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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[Eldritch Secrets] Open Playtest!

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I’ve decided to make a small selection of spells available… for free! Of course, the plan is to get people involved in the playtesting of Eldritch Secrets, but really, there are no strings attached to this free pdf. If you just want to download them for use in your home campaign… please do!

If you are interested in seeing what Headless Hydra Games is working on, please head on over to our RPGNow store. Just follow this link;

http://www.rpgnow.com/index.php?manufacturers_id=2779&filters=0_0_0_0_0

If you have any suggestions, feel free to either write them here, to me personally (storyguide.axel@gmail.com) or at the Paizo messageboard;

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/licensees/eldritchSecretsOpenPlaytest

All suggestions are welcome, in fact, I would deep appreciate them!

Chapter II now available!

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The second chapter of Wizard’s Path is now available in pdf! This pdf also contains a really cool full-page illustration by Gary Dupuis, displaying a scene from the Barrowdelve.

Wizard’s Path is written by Sean Holland

http://www.rpgnow.com/product_info.php?products_id=65306&filters=0_0_0_0_0&manufacturers_id=2779

And look out for the next chapter coming out at the start of November!

New products!

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The Ugly Harpy, by Jonathan Roberts!Headless Hydra Games is proud to present the second Pathfinder-compatible product… the Ugly Harpy!

http://www.rpgnow.com/product_info.php?products_id=64138&filters=0_0_0_0&manufacturers_id=2779

This is a locale supplement, detailing the infamous inn best known as the Ugly Harpy Inn. If you want to mingle with thieves, kobolds, fighters and wizards… this is the place to visit!

The Ugly Harpy includes a new magical weapon special quality, three NPCs and lots of adventure hooks, oh yeah, and a wonderful map created by Jonathan Roberts!

The second product made available today is the Ugly Harpy Cartography, which is a must-have if you plan on visiting the Ugly Harpy often!

http://www.rpgnow.com/product_info.php?products_id=64139&filters=0_0_0_0&manufacturers_id=2779

Gods of Mor Aldenn – Ehlora… for sale!

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Headless Hydra Games is proud to present their first Pathfinder-compatible product called the Gods of Mor Aldenn, Ehlora!

http://www.rpgnow.com/product_info.php?products_id=64125&filters=0_0_0_0&manufacturers_id=2779

This book details the goddess of ancestry, death and knowledge, as well as her followers, called the Sisters. It contains a feat (Favored of Ehlora) as well as a few NPCs (4) and a small number of (mostly) cleric spells.

Ehlora is an important part of Mor Aldenn, but could just as easily be a part of some other fantasy setting!

For more information about the Pathfinder Roleplaying Game, go to paizo.com!

The Mor Aldenn Chronicles!

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Headless Hydra Games is proud to present their new serial, called “Wizard’s Path”, written by longtime gamer, games designer and author extraordinaire, Sean Holland!

Here’s a short appetizer!

The tale of Cellian Varr begins with the young abjuror shopping for
materials to build a set of warding stones for one of the tests of the
Tower of Abjuration.  Always more work to do for an up and coming young
apprentice and thats exactly what Cellian Varr is!

While walking around town, Cellian catches a glimpse of a grey cloaked stranger watching her from afar. Who is the stranger watching her? Perhaps someone who knows the abjuror better than anyone else…

Later, Cellian meets up with a few of her best friends: Konni, a kobold fisherman and frog hunter. Rufys, a human apprentice from the Changing Tower, and Zael, a young dwarven mage-smith sent to study in Mor Aldenn.  The friends, see ‘something’ cause an accident and chase it through the streets.

They lose the creature out by the Fallen Tower.  When the heroes start to
head back to town, they find themselves surrounded by more of the strange
creatures.  Which are actually small imp
-like creatures made of
stone, burned wood and bone.

Our heroes are not strong enough to defeat the horde of stone imps, but they can certainly outrun them! What are these creatures and whats their ties to the Fallen Tower?

All this and more will be revealed in the first part of the new Mor Aldenn Chronicle, “Wizard’s Path”. The first part will bear the subtitle; “Sticks and Stones”

You’ll also find supplemental material on the Design Blog, giving insight into some of the secrets revealed in the Chronicle! Like, new monsters, spells, feats, items and lots of NPCs!

Progress report

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I did a lot of writing today, on the Gods of Mor Aldenn, so much that the write-up of the first deity, the goddess Ehlora may soon be done. I also did a lot of crunch, like NPCs, feats and spells.

This pdf should be ready for August 13th, but the question remains… do I publish all three gods in one pdf or three separate pdfs?

I’m leaning towards separating them, but we’ll see…

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