Friday, August 3, 2018

Temporary Hiatus

The 3 Toadstools will be on Temporary Hiatus for the next few weeks.  The owner intends to try and hunt down a few Dragons, and those damn bandits that have been bothering the northern road out of town.

In the meantime here's a few things:

You can catch up on my podcasts here.

If you haven't already done so, go and grab a FREE copy of rotbb here.

You can also read a review of Gathox Vertical Slum Quake Alley here.

The master's hoard review here.

DP&D review here.

Here's a FREE map *goto town and create a dungeon.

And here are two free tables.  One and Two

Keep those dice rollin! I know I will.

Thursday, August 2, 2018

Day 2 - DIY30

As usual I had a few ideas on my walk to work.

Notes on "The City Of Glass":  The city is a large circle with a huge glass bubble that surrounds it.  The bubble not only protects the citizens, but allows for climate control as the Venusians prefer more Oxygen and heavier gravity than the rest of the planet can provide.  The city is a centre of learning.  As well the main export is the "alien metal" mine below the earth.  There is a small section in the southeastern section of the city called the "Papple" which is set aside for non Venusians.

(Obviously I'm still fleshing this out)

HEX:  The Bean Forest:  One of many similar forests, filled with giant (30 feet tall) green bean stocks.  There are animal trails throughout this hex.  Within is a colony of O'thugs living in a small enclosure built up in the beans (about 20 feet up).  There are 1d6 O'Thug guards keeping watch on the enclosure.

O'thugs, this creature stands 7 feet tall, it is vaguely humanoid with 2 legs and 4 large arms.  The O'thugs are not the most intelligent creatures.  They gather in smaller colonies (2d20), ussually found in large fissures or caves.  They are vicious and will raid encampments for supplies.  In combat they will use all four arms to swing at enemies. 
AC 7  HD 4d6  Att: 4 Damage 1d6/1d6/1d6/1d6 Strength +2 XP 125


Wednesday, August 1, 2018

DAY 1 - DIY30

My hope is to slowly world build. My guess will be that I won't fill in every single item on the list a day. As noted from yesterday's post I won't be around for the next few weeks, but hey it's a start!

Bocchoris: Bocchoris is the seventh son of the Pharaoh of the Venusian city of Glass. Bocchoris is the main General in the army of the Pharaoh, and he is tasked with keeping the city safe from incursion & siege. While Bocchoris does not stand a chance to become Pharaoh, he does have the city and ruler's best interest at heart. He is a tough negotiator and tactician.

Base Station 12: This long forgotten outpost has remained abandoned. At one time it was the twelfth human settlement on Venus. The base station has slowly sunk into a large pit over the years, making it difficult to access. Enterprising PCs may find high quality gear and treasures within.

A group of 1d6+2 Grey humanoids are digging in the ground with large metallic construction equipment.  If questioned, they will reveal that they are looking for a lost set of historical tapes.  

The Observatory: The highest point in the Venusian city of Glass. At the top of the educational authority sits a rounded glass room. The Observatory allows a 360 degree view of the city and outlying areas.

Liopider: A liopider is a frightening cross between a Lion & a large spider. A native of the Venusian landscape, this predatory animal hunts in packs. The visage of the Liopider is that of the front torso being a Lion, and the back and rear torso of a giant black spider. However the animals face contains thousands of unblinking eyes. The liopider has the ability to spin large webs, and will also hunt on the ground, attempting to sneak up on its prey. It is immune to poision, and can secrete a venom that will cause paralysis.
No Enc: 1d6 AC: 4 HD 4 ATT: Claw/Claw/Bite DMG 1d6/1d/6/1d3* Save vs paralysis

Affect Gravity: When this spell is cast, the gravity in a 30 foot radius becomes either heavier or lighter (depending on the whim of the caster) for 4 rounds.

Tuesday, July 31, 2018


Dan D came up with this idea (well this years version, I believe Beloche started it last year).  Essentially I think its a way to get back into writing, whatever path that takes.  As you can see by the image "got multiple projects? work on them".  So simply put, try daily to write something.  Now if one needs some structure, they could take the 30 days of August (err 31) and basically run down this list 3 times plus one.  I'm sure it's entirely up to you if you want to post this on your blog daily, or perhaps record anchor episodes for it. 

I doubt that my A.D.D. would allow me to spend a month on each thing.  Possibly? but likely not.  I think I will do this creative thing, rather than do the whole #rpgaday thing (which I normally do in one blast).

I have so many god darn things half written, this should allow me a chance to focus on at least one of them, or possibly switch between them all. 

I should note however, that the 3 Toadstools will be shut down for 2 weeks while I am away on vacation.  I'll be out in the bush camping, with no access to wifi (and I won't be bringing a device anyways).  I am however bringing a large notebook, a bunch of hex and graph paper.  I intend to write something! Don't worry about me I'm fine, I'll just not be around.

My list of unfinished projects are as follows: 
Mutant Future Campaign Set in Canada.
Somewhere in space
A otherworldly hexcrawl
A small hexcrawl with slaves, a lizard king and intrigue. (kinda S&S)
A wuxia campaign for my old school players

I obviously have a ton of shit that I've started and not completed.

Monday, July 30, 2018

The Master's Hoard - A Review

Publisher Blurb:
A System Neutral Collection of 22 Magic items
Hopefully most of the items are fairly original and are often accompanied by a quirk or two!

A grabbed a copy of "The Master's Hoard" a little while ago, but hadn't had a chance to read it until now.  The author Goblin's Henchmen I've done a lot of work with over the last few years, he's contributed rooms to the blue baron series, and he made a very cool version of "Dusty Door" using an excel spreadsheet.  (see video and channel here).  While you are at it watch a bunch more of the modules he's been working on! Super handy stuff.  The book is 26 pages including the OGL.  It is however a slightly weird size 8.27 x 11.69 (I chalk this up to Mac software, it seems to do weird shit like this, and sometimes I have trouble printing it) 

Alright, onto the review.  First things first, I gotta write up a better blurb for him.  The pdf contains 22 system neutral magic items (although I would refer to them as artifacts I think, because they seem to me more of a one of a kind type of thing).  The premise of the book is that the author has been given each one of these items to detail for his master, thru working with the items he/she has discovered the powers that they can wield.  I should note that while this is system neutral it is decidedly OSR D&D feel to some of the mechanics.  That being said some simple conversions to other systems would be fairly straight forward (mentions of dice mechanics & damage as an example). example the "troll jawbone axe" does d8+4 damage, however if you were running say Advanced Fighting Fantasy you could treat it as a large weapon/monster damage.  Alternatively if playing Holmes or S&W you could just rule it as 2d6 damage.  Once again, not that big of a deal.

One of the super cool things about this supplement is that its setup up so that each magic item is on an individual page, which allows a GM to make hand outs for players.  Provided you play a game that the PCs are allowed to know what a magic items does (in some cases GMs like to not let people know outright what a magical item does, but only thru trial and error find out).  

Each magic item has a wonderful digitally drawn image, done in Goblin Henchmens awesome style.  

Further I really enjoy a lot of the names of these items "hosiery of ten steps", "Globe of Futures Forestalled", "bottle of misadventure".  Good stuff, beats the crap out of "+2 magical potion of giant strength" doesn't it! 

I would be very curious to see exactly where this Master's hideout is, and besides these wonderful magical items, what exactly would be in store for the PCs if they dared to enter it! 

I really dig a lot of these items, and would probably use more than a few of them in a campaign.  A lot of the items have interesting mechanical things associated with them.  example "Blade of blinking" allows a user to blink (teleport) when an adversary is hit.  Mechanic:  The 'blink location' is indexed to the weapon damage roll (see below). Where multiple dice are used for weapon damage (e.g. 3D6), then only the lowest die roll of the set is used to determine the 'blink location':
• 1 Rolled - user blinks, but ends up front and center of the target (no advantage gained by the user or target);
• 2 or 3 Rolled - user blinks to the side/flank of the target (next attack is: +1 to hit target; and -1 for the target to hit user);

Note: I purposely left out +4 so you have to go and read the rest of the cool magic items. 

The Master's Hoard is FREE.  Get it here


Friday, July 27, 2018

Free Map Friday July 27/18

Here you go!  I managed to do a bit of airbrush by accident on the main map, so there won't be a BW version of this.  FYI this was done entirely in gimp.  And it's CC! So go ahead and use it in an adventure.  

This map by Shane Ward (3 Toadstools Publishing) are licensed under a Creative Commons Attribution-Noncommercial-Share Alike 2.5 Canada License. Inquiries about permissions beyond the scope of this license should be made by contacting Shane Ward

Thursday, July 26, 2018

A little update on things

Alright so I finally got my proof for "the return of the blue baron".  It looks fantastic! It actually didn't take as long as I thought it would.  I was figuring that it might be a few weeks, with all of the border issues we have been having.

If at some point, there's  a little extra things written for the baron, I'll put it up as an addendum download on drivethrurpg.  I know this kinda of stuff happens when working on creative things.  I excellent example of this is (and honestly don't hate me for it):  When Nickelback finished "Silver Side Up", they had finished the whole recording, and mixing etc.  The day after everything was complete the legend goes that, that was the day Chad wrote "how you remind me".  Obviously there's no way of knowing what the impact of the record would be without that song, but with it the band skyrocketed.

Note, you can order a print copy from createspace here.  And the FREE pdf here

I am officially done with this project (as far as my part of it is concerned).  It's actually a really big weight off my shoulders.  Having this proof in my hands, has given me a new wonderful feeling and the kick in the ass that I needed.  I have a pile of projects that I've been slowly working on and I think it's about time to start getting them done! I've been drawing a lot more maps latetly, and I actually started working on one digitally in GIMP, which I have to say is weird, but interesting.  Honestly more testing needed.

I should note, that we would be more than enthusiastic to get a review of rotbb, we would be over the moon! If you do, please use the hashtag #rotbb and thank you thank you!

If this works out, I will put the map up on the blog under CC, for anyone to use.  And "those damn goblins", I honestly don't know, the line just popped into my head while I was doodling.  This map should be done hopefully by friday.  (free map friday perhaps?).

Here's the unboxing video.  When I got the package I was crazy excited, but I thought "K I think what could be fun is to make my wife do it".  Unfortunately, she got tied up in traffic and I was on pins and damn needles waiting for her. 

TONIGHT! I get to play "Twig" in a actual play of the blue baron part 2.  You can watch us live here. A little info about Twig:   not the strongest, or the smartest, or even the wisest, although twig could probably stomach anything. In fact, twig may even bet people.

I've got vacation coming up very soon, so don't worry about me I'll just be unplugged for a little while. (2 weeks of camping!)

I am very much enjoying podcasting (which is partially why there's been a lack of blog posts the last little while).  If you are interested come join us on Anchor! Here is a detailed list of OSR types doing their shows.

I noticed the #rpgaday2018 is starting soon.  As usual I think I'll do one shot blog post on the whole thing.

Alright that's about all the rambling I can do today.

Sunday, July 22, 2018

A Review of Quake Alley Mayhem! for Gathox Vertical Slum

I was kindly given a copy of "Quake Alley Mayhem!" to review.  Here's the publisher blurb:

Enter a seedy underworld of alien hyper-capitalists and wondrous ancient artifacts with Quake Alley Mayhem! 

This murderous, misshapen module foists a host of traps, puzzles, and environmental hazards upon unsuspecting players in a race against time. Structured for both tournament and campaign play, Quake Alley Mayhem! includes pregenerated characters, supplements to track the party's progress and impending doom, and hooks to fit the adventure into a larger campaign.

Designed for 3 to 6 players of levels 1 - 3.  You can purchase the adventure here

This adventure was written & illustrated by David Lewis Johnson, Edited by Mike Evans (DIY RPG) and the layout was  done by Matt Hildebrand.  The adventure is intended for Gathox Vertical Slum, however it could be easily inserted into a home brew alien world with no problems (Following the review is the publisher blurb for Gathox Veritcal Slum).


The adventure is setup for campaign & tournament play, which includes a handy chart for tournament scoring.  The hook is straight forward, it focuses on a team of fresh gang members and their attempt to retrieve a artifact for their boss. The thing I really dig about this module, is there are no rooms in it that are empty.  Every room has a chance for roleplay, a fight, and or a deadly trap.  In other words this isn't a vanilla dungeon with safe words! This is partially because of the tournament aspect of the adventure. 

In my humble opinion the writing is solid and evocative.  The rooms with traps are different than your average type trap, the puzzles are fun.  The adventure is setup with a timer and the GM needs  to keep track of what is going on at all times, as some environmental hazards play a big part in what happens thru out.  This is a awesome mechanic.  There is even one specific room that is dedicated to slowing down the PCs and having them enjoy a little bit of side gaming.  Of course, the hazards don't stop right!  Excellent idea. 

Here's the cool thing about this module, it's totally DIY RPG.  All of the races, aliens, places, weapons and artifacts are all made up.  It's not your typical fantasy adventure, with fantasy creatures.  It's not your typical alien world either.  However you could easily run this adventure as a "gangs of Chicago" kinda thing no problem.  (Well with a little bit of tinkering).  Heck you could easily run this in a mutant future campaign.  


The adventure takes place in a old mill/safe house.  There are three levels, and 18 action packed rooms!  Once again, easy to pop into whatever universe you are playing in. 

The nice thing about this adventure is that it comes with pregenerated characters on very cool hand drawn character sheets (note there is a blank copy in the back of the book).  The PC races give you a bit of insight into the world of Gathox.  Included are:   

Street tough, Martial master, Soldier, Cosmic doctor, spiritualist, faith healer, mutant.

The module also includes a handy death and dismemberment table, its a d10 table, and I'm printing a copy of of it for my GM screen (when I get to a place with printer, ie work).

Honestly this is a pretty cool adventure, and if you like your gaming a little gonzo alien awesome, I think this is absolutely perfect for you.  At the end of the book are a few campaign hooks, and a wonderful rumour table.  Both of which easily setup more adventures.  While the source book Gathox Veritcal Slum is not needed to run this adventure, I'd strongly recommend it, if anything just to have a bit more background information (also to support DIY RPG, cuz they put out some awesome shit). Of course reading the sourcebook will get you even further into the mood.  

Seriously cool adventure.   

Gathox Veritcal Slum
Welcome to Gathox Vertical Slum, a far out, gonzo science fantasy campaign setting for Swords & Wizardry White Box Edition and other classic tabletop role playing games.

Aliens, mutants, spellslingers, and hardened criminals struggle for dominance in a lawless city built upon the back of a wandering, world-hopping godling. Inside this tome you’ll find:

* A fully mapped and fleshed out Vertical Slum, stuffed to the gills with greedy factions, hook-laden NPCs, and seedy locations.
* A new gangland system for running domain-level games at level 1.
* 43 fully illustrated strange and inimical monsters to spring on unsuspecting players.
* New classes, skills, ability checks, hirelings, and gear for players to work their will across the mean streets of the Great Spire.
* A vertical dungeon introductory adventure to test the skills and resourcefulness of new and seasoned players alike.
* Over a hundred lavish interior illustrations by D.L. Johnson.
* Five pieces of interconnected chapter fiction contributed by Josh Wagner.

Tuesday, July 17, 2018

GM Games Spotlight

Starter Adventures
Starter Adventures is where you learn to fight, steal, cast spells and heal.  You'll have to use your wits to figure out puzzles.  Use a sword to murderize goblins.  And crumble the undead beneath the power of your god.  Starter Adventures is targeted toward introducing a new player into RPGs.  Inside are four short adventures for each of the four main classes, a tavern to hangout in, and a full-fledged adventure when they've got enough blood encrusted on their blades. GET IT HERE. 

Stone Fields Of Azoroth 
The Stone Fields of Azoroth is a mini-sandbox for a party of experienced adventurers.  The first book contains the Village of Bad Water, settled in the Stone Fields.  The village is fully detailed and provides an endless amount of role-playing opportunities.


The Flayed King 
The Flayed King started out as Tullis Well, I had the map and in my game the Northmen use wells in their religious ceremonies.  So I started writing with this in mind and somewhere the concept of The Flayed King originated as I wrote.  I heavily borrowed from the story of Odin losing his eye to gain wisdom.  This guy didn't fair so well.  Throw in a bit of Authurian and Egyptian mythos and this is what I created.

Cave of Seiljua

Ragnar has slandered a fellow clansman, but fled before he was brought before the Thing.  The jarl orders the players to return Ragnar...alive.  The jarl believes Ragnar is hiding in an old cave within the wildlands.  A place once hunted often to thin out the horrible creatures that lived there. 

GM Games also produces the fantastic zine "The Manor", you pickup the bundle here: or the individual issues below. 

The Manor is a jammed packed, Old School zine.  Inside you'll find a stink'n old salt pit with one of my favorite creatures, a d12 table from the mischevious mind of Jason Sholtis, one of the many secrets of Rural Pennsylvania, a poetry slam by an old time blogging favorite Rusty Battle Axe, a table of random forest encounters and a boot merchant with a bad, bad past. 

Monday, July 16, 2018

Repost from The Might Be Gazebos - OSR Anchorites

Repost from has become the new love child of the OSR. It’s an easy way to do quick podcasts so folks (like me) how wouldn’t think about it are jumping in. Most are available through your favorite podcast app or just go to and listen on line or grab that app. Here’s a list of some of them (in no particular order). This list might not be complete and I’ll add some notes to each later on.
JB Publishing
Random Screed 
The Squirrel Speaks
Gothridge Manor
Tavern Chat
Frank T’s Liner Notes
Dice Roll Zine Ramblecast
Playing It Wrong
Gilligan’s Island of ADD
The Vanishing Tower
Matt Random
Radio Grognard

Glynn Seal (MonkeyBlood Design) 

Friday, July 13, 2018

The return of the blue baron - live stream - part 1

Here's a youtube video of the live stream from last night. If you are like me and tied to a desk, it's fun to have on in the background.  Obviously there's a bit of explicit content.

Saturday, July 7, 2018

D20 starting locations other than a tavern

Just a few home base, starting locations

1. Rocs nest in a tall tree.
2. Basement of a castle
3. Orc stronghold in the mountains
4. Sewer (outhouse road stop)
5. Large horse stable
6. Roadside fireworks seller
7. A hut filled with gypsys
8. An old temple on a cliff
9. A valley filled with large mushrooms
10. A large crater
11. Aboard a sailing ship
12. A crash landed spacecraft
13. Back of a wagon, bound and gagged
14. Lost in the wilds
15. An old farm house
16. A grave yard
17. On the road between small towns
18. Lowest level of the dungeon
19. A wizards tower
20. At a jousting tournament in the countryside

Friday, July 6, 2018

RPG Art Links

Here are a few places I go to find art.  Most notably
The big trick with finding good stuff, is to obviously use good keywords, think outside the box sometimes, and edit the images a bit if need be.

Here's my list:

You can also search creative commons for images here: is a good resource however read the Terms of use

Here's another good article regarding the subject:

Keep in mind that in some cases, art is not always useable in a commercial project, Flickr is a good example.  Take a look to see what version of creative commons things are licensed under.

Obviously sites like have tons of great art, a LOT for sale.  I've often periodically checked the stock art area and then revised my search by price.  Here I made it easy for you, click on the link.

Good luck!

Wednesday, July 4, 2018

Ran a "rusty" DCC funnel last night

So last night our old school group got together for a game,  We hadn't played in a LONG time.  I myself haven't GMd in over a year.  It was a bit of a fiasco. 

When I originally posted about playing I had mentioned that I needed to do some prep to run the funnel.  A few of my buddies were pretty cool about "Nah you'll do fine don't worry too much". 

I made a pile of Bad gming mistakes.

I still don't quite understand the saves and how they are reflected so I made it up.
I used the "read aloud text", which I'll never be doing again.  As soon as you read it, everyone looses interest.  The problem was, I was rusty, and honest I thought the writing in the adventure was very evocative.

I totally forgot about initiative, like literally forgot about it.
I did manage to kill off a few players.

I didn't railroad anyone however. 

Everyone did have a lot of fun though! Kurt's girlfriend showed up and drew the whole time we were playing, posted below are some of her pics with descriptions.

The adventure we played was the free rules for DCC rpg from free rpg day.  There's a section in the adventure where there's this big barbarian statue and it blasts hot flames at the party when they try and leave the room. 

(Pictured below is Mike Wazowski as a barbarian statue).

I'm not sure if I read it wrong, or if I just ran it correctly.  It made sense that it would blast players trying to leave the door they came thru, but all the rest of the doors? not sure.

All of the players were allowed to have individual attack rolls.  Any checks were done with their first player in the marching order.  Which went up down, left to right on the 4 page sheets I gave them.

However with the monsters, well in the case of the barbarian statue I just rolled once to hit and once for damage.  The case in point was Josh's characters were leaving, and the barbarian shot the flame at them.  There were four characters and one blast.  It didn't make sense in my head at the time to roll 4 times for the monster's one shot.  And in the book it just said it does one attack.  However there were 4 PCs leaving the room.  Maybe I should have ran it as "monster attacks one player".  In the way I did it, I killed him off in the first room, I did allow him a save, but he failed.  The way I looked at it is

" the monster turns and blasts a stream of fire at four PCs trying to leave,  the players fail a reflex save and take damage, it's one blast headed at all of them.  Not four blasts".

Whatever the case I cocked it up. 

About a month ago I had re-read the DCC rules and the adventure and I felt like I had a firm grasp of it.  Honestly I think I'm just getting older.  Give me rules light basic DND and I'm good to go.  Even the adventure, while written very well I still felt like my hands were tied a little bit.  I've talked about this before.

I must say everyone enjoyed DCC character creation, they really understood the made up way of doing zocci dice.  (using control dice).

So here's my brief non biased review of the Free RPG Day DCC rules.

The system and the free rules are great, I could see playing a ton of adventures with it.
The adventures contained within the book are wonderfully written. 
If you are into old school, and understand 3rd ed mechanics and gonzo awesome, DCC is a wonderful system. 

It's just not for me, or at least not for my players.

I haven't decided if we will run the next adventure in the book or not.

After we were done, I had the players roll up whitebox characters for the next game.  I am on the fence as to wether to write a hexcrawl my own world or run Isle of dread.  I do have a good idea for a starting point.  As usual we used my "plausible backgrounds table", which is always good for a laugh.

I'm rambling... Here's the pics that Amanda drew.  So awesome. 

At one point someone attempted to slide under the statue and get to a door.  They rolled a 1, so I made up that they cracked their head on the balls of the monster.  

My wife decided to keep these weird ceremonial bone masks and put them on her characters.

The ceiling and been broken so one player decided to jump on this weird alien crystal ball and jump down with it.  One of the other players had a large piece of fabric as trade goods.  This was the result. 

Thursday, June 28, 2018

Cool DIY Things

Here are a few little DIY projects and coolness that I've noticed crop up on G+ that you may not know about.  Some of them might be helpful to you!

James Spahn wrote up a B/X Thief variant here

Samwise Seven RPG has been working on a OSR/D100 game called "Eighteen inches of blood"

The Old School Blue Podcast is back.  I laid down the theme song for that one.

Antonio Bravo did an actual play of Labyrinth Lord on youtube.

"They come but what are they" random cool table from James West

Great blog post from Pits & Perils (Olde House Rules) about playing "dumb characters"

Tales of the Jolly Roger Jaunty OSR Pirate Adventures in a Sea of Rascals

Tuesday, June 26, 2018

Dark Thoughts

This post contains spoilers about the Netflix show "Dark". 

After we finished watching the show the other day (I can't wait for the next season!) I started thinking about running a time travel type D&D game.  As I'm not the best historian in the world, I was trying to wrap my brain around doing a game with 3 different time lines (like the show), set in a medieval world.  However I wanted to have guns in it, and I couldn't quite figure out how to do a future world. Part of it was "what technology is in the past thirty years, and or the future?"  Obviously I could have it set on the brink of gunpowder.  But what happens in the future?

In the TV show there are 3 time periods, 1953, 1986 and 2019.  Obviously there are changes in the way the world is between the time periods.  Certain things are constant however, like cars, phones, roads etc.  I realized quite quickly last night that doing a time travel game similar to the show would work extremely well with Dark Places Demogorgons!  Rather than try and pull off some kinda of typical D&D fantasy game.  The neat thing about trying something like this is you can have relatives in the time periods of the characters.

So using the dark mold I could easily start the thing in 1986 (because DP&D is set in the 80s!) and then time travel to now which is easy, and I love the 50's so that would be easy to write that as well.  I would think that have a central location like a Diner or a Bar would be handy.  Maybe the jukebox in the bar is bright shiney new in the 50s and barely useable in the 2020's with scratched records.

The other thought I had was running a "Call of Cthulhu" game with this, however I'm not that well versed in the rules of the game, and I'm not really a horror guy.

Anyways, just some thoughts.  I think it could be interesting.

If you get a chance watch the show if you haven't already! It's wonderful.

I briefly discussed this idea on my podcast last night.

Monday, June 25, 2018

The Return Of The Blue Baron is LIVE

Welcome to "The Return Of The Blue Baron" Volume 2 in the "Blue Baron" Series of Collaborative Dungeons.

It is with heavy heart that I confirm the rumors which you must have heard by now.  My husband, Lord Gavanov Keiner, 23rd Baron Keiner, known to many as the Blue Baron, is no more.

Yet hope remains in the words of his final command, a rather unique funeral arrangement.  The Blue Baron dares all brave and adventurous souls who would risk death in trade for fame and glory to come forthwith to Einhornstadt, arriving no later than three days before moonrise.

My Lord Baron calls on you from beyond the grave. Ignore him at your loss and peril.


Maria Keiner

A collabarative dungeon for Blueholme Prentice & Journeymann Rules, for 4-6 players levels 3 and up.

The dungeon contains:

2 Levels

46 Rooms

New Creatures

New Artefacts & Magic Items

Please note: A POD version of this will be released soon.  It will be at cost.  As well a black & white printer friendly no art pdf will also be released.  We appreciate any feedback, reviews and errata information that you can provide.  Thank you very much!


We want to know about your experiences with "The return of the blue baron!" 
What do you think?  
Which conclusion did the adventurers play out?
Our Heroes Triumph
Inglorious Failure
If it was Bested, how did the adventurers escape the dungeon?
If Other, please do tell:
Anything else of note? This includes brief funny anecdotes:

Friday, June 22, 2018

Prep for tuesday DCC game

At some point this weekend, I need to start prepping for our first DCC game on Tuesday night.  I'm beyond excited.

My wife grabbed me a bunch of washable markers, and a large plastic grid sheet from the dollar store.  I intend to draw out the map on the table as we go.  I need to find these things, they are somewhere in our house..... ugh.

I'll be using d20s for any of the monsters (specifically the ones in that one room!).  As it's easy for them to say "I hit the orange one!".  Also at one point I may use other random dice.  In the case of lots of monsters, then it's "K i'm attacking the blue d6, or red d8".

I have to find my 8" tall plastic Mike Wazowski.  There's a section of the dungeon with a large head that shoots crossbow bolts.  That should be a riot

Character sheets are printed and ready to go.

I also need to re-read thru the module to see if there are any other nifty set pieces I can use.

Should be fun! 

Thursday, June 21, 2018

Goslin - Mutant Future Creature

Goslin - Mutant Future Creature 
No. Enc.: 2d6 (8d10)
Alignment: Chaotic
Movement: 120' (Fly 240')
Armor Class: 4
Hit Dice: 6
Attacks: 3 (Acid/Wings)
Damage:  Acid 1d8, Wings 1d6/1d6
Save: L5
Morale: 7
Hoard Class: II
XP Value: 800

The Goslin, or "Goosemen" of the Northern wastes are a mutant cross breed of Humans and Canadian Geese.  The upper torso of the Goslin is that of a Goose, with a long neck and large heavy wings, the lower half has legs and feet of a human.  The Goslin's are evil creatures that hunt humans and non humans alike, they are particularly protective of their young.  In combat they will beat opponents with their large wings, and spit acid every 4 rounds (1d8).  The Goslins make their homes along iced water and streams.  They are semi intelligent, proud, and somewhat easy to outsmart.  As an escape they will fly away to live to fight another day.  They have developed a cold mutation over the years, so that the weather does not affect them, unlike their ancestors they do not fly south for the winter.  They tend to hoard shiny things.  Under no circumstances should adventurers get between the Goslin and their young.

Wednesday, June 20, 2018

Cool stuff and updates

Hey everyone, couple of cool things I've noticed in the last few days.

The Masters Hoard
A System Neutral Collection of 22 Magic items
Hopefully most of the items are fairly original and are often accompanied by a quirk or two!  22 magic items in 26 pages!  Cool stuff, and it's free! (But should be pay what you want). 

Genius way of getting new characters into the dungeon.  I'll be printing this one off.

Blog Post: Levels and the Old-School Brain

3 Toadstools stuff:
Apparently I have a bit of a perfectionist issue.  But don't fret! The pdf version of rotbb should be up on drivethru by the end of the week.  I've sent out a copy to all the authors for final approval and I have a few little details I need to fix up.  Shouldn't take me too long to do.  Also a few nitpicky things on my part.  I've realized that I'm good at details, I have a list that I need to run thru quickly and then it's ready to go.  Just latetly I was working on a CD production, and my client changed the lineup on the graphics, but didn't tell me.  I had to reburn the CD masters.  It's things like this that I catch (for better or worse hahah).  Hence why this is taking so damn long.  Another thing I realized is that I'm going to have to copy and paste text out of publisher directly into word for the "printer friendly BW version" of rotbb, due to the changes I'm working on.  Because the publisher file has become the "master"... k I'm rambling.

The intention is to put up the pdf and then if there's any little erratta bits I'll fix em.  After that I want to figure out a way to make it a POD, at cost.  The intention behind the baron has always been to A.  Have fun B.  Promote other authors & artists.  Hence "at cost".  A few people have wanted me to make a bit of money at it, but I honestly don't want to.  Part of the charm of working on this, is seriously bouncing things off of people, asking for a favour here and there, and having fun.  Example I talked to James West a few weeks back, I asked him if he would be up for drawing a cartoon for the book.  The idea was to have a 1e DMG joke in it.  James had a few other things going on at the time when we started writing, so he wasn't able to jump on board.  However he was able to draw an awesome cartoon!  Check out his profile to see a picture of it

Here's a thing I'm considering for the final layout for POD.  Let me know if you think it's silly or not.  The general idea is if your flipping thru the book you would be able to quickly see a room number.

Further here's a friggin awesome golem and puzzle by Denis McCarthy. 

Saturday, June 16, 2018

Bit of a fail

Last night when I got home I thought I might try and do another podcast with anchor. I had downloaded the app, figured I'd use my onboard mic from my tablet. Boy was I wrong! Talked for five minutes and listened back. Ugh. I'll have to go back to the drawing board. Thankfully I have a bit of audio gear at home. So I'll probably end up using a mic, small mixer and my laptop in the future. First two episodes were done at work (in a recording studio). At home this should give me the opportunity to learn reaper better.

As I stated in the first episode, I'll probably throw some funny commercials in on occasion. I've found a excellent source!

Next week the return of the blue baron will be done. I'll be sending it off to the writers first, and once it's approved it'll go up on as a free download. Then onto a new project.

I've got far too many ideas in the can. (I discussed this on episode three that got trashed).

I'm starting to think that we should start writing the third volume for the baron now lol. Since it took me six months to get it done. That said I need a break. Plus it's summer here! Yesterday was thirty degrees Celsius, with a crazy amount of humidity.

Thursday, June 14, 2018

Wednesday, June 13, 2018

It's been almost one year

It's been almost one year since my first FREE RPG DAY.  I picked up the quick start rules for DCC, and my wife grabbed a copy of "Vagina's Are Magic".  Which she was delighted about.  I also managed to grab a copy of the 1e DMG. 

I've been slowly planning on running Isle of Dread for an upcoming session of the "old school group", however we had a change of plans.  I messaged the group about how a "Funnel" works in DCC and they are stoked.  So that's the new plan.  Last Tuesday of June (which coincidences with my birthday week as well). 

I am still going to keep working on ideas for Isle of Dread and flesh it out.  A few brief thoughts on it.

Inspiration:  Well obviously "Lost World", but also the movies "The Mummy" and of course some Indiana Jones.  I'm going to throw in a great ape for good measure.  I'm thinking he might be a problematic issue for the Phanatlons, or alternatively the Rakasta have been proving their metal against him for years.  As well Pirates of the Caribbean.  I sort of like the idea of random undead milling about on the Island. 

Modules:  I think I'm going to include dwellers of the forbidden city on one of the near by Islands.  I am also thinking of sticking "B4 The Lost City" somewhere on the island.  As that might be fun.  I just have to draw a line with the original inhabitants of the Island, and the people who live in the lost city.

For the DCC adventure, I'm going to use a piece of vinyl my wife bought me from the dollarstore, I can use erasable markers on it.  I intend to run the war wizards funnel from the starter rules.  For monsters I'm going to use different coloured dice.  I also want to find some mini's for the statues in one room, and some very big head for another room.  I have a mike wazowski toy, that should do the trick for that, and get some laughs.

For Free RPG Day this year, I intend to grab a copy of "Eldritch Cock" and possibly Goodman games "fifth edition fantasy" module if I can.  I'm hoping to also go searching thru their treasure trove of old school TSR stuff.  See if I can't get my hands on a 1e monster manual, or PHB.  I remember seeing a copy of "Horror On The Hill".

As usual, my A.D.D. gets in the way, and I change my mind about what adventure/system i'm going to run 10 times.  I'm hoping to slowly prep the mini campaign of Isle of dread, etc for when and if we get up and running again.  I'll have to go and grab a notebook. 

Monday, June 11, 2018

Crowd source weirdness table for Isle Of Dread

I put this up this morning:  Hey everybody I need your help with a random table for isle of dread. After reading the adventure and doing some research online, I found a few ideas however a bit more fuel would be helpful.

So basically "locations, things on the ground, possible dangers" etc:

Thanks to everyone whose contributed so far, this has given me enough to keep the fires stoked!
Goblins Henchmen, Mark Grehan, Johua De Santo, Glenn Robinson, FM Geist

1) large wooden head
2) net trap
3) stake with a emancipated human tied to it
4) rolling boulders
5) large rock with strange writing on it
6) treasure map in an old shoe
7) Small cave, empty but with a fire pit and a lingering smell of recently cooked meat.
8) A leather pouch containing only a bent iron nail.
9) Crushed lantern containing one pint of oil.
10) Belt buckle with image of local deity of healing.
11) Pages from a diary rolled up inside wooden tube the diary is of a mans last day on the island may have useful information or just be the mad ramblings of a man dying of thirst.
12) A cache of obsidian spear heads
13) A leather bottle containing what appears to be wine.
14) A small empty bottle marked with a skull.
15) A human skull which has had a hole drilled into the side of it. The inside has been etched with intricate writing in an unknown language.
16) A scrap of cloth torn from a cloak just visible is a devotional prayer to the gods.
17) Paw prints in the rock which if followed disappear after fifty metres or so.
18) A small and narrow pile of earth roughly Five feet in length. A white stone has been placed at one end.
19) A collection of soot blackened skulls hanging from a tree which clatter together in the breeze.
20) A silver ring marked with waves and set with a pale blue stone which has one use of create water left in it.
21) A rough draft copy of chapter four of Volos guide to monsters written on cheap parchment and with many sections crossed out.
22) A pile of good outdoorsman clothing on the beach just above the high water mark.
23) A structure built into a tree if checked it contains a wooden chest, a crude sleeping mat and a wooden face crudely carved in blood soaked wood, the masks teeth are real and have been hammered into it from whatever creature/monster fits.
24) A small nest of friendly Kobolds who worship someone called Krasnack Navy The bringer of items. They believe the more gifts given by someone the more powerful that person is.
25) An intricate music box carved out of wood the music played acts as a sleep spell.
26) A large pit rimmed with wooden stakes the bottom of the pit is covered by dark foul smelling water but occasionally glimpses of something shiny can be seen in the waters depths.
27) The Dungeon master sunning himself in a hammock a drink in one hand and a half completed list in the other.
28) A dead tree with shrunken heads dangling from every branch. When approached all the heads will look toward those who approach. If any of the heads are taken the taker will begin to have nightmares of being hung by a noose every night, giving them a -2 to all rolls. The dreams continue until the head is returned to the tree.
29) Stewpot, grime crusts the inside of the pitted cast iron.
30) Cyclopean hands of basalt, they beckon motionlessly
31) Entrails strung through a thorn tree; birds peck and squabble over it. Feathers litter the ground
32) A flat stone surface, gouged with the marks of tools, blackened with ash
33) A toothless muleskinner grins and waves
34) The delicate crunch of paper-thin rusted gears underfoot
35) An obsidian bowl filled with teeth, some with viscera still on

Friday, June 8, 2018

The fire I needed!

WOOO!  As you may know I've taken a somewhat sabbatical from playing elf games, and more importantly DMing.  Just had a lot of things going on in the last while and I couldn't wrap my brain around doing anything.  I decided to take a good step last night and email my old school group for a possible one shot.  It's scheduled for the week of my birthday.  Normally we go camping that weekend, so we are shooting for the Tuesday! 

Now of course, my head is running thru far too many ideas!

First adventure:  I originally thought maybe i'd run Isle of dread because I've honestly been dying to.  However this may not end up being a full campaign, possibly just a one session thing.  The nice thing about possibly doing isle of dread is that I'd have a lot of prep to do!  I've decided instead to run "Palace of the silver princess" because it's also been on my to do list.  If they survive and want to keep playing, I think I will do the following.  Have the players guard a caravan, and then use the intro for isle of dread from that point.  I'm thinking I will have the POTSP happen around the town of Luln in karameikos. 

Rules: gal darn I've got a LOT of rules kicking around the house.  I'm going back and forth between running straight up b/x or whitebox.  They both appeal to me.  I know the players like having variable weapon damage, but they are not big fans of descending ac.  If I run whitebox, I think for ability checks I'm going to do something super simple.  Roll 10 or higher. As I've stated before we usually end up having a few drinks while playing, and I feel like whitebox might be the best bet. 

Level:  The module is for levels 1 -3, I think what I'll do is have them all create 2nd level characters, along with possible henchmen NPCs.  Looks like I'll have at least 3 players, possibly up to 5.  In which case I'll increase monsters and the like.

Alright, so unless i change my mind, which is bound to happen!  I think its going to be the "palace of the silver princess" with whitebox rules.

I'm off to go and print some character sheets!

Thursday, June 7, 2018

A look at "Retribution" By Raging Swan Press

I recently received a copy of Retribution by Raging Swan Press, written by .

Here's the publisher blurb: 

In the frozen depths of winter, murderous winds mercilessly batter the crumbling Priory of Cymer. Within, trapped by their duty and the heaped snowdrifts that render travel near impossible, the few remaining faithful huddle together and tend the sacred places of their forbears. With the weather worsening, nerves fray and tempers snap as the wind howls its mournful dirge for the forgotten dead of a fallen time. But the worst is yet to come. One of those trapped within holds a murderous grudge that only blood can expunge and as the storm reaches its savage height terrible revenge is wrought amid the frigid halls and faded glories of a bygone age.

It appears this was the first adventure that Creighton ever wrote! You can read a interesting article about it here

This adventure was written for Pathfinder, however it's crazy easy to convert it to a OSR type game (which I intend to do).  I love the premise, the adventurers get caught in a snow storm on the way to a monastery.  The cool thing is as the adventure goes you get to rachet up the mysterious, things going bump in the night, etc.  It's got sort of a Ravenloft kinda vibe to it (at least that's how I read it).  

I was actually working on a similar idea for an adventure, a bunch of PCs delivering goods to a monastery (only to find it burnt to the ground...)  However, I think I may pull a few of my ideas and Retribution and amalgamate them. 

First off, there's a lovely little detailed town called Swallowfield   (Love the map!) and the adventure takes place on the Lonely Coast (dig that map too!) 

The art in this book is fantastic b/w, the lay out is easy to read (the font is a bit small for older eyes).  However great presentation.  The book is filled with Pathfinder stat blocks (obviously cuz its for PF), however I found a tidbit of information that would help me when running this adventure in an OSR environment.  Tactics! For each encounter there is a list of tactics that the monsters will do.  Now obviously this throws reaction checks out the window sorta, but still handy for me.  Example "the goblins will fire arrows, while a few try to escape".  I mean i could have thought of that, but having it right there is handy.  

This module is an "adventure path", ie it's a bit of a railroad.  Not in a bad way though, there's a story and there's ideas and reasons for finishing up the story.  If complications arise, there's ways of dealing with them.  However the core of the adventure can easily be ran by a open minded old school DM.  Especially if you are good at thinking on your feet. 

The middle section of adventure is where everything ramps up, with interesting encounters.  Most are there to increase the intensity!  Not all of which are deadly, or combat related. 

Rounding off the book is a big section of incredibly detailed and awesome NPCs. 

I have a few more raging swan books that I intend to review.  I'm hoping I can take them all and plug them in to one mini campaign (which seems rather easy to go).  Creighton makes references to the ease of putting these adventures into your own campaigns.  That being said, there's a wealth of world building on the Raging Swan site.  

I'm slowly looking thru this and the other adventures, and making notes on bad guys (converting them to Whitebox).  

The other thing that struck me while reading this, is that it would be a almost no prep 5e adventure.  All the DC's are there.  References to "specific skill type checks" are easily convertible to 5e skills, and in some cases are named the same.  This is another thing rolling around my head for whenever I get back into playing again. 

Pretty cool book.  If your a PF fan, I'd say this is a must have!  If your a OSR fan, and don't mind a bit of a "story" to go along with your possible TPK then I think it's a pretty good adventure.