I must say we have a few interesting cast of characters in the rotbb youtube sessions we have been playing. While we are technically on a mission to find the blue baron, it isn't really for heroic purposes so much as for gold! Thus far we haven't really discussed alignments yet, but I'm pretty sure we are all lawful evil at this point.
The interesting thing about this game is that almost everyone has decided to play a monster type race. We have a weretiger, a cylopedian fighter, a wraith! and a flesh golem. The rules for Blueholme Journeymann have a section explaining how to do this. I'm almost wondering if it might be worth while getting my old school group to try this out. Obviously the monsters are a wee bit tougher than your average PC, and they have a few extra abilities. It is however super fun!
Of course I went with a super boring human thief, by the name of "Twig". As a side note, from now on I think I'm going to do the following:
1. Just use a single name for a PC (especially in old school games when the death ratio is fairly high).
2. I may actually stop using character sheets. I have a small notebook (4x6), that's handy for writing up characters. Currently there's a few fifth ed characters I wrote up, Twig and a cleric for game with Matt Jackson at some point. The nice thing about this is that I'm not looking around trying to find a forgotten sheet! Of course if I loose the notebook the whole thing falls apart hahah.
Note: the physic slime races were epic, I did however loose 50 gold as we ran from the room.
Here's the actual play for session 3, I can't wait for the next one!
Don't forget to subscribe to Jeff's channel.
Free PDF Here.
Createspace print here.
Friday, August 31, 2018
Thursday, August 23, 2018
Mega Dungeon Mondays
As most of you have probably encountered, trying to schedule players is a WILD pain in the WAZOO! Our old school group has been talking about playing again, they did however want more of a story based adventure. Which is fine, however that precludes everyone showing up, every time. Which means the whole thing would probably fall by the wayside.
My alternative, which is something I've been talking about for a LONG time (even on this blog) is to run a open table mega dungeon. There's no story, other than the one that comes from play. The players have already created some 4th level PCs, and everyone is going to get a 1st level peon (provided they have a decent Charisma). This serves 2 purposes, it beefs up the party for when I have a few less players at the table and it gives the player a second PC to play when there's eventually dies a horrible death.
I'll be running Whitebox FMAG for this game for a few reasons.
1. It's easy to grasp especially when playing an open table game.
2. A friend of mine sent me 2 copies of the book, which is wonderful! One for me, and one for the table.
I intend to use the following death rule: When a character's hit points are negative the amount of their level they must make a saving throw. On a fail they die. On a success they are reduced to -1 HP and are unconscious, unless they receive some help they will die in 2d6 rounds. (or something like this.. I haven't decided).
I've long suggested that I will run "the endless tunnels of enladin" as it's a straight forward adventure. However I've been thinking about Venger's "Liberation of the demon slayer". Which I intend to re-read and see if it'll work. Or even possibly "Temple Of Elemental Evil" (which was just updated with a better scan!).
Alternatively I can just draw up my own dungeon. Random idea I had prior to completing this blog post (started at 9 am and now it's 3 pm). Draw up one level at a time, have a starting "home base" dwarven city underground where the PCs can rest up once in awhile. First adventure: A research mission of dwarves are lost in the caverns, go find em!
Now here's the thing I gotta figure out, and it might possibly help you out as well. What happens when a new player shows up? How do we explain his/her disappearance?
Disappearance Explanation Table (1d6)
1. Fell into a void/alternate dimension.
2. Ill for days, barricaded in a previously explored dungeon room.
3. Taken hostage by a group of evil humanoids, managed to escape
4. Out hunting/gathering food for the adventuring party. (Add extra rations)
5. Went back to town to purchase a few extra supplies
6. Fell under a sleeping potion. Woke up disorientated but unharmed.
New Characters Table (1d4)
1. Was adventuring with another group, the lone survivor.
2. Captured and escaped from humanoids.
3. Heard about the party going into the dungeon, came to find them and help.
4. Stumbled into the party while trying to find their way out.
Note: If you have a few other ideas for these tables I'd love to hear em.
As a side note, I have written about 6 pages of a "event based adventure". My question is, can a adventure be truly Old School/OSR if it's event based? And can an event based adventure not be a railroad?
Tuesday, August 21, 2018
Starting and continuing a discussion
A week ago I posted the following on the OSR google community
There's a lot less discussion nowadays. Let's start one.
*favourite module or adventure setting from a unknown or less known publisher *
Undead Island is a White Box adventure for between four and six characters of 1st to 3rd level
There's a lot less discussion nowadays. Let's start one.
*favourite module or adventure setting from a unknown or less known publisher *
The purpose of this discussion is two fold: 1. To draw attention to excellent publishers who do not get enough press. 2. To get adventures in your hands that you can run with, in most cases one's that don't cost a lot of money and ones you can throw into your campaign without a lot of tweaking.
I'd like to thank everyone who jumped on the original thread and gave their recommendations and adding things to the discussion! Kryinn, Michael, Will, Chris, Jeremy, Gabor, Matt
Here's the list (which is by no means exhaustive but it's a start!), please feel free to add links in the comments.
Tomb Of The Iron God
Introductory adventure for Swords & Wizardry (pdf file, $2.50). The Monastery of the Iron God has been destroyed by divine wrath, and its treasure-laden catacombs are ripe for the picking by an enterprising young group of adventurers such as yourselves ... Designed for 4-8 characters, levels 1-2.
The Village With No Name
Along the road in a distant location is a village with no name but with citizens under siege by a gang of evil rogues, adventurers and rubes. Who will confront these men and their leaders? And what twist of fate awaits the PCs? Village with No Name is an AD&D 1st Edition Adventure for a party of 1st-to-3rd level adventurers. It is the first installment in a multi-part series of adventures involving the main NPC in this module. is adventure can be played separately or as part of the larger series.
The Lair of Largash the Lurid
The Ruined Hamlet/Terror in the Gloaming
Into the Unknown! The wilderness around the cave stronghold called Gold Hill Trading Post is dangerous and scattered with ruins of large and small settlements. Will your party find fame and fortune, solve ancient mysteries, or just disappear into the Borderlands like so many that came before? This module contains underground and wilderness maps that form a detailed adventure and mini-campaign for beginning characters, including an abandoned village, haunted graveyard, ruined church, traders’ camp, wilderness encounters, and monster lairs.
Tomb Of The Iron God
Introductory adventure for Swords & Wizardry (pdf file, $2.50). The Monastery of the Iron God has been destroyed by divine wrath, and its treasure-laden catacombs are ripe for the picking by an enterprising young group of adventurers such as yourselves ... Designed for 4-8 characters, levels 1-2.
The Village With No Name
Along the road in a distant location is a village with no name but with citizens under siege by a gang of evil rogues, adventurers and rubes. Who will confront these men and their leaders? And what twist of fate awaits the PCs? Village with No Name is an AD&D 1st Edition Adventure for a party of 1st-to-3rd level adventurers. It is the first installment in a multi-part series of adventures involving the main NPC in this module. is adventure can be played separately or as part of the larger series.
The Lair of Largash the Lurid
Largash the Lurid, scourge of the common folk and self-appointed king beneath the rocky hills, lurks deep within his lair. Who dares enter his realm to unthrone this most evil of monarchs? Can your brave party of adventurers defeat Largash the Lurid and his evil minions once and for all?
This module is a complete adventure including maps, descriptive text, background information and encounter notes.
A bunch of wonderful downloads at Elfamids & Octopi
For millennia the Valley of Eternal Rest has been the home of the recently departed. More cultures are represented here than exist on any world, and each has their own rites and customs for how the dearly departed are to be housed for all eternity. Can your party survive a venture into a valley of such antiquity where so many lay at rest? Or worse, do NOT lay at rest! Can your party survive even one tomb?
The Secret Garden of Lord Vyre
Lord Vyre, a ruler of Fishtown just over a hundred years ago, known for his multiple dalliances with lovers and his purported ability with black magic and conjuration. His reign of Fishtown was brief and strange, marked by the appearance of elves, an overgrowth of plants in the night-time, and a lot of romance. Fishtown’s population doubled during his reign and the town’s greatest artists appeared in this time. He spontaneously combusted in public one day (black magic was blamed), and the rulership passed to the next, and eventually was assigned to the city council.
The Necropolis of Nuromen is a modular quest designed to let the referee introduce a group of 1st level characters to the thrills of Underworld exploration as they attempt to unravel they secrets of the evil necromancer’s lair and deal with some bandits, too.
Will the heroes have what it takes to head to the island that has been given the name “Undead Island”? Will they be brave enough to handle what challenges come before them? Find out in this adventure!
Undead Island is a White Box adventure for between four and six characters of 1st to 3rd level
A brief and bloody 9-page module detailing Velkis, whose voice can never be ignored, and the 5 chambers of his subterranian boudire. The adventure is written using Lamentation of the Flame Princess rules, but could easily be converted for use in any dungeon crawling game, and provide a challenge for characters of low to mid levels.
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.
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.
MONSTER:
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
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.
MONSTER:
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!
NPC
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.
HEX
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.
WILDERNESS ENCOUNTER
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.
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.
CITY LOCATION
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.
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.
MONSTER
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
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
SPELL
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.
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