Chris here. OK, the old Troll is cleaning his bed of nails, so I can sneak away and engage with you fine backers. As I pen this update, we are nearly at 1,900 backers and over $110K in funding. Later today, we should eclipse both 2,000 backers and our next stretch goal at $120K: a new trap called NON-corporeal Punishment. We honestly would like to thank each backer. Because, let’s face it, once you unleash a few of these traps on your unsuspecting players, don’t expect many Thanks!
A few quick updates. I was able to slip away from Grimtooth last night to appear on a live stream with WallyDM. You can watch it right here: https://www.youtube.com/watch?v=gzS7yjK6Lpo Or scroll down to the bottom of the campaign page, where you will find all our videos for this project. Our first poll is ongoing. It’s a dead heat between Corridor Traps and Room Traps, so be sure to get your vote in, and join the discussion.
One of the most frequently asked questions we are getting involves the two (or three, since one is available both in 5E and DCC versions) additional adventures that are available during this campaign. Let’s look at one of those today.
Against the Thieves’ Guild is a brand-new dungeon crawl through a trap-laden vault featuring numerous traps from Grimtooth’s Old School Traps plus new traps. That book is not required to enjoy this adventure, as we will include all the trap stats you need. The adventure can be easily dropped into the GM’s own campaign. There will be both a 5E version (for 6th level characters) and a DCC RPG version (for 3rd level PCs) of this adventure and both are written by Alex Kurowski. According to Alex, he is considering using 10-13 traps from Grimtooth’s Old School Traps, plus a few new designs using the same format. Early on, the traps will be more of a nuisance, to build a false sense of security. But the lower-level dungeon traps shall be dastardly! Oh, and wait until you see the BBEG at the end of dungeon. Grimtooth himself would be proud.
In Against the Thieves’ Guild, the heroes are tasked with retrieving a magical lockbox, and its contents, secured in an underground vault secluded in the ruins of a nearby city. Sounds like a straightforward heist operation. The heroes not only blunder into cunningly-designed trap-filled corridors and rooms, but become embroiled in a centuries-old rivalry between master thieves. And one of the master thieves might still linger among the deathtraps. Assuming they survive a variety of traps, the heroes still need to deduce how to open the enchanted lockbox to claim their prize. The contents of the lockbox can be determined by the GM, as appropriate to the campaign, but don’t worry. We can give you a few ideas on what the prized treasure could be.
Oops. It sounds like Grimtooth is done cleaning! We’ll be back tomorrow with an update on the DCC RPG funnel, Trials of the Trapmaster’s Tomb.