Sunday, 15 November 2015

Gloomdark Scepter - d6 Random Effects

Are you tired of your boring old scepter? Do you long for something that will make your enemies wet their pants? You want dark, eldritch effects for a low, low price? Well look no further than the Gloomdark Scepter.

Crafted from the most disturbing umberwood from the Catorsis hell dimension, this top-of-the-range tool of evil is your best defense against goodness and light. Are you often set upon by scores of dumb paladins looking to take you down in the name of justice? The Gloomdark Scepter is just the thing to keep those god-loving dorks at bay.

Don't take my word for it - read some of our amazing customer reviews!

"I've been dealing with do-gooders my whole life and most of my intricately-designed death dungeons have been all but sacked. But now I have the Gloomdark Scepter, anyone who gets up in my business faces the terrible wrath of the unknown, blasphemous gods!" - Vendris Deathrattle, Lich of the Somberwoods. 

"I can't recommend the Gloomdark Scepter enough! I had a big problem with a local celebrity cleric up until recently, but she's now a thing of the past. Think you can desecrate my temple to the Lord of Pain, Anabelle? Not anymore. Now she's serving her time in an infinite hellcage in the center of a black star." Jelle Doomfucker, Dutchess of Carnage.

"I can't imagine life without my Gloomdark. When I'm not using it to turn my opponents into gibbering wrecks, I use it as a walking stick for my rambling." Xeeth the Vile, Chairperson of the Rambler's Association.

So what can the Gloomdark Scepter do for you? 1d6 random effects, that's what!

1. Target becomes enveloped in black tentacles, preventing the target from attacking or moving for 1d6 minutes.
2. Target is transported to the centre of a black star, caged for 10,000 years (time goes 1000 years to 1 real-world second). Target returns after 10 seconds, broken, silent and dead inside.
3. The target becomes an eldritch abomination who sprouts blackened wings and flies away to the moons of Svess.
4. The target is overcome with despair and cannot act for 1d6 days.
5. The target becomes the thing it fears the most.
6. The target's loved ones are immediately eradicated from existence.

Buy the Gloomdark Scepter now and we'll throw in a free dimensional pouch - for unlimited cash storage!

Wednesday, 11 November 2015

The Mountain Metropolis of Nerintir

Hewn into the very rock of the Shimmerstorm Mountains is a city unlike any other - Nerintir. The blue ice and ivory snow covers the stone buildings, giving the architecture a magical sheen that twinkles in the moonlight and blazes during the daytime.

Nerintir is the bastion of the northern world and home to the Princess Azraela, a beautiful and wicked woman with a reputation for murder and trickery. Not that anyone in the city would dare admit this out loud - if you were to ask about Azraela in the streets and taverns of Nerintir the citizens would only gush about her beauty through strained breath.

While she has a vile reputation, men and women from far and wide come to seek her hand in marriage. If one wanders into the royal gardens they would see skeletons hanging from the trees - the bodies of each of her suitors that were unable to answer the princess' riddle - one that if solved would cement the relationship.

Deep within the Shimmerstorm Mountains lives a great ogre called Grunthern, a mighty creature who dwells in a hall coated in gemstones, strange mushrooms and glow-worms that illuminate his abode. Unbeknownst to the people of Nerintir, Grunthern has enchanted Azraela with a charm that makes her love him unconditionally. Most nights the princess slips out of her chambers, mounts her cold drake and flies high into the mountains to the great door leading to the halls of Grunthern. There, Grunthern advises the princess of her next riddle and in return receives the eyes of her victims which he relishes in a soup.

Outside the city walls lurk all manner of creatures, from ice skinks and cold drakes to bray wolves and the fearsome blue goblins. There might even be a goddess prowling the wintery slopes of Shimmerstorm....

The Blue Goblins

A tribe of blue goblins make their home close to Nerintir, waylaying travellers by assaulting them on the backs of small drakes. They are able to bury themselves in snow for a prolonged period of time only to jump up and catch people unawares with spears in hand.

Body: Average
Mind: Average
Disposition: Abysmal 
Spirit: Fair

Attacks: Spear (Average)
Skills: Stealth (Average)

The blue goblin leader is Glippa Goot, a fiery lady with a eye for trinkets. She became the leader after removing the heart of the previous leader - as is the tradition in blue goblin tribes. Glippa and her tribe are mortal enemies of Grunthern, who sends out his wolf minions to fetch him one of his favourite foods - goblins!

The Frost Elf

There are rumours of a legendary elf woman who stalks the mountainside with a bow and arrow, hunting bears, wolves and even goblins. She is said to have raven black hair with a blue streak. Some travellers say they have seen her in the mountain mist, but as quick as she appeared she had gone. Some people say that she is the embodiment of the mountain, while others say that she is the goddess of the hunt,

Body: Excellent
Mind: Good
Disposition: Good
Spirit: Fair

Attacks: Shortbow (Excellent)
Skills: Read Magic (Good), Set Traps (Good), Illusion (Fair)


A vile beast with a mighty beard who stands 8 feet tall. He has large black eyes and a huge nose with two cavernous nostrils. Grunthern has a foul temper, but can easily charm people with his magic.

Body: Good
Mind: Good
Disposition: Abysmal
Spirit: Excellent

Attacks: Club (Good)
Skills: Enchant (Excellent)

Princess Azraela

Body: Fair
Mind: Excellent
Disposition: Abysmal (enchanted), Excellent (non-enchanted)
Spirit: Poor

Attacks: Dagger (Fair)
Skills: City knowledge (Excellent), Bluff (Excellent)

Saturday, 7 November 2015

Cover Reveal: The Kremmsellion

For the past couple of weeks I've been working on my first GM adventure for Deluxe Tunnels & Trolls called The Kremmsellion and I'm excited to present the cover.

I wanted to really delve deep into the history of magic in Trollworld and the formation of the Wizard's Guild. We know from the new rulebook that the elves were the first to use magic, so I wanted to really explore this first step into what would have been a complete revolution in the world.

Through the adventure, the players will come up against a sworn enemy of the Wizard's Guild, Vastervale Demetus, who plans to find the Kremmsellion - the first enchanted item - to bring the world to its knees.

Look out for this new adventure in the coming months.

Thursday, 5 November 2015

These D&D Rulebook Doodles are Incredible

+Dyson Logos is currently running a series on his blog where he 'illuminates' D&D books. He's currently, in his own words, defacing the Monster Manual. However, he's not quite ruining the books.

I love everything Dyson does. He can do no wrong!

Wednesday, 4 November 2015

Cover Reveal: Apocalypse in your Hometown

Well this is a nice surprise to come home to. +Jerry Teleha of Darkshade Publishing has just released a sneak preview of Apocalypse in your Hometown, with an amazing cover by Bill Bricker.

AIYH is a collection of adventures for Tunnels & Trolls: Stay Alive!, a modification by Mr Teleha himself. The idea of the scenarios is that each is set in the writer's own hometown - with one by myself set in Leeds, UK (it's a witch-pocalypse).

Expect to see this out sometime in the next few months.

Tuesday, 3 November 2015

Enchanted Item: The Tinderbox

This is a systemless inspiration post. To find out more about my, erm, systemless system have a gander at this.

The Tinderbox is a notable enchanted item found within the underground chambers beneath a large hollow oak tree. Within the chambers there are coins of copper, silver and gold guarded by three wolves, each of different sizes.

When the PCs meet the wolves, they have two options: subdue them nonviolently or attack them. If they were to subdue or bargain with them, they will gladly offer up the Tinderbox (the wolves are able to talk and are relatively intelligent). However, if they attack and the wolves are killed, the Tinderbox loses its enchantment (but can be used as a regular boring old Tinderbox).

Wolf #1
Body: Fair
Mind: Fair
Disposition: Average
Spirit: Fair

Attacks: Bite (Fair)
Skills: Fearsome (Average)

Wolf #2
Body: Average
Mind: Fair
Disposition: Average
Spirit: Fair

Attacks: Bite (Average)
Skills: Fearsome (Average)

Wolf #3
Body: Good
Mind: Fair
Disposition: Average
Spirit: Fair

Attacks: Savage Bite (Good)
Skills: Fearsome (Average)

The Tinderbox (Good)
Price: Expensive
Effect: When the Tinderbox is struck once, Wolf #1 is instantly summoned. If it is struck twice in quick succession Wolf #2 appears. If struck three times in quick succession Wolf #3 appears. Each wolf stays around until unsummoned by striking the number of times needed to summon the wolf. The wolves obey the user's command, even if it puts them in harm's way. They live to serve the master of the Tinderbox.