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Future Treasures: Dungeons & Dragons: Out of the Abyss

Future Treasures: Dungeons & Dragons: Out of the Abyss

Out of the Abyss D&D-smallFor all the accolades and buzz for Dungeons & Dragons Fifth Edition, there have been shockingly few releases supporting the game. Beyond the core rulebooks (published 12 months ago now), Wizards of the Coast has published only two adventures, one accessory, and a DM’s screen:

Hoard of the Dragon Queen (Adventure, August 2014)
The Rise of Tiamat (Adventure, November)
Dungeon Master’s Screen (January)
Princes of the Apocalypse (Accessory, April)

So I was very pleased to see another major item on the publishing schedule: Out of the Abyss, a massive 256-page Underdark adventure for characters of levels 1–15.

The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you!

The next release on the schedule is Sword Coast Adventurer’s Guide, an accessory that ties into the highly anticipated Sword Coast Legends computer RPG coming out next month. It arrives in November.

Out of the Abyss will be published by Wizards of the Coast on September 15, 2015. It is 256 pages, priced at $49.95 in hardcover. There is no digital edition.

The New Dungeons & Dragons Movie Will Be Set in The Forgotten Realms

The New Dungeons & Dragons Movie Will Be Set in The Forgotten Realms

Drizzt Do’Urden-smallWe’re learning more about the new Dungeons & Dragons movie announced by Warner Bros. this week.

The first D&D movie, produced by New Line Cinema in 2000, was an epic failure (and its sequel was even worse), but this film will be produced by the studio behind The Lord of the Rings and the Harry Potter franchises, which has been on the hunt for a premium fantasy property for some time. An ongoing lawsuit over ownership of the D&D film rights prevented the project from going ahead, but Variety reports that dispute has finally been resolved.

A movie based on the widely popular game Dungeons & Dragons is in the works at Warner Bros., the studio announced Monday, 10 months after a trial over who owned the rights to the fantasy game ended.

After months of negotiation, Warner Bros., Hasbro’s Allspark Pictures and Sweetpea Entertainment said they had come to an undisclosed arrangement, ending the 2-year-old lawsuit, and are moving forward with the feature film franchise. David Leslie Johnson (The Conjuring 2) has already written the screenplay set in the D&D fantasy world of [The] Forgotten Realms. Hasbro’s Brian Goldner and Stephen Davis, Sweetpea Entertainment’s Courtney Solomon and Allan Zeman, and Roy Lee (The Lego Movie) are producing the high-priority project.

“This is far and away the most well-known brand in fantasy, which is the genre that drives the most passionate film followings,” said Greg Silverman, Warner Bros. president of creative development and worldwide production. “D&D has endless creative possibilities, giving our filmmakers immense opportunities to delight and thrill both fans and moviegoers new to the property…”

The Forgotten Realms, created by Ed Greenwood in 1987, is home to the drow ranger Drizzt Do’Urden, the mighty wizard Elminster, and countless other famous D&D characters. It has been featured in over 200 novels and countless adventure modules and supplements.

Read the complete article at Variety.

Wickedness of Old: Tales of Cthulhu Invictus, edited by Brian M. Sammons

Wickedness of Old: Tales of Cthulhu Invictus, edited by Brian M. Sammons

Tales of Cthulhu Invictus-smallCthulhu Invictus, the popular 2009 Call of Cthulhu sourcebook from Chaosium, allows players to partake in mythos adventures in the hills and streets of ancient Rome. It was at least partially inspired by one of Lovecraft’s most famous dreams, described in a letter to Donald Wandrei dated Thursday, November 3, 1927. The letter survives (and the relevant fragment, now titled “The Very Old Folk,” is posted online here), and it relates an exceptionally vivid nightmare in which Lovecraft dreamt  he was an ancient Roman named Lucius Caelius Rufus, investigating a terrible Iberian hill tribe.

He had killed himself when the horses screamed… He, who had been born and lived all his life in that region, and knew what men whispered about the hills. All the torches now began to dim, and the cries of frightened legionaries mingled with the unceasing screams of the tethered horses. The air grew perceptibly colder, more suddenly so than is usual at November’s brink, and seemed stirred by terrible undulations which I could not help connecting with the beating of huge wings…

Above the nighted screaming of men and horses that dæmonic drumming rose to louder pitch, whilst an ice-cold wind of shocking sentience and deliberateness swept down from those forbidden heights and coiled about each man separately, till all the cohort was struggling and screaming in the dark… Only old Scribonius Libo seemed resigned. He uttered words amidst the screaming, and they echo still in my ears… “Wickedness of old… it is wickedness of old…”

Tales of Cthulhu Invictus is an original anthology of Cthulhu Mythos fiction set in Ancient Rome, the setting of Cthulhu Invictus. It was funded as a stretch goal as part of a successful Kickstarter for De Horrore Cosmico. It is due to be published any day now by Golden Goblin Press.

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The Worst AD&D Spell Of All Time

The Worst AD&D Spell Of All Time

Arcana UnearthedSo there we stood, surrounded. Demons in all directions, converging fast – and we’re not talking garden variety patsies. Even for our major league party, the future looked bleak, bloody, and painful. On the plus side, we had our pizza in place, our dice at the ready. Beers and sodas hovered with popped caps and bated breath, anticipating action.

“Initiative!” cried the DM.

We each rolled. One of the demons, which just happened to moonlight as a spell-caster, moved first — and what did that pipsqueak no-good blackguard cheat of a demon cast our way?

Chain Lightning.

At fifteenth level.

Two hours later, with the pizza cold and stiff, the beers stale and the sodas flat, we finally finished adjudicating the effects of that single spell. We were in shock, and grumbling to beat the band. The DM, equally weary and perplexed, said, “Okay. Still first round. Who gets to take the next action?”

That I no longer recall, but this I know: we won the battle, and the demons lost. So did Chain Lightning. We made a solemn pledge that very day to never again allow that spell to eclipse the glory of our triumphant campaigning. Banned it was, all but ripped from the pages of the rulebook. And good riddance, too.

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Shin Megami Tensei and a Different Take on JRPGs (Part 1)

Shin Megami Tensei and a Different Take on JRPGs (Part 1)

This may surprise some of you after my love letter to Etrian Odyssey, but for the longest time I didn’t like the RPG genre. During the mid 90s to early 00s, I was stuck between the grind-heavy traditional Japanese RPG (JRPG) design, and the number-crunching computer RPGs of the day. There were exceptions of course, such as Earthbound and Knights of the Old Republic. But it wasn’t until I found the Shin Megami Tensei series that I fell back in love with the genre.

ShinMegamiTenseiChange is Coming

Shin Megami Tensei has been a Atlus staple since the early 90s; the brand has gotten so big that I have to split this examination into two parts, with this one covering the main branch titles.

The Shin Megami Tensei series has several staples that exist between all the games, with “change” being the principle theme. In every title, the protagonist is either a part of a cataclysmic event, or will be the one that changes the world forever by causing one. Aiding him are a changing stock of demons that the player can recruit through different means; usually by talking to them.

Demons belong to different families and have varying stats and powers. What’s important about the series’ design is that your party is never the same for long due to two things. First is that exploiting enemy weaknesses is vital to having any chance of beating a SMT game. (Later titles, such as Nocturne and Shin Megami Tensei 4, actively punished or rewarded the player for keeping track of element resists, but more on that in a minute.)

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Adventures In Cards: Munchkin!

Adventures In Cards: Munchkin!

Munchkin coverHow was my day, you asked? Well, I’ll tell you. My Halfling wizard and I spent the last hour fleeing from a Gazebo, leveling up by way of a Drooling Slime, and staying alive by means of the Kneepads Of Allure and a (basic but useful) Huge Rock.

What on earth could cause such havoc and silliness? Surely not Dungeons & Dragons?

Nope. It’s D&D’s hell-spawn little brat of a brother, the card game Munchkin. Now possibly I’m late to the table on this (I often am), but Munchkin has to be the geekiest, most asinine, not to mention juvenile, card game going. It’s also a diverting homage to AD&D, and better yet, it makes both kids and grown-ups laugh.

Consider Munchkin’s very own press: “…the mega-hit card game about dungeon adventure… with none of that stupid role-playing stuff.”

Of course D&D remains a clear progenitor, and possibly Munchkin owes something to Magic: the Gathering, but it strikes me that Munchkin’s most direct sire is a horse of a very different color, the irreverent and insouciant Killer Bunnies, which, if you’ve never played it, is a must for any gaming fan’s bucket list.

That said, you’ll need a lot of patience (or a sensai) to figure out how to play Killer Bunnies. But. Once you’ve “mastered” this obscenely complicated, impossible-to-predict killing spree of a game, enjoyment and strategy abound. I’d even be willing to state in a court of law, no less, that killing rabbits has never been so pleasurable, or so downright wicked neat. After all, who wouldn’t want to do in a (purple) Congenial Bunny while wielding a piece of flying burnt toast?

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Art of the Genre: Bill Willingham Loved the Ladies, Even if TSR Wouldn’t Always Let Him Show Them…

Art of the Genre: Bill Willingham Loved the Ladies, Even if TSR Wouldn’t Always Let Him Show Them…

Check out the lady below Elric in this Willingham done for White Plume Mountain.  Bet you didn't realize it was cropped, did you?
Check out the lady below Elric in this Willingham done for White Plume Mountain. Bet you didn’t realize it was cropped, did you?

Former TSR Artist and now comic writer sensation [Fables] Bill Willingham wanted to be Frank Frazetta, or so I surmise. I’ve always been a fan of his work, dating back to those early days in the RPG field when he was a member of ‘The First Four’ at TSR.

Along with Jim Roslof, Jeff Dee, and Erol Otus, Bill managed to produce some absolutely lovely interior illustrations and acrylic covers for the first sets of D&D modules, once the business took off and TSR could afford color. His tenure there, which ended with a blow up concerning the termination of artists that removed both he and Dee from the company, ended up being the best thing for him as he went on to relative fame and fortune in comics, a place that his talent certainly spawned from.

I sat with Bill at a seaside café back on 2009 when ComicCon was still a monster, but not the headache it is today and we discussed his work in the field. Nothing too in-depth, and sadly he was unable to add his art to my Art Evolution project because it had been too many years since he’d done that kind of work. Still, he looked over all the other artists who had donated work and was most pleasantly surprised to see his old friend Jeff Dee in there. Obviously Dee was ‘the kid’ during his time in the burgeoning TSR ‘pit’, and at 19 there was no doubt that was the case, but Bill seemed to have a twinkle in his eye for Dee’s version of Lyssa in the project, and I was at least happy to somehow connect the two again, if even for a just a nostalgic moment.

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Darker and Deeper: Darkest Dungeon Update — Fiends and Frenzy

Darker and Deeper: Darkest Dungeon Update — Fiends and Frenzy

Darkest DungeonDarkest Dungeon by Red Hook Games has been on a roll since its successful kickstarter last year and releasing on early access a few months ago. The developers are taking a slow and steady approach in terms of adding new content. With the first major content patch, Fiends and Frenzy, Darkest Dungeon grows ever more menacing, and has become a treat to play.

A Grim Inheritance

For people who haven’t heard of Darkest Dungeon, here’s a brief recap. The game is a fantasy RPG with strong Rogue-like and Lovecraftian elements. Taking a team of four adventurers, your mission is to explore the corrupted remains of your former estate for resources, and to slowly drive back the bandits, undead, and other things that now inhabit your home.

Party member belongs to one of the game’s many classes, which dictate their equipment, skills in combat, and what tactics they bring to your party. The twist of Darkest Dungeon is that every person comes with personality quirks, both good and bad, that affect their stats.

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The Bard’s Tale IV Kickstarter Fully Funded After 12 Days

The Bard’s Tale IV Kickstarter Fully Funded After 12 Days

The Bards Tale IV

The Bard’s Tale was one of the first computer role playing games I ever played. It was developed in 1985 by Interplay, and published by Electronic Arts. I was in grad school at the time, and I’d play on the computers in the lab. Wandering around the 30×30 map of the ancient town of Skara Brae at night, getting killed by monsters, over and over (and over…) again. Good times, good times.

The Bard’s Tale sold, like, a billion copies, and became one of the big RPG franchises of the 80s (alongside Wizardry, Ultima, and SPI’s Gold Box games). There were two sequels and a construction set, before Interplay split off from Electronic Arts and began developing Dragon Wars (which was called Bard’s Tale IV until a month before its release in 1990). The Bard’s Tale franchise became dormant then, until Interplay founder Brian Fargo revived it for the first release from InXile Entertainment, The Bard’s Tale, in 2004. That game was a light-hearted console-style action game (with some absolutely killer tavern tunes).

Fast forward to 2015, where InXile Entertainment is now a triple-A studio with one of the finest RPGs in recent memory under its belt, Wasteland 2, and a reputation for record-breaking Kickstarter successes (Wasteland 2 and Torment: Tides of Numenera.) On June 2 Brian Fargo and team launched a new Kickstarter campaign, to fund a sequel to the original Bard’s Tale trilogy. The Bard’s Tale IV promises to be a modern single-player, party-based dungeon-crawler, an experience rich in exploration and combat, and “dungeons filled with challenging puzzles and devious riddles.” InXile set a goal of $1.25 million, and crossed that threshold in just 12 days. With 22 days to go, the campaign has over 28,600 backers, and plenty of exciting stretch goals, like free copies of the original games, a code wheel, and more. Check out the Kickstarter page here.

Future Treasures: Frostgrave: Tales of the Frozen City edited by Joseph McCullough

Future Treasures: Frostgrave: Tales of the Frozen City edited by Joseph McCullough

Frostgrave Tales of the Frozen City-smallJoseph McCullough is the author of one of the most popular articles in Black Gate history, “The Demarcation of Sword and Sorcery,” which today is considered one of the defining texts on the genre. He’s published fiction in BG and elsewhere, and is currently Project Manager for Osprey Adventures.

His latest project is the wargame Frostgrave: Fantasy Wargames in the Frozen City, coming in July from Osprey. In support of the new game, Osprey is also publishing Frostgrave: Tales of the Frozen City, a new anthology edited by Joe which contains ten original stories telling the tale of wizards and other adventurers, as they venture into the ruins of the Frozen City.

Long ago, the great city of Felstad sat at the centre of a magical empire. Its towering spires, labyrinthine catacombs and immense libraries were the wonder of the age, and potions, scrolls and mystical items of all descriptions poured from its workshops. Then, one cataclysmic night, a mistake was made. In some lofty tower or dark chamber, a foolish wizard unleashed a magic too powerful to control. A storm rose up, an epic blizzard that swallowed the city whole, burying it deep and leaving the empire as nothing more than a vast, frozen wasteland. The empire shattered, and the magic of the world faded. As the centuries came and went, Felstad passed from history to legend and on into myth. Only a few wizards, clinging to the last remnants of magical knowledge, still believed that the lost city had ever actually existed. But their faith was rewarded.

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