The Trophy RPG Kickstarter campaign is entering its final hours. As of this writing, we are trying to unlock one big, final stretch goal before we run out of time. In this blog post, we're going to give an overview of the final stretch goal plus outline the 34 (!!!) other incursions we have managed to unlock during this campaign.
To check out the Trophy campaign, please click the image below.
Roots of Old Kalduhr: The Trophy Gold Megadungeon
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. 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. 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?
Roots of Old Kalduhr is a megadungeon for Trophy Gold. In it, you’ll explore the ruins of an ancient civilization and learn the truth about what caused its fall. 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. Impossible magicks, wondrous treasures, and chthonic horrors await those brave enough to enter.
What truth can be found in the roots of the world? What secrets do Old Kalduhr have yet to whisper?
From the very beginning, the core lore of Trophy's world has revolved around two things: the forest and the lost civilization of Old Kalduhr. 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.
We have assembled an amazing team of writers to bring Roots of Old Kalduhr to life:
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. Gabriel Robinson, Jesse Ross, Ramanan S, Fraser Simons, Skerples, Chris Stone-Bush, Jason Tocci, Sabine V, Michael Van Vleet, and Phil Vecchione.
Please help us spread the word about this campaign in the final days so we can unlock Roots of Old Kalduhr!
A World of Incursions
The Tomb of 10,000 Dreams by Jesse Ross
The forest is old and full of nightmares. But you know the path. Through the maze of brush and crushing darkness, you know where temples erected to long-forgotten god-kings still lie untouched. All that rests within them is yours for the taking. 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)
Witchwood by Jesse Ross
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)
To Make My Bread by Jesse Ross
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. 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. 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. 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)
Mother by Jesse Ross
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. It goes by many names: The Fall, The Pit, The Well, The Quarry. Despite its many names, it’s always described the same way.
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. I got closer to see what might be down there. Every step forward filled me with vertigo, that I might fall in at any minute. I couldn’t see to the bottom. But I heard it. A thousand hammers tapping against a thousand chisels—plink, plink, plink.
Here the stories diverge. Some say there are miners down there, looking for gold, silver or precious gems. Others say sculptors, crafting idols and rare artifacts for their chthonic gods. Whatever is down there hasn’t seen the light of day for hundreds or thousands of years, and anything brought back would surely be a unique trophy capable of fetching a sizable sum.
Oddly, the precise location of this vast opening never seems to be identified in the same place. Some say it is only a few miles off the south bank of the Naveh River, while others place it well to the north, nestled in the depths of the forest. These conflicting reports can almost certainly be attributed to the disorientation nearly all treasure-hunters suffer after time spent in the forest. (Trophy Dark)
Shifting Sands by Luiz Paulo Ferraz
They say a powerful civilization of untold riches once ruled over what is now an immense desert. Many believe an entrance to that people’s lost seat of power lies somewhere in the sand, open to whoever can find it. You have a map from an old, mad hermit who cried as you took it, talking of angry spirits that shape the wind and haunt the mind. Time to find out what lies buried in the desertand what will remain there after your journey is done. (Trophy Dark)
The Flocculent Cathedral by Jim Crocker
Saint who spilled their blood for me
Lain in flocculent reverie
I seek your light upon my brow
I would be your Trophy now.
Chained within this dank domain
Your relics all that I retain
All your teachings I avow
I would be your Trophy now.
This foul entombment of your will!
I would not see you slumber still!
No quarter to what men allow!
Take me as your trophy now!
(Trophy Dark)
Throne of the Forest Queen by David Morrison
The constant drizzle that has accompanied you through the tangled woods abates as you come into a clearing, golden sunlight streaming down. The stink of mud and leaf mold is cut through with a cleaner scent of pine and crisp mornings. A stag at the edge of the clearing casts a lazy glance at you before trotting further into the wood, its flashing tail an invitation to follow. You have reached the Queensweald, rumored home to salvation, inspiration, cures to fantastical diseases, and the stuff that dreams are made of. Only the stout of heart enter the realm of the Forest Queen; fewer still return.
Why then, if her favor is so hard to claim, do so many mortals seek it? Quite simply, it has value beyond gold. The Queen’s power is nearly limitless. She controls the fae court of the forest, and can make the dreams of mortals into reality if she so chooses. For so long as people desire the impossible, they will venture in search of her. (Trophy Dark)
The Forest of Blades by Leandro Pondoc
It’s an old story but an enticing one. A day of shattered skies and broken steel, when warriors mighty in power and prestige proved their worth and a thousand blades clashed. Scholars and priests differ on who led what side or what the battle was even about. Hence, its many names: the Sunset War, the Battle of Kalhmadur, the Skies Asunder, and more. The one thing they agree on: the battle was on a scale beyond what any today could imagine.
A forest now grows upon that ancient battlefield. The old stories say that within that forest lay powerful artifacts, weapons created to smite the ground and tear the sky apart—not to mention heirlooms of the past, the booty of soldiers still unclaimed. Any soul brave enough and clever enough to negotiate the forest would surely come out with a sizeable bounty. But the stories warn that the forest has been watered by the blood of the dead. And the dead prefer to be undisturbed. (Trophy Dark)
Rosenwald by Blaine Moore
In black forest, find white a rose
Seek ye the object of your greed
At risk of assuming death’s repose
To claim a Trophy of the lost
Forlorn wand’rer, you’d best take heed
Your base desires come with cost
Unless you keep the forest’s creed
Become a trophy of the lost
Be peaceful here in all you do,
or else by sin your fate is signed
only the virtuous through and through
their desired trophy can safely find
But should your stars be twice aligned
and be your fortune with gold emboss’d
pay your debts to all mankind
And claim a trophy of the lost
Deep within the forest, beyond where the way turns weird, all that is lost may be found amidst the roses of the Rosenwald. Priceless art, forgotten relics, and even the souls of those separated from the mortal coil. But the roses cling tightly to their prizes, and one must brave the thorns to pry them free...
(Trophy Dark)
That Silent Howl by Mike Martens
The boarding of the Nicodemus opened with a strong gale—smashing your raiding ship, the Ribald Fowl, into its prey—and ended with the singed clouds of battle suspended around the battered vessels, a crimson fog of sulphur in the falling sun. As if a harsh penance for targeting the most renowned of the East Passage Company’s merchant fleet, the wind died as the battle labored on. After the final howls of the gnarled crew of the Nicodemus, neither torn sails or the Salt Sea itself shows an inkling of life.
With the sun ceding its daily claim on the heavens, a horde of envious stars creeped forth—a milky slurry fermented with constellatory pacts. Beneath, like black glass, the untampered sea reflects its entirety with unfathomable precision, suspending in a seemingly infinite void the Nicodemus and the Ribald Fowl—hobbled and lashed together, their fates now intertwined.
The treasure-hunters have two aims on their minds: survey their loot and repair one or both ships.
(Trophy Dark)
Regicide by Ludovico Alves
Let the damned of this land
Into the gilded pigsty
Let the hungry condemned
Into the final feast.
Upon our bones you set your tables.
Your walls divide the world.
Horns of the forest raised us up.
From twisted branches we conquer bread.
Turn the tables, turn the world!
We that were nothing, we will be all there is!
For tomorrow has come to this land.
And tomorrow has no use for trophies.
The gates of the Royal Palace have been breached. You are among the first to break ranks and seize the bounty the most Exalted Majesty seized for themselves. The realities of power are not what you expected.
(Trophy Dark)
The Giant's Carcass by Sabine V
Come to me with sword and axe and lance,
And as my trophy, I shall take your hands.
Come to me with spells that you deem wise,
And as my trophy, I shall take your eyes.
Come to me and tell me who is right or wrong,
And as my trophy, I shall take your tongue.
Come to me with song and poem and art,
And as my trophy, I shall take your heart.
Once, there lived the most powerful wizard in all the land. Their magic was strong, unusual and unthought-of, but they wanted nothing more than to discover and learn. Legend has it that they even ventured into the Kalduhr to wrest magical secrets from this place, and to insure their own immortality. And they were successful: they came back even greater than before, and with time, they grew to an immense stature, first overshadowing trees, then cities, then mountains.
That was when the gods decided to intervene against this giant: the godsmith Vestor forged a mighty lance; the demon-enchantress Terca provided a deadly poison; and the hero Chant pierced the giant’s side. Crying out, the wizard fell with a mighty sound, levelling hills and forests under their enormous body.
And there they lie, still, a giant’s carcass, not alive, but not truly dead. The legends claim that the giant still wears the sigil the forest gave them on their heart, and that this is what keeps them alive. Even more outrageous legends claim that brave treasure-hunters might enter the Giant’s Carcass and there retrieve the sigil, thus becoming immortal.
(Trophy Dark)
The Pit by Aaron Burkett
...where light don’t shine and hate calls home.
(Trophy Dark)
Gift of the Sea by Gabriel Robinson
Who knows what secrets dwell beneath the ocean vast and wide
Or what became of those who tried to fight the turning tide
The night is dark, the storm is fierce, but nothing should we fear
Come ‘round and light the candles bright, for Spring is almost here
We bind the saplings, wreathed in green, as folk did long before
We crown a maiden as our Queen, and cast her from the shore
For as the land gives gifts to those who sow and reap the grain
The sea in turn must have its due, when Greentide comes again
Oh Mother of the Endless Tides, Oh Queen of Depths Unseen,
Accept these humble gifts we bring, upon your mantle green
Fill up our nets with gleaming fish, and spare our sailors brave
For all the rest, take what you must, beneath the rolling waves
Beyond the forest lies a jagged rocky coast, where a small seaside village has observed the rites of Greentide for generations. Each spring as the first green shoots emerge, the village elders weave an effigy from sapling branches and seaweed, crafting the likeness of a young woman. The sculpture filled with gifts before it is cast into the waves as an offering to the Queen of Tides, along with prayers for a bountiful catch for their nets and protection from storms. This ancient tradition harks back to an age when the ancestors would crown a young woman as the Tide Queen and offer her to the sea in sacrifice. Chieftains and princes would travel far to attend the ceremony, pledging gold, jewels and the finest crafts of their settlements. To this day, local fisherman never leave shore without paying her their respects - for the tide, they say, must have its due.
Strange as the customs of an isolated village may be, it has not escaped the notice of keen treasure hunters that centuries of offerings and shipwrecks have left a great hoard of untouched riches beneath the waves. You know of the island offshore, where the offerings are tipped overboard. You have heard rumors of a deep cove there, just visible at low tide. Superstitious villagers avoid it, but you know better than to believe their tales.
Will you emerge with treasures long kept hidden by sea? Or will you become another offering and join the court of the Queen Below the Waves?
(Trophy Dark)
The Spiral by Jesse Ross
On the doors of the homes in Fort Duhrin, a strange mark has begun appearing. A spiral, roughly carved and splashed with ink, first made its appearance on a blacksmith’s shop. Four nights later, the same mark was noticed on the door of a washerwoman. Four nights after that, the Governor’s inquisitors started dragging folks from their beds, demanding answers for “the mark found on the Governor’s wardrobe this eve.”
Expeditions into the forest of Kalduhr have been halted by the Governor until the perpetrators are apprehended. A sizable reward has been set aside for information that leads to their capture, and with the forest expedition you had planned now stalled, that reward may be your best chance to make good on your debts. (Trophy Dark)
Hester's Mill by Jason Cordova
A long-abandoned village with a terrible secret. Can the treasure-hunters uncover the dark history of this place and retrieve its valuable knowledge, or will they become the newest victims of the reaping? (Trophy Gold)
The Huntsman's Manor by Natalie Ash
The politically unremarkable Marquess Niral was a hunting prodigy, building his lodge on the edges of the Kalduhr to hunt the most challenging prey. After his disappearance over a century ago, the manor was abandoned and left to the forest, but what amazing treasures and trophies still remain within? (Trophy Gold)
A Heart Hums in Darkness by Michael Van Vleet
As refugees flee with their lives on their back, word arrives that the bees of The Humming Woods are extending their reach. Journey into darkness to find a new hive’s heart and reclaim a lost city... while scavenging whatever treasures were left behind. (Trophy Gold)
The Eyes of Time by Jamila Nedjadi
The Marlack Castle stands crumbling on the edge of the cliff, frozen in time. Strange magic lingers there like a disease, twisting time and shattering realities. Within its walls lies strange and terrible treasure, and a dark promise to remake the past for a terrible price. (Trophy Gold)
The Stone Seed's Reawakening by Shel Khan
If you carry this limestone seed into the stone desert, the secrets of crystal and bone, water and wind, latticed consciousness and transformative music will reveal themselves and their treasures—but beware their price. (Trophy Gold)
Foulcoult's Bounty by Oli Jeffery
Merek Foulcoult is a madman, they say, or a messiah, depending on who you talk to and the direction of the wind. All you know is there’s a bounty on his head for blasphemy, and you mean to collect it. They can argue about philosphy once he’s dead and you’re paid. He’s retreated to the port town of Old Kaleczenie, which has been seized by riots and a disease causing the afflicted to dance, unbidden and violent. Nobody remembers which caused the other anymore. Rioters, dancers, and other gangs of bounty hunters stand between you and Foulcoult; or between you and the coin his blood is worth, at least. (Trophy Gold)
The Retribution Tree by Sabine V
Most who enter the Kalduhr seek the gold rumored to be hidden in the ruins at the heart of the ancient woods. But there is another treasure in the Kalduhr fewer speak of, a thing that draws the desperate and defiant into that hateful place: the Retribution Tree, an enormous old oak—some say the First Oak that ever was—that knows the helpless hate in your heart and will grant you retribution if your desire is black enough. Is it? And, if so, can you make the journey? Will the children and grandchildren of this most malignant specimen even allow you to pass? (Trophy Dark)
The Forbidden Archives by Gabriel Robinson
The lost Archives of ancient Kalduhr are the subject of much speculation. The mysterious Keepers of the archive locked away secrets deemed too valuable or dangerous to exist freely in the world outside. It is said that the Archive maintains itself and grows as it collects secrets. Almost any piece of information can be found there, especially if someone else does not want you to find it. Lining the shelves are the last surviving copies of writings deemed too blasphemous or revolutionary by various authorities, unfit to be read by anyone outside the Archive walls. Grimoires of raw elemental power lie chained and sealed through techniques lost to all but the most practiced arcanists. And you, treasure-hunter, have managed to find a way inside… (Trophy Dark)
The Plantation by Nicholas Masyk
(Content warning: body horror, cannibalism) Deep within that blighted land which the vengeful wood has reclaimed lies the abandoned manses and forgotten manors of wealthy landowners and foppish nobles. Built in hubristic defiance of the old forest, tales spread among the border lands of one such manor—a lavish plantation atop sweeping hills, overlooking terraced fields—where, before the spirits of Old Kalduhr reclaimed what was theirs, indolent lords and ladies gorged themselves on progressively rarer and more esoteric delicacies to sate their endless hunger, eventually consuming their servants and even each other in orgiastic cannibal gluttony.The nobles are gone now, having fled the butcher’s knives of their comrades and the vengeful cleavers of their would-be meals. All their stolen wealth lies hidden away under peeling floorboards and in dusty cellars, just waiting for an enterprising treasure-hunter hungry enough to find it… (Trophy Dark)
The Last Galleon by Linda Codega
Along the western edge of Kalduhr lies the watery graveyard of the Tiobhmil. The barrier islands along the coast are treacherous and ill-drawn, and many a bark has wrecked upon these shores. A known haven for pirates, these islands have harbored sailors of ill repute for generations, but none more infamous than Heldar, a notorious captain who was presumed to have died on board their armada’s lead ship, the Bloody Hraban. The gold, it’s said, was never recovered. Heldar themself is rumored to sail still, a ghost ship of hazy red on the horizon. What trophies will you find in the depths of the Tiobhmil? Who will find you? (Trophy Gold)
Temple of the Sky by Gabriel Robinson
A vast stone spire stretches from a valley in the forest floor to the clouds. No one knows where it came from. Is it a rock formation from a time before the forest grew, a colony built by tiny creatures long perished, or the limb of a dead god? It is undoubtedly ancient, a refuge to flora and fauna from the hunting grounds of beasts and men below. But it is also known to have been the site of a small monastery at one time, steps carved in the stone by diligent monks of a forgotten order. They climbed the span of the spire to be closer to the heavens and escape the distractions of the mundane world. Some say they learned the secrets of long life from periods of extended fasting and visions granted to them by angels. Others say they kept priceless artifacts safe there, manuscripts of collected knowledge which only survived in the vault of the sky. Other would-be treasure hunters have tried and failed to ascend the spire and enter the temple at its zenith. But you and your companions are wiser and better prepared. You have observed the landscape, reading the omens of beasts and weather. You have trained in the use of climbing tools for a careful ascent. Working together as a team, you are certain that the mysteries of the temple above will be known at last. Glory awaits those who are truly brave enough to ascend... (Trophy Dark)
Heirs of Naganeh by Jason Cordova
They are ravishing. They are immortal. And some say they have the blood of royal serpents in their veins. The Heirs of Naganeh have ruled that tiny kingdom for centuries, and they would make the whole Kalduhr their thrall if they weren’t hobbled by their own extreme vanity. The Palace of Naganeh is a monument to their cleverness and cruelty, and they open the doors wide so all may wander its lavish halls and bear witness to the Heirs’ magnificence. Sometimes the Heirs themselves make an appearance and bless the pilgrims by crushing them underfoot or allowing them to touch the hem of their exquisite, gold-scale robes. But you aren’t there to bow and scrape before them; you’re there to rob them blind. You’ve heard the tales of the palace’s elaborate traps and bizarre, serpentine guardians, but you’re tough and smart and loaded for bear with equipment to get the job done. And if you should run into one of the glorious Heirs? Well, their head would look lovely on the mantle of your Rose District patron, wouldn’t it? (Trophy Gold)
Clever Fingers by Madeleine Ember
The Uncommon Bazaar appears outside Ambaret on the longest night of the year. It stretches for a mile in all directions, but come morning, is gone without a trace. Most customers stick to the outermost stalls, but the deeper one goes, the more exotic and rare the items for sale become. Those who delve too far find the world grows strange and twisted about them. None who stay past the break of dawn ever return. You seek the center of the Bazaar, the tent of the legendary being known as the Tailor, who rewards those who seek them with what they most desperately desire... if the seeker can escape before daylight. (Trophy Dark)
The Pentitents' Path by Blaine Moore
(Content warning: ritual sacrifice) A winding path of scattered stones mark out a trail ill-used by any but the most faithful of the Sisters' followers. Yet when the auspices of heaven and earth align and the blood moon is nigh, as summer wanes and the leaves of the forest take a more sanguine shade in their bodies, and in the light cast from on high, then will the path become the site of a pilgrimage most holy and most profane. Come ye with heavy hearts burdened by the ills of the world! Come ye with base desires burning out of all control! Come ye all sinful and seeking salvation, ye with blackest hearts and blacker souls, ye foul few who even the cut-throats fear to look upon! But come not empty-handed, for salvation comes at cost. Bring ye bone for the path, fresh and gleaming in crimson hue. Bring ye flesh for the black-masked priest, a morsel to slake their hunger. Bring ye blood for the altar, blood to open the gates, blood of that life most precious to you in reverent sacrifice, an offering to the saints. Only then may you reach the end of the penitents' path and find your absolution. (Trophy Dark)
Blackberry Jam by Ira Grace
(Content warning: child horror) It is a crisp summer morning in the village of Kevir as the sound of a joyous fiddle pierces the mountain air. It is the first day of blackberry season and Kevir has attracted a bard to mark the occasion. The children took to the brambles, nestled high in the hills, in order to collect the precious berries, but only as many as they can fit in their pockets, since to do otherwise is to invite a foul curse upon one's head. One of the children broke the rules and brought a pail to collect the fruit. That child has just returned to Kevir, a thick, black substance trickling down his forehead and cementing his mouth closed, a look of utter terror in his eyes… (Trophy Dark)
The Smoldering Moor by Natalie Ash
Kairmough Castle is nestled in the mist-shrouded moors of the Black Mountains, built around Queen Banmuir’s cairn. News has reached your ears that a wildfire has caused most residents of castle, as well as the village at the foot of the mountains, to take refuge elsewhere. But you are prepared to slip in as soon as it’s safe (even sooner, really), to plunder the unguarded wealth of Kairmough and ride away before the locals return. You’ve heard the stories of the shrieking heard on the moors, but that can’t have anything to do with Kairmough, can it? It doesn’t matter. What matters is the gold and jewels just ripe for the taking. (Trophy Gold)
Panning the Last River by Eli Kurtz
The original plan was simple: supervise and protect a panhandling crew on a remote branch of the Last River. Rumors spoke of gold-glinting shores and scarce monstrosities near the ruined village of Kreave. The Last River carried your boat through the Kalduhr forest for three days, but when you arrived you discovered no ruin. Instead, a ramshackle inn made of new-hewn planks bustled with other treasure-hunters already pursuing the lead you thought you harbored alone. By the time you arrived, there were already too many competitors, but many of their scouts returned from the forest reporting unknown treasure sites of untold worth. What quarry will you claw from the hands of your rivals... or will you be clawed by what waits in the wood? (Trophy Gold)
The Rime Palace by Alexi Sargeant
The Rime Palace is an elegant marble edifice, hanging like a stalactite above a void pinpricked by icy stars. The only way to access it is an ancient ship made of bone, whose flight is powered by the revealing of uncomfortable truths. The palace itself was once the home of a court of cruel fae, but the rumors say they are scattered and dead and their delicate treasures lie in chilly vaults, waiting to fulfill the burning desires of treasure-hunters like yourself. But will you be able to navigate its twisting passages of fog, lace, and glass before something important shatters—in the palace or in you? (Trophy Gold)
Cry Wolf by Jesse Ross
The son of the local silversmith has gone missing, livestock are turning up dead, and rumors of a feral beastbitten are spreading. Can the treasure-hunters find the boy before the thing from the forest finds him first? Cry Wolf is an introductory incursion designed to teach the rules of Trophy Gold over a single session. Perfect for players and GMs new to Trophy. (Trophy Gold)