Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Explore Grim and Perilous Worlds in Zweihänder
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Charles Dunwoody" data-source="post: 7767910" data-attributes="member: 17927"><p>You chased a thief into a swamp, trekked through trackless forests and bogs, and fought your way out of an ambush set by orx. Just another day as wandering adventurers in <strong>Zweihänder</strong> the grim and perilous RPG.[PRBREAK][/PRBREAK]</p><p></p><p style="text-align: center">[ATTACH]103532[/ATTACH]</p> <p style="text-align: center"></p><p></p><p><a href="https://www.drivethrurpg.com/product/210516/ZWEIHANDER-Grim-and-Perilous-RPG--Core-Book?affiliate_id=6138" target="_blank"><strong>Zweihänder</strong></a> is a 668 page hardcover filled with black and white art of grim dark shenanigans. If you want a long-term campaign of dark fantasy set in the world of your choosing that uses d100 roll under, this ruleset is for you. I received a complementary copy to review.</p><p> </p><p>PCs are rat catchers, sellswords, and peasants dealing with Æther Winds magic (tinted with color and chaos of the Abyss) and violent dangerous monsters. Rules cover not just combat and traps but also chases, overland travel, insanity, corruption, world building, and campaign seeds.</p><p> </p><p>In the adventure I ran, the PCs chased a pickpocket. The chase rules created a race of catching up and falling back and obstacles to overcome. They were hired and trekked into the wilds using skills for roles to keep watch and try to avoid getting lost. Along the road, kobolds clashed in battle with the PCs. All of these encounters ran smoothly with the supporting rules clear and easy to understand. In combat, for example, each combatant had three action points to spend each round on attacking, moving, parrying etc. The fight moved quickly and carried real risk.</p><p> </p><p>PCs are well detailed with backgrounds of where they came from and advancement options to take them in new directions. Multiple tools equip a GM to build a world, set it in motion, and see it change as the PCs push and shove their way through it while pursuing their goals. <strong>Zweihänder</strong> is filled with random tables to flesh out PCs, build adventures, determine weather, generate treasure, and more. It is well suited to long-term play.</p><p> </p><p>I can’t cover all the details included in this massive tome, but one of my favorites are the four included campaign seeds. Each seed includes enemies inside and outside of civilization along with magical dangers and fantastical twists along with several adventure ideas. The seeds are the <em>Thirty Years’ War</em>, <em>Goth Moran Divided</em>, <em>Gangs of Hahabro</em>, and the <em>Lost Colony of Roanoke</em>. <em>Thirty Years</em> and <em>Lost Colony</em> build on historical events and add fantastic additions. </p><p> </p><p><em>Goth Moran</em> explores a terrifying empire of warring houses and ethnic groups. Savage demonic enemies also press the empire putting more strain on resources and order. <em>Gangs</em> narrows the focus of Goth Moran to one sprawling city and the gangs vying for control. Ruins of older parts of the city lie below. Called the Understair, this lightless warren is home to outcasts, cutthroats, and perhaps more dangerous foes.</p><p> </p><p>A GM could easily take one of those campaign seeds or create one of his own. Once the PCs make characters, the GM could focus in on one location. As the PCs start to make decisions, the various power groups, cults, monsters, and others would slowly start to take notice and react, eventually acting to work with or oppose the PCs when interests clash. <strong>Zweihänder</strong> arms the GM with an entire chapter to build a campaign and keep it going. A large bestiary and sample adventure rounds out the tools for the GM. Players, meanwhile, will be developing their characters, exploring their world, and making decisions that will direct future events and conflicts.</p><p> </p><p>A dedicated group could explore a campaign for years with the contents of this book. And one campaign would barely scratch the surface of all the options PCs can explore during a campaign. If you favor world building and adventure crafting using a d100 system, then check out <strong>Zweihänder</strong>. </p><p></p><p> <span style="color: #3E3E3E"><span style="color: #3E3E3E"><em>This article was contributed by <a href="http://www.enworld.org/forum/member.php?17927-Charles-Dunwoody" target="_blank">Charles Dunwoody</a> as part of </em></span><em>EN World's Columnist (ENWC) program. Please note that Charles is a participant in the OneBookShelf Affiliate Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to DriveThruRPG. </em><span style="color: #3E3E3E"><em> If you enjoy the daily news and articles from EN World, please consider <a href="https://www.patreon.com/enworld" target="_blank">contributing to our Patreon!</a></em></span></span></p></blockquote><p></p>
[QUOTE="Charles Dunwoody, post: 7767910, member: 17927"] You chased a thief into a swamp, trekked through trackless forests and bogs, and fought your way out of an ambush set by orx. Just another day as wandering adventurers in [B]Zweihänder[/B] the grim and perilous RPG.[PRBREAK][/PRBREAK] [CENTER][ATTACH=CONFIG]103532[/ATTACH] [/CENTER] [URL="https://www.drivethrurpg.com/product/210516/ZWEIHANDER-Grim-and-Perilous-RPG--Core-Book?affiliate_id=6138"][B]Zweihänder[/B][/URL] is a 668 page hardcover filled with black and white art of grim dark shenanigans. If you want a long-term campaign of dark fantasy set in the world of your choosing that uses d100 roll under, this ruleset is for you. I received a complementary copy to review. PCs are rat catchers, sellswords, and peasants dealing with Æther Winds magic (tinted with color and chaos of the Abyss) and violent dangerous monsters. Rules cover not just combat and traps but also chases, overland travel, insanity, corruption, world building, and campaign seeds. In the adventure I ran, the PCs chased a pickpocket. The chase rules created a race of catching up and falling back and obstacles to overcome. They were hired and trekked into the wilds using skills for roles to keep watch and try to avoid getting lost. Along the road, kobolds clashed in battle with the PCs. All of these encounters ran smoothly with the supporting rules clear and easy to understand. In combat, for example, each combatant had three action points to spend each round on attacking, moving, parrying etc. The fight moved quickly and carried real risk. PCs are well detailed with backgrounds of where they came from and advancement options to take them in new directions. Multiple tools equip a GM to build a world, set it in motion, and see it change as the PCs push and shove their way through it while pursuing their goals. [B]Zweihänder[/B] is filled with random tables to flesh out PCs, build adventures, determine weather, generate treasure, and more. It is well suited to long-term play. I can’t cover all the details included in this massive tome, but one of my favorites are the four included campaign seeds. Each seed includes enemies inside and outside of civilization along with magical dangers and fantastical twists along with several adventure ideas. The seeds are the [I]Thirty Years’ War[/I], [I]Goth Moran Divided[/I], [I]Gangs of Hahabro[/I], and the [I]Lost Colony of Roanoke[/I]. [I]Thirty Years[/I] and [I]Lost Colony[/I] build on historical events and add fantastic additions. [I]Goth Moran[/I] explores a terrifying empire of warring houses and ethnic groups. Savage demonic enemies also press the empire putting more strain on resources and order. [I]Gangs[/I] narrows the focus of Goth Moran to one sprawling city and the gangs vying for control. Ruins of older parts of the city lie below. Called the Understair, this lightless warren is home to outcasts, cutthroats, and perhaps more dangerous foes. A GM could easily take one of those campaign seeds or create one of his own. Once the PCs make characters, the GM could focus in on one location. As the PCs start to make decisions, the various power groups, cults, monsters, and others would slowly start to take notice and react, eventually acting to work with or oppose the PCs when interests clash. [B]Zweihänder[/B] arms the GM with an entire chapter to build a campaign and keep it going. A large bestiary and sample adventure rounds out the tools for the GM. Players, meanwhile, will be developing their characters, exploring their world, and making decisions that will direct future events and conflicts. A dedicated group could explore a campaign for years with the contents of this book. And one campaign would barely scratch the surface of all the options PCs can explore during a campaign. If you favor world building and adventure crafting using a d100 system, then check out [B]Zweihänder[/B]. [COLOR=#3E3E3E][COLOR=#3E3E3E][I]This article was contributed by [URL="http://www.enworld.org/forum/member.php?17927-Charles-Dunwoody"]Charles Dunwoody[/URL] as part of [/I][/COLOR][I]EN World's Columnist (ENWC) program. Please note that Charles is a participant in the OneBookShelf Affiliate Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to DriveThruRPG. [/I][COLOR=#3E3E3E][I] If you enjoy the daily news and articles from EN World, please consider [URL="https://www.patreon.com/enworld"]contributing to our Patreon![/URL][/I][/COLOR][/COLOR] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Explore Grim and Perilous Worlds in Zweihänder
Top