Oct 30, 2023

Happy Halloween

 Found this image online, don't know who the artist is or I'd give them credit. But this is kind of awesome. I wrote up a fitting description designed for B/X or BECMI.

Pumpkin Beholder

HD (Hit Dice): 11 
HP (Hit Points ):75
AC (Armor Class): 2
Move: 9" (levitate up to 10 feet off the ground)
Attacks: 1 bite + 10 eye rays
Damage: 1d6 (bite)
No. Appearing: 1
Save As: Magic-User 11
Morale: 9
Treasure Type: H
Alignment: Chaotic

Special Attacks & Defenses:

Bite: The Pumpkin Beholder can attempt to bite a nearby opponent with its jagged toothed mouth, dealing 1d6 damage.

Eye Stalks: Each of the ten smaller squash eyes can shoot a different magical ray once per round. These rays function similarly to the traditional Beholder's eye stalks, but with a thematic twist appropriate for its pumpkin nature:

  • Withering Ray: Target must save vs. Spells or age rapidly, losing 1d6 strength points temporarily.
  • Fire Ray: Shoots a flame, igniting a target for 1d8 fire damage.
  • Petrification Ray: Turns the target into a pumpkin statue unless they save vs. Petrification.
  • Sleep Ray: Puts the target into a deep slumber unless they save vs. Spells.
  • Fear Ray: Causes the target to flee in terror for 1d4 rounds unless they save vs. Spells.
  • Charm Ray: Bewitches the target to view the Beholder as a friendly ally unless they save vs. Spells.
  • Slowing Ray: Reduces the target's speed by half for 1d6 rounds.
  • Paralysis Ray: Paralyzes the target for 1d4 rounds unless they save vs. Paralysis.
  • Anti-Magic Ray: Creates an anti-magic cone in front of the eye, nullifying all magic in its path.
  • Confusion Ray: Disorients the target, causing them to act unpredictably unless they save vs. Spells.
  • Central Eye: The large central eye emits a continuous anti-magic cone in a 60-foot range in the direction it's facing, nullifying all magic within its gaze.


The Pumpkin Beholder is an aberration formed when malevolent magic fuses with the essence of Halloween. This creature is made entirely of an animated pumpkin, carved with a sinister, glowing face. The central eye casts an eerie orange light in its vicinity, while the ten smaller stalks, each bearing a squash, radiate out from its body, swaying with malevolent intent. The smell of burning candles and rotting vegetable matter accompanies its presence.

Habitat & Society:

Pumpkin Beholders are rare and are often associated with places of dark magic or cursed lands, especially those linked to the spirit of Halloween. They might be found guarding ancient Halloween relics or terrorizing villages that have forgotten the old ways of All Hallows' Eve.


These creatures do not eat or drink in the traditional sense. Instead, they draw sustenance from the fear and magic of the lands they inhabit. If a Pumpkin Beholder is slain, its body decomposes rapidly, leaving behind seeds that, if planted, can grow into regular pumpkins. However, legends say that on the night of Halloween, these pumpkins can come to life, hinting at the possible return of the Pumpkin Beholder.

Oct 5, 2023

Gunslinger KS Edition Pre-Orders

A limited number of pre-orders of the Kickstarter edition of Gunslinger are now available.

Gunslinger RPG Pre-Order

This edition includes color inside covers and the introductory adventure On The Arizona Hills inspired by the classic Sword & Planet novel by ERB. (features any future POD version will not have)

Aug 24, 2023

D&D Action Figures


So these toys arrived a couple weeks ago. These are the action figures I wish were made back in 1982.

Jul 7, 2023

Gunslinger PDF (Beta) Available

 Hello Pardners!

The Gunslinger RPG writing and design is complete. I'm still polishing the art and layout, but didn't want to make you wait any longer. So I've posted a BETA editions of the PDF. The only thing missing is final art which will be completed quite soon.

This gives you an opportunity to comment on any typos you might catch before we make the print edition (hopefully we got them all, but those nasty buggers always seem to make their way in). If you're so inclined you can head over to the Night Owl forums and give your feedback.

Pile of sketches on my drawing table


Jun 27, 2023

TSR's Top 100 on DriveThru

As of June 24, 2023, the top 100 best-selling TSR products on DriveThru RPG paints an intriguing picture. It is noteworthy to say TSR here because the vast majority of these entries date back to the era before Wizards of the Coast's acquisition, a topic that could undoubtedly fuel an in-depth blogpost in its own right.

Obtaining concrete, reliable data from the world of tabletop gaming is a difficult task, yet the "Hottest Titles" feature on DriveThru RPG provides a somewhat transparent view into the fluctuating ranking of sales. This dynamic list reshapes itself daily, but amidst the fluctuation, some titles manage to consistently secure their places within the top rankings.

A casual perusal of the list yields predictable results, yet there are a few unexpected gems. To further delve into this intriguing panorama of gaming sales, here are some reflections on the top 12 items on the list:

1. D&D Rules Cyclopedia (Basic)

What does it reveal about the enduring appeal of the D&D Rules Cyclopedia, the only edition of Dungeons & Dragons ever to be published as a single, complete hardcover tome, that it consistently tops the sales chart? Its steadfast presence in the leading position is well-deserved. This is, after all, TSR's most outstanding creation, despite some of its imperfections.

2. Players Handbook (1e)

First published in 1978, the 1e AD&D Player's Handbook heralded a defining moment in tabletop role-playing game history. It was among the pioneer hardcover rulebooks for RPGs, establishing the foundation for many future iterations of fantasy gaming. Despite being reimagined through several subsequent editions, including 2e, 2e revised, 3e, 3.5e, 4e, and 5e, the 1st edition continues to reign as the highest on this list. Crafted in the high Gygaxian style and with all the organization of a collapsed Jenga pile, it remains the quintessential guide for players.

3. Dungeon Master's Guide (1e)

Perhaps the greatest RPG book ever written, it is no surprise it is in the top 3. The train-of-thought disorganization makes the player's handbook seem orderly in comparison. While it doesn't actually explain how to play or even run a game really, it is nonetheless inspirational. If you watched Empire Strikes Back never having seen A New Hope is what this book was like the first time I read it. Yet I was still entranced. To this day it is still enjoyable to read.

4. B2 The Keep on the Borderlands (Basic)

Rated on many "best of" lists as the greatest D&D adventure ever written. Many a D&D fan cut their teeth on this module, including me. I still use it to introduce players to D&D.

5. Monster Manual (1e)

Classic. The 1e Monster Manual, initially published in 1977, served as a crucial bridge from OD&D to AD&D. It introduced players to a wide array of monsters, each detailed and unique, ranging from common beasts like goblins and ogres to powerful dragons and otherworldly entities. Being the first of its kind it was able to lay claim to all the greatest creatures from mythology, as well as the fiendish creations Arneson and Gygax cooked up in their home games. Despite its age and the emergence of numerous revised editions, the 1st Edition AD&D Monster Manual maintains its popularity due to its comprehensive content, iconic artwork, and nostalgic value.

6. Planescape Campaign Setting (2e)

The settings explosion of the 90's led to the death of TSR. I've heard this is a great settings and it still has a vocal fanbase.

7. Player's Handbook, Revised (2e)

My gaming group and I never adopted 2e when it came out, and I wandered around trying out many other systems in the 90's. Only somewhat recently have I revisited this edition and have come to appreciate much of the excellent design work that was done.

8. Dungeon Master Guide, Revised (2e)

The 2e DMG, before this revised edition, was a large part of the reason we rejected 2e. This book corrects the main problem with that version (that it was useless to the DM) and is actually a fairly useful book.

9. T1-4 Temple of Elemental Evil (1e)

The best supermodule, built off the bones of the 2nd greatest D&D module: The Village of Hommlet.

10. B10 Night's Dark Terror (Basic)

This is, to me, the one surprise in the top 10. I am not particularly familiar with this adventure, but now that it has my attention and I see that the reviews of it are very good, I might have to pick it up.

11. OD&D Dungeons & Dragons Original Edition (0e)

Not in the top 10? Still, it is something that the original, as janky as it is, to be the top 11 seller.

12. d20 Modern Core Rulebook (d20M)

Another surprise, my understanding was that d20 Modern didn't sell that well when first released, and Wizards quickly abandoned the line. Also of note, this is the highest Wizard's original product on the list.

The complete list:

1. D&D Rules Cyclopedia (Basic)

2. Players Handbook (1e)

3. Dungeon Master's Guide (1e)

4. B2 The Keep on the Borderlands (Basic)

5. Monster Manual (1e)

6. Planescape Campaign Setting (2e)

7. Player's Handbook, Revised (2e)

8. Dungeon Master Guide, Revised (2e)

9. T1-4 Temple of Elemental Evil (1e)

10. B10 Night's Dark Terror (Basic)

11. OD&D Dungeons & Dragons Original Edition (0e)

12. d20 Modern Core Rulebook (d20M)

13. Unearthed Arcana (1e)

14. A0-A4: Against the Slave Lords (1e)

15. N1 Against the Cult of the Reptile God (1e)

16. Spelljammer: Adventures in Space (2e)

17. Gamma World (1e)

18. Monstrous Manual (2e)

19. Star Frontiers: Alpha Dawn

20. B4 The Lost City (Basic)

21. I6 Ravenloft (1e)

22. Player's Handbook (3.5)

23. GAZ10 The Orcs of Thar (Basic)

24. Chainmail: Rules for Medieval Miniatures (0e)

25. GAZ1 The Grand Duchy of Karameikos (Basic)

26. War of the Lance (3.5)

27. World of Greyhawk Fantasy Game Setting (1e)

28. D&D Basic Set Rulebook (B/X ed.) (Basic)

29. GAZ9 The Minrothad Guilds (Basic)

30. Red Hand of Doom (3e)

31. B1-9 In Search of Adventure (Basic)

32. Dark Sun Boxed Set (2e)

33. GAZ12 The Golden Khan of Ethengar (Basic)

34. GAZ11 The Republic of Darokin (Basic)

35. T1 The Village of Hommlet (1e)

36. The Planewalker's Handbook (2e)

37. G1-3 Against the Giants (1e)

38. Player's Handbook (4e)

39. D&D Basic Set - Player's Manual (BECMI ed.) (Basic)

40. In the Cage: A Guide to Sigil (2e)

41. Wilderness Survival Guide (1e)

42. B6 The Veiled Society (Basic)

43. Boot Hill Wild West Role-Playing Game (3rd Edition)

44. Fiend Folio (1e)

45. D3 Vault of the Drow (1e)

46. Dungeoneer's Survival Guide (1e)

47. D&D Expert Set Rulebook (B/X ed.) (Basic)

48. Dungeon Master's Guide 2 (4e)

49. U1 The Sinister Secret of Saltmarsh (1e)

50. B1 In Search of the Unknown (Basic)

51. Monster Manual II (1e)

52. Forgotten Realms Campaign Guide (4e)

53. Deities & Demigods (1e)

54. Player's Handbook 2 (4e)

55. Volo's Guide to Waterdeep (2e)

56. GAZ2 The Emirates of Ylaruam (Basic)

57. Draconomicon: The Book of Dragons (3.5)

58. B5 Horror on the Hill (Basic)

59. Rules Compendium (3.5)

60. GAZ8 The Five Shires (Basic)

61. Forgotten Realms Campaign Setting (3e)

62. Planes of Law (2e)

63. L3 Deep Dwarven Delve (1e)

64. Ed Greenwood Presents Elminster's Forgotten Realms

65. Night Below: An Underdark Campaign (2e)

66. Planes of Conflict (2e)

67. GAZ6 The Dwarves of Rockhome (Basic)

68. Neverwinter Campaign Setting (4e)

69. Dawn of the Emperors: Thyatis and Alphatia (Basic)

70. Grand History of the Realms (3.5)

71. D1-2 Descent into the Depths of the Earth (1e)

72. B11 King's Festival (Basic)

73. D&D Basic Set - DM's Rulebook (BECMI ed.) (Basic)

74. Gamma World Game Rules (4e)

75. Dark Sun Campaign Setting (4e)

76. GAZ13 The Shadow Elves (Basic)

77. Dungeon Master's Guide (3.5)

78. Greyhawk Adventures (1e/2e)

79. Dragonlance Campaign Setting (3.5)

80. Dragons of Autumn (3.5)

81. Monster Manual (3.5)

82. Magic Item Compendium (3.5)

83. Living Greyhawk Gazetteer (3.0)

84. Return to the Keep on the Borderlands (2e)

85. B3 Palace of the Silver Princess (Basic)

86. Forgotten Realms Campaign Setting (1e)

87. S1-4 Dungeons of Dread (1e)

88. B12 Queen's Harvest (Basic)

89. N4 Treasure Hunt (1e)

90. Urban Arcana (d20M)

91. Dungeon Master's Guide (4e)

92. d20 Weapons Locker

93. Monster Manual (4e)

94. The Ruins of Undermountain (2e)

95. WGA4 Vecna Lives! (2e)

96. Q1 Queen of the Demonweb Pits (1e)

97. D&D Gamma World RPG (GW7e)

98. Dungeons and Dragons Expert Set (Basic)

99. City of Splendors: Waterdeep (3.5)

 100. L1 The Secret of Bone Hill (1e)

Jun 15, 2023

WotRP: Haunted Ruins of Koris Nesh print edition available

This took a little longer than usual, but the print proofs for Haunted Ruins of Koris Nesh came in yesterday and they look good. So the books are approved for sale. If you were waiting to get the Print + PDF combo deal the link is live now.


Treasure Island and Beasties: Loathsome Horrors print editions are available now too:



Jun 12, 2023

Guardians: Bruiser's Handbook

Guardians, the best OSR superhero roleplaying game, has been in need of a book of NPC's. Creating superhero characters can be a tedious process, with lots of little numbers and details to fiddle with. Even with a system as simple and straightforward as Guardians it can take some time.

As an added bonus we wrote up 100 plot hooks, many of them featuring a Bruiser, but they are really designed for any supervillains the Referee wants to throw at the party.

The book was written by my friend Wahab who has been working in the indie comics field for a while, his most well known title being the Society of Unordinary Young Ladies, a fun homage to the great after school sitcoms of the 80's.

The stats were written up by Andrew Warren who is very active in the Superhero RPG community.

Eventually I'd like to have a book of NPC's for each of the basic classes: Bruisers, Gadgeteers, Power Users, and Super-Agents. We'll see how well this book does first.

Check it out:


Jun 8, 2023

Kublacon 2023 After Action Report

Another fun Kublacon is in the history books now. 

This convention takes place in Burlingame, CA. Just south of San Francisco. It is a mid-sized convention, I don't recall the exact numbers but it was around 3800 attendees, very nearly what it was before the Covid lockdowns. It has always been a very good convention for the Night Owl Workshop booth, as well as my own Studio Denmark art shop.

This year NOW had a few new products: Beasties Loathsome Horrors (their first full color book), Ruins of Koris Nesh adventure for WotRP, A Midsummer Night's Dream adventure for old school D&D, and Treasure Island adventure for Freebooters. Along with a few other small miscellaneous items like bookmark dungeons and handcrafted "woodgrain box" editions of some of NOW's games.

This year I didn't get to do much gaming, and there were no real standout items at the show that I noticed, except maybe the fold-out dungeon in a box by Tenfold Dungeon. But they were sold out by the time I saw people walking around with them.

And of course I did buy some dice at the Chessex booth. No matter how many dice I have I just can't resist.


Next year I have to make it a point to play games! That is what these conventions are for after all.

Jun 5, 2023

Wizard Towers - Tower of the Egg Adventure

The enigmatic Wizard Tower, is there a more interesting adventure locale? What treasures and forgotten lore can be found in these arcane places of learning? 

The Tower of the Egg was introduced early last year when I was drawing a series of wizard tower maps. This was when I was exploring methods to draw maps more efficiently and I worked out a system of layers and textures in Photoshop that allowed me to quickly produced professional looking old-school style maps. 

It was based off of a painting I'd done (the cover above) as a demo for my environment concept art class. Seeing as it was one of the better maps I'd produced it was a good candidate to develop further, here is an adventure based in and around the tower.

I've been reading a lot of Clark Ashton Smith lately, as several excellent compilations of his work were recently published on Audible. Yes, much of my book reading these days are audio, as I can draw while reading. At times the language may have gotten a little thick, but I hope it is still intelligible. 

The Tower of the Egg

Birthed from the warped intellect of Joam Trassis the Unnatural, who was one of the last great Eldritch Lords, the tower has been rediscovered.

Once a proud testament to Joam's insidious genius, the Tower of the Egg fell into legend, its existence thought to be expunged by the relentless tide of time, its horrors banished to oblivion. Yet, like the quiet rustle of a dead leaf on an autumn wind, whispers of its enduring presence began to permeate the hushed tavern corners. An erratic map, penned with feverish, tremulous strokes, has surfaced, alluding to the Tower's clandestine sanctuary. If the legends and conjectures bear truth, and the Tower of the Egg indeed perseveres, hidden amidst the gnarled wilderness, then its dreadful progenitor may yet endure. Trassis' grotesque creations, bred within that blighted monument, may still writhe in its shadowed recesses, awaiting the dread command of their master. And if such abominations continue to breathe, then the horrors and marvels housed within the Tower of the Egg remain, waiting to birth a new era of unnatural domination.

This OSR adventure for 2-5 characters of levels 6-8 is compatible with Basic editions and related systems.

Get Tower of the Egg on DriveThru

May 31, 2023

Two ERB Extended Universe Novels by John Eric Holmes

New edition of the two novels, "Mahars of Pellucidar" and "Red Axe of Pellucidar," written by John Eric Holmes, are out. These are action-packed adventures set in the Pellucidar universe. These books offer imaginative settings, inspiring heroes, and fast-paced action, accompanied by bonus novelettes by Joe Lansdale and Geary Gravel. Additionally, the attractive dust-jacket art perfectly captures key moments from each story. I spotted this on the ERB Facebook page, and noticed that all versions are available on Amazon, including audio.

Book One: "Mahars of Pellucidar"

Published in 1976, this story is set in a time period with advanced science that enables limited contact between the surface world and Pellucidar. The protagonist, Chris West, a grad student in biology and former Marine, narrates the tale in first person. The story begins with the discovery of an underground cavern through a borehole created by advanced technology. Chris, along with the brave and captivating Varna, faces perilous challenges as they navigate Pellucidar's diverse races and tribes. Eventually, they are captured by the Mahar, an alien race with unique physiology and communication methods. Chris forms an unlikely alliance with a Mahar scientist and discovers the gruesome fate that awaits human captives. With the help of his surface world friends, Chris leads a daring escape from the Mahar city.

Bonus Novelette: "Tarzan and the Land That Time Forgot" by Joe Lansdale

Originally published in the "Worlds of ERB" story collection in 2013, this novelette follows Tarzan and the crew of the O-220 airship, who find themselves stranded in Caspak after a storm. Tarzan, Captain Zuppner, and Zamona, a Pellucidar native, embark on an exciting journey through the evolutionary zones of Caspak, accompanied by a heartwarming romance.

Book Two: "Red Axe of Pellucidar"

The Forward, written by Eric Holmes' son, explains that Book Two remained unpublished for several years due to the poor sales of the first book. However, both novels deserve recognition for their exploration of the rich world of Pellucidar. In "Red Axe of Pellucidar," the protagonist, Red Axe (Chris West's Pellucidar name), and his companion Varna encounter two fascinating tribes: a Polynesian-inspired sea tribe and a stone-age tribe of mammoth hunters. Both tribes are manipulated by "witch doctors" who use a pagan religion to control their followers. The story showcases breathtaking landscapes, abundant wildlife, and thrilling life-and-death struggles. The romantic relationships in this book are portrayed differently than in previous ERB novels, emphasizing close bonds and genuine love. The novel also delves deeper into the enigmatic Mahar culture, revealing them as an ancient race with alien perceptions and values.

Bonus Novelette: "Jason Gridley of Earth, Across the Moons of Mars" by Geary Gravel

In this novelette, John Carter's lengthy report, transcribed by Geary Gravel, reveals strange events unfolding across multiple worlds. Carter finds himself transported from one world to another, struggling to gain control over this mysterious force. He encounters captivating characters and witnesses scientifically impossible phenomena, hinting at inconceivable alien technologies. While the story moves at a good pace, readers familiar with companion novels may appreciate it more.

Fans of the Pellucidar universe are highly recommended to dive into these two novels by John Eric Holmes. The adventures in "Mahars of Pellucidar" and "Red Axe of Pellucidar" offer thrilling escapades, captivating characters, and a love for the rich world created by Edgar Rice Burroughs. The bonus novelettes by Joe Lans

May 18, 2023

Kublacon 2023

 Kublacon 2023 is coming up soon. One of the best gaming conventions in California that I try to attend each year. Night Owl Workshop has a booth I'll be working. This year has a few new things like the recent adventures that I posted last week: Treasure Island (Freebooters), Haunted Ruins of Koris Nesh (WotRP), and A Midsummer Night's Dream (for OD&D or compatible systems). Also the Beasties book of Loathsome Horrors full color book. Each of these are print copies at the show, only PDF's are currently available online.

Also I have some prototype box sets coming out for Warriors of the Red Planet, Freebooters, Colonial Troopers, and Guardians. These are meticulous replicas of the original woodgrain ODD box. They include the game, adventure, and character sheet pads (dice not included, but will have a pencil). I'm working on making these available widely in print-on-demand editions through TheGamecrafter.com soon.

If you happen to be in the San Francisco bay area on the weekend of May 27th swing on by.

What about Gunslinger? Well, as mentioned in a previous post the writing is done. It is all about the art now. I will print a copy for display at the show. But the rulebook is this --> <-- close to being finished.

May 9, 2023

Treasure Island Adventure

Strangely, the Freebooters roleplaying game sells fairly regularly though it has little support. It is about time to make some adventures for it. This adaptation of Robert Louis Stevenson's classic youth novel "Treasure Island" is very much in the spirit of Freebooters and so it is a natural fit. While it was some work, it came out quite fun, and might even lead to some other adventures.

Turns out that Long John Silver is as compelling a character in a tabletop adventure as he is in the novel.

May 8, 2023

A Midsummer Night's Dream - Adventure

Dungeonland and The Land Beyond The Magic Mirror are two of my all time favorite adventures. Should I be embarrassed to say I read and played them before ever reading Lewis Carroll's classic novels? Let's just say that when I finally got around to reading them my appreciation for the Gary Gygax penned adventures only increased. What delightful exploits in madness and mayhem they are.

I have long thought about turning my favorite Shakespeare play, "A Midsummer Night's Dream," into a D&D adventure. It seemed like a challenging idea at first. However, after rereading the play with my daughter, who enjoys Shakespeare, I found inspiration. We read an edition with explanatory notes for a modern audience, which helped clarify the text.

I drafted up a rough copy of the adventure and foisted it on my unsuspecting players, and we had a blast! It was every bit the mayhem I was hoping it would be.  While I'm not sure if my written version captures the full experience, I hope that by engaging with the text, you can see its potential.

This was also inspired, in part, by Neil Gaiman's take on The Bard's play in the Sandman graphic novel where he adopted it into a story set within the world of the Endless. Gaiman makes a lot of references to Shakespeare's work all throughout the Sandman, so if you like that sort of thing I can highly recommend that series. Gaiman manages to elevate graphic novels to high art.

If you are looking for something a little different from your typical Swords & Sorcery dungeoncrawls, then I hope you'll consider this adventure.


Prehistoric Earth - A Great Fantasy World

 Looking for a great new fantasy world to set your next campaign in? Look no further than this interactive globe of the Earth when the continents were still undivided.


May 7, 2023

Beasties: Loathsome Horrors

Introducing “Beasties Loathsome Horrors,” a compendium of monstrous creatures for your cherished fantasy roleplaying game. Seamlessly blending elements from various editions, this guide is a delightful hybrid of the classic B/X and the modern 5e—like a sinister spawn born of the two. Crafted with simplicity and ease of use in mind, this bestiary is a treasure trove of foes to challenge even the most seasoned players.

As any dedicated Referee knows, one can never have too many monsters lurking in the shadows to surprise unsuspecting adventurers. Each beastie within these pages presents a unique conundrum, pushing players to strategize and devise cunning solutions. From the fiery Arson Bug to the deceptive Unseen Tentacle Beast, your party will relish the thrill of overcoming these wicked adversaries.


  • 27 Monsters
  • 4 NPC's
  • 12 Minor Loathsome Horrors
  • 12 Loathsome Traps
  • Loathsome Underworld Map

This is a handy reference book to bring to your gaming table, or use for inspiration in creating adventures.

Available now!


 As a working professional artist I've been both amazed and alarmed by generative AI and its ability to make strikingly good art, and some truly awful loathsome images. This book is my response. Many of my colleagues are outraged by what is going on, with their art being 'stolen' and used without their permission to train the AI models. While I too share some of their apprehension, I also don't see how anything is going to stop this train from leaving the station. Like cars replacing buggies, it is here to stay and is only going to get more powerful as more tools come online to exploit this tech.

I generated these images over 6 months ago when I began writing this book to have an outlet for my feelings on the matter. And in that time the quality of the AI image generators has increased exponentially. Just like many who work in that sector warned us that it would. But, I still used my artistic sense to generate and select these images, and tweaked them a bit by hand in post-processing. So they are not completely without humanity.

Despite all this, I think the book came out really good. And it is a sort of milestone of where things are at, and where they are going. Enjoy.

May 6, 2023

Haunted Ruins of Koris Nesh

 This adventure was written some time ago by Allen Farr, a writer who's been helping me out with finishing up some projects. He wrote a very interesting, and fun, adventure, I found the premise to be quite intriguing. It reminds me of the kind of story Leigh Brackett would tell.

Embark on an epic adventure in the ancient city of Koris Nesh, where the echoes of a long-forgotten past come to life! Delve into the secrets of a civilization that sought to cheat death and preserve its legacy, only to find betrayal and doom lurking beneath the surface.

Journey to the undersea city of Atris, and uncover the truth of its tragic history. Explore the sprawling ruins teeming with danger and treasure as you piece together the story of a desperate people who became twisted revenants in their quest for vengeance.

Discover the bustling bazaars and workshops of relic hunters and tinkerers, where ancient technology from lost cities is salvaged and restored. But beware, for beneath the thriving surface lies a dark secret, as an ancient decay threatens the very foundations of the city.

Can you unravel the mysteries of Koris Nesh and save it from a fate sealed long ago? Step into the world of a dying planet and embrace the challenge that awaits in this immersive adventure for the Warriors of the Red Planet roleplaying game.

Haunted Ruins of Koris Nesh

A Warriors of the Red Planet Adventure

For 2-5 Characters Levels 5-7

It is available now on DriveThru:


May 1, 2023

Gunslinger Update - Core Rule Book

 The Gunslinger Core Rule Book writing is finished!

Last night I finished adding more content to mounts, treasures, human encounters, and the section on important NPC's. It is a time consuming task writing up stats for characters of various levels and the ability scores. But it's done. That was the final section of the Core Rules to be completed. Are there some errors? No doubt, there always are. But the text is as clean as I can make it. It is currently clocking in at 128 pages. Substantially more than I'd originally estimated. So the KS backers, and you, are getting a lot more content, this is making for a much better developed book.

So with that huge milestone completed what is left? You guessed it; the art. At least now I know where all the holes to fill with art are, so I can finalize the list of images that need to be completed.

There is one more important thing to complete: On the Arizona hills adventure. This is pretty well developed so it is mostly a matter of formatting. I've set a hard goal of next Wednesday, May 9th to finish this. I've set hard dates before and blown past them, but I can't keep doing that. Other projects are in the pipeline calling for my attention.

Here is a sample NPC. The notorious con artist Richard C. Flower 

Huckster; LVL: 5; hp: 30; AC: 14; Atk: +4/+0; Dam: 1d4 (derringer); Move: 30'; ML: 8; AL: Neutral; Save: 12; XP: 3,000

STR 14 (+1), DEX 12 (+0), CON 14 (+1), INT 14 (+1), WIS 14 (+1), CHA 16 (+2)

Richard C. Flower was a notorious con artist active in the late 19th and early 20th centuries, best known for masterminding the infamous Spenazuma swindle in Arizona. A charismatic and persuasive figure, Flower convinced investors to pour money into his fictitious Spenazuma Gold Mining and Milling Company, promising lucrative returns from a non-existent mine. Utilizing fabricated maps, expertly forged documents, and staged site visits, Flower successfully deceived investors and amassed a fortune from the scheme. His swindle eventually unraveled, and he faced legal consequences for his actions. Despite his criminal activities, Flower remains a fascinating figure in the annals of American history, embodying the era's larger themes of greed, ambition, and exploitation.

Please mosey on over to the forums and help bring them to life with your participation. This is the official outlet we'll be using for all Night Owl Workshop content discussion. https://nightowlworkshop.freeforums.net/

Apr 23, 2023

Radgridr - Valkyrie of Peace

Valkyrie of Peace 

Demi-Goddess, Medium Humanoid, Lawful Good

Armor Class: 4 [18]
Hit Dice: 10 (85 hp)
Attack Bonus: +10/+5
Attacks: Fridarhorn (1d10+4, 19-20/x2)
Move: 30 ft. (60 ft. flying)
Save: D12 W11 P14 B15 S17
Morale: 11
XP: 14,000
Treasure Type: M, Q, U, V
Str: 18 (+4) Dex: 16 (+3) Con: 16 (+3) Int: 14 (+2) Wis: 18 (+4) Chr: 18 (+4)
  • Divine Grace: Radgridr adds her Charisma bonus to all saving throws.
  • Aura of Courage: Radgridr is immune to fear, and allies within 10 ft. gain a +4 morale bonus on saving throws against fear effects.
  • Aura of Peace: Radgridr can calm emotions in a 20 ft. radius. Creatures within the radius must make a save vs Spells or be calm and unable to initiate hostile activity for 2d6 rounds.
  • Divine Health: Radgridr is immune to all diseases, including supernatural and magical diseases.
  • Divine Wings: Radgridr's wings allow her to fly at a speed of 60 ft. with good maneuverability.
  • Butterfly Affinity: Radgridr can communicate with and command butterflies within a 100 ft. radius, using them as spies or messengers.
  • Lay on Hands: Radgridr can heal wounds by touch, healing a total of 50 hit points per day.
  • Fridarhorn: This legendary horn's blast deals 1d10+4 damage to all in a 120' cone, and double on a roll of 19-20, it also does an additional 1d6 points of damage against giants.
  • Inspiring Presence: Allies within 30 ft. of Radgridr gain a +2 bonus on attack rolls, saving throws, and skill checks.
Radgridr. Her name, derived from the Old Norse words "ráð" (counsel) and "gríðr" (protection), echoes her divine purpose: to bring peace, wisdom, and protection to those she deems worthy. She is a figure revered and respected by warriors and skalds alike.
Radgridr stands tall and imposing, her slender yet muscular form a testament to her strength and agility. With piercing azure eyes and flowing ebony locks, her wisdom is said to be unmatched except by Odin himself. She dons a dress adorned with intricate patterns, and a magnificent pair of raven-dark wings that shimmer like a thousand iridescent butterflies when she takes flight.
In battle, Radgridr moves with unmatched skill and precision, her movements a mesmerizing dance of grace and power. Despite her prowess, she fights not for glory or conquest but for peace and understanding, seeking to quell conflict and bring harmony to the realms.
Her affinity for butterflies extends beyond the adornments on her dress. Radgridr is often accompanied by a flurry of these enchanting insects, their vibrant wings creating a dazzling display of color and light. It is said that when she is near, the air is filled with a sense of serenity, and the soft whisper of butterfly wings carries with it the wisdom of the ages.
In times of peace, Radgridr serves as a wise counselor and mediator, her vast knowledge and keen insight making her an invaluable resource for resolving disputes and guiding the course of the realms. She is also a patron of scholars and poets, inspiring them with her tales of valor and encouraging them to pursue knowledge and understanding.
Radgridr stands as a beacon of hope and wisdom. Her unwavering devotion to peace, her profound connection with the delicate beauty of butterflies, and her awe-inspiring abilities in combat make her an unforgettable figure who continues to captivate the hearts and minds of those who hear her tale.

_ _ _

This is part of a continuing series to add to the classic Gods, Demi-Gods, and Heroes with better scholarship and improved descriptions. In this case a Book of Valkyries. Note, these descriptions go beyond Norse Mythology and add details and game information to enhance the characters for a fantasy roleplaying game. Stats should work with OD&D and Basic editions, with minimal conversion effort.

Apr 20, 2023

12 Cursed Magic Items That Are Still Useful

 Cursed items need to be used more often in your game. Here are some ideas.

Ravenous Quiver: This cursed quiver has an insatiable appetite for arrows. When arrows are placed within, they disappear after 1 minute, rendering the quiver useless for holding ammunition. However, once per day, the quiver can summon back any arrow that was previously consumed, now imbued with a +2 bonus to attack and damage rolls for the next attack made within the following minute.

Scepter of the Uncontrollable Flames: This scepter grants its wielder the ability to cast the spell Fireball three times per day. However, the wielder cannot control the direction of the Fireball and must roll a d8 to determine the direction of the spell. Despite its unpredictability, this item can still be useful for a desperate last resort or causing chaos among enemies.

Ring of Unseen Thorns: This ring provides the wearer with the benefits of a Ring of Protection +2. However, while wearing the ring, the bearer is constantly pricked by unseen thorns, causing 1 point of damage per turn. This item could be useful for characters who can endure the damage in exchange for increased protection.

Glove of Unreliable Telekinesis: This glove grants the wearer the ability to cast the spell Telekinesis once per day. However, the Telekinesis effect is unreliable, and the user must roll a d20 to determine if the spell works correctly. On a roll of 11 or higher, the spell works as intended; on a roll of 10 or lower, the target object flies in a random direction (determined by a d8). This item may still be useful for manipulating objects from a distance, despite the risk.

Armor of Unending Gloom: This cursed armor grants a +2 bonus to Armor Class but shrouds the wearer in magical gloom. While wearing this armor, the wearer has a -2 on all attacks due to the darkness. Despite the hinderance, the armor's increased protection may make it a valuable asset in certain situations.

Sword of the Backbiter: This +2 longsword has a chance to harm its wielder as well as its intended target. On a natural attack roll of 1, the sword curves back and deals damage to the wielder instead of the target. The sword's enhanced attack and damage bonus may make it a tempting choice for some adventurers despite the risk.

Cloak of the Unseen Burden: This cloak grants the wearer the Invisibility spell once per day. However, while invisible, the wearer's movement speed is reduced by half due to a feeling of immense weight. The cloak may still be useful for sneaking past enemies or avoiding detection, albeit at a slower pace.

Necklace of the Aggravating Wisp: This necklace summons a Will-o'-Wisp that grants the wearer a +2 bonus to their saving throws. However, the Wisp constantly buzzes and distracts the wearer, imposing a -2 penalty on all checks involving concentration. Despite the annoyance, the benefits to saving throws may outweigh the downsides in certain situations.

Chime of Unpredictable Portals: This magical chime allows the user to cast the Dimension Door spell once per day. However, when the chime is struck, the destination of the portal is randomly determined within the spell's range. While the uncertainty of the destination may be risky, the ability to quickly escape dangerous situations or access hard-to-reach places still makes the chime a useful tool for adventurous individuals.

Dagger of the Restless Dead: This +1 dagger has the ability to deal an additional 2d6 damage on a successful hit. However, each time the dagger deals damage, there is a 50% chance it summons a hostile undead creature (determined randomly) to the wielder in 2d6 turns. Despite the danger, the dagger's increased damage potential makes it a powerful weapon for those willing to take the risk.

Helm of Confounding Languages: This helm grants the wearer the ability to understand and speak all languages. However, every time the wearer attempts to communicate, they must roll a d20. On a roll of 10 or lower, the message is scrambled, and the listener hears a random language instead of the intended one. This helm can still be helpful for understanding unknown languages, but the wearer should be cautious when using it to communicate important information.

Boots of Uncontrollable Speed: These boots grant the wearer the Haste spell once per day. However, once activated, the wearer cannot control their movement and must run in a random direction (determined by a d8) for the duration of the spell. This item could be valuable in situations where speed is necessary, despite the unpredictability of the movement.

Apr 19, 2023

Cryptid Beastie: Mothman

Large Aberration, Neutral, Forests, Swamps, Urban

No. Appearing: 1
Armor Class: 4
Hit Dice: 8
Move: 90' (30') / 180' (60') Flying
Attacks: 2 claws + 1 bite
Damage: 1d6/1d6/2d4
Save: M8
Morale: 9
Treasure: U
Intelligence: 7 (Low)
XP Value: 1,000

Special Attacks: Frightful Presence, Paralyzing Gaze
Special Defenses: Evasion, Resistance to non-magical weapons

The Mothman is a large, mysterious creature resembling a humanoid moth. It has a wingspan of about 20 feet and is covered in dark, gray fur. Its large, glowing red eyes are said to instill fear in those who lock gazes with it. Mothman usually avoids direct confrontation, preferring to observe from a distance, and are known for their elusive nature.

Frightful Presence (Special Attack): When the Mothman reveals itself, all creatures within 30 feet who see it must make a saving throw vs. Paralysis or be affected by fear, fleeing in the opposite direction for 1d4 rounds. Those who make their saving throw are immune to the fear effect for 24 hours.

Paralyzing Gaze (Special Attack): Once every 3 rounds, the Mothman can focus its gaze on a single target within 60 feet. The target must make a saving throw vs. Paralysis or be paralyzed for 1d4 rounds. If the save is successful, the target is immune to the Mothman's gaze for 24 hours.

Evasion (Special Defense): The Mothman is incredibly agile and can evade attacks easily. It can choose to move up to half its speed as a reaction to avoid being hit by a melee or ranged attack, causing the attack to miss automatically.

Resistance to Non-magical Weapons (Special Defense): The Mothman is resistant to non-magical weapons, taking only half damage from them. Magical weapons deal normal damage to the creature.

Mothmen are primarily nocturnal and are often found near forests or swamps, where they can easily hide during the day. They are known to be drawn to areas of tragedy or disaster, often appearing shortly before or after such events. While not innately evil, their presence is often seen as an ill omen.

Apr 5, 2023

Old School RPG Magazine Subscription

This is a novel idea. Southern New England Antiquarian Booksellers is taking subscriptions to deliver 2 old school RPG magazine per month from the 70's, 80's, and 90's.

Here is the sales pitch:

Remember the good times of getting a magazine in the mail and reading through it, one delivery at a time? Well, let's bring that back!

This subscription will deliver two random RPG magazines per package. The magazines range from Dragon, Dungeon, Space Gamer, Imagine, White Dwarf, Polyhedron, and more! Years will be late 70s to mid 2000s, with a heavier lean towards the 80s and early 90s. 

Get inspiration! Read new ideas! There should be something for everyone - and I hope you enjoy!

Here is the link:


Mar 27, 2023

Gunslinger Update - Mole People

Time for a quick update on Gunslinger.

  • Critters: wrote up 20 more critters ranging from various giant insects to strange beasts.
  • NPC's: wrote up a dozen more NPC's for the encounters section.
  • Adventures: dropped in 5 more short adventures, they still need a bit of editing.
  • Random tables: I thought this section was complete, but generated a few more useful tables to add like random mundane treasures to find.
  • On The Arizona Hills: still hammering away at details, rewrote the introductory chapter and removed some redundancies.
  • Art, art, art: this remains the bulk of my time spent on this book.

Also lots of little refinement and editing throughout the book, which is of course is an ongoing effort and will be right up until the book is published.

Here is one of the new critters:

Mole People
Small Humanoid, Chaotic, Underworld

No. Appearing: 1d8 (5d8)
Armor Class: 5
Hit Dice: 2 (8hp)
Move: 120’ (40’)
Attacks: 2 × claw (1d4), 1 × bite (1d4)
Damage: 1d4 (claw), 1d4 (bite)
Save: D12 W13 P14 B15 S16 (F2)
Morale: 9
Treasure Type: A
Intelligence: Average (8)
XP Value: 25

Surprise: +2, due to how attuned they are to their surroundings when underground. 

Nauseating stench: Oils on the skin have a smell that sickens humans: save vs poison or suffer -2 to hit, while in melee with Mole People.

In the sun-forsaken depths of Arizona, beyond the ken of mortal men, there slumbers a race of subterranean sentients, whom the whispering legends of the native tribesmen name the "ground people"  (nleel bideeligi). Cloaked in the eternal darkness of their hidden realm, these beings dwell and delve within labyrinthine tunnels, carving out their cyclopean empire amid the earth's unutterable depths. With unquenchable ardor, the mole people mine the chthonic ores and stones, seeking the glistening treasures that gleam like the lost dreams of the void.

Short and wrinkly are these mole people, with skin the hue of the moonless night, and eyes as black as the abyssal seas. They have dexterous hands, fingers tipped with chisel-like claws, perfect for both digging and grasping the fruits of their labor. Upon their bulbous heads, they bear shrunken snouts, and gnarled ears attuned to the subtlest shifts and whispers of the rock. Their mouths are filled with sharp teeth, honed to strip the tender flesh from the fungal harvests that proliferate in the stygian domain they rule.

These mole people are not wanton aggressors, nor are they enamored of bloodshed. Their society is one of hierarchy and order, wherein each member has a place and purpose. The miners, tireless in their pursuit of the earth's buried riches, are revered for their ceaseless toil. The mushroom farmers, who cultivate the vast fungal gardens in the subterranean grottoes, are venerated for their skill in nurturing the very sustenance that feeds the colony. Above them all, the Elders hold sway, their wisdom and foresight guiding the mole people through the eons.

The mole people's technology is primitive, forged in the crucible of their ancient heritage. They employ rudimentary tools wrought of iron and stone, and illuminate their hidden halls with the eerie glow of bioluminescent fungi. Despite their technological limitations, they craft artifacts of surpassing strangeness and beauty, objects that seem to hold the very essence of darkness, as if the very spirit of the underworld has been given form.

The mole people are a private race, wary of strangers, and protective of their buried realm. When the cavernous sanctity of their domain is threatened, their passive nature can swiftly transform into a wrathful tempest. Their chisel-like claws can become instruments of death, rending the flesh of any intruder who dares to desecrate their sacred tunnels.

Deep beneath the Arizona territory the mole people thrive in their hidden world, an empire apart from the sunlit lands of men. Theirs is a realm of darkness and mystery, a place where the very bones of the earth whisper ancient secrets, and the shadows are alive with the breath of forgotten aeons. Yet, the mole people dwell on, undisturbed and undaunted, the keepers of an enigmatic legacy that will endure long after the empires of man have crumbled into dust.

Discussion thread: https://nightowlworkshop.freeforums.net/thread/21/gunslinger-updates

Mar 24, 2023

Dave Trampier in Memoriam

David A. Trampier passed away at the age of 59, 10 years ago today. One of D&D’s most iconic artists.

Great tribute thread on Twitter:

Mar 23, 2023

Cryptid: Tatzelwurm

 I find the idea of crytpids (scientifically unknown, but possibly existing) creatures to be fascinating. I have several books on the topic, and enjoy following the exploits of biologists/adventurers like Forrest Galante who seek out these animals.

I was just reading about the Tatzelwurm, here are D&D stats for it.

Medium Beast, Neutral, Mountains and Swamps

Armor Class: 5
Hit Dice: 4+4 (36 hp)
No. of Attacks: 2 (1 bite, 1 constrict)
Damage/Attack: 1d6 (bite), 1d4 (constrict)
Save As: Fighter 4
Morale: 9
Treasure Type: C
XP Value: 175

Constrict: If the Tatzelwurm hits with its constrict attack, it wraps its serpentine body around the target, dealing 1d4 damage per round until the Tatzelwurm is killed or the target escapes with a successful Strength check (against a Difficulty Class of 14).

Venomous Bite: The bite of the Tatzelwurm delivers a potent venom. A successful bite attack requires the target to make a saving throw vs. Poison with a -2 penalty. Failure results in the target becoming paralyzed for 1d4 rounds.

Camouflage: The Tatzelwurm's scales allow it to blend in with its surroundings in rocky or mountainous terrain. When attempting to hide, the Tatzelwurm has a 75% chance of success.

Ambush: The Tatzelwurm is an adept ambush predator, gaining a +4 bonus to surprise rolls when it initiates combat from a hidden position.

The Tatzelwurm, also known as Stollenwurm or Bergstutzen, is a mythical creature from the Alpine regions of Europe, particularly in Switzerland, Austria, and Germany. It is said to be a cryptid, a creature whose existence has not been scientifically proven. The Tatzelwurm is described as a reptilian or serpentine creature, measuring between 2 to 7 feet in length. It is often depicted with a cat-like or dragon-like head, a serpentine body, and two short forelegs or sometimes no legs at all.

Mar 21, 2023

B2 Keep on the Borderlands: A Timeless Classic

 B2 Keep on the Borderlands is possibly the most iconic and influential adventure in the history of Dungeons & Dragons. Originally released in 1979 by Gary Gygax, this adventure module has stood the test of time, providing endless hours of entertainment for generations of players. Despite its age, B2 Keep on the Borderlands remains relevant and useful for today's players, no matter the edition. Let's take a look at why this classic adventure module still holds up.

B2 Keep on the Borderlands was designed as an introductory module for new players, providing a balanced mix of roleplaying, combat, and exploration. It showcases the core elements of D&D and serves as an ideal starting point for those new to the game. The module places adventurers in a fortified keep, a bastion of civilization on the edge of a dangerous wilderness teeming with monsters and danger. Players must balance their interactions with the NPCs within the keep, while venturing into the Caves of Chaos, a network of monster-infested lairs.

The Caves of Chaos serve as the primary focus of the module, offering a diverse array of monsters and challenges for the players to tackle. The interconnected caverns and tunnels are home to various monster factions, such as goblins, kobolds, and orcs. Each lair features unique environmental hazards and traps, demanding players to think creatively and adapt to new situations. The dynamic faction relationships within the Caves of Chaos present opportunities for clever players to exploit, using diplomacy, deception, or brute force to gain an advantage.

The simplicity of B2 Keep on the Borderlands is one of its greatest strengths. The adventure's structure and content can easily be adapted to any edition of D&D, from the original Basic Set to the latest 5th Edition. The module's generic setting allows Dungeon Masters to seamlessly integrate it into their preferred campaign worlds. Whether it's the Forgotten Realms, Greyhawk, or a homebrewed setting, the Keep on the Borderlands can fit naturally into any world, providing an exciting and memorable experience.

Beyond its adaptability, B2 Keep on the Borderlands serves as a wellspring of inspiration for Dungeon Masters. The module's open-ended nature allows for the creation of unique adventures tailored to the interests of the players. The Keep itself can be expanded upon, with side quests, political intrigue, or hidden threats lurking beneath the surface. The Caves of Chaos provide a template for designing interconnected, multi-faction dungeons, allowing DMs to craft their own memorable and challenging adventures.

B2 Keep on the Borderlands is a testament to the enduring appeal of Dungeons & Dragons, proving that some adventures are truly timeless. Its engaging blend of roleplaying, combat, and exploration offers a perfect introduction to the game, while its adaptability and open-ended nature make it a valuable resource for Dungeon Masters. 

Mar 7, 2023

Barbarian Kid Character Class

 In the Saturday morning cartoons of the 70's and 80's there was a character archetype you could call the "Barbarian Kid". Examples include Bamm-Bamm Rubble, Prince Dorno, and of course Bobby the Barbarian from the classic Dungeons and Dragons cartoon. What would this look like as a character class for OD&D or B/X? Here is a rough write-up of what he could be.

BARBARIAN KID Prime Attribute: Strength, 13+ (+5% XP) Hit Dice: 1d10 Armor/Shield Permitted: Any non metal. No shield. Weapons Permitted: Any. Club is preferred (+1 to hit) Save: as Fighter class

Barbarian kids are unusually strong children with fierce attitudes, a primitive weapon, and a pet. 

The barbarian kid has somewhat stunted growth, appearing to age slower than others of their kind, and being generally more diminutive. Though at some point they may have a growth spurt around late puberty and grow much taller, larger, and more muscular than is typical of their kind. 

They are highly suspicious of magic and as a general rule will avoid using magic items, except in some circumstances such as being given a magic club.

They will never willingly retreat, surrender, or take prisoners.




Class Ability

Hit Dice



Fighting Capability




Berserk, +1 Str



Man +1






2 Men +1







3 Men or Hero -1



+1 Str







Speed Burst



Hero +1 or 5 Men





Hero +1 or 6 Men




Bonus attack



Superhero -1







War Lord


+1 Str



Superhero +1


War Lord, 10th




Superhero +1

The barbarian kid is unusually strong and gets +1 strength at 1st, 4th, and 9th levels. This may exceed normal race limits.

Barbarian kids also get a +4 bonus to any saving throws vs. any kind of fear (magical or non magical).

Berserk Trigger: This is a small trigger that puts the Barbarian Kid into berserk rage. This is chosen by the GM during character creation and can be a word, a particular food or smell, an action, or any other common thing that may come up in the adventure. When triggered the barbarian kid goes into a berserk rage and gets +2 to all attack rolls, +2 to damage, and -2 to AC. Also they shrug off 1pt of damage from each hit they take. Berserk rage lasts 2d6 turns, and then the barbarian kid is exhausted for 1 hour for each turn they raged.

Pet: Every barbarian kid befriends a cute pet that is semi-intelligent. It is equally useful and not, depending on the situation. It may get in trouble, cause mayhem, or get in the way. Then it also may save the day by fetching the keys hanging on the guard’s belt when the barbarian kid is locked up. They are loyal to the barbarian kid to death and may be very dangerous to strangers, and even friends, as it is extremely protective.

Roll 1d6

  1. Baby unicorn

  2. Baby dinosaur

  3. Baby saber-toothed tiger

  4. Baby dire wolf

  5. Baby cave bear

  6. Baby griffon

Impervious: At 3rd level the barbarian kid chooses one damage type that they are practically impervious to. This can be fire, poison, blunt damage to the head, or something else. The GM must approve this. The barbarian kid reduces the amount of damage taken this way by 1 point per incidence and +4 to saving throws vs that damage type when a save is called for.

Speed Burst: At 5th level the Barbarian Kid gains +10' to their speed during encounters.

Bonus attack: At 7th level the Barbarian Kid gains an extra attack each round, if using their preferred melee weapon.