Sunday, 21 August 2016

Because the international community of roleplayers has been so awesome to me, I decided to lower the price of Crypt Of Doom - A Compilation Of Patreon Supported 2015 Material to pay-what-you-want, both PDF and print (print at cost + postage). Original prices are $6.50 for PDF and $13.10 for POD. So now is your change to get all this for free:
  • About Level Drain
  • Æg Artifacts
  • Auspices
  • Bazaar Of Extraordinary Items
  • Bearries & Bearletons
  • Bubghia: The Hunters In Forests
  • Child Of The Rainbow Dust
  • The Church Of Stab
  • Dungeon Beneath The City
  • Encounters In Snowy Locations
  • Epic Mëtal Awesome Weapons
  • Eyes Of The Hidden Moon
  • Lioness Of The North
  • Monster Skeleton Creator
  • The Museum Of Artifacts
  • Night Leeches
  • The Rheum In The Fields
  • Sea Wizard's Coral Tower
  • Simple Adventure Generator
  • Stones Of The Gods
  • Tasty, Groovy, Poisonous Shrooms
  • Throne Of The Stone Cyclops
  • Tower Of Tremors
  • Witch's Cauldron Mishap Table

Get it here:

And if you like the material, you can support me to create more at:

Monday, 15 August 2016

[LotFP] Witchfinders, Demonhunters and Inquisitors

In the world where weird monsters and horrors are reality lurking behind the veils of everyday life, some brave and determined men and women have dedicated their lives to seek out and destroy these things. They are marked with a sacred brand on their forehead to grand special powers against the infernal and cosmic forces of evil.

Any new character from any class from the beginning of the campaign can be branded to gain a special power, which you determine rolling 1d6 from the table. Also roll for a disadvantage of the devotion. A character might later on a campaign become one going through a sacred ritual of branding. They must devote their adventuring life for the cause they have chosen.


They are professionals that seek out those who have powers beyond the man for selling their soul to the forces of evil. They know how to deal with witches and protect themselves against their malicious spells.


1. Immune to any charm or mind affecting powers of witches.
2. Can make a special balsam against witches powers. The balsam costs 100 GP of protection per level of witch's HD. The balsam, when applied to the skin, protects against one direct spell of the witch except charm and mind affecting spells.
3. Can sense a presence of a witch within 100 feet per their level.
4. When making a finishing blow against a witch, they can absorb one random power of her if they will. They must success a save versus Magic or be corrupted of the witchtanic power and lose their special ability for 1d6 levels.
5. Specialist in long-distance murder and take advantage on technology. +2 using gunpowder weapons. Also all maintenance work for gunpowder weapons are halved.
6. Resistant to poisons, but must drink a dose of poison daily or die, if doesn't save versus poison.


1. Every witch she kills reminds her of her own mother for a reason or another. She must save against paralyze or be depressed the next adventure suffering a -1 penalty to any roll.
2. She is hypersensitive for witch's body. Any time witch inflicts unarmed damage, she suffer extra 1d4 damage per witch's HD.
3. Her ancestor was a witch, and in her blood thin witchtanic trace. If she comes in touch with witch's blood, there is 1-in-6 chance that the witch within is invoked. Her alignment changes to chaotic and as she loses her advantage, she gains witchtanic powers.
4. All potions and alchemical fluids have double effect on her. Both helpful and harmful.
5. Has saved someone from witch's claws and now her responsibility is to protect him.
6. Is permanently ill, thanks to witch's curse. Needs medicine once every 2d4 days. Ingredients for one dose costs 10 GP per level and needs one special incredient to produce. With a successful Intelligence roll (under), can produce the medicine herself. Even though she doesn't success, the GP used for the ingredients is lost. If she buys the medicine prepared, one dose costs 25 GP per her level.


Infernal, demonic, monstrous and otherworldly beings are their enemies. Their mind is strong against the temptations and body resistant of their corruption. Their blade cuts precise and deep.


1. Against demonic creatures they deal extra 1d6 damage.
2. Can roll two dices to save against demonic powers and corruption.
3. Can learn from the demons they destroy, giving them +1 to attack rolls, damage rolls and saves against same types.
4. Has 5% chance per their level to learn a spell cast against them. They can use it once, until learned again.
5. Has one special weapon you have used to kill your first monster. With this weapon you get +2 to damage, to-hit and armor class. Without that weapon you suffer severe effects of fright and self-esteem problems causing you to be extremely insecure and undetermined also suffering -1 to all actions you take.
6. Can brand others. In exchange of permanent bonus of 1 to saves versus demonic and monstrous powers they suffer 1d4 permanent damage to HP.


1. The lure of demonic powers is strong against her. Every time she encounters a demon she must success in save against magic. If she fails six times in her life, her soul is lost and possessed by a demon (roll summon spell chart to see what abomination she will become).
2. There is a 1-in-6 chance a day that she will mistake something ordinary (a peon, a goat, a windmill) for a demon and she will try to destroy. It is possible to stop her and talk sense to her, but it is not an easy task.
3. She is like a magnet for the demons. Demons can sense her from a distance and from beyond the curtains of dimensions. Every week there is a 1-in-6 chance that a demon finds her and tries to destroy her.
4. All the evil she has seen and conquered has tainted her soul, and no clerical magic works on her.
5. Has had a taste of blood of her enemies and must drink demonic or monstrous blood at least once per week or die if doesn't save against poison.
6. Has hunted creatures of darkness so long, that suffers from sunlight. It burns her skin and she cannot see well. -2 to all eyesight related tasks and 1 HP damage per hour when exposed to direct sunlight.


Not necessarily the forces of evil are always witches or demons. Also ordinary people are capable of horrible things and crimes against humanity. You are the one who weeds the evil from the hoi polloi. Your actions might be horrible or brutal, but it is for the good of the humanity.


1. Knows how to torture and get information or confessions out of anyone. It takes one hour and 1d4 damage per HD of the victim to squeeze out whatever the inquisitor wants to know. Unfortunately, there is a 50% chance that the victim just says what inquisitor wants to hear, so he can get a release from the pains and horrors of torture.
2. Knows how to hurt people. When your attack roll is 19 or 20, you can aim your opponent and cause him severe pain with extra 1d4 +1 per level damage.
3. Gets +2 bonus to your Charisma every time you intimidate someone.
4. No pain, no gain. They have caused so much suffering, they almost live out of it. As a bonus action inquisitor can wound himself to gain half of that damage to next attack as a to-hit bonus.
5. Harsh training has made her tougher. She needs half the amount of rations and can resist harsh weather effects with doubled efficiency.
6. Can prevent evil spells from harming her and her group if will sacrifice as many people as the spell level in 12 hours. If doesn't, all the spell effects will fire on her with double effect.


1. Has seen so much blood and suffering you have inflicted, that you cannot feel empathy anymore. Every action you take is aggressive against normal people and you can only see the worst in them.
2. Is scarred from the burning firebrands and self-inflicted wounds and need to hide your monstrous skin under a hood not to scare people. You look like a monster yourself.
3. Is haunted by ghosts of innocent people she has killed in torture. In the beginning of game there are 1d4 souls to haunt her, and every time an innocent person is dead by her hands she must save against magic or suffer of another haunt. Naturally, there are psychological effects to this every day there is 2% chance per haunting soul that her conscience is making her question her cause and her advantage doesn't work that day.
4. Is twisted and bloodlusty and will always kill if there is a chance. No enemy or victim of her should remain alive.
5. Must daily repent her own sins or lose her advantage for a day. Repenting sins demands two hours of prayer and self whipping.
6. There is something holy in her, god knows what twisted god thinks so. She has stigmata that bleeds constantly. Lose 1d2 HP daily from bleeding palms. Also handling weapons is harder without gloves or straps as blood soaked hands are slick.

You can download the pdf, with slightly revised text, from my Patreon page!

Wednesday, 10 August 2016

The Black Hack + Roll20 + The Overrun Mines

I and +Kookko Jaskinen  continued the game we started in public at eat-all-you-can pizzeria Rax via Roll20. One major change was, that we ditched Swords & Wizardry WhiteBox and decided to use The Black Hack instead. Converting the character was easy, because all that matters is attributes.

Mad real time mapping skills, looks exactly like the original map!

We continued the adventure of Jarod, who gained epithet "Unlucky" because he did not only lose a finger, but also half of his face in Temple Of Greed. After this Fighter's master died at the temple, Jarod had no future in the religious order. So he started traveling and ended up to this remote mining town. Drinking was what he started to do...

There he met new party members, Thurnsted the Rogue, who made home of this towns tavern avoiding the law for a reason he called "a misunderstanding". The second addition to the party was Ivan Slick, the Cleric, who was sent to a pilgrimage, where he was supposed to see a holy sign that would grand him his praying ability (read: second level). That never happened and he got frustrated ending to the very same mining town drinking.

They had jolly time drinking and eating and sleeping, but the day came when they ran out of money. Lucky for them, the mines had some trouble. I rolled random rumors from The Overrun Mines adventure and got:

  • "Here have been cave-ins, something rustles the stone in the deep and I barely escaped with my life."
  • "There is a dungeon holding cell deep within the mine; I have no idea what it was used for."
  • "The mine used to be a goblin hideout, we cleared it of those foul creatures years ago."
They left Thurnsted to the tavern, because his Intelligence, Wisdom and Charisma were low, so he wouldn't say anything stupid or haggle like an idiot, and went to meet minemaster. They got the mission to go check these rumors so employees would get back to work. From 100 SP (I use silver standard) reward they managed to haggle to 200 SP! Great! That's plenty of money to continue easy life!

In a fantasy setting full of monsters, who of a right mind would work in a
place like this?!

Inside the dungeon in the common room where ore is loaded and supplies unpacked they took some pick axes and rope with them and continued deeper. Ivan the Cleric scouted the first intersection a little and they decided to go forward where seemed to be a big cave.

The cave is where the ore is dug. In the middle of this large cave was a cave in, and deep down a wounded grey worm. They figured out, maybe this grey worm was the reason for cave-ins and rustling noises, and decided to kill it. They started pushing rocks down trying to squash it!

Thurnsted is a weak fellow, so I decided every rock they drop (dealing 3d6 damage) on the work, Thurnsted should roll STR starting from advantage, then normal, and the rest disadvantages. If he failed, he would refuse to push down any more rocks because he has hurt himself. The second rock down and whining starts! The worm had 9 HP left and Thurnsted tried to deal more damage with his crossbow, but didn't deal near enough to kill it. They were thinking, they must kill it to claim it their work so no one can deny their reward.

I ruled, that Thurnsted could try to roll one extra rock with a disadvantageous STR roll, but if he failed, he'd suffer 1d3 damage for hurting his muscles more. Luckily there was a melting oven with liquid hot iron in it. They poured it in the cave-in killing the worm. When it's skin bursted and boiled, it made exactly the same noises as cheese sausage on a grill. Shizzle shizzle crack pop. The worm was dead.

Dead gray worm. It was 30 meters long!

The opening to the south-east had many killed miners and they figured out the worm came that way and managed to grab and kill few. As the miners flew around the cave-in the blind worm fell in following them. There must be more of these worms, maybe, but they didn't care. One was dead and that's enough! But there's still those three other rumors to take care of...

They follow the passage and take the intersection north, where there is a barred door. Thurnsted opens the door and jumps back like a coward and Ivan steps in like a hero. Nothing inside, except remains of a fire and blackened goblin bones, which naturally reanimate and attack. The combat was not tough, but they decided to spend a hour fixing their armor after it (to restore their Armor Points).

There is no random encounters table in The Overrun Mines, so I decided to use Underworld Day Rules table. Once a day underground you roll it to see the effect on the party. I wanted to use it, because this party wouldn't be underground for a day (necessarily). Die tells, that Thurnsted the Rogue suffers 1 (5%) penalty to every action until he gets some fresh air. He starts to get frustrated because there are no treasures, goblin bones where empty.

Forward they venture and take a junction to the left to barracks. No treasures, just junk. Player Jaakko wanted to roll again the Underworld Day Rules table, because he thought that Thurnsted got more frustrated for the lack of  treasures and it effects the whole group. Everyone's morale suffers and they lose 2 permanent HP until they get out.

Back and forward to an ancient goblin throne room. On the throne there is a shackled, very living dead goblin king. On the floor four goblin skeletons lay. What makes Thurnsted run to the room yelling "FINALLY TREASURE", was a partially open fake wall.

Image from

And the goblin king breaks it's straps and the skeletons reanimate. Combat started quite well, but soon turned into murder - of adventurers. Ivan was first to be KO'd and Jarod decided to both hit a skeleton and chuck some healing potion in his system (second level Fighter has two attacks, I ruled he can attack with a disadvantage and use a potion on his friend). Ivan is back in game, but suffering broken bones and -2 to physical attributes.

Thrunsted, even though he is weak and a dick, was lucky both in hitting and avoiding to be hit. Their second level Warrior, Jarod was soon downed and not too long, and Ivan followed him to oblivion. Thurnsted managed to kill the undead goblin king with cunning (running and shooting) and force (stabbing like mad). With the band's last potion of health, he revived Jarod. They decided to flee, but Jarod insisted they take the corpse of Ivan Slick with them to find someone to resurrect him - or at least offer him proper funeral.

They also decided they should tell they have dealt with the problems, get the reward and get outta there as soon as possible, before they figure out that not all problems are dealt with. Good luck with that! Next time... A new dungeon to explore and to die in!

DM notes, NPC stats and info, initiative counter, combat tracker. All well organized. I didn't actually use Death & Dismemberment table, because The Black Hack's Out of Action (OofA) works fine! That red d20 on the picture was a bomb! It gave crits for adventurers (natural 1) and crits for enemies (natural 20)!

Big thanks for Jaakko for a fun game, and for helping me out writing the final combat. There was lots of things going all with one-shot-kill goblin skeletons, and falling party members.

Jaakko is also a great player for 1-on-1 games, because he is Dungeon Master in his own games. It's fun to create some scenes and details together. I can throw him a ball for a moment to ask him for some details on something, and it is fun! Also the background story for this adventure (basically downtime between Temple Of Greed and The Overrun Mines) we developed together, which was great fun! I really enjoy gaming 1-on-1 with Jaakko, we are good together... arrright now it starts to sound inappropriate!

Well, until next time!

And hey, if you want to, you can suggest a dungeon for one level characters. Preferably one you can run in one session (two dungeons down and like 1/4 explored in both!!!) IF you don't have any greater ideas, they will travel to... No Country For Weak Men by +Anders Hedenbjörk Lager. And when the party (or anyone) hits 3rd level, there will be an extra episode of The Flayed King by +Tim Shorts where a new character of a new character class will be introduced to the game... well, only if he survives!

Syöksykierre-Nick available at Hiidenpeli

D-oom Products now has his first publication available at a game store! Hiidenpeli is great, they don't only have a webstore, but they also actively go to events and cons and actually play games with their customers. How cool is that!

Available at:
D-oom's HOLVI

Syöksykierre-Nick is a Finnish storytelling game of old-fashioned stories of heroes. It does not need dice except for some random tables for inspiration and is extremely rules light. Author is Risto J. Hieta, who has worked for games industry as a writer and games designer. Artwork is from professional artist Hans Zenjuga. Publishing and layout by Thaumiel Nerub.

Saturday, 6 August 2016

[Review] Alpha Blue + Girls Gone Rogue

Get it from RPGNow, both PDF and POD!
ALPHA BLUE is a sleazy science fiction roleplaying game cheering 70's weird scifi and exploitation entertainment. In Alpha Blue interalienracial sex, drug abuse and killing stuff is perfectly normal - and acceptable. Because Alpha Blue is a space bordel!

But what can you do in this space station of sin except have dirty adventures? Quite a lot, in fact!

Even though Alpha Blue is about sex, it is a real game. And a good game too. You might get best of the setting if you keep the sex, drugs and sleaze, but don't make it the focus of the game. You can play space action adventures with sleaze vibes. That's how you can make Alpha Blue a blast! Remember the sleaze, but don't make this game full of it making it a dirty joke. Make it awesome!

If you are already familiar with +Venger Satanis' writing style, you know what to expect. It's like Venger is telling you all these cool ideas, maybe not organized, but clear. His enthusiasm comes across the text. It is friendly, but guiding. There are no dull moments reading Kort'thalis Publishing's products.

I mentioned that it might be not organized that well. It's because there is so much material in the product. Mostly fluff and random tables. And oh boy there are many random tables making this book quite useful even outside of Alpha Blue station! You get all kinds of fun things for character creation like how he dresses and what his signature weapon is. And naturally if you're an alien, what kind of an alien you are from appearance to customs. Other tables are really useful for running adventures.

Alpha Blue is mainly a setting, and easily compatible with any system you want to run it with. But there are light rules included, which are quite fun. Characters have no stats and all difficulties of rolls are determined by who the character is (not what his numeric stats are) and what the overall situation is like. More important is what kind of sex your character likes than how hard he can hit an opponent!

Extras are two character sheets, other darker version and a map of a single floor of Alpha Blue station spread on four pages. It would have been cool if it was pre-numbered so you could fill it easier yourself, as there are locations in the book, but they are not marked on the map. Alpha Blue is supposed to have several floors, but one pre-made floor would have been fun so you could get the gaming on straight ahead. Now you have to map the place before playing the game. Small wrinkle, nothing huge!

Illustration... ehm, I don't like it. Overall it's not quite good. Half of the images are decent and give an idea what Alpha Blue is like, but some pictures are lame; example a person who looks like Doctor Who with two women. Needless to say, there is lots of nudity, partial and full. One other complaint is that men and women are not sexualized equally - there are more naked women than men. Kort'thalis' overall sexual imaginary is quite masculine. It would be cooler if there were more stronger women in illustration and fiction. I am a heterosexual guy who does enjoy strong women too, not always those slaves in golden bikini...

Also there could have been more adventure examples and seeds on what happens at Alpha Blue space station bordel. Now there are only few, and most of those happen outside of the station. Oh why...

Overall Alpha Blue is a great rpg product, if you are not too sensitive for sleazy adult themes. You get lots of random tables to use, a detailed location and light rules. If tentacle sex and drugs you are okay with, you should check Alpha Blue out! If you want to know how people have ran Alpha Blue, here is a Google search done for you: ZAP!

Get it from RPGNow, both PDF and POD!
GIRLS GONE ROGUE is an expansion for Alpha Blue. You don't necessarily need it, but it sure makes the game 1000% better! The pdf is 80 pages of everything! Character creation and options are expanded. There are more little rules like dueling and ship to ship combat. There are more random tables, all kinds of them for so many different situations. You also get quite a few adventures. And tables to create planets. And now the illustration is from the same to better to great!

Girls Gone Rogue makes Alpha Blue better in so many ways expanding it to a full throttle to run campaigns. There is so much material combined in these books, that you will never run out of adventuring ideas and random tables.

Mark my word, even without sex Alpha Blue (and Girls Gone Rogue) is/are a great game full of fun and useful material. If you don't like sleazy themes, just drop them and enjoy space adventures! Illustration... well, you just have to deal with it :)

Tuesday, 2 August 2016

Ropecon 2016

This was my first Ropecon, biggest and greatest Finnish roleplaying games, miniature games, tabletop games, card games, boffering, larping, and other fine hobbies convention. This is my report, full of photos of the event. Please enjoy!


My gratitude belongs to Lamentations Of The Flame Princess and +James Raggi who carried D-oom's products at his booth. Without him D-oom wouldn't have been presented at Ropecon. I was working for Myrskyn Sankarit, but used lots of my free time hanging around at LotFP booth. It was fun and James was great! I did not only sell my publications, but also answered some questions of LotFP products (stating that I don't work for LotFP of course), because I am a fan. People were for example interested which of the products are suitable for beginners (Tower Of The Stargazer and Death Frost Doomin are the answers). Oh, and a big hand for James for breaking a record! Well done!

About my sales, the start was a bit sticky but eventually I sold more. I am quite happy with the result! I was a bit concerned that sales could be slow because right next to my publications there were these awesome book with hard covers, stylished images and extremely high production values. But I did good enough! Thanks to my customers and everyone who was itnerested in D-oom's publications!

News is, that Syöksykierre-Nick (Facebook) will be available at Hiidenpeli, really awesome games store who don't only sell games but also plays with their customers!


I had some problems getting in the event. I got an email that "Thaumiel Nerub" has a ticket there by his name - but it was not. No Thaumiel, no my real name, no my social security number, no nothing. Fortunately Mike Pohjola sweeped there to help me out. With his Charisma score it took only 5 seconds and I was in!

Quickly I threw my stuff to the cloakroom and hurried to Myrskyn Sankarit (also available as Age Of The Tempest in English) booth. Tiina Uusi-Rasi was already there. We have been a sales team at Tracon Hitpoint 2015 already, so we knew each other. We are so good team! 
Mike Pohjola's new book, 1827, was officially released this monday, but the release was held at Ropecon. Mike has also done a great makeover from elf to a viking.
Juhana Pettersson with his new game Tsernobyl, rakastettuni (Tsernobyl, My Love if translated). The cover art is neat and a cool detail is that the photography illustration he has captured himself from the area!
Jan Spinner from Sotakone miniatures. Somehow a game I have been drooling on since 2015 Tracon Hitpoint, Malifaux, managed to sneak on the picture. This must be a sign! Someday I will buy it... Sotakone is a kick-ass store for everyone interested in figures and wargaming. I haven't visited their store Bunkkeri yet, but it will be my main target next time I visit Turku (my family lives there).
Jukka Sorsa with his new game Hood. Unfortunately I didn't have time to check out this one, but the cover looks good and it is an adventure game in footprints of Robin Hood. Sounds interesting!
Samuli Ahokas from Ironspine-Myrrysmiehet. Awesome t-shirt.
Ville Takanen, who has all kinds of projects.
James Raggi showing Jokaisen roolipelaajan SAATANANPALVONTA opas. Re-release by D-oom from an old classic from the era when satanic panic was great in Finland. Fun fact: James plays air guitar when he's bored. I also saw his lovely wife live!
Absolutely fantastic artist, Haltijakäpälä (Elfpaw translated). I encourage you to check out her website at So nice and inspiring. D-oom will propose some coop with her in near future!
A living legend, Risto Hieta, and D-oom's publications of his work. Risto revealed some ideas of his next game. It will be weird and awesome and slimy.
Mordheim always looks so cool and spectacular. It is one of those games I'd love to play so much. I never played it, but I did enjoy Necromunda.
Atmosphere in this diorama is strong.
Realistic paint job but the base catched my eye. The sign is cool little detail. This model was quite big. 
I'd love to see this dog helmet armor on a person.
It is inspiring that even after destruction people continue to decorate themselves with what ever scrap they can get their hands on. If you don't believe me, watch Mad Max!
Yes, Fallout stuff.
It would be fun to make a package like this circling flea markets and looting trash.
Porin Pöytäpeliseura Pöllökarhut (Translation, Pori's Tabletopgaming club Owlbears) needs one of these.
Infinity and so much... everything.
Getting over that rock was fun to watch.
Looks like this scenario is loud! Look at the amount of those dice.
These were quiet big - and impressive.
One of the many speech programs. I didn't stay long. I didn't want to sit down and listen. I wanted to explore more.
First day finished with 1827 Infernal Musical. The musical was entertaining video'd at a theatre with lots of coreography and heavy music. The plot was about Turku's fire (half of the city was burnt) and the reasons were demonic! Lots of fun.
First night I stayed at the con, sleeping on concrete floor with a yoga mat. Shelter was well organized, but my back didn't like thin "thing" I slept on. But I woke up early and rested!


After waking up, tidying and eating breakfast I headed to Myrskyn Sankarit booth to work and start my second day at Ropecon. I also decided I'd focus on photoing people this day.

I met Tommi Brander when having my breakfast. I have never met him in person, even though he's credited in Temple Of Greed. Roleplaying games hobby is great, you can make friends online and when you meet them the first time, you already are friends with them and can continue from there without any extra fuzz! Later Tommi mapped the area and found a nice pizzeria we had lunch. He's such a great guy! Unfortunately I didn't get to play Dungeons & Dragons with him. Bummer.
Plague doctor, steam punk, alchemy. Good compilation.
Miska Fredman, one of Finland's best cartographers. He also won Golden Dragon this year at Ropecon. Well done Miska!
Cool occultic stuff.
"Fairy balsam"
"Fairy balsam inculdes three fairies' holy trees: oak, something-that-translate-couldn't-find, hawthorn. Use fairy balsam to get contact with fairy world, to lure fairies to you or to your garden and to create positive, light and good feel.
Use fairy balsam with candles, ritual tools, altar tables and altar slabs and jewelry. You can stroke it lightly and quickly on your garden corners or insides of your wrists.

I didn't buy this.
Mikael "Miihkali" Tuominen. OSR is strong in him, even though he's more a BRP guy.
I like how this costume has so many different things. A little ranger, a little roman warrior, a little indian. Still it is a harmonious entity.
Here is a pose perfect for X-wing recruitment poster.
Jonas Mustonen watches Japanese cartoons (his t-shirt says so). He also wears sneakers because he was running all over the place doing tasks and delivering stuff and meeting people. You cannot find more sporty geek anywhere! Jonas is also a good friend of mine.
Skeleton hand bottle holders, tentacle cutlery. Lots of cool utensils.
This lolita also had sugar skulls in her skeleton themed dress hem. Nice little detail.
They didn't have any rare cards in their outfits. Or that's what they claim. I bet they lied because they didn't want people to rip their clothes off them!
Ninja outfit is simple to make, but rarely you see this convincing ninjas! The armor next to her is great contrast.
Word "credible" had a new meaning here. She didn't have to pose to make her character and costume look great.
You didn't see many of these great bigger costumes around. This was fun!
Ville Vuorela (Burger Games) with his broken leg, yet in good mood. Ville is always fun to talk with. Praedor had a new release, Salaisuuksien kirja (Book Of Secrets, if translated).
Is this from Skyrim?
Excuse me, I have no idea who you cosplay, but I am certain you do a 100% great job!
Dark and serious.
Guess which one cheered me up.
Always these religious weirdos...
Yes, she could walk and navigate with her helmet on.
It looked great when a big group of Star Wars characters walked by. Obi Wan looked just like Obi Wan!
This assassin's wristblade/mini x-bow was mechanic. Neat detail.
There were quite a few gentlemen around.
The one and only Flame Princess. I'm not kidding you! Her costume was Ariel. I asked James, and he'd never seen anyone cosplay Flame Princess. If the real Flame Princess doesn't cosplay the Flame Princess, then who does?

Post-apocalyptic customer support.
Finnish blacksmiths.
View from my second night's lodging. Thanks to my friends I didn't have to sleep on cold floor another night. I could have done it no problem, but this was a nice option to hang out.
Late night character creation for Fantasy Age. Really fun system with strong flavors from D&D even though the spices are different. I highly recommend this if you have to play something else than D&D/OSR.
Night gaming. We tried D&D 5E DMG random dungeon generator with Fantasy Age. It was lots of fun! With my favorite DM rapstar +Kookko Jaskinen 
8 o'clock up and back to Ropecon and Myrskyn Sankarit booth. No, I did not jump down the balcony +Evey Lockhart.
Our neighbor Bard & Jester, also D-oom's partner.
With this glove getting lost is nigh impossible.
That's the end of the pictures. Both battery and photographer started to wear down. Everywhere I go I spend lots of time taking pics so I decided that I will enjoy Sunday without constantly looking around and finding something interesting to take pictures of. It was a right decision for the rest of the Con.

I think Ropecon was great. This was first time it was held in a fair building. As a first timer myself, I cannot compare it to the previous locations, but I think it was good. There was space, lots of space. Roleplaying games could have been in more open location though, now it felt like there was lots of gaming, but no roleplaying.

At the convention I didn't play anything! I just didn't have time! I am so glad my friends took me to their place, so I had a change to play something. It can feel a bit heavy to visit a con and just do everything else than the one thing you love the most.


Ropecon programme and special dice. At first I thought I'd buy just one as a souvenir, but 3d6 for the win!
Hounds Of The Sea. Card graphics are great and I like that all picture cards have different kings, queens and jacks. Only minor problem is that there are no Jokers, so you cannot use these also as ordinary deck of cards. Such a big shame! The game I have no idea of how it works, but I'll write about it later, when I got time.
Some guy gave these for free for vendors and sales staff. Nice traditional pictures.
There was a section called Experience point where you could paint minis. This was a mini I got, but I didn't have time to finish him! Luckily I could take him with me to finish at home. He is really fun to paint!That purple ink I bought from Sotakone. (It's already Tuesday now. I tried it yesterday on Space Crusade android I painted silver. And it looks great!)
Yes, I admit, I have a problem.
Lamentations t-shirts are my favorites, because...
...they look like band t-shirts!
Larry Elmore artbook, my first anime rpg BESM and some random portals.