Wednesday, September 30, 2020


 So I read this the other day:

and thought "Fuck now I have to write a mega dungeon".  Here's the WIP for level 1.

Dungeon Description & Origin

The dungeon was previously an old city.  During a time of great cataclysm, the old city was buried in sand.  Recently an entrance to the city was discovered.  The original city was built in and around a large crevasse, the upper levels were those of the merchants having easy access to the outside world & trade routes.  The middle levels were that of middle class dwellings.  Deep within the lower levels were the rich, living in extravagant underground mansions.  

Nearby the ruins of the city is a small village, where the PCs make their homebase.  Many adventurer’s have looked long and hard for the entrance to the old city, many have never found it, and many have died, never bringing back tales of the city.  

Level 1 

24 rooms.  Monsters include Assasins hiding out in the dungeons, and a group of Bakula’s (Beatle humanoids), The BBEG is a medusa, Something similar to orcs. 

*Theme is an old city, warehouses for mechants, destroyed square with wagons, etc. 

1. Monster:  There are a pile of broken wooden wagons, small merchant tents, refuse.  The square is littered with skeletons in states of decay.  A few of the wagons contain CPs, decent goods, rope, etc.  There’s a large pool of dark tar occupying most of the room, its a about 8 inches deep in the centre.  The area is home to a small group of dwarven miners & excavators who have travelled here from their homeland in search of gold.  Among them are members of an assassins guild. These could be great additions to the adventuring party as hirelings.  A few of the dwarves have setup shop selling wares to adventurer’s and some of the denizens of the first level.  The alliances between the dwarves and the Bakula’s are shaky to the say the least. 

2. Monster:  Turquoise slime.  This is the remains of a tavern.  The slime is on the ceiling of the tavern.  The bar contains 4 giant kegs.  Behind the bar is 300 GPs under the floor boards.  On the walls are ancient paintings worth 50 SP each.  

3. Monster:  Fire Ticks (like beetle).  A former dwelling with furniture, beds, hearth etc.  The remains of a giant creature (actual giant humanoid) are on the floor.  Bites have been taken off of all the limbs.  A family of fire ticks occupy this area.  The giant had a warhammer of smiting +3, can only be carried by someone of 15 strength or higher.  On a 19-20 it does double damage.  It’s inlaid with runes that appear to be made of ice.  

4. Empty:  This was likely a brothel or bathhouse at somepoint.  The entire area is filled with skeletons wearing next to nothing for clothes.  Some of the skeletons are still in their evening wear, while relaxing in the pool.  The water in the pool is potable.   

5. Special:  An ancient temple, statues.  To gods that have long been forgotten.  Praying here will grant bonus clerical spells once per day.   

6. Monster:  Cobra snake, 

7. Trap:  sliding staircase that dumps the players into the second level..  ROOM #  

8. Trap:  illusion left here by a group of assassins to kill off the bakulas.  It appears to be a giant bee hive filled with honey, the honey is dripping all over the floor.  

9. Special:  This room holds the remains of a dragon.  Inside are the zombies of the men that killed it.  There are 20 fucking zombies in here.  There’s also a lot of fuckign treasure.  So whatever.  Go for it.  

10. Monster:  Bakula lair guards, guard eels? Sure eels that somehow can move onland, and wildly innarporiate.  Like they will kill people but also think they are in fine physical shape and comment out there behinds.  Honestly I’m just writing at this point, so it doesn’t really matter, but I feel like this might be fucking hillarious.  Alright next bit. Note the whole idea behind this is to write, and not actually edit shit.   Just goto town, and then deal with the consequences at some other point.  Okay next thing. 

11. Monster:  Bakula lair kitchens and stuff

12. Monster:  Bakula lair + the leaders area.  

13. Empty:  

14. Empty:  A small medical centre that held areas to help the infected, inflicted, etc  

15. Trap:  Spear trap near a door, if the door is opened with out checking, 4 spears will penetrate from the ground and the ceiling, impaling whoever is in the doorway.  Here is some treasure of the bakulas.  

16. Monster:  Medusa lair.  The room has 12 statues that only go from teh torso down, in some cases only feet.  The medusa has been thwarted a few times from this room and is no longer here.  THe statues were originally full length, but over time and battles have been destroyed. 

17. Monster:  Gnome trader, who is working with both the bakula’s and the dwarves 

18. Trap:  this trap has been set by some of the dwarven miners to stop monsters getting too close, there is a large treasure chest filled with actual gold.  On every side of the chest is a pit trap which is triggered by the floor.  The only way to actually get at the gold is to come cfrom above? Nope that sucks.  

19. Trap

20. Monster

21. Trap 

22. Trap  

Sunday, September 27, 2020

d30 Crowd sourced "Jerk henchmen" table

I rejoined mewe last week, I had taken a bit of a break from RPGs and social media while working thru a lot of tests for my job. Jumped on the osr forum and suggested creating a table. Here you go.

Big thanks to: Arthur B, GLG Johua, Shane E, Bud, Steve C, Rod T, Kryinn E, 

1.  Bakall, never seems to have a sharp weapon, or a weapon handy.

2.  Awet, runs at every monster, except rats. Totally skeeved out by rats.

3.  Magal, greedy swordsman that counts loot whilst engaged in combat.

4 Ronaldie, wildly flatulent.

5.  Jessica - has gotten banned from every tavern on the coast due to her wandering hands.

6.  Nutsy, always leaving a trail of peanut shells wherever he goes. Occasionally, the odd person turns pale at this and quickly moves away.

7.  Barrelhouse Baskil, a mediocre and craven swordsman, who constantly subverts the characters plans by saying "You really think that's a good idea? Huh."

8.  Jaynal the Anal. A foppish middle-aged human who constantly complains about everything.

9.Born Again Bran, overshares his personal Testimony, loudly, every time the party stops.  Worse, he's a Nugganite from Discworld.

10 grojan, always wants to turn right in the dungeon

11 some people call him Tim! He always suggests the longest way possible

12.  Terrek the Foppish, a mediocre wizard with great taste in foppish hats.

13 quibd, stops to tie his shoes at inopportune times.

14.  Kam Fantac, illustrious thief and bard, who sings about all his party's recent exploits...

15.  Gotago - needs a pit stop 10 minutes after the party enters the dungeon.

16.  Tassel, barbarian braggart that suffers from extreme rhabdophobia, to the chagrin of the party wizard...

17). Tanzer, M-U, won't stop talking about how everyone confuses him with Tenser.

18 Neb, critizes all party decisions, doesn't offer solutions until after. Woulda coulda shoulda.

19.  Pardu of Pallmall  - stalwart lancer who frequently talks about how cool his previous adventuring party was - their priest had the best God  ever, their magic user knew the most awesome spells...

20 Laz, carries a large extremely dull sword.  Which matches his wits.

21.  Nudford is a wiry halberdier who has a monster brain eating fetish; he sometimes "accidentally" makes too much noise to attract them.

22.  Rasp, a cursed cleric with two tongues, you never really know which one to believe...

23.  Money Bags, the party gambler who looses half the loot carousing in the tavern on the first night back. At least he always makes certain that sacks don't have holes, like that wretch, Spills...

24.  Harkin, Spends most of the time charming himself into oblivion.  The rest of the time he smokes random plants he finds and dries.  

25.  Galwit, Much better than his brother Halfwit who died when a tree he was cutting fell on him.  Galwit tends to tell that story often, even to people who have heard it before.  

26.  Horah, A wonderfully excellent thief, her sneak ability is a bit low due to the rather large heeled boots she wears.  

27.  Goolang, A troubadour who only sings songs that rhyme on sundays.  Every other day are haiku's that are in a extremely weird time signature.  

28.  Nahgi, claims to have every alchemist ingredient known to man and elf in her backpack.  In reality, the backpack contains dust, spider webs, weird triangular shaped dice, and medieval hair spray

29.  Abrati, A reknown healer, who is a complete fraud.  He does however talk a big talk, and every town he enters people know of him, they tend to even give him money.  

30.  Jabjib, An half orcish smuggler, who wears rather loud jingly bells on his boots. 

Tuesday, September 15, 2020


 I just joined Matt Jackson and the guys last week for a fun session.

Here's the play report.

We are playing barrow maze with ose. Which I'm digging so far! My mage misstep took a misstep and died. Good news is I have two backup characters. And there's always this generator

Looks like this is a every Thursday thing for a few hours which is nice. 


I was talking with Ray otus the creator of the gygax 75 challenge about my difficulty with completing it. I figure I'm going to start from scratch at this point. I always try to think too big or outdo myself and fail. Smaller is easier. One big thing is to really decide on the system ahead of time! 


As is typical I have way too many creative ideas and not enough time. 

Current thoughts. 

Write and record a 7 song punk record

Build a better studio in my basement. 

Order a fuzz box or guitar kit and build it. 

Start a rpg zine. 

Complete any number of half started writing projects. 

OH and just play guitar. 

Maybe get a game going on Wednesday afternoons.