Showing posts sorted by relevance for query peakvale. Sort by date Show all posts
Showing posts sorted by relevance for query peakvale. Sort by date Show all posts

Thursday, 15 December 2011

The Dhezereth Dwarves of Peakvale {Campaign Setting}

In the Peakvale campaign setting I want to shake up the common conceptions of kindred and give them a fresh new look. This includes turning battle-hardened dwarves into more gentle and caring creatures. Don't get me wrong, these guys were born warriors, but they have a soft side to them too.

The dwarves of the Dhezereth Mountains form the major dwarvern community in Peakvale and create the backbone of the kingdom's coal and ore trade. The middle-class of the capital of Peakvale, Thornguard, tend to look down on the dwarves as they march into the city every week to deliver their commodities. The general view is that dwarves are filthy creatures who love to wallow in dirt and hit each other with blunt weapons. The dwarf traders, also called 'Rock Merchants' by Thornguardians, are often humiliated as they enter the city and actively try to avoid making the journey there.

However, Dhezereth and the city within (of the same name), is a society build on trust and kindness. The city is ruled over by Councillor Ghazamm Rrockcracker, who is known for his loyalty to his people and his caring disposition. Although a member of the Peakvale Council and therefore answerable directly to the king, Ghazamm leads a double life - one with his people and one in the halls of government where he must appease the king.

Ghazamm has a great secret that has been kept from the king and other councillors since the great banishment. He has given asylum to many urooks who were cast out of Thornguard and other places in Peakvale, offering them a safe haven from the king's Storm Soldiers who would see them dead. This deed has earned the councillor the utmost respect among urooks, even in the Greyshades. Many urook shamans even predict that Ghazamm will become the rightful ruler of all of Peakvale and a new age of peace and prosperity shall fall on the kingdom.

More about the Dhezereth Dwarves will be found in the upcoming book 'A Delver's Guide to Peakvale'.

Sunday, 11 December 2011

Plans for 'A Delver's Guide to Peakvale' {Campaign Settings}



It Came From Beyond the Stars kicks off a series of adventures set in the kingdom of Peakvale, a campaign setting contained in Ken St. Andre's Trollworld. 


There's a severe lack of settings for T&T and I want Peakvale to be familiar but at the same time unique (whether it will be the latter remains to be seen). I've given a short introduction to Peakvale in the new adventure through the story rather than a bunch of exposition.

In essence, Peakvale boils down to a satirical look at current British politics and attitudes. The hobb king, Hobbletoe, is loved by the rich hobbs and humans of the land for his dismissal of the urooks from the 'fair' lands and the privatisation of many services, including the healing house. Different towns and villages in the kingdom have differing attitudes towards the king's rule. The capital, Thornguard, is the most divided, with 'uncommon' kindred inhabiting the slum district while hobbs and humans live it large in the King's Ward. Willowmoss and Lowhollow are very much royalists, agreeing with the King's sentiments for getting rid of the urooks, sometimes to the extreme.

While you have all these politics going on, there is some strange stuff happening at Lake Bloodmoon and the town of Redmarsh. The lake and town are located on the site of a fracture in reality where strange creatures sometimes emerge, but Hobbletoe has dismissed these strange occurrences as a result of vapours from the lake. Others in the kingdom have come to call this location 'The Wyrd' and it's said that beneath the lake is a network of tunnels spanning many miles harbouring the strange things that emerge through the Wyrd.

So that's a very quick primer to Peakvale. I will be producing a campaign guide with the working title 'A Delver's Guide to Peakvale' to accompany the adventures and allow you to create your own adventures in what should be a rich setting.

Wednesday, 14 March 2012

Peakvale Wednesdays: Windhill, Village of Stars {T&T}

Welcome to the first in the series of Peakvale Wednesdays where I discuss a new aspect of my Peakvale campaign setting every week. Today we'll be looking at the enigmatic village of Windhill, also known as the Village of Stars.

Settled 10 miles south-east of the capital of Thornguard, Windhill is named after its location: in the rolling Emerald Hills. A large stone archway welcomes travellers into the village, which is populated by a mixture of humans, elves and hobbs and overseen by Councillor Ethron, a chubby and enthusiastic human wizard.

Gilleas Ethron, to give him his full name, is one of Peakvale's foremost scientific minds, which is the reason he came to settle in Windhill in the first place. You see, Windhill sits in a very special location in Peakvale, which has come to be known as the Vale of the Universe. This is the only place in Trollworld where the stars speak to those who seek to learn of their wisdom. A stone circle in a field just north of Windhill is the site of the Vale of the Universe, where learned men and women go to learn about the universe from the stars themselves. Ethron has glimpsed the wonders of the universe many a time and has become famed throughout Peakvale for his insights. Some even say that he is Startouched, imbued with the power of the universe and given access to unlimited kremm.

Windhill is also well-known for its love of wolves. Every single inhabitant of the village owns a trained wolf and some villagers are even able to have a two-way conversation with their four-legged friends. The wolves are incredibly loyal and will attack anyone who harms their master. As a result, the crime rate in Windhill is very low, with the occasional urook raiding party being ward off by the faithful creatures.

Here are some of the notable NPCs and creatures in and around Windhelm:

Councillor Gilleas Ethron
Level 14 Human Wizard
ST 48, DX 76, CON 20, WIZ 142, LK 80, SP 54, CHR 34, INT 120
Personal Adds: 210

Talents: Physics +3 (INT), Chemistry +4 (INT), Mountain Lore +2 (INT), Peakvale Songs +6 (INT), Knowledge of the Wild +5 (INT), Veterinary +4 (INT), Dwarf Friend +1 (CHA)

Spells Known: All spells up to 14th level

Cara Stormwell, the Barkeep of the Seven Suns
Level 3 Elf Rogue
ST 17, DX 32, CON 12, WIZ 21, LK 11, SP 13, CHR 20, INT 17
Personal Adds: 26

Talents: Worldly Barkeep +3 (INT), Wilderness Survival +6 (INT), Rock Climber +5 (DX)

Spells Known: Will-o-Wisp, Mirage and Find Person

Domestic Mountain Wolf
MR 30 (4d6+15)
Special Ability: 1/Shadow Pounce - when a six is rolled in combat one target delver must make a L2SR on DEX to avoid being pounced on. If they fail, they are pinned to the ground for the next combat round and they must half their HPT for that round.

Black Orc
MR 24 (3d6+12)
Spite: 1/1
Armour: 6 hits (quilted leather)
Equipment: Scimitar, Quilted leather armour, 10gp, Sling, 20 stones.

Black Orc Shaman
MR 18 (2d6+9)
Spite: 1/1
Spells Known: Call Flame, TTYF and Hold That Pose
Equipment: Quarterstaff, Robes, Crystal (30gp)









Wednesday, 28 March 2012

Skally "Wag" Shorttail {Peakvale Wednesday}

Today, we're looking at a singularly shady inhabitant of Peakvale from the mischievous mind of Tom K Loney (or Kopfy) of Peryton Publishing, who is joining me in fleshing out this Tunnels and Trolls campaign setting.


Skally "Wag" Shortail, 
MR 80 (9d plus 40)4th level Rogue Crucial Stats: IN 32; DX 47; LK 45; CH 49; WZ 31Roguery Talent +6, Sniff Halflings (were-forms) WZ +4Spells Learned: Knock, Knock, Lock Tight, Cat Eyes.Notes: This ratling not only survives in Hobbletoe's Kingdom, he thrives within it. He's been to every civilized part and knows almost every NPC the player-characters will run.


Skally "Wag" Shorttail comes straight from the pages of No Fences to Mend, the second GM adventure in the Trollish Delver series. He is a ratling and the bastard son of the King Rat of Yong Song, an eastern city-state similar to our China. Skally adopted the last name "Shorttail" in response to his father's legitimate family name "Whisk-Longtail." When he runs into another ratling from Yong Song, he refers to himself as "Whisk-Shorttail" emphasizing his bastard-prince lineage. Originally, Skally was training to be a wizard, but wasn't able to afford to finish his studies, so while he isn't a member of the Wizard's Guild, he does know a few spells. After looking for work throughout Yong Song, working as a barkeep one week and as a knife sharpener the next, Skally eventually ended up working for trading companies in Peakvale, such as Marvin's Silks and Half-Ear's Candles. He scraped a living in the trade industry, earning just enough to live in Thornguard's slum district.

Skally soon moved up the ranks, becoming a liaison for the more establishing trade houses of Peakvale, but was never above sinking to less legitimate firms. He became a spy for some of these traders, feeding them competition secrets and helping plot nefarious deeds against them. As a result, he knows pretty much every character in Peakvale and has made friends and enemies out of most of them.

You can find out more about Skally in No Fences to Mend.

Saturday, 16 August 2014

Peakvale Campaign Setting: The Wyrd


On the shores of Lake Bloodmoon there exists an inter-dimensional rift in space and time - a gateway to new worlds and realities. Wizards and scholars from Thornguard University have studied this phenomenon since it was discovered by Elmore Tusker, an adventuring sorcerer in 435WE (Wondrous Era). He was resting on the yellow sands of Bloodmoon when he found a strange glowing rock. After further searching he discovered more of these small rocks and decided to investigate them. He realised days later that these were normal stones affected by some magic that hadn't been recorded in this reality. It was evidence that something magical was leaking into Peakvale from some unknown dimension.

Monday, 18 August 2014

Peakvale setting: The Slumberer Beneath


This continues a series of posts looking at the Peakvale campaign setting for Tunnel & Trolls. 

The Dhezereth Dwarves have long lived in the awful knowledge that something exists below them. Deep in the heart of the Dhezereth Mountains something sleeps - something huge. The Keepers of the Underlore have spent many a night discussing emergency plans for when the Slumberer Beneath eventually awakes. Indeed, many have suggested to Councillor Ghazamm Rrockcracker that he should begin a mass exodus from the mountains to Helm Peak, fifty miles west of Dhezereth. But the councillor does not heed these warnings as he, along with a large population of dwarves who inhabit the mountain, do not believe the Slumberer exists. After all, there is no evidence of a creature in the heart of the world - it's a mere bedtime story to tell dwarf children so they are quiet at night.

Wednesday, 25 April 2012

Peakvale Wednesday: The Guild of Amateur Mages

I haven't had a Peakvale Wednesday in a while and I wanted to get back on track. So I present to you The Guild of Amateur Mages!

Hidden away in the corner of Cobb Street in Thornguard is a rather unsuspecting town house with a crimson door and a shiny brass knocker. The only unusual thing from the outside are the chalk etchings on the wall reading 'GAM'. But inside the little house there are meetings of a very strange nature - ones that are both wonderful and terrifying at the same time. You see, GAM stands for Guild of Amateur Mages, and when I say 'amateur' I mean 'they haven't the slightest clue what they are doing'.

There are currently 10 members of GAM, all filled with the same enthusiasm and drive and love for all things magic. It's just too bad that they suck at it. Passers-by have reported the sound of explosions followed by the frantic scrabbling of chicken feet, hideous karaoke in the night and doorknockers in the area gaining the ability to sneeze. There was even a time when every grandchild in Thornguard simultaneously grew horny protrusions from their foreheads and started doing backflips when they heard the national anthem.

The leader, for want of a better word, is Shallot Hemsgrey, a hobb whose party trick is to transform his staff into a long piece of polished wood. Shallot organises all the meetings, expeditions and oversees magical experiments in the guild. In fact, Shallot is the only reason why GAM hasn't been shut down yet. His brother is head of the city guard, so he tends to look the other way when Shallot is 'experimenting'. Other members include Skeevy, a ratling botanist who claims to have invented a new colour but won't show anyone; Marriana Ebblethwoot, a human singer who once created an identical version of herself who she now reluctantly lives with; and Graffer, a dwarf miner who, after a magical accident, can only talk through his cat, Moggie.

Shallot leads frequent expeditions into the wilderness to search for "anything really magic". They have delved into small tunnels in the past, such as Grue's Keep in order to retrieve the Eye of Kahana, a gem with great power. They accidentally ended up releasing a shadow tyrant into Peakvale, which subsequently killed 10 people before the Wizard's Guild managed to unsummon it. Most of the time, thought, their expeditions end in a picnic and a good old sing-song.

The one good thing about the members of GAM is that there's never a dull moment when you're with them. Also there's a 23% chance you will end up as another species by the end of the day.

Monday, 28 October 2013

New T&T adventure Death at Grimwood Hall out now


The latest instalment of the Peakvale series of adventures for Tunnels and Trolls from Trollish Delver Games and Peryton Publishing is out now.

Death at Grimwood Hall is a familiar tale with a twist - taking inspiration from Mary Shelley's Frankenstein and Hammer Horror movies with a dash of romance - perfect for a Halloween game.

Monday, 24 December 2012

Temple of the Hag released by Peryton


Just in time for Christmas, Peryton Publishing has released a new Tunnels & Trolls adventure in the Trollish Delver line called Temple of the Hag. It was written by the ever brilliant Tom K Loney and set in Peakvale, my campaign setting.

Here's what the blurb says:

Finding the Temple of the Hag is not as simple as getting from point A to point B. The dark spirits that live within keep their temples well hidden. Sword-bladed grass, quicksand, and the dreaded doomsday skeeters are only a few of the dangers that skulk along the haunted paths of the Swamp of Doom. Somewhere within, living in the shadow of the Bat-Winged Fiend himself, the mysterious swamp hag bottles her stolen souls.
 This scenario is set in Scott Malthouse’s Peakvale campaign setting. While it can be incorporated into any other T&T world, such as Trollworld or Elder, we recommend that you check out Trollish Delver Games for details first. The player characters should either have Combat Adds of 50 or more or be able to cast at least a couple of 3rd level spells. It is assumed that the players have survived the No Fences to Mend scenario (and possibly had a few Hot Nights in Lowhollow), but the scenario can just as easily be played as a standalone adventure.
So why not treat yourself or someone you love with a trip to Peakvale for Christmas. You can't got wrong for $2.25.


Wednesday, 30 May 2012

Peakvale Wednesday: The Denizens of Redwitch Mountain

Near the mining village of Blackleaf looms Redwitch Mountain, the tallest mountain in Peakvale. Whispers of cannibalistic reptile people are common in the village tavern and some even say that strange people that were once human live in the dark depths of the mountain. 


Redwitch Lizardkin 
Monster Rating: 10-20
Combat Dice: 2d6+5 to 3d6+10
Special Damage: 1/1
Special Abilities: Scaly Hide - absorbs 1 hit per combat round

These squat scaly creatures choose to fight in numbers using their crude spears to overwhelm any trespassers in their underground lair. They worship the mountain god Theroz, and offer living sacrifices to him in exchange for the safety of their people. The lizardkin live in a matriarchal society overseen by the enigmatic brood mother.

Brood Mother
Monster Rating: 50
Combat Dice: 6d6+25
Special Damage: 2/Hold That Pose - the brood mother mesmerises an opponent with her eyes, forcing them to forget what they were doing.
Special Abilities: A brood mother may devour one of her lizardkin subjects in order to gain 2d6 CON.

Towering above her subjects, the fat brood mother is the queen of the Redwitch Lizardkin tribe and treated like a god. When she is in dire need, she will even eat her own in order to save herself.


Black Orc
Monster Rating: 20-30
Combat Dice: 3d6+10 to 4d6+15
Special Damage: 1/1
Special Abilities: Natural Climber - Black orcs can quickly scale sheer surfaces without a need for a saving roll.

Next to urooks, black orcs are the scourge of Peakvale as they raid villages, waylay travellers and generally leave chaos in their wake. They can make their home anywhere, from forests and marshlands to deserts and mountains. They do not like venturing out in the daylight, preferring to carry out their nefarious deeds in the dark.


Akanai 
Monster Rating: 20-40
Combat Dice: 3d6+10 to 5d6+20
Special Damage: 2/1 with a spear, 1/1 with anything else.
Special Abilities: Silent Stalker - An Akanai is stealthy and does not make a sound upon approach.
Nightvision: Akanai can see perfectly in the dark.

The Akanai are a race of warrior women who have lived in the mountain for many hundreds of years, slowly adapting to their environment. They are ferocious, but kind to those who do not pose a threat. They are forever warring with the black orcs and lizardkin. Akanai have unusually long life as a result of finding a fountain of longlife elixir deep within the mountain, which they protect with their lives. 







Monday, 19 December 2011

The hill giants of Peakvale {Campaign Settings}

In It Came From Beyond the Stars! I established some of the creatures that inhabit Peakvale, specifically the wilderness between Thornguard and Willowmoss as well as the Greyshades.


Those who follow the relatively safe roads are only likely to come across either bandits or wayward urooks, but there are more sinister dangers, especially at night, such as giant eagles or the bane of merchants - Hill Giants.

There is one particular giant family who lives in the foothills of the Dhezereth Mountains, close to Willowmoss, who sometimes venture out onto trade routes in the hope of finding some dinner in the form of horses and people. Those who survive these harrowing ambushes tell tales of 16ft tall brutes carrying crudely-made spears and clubs, who are able to rip a horse apart like a person tears paper. It's said that the hills where the giants make their home is full of riches that they have stolen from merchants.

Hill giants generally have a monster rating of 90, but larger ones can go as high as 120. They aren't intelligent in the traditional sense of the word, but have created close-knit societies and look out for one another.

Hill Giant
Level 6
ST: 45, DX: 19, LK: 10, CN: 61, INT: 5, SPD: 17, CHR: 50
Personal adds: + 45
Weapons: Giant Spear (10d6), Sling (4d6)
Spite: 1/1
Equipment: Giant clothing, giant sack, giant boots

In appearance, hill giants resemble humans with short tusks jutting from their lower jaw. Their hair is often tied back into a ponytail, secured by rope. Typical names include Hram, Hron, Brot and Dreg for males and Vran, Freg, Vross and Krin for females. On the last day of the year, giants from around Peakvale meet to bring in the new year, celebrating with food, a roaring fire and stolen alcohol. They exchange gifts with one another and dance until the sun rises. The new year's celebrations take place at Black Rock, in the Dhezereth foothills and travellers have been warned that venturing there at this sacred time will almost always result in their bloody demise.



Tuesday, 26 August 2014

Peakvale setting: The Port of Middenhall


Three days north-west of Peakvale's capital, Thornguard, lies the town of Middenhall. A port town, Middenhall crests the waters of the Barren Sea where fishermen make livelihood and where the threat of pirate attacks are all too real.

Wednesday, 2 May 2012

Peakvale Wednesday: Crimes


There is a seedy side to any city and Thornguard is no exception. Glint smugglers, Kremm-thieves, organ wizzers and necrothugs make their homes in the underbelly of the slum district, hiding away in abandoned warehouses and boarded up shops. If you're going to venture into this filthy part of town then you need to have your wits about you and a good lock on your purse.


Thornguard is strict against crime, with even small offences such as littering carrying hefty fines. This is all part of King Hobbletoe's vision of a perfect kingdom, but even he can't keep everyone in check. Here are some of the more serious crimes that are outlawed in Peakvale:

Glint Smuggling: Imported from the hills of Shamundia, glint is a shimmering dust that people sprinkle on themselves to achieve a magical high. On the street it's also known as 'Fairy Dust' and it's outlawed across Trollworld but goes for a pretty penny in the larger cities. Dens of glint smugglers hide out in Copper Street in the slum district and can be caught selling their wares in the early hours of the morning.

Organ Wizzing: This is the act of enchanting ones organs in order to make them superhuman. This is strictly illegal because the king deems it "unnatural". Some people have their eyes enhanced to see further or through walls, their skin turned impenetrable, and their adrenaline glands more active as to slow the world around them down. The Raven Squad is a gang of organ-enhanced criminals who are always causing chaos in Thornguard, robbing banks and holding up merchants.

Necrothugs: Some of the more wealthy criminals know that the undead are much more powerful than regular folk, so they hire a necromancer to kill them and bring them back from the dead. Of course, to guarantee the necromancer will fulfil her side of the bargain, she signs a binding magical contract so if she doesn't bring the thug back from the dead in 10 minutes she will explode. Necromancers are paid handsomely for this.

Kremm-thievery: Some wizard criminals have managed to get their hands on Abatraxi, artefacts that syphon kremm from other magic-users and feed it into themselves.

Saturday, 10 December 2011

It Came from Beyond the Stars! out now! {Trollish Delver Games}

My latest GM adventure for Tunnels and Trolls, It Came From Beyond the Stars!, has launched. You can get it from either DriveThru RPG or RPGNow, whatever your preference. 

The adventure, published by Peryton Publishing with awesome artwork by Jeff Freels and Simon Lee Tranter (see the new Trollish Delver logo), is set in Trollish Delver Games' campaign setting, Peakvale, and involves mysterious Lovecraft-tinged adventure.

Urooks are shunned by the ruler of Peakvale, King Hobbletoe, and have been exiled into the Greyshades, a dangerous and forbidden land. When a mysterious object falls from the sky and lands in the Greyshades the king seeks assistance from local delvers to enter urook country and retrieve. But the adventurers will come to find a nightmare unravelling as they venture deeper into the forbidden land.

The adventure is for delvers levels 1-3 and should cover one or two sessions.

Thanks to Tom K Loney, Mari Volmar, Jeff Freels and Simon Lee Tranter for bringing the first in the Trollish Delver Games series to life.

Thursday, 1 March 2012

No Fences to Mend out now! {Trollish Delver Games}



I'm back! The internet has finally arrived at the new place and I'm back to regular blogging, so what better news to return to than a brand new GM adventure for Tunnels & Trolls?


As part of the Trollish Delver line of T&T adventures, Tom K Loney of Peryton Publishing this week released No Fences to Mend an adventure set in Peakvale. The description reads:


About two days out of Lowhollow, on the way to Redmarsh and Lake Bloodmoon, lie Mount Dath and Elp's Climb. Between these two snowcapped mountains, the Gnarlay Wood is settled. The dominators of Peakvale give these forests and their surroundings some room, not only because of the ork-kindred bandits that prowl the roads or thereabouts, but because of the Iueresa elf clan that dwells within the forests proper. Somewhere in the midst of these forbidding wilder lands lies the Temple of the HagThis is an adventure for common kindred delvers of levels 3 to 4 using 7.5 edition rules, although it is easy to modify for 5th edition.
This is a great adventure and it's really, really cheap, so go download it and have fun. The next Trollish Delver adventure is currently in  the works, so I'll keep you posted.

Thursday, 9 August 2012

Hot Nights in Lowhollow Brings You Back to Peakvale


Tom K Loney has released his new adventure in Peryton's Trollish Delver line of Tunnels & Trolls scenarios called Hot Nights in Lowhollow.

Hot Nights is the third GM adventure set in Peakvale, a kingdom torn apart by civil unrest and weird happenings.

The description of DriveThruRPG reads:

"Finally back to town after a hard day's tunnel hacking? Well, there might be a bit more going on than you expect. Lowhollow isn’t the sprawling, kingdom-sized area of urban settlement that Pholus and Estvol are, but it has a sizeable population bolstered by land and seafaring trade routes.
Have as much adventure in the city as out in the wilds. Delvers in Lowhollow explore not only the dingy side of the city, but the consequences of getting caught. If you get too careless while you're dreaming of the riches of the harbor district, you could very well end up working the Pitt.
This is an adventure setting for common kindred delvers of levels 3 to 5 using 7.5 edition rules, although it is easy to modify for 5th and other editions."
 This city adventure gives the GM plenty of options to run their own series of scenarios in the city of Lowhollow, providing an easy framework for the GM to work from.

Peryton veteran Mark Hartlieb lends his artistic skills to Hot Nights, with an awesome cover. So go and buy it, for it is excellent!


Wednesday, 17 April 2013

First draft of Death at Grimwood Hall sent to the publisher, and other Trollish Delver Games updates


 I've been pretty busy over the past couple of months with various projects which is why I haven't been updating the blog as often as usual. As some of you will know, especially those who follow me on Twitter, my day job is as a PR professional, which is awesome but exhausting work. I fit writing for a digital gaming magazine and freelance RPG writing around that, not leaving much time for anything else, so apologies for the lack of updates.

Tuesday, 22 May 2012

Oak Staff of the Seven Flames

The Iron Tower stands gaunt, east of Lowhollow; a constant reminder of the events that transpired two hundred years ago. An elven mage called Tor-Drienna-Tor, or Drienna as she was known by the local townsfolk, made her home there. She was well loved by all who crossed her path, with many a minstrel penning beautiful songs about her grace and loveliness. 

One day, the Wyrd began to crackle and thunder and Thurgood Darkshield arrived in Peakvale. On a black horse, clad in black armour tinged with luminescent green and great mangled horns protruding from his fleshy forehead, he rode into Lowhollow under the cover of darkness. The demon began his reign of destruction, raining fire upon the hobb town, slaughtering guards and citizens, crying out that he had come for the Staff of the Seven Flames.

Drienna, who was the current owner of the staff, looked out of her tower window and gazed in horror on the destruction Thurgood was wreaking. At once, she saddled her horse, Fairwhynn, and rode out to meet the creature from the Netherworld, staff in hand.

For hours they fought in bloody battle, not one outmatching the other. Flames soared high into the night as the two fought, flinging spells and sparring in melee combat. Drienna, knowing that she had to do something drastic to beat her opponent, poured all her kremm into the Staff of the Seven Flames and unleashed a burst of fire that shone like a sun. In the aftermath, Thurgood was a mere skeleton, charred flesh dangling onto his blasphemous bones. Drienna had used up so much power that she took her last breath and fell to the burnt earth.

When the townsfolk came to see what had become of the mage, the staff had vanished. It is said that in order to stop others using its mighty power again, Drienna used the last of her kremm to teleport it into the depths of the abyss, where legend says it lives to this day.

Oak Staff of the Seven Flames
Worth: 1d6 x 50,000gp
Description: A legendary staff with destructive potential. The wood glows red in flickering torchlight and it has a burnt smell about it. The WIZ cost of any spell is reduced by 3. Pouring all of your WIZ and CON into the staff allows you to cast an Ultimate Call Flame, which does 300d6 CON damage to any target in a 20ft cone. The whereabouts of the staff is currently unknown, but there are many people, good and evil, who seek it.

Saturday, 31 December 2011

Plans for 2012 {Trollish Delver Games}


It's been a great year for the blog and I want 2012 to be even better. 2011 saw my first products being released through Trollish Delver Games, which was a big step in what I hope will turn into a much larger side-business. 

In 2011 Trollish Delver released the following adventures:

  • Depths of the Devilmancer (solo adventure for Tunnels & Trolls)
  • Forest of the Treelords (GM adventure for T&T)
  • Fast Food (GM adventure for T&T published in Elder Tunnels Summer)
  • Cabin in the Woods IV: The Stabbening (GM adventure for T&T published in Elder Tunnels Fall)
  • It Came from Beyond the Stars! (GM adventure for T&T published by Peryton Publishing)
2011 also saw Trollish Delver team up with Peryton Publishing to produce a line of T&T adventures, the first of which launched earlier this month. 

So what's in store for 2012?
  • Continuing the TDG/Peryton T&T line
  • Release Book One of the DemonLord gamebook series
  • Release A Delver's Guide to Peakvale
  • Release new T&T mega-solo
  • Continue with blogging goodness
None of what I've done this year could have been done without the support of my readers and friends, so a massive thanks to you all for making this the best year yet for Trollish Delver. Next year promises to be bigger, better and nerdier than ever.