A mapping #idea : It occurred to me just now that we almost never see maps or encounters happening in places that are being built. It's always existing or in ruins. How about an encounter in the construction site for a keep or castle? Half-built walls, hoists, rickety catwalks, piles of building materials, precarious support structures... That could be very dynamic and loads of fun.

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Thought you'd all enjoy a proper megadungeon by +Timothy Stypinski   with wonderful cover art by +Robin Irwin  hosted by +& Publishing Group  on our website. Great stuff, and as always free for all to enjoy!
Be well,
Ron
The first segment of the Castle Triskelion Mega-Dungeon has published!

 The Castle Triskelion is a sprawling multi-level castle/dungeon that has numerous levels above and below ground! This free supplement for Old School role-playing games is being published in segments. The first two segments are the Introduction and the Ground Level.

The Introduction provides background on the Castle, including new monsters and items.

The Ground Level is the first module in this exciting series — it details the ground level (1st floor) of the Castle in 20 stimulating pages. This first segment is designed for low level adventurers. As with all mega-dungeons, the level of future segments will ramp up alongside of the character’s level.

Stay tuned for more segments!

The Castle Triskelion mega-dungeon is written by Tim Stypinski, and is published through the & Publishing Group web site.

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BEYONDE THIS POINT...

Issue #9 is coming! Spells and Spellcasters.
Pro-Vancian? Anti-Vancian? Well you can read Lenard Lakofka's thoughts on the AD&D Spell System in this issue.

& Magazine is, as always, a free download for folks who enjoy AD&D and all that version of D&D implies.

Next month will see the publication of our 9th issue, but while you wait, peruse our other issues, modules and supplements at www.and-mag.com as well as stuff from our regular competitors and new authors. Oh yeah and TABLES! You need tables, spell tables, cool Faerie heritage tables, ah it warms the cockels! Until then enjoy this wonderful advertising art by +Christopher Letzelter !

Thank you all for your continued readership!
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& Magazine Issue 7 Is Now Available and chock full of content!

The & Publishing Group announces their seventh free issue, an issue focused on the Inner Planes. Read an article offering DMs and players tips on surviving the elemental planes, read about expanded elementals including the true elementals, and visit a parallel prime material plane where the creatures of Doom and Doom ][ reside. We’ve also got a revision of the archer and archer/ranger classes from Len Lakofka, a new look at saving throws, and an interview with Vince Florio of the Roll for Initiative podcast and the OSR Gaming forum, along with other articles and our regular columns.

There’s also adventures, creatures, foes, maps, and other useful materials we feel you’d enjoy, along with the usual things you’ve come to expect from &, so download it today and feast your eyes on 92 pages of new material for your OSR game!

Available now at http://www.and-mag.com

& Magazine -- Filling in the gaps for old school gamers

Didn't see an NPC category, so I'm posting this here.

The Beefy King:
The king of The Land is known for his size and strength, and few can match him in battle.
 
The secret is that he's a potion junkie, and has developed a worsening addiction to Enlarge Person and Ogre's Strength potions. The addiction is affecting his behavior and judgement.


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Three new illusion spells for +Swords & Wizardry and other OSR games.
A draft illusionist class is located here: http://secretsoftheshadowend.blogspot.com/2013/01/the-illusionist.html

Brilliant Pattern
Level: Magic-User, 1st Level
Range: 150 feet
Duration: Concentration + 1d4 rounds
 This spell creates a 20-foot wide pattern of swirling white light. Creatures within the pattern take a -1 penalty to attack rolls for as long as they are within the brilliant pattern, and for 1d4 rounds after they leave the area of effect or the spell ends.

Churning Pattern
Level: Magic-User, 3rd Level
Range: 150 feet
Duration: Concentration + 1d4 rounds
You create a 20-foot wide, glowing, twisting pattern of green, yellow, and purple colors that nauseates those within it.  Living creatures caught within a churning pattern are nauseated, making them unable to attack, cast spells, concentrate on spells, or do anything else requiring attention.  The only action an affected character can take is a single move per round.  The nauseating effects last for as long as the character is in the churning pattern and for 1d4 rounds afterwards.  A successful save in the first round negates the effects of the pattern.

Shadow Labyrinth
Level: Magic-User, 8th Level
Area: 1 room/level.
Duration: Permanent
This spell creates a maze of passages and corridors through the plane of Shadow linking rooms on the Material Plane.  You can link as many rooms as you have caster levels, but you must stand within each room during the casting of shadow labyrinth.  The rooms must all be on the Material Plane.

During the casting of the spell, you designate which rooms are linked, how many portals appear in each room, and the appearance of the corridors between the portals.  The portals traditionally appear as dark archways in walls of each room, and there can be as many or as few as you wish.  Portals can replace existing doorways, and this is often done when fashioning a shadow labyrinth inside a single structure.  Portals cannot be invisible, and they must be large enough for you to enter.  Any room can be linked to any other room, including itself, but every room in the shadow labyrinth must be connected to every other room via the network of rooms and corridors (you cannot fashion two freestanding shadow labyrinths with a single casting).

The corridors of a shadow labyrinth are actually dimensional portals through the Plane of Shadow.  They usually appear as underground passageways lined with cut stone and paved with flagstones.  Within the passages light sources and vision are dimmed, and all creatures are considered to have concealment.  Sound and light from rooms only penetrate 20 feet into the corridors.  You can create your caster level times one hundred feet of corridor in the shadow labyrinth, but each corridor is at least 50 feet long.  You can specify the shape, appearance, and junctions of the shadow labyrinth.

 Shadow labyrinths resist attempts to decipher their pathways.  Anyone using magical means to navigate through the labyrinth must make a Will save vs DC (18+shadow labyrinth caster’s relevant ability score modifier), as though saving against the shadow labyrinth itself.  If the save fails, the magical means fail for 24 hours.  Non-magical means automatically fail.

Once cast, the layout of the shadow labyrinth does not change. 

The d20 version of brilliant pattern.

Brilliant Pattern
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./ 2 levels)
Effect: Dazzling lights in a 15 ft. radius spread
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
This spell creates a brilliant white pattern, dazzling creatures within it.  Affected creatures are dazzled (-1 to attack rolls) for as long as they are within the pattern, and for 1d4 rounds after the spell ends or they leave the area of effect.
Material Component: A pinch of powdered glass.

Swimmer's Kit
Price 60 gp; Weight 4 lbs

This kit contains flexible wooden flippers, a snorkel, and cork jacket give you a circumstance bonus to Swim checks (+2).

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Perry has been working on a few monster-themed bloodlines for us. Here is one of the early ones:

Stirge Bloodline
If there is anything that the humanoid races and the bestial race of stirges have in common, it is blood, the humanoids having it, and the stirges wanting it.  Over milennia of stirges feeding on the sentient races, transmitting strange diseases all the while, it was inevitable that a connection be made, that the substance of that which is stirge should contaminate the substance of the humanoid races.  Those possessing this bloodline tend to have base desires, but eventually they can see the benefit in using their abilities to seek power...

Class Skill: Stealth
Bonus Spells: ray of enfeeblement (3rd), lockjaw (5th), fly (7th), bleeding wound* (9th), insect plague (11th), epidemic (13th), waves of exhaustion (15th), blood mist (17th), energy drain (19th)
Bonus Feats: Agile Maneuvers, Defensive Combat Training, Disruptive Spell, Fleet, Improved Grapple, Lightning Reflexes, Weapon Finesse, Skill Focus (Fly), Skill Focus (Stealth)
Bloodline Arcana: Whenever you cast a spell with a single target, increase that spell's duration by 1 round.
Bloodline Powers:
Proboscis (Ex): Starting at 1st level, you can cause to tongue to form a feeding tube that can drain blood (from a target that possesses it) upon a successful melee touch attack, inflicting 1 point of Constitution damage.  You can form the tube for three rounds per day plus your Charisma modifier, and can remain attached to the target once successful, draining 1 point per round, but losing your Dexterity bonus.     
Disease Transmitter (Ex): At 3rd level, there is a 10% plus your level chance of inflicting a random disease on a target hit with your proboscis attack.  You also gain a bonus to save vs. disease equal to your level.
Insectoid Bat Wings (Ex): At 9th level, you can sprout thin-skinned wings as a standard action, giving you a fly speed of 40 with average maneuverability.  You can fly for a number of minutes per day equal to your level plus your Charisma modifier, and can be taken separately, in 1-minute increments.  The wings can be dismissed as a free action.  Your Con drain increases to 2 points per attack.
Center of the Swarm (Sp): At 15th level, you can, as a swift action, create a swarm of images of yourself, equivalent to a mirror image spell, three times per day.  The number of images in the swarm is 1d4+4, with a maximum of eight images total.  
Biggest Bug that Ever There Was (Ex):  At 20th level, you become a frightening amalgamation of humanoid and insect, delighting in hearing your lessers cry “Help me...”  Your Con drain increases to 3 points per attack, your bat wings have unlimited use, and you transmit disease 50% of the time, with an onset time of 1d6 rounds.

*From 4WG's Book of Divine Magic
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Here's the #dungeon-monthly map for February.

I didn't really have much in mind for this one other than a dungeon/cave transition piece.

If anyone feels like adding encounters/descriptions to any of the rooms/caves then have at it in the comments below :)
Here's my #dungeon-monthly map for February:

A (numberless) version scaled at 50 pixels per square is also available in this album:
https://plus.google.com/photos/115760310001867295685/albums/5832558874476363137

And a slightly upscaled (70 pixels per square) version (to match the default grid size of +Roll20  ) is available in this album:
https://plus.google.com/photos/115760310001867295685/albums/5832585764464643889
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