are covered in bony spikes, and deal spite damage on every 5 and 6 they roll in their attacks. The demons are immune to fire damage but take double damage from cold. As you burst in to the chamber you can get one spell off for free before regular combat begins.

If you are defeated, make a level 1 save vs. Constitution and go to 40 if you succeed. If you win, rush to Andrathlor’s side at 51.

22. You reach the front door, which is heavy and locked; make a level 3 save vs. Strength to bash it in, otherwise if you have a spell that will aid you in passing the door cast it now. If you are unable to enter, then you are forced to listen to the screams on the second floor as your ally perishes and the building goes up in flames. You resume your journey to the Wizard’s Tower at 52.

If you break the door open, you rush upstairs in time to see six hideous white bone demons slay Andrathlor. The demons evaporate into smoke as they return to the Abyss, leaving Andrathlor dying on the ground.  Go to 51.

23. You return to your inn, and quickly hide under the bed covers. In the morning, you awaken to news on the street that the Wizard’s Guild of the Blue Robes have been assassinated….not news to you, really.

You may proceed to the Emerald Palace to answer the emperor’s summons (26) or or you may ignore the summons and decide you and you alone know what is best for you (27).

24. Lazar is a beast to fight. Each round you have to make a level 4 save vs. Luck to avoid his petrifying gaze (reduce this to level 2 if you blindfold yourself, but note that affects sight-directed magic without some item or other spell to substitute for sight). Lazar is MR 250 (26+125) and has 12 points of natural armor protection. Each point of spite damage he deals induces poison from a snake bite, which requires a level 1 save vs. Constitution (per spite damage!) or you are poisoned and take 1 additional spite per round until you can bind your wounds (which take a full round a a level 2 save vs. Intelligence).

Lazar is initially recovering from his opening attack on your now petrified comrades, so you have one round to cast a defensive or offensive spell. If you can cast a spell that speeds you up first you can stay ahead of him, as well; he will hurl stone wizards at you if you do this each round (He has Dexterity 30 for ranged attacks, and each wizard is a 10 die missile strike).  However, Lazar can levitate and fly at will so Fly Me won’t let you escape. After five rounds of fighting Lazar will immolate everything with a hellbomb burst  (for 130 damage).

If you somehow live through this (and it is possible if you’re tough enough) then the demon lets out a strangled wail of defeat and evaporates in smoke, the dark aspect of the god returning to the Abyss. You may look about the ruins of the Guild Tower, and realize it is a total loss….everyone is destroyed. Go to 41.

25. Your body falls to the ground as your astral form gazes upon the form of Lazar, Demon God of the Death Gaze, lord of serpents and gorgons. In the astral realm Lazar is immense, a grotesque beast a hundred feet tall, with a humanoid form wreathed in thousands of snakes. His serpentine head is crowned by two shimmering yellow eyes, from which beams of petrification constantly sweep. As he shatters the petrified forms of your allies, you realize you have second to act before he notices your crumpled body….you see a silver cord of energy connecting Lazar to a whirling pool of darkness. You think this is his planar tether…..make a level 4 save vs. Wizardry. If you succeed, you may attempt to sever the cord and see what happens (go to 54). If you fail, he spots you and your astral form is sucked into the void of his Abyssal Soul Gem around his neck, trapped for eternity as demon food (go to 59).

26. You make your way through the sunny but still smoky streets of Hyrkania’s great capitol until you spot the Emerald Dome, an immense relic from the bygone days of the empire’s lost glory. After presenting yourself before the Royal Guard you are escorted to the Emperor’s Hall, where a procession of many souls, including other mages who have been summoned (and lived through the night) await the Emperor’s proclamation. The High Sacrimori,  a stern priest with a suspicious gaze, studies the chamber as you enter. Go to 28.

27. You have survived for two whole days in Hyrkania during the Great Purge. Take 500 XP for reaching this point, along with the experience gained for making saving throws and defeating foes. Congratulations! 

28.  When at last the emperor deigns to address the mages in the chamber, he looks upon you with a stern eye. “Word is out,” he says, “that the vile cultists of Lazar, demon god of the Stone Death I am told, have declared that all mages of the emperor must be killed.” He clears his throat. “Last night, many appear to have died in a pre-emptive strike against all mages. If you are so valuable that such evil must seek your doom, then I see now that wizards do indeed have value in my empire. As such, I have called upon my trusted confident, the Sacrimori, to offer a solution.”

The Sacrimori looks like he has swallowed a rotten egg. “The Emperor has….charged the Temple of Naril…with your protection.” He sounds exasperated. “So it is, and so I offer you our finest warriors, Solarian Knights all, to serve as your bodyguards.”

The knights enter the room and one by one are assigned to the mages so summoned. When you meet your night, roll as follows:
Gender: Roll 1D6: odd female, even male
Name: choose your own or roll:
1D6 (male): 1-Davin, 2-Erik, 3-Astos, 4-Daraphon, 5-Kalvin, 6-Draegos
1D6 (female): 1-Torvas, 2-Lakuna, 3-Tericia, 4-Eritria, 5-Tawny, 6-Devorah
Class: The solarian paladins are all chosen from paragon stock!!! They are Level 4 paragons.
Stats: STR 40, DEX 18, CON 32, INT 12, WIZ 18, CHA 18, LK 12, SPD 12 (+34 adds)
Spells: solarian paladins know all level 1 spells plus Poor Baby and Vorpal Blade.
Weapons and Armor: Solarian paladins train with the medium sword (4D6) and knight’s shield (5 hits, doubled). They wear plate armor (16 hits, doubled).
Personality: 1-dour, 2-grim, 3-perky, 4-reverent, 5-naïve, 6-irritated
Special: solarian paladins are gifted with a special sight; they can make a saving throw vs. the level of an undead or demonic/fiendish target to piece any disguise and see them for what they truly are.

You now have a bodyguard, albeit a faithful servant of the Temple of Naril. Go to 27 as the emperor’s court disperses for the day.

29. As you travel through the dark streets, you are attacked by a vicious horde of parademons, monstrous dog-like mutants hunting for anyone with a traint of magic about them. There are 6D10 of them in the mob and each has an MR of 22 (3+11). They are immune to fire damage, and if you take 5 or more spite damage from the mob in a round you need to make a level 3 save vs. Constitution or contract Abyssal Rot, a terrible disease which reduces your Charisma by ½ and makes you look like a horrid undead creature (anything which remove curses will cure this affliction).

If you die, make a level 1 save vs. Constitution and go to 40 if you make it, otherwise you perish. If you survive and defeat the horde, then seek refuge in your rented quarters (23).

30. You are escorted to a comfortable detention room with facilities in the Emerald Palace. In the morning the guards escort you, and several other wizards taken into custody, to the hall of the emperor. As they take you there, the guards mention that terrible things happened in the night. “Hordes of demons slaughtering every hedge wizard and oracle they could find; assassins killing peddlers of potions and high mages alike. Madness! They’re calling it the Great Purge already. Terrible stuff.”

You ponder what wizards could have done in the empire to deserve such doom when you arrive at the emperor’s hall (go to 28).

31. Megathruo nods. “Wise choice.” You depart for ways unknown. Megathruo will remain by your side for as long as you adventure. He is a Half-Demon wizard, level 4, STR 18, DEX 22, CON 15, INT 34, WIZ 42, CHA 13, LK 25, SPD 10 (+29 adds), with all level 1-3 spells and a sax (2D6+4). He is a reliable fellow who’s personality is best described as “quirky but loyal.” Now head out of the city at 27.

32. As you prepare to use the Summoning spell, cast collectively you feel the magical force pulled from you. You find that it will cost 12 WIZ for your portion of the casting as a major contributor, but as you cast make a level 3 save vs. Intelligence….if you succeed, you realize something is off (go to 33). If you fail, then the casting completes (go to 12).

33. Something does not seem right! The demon manifesting does not look like the knowledge demon you expected. You may continue to finish the ritual (go to 12), avert your gaze and run (go to 11), or if you know Banishing you may cast it now and go to 13.

34. The voice responds, “YES.” Go to 36.

35. You come across the burning wreckage of Andrathlor’s house in the upper commons of the city’s rich quarter; not even a bucket brigade is present, but most of the fire is out now….almost as if it was a quick flash-fire, as magic tends to make….

You may continue to your inn ( go to 37) or investigate further (go to 38). You may also return to the tower to report what you have found (go to 10).

36. The guild mages seem satisfied. As they break for the evening, intent on heeding the emperor’s summons, Alpharust pulls you aside. “You have more talent then you realize,” and he presses in to your hand a glimmering blue stone. The stone is a Blue Diamond Power Battery that can store your WIZ in power within it. “I expect more greatness from you, dear mage.” He leaves.

Will you go back to the inn where you’ve been staying (14), or head out to determine why Andrathlor did not show (35)?

37. As you resume your journey to the inn where you rent a room make a level 3 save vs. Luck. If you make it go to 23, if you fail go to 29.

38. You find evidence of charred human remains, probably Andralthor based on the gold teeth that have melted in the heat. The charred reains of blackened bones and oil-like smoke are unusually odd….roll a level 2 save vs. Intelligence (I you have a talent for the occult or arcana add it). If you make it, go to 39, if you fail then you find no further clues; go to your room at the inn (37), or report what you have found to the tower (10).

39. The smoky oil and black bones are the mark of demon corpses, which slowly disincorporate as the essence of chaos returns to the planes. With no further clues, head back to your room at 37, or return to the wizard’s tower of Alpharust to report what happened (go to 10).

40. You awaken in a gutter, lying next to a dozen other corpses gathered by the corpse-gatherers during the night. A hunchbacked worker a few feet away is whistling an odd tune while pulling bodies from a wagon. “Busy night,” a nearby ratkin on a kask mutters as he breathes deep from a corn-cob pipe. You seem to have recovered enough; you have 1 Constitution right now, enough to be conscious.

Do you lie still until they leave (go to 44) or sit up and surprise them (42)?

41. You make it back to your room at The Blue Balrog Tavern and Inn, only to find it has been rented out already! The barkeep, a burly half-ogre named Morn looks surprised to see you. “I thot y’all died last night, wasn’t ya meetin’ yer Blue Robe buddies?”

You explain you got mugged and he shakes his head. “Yer damned lucky then!” He explains that the entire council of guild mages died last night, turned to stone and shattered by an unknown source. “My advice is yer keep that luck’a yours runnin’ and get outta town, friend.”

Morn feeds you a hot meal and lets you wash up. You may proceed to the Emerald Palace to answer the emperor’s summons (26) or or you may ignore the summons and decide you and you alone know what is best for you (27).

42. The ratkin and the corpse hauler are shocked, indeed! Make a quick level 1 Save vs. Charisma. If you succeed, then they both relax as the hauler pacifies the ratkin’s endless screams of “Zombie!!!!” but if you fail go to 43.

“Thought you was a right goner, we did. Didn’t take nuttin from ya’s, we saw what yer spell book and robes, figured someone would be along soon to claim you, if ya didn’t rise from the dead like just now.” You thank them and head out….go to 41.

43. The corpse hauler and the ratkin are used to zombies spawning from their haul and attack! The corpse hauler is MR 38 (4+19) and he wields a mean shovel (4 dice). The ratkin is a MR 44 (5+22) rogue with an attitude and two saxes (2+5 each). If you take a moment to make a level 3 save vs. Charisma you can convince them you are a very terrifying undead and they will flee instead. If they do flee or you defeat them, go to 41.

44. Eventually the corpse collectors leave for a new haul. You slip away, limping from your injuries. Go to 41.

45. “Hi there sir, we are collecting for the Sanderon Oprhanarium, where hundreds of orphaned half-orcs and half-dwarves are waiting for kind and generous noble families to recruit them for wait staff. Would you be willing to make a donation?” The man looks at you earnestly, a big smile half-full of teeth greeting you.

As you reach for your purse to offer some coin, their cudgels suddenly rise and strike. “On second thought, never mind. We’re just gonna haff to help the orphanarium another way!” You are dealt a severe beating totaling 30 points of damage per thug. If you are still alive go to 16!

46. The guards warn you to watch out, there’s been an unusual level of violence this evening. You arrive safely at the Wizard’s Tower (go to 4).

47. The guards recognize you are a wizard. “You have been summoned by the Emperor, and there is an unusual level of violence on the streets aimed at spell casters,” the watch captain explains. “I insist that you come with us for your own protection.”

If you accompany them without question go to 30. If you want to give them a slip, you may do so the old fashioned way (go to 48) or via magic (go to 49). You can also always fight them at 50.

48. Make a level 3 save vs. Dexterity. If you make it, you escape into a dark alley and lose the guards; go to 4. If you fail, they catch up to you. The watch captain insists you accompany them, and via physical force they drag you to a detention room in the Emerald Palace (go to 30).

49. If you have Hidey Hole or a similar concealment spell cast in and make good your escape! Go to 4. If you do not, then try it the old fashioned way (go to 48).

50. Each guard (there are 12) is MR 44  (5+22) and armed with great swords (5 dice) and plate armor (11 hits). If you live, go to 4 but make note that the Hyrkanian City Watch will probably be looking for you soon!

51. Andrathlor has an ounce of life left, though his intestines are all over the place. “The demons….they have turned on us….warn the others….” And then he dies. You can go to the Wizard’s Tower, but now more informed. Go to 52.

52. You touch down at the Wizard’s Tower of the Blue Robes. Entering through the wide chamber where the doors are propped open, you see that the wide room is poorly lit, with only a few lamps flickering faint light. Along the walls are various arcane objects, ranging from shelves full of chemicals and potions to cauldrons, braziers, enchanted masks and more. The tower is actually the dominion of the wizard-lord Alpharust Jodakin, a Takkain sorcerer of eastern origin, and his eclectic taste in décor shows. It is rumored that he is not only the leader of the guild, but the most powerful wizard in the city, more powerful than all other mages in Hyrkania combined.

One by one the guildsmen trickle in, until all have arrived….or have they? You glance about and see that aside from Andrathlor, whom you know the fate of, one other named Megathruo the cambion is missing. Before you can investigate Alpharust calls the meeting.

“We have a problem,” Alpharust says in his curious accent. “The emperor has fallen to the lies of our enemies, and I worry that his proclamation spells doom. I propose that we summon a demon of knowledge, that we may question it about the intentions of our emperor and our foes who have his ear.”

The council begins to vote. You may call out and warn them of what happened to Andrathlor (go to 53) now.  If you are curious as to what nightmares are imminent, then you may raise your hand in favor of summoning a demon to interrogate (go to 6). If you would like to suggest using a different spell of divination then go to 7.

53. “Guildmaster, I must warn you: Andrathlor was slain, by demons and red orcs. Before he died he warned me that the demons have turned against us.”

The mages are shocked, and a babble begins. “Silence!” Alpharust calls out. “We must still answer the question of whether to honor the summons of the Emperor. In light of this revelation, I propose we use divination instead.” Go to 7.

54. You blast or cut the silver cord and in a flash it is severed; the physical and astral form of Lazar is severed from his tether to the Abyss. The astral form of Lazar turns its gaze upon you,  and a thousand serpentine voices hiss at you, “You should not have done that, mortal…” make a level 3 save vs. Luck. If you make it, Lazar’s astral form disincorporates (take 400 XP and go to 55). If you fail, his gaze falls upon you and your astral form is drawn into his demonic soul gem, trapping you forever more (go to 59).

55. You awaken in your body as you escape Lazar from the astral realm. Nearby, his physical form in the real world has degenerated into a writhing mass of serpents. You look around at the ruins of the tower and the shattered remnants of the guild and flee! Go to 41.


56. You attack the vicious horde of parademons, monstrous dog-like mutants hunting for anyone with a traint of magic about them. There are 6D10 of them in the mob and each has an MR of 22 (3+11). They are immune to fire damage, and if you take 5 or more spite damage from the mob in a round you need to make a level 3 save vs. Constitution or contract Abyssal Rot, a terrible disease which reduces your Charisma by ½ and makes you look like a horrid undead creature (anything which remove curses will cure this affliction). You have the advantage in the first round of battle and may make a full attack (spell or otherwise) against them.

If you die, make a level 1 save vs. Constitution and go to 40 if you make it, otherwise you perish. If you survive and defeat the horde, then after a thorough search you find that many of your fellow guildmates are dead, slain by the surpise attack. A glimmer of hope is found in the form of a teleportation circle, recently used….and it looks like several bodies are missing, so your hope is that Alpharust and some of your fellow mages escaped.

With nothing else to see, you may seek refuge in your rented quarters (23) or flee the city immediately (57).

57. As you depart the Capitol through the Great Western Gate, a figure emerges from the shadows. “Ah, I’m not the only one to live,” it’s Megathruo, the cambion mage.

“What are you doing alive?” you ask suspiciously.

Megathruo shrugs. “I saw what was happening…mages everywhere killed in their sleep, while divining, while even summoning previously loyal demons. It was a nightmare. I fled, and I think only the taint of demon blood in my veins threw the parademons off my scent. I smelled too much like one of them….. In any case, there is safety in numbers. I will travel out of this accursed place with you if you like.”

You contemplate. Will you accept Megathruo as an ally and traveling companion (31), or turn him down (59)?

58. Megathruo nods. “Well, I wouldn’t trust myself either.” And with that he disappears into the shadows. You ponder the encounter, wondering if he had escaped the purge due to some act of betrayal as you march your way out of the city, done with this thrice-cursed realm. Go to 27.

59. As you find yourself an errant soul trapped in a demiplane of evil where Lazar’s soul reigns supreme, your very essence leaked away to power his infernal godhood, you may make a Level 8 Save vs. Dexterity. Each time you fail you lose 1D6 WIZ permanently, drained by Lazar, and then you must repeat the save; when you reach zero WIZ your soul disincorporates. When or if you succeed at a luck save you suddenly awaken one day to the light….a bright white light! You have a pasty, fresh new body, with fresh new physical stats but the same Intelligence and Luck scores and whatever is left of your Wizardry. Standing over you are a trio of adventurers, who just discovered the Soul Gem of Lazar and accidentally freed you when they rubbed the gem.  “By the gods!” says the dwarven warrior named Aurangabad. Next to him the dark elf Flavious shakes his head. “Did not expect that.” Finally the wizardess Saitana leans over. “You, my friend, are very lucky….how long have you been trapped in that gem?”


After a short discussion you realize that your companions are saying it is the year 2,090 of the reign of the great empire….some eight hundred years since you were trapped! Lazar’s cult was driven of f to the degenerate Isle of Serpents, and they have just freed you. Congratulations on your revival. Gain 400 XP and your saviors will give you 500 GP to buy new equipment and get you back on your feet. If you lost so much WIZ that being a wizard is a tough proposition, you may change class to Warrior or Rogue now.

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....