6 – Time, Trophy Gold: Roots of Old Kalduhr

I didn’t sleep last night, so when we got together to game, my prep wasn’t where I wanted it to be for a return to the Roots of Old Kalduhr. I grabbed Attack of the Phase Spider, definitely the strangest adventure I have written. Reading about the False Hydra, I see that the concepts have something in common, though the False Hydra stuff goes a bit further than I’m comfortable with in blurring in and out of game.


Lots of cool stuff happened but I want to playtest Attack of the Phase Spider and don’t want to spoil it. In the end we discovered that Aaron is not a fan of time travel stories but for a meal he wasn’t wild about, it was a fun game.

As written now I feel like this adventure’s text is a hammer to traumatize one’s friends. It needs a ferocious re-write but there is a good idea in there that I can’t wait to get right.

We had a character hit 6 Ruin (but pulled it back with clever temporal magic problem solving). I love the rules for hitting 6 Ruin as they are written and wish there were more games where we had moments for folks to step up and co-GM a bit. I feel much less nervous about a character dying now. Now I want full rules for players stepping up and running an incursion for when their character becomes a monster and shacks up in a dungeon and starts eating folks.

When this adventure is working, it should use the characters’ backgrounds to create a surreal otherworld, blend character’s histories together in confusing and interesting ways and confront parts of characters’ past while thinking a bit about the future (something the desperately in-debt treasure hunters rarely have time to do). As it is, I think I managed to do that but the text isn’t helpful just yet. Still, a good first step.

Spears Subject Divider Image 
From: https://www.clevelandart.org/art/1922.26.a
Devil's Bargain with a scary black and white stag with a flame above its head between its horns.

Devil’s Bargains from this session:

If Baso goes to 6 Ruin he’ll become a Temporal Monster of some kind…

What is a Devil’s Bargain, you ask? From the book:

Treasure-hunters laugh at danger, fueled by the folly of their pride. But failure nips at their heels, waiting
for the perfect moment to strike. When you gather dice to make a Risk Roll, the gm or any other player
can offer you a bonus light die if you accept a Devil’s Bargain from them. Common Devil’s Bargains include:

Causing collateral damage or unintended harm 

Getting lost or separated from your companions

Sacrificing an item or piece of treasure

Betraying a fellow treasure-hunter
Attracting unwanted attention

The Devil’s Bargain occurs regardless of the outcome of the roll. You make the deal, pay the price, and get the bonus die. The Devil’s Bargain is always a free choice. If you don’t like one, just reject it (or suggest how to alter it so you might consider taking it).

Anyone may veto or suggest alterations to a proposed Devil’s Bargain, especially if it would also impact their treasure-hunter. You may only offer and accept Devil’s Bargains when making a Risk Roll.
Bestiary with Trophy Gold and Trophy Dark symbols embossed on the worn leather of an ancient looking tome.


Phase Spider – shit, I named it in the title.

Spears Subject Divider Image 
From: https://www.clevelandart.org/art/1922.26.a

Takeaways: I need to re-write this adventure but there is something good in there.

Ready for Next Week: Re-read the Roots of Old Kalduhr and daydream about the delve and Fort Duhrin and the refugees from Wellslode a bit.


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Blog of Judd Karlman from Daydreaming about Dragons

This session was played via Zoom on 7/15/22

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