The ground ahead of me had a slight decline, the descent eventually opening up to a massive hole as wide across as ten-score men lying foot to head. Despite its many names, it’s always described the same way. It goes by many names: The Fall, The Pit, The Well, The Quarry. If you ask any treasure-hunter who has been at this for a while what the most terrifying thing they’ve seen in the forest is, there is one location that comes up more often than not. What they do fear-and are right to fear-is the fine, white mist that is sometimes seen drifting from the mill ruins, and whatever is drawing the young men away from home, never to be seen again. (Trophy Dark) The Fort’s Governor has sent in the kingsguard four times to toss out the squatters and tear the tents down, and four times the city has been rebuilt bigger than before. The residents of Kormoran’s Wheel have little fear of the kingsguard or any other so-called authority figure with fancy proclamations and fancier horses. Given the strategic location of the mill ruins, a tent city has sprung up around it, an unlicensed gathering point for treasure-hunters and those seeking to profit from their journey. Just inside the edge of the forest, a half day’s journey from the safety of Fort Duhrin and nestled into the banks of the Naveh River, is the ruins of a massive old mill known as Kormoran’s Wheel.
When children escape to the woods seeking adventure or fleeing cruel parents, the part of Kalduhr they frequently find themselves in is known as Witchwood. (Trophy Dark)
Will you tread carefully, and leave with riches and renown beyond your wildest dreams? Or will you learn-far, far too late-that the forest has awoken from its fitful slumber? (Trophy Dark) All that rests within them is yours for the taking. Through the maze of brush and crushing darkness, you know where temples erected to long-forgotten god-kings still lie untouched.
Beyond a steel sky trophies full#
The forest is old and full of nightmares. What follows are introductions and flavor text for each one: We call these scenarios incursions, and they are being written by a wide, diverse group of talented TTRPG writers. One of the most exciting aspects of the Trophy project is you're not just getting the rules for Trophy Dark and Trophy Gold, but also dozens of scenarios to use with them. Please help us spread the word about this campaign in the final days so we can unlock Roots of Old Kalduhr! Gabriel Robinson, Jesse Ross, Ramanan S, Fraser Simons, Skerples, Chris Stone-Bush, Jason Tocci, Sabine V, Michael Van Vleet, and Phil Vecchione. Natalie Ash, Litza Bronwyn, Mad Jay Brown, Aaron Burkett, Emily Care Boss, Linda Codega, Jason Cordova, Madeleine Ember, Cat Evans, Lowell Francis, Amanda Lee Franck, Fiona Geist, Cecil Howe, Oli Jeffery, Judd Karlman, Mike Martens, Kyle Maxwell, David Morrison, Epidiah Ravechol, Gerrit Reininghaus. We have assembled an amazing team of writers to bring Roots of Old Kalduhr to life: This megadungeon will allow your play group to explore the rumors, history, and myths surrounding these aspects of the Trophy world, and we're dying to bring it to you. What truth can be found in the roots of the world? What secrets do Old Kalduhr have yet to whisper?įrom the very beginning, the core lore of Trophy's world has revolved around two things: the forest and the lost civilization of Old Kalduhr. Impossible magicks, wondrous treasures, and chthonic horrors await those brave enough to enter. The exploration begins on the surface, in the heart of a terrible forest, but quickly gives way to a dazzling, subterranean city deep below the ruins. In it, you’ll explore the ruins of an ancient civilization and learn the truth about what caused its fall. Roots of Old Kalduhr is a megadungeon for Trophy Gold. But what about those few who manage to survive the woods, who manage to find Old Kalduhr? What’s waiting for them when they get there? Many treasure-hunters have set out for these ruins in the hopes of recovering their secrets and antiquities, but most never make it the forest, watered with the malignant blood of Old Kalduhr, shatters them. In the deepest part of the fell woods outside Fort Duhrin lie the ruins of Old Kalduhr, remnants of the mighty, debauched people that used to dominate the land. But we can only do it if we hit the final stretch goal. That's right: in the tradition of Undermountain, The Emerald Spire, Anomalous Subsurface Environment, The Temple of Elemental Evil, and others, we are aiming to create a megadungeon for Trophy Gold.