Monday, December 20, 2021

LotFP Greyhawk Campaign

I wanted to run some old school Greyhawk. I thought, why not use the old 1e rules, I had OSRIC, so we made characters and started running Against the Slave Lords. We played the first 2 modules then the party split up, half went to Greyhawk City and half continued on. The ones who continued died in the Dungeons of the Slave Lords. 

Then we played a wild ass Lamentations campaign for the rest of the summer. Finally in the Fall we picked up Greyhawk again, but this time I converted everyone's characters to LotFP rules and off we went. 

Everyone had at least 2 characters, 3 to 5 players at the peak, then back to 3 players. We played a few adventures around Greyhawk from Treasures of Greyhawk, they found a Spelljammer vessel so we went into space and played a couple adventures from Skull and Crossbows. I never owned any of this stuff back in the day. These books were the reprints from drivethru. 

Finally they came back to Oerth and finished the Slavers modules. Then we started Expedition to the Ruins of Greyhawk. So I've run 1st, 2nd and 3rd edition modules with Lamentations of the Flame Princess and so far its been pretty smooth. 

I tied this new campaign in with my old Greyhawk game from 2001 in the 3e days. So my old high level character has made an appearance. My players are these young 20-something guys, so they are getting to discover Greyhawk for the first time.

Some people might wonder why Lamentations for the ruleset. Well, first I just love LotFP, it was my first retro-clone. And I like its skill system, the encumbrance, and there's very few class restrictions. For me as the DM, LotFP is just so smooth and easy to run.

Our highest level characters currently are around 8-10th level. 

It's been epic, we are wrapping up our last session by the end of the year. I enjoyed revisiting Greyhawk, not sure what our next campaign will be.

Until next time. Have fun, be cool. See ya next year.

Tuesday, October 19, 2021

The Doom That Came to Chapman Farm - Available Now!

Available Now!

What happens when a ritual summoning goes wrong? A small town in Colonial Maryland is about to find out. Can your characters survive the coming doom? This short adventure is designed for characters to be dropped right into the action. There is little time to plan and lives hang in the balance, but a hasty attack could mean death. Or worse.


Get your PRINT copy here.

or PDF here.

Sunday, October 17, 2021

Rise of the Lagomorphs Available Now!


Available Now!!
Something has caused the local rabbit population to explode. Unusual birth rates lead to strange mutations. As time goes by the rabbits become gigantic, intelligent, and full of bloodthirsty ambitions! Can your characters stop the Rise of the Lagomorphs?

Print: here

PDF here

Monday, October 4, 2021

Summer of Lament, the Doomed Ones LotFP campaign

This is just my notes from the crazy ass Lamentations campaign we played this summer. Some people found it hard to believe we played so many modules in just 6 months, I find it hard to believe myself. We played twice a week sometimes, we were playing episodic I was advancing the timeline 1d6 years between modules, and my players are young and like to burn through shit. 

So anyway some of you might enjoy reading this. 


The Doomed Ones - LotFP Campaign – March-August 2021

House Rules in Use 

-Weird Magic is in use (Vaginas Are Magic and Eldritch Cock)

-Physik Skill (Flame Princess Cult #1)

-Things Only Get Worse (Flame Princess Cult #1, p.24)

-Random Campaign Advancement (Flame Princess Cult #6, p.26)

-Check Age Chart (Flame Princess Cult)

-Check for Psionic ability (Carcosa) 


May 1600 – England – Celia, Gustaf, Harold, Gregory, Alavir

1. Doom Cave of the Crystal-Headed Children 

2. Doom Cave conclusion


June 1604 - Dover, England – Celia, Hanz, Mikhil, Milton

-New Trends in Armor. Chainmail and plate are no longer available for sale, but buff coats, Pikeman’s armor, full armor, etc. are.

3. The God that Crawls

4. The God that Crawls conclusion


May 1608 - Fosdyke, Lincolnshire, England – Celia, Hanz, Vincent, Benjamin

-Fashion - Ridiculously large hats and general foppery come into vogue. Any PC wanting entrance into polite society must spend at least 15+5d10sp on a new wardrobe.

The City of London suffers a devastating plague with 75% fatality rate. King James contracts it and dies. Parliament takes temporary control, until James’ son Henry Frederick reaches the age of 18 to assume the crown.

5. England Upturn’d: Fosdyke

6. England Upturn’d part II: The Dig

7. England Upturn’d part III: The Upturning


1612 - England

-New Races: Colfach and Nilfungr in England.

At the age of 18 Prince Henry is set to take the throne, when he suddenly takes ill and dies of Typhoid Fever. England is still without a king and under Parliamentary rule.


August 1613 - Khirima, Nigeria, Africa – Celia, Hanz, Benjamin, Johnny Rotts, Orthwo

-Wheelock firearms including Arquebuses, muskets and pistols are now available.

8. World of the Lost: Khirima

9. World of the Lost, part II: The Plateau

10. World of the Lost, part III: The Temple of Ages That Are Not

Khirima is overrun with dinosaurs, plasmics and pterians. Over the coming months they spread further into Nigeria. By 1614 they will be spread throughout greater Africa.


June – July 1616 – Qelong River Valley, Cambodia – Celia, Hanz, Johnny Rotts, Orthwo

-Dwarves return to the Mother. All NPC dwarves retreat from the sunlit realms, never to be seen on the surface again. No new dwarf PCs allowed.

11. Qelong

12. Qelong part II: The Cylinder

1618 – Start of the Thirty Years War.


October 1620, off the coast of Iceland – Hanz, Christian, Gilbert, Laila

-Alchemy to quackery. All new potions produced now require a saving throw against Poison to successfully use. Failure indicates the drinker takes 1d6 damage.

13. Thulian Echoes: The Book

14. Thulian Echoes: The Present


1625 – England

Charles I ascends the throne of England. The Nilfungr have gone to war with England, who has been without a king, until the young Charles I takes to the throne and rallies the people to war.

The Protestant king Christian IV of Denmark and Norway intervenes in the German war. Emperor Ferdinand II employs Albrecht von Wallenstein to fight the Danish armies.


Dec 11, 1625 – Hanz, Christian, Gilbert, Laila, Spike, Altun

-Artifacts decay. All non-potion magic items now have a 20% chance of being drained of magic after each use. Wands, etc., can no longer be recharged.

15. Weird New World. Many seek the Northwest Passage, and the entrance to the Hollow Earth, which the Nilfungr revealed to the World. Hanz and his group arrive at Trading Post Talon. The party waits until August to venture out with the summer thaw. They find the Death Shrine.

16. Weird New World II.


August 1626 – Bert, Laila, Altun

17. Hammers of the God. They got the Elfbane.


September 1626 – Bert, Laila, Hikull, Omar, Timmy Truffle

18. Frostbitten & Mutilated

19. F&M 2

20. F&M 3. Amazons and Witches available as classes.

21. F&M 4. Into the Dim Fortress. They learned that the End is coming, and were advised to leave Earth if at all possible. They killed the Noctambulant. They spoke to King Ovv. They saw Nidhoggr. Many of the Arsonists were killed.

-Age of dueling begins. Great and medium weapons are out, rapiers are in. Furthermore, 1 in 6 city encounters are now with some fool (fighter level d4-1) who demands to cross swords.

22. F&M 5. Journey to the Sevenfold Tower. They were told that the knowledge to enter Carcosa lies inside the Sevenfold Tower.



Back on Earth, life continues.

-Arms Race. Flintlocks become available.


The Doomed Ones – Chapter II, July 2021

House Rules in Use 

-No more Vancian Magic, existing M-Us will gain slots upon leveling, but must gain spells from spellbooks, scrolls, or other M-Us, all of which have become extremely rare.

-Check Age Chart

-Check for Psionic ability

-Classes: Fighter, Sorcerer, Specialist, Mushroom Mans

-No more Physik, no more Clerics or Magic-Users

-Anyone can use Carcosan Rituals

 Carcosa, Year 2

23. Carcosa/The Seclusium of Jontof. The party has been living with a tribe of White Men for nearly a year. They have picked up the local language and learned some about the harsh world they now call home. They buy a treasure map and follow it, they find a chest of gems and kill a spawn of Shub-Niggurath. They scout out the Seclusium of Jontof, Bearer of the Seven Potencies. They meet the apprentice posing as Jontof. He agrees to ally with them and tells them to seize the Place of the Skull. Timmy has a prophetic dream of the Fungal Gardens.

 24. The Place of the Skull. They party seek to loot the ancient mysterious site. They arrive and infiltrate the site. They manage to kill Ghopiab and Skullface. Ghopiab is now undead and under Bert’s control.

 25. The Place of the Skull part II. They continue clearing out the site, apparently there’s a captured princess nearby. They find her and finish off the minions. In the crystal chamber below they unlock the secret arsenal of the ancients. They agree to return the princess to her kingdom.

They now have dino mounts and the Battle Ram tank.

 26. Funeral for a Friend. On their way to Oras Kuhl they battle a village of Dolm Men, they encounter 8 Jale Sorcerers who demand a sacrifice. The group offers up Tor, the mutant slave who helped them escape. They fought a Spawn of Shubniggurath on the shores of Lake Hali, it killed Laila and Olivia. They finally arrive at Oras Kuhl where they are greeted as heroes for returning Princess Freya. There they bury their friends Hikiel, Laila and Olivia in the city of Oras Kuhl, a hero’s funeral. King Velkor rewards them with 20,000sp and lets them stay. They stay for the next 13 days while Garvik transcribes a scroll.

 27. The Fungal Gardens of the Bone Sorcerer. The group travel to the Fungal Gardens.

 28. Fungal Gardens Part II. They find deep ones, ally with the Bone sorcerer and convince the Red Man’s army to go away. Stay till day 30

 29. Towers Two. The group travels to Hune. They clear out the Sarkas Clan. Ended abruptly, did not finish.

Monday, August 30, 2021

Masters of the Universe Vehicles and Weapons for LotFP

Completely unrelated to recent He-Man controversies, I stated up some stuff for use in our recent LotFP campaign. I used these in Carcosa, not completely canon, I took liberties with the abilities.

Battle Ram Tank is a one-man vehicle with a detachable front sled. 30 Ship points, wheeled 180’, Cosmic Radiation Missile 6d6 +mutate, Save versus Poison or mutate, 15 missiles, Motion Detector, Chemical Identifier, Detachable Sky-Sled.


Sky Sled detaches from the Battle Ram to take flight. 10 Ship Points, hovering 300’, Violet Laser Beam 2d4, 50 charges.

Battle Harness Armor provides a Force Field of 20 points which must be activated. Recharges at a rate of 1 point per hour.

Power Sword, +2 to hit and damage, 1d8 damage, +1d6 damage to Neutral, +2d6 damage to Chaotic, X-Ray Pulse 1d12. Lawful, Int 10, Ego 5, can speak Lawful, Alien, Primordial, Dwarf, Detect Gems, Detect Traps, Telekinesis

There are 2 Power Swords. The counterpart is Chaotic, when brought together the two opposing alignments cancel each other and the sword becomes Neutral.

The Other Power Sword, +2 to hit and damage, 1d8 damage, +1d6 damage to Neutral, +2d6 damage to Lawful. Chaotic, Int 9, Ego 5, empathic, Detect Traps, Locate Secret Doors, Extra Damage: x4 damage for 1d10 rounds.

If they are brought together they will fuse, unlocking its final, ultimate power, the ability to open dimensional portals to other worlds.

Fused Power Swords, +2 to hit and damage, 1d8+2d6 to all alignments, X-Ray Pulse 1d12, Neutral, Int 10, Ego 5, can speak Lawful, Chaotic, Neutral, Alien, Primordial, Dwarf. Detect Gems, Detect Traps, Telekinesis, Locate Secret Doors, Extra Damage: x4 damage for 1d10 rounds, Open Portal.


Monday, July 5, 2021

Psi-Snakes from Outer Space, an encounter

Here is an encounter I wrote but ended up not using, so figured I'd throw it out there maybe someone can use it. Enjoy!

On a cold and lonely night, a bright light is seen streaking across the sky over a small village.

What the villages saw as a shooting star is, in actuality, an alien spacecraft. A group of alien hunters have come looking for slaves. The aliens are reptilians with psionic abilities and advanced tech. They have come for human slaves and will march toward the closest village and begin rounding up peasants.

 The PCs just happen to be in the village on this fateful night, either locals or just spending the night during their travels.

 Hss’Tak, the Leader: Armor 17 (dex +1, scales & chitin), Move 110 slither, 140 swim, 3 HD, 13hp, claws 1d8+1, Radio Pulse Pistol 1d10, 300’, 100 charges, Morale 9. Can breathe underwater, six-armed, wall crawling, rubber-boned (1/2 damage from blunt weapons). Psionics: Mind Control 2/day, Enlarge, Darkness, Ray of Enfeeblement 1/day each. Pistol, Datapad (spellbook), battle armor (see below)

Pythonis, the Big One: Armor 16 (scales & chitin), Move 110 slither, 140 swim, 3 HD, 22hp, +6 to hit, claws 1d8+1, Laser Bazooka 3d8, 3000’ range, 25 charges, Morale 9. Can breathe underwater, six-armed, wall crawling, rubber-boned (1/2 damage from blunt weapons). Psionics: Mind Blast 2/day. Bazooka, battle armor (see below)

Sslure, the Sneaky One: Armor 16 (scales & chitin), Move 110 slither, 140 swim, 3 HD, 14hp, claws 1d8+1, Radium Ray Gun 1d10, 300’ range, 100 charges, Morale 9. Can breathe underwater, six-armed, wall crawling, rubber-boned (1/2 damage from blunt weapons). Psionics: Telekinesis 2/day. Skills: Languages 5, Sneak Attack 2, Stealth 3, Tinkering 3. Pistol, battle armor (see below), sonic screwdriver (specialist’s tools)

 Battle Armor 

All of the Psi-Snakes are wearing Battle Armor. It is designed for their large snaky bodies and cannot be worn by anyone else.

 Battle Armor: AC 19, anti-gravity 240’, +5 to hit/+11 to damage in melee, Force Field 30pts, can carry 900 lbs.

Mini-Missile 1d12, 1 mile 40’ radius. Web Launcher, 1 mile range, 40’ radius, save versus Paralyzation or be ensnared

Last Resort 

If things start going badly for the Psi-Snakes, they will unleash their last resort, the Earwig. The Earwig is a giant mutated creature which the Psi-Snakes keep in an agitated state. It will be hungry, pissed, and out of control attacking anyone in the area, including its masters.

 The Earwig: Armor 18 (scales & chitin), Move 130 slither, 130 swim, 5 HD, 23hp, bite 1d12, Morale 12. Huge, six-legged, wall crawler, ½ damage from cutting weapons.

Thursday, June 17, 2021

In Print


I was finally able to get all of my RPG modules in print. For awhile didn't do book less than 20 pages I think. These books were 15 and 16 pages. Well, now they do. Saddle-stitched and in A5 size.

They fit in nice and snug with my other LotFP books, as if they were always meant to.

My next step is to convert Colony of Death over to A5 size. So that will be coming soon.

It's an incredible feeling to see your work in print and be able to hold it in your hands. 

Please check them out and enjoy!

The Place of the Skull

The Witch Shack