Friday, May 29, 2015

WIP: 5D. Oak Tree

Another piece of my work-in-progress:

5D. Oak Tree
The single tree to the east of the walled compound is an oak tree that is home to a Dryad; her name is Kaonroca. She is in mourning, as she was in love with Harper and he with her. He had promised to enter her tree with her for a hundred years and a day at the end of the current growing season. She knows little of what transpired here and refuses to speak of it unless someone were to volunteer to abide with her in Harper’s stead.

If someone steps forth and accepts this offer, she will instruct the PC to place his/her hands on the tree and the PC will be suddenly yanked into the heartwood. The dryad will then tell the remaining PCs one of the following and then disappear in waves of chilling laughter:

(Roll 1d6)

01. Anders and Harper had a falling out when Anders learned of Harper’s plan to join the Dryad. They brawled and as Slack ran to intervene, Anders killed Harper with a blow to the head.

02. Pa Uksub overheard Harper and Kaonroca talking one night about their plans. Harper, afraid his father would interfere, killed him. While Harper was trying to dispose of the body, Slack discovered his misdeed. Slack, who had always resented his father, choppe of his head and threw it down the privy. Harper & Slack made up a story of seeing their father being hauled away by a band of goblins. To make their story convincing, they slashed at each other with a hand scythe a few times.

03. Bob was bitten by a zombie the brothers uncovered beneath the farmhouse and Bob killed Harper to eat his brain.

04. Slack and his mother had an incestuous relationship, and as a result his mother was with child. Harper caught them in the act. They killed him to keep him quiet, and Slack arranged it to look like Harper had been killed while trying to repair the horse cart. Ma sank into a catatonic depression.

05. Anders was experimenting with new plant hybrids and created a sentient crossbreed. Kaonroca tried to warn Harper of the dangers, but he shrugged away her concerns. When Harper and Anders went to cultivate the crop, the plant-creatures were more than they could handle, and Harper’s head was crushed as he tried to crawl away and hide from the creatures.

06. The brothers discovered something beneath the farmhouse and fought over it. Bob killed Harper and then disappeared. Slack and Anders went back to retrieve whatever they found but haven’t come back yet.

Everything Kaonroca says contains shades of the truth, but is not completely trustworthy.

AC 9 (10), HD 2, Atk 1 wooden dagger, D 1d4; XP 60; Special: Charm person (–2 save)

Thursday, May 28, 2015

WIP: Bob's Room

From my Work in Progress:

1B. Bob’s Room
This room is immaculately clean except for what appears to be a slightly decomposed corpse tucked into bed. On the floor near the headboard, a pile of neatly folded clothes sits on top of a worn pair of boots. Any PC inspecting the body will recognize it as Bob. He is naked under the bedclothes.

If a PC touches the body, there is a 50% chance Bob will rise from the bed and begin getting dressed; a few of his appendages might fall off in the process. If/when he is completely dressed, he will offer to make the PCs sausage and eggs.

If the PCs accept, he will scrounge around the garbage in the main room for a frying pan and fry up several cockroaches and a handful of maggots in the embers of the fire. If the PCs eat the meal, Bob will entertain as many questions about the farm and his family as he can. However, his answers will be about mundane farm life, as he knows nothing about the strange goings on. His last memory is of rinsing off at the well after helping his brothers dig out a collapse in the root cellar beneath the farmhouse.

If the PCs refuse his offer of breakfast or refuse to eat the meal that he prepares, there is a 50% chance he will take offense and attack the party.

Bob is in the process of zombification but does not know it.

AC 9 (10), HD 2, #AT 1 strike, D 1d8, XP 240

Wednesday, May 27, 2015

WIP: Slack's Room

4C. Slack’s Room
This room contains an unmade bed, a small trunk, and a chair with a broken leg.

The bed is covered in dried blood; the hay inside the mattress is still slightly damp, too. There are bloody footprints all over the floor and bloody handprints on the walls. The chair’s back is covered with bloody handprints as well, and the broken leg seems to be recent, as splinters are scattered on the floor beneath it.

The trunk is unlocked and is also covered in bloody handprints. The clothes inside are spotted with blood.

On the top of the clothes, wrapped in a burlap sack, are three bottles of Dr. Charnaw’s Fortified Gitterup Syrup™. The label reveals it is a cure for male impotence and “all around sluggardness”. Two of the bottles are open, and a close inspection will reveal that one of them is infused with cabbage and beet seeds.

Wrapped up in sackcloth at the bottom of the trunk is what seems to be a dead baby with a red cabbage for a head. If any PC picks up the baby, it will immediately begin wailing at the top of its lungs and attempt to nurse. It has six rows of razor-sharp teeth and is highly agile.

Feeding baby cabbage head the Gitterup Syrup™ will have no effect.

AC 7 (12), HD 3, #AT 1 bite, D 2d6, XP 60, Special: Immune to poison; piercing scream

Monday, May 25, 2015

WIP: Hex 04.04

Another entry from my Work in Progress

Hex 04.04 - Morad’s Body
Morad’s burnt and mangled body is entwined in a large oak tree ten feet above the ground. His body is pierced by one large limb, as if it grew through the center of his chest, and several smaller branches snake through his arms, legs, and skull (one branch in particular enters through his ear and protrudes out an eye socket). While the body shows evidence of fire damage, the tree does not appear to have suffered any burns.

Morad’s brass wedding ring is melted around his finger.

The PCs won’t find definitive answers to how or why Morad was killed. GMs should encourage rampant speculation. Morad’s death is simply a MacGuffin to give the PCs a reason to sally forth.

Sunday, May 24, 2015

WIP: Office/Storage Room

From my current Work in Progress.

2B. Office/Storage Room 
This room contains a writing desk and the account books for the farm. The accounts are kept in a neat, tight hand in the common tongue and show that the farm has either broken even or made a slim profit for the past fifteen years. Each account entry is signed in Anders’ name, and there are signature lines for each of his brothers and his father, each signed with various scrawled Xs. Anders is the only literate member of his family, as Red Thanek will attest. 

A large barrel, a small barrel, and a large crate also occupy this room. The crate is empty. The small barrel is full of rye whiskey. The large barrel is half full of pickles. Floating under the top layer of pickles are two female human hands wrapped in a rubbery placenta.

Friday, May 22, 2015

WIP: Hex 03.05

More from the WIP:

Hex 03.05 - Morad’s Farm 
Morad’s farm is a small vegetable & wheat farm nestled in the woods to the northwest of the village. The farm consists of a small four-room house and a two-horse stable. 

Morad’s widow, Thala, and her 11-year old son, Damor, do not know if they will be able to maintain the farm and meet the Baron’s field fealty in Morad’s absence. The horse Morad rode to visit the Uksubs has come down with some strange malady and Thala is worried that it might infect the other horse. 

STR 12, DEX 10, CON 9, INT 9, WIS 11, CHA 12 
HP 6, AC 9 (10), Save 19, 
Armor: None, Weapons: Pitchfork (1d6) 

STR 7, DEX 8, CON 10, INT 9, WIS 9 CHA 10 
HP 4, AC 9 (10), Save 19, 
Armor: None, Weapons: Axe (1d6) 

AC 7 (12), HD 2, AT 1 bite, D 1d2, XP 30; Special: Bitten PCs must Save vs. Disease or lose additonal 1/2 HP due to infection 

Thursday, May 21, 2015

WIP: Ma's Sewing Room

Another snipped from my Work in Progress

6E. Workroom
This area houses Ma’s sewing room, including a large table for cutting bolts of cloth. A table and stool lay smashed in one corner; the broken tabletop has goblin graffiti recently carved on its surface and smells strongly of ale. 

A large dresser with several drawers houses various sewing notions, including a few pairs of scissors, a Thimble +1 and Bilox, a sentient Self-Threading Needle +1. Bilox is stuck in a cabbage-shaped pincushion alongside other, non-sentient needles. Bilox likes to complain. A lot. Especially about the drudgery of being a sentient needle. 

Bilox has the mind/personality of a halfling tailor and is extremely knowledgeable in all areas of his trade. He can only communicate audibly with his bearer. 

BILOX, Self-Threading Needle +1 
INT 11, WIS 13, CHA 7; never needs threading; when used in conjunction with a Thimble +1, a seamstress/tailor can sew 20x normal speed.

Wednesday, May 20, 2015

Forever Free Games Modules

This is an archive of the modules previously released and hosted at Forever Free Games. All modules are written by Mark Morrison, and he retains all copyright to his work. These are posted with his permission, given to me back in 2010 to host on my old Google Sites page.

These are optimized PDFs, reduced in file size to 150 dpi. The original files exceeded the individual file size for hosting on Google Sites (where I had previously hosted them), so this is alls I gots.

WIP: Random Wilderness Encounters

Two encounter tables from my current Work in Progress:

Random Wilderness Encounters (1d10)
While PCs are travelling, roll once per non-labeled hex on the encounter table below; if a result has already been encountered, roll again or insert your own encounter: 

  1. Giant Bee: AC 6 (13), HD 3, #AT 1 sting, D 1d3 + poison, XP 240
  2. Black Bear: AC 7 (12), HD 4+1, #AT 2 claws/1 bite, D 1d3/1d6, XP 120, Special: Hug (1d8)
  3. No encounter
  4. Hungering Vine: AC 9 (10),HD 8, #AT all within 10 ft. or 1 “tail”, D 1d8/4d10, XP 2000, Special: Destroys weapons successfully hitting it, generates darkness, partially immune to lightning, causes fear
  5. No encounter
  6. Goblin Scout: AC 6 (13), HD 1d6 hp, #AT 1 weapon, D 1d6, XP 10, Special: -1 to hit in sunlight
  7. Feral Sow: AC 7 (12), HD 3+3 #AT 1 gore, D 3d4, XP 120; Special: continue attacks 2 rounds after death
  8. No encounter
  9. 3 Goblin Raiders: AC 6 (13), HD 1d6 hp, #AT 1 weapon, D 1d6, XP 10, Special: -1 to hit in sunlight
  10. Mad Cow: AC 7 [12]; HD 3, #AT 1 gore, D 1d6, XP 60

Encounters in the Fields (1d6)
2-acre plots of wheat, rye, and barley surround the huts and the farmhouse. If the PCs enter the fields, roll on the encounter tables below (1d6):

  1. 2 Goblin Scouts: AC 6 (13), HD 1d6 hp, #AT 1 weapon, D 1d6, XP 10, Special: –1 to hit in sunlight
  2. Poisonous Snake: AC 5 (14), HD 1d6 hp, #AT 1 bite, D 1hp + poison, XP 30, Special: Lethal poison (+2 save)
  3. Giant Field Mouse: AC 8 (11), HD 1d4 hp, #AT 1 bite. D 1d3, XP 5, Special: 5% are diseased
  4. Angry Ram: AC 9 (10), HD 1, #AT 1 gore, D 1d6, XP 40
  5. Wild Mule: AC 8 (11), HD 2, #AT 1 bite/2 hooves, D 1d4/2d4, XP 50
  6. Giant Tick: AC 4 (15), HD 3, #AT 1 bite, D 1d4, XP 120, Special: Drain blood, disease

Tuesday, May 19, 2015

d30 Table: Weird Books on a Shelf

Reading any of the below books invokes a PERMANENT penalties of –1 INT because reading might be fundamental, but reading these books is downright painful.

What's Hidden in the Book?
In any book listed below, there is a 15% chance of finding one of the following (1d10):

01. Inaccurate and unlabeled map of the surrounding countryside.
02. A handwritten list of errata for the book.
03. A random spell scroll (roll on whatever damn spell scroll table you like).
04. Three pages of erotic self-portraits of the book’s owner.
05. A treaty between a local goblin tribe and the book’s owner; the treaty has been torn in half.
06. A recipe for a lovely cabbage and garlic radish stew; when read backwards, it’s a curse that saps 1d6HP after every night’s rest.
07. A dry-pressed flower; it’s a wintersweet blossom—one sniff and a PC is knocked unconscious for 1d4 hours. If the PC eats it, instant death, no save.
08. An inventory list listing every book on the shelf.
09. Two counterfeit “safe travel” papers endorsed by a forged Walthamthorp Barony seal.
10. A love letter from an old man to his young goblin lover.

1d30 Weird Books on a Shelf

01. Princess of Secrets
Specially commissioned by Baron Walthamthorp, this richly illustrated volume collects 202 original ballads by several realms-renowned bards and troubadours that celebrate the late Baroness Walthamthorp’s life and charitable deeds.

02. At Home in the Forest
A whimsical collection of sketches of beetles and weevils frolicking in verdant fields and woodland clearings under the watchful eye of a deceitful and petty god.

03. Hybrids for Funny Prophets
In this volume of the collected prayers of Brother Farthsun of the Underwhelming Order of Godly Wrath, the monk’s playful mix of masterful nonsense, mysterious melancholy, and unappealing beauty delight and repel the reader in a nauseating display of ineptitude. Vulgar marginalia by the cleric himself annotate the works.

04. My Eternal Zombie Paramour
A thinly plotted, dull, and highly derivative children’s story about a monster that lives in a privy and the girl who finds it in her heart to love him.

05. Enchanting Gardens
A grisly comedic series of illustrations of goblins terrorizing a small village and the surrounding countryside.

06. Walking the Demon Home
Ma Uksub’s collection of handwritten cabbage recipes. The volume is well-thumbed and many pages are food-stained.

07. Children and Girls
An illustrated history of the rise and fall of the Demonshire Barony, including an extensive family tree dating back several hundred years that shows the Uksub family can trace its lineage to a minor nobleman’s bastard son.

08. Baby of Excelsior
In this savory picture book, incest, murder, greed, and the bittersweet pain of love denied are intimately explored in a sparse story of a kindly troll who rescues an injured ogre migrating west for the winter.

09. All the Library Horses
This is an annotated bibliography of the wizard Thimwhit Frugalot’s collection of 642 spell scrolls. Frugalot’s writing is filled with nearly incomprehensible jargon and the book is only of value to scholars of arcane dirt magic. Several of the pages sport handwritten notes and rude doodles.

10. Cats of Magic
A history of the Usurped King, Glemmond IV, a much-maligned figure in the realms due to his crushing taxation policy and witch-cursed albinism. The story is required reading for all male nobles of the Glemmond line.

11. Cats and Fairies
This volume is an apologetic for the Usurped Kings’ reign. The author asserts that Glemmond IV, upon his elevation to the throne, took as his primary mission to settle the burdensome debts his father and grandfather inflicted upon the kingdom in their quests to raid and conquer the eastern kingdom of Far Abitithia for their rich sea trade. How he failed is the focus of this richly engrossing revisionist biography.

12. Druids of the Lost Ones
In Midsun 897, the ill-fated My Faerie Jenny set sail from Fair Abithia with a crew of 28 men on what was supposed to be a regular trade run to the Cormorant Isles. They were caught in the middle of a duel between a weather mage and a powerful djinn and found themselves 1,000 leagues off course in an unknown land filled with fearsome lizardmen, gargantuan crabs, and man-eating grubs. This is their thrilling tale of survival in grueling conditions, as told by Orangerinde Knabblesack, Balladeer Extraordinaire.

13. Crossbreed: A Primer
Without overloading lay readers with confusing schematics, the authors illustrate their discoveries that rewrote barnyard alchemy and ushered in the practice of selective breeding via their now well-known “Nail & Hammer” method of herd reduction. Written in plain language, this is an exhilarating romp for the intellectually unadventurous.

14. Slaves Without Shame
Huncort Feeblerson explains the benefits of goblin slavery and the economics of forced labor in this farcical stage play skewering the current monarchy’s policies.

15. Foxes of Mystery
A retired polearms drill instructor looks back on her life of service to the Barons Walthamthorp and explores the choices she made that brought her into the barony’s inner circle of military field advisors. Tinged with the melancholy of missed opportunities of campaigns past, Helga Surefist pays scrupulous attention to the machinations of a realm at war and the complex rhythms of a life on the march.

16. Confused by the Crypts
In language dotted with musical interludes and raunchy Dwarven slang, Grundtal Bredviken brings to life the teeming, nasty side of life in the undercity of Dolmvay during the early part of the century, exploring in detail its pox-infected brothels, disease-infested taverns, underground child slave trade, and the city’s magical, ever-shifting sewers.

17. Dead at the Stars
A realms-wide group of magic users, clerics, technomancers, and alchemists, all with appointments at several well-known universities, contributed to this in-depth treatise designed to bridge the gap between magic, science, medicine, and religion. The volume attempts to explain the philosophical, ethical, and religious dilemmas that recent discoveries in arcane knowledge has created, but is mostly filled with polemics wherein each contributor denounces another on the grounds of heresy of one kind or another.

18. Dogs of Hell
A general, reader-friendly encyclopedia of the last two hundred year’s military campaigns. Roughly 327 entries cover major battles, significant technological and magical advancements, diseases and camp epidemics, and the major achievements of war heroes and noblemen.

19. The Trees Follow Me
Gorgeous hand-drawn illustrations and rough sketches illustrate an abundance of information about the life cycle and breeding habits of dryads: their ecology, biology, habitats, powers, and human interactions are all detailed in short accompanying essays that are comprehensively succinct.

20. Mice and Owls
This tome provides the general reader with a cursory overview of the myths and misunderstands surrounding the complex Dwarven–Elven relationship since the pre-Cataclysm period.

21. Owls and Owls
As one of the most comprehensive collection of Power Words available, this glossary is an outstanding reference source. More than 760 entries detail mages, concepts, demons, deities, sacred texts, ley lines, and important landmark locations.

22. Turtle of the Colored Magic Dawn
Writing in a loose, free-flowing tone, Karklin the Unwounded profiles six survivors of the doomed Nalthram Sea Caves Expedition by combining their words with candid drawings and portraiture. Whether the subject is dwarf, elf, half-goblin, or human, Karklin gives her or him (or it, as some prefer) a fully realized personality that burns off the page. This trailblazing book is a must-read for the under-prepared thrill-seeker.

23. Phantoms Without a Mouth
Geoffrye of Flamming’s all-encompassing take on the rise of House Falsdrake places each duplicitous member of the shamed branch of nobility in a fully-realized context that displays their infamy. In contrasting the political plotting of the Falsdrakes with the League of United Churches’ weakening hegemony, Flamming creates an absorbing if slightly factually inaccurate read.

24. How to Grow Better Cabbages
Cowherd Burnitdun explores how healers responded to the Creeping Shits epidemic of 902 with anal infusions of yeast-brined cabbage. An informative if slightly unsettling read; luckily, the volume is not illustrated.

25. Afraid of My Friend
Luke Odawin’s memoir of life as a dragonrider is interesting all on it’s own—but his tales of dragon domestication, sky battles against the Demon Hordes, and his death-defying ride into the Frozen Blight make this an exciting page turner. Odawin down-to-earth tone, as captured by the balladeer Janek Troutfeather, make this humble wingman’s story highly enjoyable.

26. Bunnies and Wizards
In this extremely rare and perplexing combination of words and images, infamous necromancer Sharla Grünfinger collects 42 short invocations to the Forgotten Gods.

27. Little Ducks and Girls
Kimble Brynt and Swalloe Halftow bring their considerable talents together to make this picture-book biography of Gorsly the Talking Mallard come to life for young readers.

28. Sounds of the Hills
This assemblage of interviews, journal entries, official decrees, and sworn affidavits document the discovery of a space-time portal hidden in a goblin lair located in the hills above the Village of Thanek’s Ox.

29. Cats on The Moon
This fantasy story is a refreshing blend of church dogma, technomancy and rural life, set in an intricately built world where dragons and gnomes do not exist and dwarves have established colonies on the two moons. Nerdip Bidderbaden, a Dwarven “moon jack” in training, narrates a cleverly plotted tale of forbidden love and magical apocalypse.

30. There’s a Goat in My House
Ethel the goat celebrates the arrival of her aunt Merriam, but Ethel and her best friend, Helen, learn that a multitude of repressed memories can rip apart any happy family. In a story that’s both wry and wistful, the bittersweet conclusion to this cautionary tale will have most readers biting their tongues.

Something I'm Working On . . .

Monday, May 18, 2015


I'm happy to announce that Expanded Petty Gods has been released!

With contributions from Jennell Jaquays, Jim Ward, M.A.R Barker, Erol Otus, and a slew of old school blogggers, writers, and illustrators, this is a nearly 400 page beast of a monster manual for your old school flavored games.

As the blurb says:
EXPANDED PETTY GODS COMPENDIUM provides Old School referees with a slew of new, weird minor deities and godlings, for use in rounding out their campaigns. This book includes over 325 petty gods, plus over 115 minions, knights & servitors. It also includes information for a dozen cults, over 60 divine items, and over 55 new spells, along with a host of other petty-god-related gaming material! This product is a work of the generosity of the Old-school Role-playing Community. All contributors to this work volunteered their time and effort without pay. This book is being sold at cost, and no profit will be made from it.

And I'm one of the credited editors on this baby, along with Greg Gorgonmilk and the lead editor, Three Castles Award Winner, Richard LeBlanc.

Okay, here are the links:


(sold at cost for $22.47 USD through

(sold at cost for $13.22 USD through

(through RPGNow)

Hope you enjoy it, guys!