Been a busy (and awful) month. Now releasing two Patreon things I've been working with past month. Here is a lady who stalks the Monster-Land of Yingvaerd baptizing monsters, evil, and chaotic creatures. She wants to make you evil, too!
Thanks to my patrons, you can download her PDF HERE!
And here is Final Redemption, a religious outpost to Monster-Land.
Thanks to my patrons, you can download the map PDF HERE!
Reviews, articles, and material by an OSR enthusiast and a publisher.
Showing posts with label Downloads. Show all posts
Showing posts with label Downloads. Show all posts
Friday, 30 September 2016
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: http://www.rpgnow.com/product/175132/Crypt-Of-Doom--A-Compilation-of-Patreon-Supported-2015-Material
And if you like the material, you can support me to create more at: https://www.patreon.com/cryptofdoom
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.
WITCHFINDER
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.
Advantages
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.
Disadvantages
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.
DEMONHUNTER
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.
Advantages
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.
Disadvantages
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.
INQUISITOR
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.
Advantages
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.
Disadvantages
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!
https://www.patreon.com/posts/witchfinder-and-6535360
You can download the pdf, with slightly revised text, from my Patreon page!
https://www.patreon.com/posts/witchfinder-and-6535360
Thursday, 30 June 2016
Random encounters in minor cities and major towns.
A direct continuation for my last post (random encounters and events table for capitals and cities)! You can download the file from my Patreon page, for free, thanks to all those awesome people who support me!
Here are 5 randomly chosen highlights from the table:
Here are 5 randomly chosen highlights from the table:
- An eminent person has died. Cortege runs through the city and silence has been declared for a day. No one shall make any noise, or be punished.
- New houses are planned, but old buildings are on the way. The problem is, that it is not that simple to just evict the residents or businesses located there, even though they could buy new apartments and spaces from the new buildings - not everyone has that kind of money in their pockets! Demolition and construction works are on hiatus. The overseer of this project wants to do everything legally and as nice as he can, but his assistant secretly wants to do anything possible for the work to continue - from threats to arson and murders! This is his first project, and he wants the result to be glorious!
- A retired fighter is screaming and yelling and fighting imagination monsters with his stick. He is obviously confused and disoriented.
- All the cats have fled the city. Finally a wererat living deep in the sewers has found a right resonance for his device to get rid of the beasts that eat his cousins.
- The burial hill is full now, and there are many who refuse to bury the dead elsewhere, or burn the bodies. They demand that old gravestones should be moved elsewhere, or even to be destroyed to make more space for newly dead. But others are agaisnt of disturbing old graves. As a demonstration few keep their dead next to their outdoor as a reminder, that something should be done fast! There is a high risk of vermins and health hazards and the rot is starting to stink.
- And more! 36 in total!
Side note: I discovered millions more typos and horrible mistakes than my text usually contains. I will fix them as good as I can in near future :(
Thursday, 23 June 2016
Random encounter and events table for capitals and cities
You can download the file of 3 pages and 48 encounters and events from my Patreon page. It's free!
This table includes things like:
This table includes things like:
- Runaway horse pulling a cart and wrecking havoc! It smelt zombies with some intelligence and brain function left masquerading as beggars. The zombies wanted to eat the horse and its driver alive. the driver is just about to be eaten by the zombies cornering him...
- A building is aflame. All nearby are requested to help extinguish it.
- Around 50 rats from normal size to a size of a dog run down the streets biting everyone and -thing they ram.
- Mother of twelve, who is struggling with her flock. No one knows that these children are demon seed waiting to grow up to start mayhem and devastation. Their smile is empty but sweet.
- A couple is selling weird small beasts and critters from the Purple Forest to be exotic pets for the rich. Few of these beasts and critters are extremely dangerous, but the couple don't care for the sake of profit. They have not captured the beasts themselves and don't know what they are, which one are dangerous nor how they behave. They have cooked up the descriptions themselves.
- A hot air balloon is floating above the city. Out of arrow's reach. Dwarves are observing the city streets and making notes. They try to track the ley lines to pwer their new invention.
- And 42 more!
| Image from: http://openwalls.com/image?id=1524 |
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Saturday, 9 April 2016
[Patreon] Travel to Yingvaerd
Yingvaerd, "Crying Dragon", is an island located to northwest from the mainland. Only way to reach it is by sea, but it is not that simple. Only galleys are sturdy enough and captains leading them are Clerics devoted to a God living in the sea between mainland and Yingvaerd.
Even though this is written for my default setting for Patreon material, this is easy to throw in any campaign setting as long as there is sea and a location to travel to!
You can download the material from my Patreon page.
Friday, 22 January 2016
Patreon 2015 compilation on its way... here are the individual pdfs before editing and putting them together
Last year, 2015, I started to do OSR material supported by Patreon website. The patron powered OSR material will be collected into a pdf and print-on-demand formats. While I am working with the compilation of all the material I created last year, here I present the free downloads to individual pdf files of what I've done. There will be changes in the final product, but feel free to check out what I've done. If you like what you see, you can buy the pdf and/or the pod when it's out! Also you are more than welcome to support me at Patreon: Crypt Of Doom!
Listed in alphabetical order, headings are links to pdfs:
_____________________________________________
Listed in alphabetical order, headings are links to pdfs:
_____________________________________________
ABOUT LEVEL DRAIN
AUSPICES
BUBGHIA: THE HUNTERS IN FOREST
STONES OF THE GODS
___________________________________________________
And an extra...
Saturday, 9 January 2016
White Star character sheet
I needed an online character sheet for White Star OSR scifi game I can edit. So I created one! Sharing is caring, so here it is.
Here is the link to Google Drive.
________________________________
But, what is White Star? I'm glad you asked. White Star is a great science fiction roleplaying game molded in OSR fashion using Swords & Wizardry WhiteBox (the pdf is free!) rules as a core (that's 0D&D clone). The rules are quick to learn and leave lots of space for house rules - if you need any!
I am planning to run Fading Suns D20 (pdf available at RPGNow) with White Star rules. Fading Suns is an awesome science fiction setting, but I think D20 rules are too clumsy for it. I could use Fading Suns 1st edition rules, except my print copy is in too bad condition to be a pleasure to use at a table.
![]() |
| This is a picture of the character sheet you can download and print. |
________________________________
But, what is White Star? I'm glad you asked. White Star is a great science fiction roleplaying game molded in OSR fashion using Swords & Wizardry WhiteBox (the pdf is free!) rules as a core (that's 0D&D clone). The rules are quick to learn and leave lots of space for house rules - if you need any!
I am planning to run Fading Suns D20 (pdf available at RPGNow) with White Star rules. Fading Suns is an awesome science fiction setting, but I think D20 rules are too clumsy for it. I could use Fading Suns 1st edition rules, except my print copy is in too bad condition to be a pleasure to use at a table.
![]() |
| My new inexpensive copy of D20 version of Fading Suns and My old, beat up copy of first edition of the game. |
Friday, 20 November 2015
S&W Characters' track sheet for GMs
Preparing for a game tomorrow, I created a characters' track sheet for GMs. It's a simple table, where you can write down most essential information of your players' characters, like HP, Save, Attributes, Class, Level, and so on.
It's not fancy looking but I hope it is functional (for me atleast).
It's not fancy looking but I hope it is functional (for me atleast).
![]() |
| Swords & Wizardry GM's track sheet for player characters. And/or for henchmen for players. |
You can open it directly in Google Drive's Sheets HERE, or you can download the pdf.
Tuesday, 13 October 2015
5x5 Geomorph templates x2
Here are two 5x5 Geomorph templates I created for a contest by Inkwell Ideas. 5x5 is a challenging format, because there is not that much space and I keep thinking, that one square equals 10 feet!
Feel free to use!
Feel free to use!
You can also download it here:
Thursday, 16 July 2015
Cult Caves
Yet another map Inspired by http://meta-studios.com/dg/dungen.html
This dungeon is a lair of the cultists. They have a crypt of dead bodies, a mortuary to process the bodies and a big maze for some reason. I suppose that the giant ticks enter from the crevasse in the cellar.
You can download the pdf HERE.
Sunday, 12 July 2015
Kobolds Dungeon
http://meta-studios.com/dg/dungen.html
Above is a link to a cool website, which generates random dungeons. I generated one and decided to use it as an inspiration to draw a dungeon. It is Saturday, I am a bit bored but too tired to do anything constructive. So I took my Sharpie and started drawing.
You can DOWNLOAD the PDF HERE.
Above is a link to a cool website, which generates random dungeons. I generated one and decided to use it as an inspiration to draw a dungeon. It is Saturday, I am a bit bored but too tired to do anything constructive. So I took my Sharpie and started drawing.
![]() |
| The original created with website looks like this. |
SCANNED IMAGE, not edited, with warts and all:
You can DOWNLOAD the PDF HERE.
Wednesday, 28 January 2015
Hulks & Horrors Redshirt Template And NPC Quick Generator
Redshirts in Hulks & Horrors roleplaying game are a character class for those fresh characters who cannot qualify to be any of the seven classes. Instead of re-rolling there is an option to play a redshirt class. They are weak but learn a stat point in every level until they can qualify for a class and get "promoted" to that class.
This document gives DMs a quick rules to create NPC redshirts (something like "henchmen" in fantasy editions) and a character tracking sheet.
First table shows HD/level, to-hit modifier and HP for redshirt. Either choose what level redshirt NPC you would like to create OR roll % dice to see what level redshirt you got.
Example: Rolling 83 gives HD/LVL 3 redshirt with +1 to-hit and 9 HP, unless you want to roll the HP using 3D6.
Firearms are rolled with 1D10. One firearm per redshirt. How much ammunition, shots, the redshirt has for his gun is rolled 3D10 minus roll result of firearm.
Example: Result 8 gives redshirt Naval Pumpgun and 3D10 - roll result 8 five shots for it.
Melee weapons are rolled like firearms. One per redshirt.
Armor are rolled using D6. It's more likely that a redshirt is unarmored (he's got a red uniform, though. Or any other kind of uniform his job fashions).
Other equipment is given for the redshirt. If a redshirt is hired he possesses a firearm, a melee weapon and possibly an armor. NPC redshirts player characters encounter have the equipment DM gives them.
NPC tracker is used for created redshirts. # is basically identification for additional notes and information. HP is current HP.
Feel free to download! There might be version updates (1.0 at the time writing this), or not.
DOWNLOAD PDF.
This document gives DMs a quick rules to create NPC redshirts (something like "henchmen" in fantasy editions) and a character tracking sheet.

First table shows HD/level, to-hit modifier and HP for redshirt. Either choose what level redshirt NPC you would like to create OR roll % dice to see what level redshirt you got.
Example: Rolling 83 gives HD/LVL 3 redshirt with +1 to-hit and 9 HP, unless you want to roll the HP using 3D6.
Firearms are rolled with 1D10. One firearm per redshirt. How much ammunition, shots, the redshirt has for his gun is rolled 3D10 minus roll result of firearm.
Example: Result 8 gives redshirt Naval Pumpgun and 3D10 - roll result 8 five shots for it.
Melee weapons are rolled like firearms. One per redshirt.
Armor are rolled using D6. It's more likely that a redshirt is unarmored (he's got a red uniform, though. Or any other kind of uniform his job fashions).
Other equipment is given for the redshirt. If a redshirt is hired he possesses a firearm, a melee weapon and possibly an armor. NPC redshirts player characters encounter have the equipment DM gives them.
NPC tracker is used for created redshirts. # is basically identification for additional notes and information. HP is current HP.
Feel free to download! There might be version updates (1.0 at the time writing this), or not.
DOWNLOAD PDF.
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