Viridian Legacy: chapter One preview

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To celebrate the upcoming release of the first chapter in the Viridian Legacy adventure path, I’ve decided to show you a little preview. First, the introduction…

Life in Duny Slough has always been hard. On the frontier of land that falls within the protectorate of Mor Aldenn, Duny Slough is deep within the Spindlewood Marsh, moving deeper each season. Annually with the thawing of winter, the huts and wicker-halls of Duny Slough are rebuilt atop one of the marsh’s great peat bogs. Peat is then harvested until the first frost, when the village is again abandoned, only to be rebuilt in a new location the following spring. The gleaners of Duny Slough, mostly halflings, are no strangers to hardship so deep in the Spindlewood Marsh. Regular encounters with savage lizardfolk tribes and gargantuan serpents are commonplace and there is always the threat of bog giants, witches and their familiars, hags, and worse. The gleaners endure as they always have, their peat fertilizes fields and lights hearthfires throughout the region, their way of life a delicate balance of industry and adventure.

“The Wasting of Duny Slough” is the first chapter of the Viridian Legacy Adventure Path. Viridian Legacy takes place in the world of Mor Aldenn, City of Mages. Though all the information needed to run this adventure is contained here (within chapter one), additional resources for the setting are available in the Mor Aldenn Setting Guide. Though this adventure can serve as a stand-alone adventure in any home campaign, its primary purpose is to introduce players to the Mor Aldenn campaign setting, and it’s assumed the players and GM are interested in exploring this setting throughout the Viridian Legacy Adventure Path.


The Viridian Legacy Revelation

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When at least a hundred people downloaded the Viridian Legacy GM’s Guide, I promised to reveal who is going to write each of the twelve chapters of the Viridian Legacy adventure path for the Mor Aldenn – City of Mages – setting. We reached that number a few days ago, but now I am ready to reveal the great forces that is going to bring you a new adventure path, the first by Headless Hydra Games!

So lets not waste any more time… here they are!

Chapter One: The Wasting of Duny Slough (Thomas Baumbach and Ron Lundeen)

Chapter Two: A Flirtation with Fey (Greg Hanigan)

Chapter Three: Beyond the Serpentine Lock (Ron Lundeen)

Chapter Four: Past Tense (Bret Boyd)

Chapter Five: [TBD] (Mark Gedak)

Chapter Six: [TBD] (Ben Armitage)

Chapter Seven: Of Ghosts and Bones (Sean Holland)

Chapter Eight: Life’s Rich Pageant (David Schwartz)

Chapter Nine: [TBD] (Thomas Baumbach)

Chapter Ten: [TBD] (Ron Lundeen)

Chapter Eleven: To Still the Beating Heart (Larry Wilhelm and Scott Sharplin)

Chapter Twelve: Sky Fortresses (Ron Lundeen)

The Conclusion (Ron Lundeen)

The titles are all works in progress and may be changed before the final release, but I wanted them here for completion. I am proud to have all of these amazing writers aboard this epic project and I really hope that I’ll be able to make the products as beautiful as the words contained within! I can also tell you that chapters 1-3 are all close to being done as are a couple of the others, but since we’ll release these chapters over the course of a full year, I think we can wait for the rest.

The first chapter just needs the last pieces of art and a beautiful cover by Felipe Gaona and then I can release it. Hopefully this will be by the beginning of august.

Ah, I almost forgot… each chapter will also contain a small shortstory about one of the Exalted Champions, written by Jason Kimble, and some of them will contain advice on how to use and integrate feys into the AP by David Nicholas Ross.

Any questions? If so… shoot and I’ll try to answer them if I can!

Another 15 Specific Weapons… for less than $1

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Yesterday (on the worst release day ever) we just released another 15 Specific Weapons. This is our third volume, and while the title says 15 Specific Weapons, there is actually 17 weapons, the reasons for this is that there is also a minor and a major version of the Bolt of Inconvenience.

This volume also introduces a new artist to this line: Mike Burns. He helped out on the Mor Aldenn Setting Guide, but I am happy to report that he knows how to create weapons as well.

What you can see there on the cover is the Purification Stake. In this pdf you’ll also find the Arcanaphage (swordbreaker dagger), Bang Cutter (dogslicer), Bolt of Minor Inconvenience (bolt), Bolt of Inconvenience (bolt), Bolt of Major Inconvenience (bolt), Death’s Finger (sickle), Detonating Pilum (pilum), Firestorm Shuriken (shuriken), Grappler’s Gauntlets (gauntlets), Gul’s Ogre Hook (ogre hook), The Librarian’s Rejoinder (kukri), Lodestone Flail (flail), Purification Stake (wooden stake), Scarf of Lethal Beguilement (bladed scarf), Shadowbiter (punching dagger), Stonebreaker (dwarven maulaxe), Vengeance Spear (longspear).

You can find the 15 Specific Weapons, Volume 3 here: and

I hope you enjoy them!

[Mor Aldenn] Viridian Legacy and the year’s first sale!


Hey guys, as previously stated, this year brings a whole new set of adventures to Mor Aldenn. Yes, it is an adventure path – twelve adventures taking the characters from 1st to (most likely) 13th level. It is called Viridian Legacy and the reason for that… will remain a secret a little while longer.

So, how far in the actual process are we?

Well, Ron (Lundeen) has turned in a fantastic overview of the whole adventure path, along with some incredible background material about… and…! The 12 chapters all have assigned authors and most of these have even turned in amazing chapter outlines… yes, I am truly excited about all this! One of the authors is even close to finishing his chapter! As soon as the first chapter is (nearly) finished, I will announce all the authors and what chapters they are going write. You’ll see familiar faces and new faces!

I actually wanted publish the first chapter in september 2011, but the setting guide took a bit longer than anticipated. Well, now the setting guide is done and I can devote a lot of time to Viridian Legacy!

Since we are this early in the project, nothing is set in stone…yet. So before we get to the year’s first sale business, I have a couple of questions to ask you…

What makes a good adventure path?

Is there something that you would like to see, that other adventure paths have been missing? 

Which types of adventures do you like?

Is there some type of adventure that you’ve been dying to play, that just isn’t available on the market?

As a player, what type of material would you like to see in a Player’s Guide?

And now to the year’s first sale business. In the spirit of last year, I am having a sale that you can influence. For everyone who drops a reply here (reply as many times as you wish, but you only count as one), I will raise the sale by 1%, if we should reach 100 visitors I can’t promise that I will make everything available for free, though, but I will think about it! This chance ends in two days, on wednesday. I will make the sale available from both RPGNow and Paizo.

So… drop a reply! It can be an answer to one of my questions or just a simple hey! I am just glad to see you here!

[Mor Aldenn] New FREE adventure!

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Yes, as part of our Mor Aldenn Setting Guide promotion tour… well, perhaps tour is a big word, anyways… to celebrate our upcoming setting guide, we have decided to launch a couple of free web enhancements and the first one is Death in the Spindlewood Marsh… a new FREE adventure!

This short Mor Aldenn adventure was written by Stefen Styrsky and illustrated by Mike Burns. It introduces the PCs to none other than the Headless Hydra that this company was named after! It is only 11 pages long, and a couple of those pages are ads, but it has a massively cool antagonist and presents the PCs to some of the unique history of the City of Mages.

You can download the FREE adventure at and!

Mor Aldenn Setting Guide cover!


Yep, the Mor Aldenn Setting Guide is officially done, at least the pdf is! I still have to make the cover for the print edition. It ended up slightly shorter than I had anticipated, 167 pages, but that is alright… it still looks (and feels) really cool.

I am currently trying to upload the file to RPGNow and, but there was a small problem uploading the cover to RPGNow… it wouldn’t upload! So, I am posting the cover here… please let me know what you think! There is still time to make changes before I make the print edition cover.

New Headless Hydra Games products…

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Yep, its been a while since I last posted something on this blog, but since I finally has some serious news, I will update you on the current work here at Headless Hydra Games! Lets start with the newest releases!

– I –

Wreck of the Keening Crone

-Mor Aldenn adventure –


The acidic waters of the Spindleflow River ooze past the city of Mor Aldenn. Magical wards purify the waters and deter aggressive predators near thecity, but outside this zone, foul beasts lurk in the toxic river. When a treasure-laden riverboat sinks a few miles north of town, the race is on to delve the contaminated depths!


“Wreck of the Keening Crone” is a Pathfinder Roleplaying Game adventure designed for four or five 5th-level or 6th-level characters. The adventure contains new equipment, a variety of environments, and an easy, innovative mechanic to track how fast the characters reach the wreck.


“Wreck of the Keening Crone” takes place in Mor Aldenn and in the acidic Spindleflow River, but can be adapted to any city located on a wide river.


This adventure is 33 pages long and written by Ron Lundeen. Cover by Bruno Balixa. Interior Artwork by Gary Dupuis and Richard Chaplin.

This adventure is available here;,

The Clockworker

– New PFRPG Base Class –

The art of clockwork has been around for a long time, artisans creating complex timepieces and locks with elegant machinery. So too has the mystic work of golemcraft been done by wizards for untold ages.

Though a recent development, the clockworker is an innovator that fuses the mechanical science with magic, to create a complex and capable clockwork servant and many more mechanical wonders.

Clockworkers explore the science of golemcraft as they adventure, using their mechanical companion in dangerous situations not only to overcome these obstacles but to observe the machine’s performance and know how to improve it. While not as powerful a spellcaster as a wizard, the clockworker and companion are a team that can accomplish much together.

This is a new PFRPG base class, written by M. J. Nixon, editing and additional writing by Thomas Baumbach, cover by Felipe Gaona and interior artwork by Richard Chaplin.

This base class is available here; and

New product… 15 Specific Weapons!

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Now available... from! Enjoy!

Gaiants Discovered!

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So, I finally got around to finishing the layout of the newest Mor Aldenn supplement: Gaiants Discovered. Yes, this brings a new race to the City of Mages setting, the mysterious fey-giants called gaiants.

This supplement gives you everything you need to play gaiants, including alternate racial traits, racial feats and new magical items. And there is something for the GMs as well; new NPCs, both named and generic.

The cover was done by Bruno Balixa, with interiors by both Bruno Balixa and Gary Dupuis and the text was written by Thomas Baumbach, Dean Siemsen and K. Axel Carlsson.


Mor Aldenn Ley Lines… and another map!

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To celebrate the newly revised Mor Aldenn maps, I’ve decided to post a little preview of chapter 4: Ley Lines of Mor Aldenn. You’ll also find a preview of the ley lines map below! The ley lines map is, of course, a part of the revised map pack! Enjoy!

Ley Lines

The ley lines of the Ossindrillon are channels of primal energy focused from the life and death and turning seasons within the realm. This energy is useful for a variety of purposes to those who know how to use it. Many stories exist for how these lines originated, but they have been associated with mages, druids, and fey for as long as anyone can remember. Some of the villagers outside of Mor Aldenn call these lines “faerie roads” and hesitate to so much as cross them for fear of offending the fair folk.

All ley lines can be tapped for energy to help a character with the right feats or other resources to enhance certain magical actions. In addition, most lines also manifest unique properties effective without any sort of channeling. The nature of these properties depends heavily on what the line’s affinity is; they usually cause the line’s energy to freely enhance related actions such as spells or skill-using actions without any thought or effort from the person performing it. When a spell is imbued with a metamagic quality in this way, the spell does not use up a higher level spell slot or take longer to cast.

Special magical sites, similar to ley lines but limited to a single locale, are known as places of power. These places can serve as anchor points for ley lines and are often more powerful and better-known than true ley lines. For most purposes, a place of power is a ley line in its own right, whether or not it is located within a larger ley line. When places of power and/or ley lines overlap, all their properties have their full effect in the area.

A given ley line generally covers entire small locales, but not surrounding lands, being less than a quarter mile across. There are many separate lines cutting through Ossindrillon, but a significant number form a focal point at Mor Aldenn. They can sometimes be spotted on a map due to the straight line they form between two or more places of power, but rumors persist of minor or long-stretching lines that have curves or gaps within them. Aside from a few famous ones, the location of a ley line is usually esoteric knowledge—conventional maps are of little help, due to the fact that magical sites joined to ley lines are often themselves little-known.

Different legends claim the lines were always here, were created by ancient fey kingdoms now lost to the world, or were forged by the mysterious Trelmyrian archwizards. The only constant is that they have played a role in many momentous events as resources or signs of change. They have a constant connection to the recurring yet ever-changing turning of the seasons, a connection which causes them to respond to the ebb and flow of time and fate. Or, perhaps their sheer timeless, magical gravity allows them to curve that flow. Perhaps the relationship goes both ways. Whatever the truth, ley lines often herald times of change by growing more powerful, much as important alignments of the stars often happen simultaneously with momentous events. Aldennian mages whisper that only the great master of the Tower of Divination yet remembers the proper way to read their stirrings.

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Here is an example of some of the rules that accompany the ley lines chapter.

The Cairn Line

Perception DC to Sense: 20

Location: Leading south from Tower Hill. (Knowledge [geography or nature] DC 25)

Features: This line is known for the numerous ancient stone structures, including not only cairns but also megalithic circles, standing along it. Some are used for druidic rituals, while some are haunted by fey and undead spirits. (Knowledge [history, nature, or religion] DC 20)

The fey and undead spirits haunting the cairns in the cairn line are said to crave the reverence they once received from the peoples of Ossindrillon but have lost in modern times. (Knowledge [history, nature or religion] DC 25)

Properties: Transmutation spells are cast at +2 caster level. (Knowledge [arcana] DC 25)

Living creatures in the area also gain a +2 insight bonus on Craft, Disguise, and Disable Device checks and a +1 insight bonus on Combat Maneuver checks. (Knowledge [arcana, local, or nature] DC 25)

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And the map, of course…

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