Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Monday, October 8, 2012

New Dungeon Alphabet Art

This just in from the "Please Make Mike Shut Up About His Books" Department:
Dungeon Alphabet Art Preview – The third printing of The Dungeon Alphabet is at the printer, with a great selection of new art! This expanded edition features new images by Russ Nicholson, Jeff Easley, Jim Holloway, Brad McDevitt, Peter Mullen, Stefan Poag, Michael Wilson, and William McAusland, plus the great art from prior printings. Check out the Dungeon Alphabet art gallery!
Here's but one example of some of the new pieces accompanying the expanded third printing. It's the new end sheet created by Peter Mullen. Looks great, no?

Sunday, July 22, 2012

Beware of Lampreymen…Suckers

My regular readers know that I’ve penned the upcoming DCC adventure Emirikol Was Framed! and that it’s due for release later this year. What is not common knowledge is that I’ve written a second adventure and that I’m currently working on a third Dungeon Crawl Classics scenario.

The second adventure is entitled The Sea Queen Escapes! and it’s now in the final stages of revisions and playtesting. The cover art is complete and the book is almost ready to go into layout. No release date or formal announcement has yet been issued, but I have permission to talk a little bit about it. You can hear me say a few words about The Sea Queen on an upcoming episode of Jennisodes, and those of you looking for more details about my DCC work, Stonehell Dungeon, and “Of Unknown Provenance” should tune in once that goes live.

As I mentioned, The Sea Queen Escapes! is undergoing playtesting at the moment by certain select groups. One such group played through the adventure this weekend. Amongst the players at the table was Jim Wampler, the mind and pen behind Marvin the Mage! I’ve mentioned Marvin in the past and Grognardia gives old Marv some wordage as well in this post. If you’re not currently reading Marvin, I suggest you point your browser over to mudpuppycomics.com and catch up on the fun.

One of the unique monsters featured in The Sea Queen Escapes! are the lampreymen, an sea-going race that makes an appearance early on in the aquatic-themed adventure. Jim Wampler, inspired by the party’s run in with these cold-blooded suckers, created a wonderful illustration of them in his own unique comic style. Both Jim and Joseph Goodman gave me their blessings to share Jim’s work with my readership.

Having no visual artistic talent of my own, it’s always a surprise and an extreme pleasure to see something that existed solely in my head and in written form come to life in an artistic depiction, and Jim’s take on the lampreymen is no exception. I’m digging the bandoleer of pouches this guy’s rockin' as he comes at you with his spear and big old mouth.

Hopefully this small glimpse at just one of the many threats awaiting the PCs inside the cover of The Sea Queen Escaped! “wets” your appetite for more. If you dig this sample of Jim’s work, stop by mudpuppycomics.com for a lot more of his stuff and a lot of laughs to boot!

Saturday, July 21, 2012

Make the "Not Be"…Be


Those of you who read my post NTRPGCon report know that a little beastie I whipped up, “The Upside-Down, Inside-Out, Thing That Should Not Be,” was illustrated in gruesome detail by Jannell Jaquays as part of the Artists’ Panel. It was a very popular depiction.

At the moment, there’s a vote going on over at the NTRPGCon website to choose one of the illustrations created by the artists to be reproduced as a miniature. Right now, Jannell’s picture is smoking the competition, but I’d really love to see the “Not Be” become a 3D figure I can use to terrorize my players. If you’re a member of the NTRPGCon forums and haven’t voted yet, you can stop in and vote for the “Not Be” right here. In interest of fairness, you might want to take a look at the other four illustrations on the slim chance that you think one is actually cooler than an upside down monster with eyeballs on its feet, its organs on its outside, and a big gaping mouth with a spine for a tongue. Those can be found here.

Your continued support for the bizarre is very much appreciated around these parts!

Tuesday, June 26, 2012

Throwing Rocks in Texas (Part Four)

Matt Finch runs Mythrus Tower
After “Expect the Unexpected” wrapped up, I had time to grab an early dinner before I started preparing for my Saturday night game of Dungeon Crawl Classics. Unfortunately, that meant I had to skip the Artists’ Panel scheduled right after “Expect the Unexpected.” I’d be kicking myself for this a little later.

My belly filled and my scenario, pre-gens, and accoutrements together, I slipped back to the Longhorn Room in time for the NTRPGCon Auction and—more importantly—the announcement of the winner of the 2012 Three Castles Award. Regular readers already know I won in absentia last year for The Dungeon Alphabet and was a co-nominee this year for Realms of Crawling Chaos with Dan Proctor. 

Unfortunately, I was tipped early that Realms was probably not going to win when Doug asked me to present the award since I was in town. Disappointing, but I expected my name in the mix again was unlikely to result in another award.

Jim Ward runs Dragonlairds on Sunday morning
Doug and Mike introduced me prior to the auction and I threatened the audience with reading the hour-long acceptance speech I wasn’t able to deliver last year and got some laughs. I then pointed out that if I neglected to announce this year’s winner, the award was technically still mine. All laughter aside, it was an honor to finally be able to thank some of the judges in attendance and those of you who’ve supported The Dungeon Alphabet with your dollars and glowing reviews. It was with a mixture of pride and sadness that I passed the torch on to Kevin Crawford for Stars Without Number. Congratulations, Kevin!

Having already blown most of my budget (or so I told myself), I slipped out after the award announcement and finished up the last little details of preparing for my DCC session of “The Fane of St. Toad” scheduled immediately after the auction concluded. I had my Brave Halfling Old School Game Box (the Erol cover, natch, and now signed after “Emirikol”) stuffed to the gills with DCC notes and was ready to roll.

Saturday night games at cons are always dicey (and not in the good way). Exhaustion and drinks take their tolls and not everyone makes it to the table. My game had seven players registered, but only three from the list turned up. Luckily for me, I had three other eager players accost me before the game and beg seats, which the low turnout allowed me to grant them. Unlike “Emirikol,” whose players were largely unfamiliar with DCC, five of the six players at “St. Toad” had copies of the rulebook with them and at least passing acquaintance with the rules. After a quick rules overview, we hit the ground running.

“The Fane of St. Toad” is the first full-length adventure I wrote after getting involved with the OSR and it is dedicated to Dave Arneson. I hadn’t looked at it since I started working on Stonehell, and I always get a little nervous revisiting old work. Surprisingly, it still worked for me. I updated it to DCC, smoothed out a couple of rough edges, and made some changes so that it wouldn’t be completely predictable to someone who had read the original. In my own opinion, it turned out great.

Those red words: all toads
The players spent very little time exploring the upper level of the Fane (but enough time for them to soak up the ambiance), heading down the Undercroft where they rightly concluded the good treasure was. Down there, they encounter really, really crappy mummies (my Zocchis were again rolling cold and I couldn’t strangle a poor sap to death to save my life), tore up a creepy orgy chamber (and inadvertently discovered a cache of vials when they struck off a particular protrusion from a statue), and then faced down a big honking cavern of toads. The battle was pitched against the hopping menace, but with a lot of spellburning and sleep spells, and charm spells, they overcame the toads—but not before the halfling in the party found the “sleeping” avatar of St. Toad and decided to battle it hobbito a toado.

In an eerie repeat of “Emirikol,” the elf in the party called down the power of his patron and the party was near indestructible for many, many rounds and enjoyed a healthy bonus to their rolls to boot. I did manage to get the cleric swallowed by the avatar, but out-of-the-box thinking with a Word of Command (“vomit!”) got him out of its belly and the Toad was slain, leaving the party very rich and the session at an end. Alas, I didn’t get to sic the giant Toad idol on them as they tried to leave with their booty.

The Not-Be by Jennell Jaquays
During a break in “St. Toad” I ran into Tim again and he started talking to me about something called a “Not-Be” and I honestly had no clue what he was going on about. Finally, the penny dropped. A couple months before the convention, Bad Mike sent the word out that the con was looking for funky, unique monster submissions to present to the artists during the Artists’ Panel for them to draw. The end results would eventually be judged, featured in an adventure, and the winner would have a miniature sculpted of the monster. When I read the call for monsters, I drafted up a quick entry: “The Upside-Down, Inside-Out Thing That Should Not Be” or “Not-Be” for short. It turned out that Jennell Jaquays brought the “Not-Be” to grisly, two-dimensional life at the Artists’ Panel and it was a big hit. And I missed the whole thing.

The rest of the evening, although late, was a lot of fun. I talked up my upcoming releases from Goodman Games with the DCC players and signed a few books before heading back to the ballroom. There I talked about Stonehell with Bad Mike, editing with Tim, and got the lowdown on Jennell’s next professional leap (and got to see the “Not-Be” for myself). The hour was late and after collecting my winnings from the silent auction (Call of Cthulhu 5.6.1 autographed by Sandy Petersen, Secret of San Fransico, and Cthulhu Dark Ages—what can I say? I love me some Call of Cthulhu and spent less than I would have at the store), I called it a night.

Erol, a gorilla, and I wait for the shuttle to the airport
Sunday was all about saying hello and saying goodbye. Frank Mentzer introduced me to Peter Kerestan of Palace of the Vampire Queen and Wee Warriors fame. I had breakfast with Steve Winter and my favorite fan from Gary Con, Zach Glazer (after chatting with Erol Otus and Jeff Dee while waiting for my breakfast to arrive). Allan Grohe introduced me to Chris Holmes, son of J. Eric Holmes, who turned out was one of my fellow cavemen in “Expect the Unexpected” and we got to playtest Chris’ board game of “Pirates vs. Ninjas vs. Zombies vs. Monkeys” (or something like that). The Ninjas won, but not before proving that if you really want to playtest the beejezus out of a game, Allan and I will put it through its paces.

There were of course many people I didn’t get to say good-bye to or spend enough time talking to during the con, but hopefully 2013 will correct all that. I’m going to try like hell to make it down again next year. Writing this close to three weeks after the events of the convention, there are many events, people, and good conversations I’m forgetting, but I do want to thank all my fellow attendees for welcoming this New Yorker down to Texas. The fact that so many of you took the time to introduce yourself and compliment me on my work (and demand autographs!) means a lot to me. For those of you who don’t do it as a vocation, writing is an extremely lonely pursuit and it’s usually just me vs. the computer screen. Getting out and meeting people who my work has brought some entertainment to means the world to me and so long as you keep wanting more, I’ll keep writing it.

Thank you all!

Mike.

Saturday, June 16, 2012

Original DCC Art for Sale

Those of you who've had the chance to peruse the DCC RPG rulebook already know that it's filled with great art, some rendered by industry titans and other pieces by the up-and-comers of tomorrow. Now, you have the chance to own a few of the originals.

Doug Kovacs, who painted all the game's covers and designed the amazing module maps that appear within, has placed some of his work up for sale on his website. A few have already been sold, but if you're a fan of Doug's work like I am, here's you chance to snag a piece (or three) for your gaming room/man-cave/boudouir/etc. With convention season gearing up, Doug's bound to sell these fast, so those of you looking for a piece of RPG history should act with alacrity.

Thursday, May 17, 2012

"I don't always run Call of Cthulhu, but when I do..."

This is what I think about.

Sure, everyone has their own iconic fantasy illo for D&D (often with the name Trampier, Otus, or Elmore attached), but so few people talk about what they picture when other RPGs come to mind. I first saw "Ward 13" in the 4th edition of CoC and I've never been able to shake it. For me, its appeal is that this is one of those pictures that begs the questions of the viewer, "What the holy hell is going on here and how did it come to BE?!" I found a few Call of Cthulhu illustrations over the years that have the same effect, but this is my first. And you never forget your first.

Monday, December 19, 2011

Old School Art from DCC RPG

Goodman Games has been releasing a series of sneak previews featuring the work of various old school artists that appear in the forthcoming Dungeon Crawl Classics RPG. Even if you have no interest in the game itself, perhaps names such as Jeff Easley, Jim Holloway, Diesel LaForce, Russ Nicholson, and the late and sorely missed Jim Roslof can entice you to stop by the website and see what these fine artists have done lately.  

Thursday, June 30, 2011

Bad Ass Erol Otus Elf

I've been on an elven kick as of late for reasons I'll not yet reveal, but the result is that I'm looking at a lot of roleplaying supplemental material covering our pointy-eared counterparts. When it comes to roleplaying material for elves, Roger E. Moore's articles on the demihumans in D&D certainly stands out. There's a reason that the deities he created in those articles still linger on in the game to this day.

It has been awhile since I read his "The Elven Point of View." I haven't looked at it since my return to old school gaming and thought I should reacquaint myself with its contents. I fired up my Dragon Magazine Archive and found it with a quick search. And there, right smack in the center of the article's first page was this

I certainly did not remember this depiction of an elf, but it is truly a bad ass one. This ain't Orlando Bloom chewing fletchings off an arrow. This is an elf that's going to wreck your day with either his twisty staff of flying lanterns, his eldritch eye magic, or his long sword of Dead Kennedys.

Sometimes all you need is an alternate take on a stereotype to change your entire world view. From now on, all my elves have this guy as a relative.

Tuesday, May 17, 2011

NEA: Video Games are Art

The National Endowment for the Arts has expanded their list of art forms deemed acceptable for the awarding of grants to include "interactive technologies and media delivered by satellite or internet" meaning that interactive games are now recognized as an art form. Developers looking to create works that enhance the public good are eligible for grants up to $200,000 so long as they intend to release their work for free.

As tabletop roleplaying and technology continue to merge, one can only wonder if this means that traditional RPGs will eventually be granted the same "interactive game" status as video games and what this might mean to the future of the industry. Could we one day see the rise of "roleplaying artistes" who survive on their avant garde gaming contributions to society?

Sunday, March 27, 2011

Dragontales: “Out of the Eons”

The third story in the Dragontales anthology is by an author that will produce a response of either “Him?” or “Who?” depending on the reader’s familiarity with the Golden Age of Comics. “Out of the Eons,” the tale that concerns us today, was written by Gardner F. Fox, the man responsible for (in whole or in part) such comic book superheroes as the original Sandman, Flash, Hawkman, Doctor Fate, and the Justice Society of America. He also wrote the first Batman stories not penned by creators Bob Kane & Bill Finger, introducing some of the concepts and equipment now firmly embedded in the Batman mythos. In addition to his work in the comic industry, Fox penned numerous novels in almost every imaginable genre; sword & sorcery fans may best remember his creations Kothar, Barbarian Swordsman and Kyrik: Warlock Warrior, both of whom are listed in the famed Appendix N as inspirational reading. According to one source, Kothar’s first story, “The Sword and the Sorcerer” is responsible for the lich as we know it in D&D.

Neither Kothar nor Kyrik is the subject of “Out of the Eons.” Instead, the tale concerns another of Fox’s sword & sorcery heroes: Niall of the Far Travels. Niall may have the honor of being one of the few, if not only, fantasy heroes who owes his entire existence to Dragon magazine. Niall’s first appearance was in Dragon #2 in the story “Shadow of a Demon.” The hero would reappear several times in the pages of Dragon, returning in issues #5, #13, #23, #33, #36, #38, #44, and finally #55. “Out of the Eons” is located chronologically between the tales “The Cup of Death” from #38 and “The Lure of the Golden Godling” in issue #44. In the interest of full disclosure, “Out of the Eons” is the only Niall of the Far Travels’ tale I’ve read despite owning the first 250 issues of Dragon on CD-ROM.

“Out of the Eons” begins in an unpretentious manner: Niall, Commander General of the armies of Lurlry Manakor, king of Urgrik, is expanding his wine cellar. When his pick unearths a wall that simply shouldn’t be there, however, Niall inadvertently unleashes an ancient evil upon the world; a creature that escapes from “Out of the Eons.”

Almost immediately thereafter the reader becomes aware that Niall shares a special relationship with the goddess Emalkartha and her human avatar, Lylthia. The relationship is of an amorous nature and this becomes an issue throughout the tale. Thanks to Niall’s connection with the divine, he learns that what he unleashed was a being known as Adonair who once threatened the world—you guessed it—eons ago before being imprisoned by the gods. So long ago did the deities challenge Adonair that they not only forgot he was buried next to Niall’s every-expanding wine cellar, but they can't quite remember how they defeated him the first time around. To compound matters, Adonair, who appears as a green fire, decides he needs a physical body to conquer the world and deems Niall a suitable host.

The rest of the tale involves Niall’s quest to locate something the gods hope will defeat Adonair and their attempts to shield him from being possessed. As a protective measure, Niall is accompanied by the goddess Thallatta, which leads to problems on the home front when Niall starts “paying homage” to anther member of the pantheon, so to speak. Conan never had issues of this magnitude.

Speaking of the Cimmerian, “Out of the Eons” reminds me very much of a “King Conan” tale. Niall is not a wandering reaver, but a warrior of much renown and political status, and his duties to King Lurlry and his queen is what motivates him through much of the story—that and getting back into the good graces of Emalkartha.

“Out of the Eons” is pulp sword & sorcery, the first example of the genre we’ve encountered in Dragontales. Fox was exposed to the writing of Edgar Rice Burroughs at an early age and the impact that Burroughs had on Fox’s development seems to linger long after exposure. Niall is very evocative of John Carter, both in his being a warrior of skill in a position of great influence and his romantic relationship with a powerful, beautiful, and ultimately alien creature.

Having not been exposed to the Niall tales preceding this one, I was ultimately left to judge it solely on its own merits. As a whole, the tale is entertaining, but not remarkable; a story suitable to while away a quiet night or an afternoon at the beach. When I first read it, so many years ago, I do remember being more fond of it, but for a reason having little to do with the plot of the tale.

“Out of the Eons” can be read as a good example of the D&D endgame, the time when the PCs put down their swords and start dealing with issues that can’t be solved solely by riding out and smiting them with sharp objects…even if that’s what Niall eventually does. This tale introduced me to a sword & sorcery hero who was not a landless wanderer, and the events of the story laid the groundwork for how my friends and I did “name level” play. Our high level PCs often got involved with world-shaking events and hobnobbing with the gods, even as we dealt with the mundane concerns of building a new tower on our holdings or excavating a new wing in our thieves’ den. Looking back, I now know that “Out of the Eons” was responsible for this approach to dealing with high level play. I really should go and read the early Niall’s tales and see how he grows into his position. They may give me new insights on the D&D endgame that may be of use in my current Labyrinth Lord campaign.

I also love the beginning of the tale and how the event that launches the plot is so mundane. Digging a new wine cellar is about as incongruous a starting point for a tale involving alien powers and gods as you could imagine. It strikes me as just the sort of minor activity that would get Fafhrd and the Mouser embroiled in some wild scheme. This kind of dichotomy tickles my fancy and the story wins me over because of it.

Before I get to the game material, I should note that “Out of the Eons” is illustrated by Kevin Siembieda. Siembieda is one of those designers that I forget can produce art as well as write, much like Paul Jaquays. I always remember Siembieda more for his Palladium work and the occasional explosion that occurs over there than I do for his art, and every time I see his name scrawled beneath a piece of illustration, I always have that “Oh yeah…” moment. In rereading this story and encountering his work again, I must admit that I kept expecting to turn the page and confront some skull-motif, jackbooted Nazi thug laying in wait for me. The Rifts RPG has apparently done a number on my Siembieda art expectations.

Elixir of Desperate Measures
Many millennia ago, when the universe was a newborn dream, the gods gathered in their starry hall to address a lingering concern. As powerful as the gods were, the cosmos was a mutable place and there might come a day when one of their number became too powerful to be held in check by his fellow deities. Should that day ever come to pass, the cosmos would be at the mercy of that deity alone.

One of the wisest of Powers suggested that the gods pool their divine essences to create a substance that could slay a single god outright and that they thereafter secret this elixir upon the earth in a place impossible for any but a great hero to reach. If the day ever arose that one god needed to be put down, the location of the elixir would be revealed to a mortal hero and it would become their task to destroy that which the gods themselves could no longer challenge. The result was what the bards sing of as the Elixir of Desperate Measures.

When found, the Elixir appears as a glowing white liquid held in a silver cup of plain design. When a weapon is touched to the elixir, it spreads across the length of the weapon, running like water, but clinging like pitch. Once the weapon’s edge is completely coated by the Elixir, the liquid glows brightly for a moment, then fades away as if the weapon absorbed it completely, leaving no trace of the Elixir behind.

The Elixir’s power effectively turns the implement into a weapon of god-slaying. The weapon acts as an arrow of slaying against deities. Its enchantment is only good for one or two successful strikes against a god and it attacks as if a +5 weapon. Each time a deity is struck by the weapon, it must make a saving throw versus death as if it were a 1st level fighter. Failing this save results in instantaneous and irrevocable death. A successful save means the deity suffers damage as normal, provided that is possible given the weapon, attacker, and any other defenses the god might enjoy.

Suffice to say, the Elixir is nearly impossible to locate and it is protected by many magical and monstrous safeguards. No single god knows the location of the Elixir and only several working in concert can deduce the location of the substance and convey its hiding place to a mortal hero. They would only do so in the extremely unlikely event that one of their number amasses enough power to threaten the universe and is deemed a danger to the existence of all living and non-living creations in the cosmos.

Tuesday, March 22, 2011

“R is for Roslof”

When I learned that Jim Roslof was ailing, I sat down to write him a card. I had never met the man, but he was one of the cadre of old school artists Joseph Goodman wrangled together to contribute artwork to The Dungeon Alphabet. I’m certain that for Mr. Roslof this was just another illustration gig, one no different from the many he had done over the years. For me, however, the fact that this artist, one who was responsible for so many iconic illustrations in TSR’s heyday, was participating in my first professional book was mind staggering. I had never been able to express my appreciation directly and I wanted to do so before it was too late.

The card that I sent Jim and his wife, Laura, was not one of condolences or best wishes in times of trouble, but a simple “Thank You” card. In it, I expressed the heartfelt joy and boundless wonder that Jim’s work had engendered in me over the years as well as my sincere gratitude that his work graced the pages of the Alphabet. Unfortunately, from what I’ve read, it is highly likely that Jim had already slipped into unconsciousness before my card made it to Wisconsin, so I fear he never got a chance to read my words. I can only hope that they were of some small condolence for Laura Roslof and that the card was just a drop in a torrent of well-wishes, support, and thanks.

There has been a bevy of remembrances and tributes to Mr. Roslof over the last few days—and he deserves all of them. His contributions to the hobby are immense, even if he didn’t receive the recognition that other TSR artists from that era commanded. And although glory may have eluded him, so many of his pieces helped define D&D and the fantasy roleplaying experience that it is almost impossible for gamers who got their start in the late 70s and early 80s to separate those images from their own memories.

From what I’ve read recently, Jim wasn’t only responsible for ushering in the next wave of influential fantasy artists at TSR, men with names like Holloway, Elmore, Caldwell, and Easley. He was also a great boss by some accounts. Jim Holloway said he was the best boss he ever had and shared this picture he took of Roslof during his tenure as art director:

How could you not love and respect working for a boss like that?

When I got my author’s copies of The Dungeon Alphabet, I had a brief moment of déjà vu as I flipped the pages. Seeing Roslof’s work inside the book took me back to my youth and I remembered the sense of wonder I experienced then while leafing through a new module and seeing his awesome illustrations waiting for me. I could almost taste the Red Hots candies and the Snapple Crystal Cola.

Jim’s art had a way of expressing both the "otherness" of a world populated by monsters and magic as well as the sense that his subjects were not heroes, but hard-working regular Joes looking for that one big score. He often took us into the middle of the action, his subjects portrayed in media res, leaving it up to the observer to determine what led to the image he was now witnessing and to conjecture on what would happen next. This mixture is why I particularly love his piece for “I is for Inscriptions” from The Dungeon Alphabet.

As a bibliophibian, archivist, and writer, words are important to me. They play a pivotal role in any game I run, often possessing great power and hidden secrets. I use inscriptions, books, sigils, and signs with great frequency, and having Jim do an illustration that could easily have come out of one of my own games was immensely cool. That it also depicts his usual mixture of the odd and the ordinary was utterly wonderful. Correct or not, I will always consider this piece to be my own, personal Roslof work. I only wish he could have known how much it touched me.

I could keep saying it year after year and it would never be enough. Nevertheless, I’ll say it again: Thank you, Jim, for everything. I’m sorry I couldn’t have said it to you in person, but thank you especially for “I is for Inscriptions,” my very own piece of your incredible magic.

Wednesday, March 16, 2011

Jim Roslof is Gravely Ill

I know this rumor was going around not too long ago, but it appears there is further confirmation from Steve Sullivan, the old friend of Jim Roslof who first mentioned it on his twitter account. According to sources, Sullivan has posted this on his Facebook account:

Old friend and former TSR Artist/Art Director Jim Roslof is rapidly losing his fight with cancer. His wife, Laura said cards are welcome and seem to cheer him up. Please send kind thoughts to: Jim & Laura Roslof W5409 Kenosha Dr, Elkhorn, WI 53147
In addition to Jim’s work as TSR’s Art Director, he produced many iconic images that graced the pages and covers of various D&D books over the years. I fear that despite his hard work and talent, his efforts were often overshadowed by some of the other luminaries working for TSR in the early days.

Mr. Roslof was one of the legends who contributed work to The Dungeon Alphabet, something I’m very grateful for. And not to dismiss the other great artists whose work fills the pages of my professional debut, but Jim’s take on “I is for Inscriptions” and “P is for Pools” are perhaps my personal favorites of all the illustrations. He truly sums up the old school adventuring experience with those two pieces.

My hopes and prayers for a miracle go out to Jim and his family.

Thursday, March 10, 2011

Dragontales: “Dragon’s Fosterling”

The second story in the Dragontales anthology is “Dragon’s Fosterling” by Ruby S.W. Jung and illustrated by a “M. Kay” according to the signature on the accompanying pieces. Moving away from the genre of game fiction, “Dragon’s Fosterling” is more in the vein of the faerie tale or chivalric romances, but it takes its own path once the story gets going. Starting with the commonplace scenario of a young maiden being abducted by a dragon, the tale treads less stereotypical ground before too long.

Ms. Jung, like John L. Jenkins before her, seems to have been an amateur writer as a web search for additional work under that name was inconclusive. And unlike Jenkins, it is impossible to speculate whether she was (or is) a gamer based on her single credited story. Whereas the game influences are prevalent throughout “The Wizards Are Dying,” “Dragon’s Fosterling” owes a greater debt to the women empowerment movements of the late sixties and early seventies.

“Dragon’s Fosterling” is the story of Asgara, the daughter of a duke who finds herself abducted by a dragon and carried back to his valley lair. The dragon grows tired of rolling about in his treasure horde and occasionally kidnaps maidens so that young knights will come to rescue them and provide him with a bit of diversion. The 184 swords & shields that adorn his cave and vale attest that these brave souls are never successful in their quests.

Asgara finds herself a coddled prisoner, unable to leave the dragon’s vale but given full access to the wonders of the wyrm’s cave—including its library of esoteric lore. In time, Asgara grows to womanhood, still imprisoned by her scaly captor as knight after knight falls beneath the dragon’s claws. Eventually, she decides to do something about her situation…

In my youth, “Dragon’s Fosterling” was not one of my favorite tales in the anthology. Too young to see what Jung was doing with the format and too male to identify with the girlish antagonist, the story rated low amongst the book’s ten tales. But, as I mentioned at the start of this series, one of the joys about returning to Dragontales as an adult was to find that certain stories were far better than I remembered them. “Dragon’s Fosterling” is one of those.

Having spent my undergraduate years in pursuit of an English degree and taking far too many interpretation and criticism courses, I now enjoy this story for its depth and complexity—something that “The Wizards Are Dying” lacked. Jung’s tales drips with so much subtext that it’s difficult to see what she intended the story to be interpreted as.

On one hand, it can be read as a “Fractured Fairy Tale,” a story that takes the expected scenario of “dragon abducts maiden and knight comes to the rescue” and turns it on its ear, which is in itself an enjoyable read. Scratch the surface and look a little deeper and you’ll see other possible interpretations lurking below the veneer.

In light of it publication year (1980), one would be hard-pressed to completely dismiss the influence that the women’s rights movements of the previous decades had upon the story. In this tale, Asgara is no pale maiden desperately pining away for her knight in shining armor. She quickly becomes disillusioned with traditional gender roles and sets about freeing herself from captivity. By tale's end she has not only become a hero in her own right, but also come to terms with and embraced her sexuality. This is pretty heady stuff for a story appearing in a TSR publication, even one under the Dragon Publishing imprint.

But this is just one of a few possible interpretations; others remain to be explored. The dragon—he is given no name, demonstrating that when there is only one dragon in the neighborhood, names are unnecessary—is older and wiser than Asgara, and although kind to her, he demonstrates a streak of cruelty in dealing with her would-be rescuers/suitors. It’s not hard to see the dragon as a father figure, making this tale one of a young girl and her Electra complex. It could also be interpreted as a cautionary tale to young women about the dangers of becoming involved with an older man—although they have great wealth and treat you with kindness, this comes at the cost of one’s own freedom. All this complexity, even if it can be argued that this says more about me than the author, makes “Dragon’s Fosterling” one of the best tales in the book.

Jung has an admirable command of language in addition to her skill with story structure. There are several choice lines throughout the piece, including my favorite, “Her hair was black as treachery,” which given my fondness for dark-haired women, resonates on a much deeper level with me. Her early depictions of the relationship between Asgara and the dragon are also well written and they draw the reader into this strange relationship, which is necessary for the success of the story. I only wish that the illustrations was equal to the prose it accompanies. I'm not certain who “M. Kay” is, but his or her style, although competent, is not one I prefer.

Looking back on “Dragon’s Fosterling” from a role-playing design perspective, I see that this was likely the tale that introduced me to the concept that a dragon’s lair need not just be a cave in the earth containing a dragon and his wealth. The dragon in this tale has several amenities in his lair, both for the comfort of his occasional abducted guest and as testaments to his own prowess in battle. I’ve used these and other touches to personalize dragons’ dens over the years.

“Dragon’s Fosterling” is a good story, but not one that I would recommend to a young child. This is not solely for content reasons, although it does feature implied sex, adultery, and other mature themes. Rather, I would wait until he or, especially, she was old enough to enjoy the tale on its many different levels and revel in the subtle flavors it has to offer.

Magical Properties of Dragon Hearts
Some hoary tomes profess that he or she who eats of a dragon’s heart gains preternatural abilities. This statement is difficult to prove due to the difficulties of conducting field tests. Should the referee decide that the heart of a dragon grants magical powers to the eater, he or she may roll or choose on the table below to determine its effects. Only one person can benefit from the consumption of a dragon heart and that individual must either be the one whose blow killed the wyrm or who dealt the greatest amount of damage to the creature prior to death (referee’s choice). All granted abilities are permanent.

1) Eater gains the ability to understand the speech of one class of animal (mammal, reptile, avian, fish, etc.)
2) Eater gains 10% magic resistance.
3) Eater gains a +4 to all saves vs. breath attacks.
4) Eater can cast one magic-user spell of level 1-3 each day regardless of if they are a spell caster or not. If a magic-user, this spell does not count against their total daily allotment of spells.
5) Eater regenerates damage at the rate of 1 point per hour.
6) Eater can see invisible creatures and objects.
7) Eater can breathe fire for 2d6 damage up to 20’ away once per day.
8) Eater can fly for 1 hour each day.
9) Eater can breathe underwater for 1 hour each day.
10) Eater gains a natural -1 bonus to his or her AC.
11) Eater gains 1 point in each ability.
12) Eater transforms into a dragon and becomes an NPC.

Thursday, February 3, 2011

Owlbears of a Different Feather

I just got hipped to this post over at the ArtOrder blog thanks to the webcomic Darths & Droids. It seems that back in September of 2009, ArtOrder has a competition to redesign the owlbear. The entries range from the noble, to the silly, to the outright creepy. As someone who likes alternate takes on old classics, I found the submissions to be excellent design fodder for the next time the players run across D&D’s favorite hybrid. Do yourself a favor and check them out.

Thursday, December 16, 2010

Visiting the Kinan-M’Nath

Into the whirlpool
Where matter vanishes
Degenerate star
Arm of Orion

An iron sun
The forbidden circle
Anti-matter is the
Black horizon

Blue Oyster Cult, “Heavy Metal: The Black and Silver

Now that visitors know what to expect once they arrive in the Uncertain Lands, how exactly do they get there? For this, we must turn to the sages of the ages, who, in their ink-spattered wisdom, have determined that there are four known methods of transportation between the Kinan-M’Nath and other worlds.

Method #1Spell Craft: Perhaps the easiest method of world travel, this method is restricted to those who have achieved mastery in magic, have discovered a magic item capable of cross-world travel, or can pay someone to provide these means of travel for them. In general, spell craft travel covers cross-world travel achieved by use of astral projection, gate, limited wish, plane shift, and/or wish, or through magic items such as an amulet of the planes, a cubic gate, or a well of many worlds. The benefit of this method is that the caster or item user has some control over where they arrive—provided they have some familiarity with the lands of the Kinan-M’Nath.

Method #2Realm Storms: Highly unpredictable, those arriving in the Kinan-M’Nath by way of a realm storm seldom do so willingly. These planar tempests tear the boundaries between worlds, although they appear to be nothing more than extremely strong thunderstorms to those caught in them. More than one party of adventurers has sought shelter in a cave during a realm storm only to emerge after it ended and find themselves in a completely different world. Some powerful mages and learned sages can predict where and when a realm storm may next appear, but finding such an individual and meeting their price is an adventure in its own right.

Method #3Etheric Mists: Like realm storms, etheric mists are a supernatural event. They are even more unpredictable than the storms, however, and some sages believe that etheric mists are examples of Fate in action. Appearing as a smoky gray fog, etheric mists are cold, thick, and damp, restricting sight to a mere 5’. Alien noises and weird echoes sound from the depths of the mist, and an occasional phantasmagorical shape can be barely discerned. Etheric mists appear without warning, even on the sunniest of days. They envelop travelers completely, last anywhere from several minutes to several hours, and, once they dissipate, leave the wanderers in a new land.

Image by Stefan Poag. Please visit Knucklebones.net for more of Stefan's wonderful work.

Method #4 – Hangways: These permanent gates were created in the dim past by unknown hands for indeterminable purposes. Appearing as 12’ diameter stone hoops, hangways are typically found suspended horizontally between four massive supports and dangling 10’-12’ above the ground. Usually a set of free-standing stairs or a ramp leads up to the edge of the hoop, allowing travelers easy access to the 8’ diameter opening in the hoop’s center. The air inside this aperture shimmers as if hot, although the temperature is the same as the surrounding atmosphere. Although hangways share the same general appearance of horizontal hoop hanging from supports, details vary from place to place and world to world.

Image by Talysman. Please visit Talysman's blog, The Nine and Thirty Kingdoms, for more.

Hangways, sometimes called “hopgates” due to their method of egress, allow free travel between worlds to specific locations. Unlike the less predictable methods listed above, hangways remain in fixed locations and provide access to a matched site on one or more alien worlds. Use of the hangway is a simple matter of hopping through the horizontal aperture and falling between worlds. The traveler lands unharmed on the floor underneath the other hangway’s matched hoop on a new world. Travel between world can only occur by stepping through the topside of the hangway’s hoop. Attempts to reenter a hangway from below are always unsuccessful.

Image by Talysman

While the majority of hangways are keyed to a single location, some allow access to multiple planes. Hangways with multiple connections are usually time-based, meaning that a single hopgate will connect to one place during a certain time of the day, week, month, or year, and connect to another at an alternate time. Sometimes manuals, instructions, carvings, etc. are found near these types of hangways, but this is not guaranteed. Adventurers intending to travel via hangways should research their chosen hopgate carefully before embarking on their journey.

Hangways are the most common planar gate found in the Kinan-M’Nath. At least two are known to exist within the boundaries of Stonehell Dungeon; others can be found in forgotten places (both indoors and out) across the Uncertain Lands. The most recent wayfarers to arrive through a functioning hopgate are the members of The Society of Planewalkers, currently operating out of Blackpool. These outsiders purportedly originated in the Lands of the Rotted Moon and have displayed talents and traits unusual to the Kinan-M’Nath. Whether they will become a force for the Weal or the Woe remains to be seen.

A Note About the Duration of Stay: Visitors to the Kinan-M’Nath should be aware that their method of travel to the Uncertain Lands may have an impact on how long they remain in that world. Etheric mists and realm storms are notorious for carrying a person or persons between worlds only to return them to their place of origin days, even hours, later. And while spell craft and hangways almost always allow for unlimited visitation, even these methods have been known to abruptly fail, resulting in the traveler’s sudden departure from this realm. In other words, the referee has full control over the length anyone visits his campaign, making it much easier for a guest PC to suddenly fade away and return to his own campaign world if needed at the end of a session.

A very, very heartfelt thanks to Stefan Poag and Talysman for taking the time to contribute their talents to an unconventional idea dreamed up by me on a whim. Your contributions are greatly appreciated!

Thursday, December 2, 2010

Pretty Pictures from the End of the World

I don't often indulge in this sort of behavior, but, if you're like me and currently weighing your options regarding a post-apocalyptic roleplaying game, I suggest that you take a few minutes and peruse the images here. It's a great collection of forty-five apocalyptic vistas collected from various Deviantart creators. You're bound to find something to get your toxic waste crockpot a'bubblin'.

Friday, November 26, 2010

Illustrating A Crazy, Cool Idea

I’m spending the long weekend working on the myriad little projects that always seem to clog my mental inbox. One of those is to get caught up on my copies of Fight On! magazine. Since it’s been awhile, I’ve started at the beginning, rereading #1 and working my way forward. One of the articles in that magazine got me thinking and I want to do a more in-depth post on my thoughts in the weeks to come. I’m going to introduce something and I’d like to have an illustration to go along with it.

I’ve posted a rough diagram of something below. As you can plainly see, my artistic talents are limited to the written word (and there are those that would debate even that claim), so I would be very interested to see what someone with some talent could do with the below sketch.

Normally, I’d say send me an email if you’re interested it cleaning this doodle up, but, for my latest crazy idea, I think the more variations on this theme, the better. Therefore, I’m open to as many takes on the sketch as people are willing to submit. It actually works to the idea’s and the upcoming post’s benefit to have plenty of options.

If you are so interested, please take the attached drawing and run with it. You can recreate it as is, take the rough idea and elaborate on it, or just use it for the most meager bit of inspiration. Work in any medium you wish. When you’re happy with it, send me either a copy of your creation or a link to where I might view it. I will post your picture here in conjunction with the article giving you full credit for your work. If it takes a bit for you to finish up, and you do so after the post appears, please send it to me anyhow and I’ll post follow-ups to the original from time to time.

I’m not out to make any money on this idea and the article the illustrations accompany will be posted here for all to see. I can only give you the opportunity for your work to be seen by a fair number of individuals in return for your efforts.

I think my idea has some merit and I’m hoping others will jump on the idea and embrace it once it’s revealed. Please help me with your own talents. You can contact me at poleandrope (at) gmail (dot) com to submit your work or make other inquiries.

Thank you very much in advance.


Monday, July 12, 2010

One Down, Four To Go

Time to get started on the next project while I'm waiting for this one to bleed to death. Unnamed mystery book, I choose you!

Update on the Cover Artist and Cartographer Hunt

I’ve selected both a cover artist and a cartographer for my still-unnamed project and have provided them with some of the initial material to start work. I believe that I’ve contacted everyone who sent me a letter of interest and samples, but just in case I missed somebody I wanted to make it known that my picks have been made. I’d also like to thank everyone who expressed an interest in helping me make this book a reality.

For those of you who contacted me about doing interior pieces, I’m currently fleshing out my outline for the book so I’m not 100% certain what my interior art requirements are going to be yet. Give me a week or two and I’ll be able to assemble a specific list of pieces I’d like to see represented.

Tuesday, June 22, 2010

Thank You for Your Responses

I've had several people contact me in regards to my public appeal for help on my next project, a fact which I'm very thankful for. If you've not heard back from me yet, a reply is forthcoming. I'll be spending the rest of the week examining people's samples and to allow a few more potential candidates to reply to request. Starting next week, I'll be contacting those whose work best matches what I want to do with the book and we'll see if everyone's requirements work together.

Just as a frame of reference for the cover piece, what I'll be looking for is something that could best be described as "high fantasy romance with a touch of the gothic," something not often seen in OSR releases so far. If this is more of your bag than the grungy adventurer/monster thing, by all means please drop me an email. I'm looking for something that woundn't be out of place in the company of these classic Dragon covers.




To get myself in the proper frame of mind for this, I'm off to see GWAR tonight.

OK, maybe that's the wrong strategy...