Recent goings on, as the world burns.

I recently acquired  Beneath the Ruined Wizard’s Tower by Fen Orc (get it here )

This sequel to the Holmes Sample Dungeon, the Tower of Zenopus,  is well written, builds on the source material without overstepping, and happens to include some of my artwork.

Aa it happened, it was accidentally attributed to another stock artist used by Fen Orc, and when I discovered it, they responded immediately to do what they could to attribute correctly.  Good on them!

it is a great little module, written for Blueholme, which I had some part in illustrating a  few  years back.

As those who follow my blog know, in addition to a colection of demon h ters traveling though gates and whatnot, I have a few characters making their way through The Black Wyrm of Brandonsford by Clarence  Dudinack (get it here)

I decided to illustrate some of the characters

They are quite suspicious of Drop Dead Ned , and aren’t interested in adding either the MU or the fighter… and were unhappy that the halfling wasn’t a burglar.

Energy Crisis

Back in the wilds of the last century, a Neopagan named Isaac Bonewits successfully became the only person to get a BA in Magic from UC Berkley. Among other publications, he wrote Authentic Thaumatology, and outlined in it a system by which magic could be more realistically used in games.

Unlike Jack Vance, He did not espouse a “Fire and Forget” style of spellcasting; rather he thought it to be a skill at which one would get better the more one did it, up to the limit of how much energy could be reserved for it. I can’t say for certain that Jim Butcher has read him, and I know for certain that Christopher R. Rice hadn’t read him when he wrote Meta-Tech, but similar ideas come up in each of their works.

Similar to mnemonic palaces of the mind, where one can build storehouses of knowledge (the Method of Loci) Bonewits (and Butcher by way of Harry Dresden) both describe a means of slowly accumulating visualized astral energies through ritual and storing them in astral engines that are essentially theoretical flywheels (like prayer wheels) that can be charged like capacitors and released when a spell is activated.

This is similar to both tapping resources in Magic the Gathering, and the GURPS Magic Energy Reserve advantage, when combined with the passive spell, Recover Energy.

This becomes important in my DF game; My spellcasters are often spamming away spells that are ‘free’ in cost due to skill levels of 15 or 20, but there are a few outliers, like the Guild agent Mancini who is using his wild talent to cast the very expensive Banishment at various demons, and the kind souls casting Lend Energy to keep him from dying from FP and HP loss from taking on potent beings.

This has led to sudden needs for the party to rest, even when it isn’t quite safe. Cash based power items may end up being cheaper to get than boosting Energy Reserve, even at 3 character points per point of reserve… it might even be cheaper to get henchfolk with high energy reserve and selfless….

In any case this energy crisis might not resolve too soon, as the Adventure where this is happening the most has a very poor cash return when compared to some of my homebrew adventures; such as the quest for the lost pay train, where the rewards for (among other things,) fighting a colossal earth elemental and killing a lich and its minions. was 28 lbs of silver- where the $20 silver coin is dime sized, and there are around 250 to the lb. At least one of those who participated in that run is in this current game, and weighs in at a hefty 290 pts… probably one of the highest level characters in the game at this point, due to continuous play, over 12 years of play by post.

Happy Halloween!

Another Quarter day has come, Blessed Samhain to all.

I have been dealing with some rough news at the house.

I am not going to go into that here, but only into some trivialities in my game.

I had one group of characters, some just back from the otherlands, and prior dealing with the purists, who had decided to become bill collectors. Some of the group did not want that kind of work, so I had to think of something gentler. I wasn’t sure what I would be able to use, but remembered I had a thick stash of notes in one of my boxes of doom from years prior… 23 years before when I was running a 3e GURPS fantasy dungeon crawl over on Playbyweb, the parent website of RPOL.net that currently houses Northport. I even had a roster of what characters were involved, and two of them I had carried through and used as npc’s in the game after it was reincarnated as 4e Dungeon Fantasy in 2013.

Monorith the were-lion was a member of a rival party dealt with years ago by my group that went looking for the lost pay train in Shevnia. That group eventually found the treasure in a Lich’s lair, and went on to be attacked by the hired Monorith and several previous foes reanimated by a necromancer.

Dagon the junior necromancer and his undead minions Carron and Snafrun has been hired by the sub-juniors group to help corral undead and stuff them into a barrel for sale to the thanatology obsessed Sage Bertrand.

Of course the guild is full of some of my early characters written back then; Aemon McCain and his mottoes were snatched from the old Apple ][ Wonderful World of Aemon’s Beginner’s Cave adventure.

The adventure itself involves a disaster occurring in the proving grounds (Not influenced by Werdna at all…) where randomly assembled adventurers would head into one of three areas. The obstacle courses were set up with mostly shifting temporary walls, and nonlethal traps, paid (or indentured) actors would attack with padded and chalked weapons, or throw eggs and rotten fruit at the would-be heroes while they attempted to solve the maze puzzle or rescue the damsel, all while under the scrutiny of admins.

In my only pull from HP (to hell with JKR) The guild masters had a map that showed the movements of the Magic Marked badges that all guild members (and employees) wear. I had worked out which GURPS Magic spells would enchant such a thing, and had equipped the primary Guild mages with the means to have enchanted it.

Aside from that, I had been largely inspired by the (now-defunct) Advanced Goblins & Grottos website, which had been a great resource for a GURPS 3e AD&D conversion, and still handled somethings better than GURPS Fantasy 2e did. As the site was taken down before the Wayback Machine was developed, all I have left are some faded printouts from 2002.

Happy Autumn, and some updates

My Group of juniors who are now back from their encounter with Praxillaus and (once his Wyrm was defeated) Persephone, had received some divine gifts. Gordab the half ogre was granted wisdom, Anita strength of will and body (that she had traded her voice at the goblin market for better ammunition leaves her with shyness and disturbing voice (whisper) could not be undone). Rosewood the emo Pixie was granted a vampiric adjustment to their magic bolt, Dyrr enhanced Dex, and Pyrr resistance to normal weapons. Gathika was given a chinchilla familiar, Shawn was relieved of his accursed dietary requirements, and a bunch of points. Nagga, who had acquired the Sword of the Night, was given greater weapon bond to it, and some spare points. They are currently heading off to do some debt collecting in a much more mundane setting than their trip to the underworld, and are hoping not to meet any more deities.

Pointwise, the highest level character in this game would be Christine the fire witch, who weighs in at just over 320 pts, and they have been playing for 11 years.

She and her crew defeated the giants who had been hurling rocks at the ice mage, but discovered that the ice mage may have been creeping on the Frost Giant’s daughter, but they did not pursue the matter further, despite my readiness to have a pitched battle.

The tenants of the former vampire tower accomplished a curse removal at the shrine of St. Hubert, and defeated a number of werewolves who sought to interrupt the proceedings. I now have them heading off the another published adventure, The Black Wyrm of Brandonsford.

This one reminds me of Eustace’s misadventure in the Narnian Chronicles. The group has fought a dragon-like foe before (a legendary fire slorn) but their prior techniques may not work on the titular foe. (I will provide my conversion stats after they defeat it).

The sub juniors have, with the assistance of a hired npc necromancer originally played as a PC in the game back in 2002, along with his zombie minions, captured a wight (not the master wight that goes by “Nobody” after the fashion of Odysseus, but a significant one) on behalf of the Sage Bertram, who is seeking all manner of undead in hopes of becoming a lich.

The trading with trolls bunch have met and parleyed with the lich whose undead they were butchering, and escaped due to his distraction. The lich in particular had been another PC in the game some years back, and had been the one responsible for naming my version of the Plated Mage from Stonehell “Flax”, whom a couple of groups have run into before. They just trounced a gelatinous cube and are nearly back at the troll warrens originally cleared by Christine the Fire Witch.

My original junior group has finally decided to use the bone gate, to investigate a castle in a wintry surround, which they suspect is inside a snow globe they snatched from the demonically run shop of curiosities a few years back.

In the land of winter, my other group of demon hunters have defeated a Bone devil along with several doom children.

The primary demon hunters in the devil’s workshop managed to defeat a number of demons… Several of the watchmen with their tridents were dispatched, including one obliterated by one of the flaming skulls from the land mines, and another warrior demon that had belonged to a long since gone demonologist player. He has shown up a couple of times, a basic Warrior of Hell type from Magic with enhancements of winged and steelskin, and armed with a polearm instead of a sword and shield.

A Dimensions for Children demon
snatched from Mike Monaco’s site

He was Banished at an extreme cost of unconsciousness and near death from FP loss, and given his high DR, was only being affected by a skull spirit he defeated and by one character’s magic bolt.

They were able to defeat a Peshkali demon, that came through the gate before Ardenas the martial artist used power blow to destroy both the gate and the magic mirror, mostly because it critically failed an attack, and smashed its flung scimitar through the window on the gremlin tank, causing it to be triple cursed. My demons do not play well with each other, and with -3 on all rolls, it fell down the stairs and With Suleiman keeping it Dazed, they were able to cut off its arms, despite the two fighting types being primarily equipped with spears, which do the wrong damage type against limbs and homogenous foes.

Once again, I find that almost all of my players seem to be surprised when an opponent has more than 2 DR, even in the case of the werewolves, and the Bone devil, who had conditional DR.

I have played with a variety of ways to replicate “Can be hit only by magical weapons” ranging from full on invulnerability with Achilles heel of silver or magic, to using Damage tolerance the halves mundane damage (per level), allowing for some catastrophic attacks to still do something, to the simpler method of high DR vs mundane attacks. The werewolves as written have DR 10 vs everything but silver or fire, and the earth priest was lobbing boulders at them to no great effect. The Bone devil, for example

AD&D Monster Manual, image by David Trampier

had ludicrous Armor class and could only be hit by magical weapons and had magic resistance, so I gave it DR5, DR 10 vs mundane, and enhanced magic resistance. It was flying and invisible until it attacked, which was principally against the celestial in the party, and had this nifty weapon, which shattered when parried critically by the celestial’s orichalcum staff.

Strange Days

a secret organization of villains… I mean An open grouping of well known oligarchs are taking over…

Your mission is to overthrow… I mean survive.

The three branches of government agree not so stop hunger, or war, or genocide, or the senseless slaughter of schoolchildren, but to ban a piece of social media, while the remaining outlets suddenly become welcoming to the kind of people who the allies fought in the second world war.<sigh>

In order to escape from this bleakness, I game.

The group of demifey that entered Autumn, found the goblin market and headed off with the Great All Hallows Procession (get it here https://evlyn.itch.io/the-great-all-hallow-eve-procession ) Made their way past the gobbler, a corrupt preacher, and an ensnared minor death (from whom they all gained a boon), destroying cursed coins as they went, only to be ferried by Charon to the Great Tree.

I am using one other published adventure, this one written for DFRPG , The Devil’s Workshop

The enemy I selected was the Son of the Ferryman, and I found the name Praxilaus as son of Charon. I equipped him with an artifact, The Sword of the Night, and a bronze panoply of lorica segmenta with a Corinthian style helm under a hooded robe of protection from DF6https://www.sjgames.com/gurps/books/dungeonfantasy/dungeonfantasy6/

This gave him very high DR, and his cultist minions were only wearing the robes, but for some reason a few of the PC’s couldn’t wrap their heads around opponents having DR at all, much less layered armor.

This group included Gordab the ogrekin musician, Rosewood the pixie, Anita Drake human thief and would be assassin, Nagga Karoby a goblin mage, Shawn Nyseth, a corpse eater illusionist, Dyrr a chi blast throwing junior monk, Barei, an elfin native to the otherlands, and Gathika a catfolk priestess.

Praxilaus and his minions hijacked the energy of the dancing worshippers at the tree, and summoned the great wyrm,. It was diffuse and verimiform, so a number of direct attacks failed, but the group got creative, attacking with magic bolts, chi blasts, and a lucky clumsiness spell.

Praxilaus once revealed became a target, but was resistant to most damage due to high DR. The minions were less so, and fell to a variety of physical attacks… Gathika successfully cast banishment on the wyrm, while the summoners were occupied, ut the attempt drained her reserves and some hp and rendered her unconscious.

The group attacking the Devil’s Workshop are Kalima the celestial demon slayer, Mancini the guildsman, his brute Norman, Aoife the leprechaun druid, Oly the thief, Ardenas Barehand the martial artist, Suleiman the Valdassyan guild mage, and Jolinda the priestess of Minerva.

The outer area of the devil’s tower is a charred area patrolled by hellhounds, and has an inner ward of skull spirit mines.

There are also a batch of demons packing tridents who have a different set of vulnerabilities from Demons of old that they had trouble figuring out.

They mopped the floor with the hounds, who disolved into cinders and the stench of burning dogshit as if they were so many burning paper bags left on doorsteps.

I had the watch demons go and collect the daemonet- a cannon that used conjured doom children to propel cannon balls, but they used up a banish spellstone and a bunch of power blows on its carriage to disable it before it could be fired.

At the moment they are trying to get into the tower after defeating two skull spirits.

Some of the other groups have made a little headway on their missions; the gang that took over the vampires tower are escorting a victim to a shrine to remove their curse of lycanthropy, while in the same area the Wuxia group is traveling to negotiate an easement on taxes for the village and to maybe help with the harvest.

My group of juniors, moving very slowly these days after a player had to go, ended up with their mage growing an extra eye after a spell failure, and the sub juniors have been stalking a rust monster that their undead enemy (a wight) has been using to unlock areas in the undercity where other undead have been imprisoned.

The fire witch, in an endeavor to learn rare ice magic has headed into the mountains, where the winter warlock/ Ice King and landed a fetch quest of eliminating some frost giants.

The troll traders brightly used Trollish earth magic to seal some rooms containing undead, but then decided to leave space open enough for the dead to exit in single file. given thst there were dozens, this proved draining, and the low msna of the area (caused by a meteor strike 400 years earlier) was preventing better sealing of the portals, so they decided to advance.

At least, they will only have stragglers in their six as opposed to armies…

I am a member of a group that does a holiday RPG gift exchange and recently bought something from drivethrurpg (now roll20?) and tried to ship it to my giftee, but they decided to send it to me instead. Just shaking my head.

I am staying clear of meta for a bit.

Happy gaming.

A pair of Kickstarters I like

First off is Todd Leback/ Third kingdom games Hex a Day Calender, which would probably net me some commissions- but never mind me, there will be a ton of art from others.

back it here: Kickstarter

Of course the other one with scant hours to go, and fully funded, is Douglas Cole’s Gaming Ballistic Kickstarter for the GURPS solo adventure Warlock Knight.

if you like DFRPG pledge here

BX Advanced Bestiary volume 2 in hand

now available post kickstarter on Drivethrurpg

I have a lot of art in this one, which is full of variations on bog standard monsters much like Skerples’ The Monster Overhaul (here)

I work for Todd Leback of Third Kingdom Games, so I am prejudiced in his favor, but I really like this one- here is some of my featured art:

note that the smoke elemental escaping the Hookah is not in fact an Elephant, that was just the heading for the next section.

Riches & Ruins

Alan Bahr of Gallant Knight Games has released a rules light wargame inspired rpg called Riches & Ruins that I am the sole illustrator of. you can get them here on drivethrurpg

as an aside, for a couple days more all of my other stock art is on sale as well, here

Solo Play and a journey into darkness

I had backed Douglas Cole’s KS a while back (I have backed many of Gaming Ballistic‘s Kickstarters -as the only 3rd party licensee for GURPS DFRPG I am always down for the GURPS projects and some of the OSE ones.) Dark Lord’s Doom was one of 4 solo adventures for OSE (they are available for TFT also) and was recently crowdfunded for DFRPG as Saethor’s Bane (and can still be got as a late pledge).

The adventure, written by David Pulver, is a pretty good one, although there are some layout issues. I had a great conversation with Doug about the game, having accidentally called him over messenger after reporting that I couldn’t find a specific table that turned out to be present but un-indexed.

It functions like a choose your own adventure or fighting fantasy book, where you keep track of plot words, and play out combat with your group of four pre-gens and the generally balanced encounters you face on your way to deal with a powerful foe and his numerous minions. I found that four to three odds (a frequent occurrence) let me dogpile the leaders and rely on morale failures to win frequently. One of the pre-generated members of your team was a bit of a glass cannon, with lousy armor, high Strength and a high damage weapon, one was a sniper, one a standard sword and board guy and the party leader was pretty well rounded. There were numerous occasions to re-up casualties, and I had some crap rolls 3d6 down the line, and lost everyone but some rescued prisoners before the end, when I got shanked by the titular overlord, Saethor. Replay value is high with this one.

I just finished reading through Plastiboo’s Vermis and Vermis 2, which I got at exalted funeral but are both currently out of stock. Both books are set up like play through guides to a low resolution dungeon crawler video game, except the game doesn’t exist. Vermis seems to have several options for player character types, and vermis 2 focuses on one, but looks like you have unlocked other modes of play upon completion. They are both very moody and atmospheric, but occasionally hard to read.

I was interviewed by Diogo Nogueira for his Weird Games and Weirder People podcast; I will make a separate post once he publishes it in a couple of weeks. He has interviewed dozens of luminaries and creators in the RPG field. I talk about things that make me weird, like being bipolar and pagan, and about artistic inspirations.

Currently I am part of the team illustrating Todd Leback of Third Kingdom Games’ kickstarter for his BX Advanced Bestiary Volume 2 which is currently funded but reaching toward stretch goals that might get me more illustration gigs. Here is some of the stuff I have already done:

Additionally, I have finally upgraded my rate schedule for commissions, in keeping with the work I have been doing:

replacement parts successfully installed

Seven years ago I suffered a minor knee injury that never quite got better despite surgery and a bevy of injections.

Yesterday I got the mechanical upgrade., which hopefully leads to a better quality of life, but for right now, I am appreciating how uncomplicated my life was before.

I was wearing a brace and walking with a cane for the past several months and for the next week or so , I will be contending with a walker for support.

The building I live in is prewar and definitely not ADA compliant as numerous doors in the apartment are narrower than the walker, necessitating turning it sideways to get through some of them.

This of course makes me think longingly of 10′ wide corridors and 5′ wide dungeon doors!