Year’s First Sale! 25%!

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The Year’s First Sale at Headless Hydra Games will be 25%! That means 25% on all our pathfinder titles, but also on our map packs, clip art etc. Basically… everything!

25% isn’t bad… it means that you can get our newest 167 page Pathfinder campaign setting book, Mor Aldenn (City of Mages) for just $7.49!

That means lots of spells, feats, races, a new base class, archetypes, monsters… and (of course) a whole book of thousands of wondrous ideas! It even has a new (short) introductory adventure by Ron Lundeen and an illustrated shortstory (Demon Dreams) by Jason Kimble!

At the moment, the sale is up at, but I will let you know when the sale begins at!

Drop by and have a look! 

[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] Final cover… double spread!

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So, here’s the final cover for the Mor Aldenn Setting Guide. I might still change the “Setting Guide” bit, to make it a bit easier to read, but this all depends on my graphic artist.

[Mor Aldenn] Lost notes #1

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I recently released the Mor Aldenn Setting Guide (, a project that I have been working on for more than 2 years. Mor Aldenn was actually the thing that made me want to publish on my own, and Headless Hydra Games is (as you may already know) stolen directly from Mor Aldenn. I originally called my company Ugly Harpy Press, but decided to go with Headless Hydra instead. Not sure why, though.

Well, now that the Setting Guide ( is out there, it is time to look forward to new projects. What is next on my plate is a Mor Aldenn Adventure Path called Viridian Legacy. The original idea for this AP was conceived by Ron Lundeen and will feature many new and old favorites on the lists of authors who will contribute.

However, as I look forward, I also have to look backward. Old notes have piled up for the years and while these never made it into the final setting guide, they may still be important to someone playing in a Mor Aldenn campaign, or to anyone else for that matter.

So. Let’s have a look at some of these “Lost Notes”.


There are (and must be) many luxuries to living in a city of mages such as Mor Aldenn. Some of these luxuries have already been detailed in the Mor Aldenn Setting Guide, such as the magical lamp posts that light the streets, or the decanters of endless water that serve the public fresh water. However, there are many other luxuries to be found in Mor Aldenn!

Crystals of Warmth

While Mor Aldenn is located far from the harsh winters of the north, there are certainly months of the year where snow falls covering the City of Mages in a layer of white. Of course, most households use the timber from the surrounding forest, but trees take time to grow and magic is much easier to tame and use. For this very reason, the mages have created certain crystals that emit an aura of warmth (much like an endure elements spell). The bigger crystals may have a radius of up to a 100 ft., while the smaller ones cover areas from 5 ft. to 30 ft.

The biggest crystals (and therefore also the most expensive crystals) have the possibility of a reverse effect, such that they can protect against the heat as well.

Magical Instruments

The locals of Mor Aldenn have taken to buying magical instruments. These instruments have the ability to produce music on their own, or even to “record” music played on them. For this reason, bards are often invited to family parties to play and entertain. The cheapest of these instruments may only play one or (if they are lucky) two tunes, while the most expensive instruments can play a wide variety of songs, perhaps even with more than just one instrument.

Living toys

Children in Mor Aldenn likes toys (much like children in any other city), but in a city such as this, the toy has to be animated, of course. Animated toys may talk, walk or even do more elaborate movements, such as a toy juggling up to 12 balls in the air, or a toy that flies.

Living toys, as the animated objects have been named, are often expensive, although it may be possible to buy a cheap version that may not work as expected.

Animated items

These items help clean the homes of the Aldennians. These are often expensive items and will therefore only be found among the wealthier families.

Time bells

Time bells help the locals tell the time.

Alluring shops

A tendency among the shopkeepers are that they try to use magic to lure in potential customers. This may be an animated figurine in the window or a talking plaque outside. The magic mouth spell is rather useful when making these.

This may also just be signs that move or even glowing lights outside the door, to seperate this shop from the one next door.

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.

Mor Aldenn…map progression

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Well, a member of the wonderful Paizo community wanted to see how I had created Mor Aldenn from the first settlements to the wonderful city that Andrew Law created a few weeks back.

Unfortunately, the oldest maps have somehow vanished… or maybe I misplaced them somewhere, anyways, I can’t find them now so you’ll have to make do with the later development. Also, I forgot to note the year in which the city looked like this, on a scanable place on the map.  I remember thinking that I would probably never use these maps for anything, so why bother note them… yeah, a mistake!

Earliest map of Mor Aldenn

(that I could find)

Mor Aldenn was first settled on the west side, where you see the docks. This was a good place to hide your boats, but also a place where the current wasn’t as strong. At this point, there were only three mage towers, so it must have been around 15 AF (and 62 AF at the latest). Also, most people came to Mor Aldenn along the rivers, so there really wasn’t any roads leading away from the town, although it appears that I have begun preparing the road south already 🙂

The next stage of city development

(a date would have been perfect, but alas…)

Mor Aldenn is evolving to the north, which becomes the place for the working class, away from the mages and their towers. At this point, they haven’t created the northern dock, but the building that will later become the Ugly Harpy is already located her. Since the Tower of Abjuration has been built, it must be around 69 AF. The Barrowdelve have yet to be created.

Third stage of Mor Aldenn’s development

(yep, a date would have been awesome!)

The city is really growing now and have even expanding into the north, where a road now leads towards Ossindil, the elven capital. Since the Tower of Conjuration (later to become the Fallen Tower) is located south of Tower Hill, this must be around the year 94 AF. Also note that the centaurs have yet to arrive and that there is no Horse Downs at this point.

I’ll try to get the last two maps up tomorrow!

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