måndag 21 september 2015

Aenglum: Ranged combat rules

Ranged combat
I was looking through the ranged combat rules for Aenglum and I have been running with class based damage, something that has worked really well. But with Ranged combat beeing just one category there wasn't really no incentive to use any diffrent kinds of ranged weapons. Why not use the sling instead of a longbow if the damage output is no diffrent? Ok, we have reload time and distance, but what else could one change to spice the rules a little and still keep it simple?

Ranged Weapons
Weapon Price dam short medium long Reload*
Short Bow (R) 25 R+1 01-12sq +1 13-24sq +0 25-36sq -1 0
Long Bow (R) 50 R+1d4 01-15sq +1 16-30sq +0 31-45sq -1 0
Light crossbow (R) 30 R+1d4 01-10sq +2 11-20sq +0 21-40sq -2 1
Heavy Crossbow (R) 45 2dR 01-14sq +2 15-28sq +0 29-42 -2 2
Sling (R) 2 R 1-8sq +1 9-16sq 0 17-24sq -1 -
Oil (T) 0.1 spec 1-2sq +1 3-4sq 5-6sq -1 -
Dagger (T) 3 R+db 1-2sq +1 3-4sq 5-6sq -1 -
Javelin (T) 1 R+db 1-4sq +1 5-8sq 9-12sq -1 -
Short Spear (T) 1 R+db 1-2sq +1 3-5sq 6-7sq -1 -
Throwing Axe (T) 1 R+db 1-2sq +1 3-4sq 5-6sq -1 -

Arrows – 3A for 10
Bolts – 5A for 20

*Reload is how many full rounds must be spent reloading the weapon.

R = Ranged combat class dice. Class-less characters use the d4 for any damage.

Movement and shoting
Shortbow and light crossbow – full move -4, half move -2
Longbow – half move only -4
half move only -2


Longbow and crossbows make 2 life damage at +5

Prices are in Aengles (standard currency)

söndag 6 september 2015

Valor and trolls

So I played a session of "Expedition to Under" yesterday, and I wanted to try out the new Valor-mechanic. For those of you whom haven't heard of this, it is a mechanic where you usually gains an advantage and morale (instead of HP in Aenglum) when you roll a natural 20. Now you also gains Valor when you roll those naturals. hmm, I think I must change this somehow.

Each character got two valors. One is from race and the other from class. The Valors are special attacks that give a little extra something. You can activate these when you reach five valor points.

So in the expedition to Under yesterday I let the players jump into the rolls of five Undertrolls on the warpath. The trolls were jumped by a band of bandits surrounding the small tower where the players had taken refuge.


The five trolls used the stats previously posted on the blog and each one also got a small trait.
We had Bh'ulg whom was the leader, Ashk that were good at throwing stones, he got a valor called meteor swarm which essentily were him throwing many small rocks, and we had a tracker and hunter and one oddity that were the bee-keeper that threw bee-hives on any unlucky bystander. I really need to draw an illustration on that one. :)



The characters (as trolls) made really made short work of the band of brigandes and was last seen hunting them towards the west. Really fun part of the campaign and I must use these trolls for something else in the future. (A grottröj convention maybe?)  

Must tweek the Valors evn tho they worked really good this session.



tisdag 18 augusti 2015

The Musou counter, part 1

I discuessed the Aenglum morale system with a friend and we wanted to add something extra to the mix and spice things up, and so the musou power was born! Ok, I will not steal this name from the dynasty warriors series, that game that only japanese people and myself like.

What is Musou? Well derived from Musou Ranbu, meaning unmatched wild dance. It is a power that is unlocked if battle progresses favourable your way, a special attack that will beat the shit out of the enemy.

In Aenglum, when you roll a natural 20 you get a morale boost and an advantage, not necesarily damage to the enemy. It also gains morale to each ally in reach if you choose. Well, you either take 1d4 morale for yourself or 1 for all, players choice.

So, each class, race and monster will gain a "Valor-ability" - a class/race ability that is locked at the start of each encounter, but can be unlocked when you gain enough moral by natural dice rolls, by yourself or by your allies. It is not that often someone rolls that natural 20 so the cost of unlocking should be around 3-5. Making that choice of taking a d4 instead of beeing solidary that much harder.

When the counter is filled, he/she must choose to unleach the special valor ability during the encounter or it is lost.

examples of 'Valor Abilities'

Fighter  - Hurricane. The Fighter get an attack roll to each opponent within reach.

Defender - Impenetrable move. Make a move (usual distance). The defender get to move through occupied squares and may move any of these targets a square to the side. This applies to any ally in a square to.

Archer - Disrupting shot. Make a normal attack on an enemy. Whether you hit or not the target will be dirsupted and loose his next action.

Priest - A new miracle. The priest regains a spell for the day.

Swordmage - Arcane Strike. The swordmage can add his lvl to both attack and damage for the next attack.

söndag 5 juli 2015

Todays art: A Silent Commision for SF

Sometimes me and my wife cooperate on illustrations and this time around I think we really had it going. This Illustration is a commission for +Simon Forster and I do hope he like it.

Whatever it is I guess you will find out when he release it if he hasn't allready.

tisdag 19 maj 2015

Aenglum culture traits

I have struggled with the human traits for some time but I have it finnaly solved now!


Northman

The winterborn sons and daughters, of the cold and dark northern lands, of Aenglum; are the most suitable, without training or difficulty, to adapt to a life of that of a warrior. They are big, strong and hardy in many ways.

Winterborn 
The sons and daughters of the north all are used to the long and cold harch winters.
Resist cold +2, Max life at 12 (+/- Con modifier).

Roll Sign/Ability
  1. A friend to the wild, +8 mod to any KAR roll to get a friendly result from an animal encounter. (Natural animals), have a +4 mod on all order rolls.
  2. Live by the sword, Die by the Sword, +2 AV with swords but -1 AV with all other weapons. +2 on saves vs fear
  3. The coldest heart , Resist Cold +4 (instead of +2), Con +1
  4. The Dragon, +4 on reaction rolls vs dragons and understanding the draconic. +1 Will
  5. Berserker – -1 KAR, 1-5 on 20 to go berserk. +1 AV when not berserk, +1 Damage while berserk, +4 on all saves vs fear while berserk, +1d6 temporary CM while berserk. Can each round make a will roll vs Diff 15 to break out of the rage.
  6. Sweihander - +1 STR, gains +1 AV with all two-handed wepons
  7. Man of the Mountain - +1 DEX, +2 on Climb checks
  8. Path of Ancestors - +2 KAR, +2 on any check to hire northman companions
  9. A mind of stone - +1 INT
  10. Hold it! Hold it!- +1d4 CM

Midlander

Children of Autumn Max life at 10 (+/- Con modifier) 

Roll Sign/Ability
  1. The Spear - +1 Str, +1 AV with spears, CM +1
  2. The Bow, +1 AV/Damage with bow and arrows, and can shoot 20% longer with these.
  3. The Ox, con +1, CM +1, heal 20% faster
  4. The lake (of secrets), +2 save vs magic, -2 on save vs undead, +4 on rolls to comprehend text and code
  5. The Free (of the land), +2 CM, +1 AV with swords
  6. The Mirror (of an old world), +2 Kar
  7. The Watcher - +2 on all rolls for noticing things (eyes and ears)
  8. The Woods - +2 AV with bows, +2 on hiding in woods, +4 on all tracking rolls in woods
  9. The Fey touched- Get a 1st level fey spell.
  10. In waters deep - +2 on Swim check, can hold breath twice as long,


Southling

Summerborn +2 on saves vs heat/fire

Roll Sign/Ability
  1. The Guard - +1 AV with all polearms, -2 on save vs magic attacks
  2. The Sands - +6 on rolls to find water, +1 Con
  3. A Dance in Leafs - +1 Dex, +2 hide in woods, +2 on reaction rolls with all animal encounters
  4. The helper - +1 Kar, all healing increased by +2
  5. The Red Anger- +2 AV on all attacks vs undead and demonic creatures. +2 on all saves vs magic
  6. The Secret - +2 Kar
  7. The (Fearless) lion - +1 Will, +2 DV vs undead, +1 vs fear.
  8. The Sun - +1 STR, +1 KAR, -2 on all reaction rolls vs people other than southlings cause of arrogance. +1 AV with swords.
  9. The Cloak - +1 AV with daggers, +2 when hiding in shadows, +1 on climbing
  10. The Emperor - +1 WILL, +1 KAR, +4 on all rolls while hiring henchemen and getting a decent price.


lördag 9 maj 2015

Play report of Bold monks of Koyohama


"It was long since Takegowa, the serpent prince, assembled the Doboto no seishin, the mystical 14 samurai generals of the spirit kingdom, that once brought slavery and terror to the eastern world. One of these Samurais, called the jade frog, did build a great castle on the edge of the kingdom of Koyohama (the Realm of the Autum leafs). This castle that still stand there on the top of a small moutain on the small island, just outside the merchant town of Haburo, with a reputation that scare the nosy ones away, and the powerfull ones at bay.
But maybe it is the booze and provocative braging among the crews down at the foreigners docks, that has lead to this small expedition taking place. Maybe it is old prophecies among the masters and diviners at the Flaming fist temples coming true, or maybe it is just common greed that drow this little group together?
The small Junk was creaking, as it was moored to the ancient stone pier, down at the otherwise rocky beach, at this small cove on the island called Hisonokaru. And so they arrived, one by one down the narrow gangway, from the junk. Among them Captain Carlos and his handfull of men, easily distiguished by their old and worn uniforms of the Aenglum empire. Some more to stand out, among the otherwise mostly native people, consisting of linkboys, sailors and porters, were the mystical monks and warriors; for example Mogato of the green cricket, a monk renowned for his deadly fist and bad temper, Tagasika, a ronin warrior that keep to himself and always has his long black sword close at hand.
The company gazed shortly upon the grand castle on top of the mountain and then they started their ascension, up the small trail, in among the dense tree filled steeps, up to the mytical building."

A sweet game session tonight as our players came to the island and went up to the hisonakaru castle. We had our female southling officer and her brave soldiers - a musketeer (is not a class in aenglum but what the heck, it did fit in), and a ranger. We had a monk and a large group of ninjas disguesed as linkboys and teamsters. I never had the time to finnish the actual adventure so I did a lot of improvising - and the mad monks of kwantoom book is very helpfull in that aspect!

The group had two large encounters this evening - one with Pa´kua kobolds, 12 of them and these were fun but no greater challange for the group - the monk met his destiny tho, nicknamed "the naked monk". The second large encounter was with caniballistic oriental bersekers, 5 of them and they proved to be a greater challange. The morale system in Aenglum did shine during this encounter as they was on the brink of ruin and death- the battle changed to the advantage of our brave adventurers. The curse/disease of the berserker rage did pass on to most of the survivors and as the session did end for the evening we all knew that only doom awaited the poor group!

I still has only a lot of praise for this book by +Kabuki Kaiser and I guarantee that I will take a few more brave souls to the island and the challanges of the jade frog!

tisdag 5 maj 2015

Aenglum goes to the East

I'm writing on a small adventure for a mini convention that is coming up this weekend. Ok, and to do that I just have to be complicated and and take an awsome book by +Kabuki Kaiser  that has been close by since I got it,  The Mad Monks of Kwantoom - and make something out of it, to make it fit for my own ruleset and all.

So I present to you, the not so very much serious, but a cover for something that does NOT exist but maybe does it still in one print somewhere? The Bold Monks of Koyohama :)


and down below a Kappas Samurai Warrior



torsdag 23 april 2015

Aenglum: A gritty and dark place?

I always try to keep things fun and so on, but Aenglum is a dark and gritty place in the end. When you make rules you want them to be functional and easy, and foremost make sense. How do you add the element of "dark and gritty" to such a formula? Is it mostly by having the feelings you want portrayed in the actual descriptions of each and every stat, ability and skill? Is it in the presentations of adventures, people and places? A combination of these two? Is it a consistency in what you portray to the public?

What if it is how you make the brightest light in the world shine? If this light is dim and dark, the world must surely be a piss-hole to live in right?

måndag 20 april 2015

Playing around with the rules of Aenglum

A few things, that have occured lately, have encouraged me to start playing around with the Aenglum rules some more. Some of the major parts of the game are allready done, but while playing with the rules, as a player, playing mad monks of kwantoom, I realised how diffuse some things are and how really undone some other things are.

Aenglum has, like a lot, of races and classes to choose from, and this is not only a good thing of course, but I choose this step, maybe as a part to make each player choosing THE package he/she wanted.



The races as of now are:


  • Northman (Sort of human vikings)
  • Midlander (Human "european"- french, swizz, dutch, german)
  • Southling (Mostly like Romans - Italians, greece )
  • Swordelf (a kind of island living bushido elves)
  • Blackling (The goth elves. if elves were Romanian)
  • Dwarf (the usual kind)
  •  Halflings (That short people)
  • Moleman 
  • Badgers
  • Minotaurs

The Classes as of now are:

Three pure fighter classes
  • Fighters (best melee)
  • Archers (best ranged)
  • Defenders (best defense)
Three pure magic classes
  • Dollmasters (best summoners)
  • Necromancers (best at death)
  • Wizards (best at magic as a whole)
Three Specialist classes
  • Assassin (best silent killer)
  • Thief (best at skills)
  • Jester (special)
Three Faith classes
  • cleric
  • Healer
  • Witch
Four mix classes
  • Swordmage (offensive magic fighter)
  • Templar (good at keeping the morale)
  • Witchhunter (best at protection from evil)
  • Beasthide (best at changing form)
It is a god damn work to balance these and make each intresting and a good choice to play. Yeah, and this mixed with my from time to time reluctance of rules. To keep it simple and at the same time fun and diverce. Sometimes I wich I had a partner in crime so this mountain wouldn't feel as tall, but the next day it is fun to be the head crazy in the asylum as well!

This week inpirations: Ironclad, season of the witch and some more like that.
note to self. The templar must be less paladin and more a fighter with inspiration, training and faith as weapon. The code of conduct, promises made, that way of living.


söndag 12 april 2015

Geomorph contest

Entered that contest at inkwell ideas, just for the fun of it, and +matt jackson  made it simple with his morph ready templates, found HERE

The Taurus Labyrinth

A theme of minotaurs and bulls.


fredag 3 april 2015

Northern Tower, part III

Ok, I saw some really sweet tower by +MonkeyBlood Design some time ago and I just had to ask if he could do a tower of mine to! He agreed and I have no words for how good he actually executed this! I knew he was good but this time I bealive he outdid himself, this is more than good!


Now the question is how I am gonna do something with my tower that really make his suberb work actually count the most, something like this can't be wasted on something mediocre! Man, this is like winning the lottery without knowing what to do with the winnings and all that is done is not gonna meet up to the standards! Heh, exagerating a little maybe but what the hell. This easter has really started out with a bang! (Some other factors to)

+matt jackson made me a really good map to but I can't show that off yet cause it is gonna be used in my next session. You may maybe have a look at it over at his place soon, and at this place in a near future.

PS. I must say sorry to everyone that I owe illustrations and I have yet to deliver but I am swamped with a big S and reside to hiding under the desk avoiding the questionmarks! But do not kill me just yet, I will do my best to make it still! ;)

Happy easter to ye all mateys!

torsdag 19 mars 2015

The northern Watchtower (again)

A reposting of an old swedish article - now in typo-filled english

"Wars come and go, leaving behind visible scars. The road to the ruins of Under are dotted with ancient battlefields, mighty spells thrown so long ago, by the strongest wizards of their time. Over time, so conceals nature the worst of these wounds. But if you look carefully,  you can still see the broken bridges, destroyed towers and the burnt villages. The largest of the statues, its head lies softly lost in some river, its remains overgrown with moss and mold in the old groves.

The northern watchtower is no exception from this. Old and abandoned more than once. Maybe lived there last week, trolls, and the day after that, it was a den for a band of robbers. Maybe tomorrow it will be a bastion for the order of the burning torch, or a new home for some deranged magician?

It stands halfway between Greybridge and Under. Still magnificent and it watches over the small lake northwest adjacent to the tower. The only question is, do you dare to spend  your nights rest in its hauted halls, and it is abandoned the day you eventually knock on its heavy doors? "



onsdag 25 februari 2015

EPG: Some art

I am about to move to a new place, and have no actual time, so that is why I got seated at the desk and made some art for the expanded petty gods. It is gonna be a real killer that book with about 380 pages of strange trivial gods.

minion

a minion again

another minion
oh, another minion
this is the god Tyop

oh, who was this froggy thing?

and a God of gongs!






  

måndag 23 februari 2015

TAADAD: The week that was

All right, need to stop my googeling of birds, and take a look at this last week of TAADAD contributions. I do not have a need to mention one hero that keeps the ball running while the rest of us have lives and struggle to keep up. Heh, well it has really poped up some really great stuff!

A is for the Antropophagus Aenglum Gentlemen Club by +Josefin Magnusson 

This Gentlemens club is well dressed, rich and extremly influential. They do share a common craving and that is the taste of the forbidden meal. Maybe they do just because they can, as usually are the case with these kind of high society gentlemen. They come to the dungeon where the creature known as the butcher have their special treat in store. 


E is for the Eldricht Omnino liber coquus and the keepers of the perfect meal



(For a while I was wondering if each post I made were gonna be related to food.) 

There is a book that claim to be the complete book of recepies. The civilized society shun the book as it is said to contain several recepies with both elven, dwarven and human ingridients. The keepers of the perfect meal are the guardians of this book, and they revere it as the most holy of relics.


F is for the Flail of the Fallen Angel of Death


F is for Forge of the Forgotten Dwarfs by +V. A. 

A distant sound of hammers on metal echoes down the corridor. No light emanates from the ajar door at the end of the hall. Light cast into the room reveals forges and anvils, manned by accursed, zombie dwarven smiths. The forges are cold, the slack tubs long dry, the bellows cracked and wheezing. Yet the undead smiths still labor, pounding rusty bars with shivered hammers, going through the motions practiced in life.

Perhaps they attempted to forge a tool or weapon from a cursed metal, perhaps some greed has consumed them, pushing them to labor past death, or perhaps this is all their souls have ever known.

Mindless, eyeless, they push past an intruder to carry the iron in rusty tongs back to the dead coals.

G (&H) is for Goblin Hideout by +Kristian Richards 

1. ENTRANCE
2. GUARD ROOM
2a. Low Wall
2b. Prison/Animal Pen
3. THE PIT
4. LIVING SPACE
4a. The Chief's Hut
5. THE WARM ROOM
6. ESCAPE PASSAGE

Note on the entrance: At first glance the passage leading into area 2 looks to be blocked by a huge boulder - however a relatively easy search of the area will reveal that the boulder has had grooves chiselled into it's base (which have also been greased with animal fat) so that it can be pulled/pushed along a set of crude mine cart tracks (pilfered from another section of the dungeon).

However, once closed, the goblins usually hammer several wedges into place - making it extremely difficult to force open ...but once they are removed, the boulder can be pulled along the tracks (using the ropes provided), or pushed open from the outside (though even then it still takes a considerable effort to do so).

G is for Graymalkin by +V. A. 

Lost and abandoned, this familiar of a doomed wizard slinks in the dungeon dark. She is tattered and scarred, one eye lost to an unnamed hazard months ago. Resilient to magics and predation, she lurks alone and unbonded.

Cunning and habituated to the dark, the Graymalkin subsists on rats, small spiders, and the leavings of other dungeon inhabitants. Scraps of arcane magics and the fallout of cast spells allow her to keep a tenuous hold on intelligence and sanity. A lost creature, perhaps, but she patrols her corner of the dungeon. She is wary of those who would make a quick meal of her, but senses when another possible bond-companion approaches. She remains cautious, following the party, assessing their worth, retreating if she is spotted, fading as another shadow in lamplight.

If they make it past this trap, or that lair, perhaps they are worthy to join. Cautious, she approaches, finding the one who will be her new bond-companion. Once the graymalkin bonds, she will guide the party through her corner of the dungeon, passing traps, pointing out bolt-holes, fading through a door into an unoccupied room.

Graymalkin (unbonded familiar)HD: 2
AC: 6/13
Atk: 2 claws (1d3)
Special: Bonds to a PC in the party, preferably magic user, or barring that, the PC with the highest DEX. As a familiar, she adds her HP to that of the PC. +2 all saves against magic. Confers darkvision on PC. Ability to perform a limited passwall once per day (limited to bonded character only. Can only pass through a door or similar barricade).

H is for Hegemonic Ooze by +V. A. 

Lamplight illuminates a pinkish mass covering the floor, a number of humanoid copses scattered about. Someone cautiously pokes one of the bodies with a staff or spear. The 'corpse' opens its eyes and arises, lumbering toward the party. A number of others crawl to their feet, as well. Slimy tendrils stretch from their bodies back to the mass, and the bodies move in a strangely concerted manner.

A semi-intelligent ooze, perhaps originally meant as pest control, it was the product of an alchemist's lab or vivimancer's vat. Not a true ooze, it is a mass of neurons, sensing and questing for prey. It escaped and evolved, and rather than simply consuming, now co-opts some prey as weapons and sensory organs.

The pink leathery ooze extrudes tendrils, controlling 2d4 victim-puppets. Massive, the ooze may extend up to two tendrils with puppets up to 50 feet away from its central blob to reconnoiter away from its body, or to act as lures to draw prey towards itself and its victim-puppet appendages. If in need of new puppets, it will pummel or grapple intelligent prey to unconsciousness, and take over its nervous system and senses via neural connection through a tendril. The connection and hijacking of the prey's nervous system takes 6 turns (one hour). A victim may be rescued within 3 turns, but will lose 1d3 INT and CON.

HD: 9 (Ooze), 1 or 2 (puppets)
AC: 8/12 (Ooze), natural or worn AC (puppets)
Atk: Slam 1d10+1 (Ooze), 1d6 (puppets)
Move: 1 (Ooze), 3 (puppets)
Defenses: Ooze takes 1/2 damage from normal weapons, acid, and electricity. Puppets have similar resistances to mind-controlling spells (sleep, charm, etc.) as undead due to their networked nature. If a victim-puppet is severed from the slime, it will collapse, dead from the shock of separation.

I is for the Ilanuran Ibis by +V. A. 

A jade ibis statue, approximately 20 pounds in weight, and strangely warm to the touch. The market value for such a statue is approximately 1000 GP.

However, a closer assessment of the ibis will reveal that it exudes a faint divine power. Clerics associated with deities of death or resurrection will recognize the ibis as a powerful relic of resurrection, increasing focus and communication with the deceased's soul. If a party member dies, and their body is wrapped up with the sculpture, the relic arrests all decomposition. Severed limbs will reattach, and disfiguring damage (acid, burns, etc.) will fade from the corpse. If the sculpture is presented to a cleric of an appropriate deity as part of a resurrection fee, the presence of the ibis will increase the likelihood of resurrection by 10%.

lördag 21 februari 2015

TAADAD: F is for Flail of the Fallen Angel of Death

To fully appreciate this you need to read the Exit Egress Escape article on Leicesters Ramble.


Flail of the fallen angel of Death

"There is a majestic angel in the center of the room, an icon from ancient times, standing there as she always done. Guarding something long forgotten, long lost to man, maybe even to herself? In her grip is a heavy mace in dark steel, a trained eye can spot the arcane runes running across its handle."

The flail is an ancient relic, forged by the dwarfs, blessed by the ancient death cult that once inhabited this temple, and imbued with mystical properties by the wizards of old. Seen to its properties one could asume that it was wielded by fanatic death templars with some inclination to flaggelantism.

There is an inscription written in some dead language that could be translated to something like "In blood, in pain, in suffering - I give my body to the higher purpose."

The weapon is magnificent and have a bonus of +2 to attack and damage. It is magical and divine and worth a fortune, but what is not as clear is that the weapon is also a curse and a judgemental punishing item of monumental means that is not easily geting rid off.

The Flail demand that the wielder show courage, smarts and foremost faith and whenever an oppurtunity arise when the wielder has the weapon in hand the DM should roll a d6. Roll 1 and the flail is pleased and roll a 6 the weapon is angry.

Rewards of Faith
1. Fire of fury - As a reward the flail burst into flame. In the current battle the flail will do an additional D6 fire damage.
2-6. Something else (Times up for now. Feel free to add them!)

Chastisement
1. Tears of blood - The wielder of the flail is punished for its disobedience. As atonement for its sins will be forced to cry tears of blood, forevermore.
2. Crown of thorns - As above, except the punishment is a twisted crown of burnt metal, protruding from the flesh of the poor wielder. As painful as it looks.
3-6. something else (Times up for now. Feel free to add them!)

Final punishment: The flail will not take lightly on being abondoned. It demand that the wielder will hold it each day and if the wielder fail to do this he/she must save versus death or die!

Have to finnish this some other time - but it is at least todays challlange done  - I hope. :)

onsdag 18 februari 2015

TAADAD: Day 4: D is for Dead Dolly

Need to do something each day and today was the letter D. Well, first I thought of doors, dargons and something dungeon. Was gonna go for the word dealer too.

But at last it had to be dead dolly and an illustration.



The dead never really stay dead in the dungeon. Something or someone keeps their restless souls alive down there. If the spirit of the dead is really angry they will become something awful and the story of dead dolly, even if they are mostly rumors, tell of a most angry young woman.

One rumor puts her as a young priestess of good, but then she were left for dead, starving to death, down there in the dark, while her friends went to town with whatever gold and treasure they had found.

Now, Dead Dolly walk the maze,
humming the melodies of her temple,
in an eternal hunt for any treasure hunters she can find.
She is coming for you.

TAADAD: Day 2 & 3

3 days have gone by and a lot of cool stuff show up in the feed - there really is a lot of talanted people in the OSR community! Behold below what we have for thee!

A is for the Axe of the Ancients

Illustration by +Kristian Richards 


This legendary axe with unknown magical properties can be found in this maze of madness, or so the rumors tell! Whom once wielded it and to what purpose it should be found only the future can foretell!

A is for the Arbiter Bush

map by +matt jackson 


There is maybe just one, or maybe it is more entries to this place, but they say that to find the maze of madness you must find the arbiter bush! In the ruins by the lake hidden by foliage one must look.

Be sure to check out matts place for more details.

B is for The Bridge

Text/location by +Terje Nordin 

"Deep within the underground complex lies a sea of molten lava over which spans a narrow bridge. A mutant species of bats live in the cavern, clinging to the stalactites of its roof in silent vigil, their singular eyes never blinking. Their normal cuisine consists of the half-crustacean, half-reptile things that graze upon the lavamoss, but they might be tempted to try their luck with lonely adventurers."

B is for Boudoir of the Ogre

Location by +V. A. 



At the end of a narrow and curving passageway, and behind an iron-banded door, lies the apartment of the Ogre Swabllach and his 'lovely' wife Yusl. The pair have made their hole a home, with a collection of skins and tattered tapestries, consisting of trophies slain or filched from their raids. On the wall hang artfully displayed skulls, including that of the minotaur who was the former resident of this room.

A pile of loot (kegs of ale, boxes and bags of goods) is arrayed along one wall, and a rough-hewn table and heavy chairs and stools are scattered in an alcove, trenchers and flagons scattered and spilled on its scarred and stained surface.

Behind some heavy curtains raided from a nearby manorhouse is Swabllach's Love Nest - a huge bed built of empty kegs and timbers, covered with furs and blankets. Particularly unfortunate explorers may burst in on the ogre pair during an intimate moment, leading to a traumatizing combat with a naked, tumescent, very enraged ogre (And the missus will be extremely unhappy, as well...).

B is for the Butcher

Illustration by me

C is for the Copper Dragon Mask

magic item by +V. A. 

Harkening to the powers of the copper dragon, a wearer of the mask may either project a line of acid (4d4 damage) or a cloud of slowing gas (save or slow as per spell for 6 combat rounds) once per day.
Wearing the mask comes with a cost, and the bearer becomes cursed with greed. Each month of owning the mask increases the lure of gold, making the bearer more likely to take foolhardy action in pursuit of wealth, or come into conflict with their colleagues. The mask requires a monthly save or one of the following effects takes place:

1. Character gains a gambling addiction
2. Character attempts to mislead peers in dividing treasure or reward
3. Character attempts to steal an item from another character or npc.
4. Character attempts to cheat another character or npc for an item (misrepresent value, short payment, etc.)
5. Character becomes susceptible to bribes
6. Character attempts to shirk a debt.
7. Character is distracted from a task or quest by the promise or rumor of quick wealth
8. A devout or divine-powered character strays away from their diety or required tithes.

Be sure to check out more ramblings from leicester

C is for Corridor 23

Dungeon connection by me.

Corridor 23 is just another corridor. What makes it special is the nasty trap called the henchmen clipper. A trap that does not punish the one that spring the trap but unfortunate souls that are stationed 15 feet away from it.

The corridor itself has the look of some royal passage belonging in an old castle and is somewhat spacey even if the long corridor twist and turns and dark shadows play on the old stone walls.


söndag 15 februari 2015

TAADAD: Day 1 alchemist laboratory and Abhumans

It is far from over, many hours left of the first day but can show you what have allready been done this far to inspire you all.

Dungeon Room: Alchemist Laboratory



New monster: Abhumans

monster by +Terje Nordin 

No. Enc: 3d6 (6d10)
Alignment: Chaotic
AC: A12/D7
HD: 1-1
Attacks: 2 claws (1d4), acid spit (1d8) once per day
Saving throw: 18
Special: Sonar
Move: 12
Moral: 9

Are these alabaster hued horrors the result of a mad alchemists experiments or spawned from the night-dark womb of the subterranean abyss? They lurk in the darkness, moving silently and unseen despite their multitudinous numbers, to ambush unwary adventurers. Their pale, short bodies are warped images of human anatomy. But their faces lack any recognizable aspect - hungry grins full of sharp teeth, instead of eyes they have bat-like ears to navigate by sonar.
The abhuman matriarch is a 5 HD huge hulking monster who sits immobile and magnificent in the lair spawning new legions to serve and worship her


TAADAD: What about an alphabetical Community project?

What do you out there say about making a small community project!? More correctly making it with me and keeping it light and easy without preasure and see where it leads!?

Project TAADAD: The Aenglum Alphabetical Dungeon a´Day community project

Ok, this is mostly me writing down some daydreaming without any clue of what I am doing and then we add a pound of improvisation to the bowl.

What is this?

  • This is a small project where we make an undefined sized dungeon where everything is unknown until some partisipant unlocks a new part of the complex!
  •   This is a challange to make some part of a dungeon each day or at a pace of your own choosing following the alphabet. Make this to hone your skills or just for the fun of it. 
  • If you have the skills you could be part of both editing and whatever and make sense of the dungeon., the history of it, the inhabitants of it, dungeon dressing and cut and paste to make the rooms make sense.

What do I do?

You make a room, monster, stats or whatever and then add it to the dungeon, following the alpabetical order. Day 1 it will be A, Day 2 it will be B. An easy way to do it is just puting it on your g+ feed and calling it TAADAD and write my name so I will be notified with it.
I put all the goodies in a folder and then on this blog. As time pass some of you may be inclined to help out making something more solid out of this, all are welcome in this process, and all help is fun and appreciated. If the dungeon is somewhat playable it will be released as a free pdf for the community. 

Ok, enough rambling. Hope some of you jump on the crazy train to mad station! We start... NOW! (or?)

My contribution Day 1: Alchemist Laboratory


fredag 13 februari 2015

Disco Monsters

Made some monsters today with markers and ink at work. Why not scan them and put them on here? I have been lazy, busy and burnt out lately so the blog has taken a hit. It is not dead but I need to find the holy grail and generate some new power!

First off a zombie for the day followed by what appears to be an illithid or mind flayer

the originals were a bit more colorfull but the scan takes away a bit from the markers and needed to sharpen it up so the blue got a bit darker. One can just enjoy the sheerfulness of the colorfull ones at my feed in g+ to

allright, on to something else



lördag 10 januari 2015

those awkward moments

Remember that time when...


  • Galactus ate an ice planet and got brain freeze!
  • Dr Doom hit his head on a shelf and it hurt like hell!
  • That warrior totally had forgotten his sword after a visit to the toilet
  • A wizard had slept badly and got all his spells wrong
  • Punisher had the flu and had to stay at home and get taken care of
  • Enchantress caugth herself wanting that new dress in the shops window
  • Dr octupus just wanted to stay in eating icecream feeling sorry for himself
  • Spiderman couldn't change to his costume cause he had to much turkey
  • Superman had a toothache and he knew no drill on planet earth could fix it
  • Silver surfer knew that little bump on his shiny self he didn't want anyone to know about
  • Lex luthor held a long monolog but had to cut it short cause he really needed to pee