Crown of Charon – Hardcover available

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After much diligent hard work, Crown of Charon is now available in hardback format. Go treat yourself today to a physical artifact of this dark dungeon design!

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13thagecompatible_22513th Age and associated marks and logos are trademarks of Fire Opal Media Inc., and are used under license. See 13thAge.com for more information on the 13th Age Roleplaying Game. The 13th Age Roleplaying game is published under exclusive license to Pelgrane Press Ltd.
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CROWN of CHARON

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DDE Adventures is proud to announce the release of Crown of Charon!

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The adventure has been formatted to be compatible with both 5th Edition Dungeons & Dragons and 13th Age and is available for purchase at DriveThruRPG here and here.

Since the time when the gods first created mortal life, Charon, the infernal boatman, has ferried the dead across the River Styx and into the world beyond. In exchange, he has collected an eternity’s worth of tolls, from the simple copper coins of peasants to the mythic and mystical relics wielded by those who shaped the land of the living.

It is these treasures that you seek to claim.

Crown of Charon is a multi-session deathtrap dungeon crawling adventure on an epic scale, designed to transition a group of PCs from the mortal realm and ascend into godhood. Uncover the divine domains of death itself, unravel maddening puzzles, and unleash the superior firepower of world-destroying magic items on the most hideous monsters of all time!

Hasted Conjoined Balor Demilich? check
Demon-wrought black hole cannon? check
Orbital strike Mass Drain spell? check
Ascended Bodak Scylla Cyberdemon Necromancer? check

Look’s like we have it all. Go download this, you doughnut!

If you’re looking for a little sneak peek into the adventure, go ahead and check out our previous previews to get a taste of what’s in store:

13thagecompatible_22513th Age and associated marks and logos are trademarks of Fire Opal Media Inc., and are used under license. See 13thAge.com for more information on the 13th Age Roleplaying Game. The 13th Age Roleplaying game is published under exclusive license to Pelgrane Press Ltd.

Crown of Charon – Pauper’s Shrine

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This week we show off the final preview piece before the full release of Crown of Charon, for both the 13th Age and D&D 5E systems. Shown here is the first area of the adventure, the lands surrounding Charon’s domain, and the first hints as to the mysteries that will be explored further in!1 - Paupers Shrine

Crown of Charon – Maps

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Maps and other handouts are a vital part of the tabletop gaming experience. Our next upcoming adventure, Crown of Charon, provides the players and Dungeon Master with a wealth of visuals to keep the narrative on track and inspire creativity. This week’s preview shows you the maps used in Crown of Charon to portray its setting – a twisted, dark underworld of spiritual bankruptcy, environmental corruption, and nuclear wasteland.

Crown of Charon Map 1.jpg

Crown of Charon Map 2.jpg

Maps by Greg Shipp

E2M1: SLAUGHTERHOUSE (5TDM)

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An FTDM classic where the objective is simple: slaughter your enemies using the brutal weapons at your disposal.

What is 5TDM?

Map Download
1-Page Rules

Distance Between Floors: 20 ft. drop

Controls Platform: The controls platform is a 5 ft x 5 ft space, located on the Upper Level and hovering above the meat grinder. All creatures on the Lower Level can see and can target any creature standing on the controls platform, and vice versa. The Strength (Athletics) check to jump to the controls platform from the Upper Level edge is DC 13.

Floor-to-Floor: Creatures are considered to have total cover and be heavily obscured from creatures on different floors (except at the controls platform, see above).

Humiliation: A creature rolling a natural 1 on an attack roll or saving throw is knocked prone immediately after the attack roll or saving throw is resolved.

Respawn
If you start your turn dead, dying or begin your first turn of the encounter; then you may regain all hit points and hit die, remove all failed death saves and conditions, refresh any abilities as if you had taken a short rest, and teleport to a random teleport square (1d4) on a floor of your choosing.

If the destination teleport square is occupied, that creature dies.

Before the respawn die roll is made, the dungeoneer must declare which floor (upper or lower) he or she is appearing on.

If you were dying, you die before Respawning.

Killing Spree
If you reduce 2 or more enemies with at least 1 hit point each to 0 hit points or fewer on a single turn, immediately gain one of the following:
– Take another Action (as per the Fighter’s Action Surge Class Feature)
– Regain all Ki-points, Bardic Inspiration, and Rages
– Regain your lowest level expended spell slot

Teleportation Archway
If you move onto a teleportation archway, teleport to a random teleportation archway (1d4) on a floor of your choosing. If the destination teleportation archway is occupied, that creature dies.

Special: The teleportation archway is difficult terrain.

Forced Teleportation
If you force a creature onto a teleportation archway, teleport the creature to a random teleportation archway (1d4) on a floor of your choosing. If the destination teleport square is occupied, the occupying creature dies.

Conveyor Belt
Creatures voluntarily moving into each square of, starting their turn, or ending their turn on a conveyor belt on the lower level slide 1 square (5 ft) towards the meat grinder.

Creatures moving into each square of, starting their turn, or ending their turn on a conveyor belt on the upper level slide 1 square (5 ft) towards the drop to the lower level.

Meat Grinder
Creatures entering the meat grinder immediately die. The surface of the meat grinder is 20 ft. below the Lower Level.

Controls (Nailgun)
If you are on the central control platform, you may use a bonus action to fire one nail gun. Every creature within 5 squares (25 ft) of the chosen nailgun is attacked (+5 to-hit, 2d6+5 piercing damage). Creatures hit by this attack are pushed away 1 square (5 ft).

Controls (Conveyor)
If you are on the central control platform, you may use a bonus action to activate the conveyors. Every creature on a conveyor belt is moved 3 squares (15 ft), as determined by the conveyor belt (upper or lower). Creatures moved off of the conveyors immediately fall to the ground below.

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Crown of Charon announced!

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The time has finally come. Crown of Charon shall indeed see the light of day. After being held for years in secrecy and development hell, the final installation of the Fourthcore series is coming, hosted by Defy Danger Adventures.

Mark your calendars in blood and swear an undying oath for Tuesday May 23rd!

The Crown of Charon will be a dual-format release with each purchase containing the full adventure in both the original 13th Age roleplaying game system, as well as provided for use with Dungeons & Dragons 5th Edition.

The next three weeks will see us all anxiously awaiting this release. To help satisfy your dungeon-hunger, we will be presenting previews each week to open the vaults and shed light on this monumental adventure.

This week, we show off the adventure table of contents, as well as the introductory background.

ADVENTURE BACKGROUND

Since the time when the gods first created mortal life, Charon, the infernal boatman, has ferried the dead across the River Styx and into the afterlife. In exchange, he has collected an eternity’s worth of tolls, ranging from the simple copper coins of peasants to the mythic and mystical relics wielded by those who shaped the land of the living.

It is these treasures that you seek to claim.

Legend holds that those who pass away without a proper burial are cursed to wander the shores of the River Styx, unable to cross into the Exalted Domain of Elysium. It is on this river that Charon’s pyramid exists, a grim monument attracting all who seek to escape their purgatory.

For a share of the spoils, the Dread Priestess of the Ashen Cloister agrees to poison you and lay you out, unburied, in her courtyard for one night. You will die, only to descend into the underworld in an attempt to enter Charon’s lair. You have until sunrise to liberate all that you can carry from his pyramid, chief among the prizes being an artifact known only as the Crown of Charon. With this relic, one can commune with and seize control of the spirit of any mortal that has passed into the kingdoms of the gods.

When morning’s light breaks, the Dread Priestess will use a ritual to call your spirit and any treasures you have claimed back to your living frame.

TABLE OF CONTENTS

Introduction
Adventure Background
A Note to the GM
Time Limit
Primary Quest
Secondary Quests
Area Legend
Resting & Recharging
Death & Respawning
Icon Relationship Rolls
Demonic Script
Scattered Treasure
Demon Abilities
Starting the Adventure
Outside the Pyramid
Pilgrims
Rumors

Areas
1. Pauper’s Shrine
2. Pyramid of Salt
3. Maw of Erebus
4. Scrying Fire
5. Satellite Control
6. Frost-Bog of the Half-Goristo Froghemoth
7. Gauntlet of Bestial Monoliths
8. Sending Circle
9. The Eviscerator
10. Tomb of Frozen Demigods
11. Hand of the Timekeeper
12. Crematorium at the Five Rivers’ Convergence
13. Moors of the River Styx
14. Nyx’s Gate
15. Candelabrum
16. The Mural in the Mouth
17. The Wheel of Mortals
18. The Scales and the Chasm
19. Crypt of Weeping Hieroglyphics
20. Death’s Trident
20b. Stagnant Ossuary
21. Vile Scriptorium
22. Corridor of Mother Memory
23. Shrine of the Brass Circle
24. Terror Core
25. Resurrection Pool
26. Docking Pool
27. Whirlpool Descent

Interjection: Submarine Descent

28. Submerged Catacomb
29. Catacombs: Fane of Nyx
30. Catacombs: Crucible of Erebus
31. Dome of Charon
32. Maelstrom’s Crater

Appendices
I. Tournament Scoring
II. List of Items
III. Handouts
IV. Stat Blocks

Fifth Edition D&D Team Deathmatch (5TDM)

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5TDM Vision Statement
DDE Adentures is committed to bringing you unique twists on games we all know, to push the limits of what these systems can do for maximum intensity, creativity and excitement. It isn’t just about adding more new and shiny games to a now bountiful ecosystem; we strive to find the best parts of these games, highlight them, and make them better.

D&D Team Deathmatch, originally birthed from the battle grid focused 4th Edition, takes on the promise of an intense tactical option for 5th Edition. If you’re a power-gaming, min-maxing, overkill seeking player that wants to win at Dungeons & Dragons and be its ultimate champion, then this is the game for you.

Overview
Fifth Edition D&D Team Deathmatch (5TDM) is a high-energy system of player-versus-player combat using the 5th Edition Dungeons & Dragons rules. 5TDM is much more nuanced and challenging than simple one-on-one duels. It pits teams of low-level characters against each other to see who can out-maneuver their opponents and survive the longest by suffering the fewest numbers of deaths during an hour long match. It requires a deep understanding of the 5e D&D ruleset, strong teamwork and communication skills, and an unending thirst for blood.

Death is not the end in 5TDM. Dead (aka “Gibbed”) players respawn to come back in on their next turn to take revenge on their enemies and even the score. It is an unending struggle of violence and pain.

Respawn (basic): If you start your turn dead, dying or begin your first turn of the encounter; then you may regain all hit points and hit die, remove all failed death saves and conditions, refresh any abilities as if you had taken a short rest, and teleport to a respawn square (map specific). If the destination teleport square is occupied, that creature dies. If you were dying, you die before Respawning.

Each player’s turn lasts only one minute in real time. Focus is needed on everyone else’s turn so you can form a plan ahead of time in a constantly shifting tactical environment. Players who dilly-dally and waste time past the minute mark are punished for delaying the game.

Pre-made maps provide unique situations to afford players tactical opportunities to wreak havoc on other players, or gain boons for themselves and/or their allies. Maps may also have their own special rules, forcing players to develop a deeper level of strategy in order to take advantage of each map they expect to compete on.

5TDM Rules
Below you will find the rules for drafting a character and a few points on game-play. These are designed to provide a wide variety of possible builds while keeping hit points low enough to to keep the death counts high. Pay special attention to the first point on average HP.

13 Commandments of Character Creation
Dungeoneers start at 3rd Level using point buy stats. Take average Hit Points for all levels, including first. Example: a Rogue with 12 Constitution will have 5+1 + 5+1 + 5+1 = 18 hit points.

  1. Dungeoneers start at 3rd Level using point buy stats. Take average Hit Points for all levels, including first. Example: a Rogue with 12 Constitution will have 5+1 + 5+1 + 5+1 = 18 hit points.
  2. Dungeoneers receive one Feat for free, but must meet all requirements.
  3. Dungeoneers may choose any Race, including those supported in supplemental WotC published resources, and any variant in official books.
  4. Unearthed Arcana and other material in playtest may not be used for character creation.
  5. Dungeoneers begin with 500 gp. Dungeoneers must spend their own starting gold on equipment and may not pool resources with other dungeoneers. Ignore any free equipment from your background or class, and use only your starting gold.
  6. Wizards may use their gold to buy spells for their spellbook, and may swap out prepared spells between matches in a tournament. Spellbooks cannot change after the tournament begins.
  7. Dungeoneers may not buy potions, poisons, alchemical or other consumable items.
  8. Dungeoneers may not sell any free starting equipment.
  9. Spells: Players must have a printed reference of any spells able to be cast by their dungeoneer easily accessible at the table. Ignore all material spell component requirements.
  10. Players must have a figure that represents their character and any companions they have as closely as possible. Purposefully confusing figures are not allowed, as determined by the adjudicating Dungeon Master.
  11. Druid Wildshape: Players must have a printed reference of any animal shapes assumed easily accessible at the table. Players must provide a clear, visual means of differentiating when their dungeoneer is in animal or humanoid form.
  12. Druids can start the match with their wild shape active, but only in the first round.
  13. Ranger Animal Companions do not count towards total party deaths.

A turn is equal to 6 seconds, as per PHB. Effects with duration listed in minutes are assumed to last until the dungeoneer dies. Spells with a duration 1 hour or longer are assumed to last the entire match.

Distance: All maps are drawn in 5 ft. squares. Effect distances may be referred to in terms of number of squares.

Tournament play: Dungeoneers take a Long Rest between matches in a tournament. Spellcasters may choose new spells to prepare based on their predetermined options by class, or by their spellbook. Spellbook contents may not change between matches.

The following optional combat rules are included in 5TDM battles to encourage tactical play (DMG p. 251, 271-272):

  • Flanking
  • Overrun
  • Shove Aside
  • Tumble

 

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