Showing posts with label Adventures. Show all posts
Showing posts with label Adventures. Show all posts

Monday, 27 March 2017

A Pipeful Of Trouble out now!


All is not well in Brierfield. The idyllic halfling village has fallen prey to unknown bandits and marauders. These peaceful victims of shattered loves and broken dreams need a band of heroes to save them. Are you willing to help them in their time of needs?
A Pipeful Of Trouble is a Classic Edition Adventures module for player characters levels 1-3. It features a nice mix of social interaction, a dab of wilderness travel, caves, and a traditional dungeon complex. There are strong role-playing elements, inlcuding potential ethical quandaries, though these can be toned down or dispensed with altogether should the group prefer a more martial approach.
A Pipeful Trouble includes:
  • Interesting NPCs
  • Difficult opponents
  • Dangerous locales
  • Harrowing situations
  • A brand new monster
  • Maps for Brierfield, Merrywood route to the caves, a cave and dungeon maps
A Pipeful Of Trouble is written for Labyrinth Lord* but can easily be used with any OSR or d20 fantasy system, or with the original fantasy game.
*Labyrinth LordTM is copyright 2007 – 2011, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM Trademark License 1.2, available at www.goblinoidgames.com.


Saturday, 3 December 2016

[Patreon] Cursed Town of Toerd and Orcnest Dungeon

Thanks to my patrons, here is new material for you to use in your D&D/OSR campaigns!

CURSED TOWN OF TOERD

This town suffers of a horrible curse, and only retrieving items of a war hero can save it.

Even though the Cursed Town Of Toerd is set to my Patreon set 2's default setting, Island Of Yingvaerd, you can easily use it in your own default setting.

Download the PDF here:
https://www.patreon.com/posts/cursed-town-of-7367029

ORCNEST DUNGEON



In Orcnest Dungeons there are orcs! And one of the aforementioned items can be found here. Sharpen your sword, prepare your spells and put on your best sneaking boots and venture to explore this location! Set in my default Patreon set 2 setting, but can easily be thrown into any campaign world of yours!

Thanks to my patrons, you can download the dungeon here:

Thursday, 5 November 2015

Mapvember: Temple Of Pillars

5th day, my second map. My first map yesterday was a temple, I've done an OSR dungeon adventure module called Temple Of Greed, so I decided to continue with the temple theme here.

TEMPLE OF PILLARS

Inside the temple there are 64 pillars. Carved on each pillar is a spell. To copy the spell in Mage's spell book takes ten times longer, than copying from a scroll or another spell book.

The statues are guardians, who protect the pillars. No one can harm a pillar, or spell-enforced golems will attack.

There is a room, where pillarkeeper resides. He keeps the pillars clean and dusts the corners of the halls. He is also 13th level Mage.

From the gape into the guts of the Realm darklings and imps have carved their way into the temple. They have a magical secret door separating them from gaining all the spells for their dark masters. They are waiting for the right moment to raid the temple and steal the pillars.

At any time, there are 3d10 Mages studying and copying spells into their spell books. But it is not cheap, you must pay a fee of 10,000 GP to enter the Temple Of Pillars. As the price is so high, adding spell research costs, many live years inside the temple, camping in corners and hallways.

Original drawing on leftover paper.


Wednesday, 4 November 2015

Temple Of Idols, map and micro-dungeon information for mapvember

+Miska Fredman (Ironspine) decided, that this month is a mapvember. You draw map a day for other's amusement. Sounds neat? Well it is!

Unfortunately I've been busy, so this is my first map for mapvember.

Wanna see all the cool maps? Check out Google+ hashtag #mapvember


TEMPLE OF IDOLS
Inside these ancient caverns adventurers can find five idols of ancient gods. These idols alone don't do anything special, but when combined in a central room, they summon the ancient gods. The gods are:
  • Myurrughah: God of snakes and secrets
  • Himethos: God of salmons and hail
  • Dut'rutho: God of hair loss and poverty
  • Ling Mao: God of arts of war and roses
  • Turroskoz: God of dark places and sunny days
Symbols:
  • Star: A statue
  • Whirl: A teleport to next whirl (and back)
  • S: Secret door
  • Dot: Pillars
Random Encounter Table (1d6):
  1. Giant rats, that flee but attack if cornered
  2. Bright red centipedes, size of a finger, extremely and deadly poisonous
  3. A golem with amnesia
  4. Ghosts of a previous adventurers' party
  5. Invisible rabid bats
  6. Intelligent fingernails
Random Traps:
Each room, door, corridor, has a 20% chance of a trap set. Use your favorite rules or twisted imagination for random traps.

Treasures:
You know how much you want to give treasures for your players. One statue might be worth 500 to 5,000 GP. But when combined, they are alive, and worth nothing. All other treasures, potions, magic items and scrolls are discretionary.
_____________________________

The original drawing:
5.6" x 4.1"

Thursday, 16 July 2015

[map] To Necropolis...

I never get tired to these...


In an old monastery there is an oubliette that leads into caverns... Are the lizardmen slaves to the undead from Necropolis? What are the horrific creatures the myconoids guard? Was the trap in the burrow earth element trapping those poor adventures into the soil?

Dowload pdf HERE.

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.

The original created with website looks like this.

SCANNED IMAGE, not edited, with warts and all:

You can DOWNLOAD the PDF HERE.

Thursday, 25 December 2014

Solifidian Lilith - The Starship From Hell

I can review it quickly before go into the starship for Hulks & Horrors.


Get it here, it is very very good simple tool to make great spaceships and hulks your player characters might encounter in horror-ish science fiction adventures. There are no stats whatsoverer so this is extremely easy to use with any system you ever can imagine using it with. No art but who needs art when there are cool tables enough to make an interesting and possibly adventuring location. Now go, it is  PWYW. But this is very good and easy + fun to use I highly suggest you toss some coins for +Rafael Chandler. He does great stuff.

I am not going to review Hulks & Horrors now. I just say it is a good small game with strong OSR roots. PDF is free, print is inexpensive. HERE!

Done, let's start. All ship information randomly rolled using The Starship From Hell are modified to fit Hulks & Horrors. The map was made using H&H hulk random generator. Then all was mashed up together and this is the result:

DISTRESS SIGNAL

/>HULL_BREACH:THE_SHIP_IS_VENTING_ATMOSPHERE
/>ASPHYXIATE_CHANGE:54%_AND_RISING
/>SURVIVOR_CREW_MEMBERS:3
/>SURVIVOR_PASSENGERS:Unk-noWN
/>UNIDENTIFIED_LIFEFORMS:SEVERAL

PHENOMENA

Destruction of the stellar dreadnough Plaguebearer in wrapped time-space nearby created lethal and dangerous anomalia what surrounded Solifidian Lilith. The ship used to board Solifidian Lilith looses all its power for unknown reason. The power can be restored... somehow...

PLANET BELOW: CEL (TAU CETI C)


Third planet in Theta Hydrae system. Forest planet, botched terraforming, carnivorous and sentient plant beasts. No reports of colonies. Holy monolith of the ancients.

The civilian and civilized population of CEL has been infected with a biomechanical syndrome that results in heightened aggression and a diminished sense of shelf. Coupled with the integrated biological weaponry that the syndrome installs, the planet's civilians are now a veritable army in search of a commander. The ship's crew members are preparing to land on the planet so they can begin the work of testing new experimental medicine on this biomechanical disease.

SOLIFIDIAN LILITH

TYPE: Class V (Medical Cruiser)
ARMOR: IV - AC/AP 6/80 - Mass 200 (Medium shields)
MAIN ENGINES: II - Subspace multiplier x3 - Sun-light speed 2 AU/hr. - Mass 100 (Low speed)
WEAPONS: Mk 2 Beam weapons x2 - Mk 1 Mass drivers x1 - Mk 1 Missile weapons x1 (Medium)
THRUSTERS: +/-0 Medium manouverability)
SENSORS: Low

MISSION: Carrying supplies to the third planet of Theta Hydrae, a system around a black hole. Supplies are experimental medicines to revert biomechanical syndrome from the victims. The medicine is lethal, but that's not known yet...

SYSTEMS




  1. Cockpit. Technological wonder. Forest in a can (H&H p. 103)
  2. Trajectory targeter. Tracking system for weapons to follow targets. Wrist computer.
  3. Teleport bay. Force field. Upon entry, the room seals with force fields. WIS to find panel, INT to disable panel. Air runs out in 10 minutes.
  4. Teleport bay. 
  5. Sick bay/laboratory. Equipment and space for four patients. Nine Walking dead (H&H p. 134)
  6. Microbar. Artifact, religious icon, worth 500 cr.
  7. Crew quarters - 10 rooms.
  8. Life support. Sentient, aggressive crew.
  9. Sensor arrays. Blade launchers. Razor sharp blades fly from the wall at any motion. DEX save to avoid, 1D8 damage.
  10. Shuttle bay. Includes equipment for repairing, fuel etc. In a locker there are strong alien pharmaceutical medicines/drugs.
  11. Escape pods. Four pods. Skeletals (H&H p. 128)
  12. Cloaking device. Anthropophagi (H&H p. 111)
  13. Cargo bay and engines. A collection on furry stuffed alien monsters has been neatly arranged along the walls.  Sentient, aggressive crew.
CREW MEMBER & PASSENGERS:

CHIEF OF SECURITY NEREA CORDOBA is pinned in engine rooms. She is holed in avoiding sentient crew.
- Irritable, inpatient
- Expertise in history
- Posssessions: 10 liters of nectar drug. If things don't sort out soon, she'll going to have a helluva trip

SCIENCE OFFICER VIVATIA FARIDA is in the cockpit sending distress signal.
- Vain, passive-aggressive
- Expertise in medical science
- Possessions: Experimental personal force field generator. Protects from damage in range of 3-5 points, stops working if 1 or 6 for damage is rolled.

ANALYST TRI BALTIJO is in teleport bay (3) trying to get them to work to get out of the ship!
- Humble, kind
- Expertise in xenobiology
- Member of Leilani Conglomerate. They worship harmony but insist that order requires chaos
- Control codes for military rank sense-net. Possessing this is an act of treason.

By: http://taurus-chaoslord.deviantart.com/
RELIGIOUS PILGRIMS traveling to below planet CEL (Tau Ceti C) to claim back their religious monument an cult has claimed as their own. Bloodbath and massmurder is unevitable.
- There is a 1 in 3 change that a religious pilgrim can be encoutered when entered an area. 1-2 aggressive, 3-5 neutral, 6 friendly.

Hit Dice: 1D8 (6)
To-Hit: +3
TAAC0: 8
AC: 5
Initiative: 14
Save: 16
Attacks: Pulse rifle 3D6H2 (R), Vibro-sword 1D10 (M)
# Appearing: 1D3
Behavior: special




Friday, 18 July 2014

DL free adventure: Abandoned Smuggler's Caves Now Home Of The Crabfishman!

This adventure's title is Abandoned Smuggler's Cave Now Home Of The Crabfishman!

+matt jackson posted this in Google Plus:
"Let's have some fun today. I made a map, let's stock it! Write a short adventure for whatever system you prefer."

Thanks matt! I've had this idea for a long time, and now I got a map for it and inspiration to write it.

  • Three pages
  • Map by matt jackson
  • Four monster illustrations by me
  • An adventure obviously
And it is free! So go get it!




Download it here:
Link to dropbox, PDF

Saturday, 26 April 2014

[LL] Graveyard of Dusk

Graveyard Of Dusk v. 1.0

Location for Labyrinth Lord (by Goblinoid Games) and other old-school games. 

Overview

From the main road there's an old overgrown trail not much used anymore. Two hours walk down the trail leads to the Graveyard of Dusk. Closest town is half-day travel away.

The Graveyard of Dusk is on the hill which the setting sun beautifully illuminates. The site is old. The newest grave was dug almost hundred years ago. The place is eerie, but peaceful in daytime. In the night the scream begins...

This is a small location for Labyrinth Lord (by Goblinoid Games) to be used alongside a campaign or standalone adventure.


 What Characters Know

The well is an obvious place for travelers to rest at. The signing tree's voices can be heard to the well if carefully focused on. Also on the overgrown path traveling Cleric's tracks to The Shrine are clearly visible.

From the closest town rumors of the haunted graveyard could have been gathered.

Wishing Well

Old but well preserved well with clear and refreshing water. If carefully examined an old scribble reading "wishing well" can be distinguished.

 For every 1gp (in gold standard) worth of coins tossed in there is equal % change for that wish to come true. But the wishes are granted by a trickster fairy, who makes the results as funny as possible. Not horribly wrong, but wrong enough. Still, there is always a small change (1%) that the trickster is not in the mood of making practical jokes and he fulfills the wish as presented.

The Signing Tree

The tree itself is not signing but the spirit within. The tone of the song is sad. Once in the past the tree spirit fell in love with a mortal man and bewitched him. As the tree spirit couldn't leave the tree the man visited her daily, sometimes staying for days.
But one day the man didn't come. He was ill and old and soon after died. The immortal tree spirit was now alone drowning in sorrow.

When the tree is approached the tree spirit will fall in love with the character with highest Charisma score. The spirit will do anything to help the character out of love as long as the character agrees to burn the tree and let the spirit die. But if the character's, who the tree spirit fell in love with, Charisma score is over 15 the tree spirit tries to bewitch him. Save versus, or the character falls in love with the tree spirit and wants to be with her, forever.

The spirit can manifest as an eerie figure. Its shape and looks are viewed differently between individuals as their ideal of beauty and sexual preferences are.

The tree spirit can be only killed if the tree is burned. Chopping it down will banish the spirit, but eventually the tree will grow back.

The Shrine

The Shrine is old and made of stone. The god for whom it is erected is long forgotten. But the shrine still has some magical qualities. Evil and chaotic characters feel unnerved around the stone and for the next 1d6 hours roll twice as much dice as normally choosing the worst for the roll results. Good characters feel blessed and for the next 1d6 hours roll twice as much dice as normally choosing the best results. Neutral characters don't feel anything special.

At The Shrine there is also a Cleric (3th level, woman with a scale mail, shield, mace +1, normal adventurer's gear, holy symbol) praying. She refuses to tell her name, as she is a servant of her god, not a person. She could accompany the characters for a while as long as their next destination is a holy place.

The Rock

The rock is big, size of a mansion. It is slippery and hard to climb. On top of it the whole area can be observed. Inside the rock is a dungeon (of your choice).

Lake

To get to the lake you need to go through the woods or rough rocky terrain. Woods is the easy part, in rocky terrain party must make a dexterity based save or loose 1d3 hit points damage to legs. The lake is surrounded with a swamp. Not too deep to be hazardous, but crossing it will open poisonous gas bubbles from within the ground. Save versus poison or suffer 1d3 damage every hour for 2d6 hours.

The lake is muddy and smelly and the water looks dirty. In full moon a pony sized frog will emerge from the middle of the lake starting to stare at the stars. If attacked, the frog flees under the water immediately and cannot be reached that night anymore.

The frog is actually an alien who just wants to go home. The lake seems to be only safe place for him to stay at the moment. He stares to the stars to see when the spaceship comes to collect him.

Graves

Old graves, nothing special except maybe some historical value. For graverobbers graves have some valuables, as was (And is) a custom. 2d6 gp in gold (exploding dice, if 6 is rolled, roll again and add) and a 25% change for 1d4 items (use a random item generator of your choice).

Mausoleum

The mausoleum carved in a rock. It is simple with some emblems. Near the door an adventurer's body can be found. He has died the last night. The adventurer has normal adventurer's gear, leather armor, a bow and full quiver of arrow and a sword. 164 gp can be found in his pouch. His locket hanging on his neck contains a small painted picture of his wife. The wife can be tracked to the nearest town. If opened, there is a simple grave inside. In the grave the body is only a pile of dust. Nothing valuable can be found.

In the dusk a spectre flies out of the mausoleum screaming with horrible voice and haunts the graveyard attacking who ever is there.

Screaming Spectre

Alignment: Chaotic
Movement: 300' (100') fly
Armor Class: 1
Hit Dice: 6 + party size
Attacks: 2 (touch, scream)
Damage: 1d8, drain level, special
Save: F8
Morale: 11
Hoard Class: XIX

When a victim is struck, it suffers 1d8 hit points of damage and loses 2 experience levels or 2HD. The Screaming Spectre screams constantly and everyone in the graveyard must save versus Spells or loose 1 Con. Con is regained 1 per hour when the screaming cannot be heard. Those who visited The Shrine are immune to level train and Screaming Spectre's special attack.

Random Encounters

Roll random encounter table every hour party spends time at the location.


  1. Small animal, rabbits, squirrels, harmless snakes etc.
  2. Small animal, rabbits, squirrels, harmless snakes etc.
  3. Small animal, rabbits, squirrels, harmless snakes etc.
  4. Small poisonous snake bites random character. Save versus poison or suffer 1 damage.
  5. Bigger animal, wild boar, deer, moose. 1 in 6 change will attack, otherwise flees.
  6. Weird laughter which source cannot be tracked. This is the trickster fairy observing the party.
  7. Sudden rain what stops as quickly as it started. Everything smells fresh and nice after.
  8. Rare flowers, mushrooms or other potion ingredients.
  9. Old bones sticking from the soil.
  10. Roll the wilderness Forest/Wooded encounter table in LL rulebook page 104. 
Download a simple unedited PDF here:
Dropbox