Saturday, September 20, 2025

The Tale of the Three-Legged Milk Maid

Article Updated 07/26 - Embedded video directly into page for reader's convenience.

Every bard worth their salt knows at least a few songs designed to get a tavern roaring with laughter. “The Tale of the Three-Legged Milk Maid” is one of those timeless tunes—a bawdy, high-energy ballad that thrives in smoky inns, rowdy summer fairs, and late-night adventurer campfires.

It’s not just a song—it’s a grand tradition. Wherever adventurers wander, someone has heard a version of it, though the lyrics vary wildly depending on who’s singing and how much ale the audience has consumed.

Watch & Listen

Song and video copyright Gerald Williams

Editorial Note: I use SUNO to create music. I don't just push buttons, I write the lyrics, choose the music style, arrangements, tempo, voices, etc. There are some people that hate AI generated music. I am not one of them. My use of AI allows me to create music that normally would be beyond my skills, though not beyond my talent. I do not claim to be a musician, but I am a song writer. The very lyrics and the backstory of the song all came from my real life experiences at the gaming table.

Lyrics (The Common Tavern Version)

(The song begins with a jaunty, plucky lute rhythm. The bard sings with a conspiratorial wink.)

(Verse 1) Oh, a dashing young bard with a silver-tongued way, Made a date with the Lord's lovely Lady one day. The hours flew past, a moment of bliss, 'Til the creak of the door warned of trouble and hiss!

(Verse 2) "Oh, dearest," she cried, "the Lord's back from his tour!" Then she tossed me, quite naked, from her chamber door. I fell in the courtyard on laundry so white, And wrapped myself up, a most pitiful sight!

(Verse 3) With a bonnet and smock, I moved through the hall, Hoping to leave, unseen by them all. But a guard with a helmet too tight on his head, Said, "Why, lassie, your hands are as soft as my bed!"

(The tempo slows and becomes more dramatic, with rising anticipation in the music.)

(Chorus - Audience joins in, swaying with tankards raised) Oh, the Guard and the Milkmaid, Beneath the pale moon! The Guard with his thick head, And the Milkmaid with a boon! He thought she was lovely, He thought her a prize, 'Til a third leg appeared Right before his eyes!

(The jaunty lute rhythm returns, faster and more frantic than before.)

(Verse 4) He looked down in confusion, he looked up in shock, That a maiden should hide such a powerful rock! His mouth opened wide for a terrified plea, But I couldn't be caught by a brute such as he!

(Verse 5) With a swift little flick of my delicate hand, I swung my milk pail, as the moment was planned! He fell like a sack, his wits knocked askew, And I ran from the castle, with one sock and no shoe!

(The music builds into a joyous, roaring crescendo as the bard finishes with a flourish.)

(Outro) So the next time you see me, and question my fame, Just remember the maid and her fanciful frame! For no lord or no guard can ever ensnare, A bard with three legs and some laundry to spare!

Bardic Effects & Tabletop Rules (Optional)

If a player character attempts to perform this song during a campaign, consider using these optional rules:

  • Performance Check Bonus: Successfully performing this song in a common tavern grants a +2 bonus to Charisma (Performance or Persuasion) checks with local villagers, commoners, and mercenaries.

  • Tabletop Interactive Perk: If a player actually sings the chorus out loud at the table with the group, award them Advantage on their Performance check!

  • Tavern Hospitality: An amused tavern audience is far more likely to buy the party a round of drinks, share local rumors, or lower their guard during questioning.

  • The Complication (Risk): Nobles, high clergy, or overly stern town guards may find the ballad distasteful or insulting, imposing Disadvantage on social checks if overheard in high-society settings.


Adventure Hooks

  1. The Wrong Crowd: A traveling bard is overheard singing this bawdy tune too close to a sensitive noble’s estate—and now local guards are hunting the party for "public indecency and slander."

  2. Based on a True Story: The party arrives in a quiet village where a local retired guard swears the song is a direct historical account of his most embarrassing night on duty... and he wants the bard found and silenced.

Friday, March 22, 2024

Freebie Friday: Advanced FASERIP.. a retro-clone of Marvel Superheroes

 


I've enjoyed playing and running the original Marvel Super Heroes RPG, a.k.a. FASERIP, for decades. Sadly there is no more official support for the system. But  fortunately community love  for the system is still growing strong on the internet. Advanced FASERIP, is just one readily available retro-clone freely for download.

Click HERE go to DriveThruRPG

Thursday, March 14, 2024

Adventure Seed: Temple of the Threefold Eye (Updated)

Art Content created by Gerald Williams

The Temple of the Threefold Eye, is an Adventure Seed meant to take place as a one shot scenario taking a few sessions, or can be dropped into a longer running campaign. It may not be used in a commercial product. Nor included in any collection or product without the express permission of the author, Gerald Williams.

The original premise for the adventure was a hidden, solitary temple, with a statue of an otherworldly entity. The idea was that anyone who made the treacherous journey through the mountains to find the temple, and then spend the night sleeping inside, would be granted a prophetic dream, or have their mind crushed by eternal madness. The mysterious Trioptic Entity, would be of unknown origins and power.

Overview:

Hidden amidst treacherous peaks, the Temple of the Threefold Eye, stands as a testament to forgotten cosmic forces. Its crumbling stone walls cling to the mountainside, and the air within hums with ancient magic. Few dare to venture here, for the temple’s reputation is as varied as the shifting winds that whip through its corridors.

The Statue:

At the heart of the temple’s dimly lit sanctum rests the Statue of the Trioptic Entity. Carved from obsidian, its features evoke both awe and unease:

Horned Aspect: The statue depicts a towering, horned figure—an otherworldly being that defies mortal understanding. Its curved horns sweep back like crescent moons, hinting at celestial or infernal origins.

Dual Eyes: Two eyes, each the size of a human head, gaze outward. Their irises shimmer with iridescence, reflecting the colors of distant galaxies. These eyes are said to see beyond the veil of reality.

Third Eye Gem: The most captivating feature lies in the statue’s forehead: a colossal, multifaceted gem. Its facets shift between azure, amethyst, and obsidian. Legends claim it holds the secrets of creation and destruction.


The Legends:

Whispers echo through the mountain passes, recounting the temple’s dual nature:

1. The Gift of the Trioptic Entity:
  • Those who sleep within the temple’s shadow may experience profound revelations:
  • Inspiration: A bard might awaken with verses that weave reality itself. A playwright could pen a drama that moves gods to tears. An author might birth a tome that alters history.
  • Truth Unveiled: Seekers of hidden knowledge may glimpse cosmic truths—their minds expanded or shattered by revelations.
  • Lore and Spells: The temple occasionally imparts forgotten spells or cryptic lore, inscribed on dream-touched scrolls.
  • These fortunate souls emerge changed, their creativity ignited or their understanding of existence forever altered.
2. The Madness of the Trioptic Curse:
  • Others who slumber here suffer a darker fate:
  • Insanity: Their dreams twist into maddening nightmares. They wake with fractured minds, haunted by visions of eldritch realms.
  • Whispers from the Abyss: The gem’s third eye whispers forbidden knowledge, driving them toward madness. Some become obsessed with deciphering its cryptic messages.
  • Eyes of the Entity: A few claim to see through the statue’s eyes, glimpsing distant worlds and the cosmic dance of gods. But this communion exacts a toll—their sanity unravels.

Adventure Hooks:

  • The Seeker’s Quest: A desperate artist seeks inspiration. They journey to the temple, hoping to create a masterpiece. Will they emerge as a genius or a broken soul?
  • The Scholar’s Obsession: A sage believes the gem holds the key to rewriting reality. They hire the party to retrieve it, unaware of the curse that awaits.
  • The Cult of the Trioptic Eye: A secretive cult worships the statue. They seek to awaken the entity, believing it will reshape the world. Can the adventurers thwart their plans?


GM Notes:

Be as creative as you want to be with the mood and reality of the temple's environment. Use surrealistic background music. Foreshadow with mad prophecies, whatever you like.
  • Dreamscapes: Use dream sequences to convey revelations or madness. These dreams will occur and get stronger to any outside the temple as they approach it.
  • Gem’s Whispers: Drop cryptic hints about forgotten spells or cosmic events. Use the temple as a way of revealing new spells, lore, or information in your campaign.
  • The Entity Awakens: As the temple’s power waxes, the statue’s eyes glow brighter. Cataclysm loomsMaybe the entity begins to awaken on its own when disturbed, or when someone tries to steal its powerful eye gem.

May your adventurers tread carefully, for the Trioptic Entity guards its secrets with both benevolence and malevolence.

Updated: July 13th, 2026

Friday, March 1, 2024

NASA's Free TTRPG Adventure: The Lost Universe!

 NASA, the National Aeronautics and Space Administration, has created and published their very own table top role-playing adventure, The Lost Universe! Now while they say it can be used with any role-playing system, it's clearly written for use with the current D&D 5e. They have released it over on their own official NASA website, but I'll drop the links here for your convenience.

..."A dark mystery has settled over the city of Aldastron, on the rogue planet of Exlaris. Researchers dedicated to studying the cosmos have disappeared, and the Hubble Space Telescope has vanished from Earth’s timeline."...

Sounds exciting!

These links are good as of 3/1/24 (The time this post was published.)


The Lost Universe

Download The Lost Universe gameplay instructional booklet. HERE

Map of Aldastron

Download the map of Aldastron to help you navigate through your adventure.  HERE

The Lost Universe Poster

Download and print The Lost Universe poster.  HERE




Monday, February 19, 2024

Optional Rules: Fighting Offensively or Defensively! (Revised/Updated)

 

Melee combat in modern d20 gaming often feels predictable—a repetitive exchange of attack rolls unless specific class features, feats, or spells come into play. But what if any martial character could inject more depth, risk, and strategy into their standard melee encounters?

By introducing Voluntary Combat Maneuvers, players gain tactical agency over their positioning and martial focus every single round.

How it Works At the start of your turn, before making any attacks, you can declare one combat maneuver modifier. This choice dictates your combat stance, modifying your accuracy and defenses until the start of your next turn.

Design Note: These maneuvers are intended for standard weapon attacks and cannot be combined with specialized precision features like a Rogue’s Sneak Attack or a Paladin's Divine Smite.


Example in Action: Toral the Rat-Catcher finds his escape route blocked by three guardsmen. He knows that if they dogpile him, he's done for. In desperation, he rushes forward declaring a Reckless Attack, hoping to bring down the guard on his right to open up a running lane. Because Toral managed to catch them by surprise, the DM awards him Advantage on the roll, which combines beautifully with his +2 modifier—giving him the ultimate mechanical edge to break the line before his -2 AC penalty catches up to him.

Revised: July 13th, 2026

Friday, February 16, 2024

Help Naming your NPCs and PCs (Updated)

In the realm of tabletop role-playing games, Game Masters often find themselves in a familiar predicament. They meticulously introduce player characters to a scene, deeply describing the main, plot-relevant NPC who awaits their interaction. Yet, much to the GM’s chagrin, the players frequently veer off course, completely drawn to some seemingly insignificant background character—the one hastily added as an afterthought.

And, as if scripted, they immediately insist on knowing the exact name, profession, and life story of this inconspicuous figure. Fear not, dear GMs, for we can easily solve the immediate hurdle: the art of naming on the fly.

Building a Persona Catalog In my day-to-day work, I regularly encounter individuals from diverse corners of the globe. Because of this, I maintain a running, real-world catalog of unique and unconventional names. Keeping a list like this within arm’s reach during game sessions is perfect for swift deployment whenever a player catches you off guard.

However, even with a trusty personal roster, sometimes a campaign demands specific regional flavor. Picture a quaint village nestled in the folds of your world map where names need to resonate with shared cultural or ethnic origins—perhaps an enclave where names carry distinct archaic, regional, or historical roots to make the settlement feel alive. For those scenarios, I turn to these invaluable naming resources:

Essential Naming Reference Books

The Everyone Everywhere List (TEEL)
Author: Erik James Olsrud
Details: Available on DriveThruRPG. An excellent tool for pulling authentic names from a massive variety of real-world cultures.

Treasury of Archaic Names (ToAN)
Author: Bill Owen
Details: Fantastic for finding old-world, historical naming conventions that give fantasy settings an ancient, grounded feel.

Extraordinary Book of Names (EBoN)
Author: Malcolm Bowers (Part of the Gary Gygax World Builder Series)
Details: Back in print via Troll Lord Games. A massive, comprehensive staple for deep-dive campaign building and world design.

Story Games Names Project (SGNP)
Author: Various community contributors
Details: Available for free online. A massive, collaborative compilation explicitly organized to help game masters assign quick, thematic names based on genre.

Due to the ever-changing nature of the Internet, and quickly changing link addresses, I'm just pointing out these resources instead of directly linking to anything.

Digital Tools & Generators

If you are running a session away from your physical books or need an instant result in a pinch, keeping a few reliable digital tools bookmarked on your phone or laptop is a lifesaver. These stable, classic platforms remain incredibly reliable resources for generating names instantly behind the screen:

Donjon - Donjon Fantasy Name Generator: Perfect for sorting by specific fantasy races, cultures, or classic d20 themes.

Fantasy Name Generators - Fantasy Name Generators: A massive index covering everything from realistic historical cultures to specific pop-culture and fantasy archetypes.

RPG Names dot com - RPG Names: A direct, no-nonsense generator built specifically to keep tabletop games moving forward without a hitch.


Updated: July 13th, 2026


Monday, April 17, 2023

Myths & Monsters: Shroudwalker

 Name: Shroudwalker


Image created by Gerald Williams, using Blue Willow AI

Appearance: The Shroudwalker is a tall, gaunt humanoid figure covered in a tattered shroud or cloak that obscures its features. Its eyes glow with a sinister light, and it emits a chilling aura that can freeze its victims in terror.

Abilities: The Shroudwalker possesses a range of supernatural abilities, including the power to manipulate shadows and darkness, move silently, and phase through solid objects. It can also summon spectral apparitions to attack its foes and drain the life force of those it touches.

Weaknesses: The Shroudwalker is vulnerable to bright light, which can disorient and weaken it. It also has a weakness to silver, which can harm and potentially kill it.

Motivations: The Shroudwalker is a malevolent creature that delights in causing fear and suffering. It preys on unsuspecting travelers, lurking in the shadows and striking when they least expect it. It has no qualms about killing its victims or enslaving them as spectral thralls.

Habitat: The Shroudwalker can be found in dark, abandoned places like graveyards, ruins, and haunted forests. It prefers places where it can move unnoticed and strike from the shadows.

Modus Operandi: The Shroudwalker is a stealthy hunter that relies on surprise and deception to catch its prey. It will often wait for its victims to enter its lair before attacking, using its powers to isolate and disorient them. Once it has incapacitated its prey, it will drain their life force or turn them into spectral thralls to serve its twisted desires.

Origins: The origins of the Shroudwalker are shrouded in mystery and may vary depending on the folklore or legend. However, one possible theory is that the Shroudwalker was once a human or a creature that was cursed or transformed by dark magic or demonic influence.

According to some legends, the Shroudwalker was once a mortal who made a pact with a demon or devil in exchange for power and immortality. The demon granted the mortal's wish but twisted their body and soul, transforming them into a monstrous being with a shroud-like cloak that conceals their true form.

Other legends suggest that the Shroudwalker is a restless spirit or a malevolent entity that was conjured or summoned by a powerful sorcerer or necromancer. The entity was bound to the sorcerer's will and tasked with carrying out their dark bidding.

In some folklore, the Shroudwalker is associated with death or the afterlife, and is said to be the manifestation of a vengeful ghost or a malevolent spirit that was once human. The spirit is said to have been transformed into a monstrous form by the rage and resentment that consumed it in life.

Overall, the precise origins of the Shroudwalker may vary, but the common thread is that it was created or transformed by dark forces and is now a malevolent and powerful entity that preys upon the living.