I'm Kelvin Green. I draw, I write, I am physically grotesque, and my hair is stupid.
Sunday, May 03, 2026
Terror in the Special Offers
"The special offer: Buy the Terror in the Streets boxed set from the EU webstore, get free shipping on the whole order with the coupon code MOON. Offer valid through May 7 (ends when I wake up on the 8th and remember to deactivate the code)."
Monday, March 25, 2024
Lost in Paris
It has come to my attention that the pdf versions of Terror in the Streets -- both the DriveThru version and the one you get with a physical purchase from LotFP in Europe or North America -- are missing the player map. I'll see if I can get the pdf updated, but in the mean time here are some download links:
Greyscale map (about 1mb)
Colour map (about 1.8mb)
If the links don't work, please let me know.
Monday, May 01, 2023
Cunning Linguists
If, after watching those, you want to buy the books, you can find them in print here (EU) and here (US; Magic Eater isn't there yet), and in pdf here.
Friday, February 10, 2023
Unboxed Terror
Martin plans to do a lot more video content, so why not give him a Like and a Subscribe, as the kids say.
The adventure is available in print in Europe here and in North America here; the fancy boxed set version from Martin's video is only available from the European shop, alas, but they will post to Not Europe. A pdf version is available here.
Monday, May 16, 2022
Terror in the Youtubes
The adventure is available in print in Europe here and in North America here; the fancy boxed set version is only available in Europe, alas. A pdf version is available here.
Work continues on even more adventures, and I hope to have some more news soon.
Wednesday, October 27, 2021
Buy My Books! (If You Want! Again!)
You can get them here.
GREEN MESSIAH is about the benefits of both adoption and a vegetarian diet, and maybe a little bit about religion too. It's inspired by Superman, Swamp Thing, The Colour Out of Space, and my childhood stomping grounds in rural Sussex. Rural Sussex is weird.
TERROR IN THE STREETS is a missing persons mystery set against the backdrop of 1630 Paris and the Day of the Dupes, when Cardinal Richelieu and Marie de'Medici, the king's mother, struggled for influence over Louis XIII and therefore, control of France. Yes, there are musketeers!
(Terror in the Streets used to be called Terror in the Shadows and it's not a massively interesting story but I may tell it one day.)
TERROR IN THE STREETS is also available as a fancy pants boxed set containing the main adventure, a second book of adventures, an A3 map of Paris, handouts, props, and a custom six-sided die. It's our homage to the big silly boxed sets TSR put out in the 80s and 90s. It's expensive, so we wanted to put lots of fun stuff in the box to make it worth the cost.
As soon as I get my author copies, I'll post some pictures of the books and box here. If you're confident you want to buy before then, then click away, my friends!
Tuesday, March 02, 2021
Octopath Strangler
I may have posted a black and white version of this earlier, but I had to do a colour version so I thought I would post it.
Content has ground to a halt of late because of a bit of personal drama I may share in a future post. I hope to get back to stuff soon, not least the Marvel 1991 project, because that's slipping further and further behind!
Tuesday, February 09, 2021
Mix and Match
Another piece from the upcoming Hughuenauts and Other Distractions. This poor chap is a hybrid of goat, bear, and man, and is none too happy about it!
Sunday, February 07, 2021
Video Nasty
I don't think I've posted this one yet.
Everyone thinks this is the cover to an upcoming project because, to be fair, it looks like one! What in fact happened was, we had some space to fill in Huguenauts and Other Distractions, and I went a bit over the top.
The actual cover can be seen here.
Monday, November 30, 2020
Eclectic Avenue
This is the cover for an upcoming project for Lamentations of the Flame Princess. The contents of the book are, as you can see, quite varied.
Wednesday, November 18, 2020
You Are Really Spoiling Us
Here's a preview of some content from a project in the works at Lamentations of the Flame Princess, although you can use this with most old-school D&D variants. Have a go, and let me know how you get on!
Selenite Ambassador
You are an extension of Irdonozur, the Supreme Monarch of the Moon, sent to Earth to experience life on another world. You come in peace, wish to be taken to their leaders, and all that sort of thing. You have been selectively bred for diplomacy and open, friendly communication, but you are also a pale, chitinous thing with an enormous head so you’re going to get some odd looks.
Selenite Ambassadors have a hit bonus of +1 and start with 1d6 hit points at first level. Use the Magic-User experience table to determine experience, hit points, and saving throws for subsequent levels.
Alien: you stand out among the people of Earth and cannot pass as human, unless under a heavy disguise.
ESP: you can cast the ESP spell at will.
Hive Mind: you are, for all intents and purposes, Irdonozur, but your distance from the Moon has caused some interference or lag, and you have developed an independent consciousness. You may also have evolved such eccentricities as your own personality or even a unique name, like “Roger”. Should you return to the Moon you will “synch” and “update” – to use terms that the kids will understand – as you rejoin the hive mind and it absorbs your experiences. Whether this is fine and good, or something to be avoided, is up to you.
Each time a Selenite Ambassador gains a level, they should roll on the following table to see what happens. Some abilities are limited and you should roll again if you are ineligible to receive that ability.
Spells are cast at the Ambassador’s current level, which is a bit wonky and sort of breaks the rules but I won’t tell anyone if you don’t.
2d10 Ambassadorial Abilities:
2: You can transfer your consciousness to a willing entity and ride along in their mind, experiencing everything they do. While this happens, your body goes into a trance and does not require food or water; if your body is destroyed while you are hitching a ride, you must save versus Poison or your consciousness dissipates. You can transfer from one mind to another if, again, the new entity is willing. This ability can be gained only once.
3: You grow sharp chitinous claws, like those of your warrior siblings. The claws do 1d8 damage. This ability can be gained only once.
4: All Selenite Ambassadors have a pair of tentacle-like limbs in addition to their arms, but yours have developed into extra, fully functional, arms,. You gain an extra attack each Round and can do things like use a shield and a two-handed weapon at the same time. You can get this result only once, except in one case; if you gain wings (19) they replace the extra arms, and a subsequent roll of arms will then replace the wings, and so on.
5: You gain 1d6 Hit Points this level instead of 1d4.
6: Your chitinous exoskeleton is tougher than normal. Add +1 to your natural Armour, up to a maximum of 16.
7: You can cast Forget once per day. If you get this result again you can cast it twice per day, and so on.
8: You gain +1 Charisma, up to a maximum of 18.
9: You can cast Command once per day. If you get this result again you can cast it twice per day, and so on.
10: Your psychic awareness lets you detect hostile intent, which reduces your chance of being surprised by 1, to a maximum of -4, at which point, yes, you cannot be ambushed.
11: You are one of millions of Selenites, and if you die, Irdonozur will just hatch another one. You are immune to fear.
12: You can cast Remove Fear once per day. If you get this result again you can cast it twice per day, and so on.
13: You extend a psychic aura of calmness and geniality, which gives you +1 to Reaction rolls, up to a maximum of +6.
14: Your psychic powers interfere with hostile spellcasting, giving you a bonus of +1 to saves versus Magic. You can gain this benefit three times for a maximum bonus of +3.
15: You can project a bolt of psychic force into the mind of one being within 60’ once per Round. The target must save versus Magic or suffer 1d4 damage.
16: You can cast Confusion once per day. If you get this result again you can cast it twice per day, and so on.
17: You can cast Chaos once per day. If you get this result again you can cast it twice per day, and so on.
18: You can cast Feeblemind once per day. If you get this result again you can cast it twice per day, and so on.
19: You have grown a set of wings that allows you to fly at your normal speed. If you have already developed extra arms (4) the wings replace them. You can gain this benefit only once unless you have previously had your wings replaced by arms, in which case your arms drop off and your wings grow back. If you spend ten levels growing arms and wings in a never-ending cycle, then you have my sympathies.
20: Your huge psychic brain is smaller – but no less effective! – than those of other Ambassadors, and your body shape is closer to that of humans, all of which makes it easier for you to move amongst the people of Earth. You no longer have the Alien trait.
Tuesday, November 17, 2020
Tuesday, October 27, 2020
Thursday, October 15, 2020
Huguenaughts!
This is what happens when you let the editor/publisher make irresponsible puns.
Edit: The book is in fact called Huguenauts, and I kept getting the spelling wrong. Oops.
Thursday, September 24, 2020
Tuesday, September 22, 2020
Romanes Eunt Domus
Monday, September 21, 2020
Friday, September 18, 2020
Monday, February 25, 2019
Testing in the Shadows
It's set in Paris in 1625, and is an investigation-based adventure; our first session consisted of lots of wandering around the slums, talking to people and looking for clues, and the closest the party got to a fight was when they apprehended a randomly-encountered pickpocket.
My goals with the test are to see how robust the mystery is in general, and also how well an investigative adventure fits into a D&D-like ruleset. So far the players haven't made use of any character mechanics -- no one's cast a spell yet, for example -- but the investigation seems to be progressing well, with no bottlenecks or dead ends threatening to scupper play.
The test has been useful in showing me where there may be gaps in the adventure -- no major holes so far! -- and in giving me ideas for further details to make it more interesting. The most enjoyable bit for me was seeing the players putting together bits of information and turning them into a series of -- sometimes contradictory -- theories about what's going on; since I've written the mystery, the solution is obvious to me and my fear was that it would be clear and straightforward -- and thus boring -- to the players too.
I suppose what I'm saying is that playtesting is good; that is something that's rather obvious and no one needs to be told, but there it is.
We should be meeting up again this weekend to continue the investigation. I'll let you know how it goes.















