Showing posts with label illustrators. Show all posts
Showing posts with label illustrators. Show all posts
Sunday, June 26, 2011

Dungeon Crawl Classics: Charisma

    The Dungeon Crawl Classics RPG renames three of the six traditional Dungeons and Dragons attributes, keeps two, and jettisons one, replacing it with a new attribute, Luck.

    The jettisoned attribute? Charisma.

    I understand that DCCRPG is its' own game, and I can't expect everything I like about Dungeons and Dragons to appear in that new game, but there's something about the absence of a Charisma that is unsettling me.

    Wisdom is one of the renamed attributes, and has been called Personality. Perhaps Goodman's intention is to merge Wisdom and Charisma into that new Personality attribute. However, there are no rules in the DCCRPG beta for the effects of Personality on encounter checks or the retention of henchmen or hirelings.

    The only effect that Personality has is that it modifies the spell-casting power of Clerics and improves Willpower checks.

    Perhaps i'm one of the few old-schoolers who promotes the use of henchmen and hirelings. To me, the inclusion of henchmen, hirelings and followers is an integral part of emulating the tales of Conan, Fafhrd and the Gray Mouser, and other classic sword and sorcery tales.Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/illustrators
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Tuesday, June 21, 2011

Dungeon Crawl Classics: Cover

    Trampier is a hard act to follow.

    His cover of the ADnD Players Handbook is so iconic (and not just to the millions of players who grew up with the DnD game in the period 1978 to 1983) that all the subsequent illustrations pale in comparison.

    Even though TSR eventually replaced the original cover of the Players Handbook, Trampier's illustration transcended all the covers that came later, and the original cover has spawned endless homages, parodies and imitators.

    Dungeon Crawl Classics RPG has it's work cut out for it, then, in trying to come up with the look for the Dungeon Crawl Classics RPG. In order to be successful, they need to attract four groups of gamers. One, the old-school gamers who are still playing pre-third edition DnD. Two, d20 gamers who want to try an old-school system that is in-print. Three, Pathfinder and 4E gamers that are aching for something a little more unpredictable. And four, lapsed gamers who are nearing middle age and want to relive the magic of those halcyon days of ADnD.

    The last group is the most important for Goodman Games. Why? Because the other three have built-in biases about what they want or need from a game. The lapsed gamers though, they will be walking into a game-store, looking for something that immediately reminds them of the games they played in their youth.

    Which is why the decision on a cover for DCC RPG is so important. Those lapsed gamers will see Hackmaster and a plethora of other games, with homages to the original Trampier cover, and be drawn to them for nostalgic reasons.

    I'm sure you can see where i'm heading here.

    I really like Doug Kovacs' illustrations. He's a talented artist. I particularly like his illustrations on pages 51, 55, 61, 77 and 91. But the cover illustration for Dungeon Crawl Classics doesn't say Dungeon Crawl, or Classics, at least not to me.

    And before you think that I want to see another imitation of Tramp's Players Handbook cover, let me assure you that I don't. The original Tramp cover has been re-done too many times. However, this Roslof illustration fits the Dungeon Crawl Classics moniker much better. It shows a party engaging in a dungeon crawl. And it showcases the four classic characters; fighter, magic-user, cleric and thief. The poster also used the old DnD font, which some think apes the trade-dress of original DnD too closely, but would certainly catch my attention if I was a nostalgic lapsed gamer, looking to re-engage in an beloved past-time, or introduce it to my children.

    And finally, if that Roslof illustration doesn't match your vision of what the front cover of a Dungeon Crawl Classics game should look like, let me suggest another great Tramp illustration, that has not been overdone but would serve as fodder for an apt homage and alternate cover for DCC RPG.Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/illustrators
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Dungeon Crawl Classics: Cartoons

    One of my favorite things about the original ADnD rulebooks and Dragon magazines was the inclusion of humorous cartoons (mostly by Will McLean) poking fun at the tropes and conventions of the game.


    Chuck Whelon is credited with the cartoons in the beta version of Dungeon Crawl Classics RPG. His cartoons are every bit as much fun as those of Will McLean. You can find Chuck Whelon's blog, where he publishes the cartoons that are to be included in DCC RPG, here.

    I'm glad the Goodman Games has decided to include some cartoon humor in their DCC rulebook.
    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/illustrators
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Tuesday, May 31, 2011

Sex In Dungeons And Dragons

    One of the longest running gags in the early days of Dragon Magazine was the highly anticipated, never consummated episode of Sex In DnD, in the What's New cartoon, featuring the droll Phil Foglio and the randy and sexually-frustrated Dixie Null.

    For dozens of issues of Dragon magazine, What's New promised a Sex in DnD strip, but the episode was delayed for various increasingly-absurd reasons.

    Early on, due to delays in the arrival of some "equipment" for the Sex in DnD episode, Phil and Dixie instead report on a new approach to miniature warfare, using your bed rather than a sandtable.


    There are some distinct disadvantages to this wargaming approach, not the least of which is the combination of miniatures with pointed weapons and a waterbed.

    The introduction of color to the What's New cartoon precipitated a further delay in the Sex In DnD episode, for fear of overloading the colour generator. Instead, we are treated to a review of a new role-playing game, entitled "Price Wars" where you take the roles of competing FLG stores, trying to drive the other stores out of business. This can only end badly!

    Dixie's suggestion that they spice up their private lives with a little cosplay, provides Phil with the inspiration for an episode on costumes for female characters.


    Dixie gets her revenge at the end of the cartoon with a little costume-reversal.

    In observance of Valentine's Day, Phil and Dixie take a lover's stroll through the Dungeon. Well, it seemed like a good idea at the time.
    The omnipresent Dragon Magazine editors kibosh several attempts to deliver on the Sex In DnD strip.
    When the editors are not objecting to the fact that the nude models are wearing hats that are too small, they are ringing Phil and Dixie to remind them of their responsibilities to report on the newest games releases. Thanks Kim, way to ruin an anniversary!
    All those out-of-shape role-players provide the inspiration for the next episode, on how to keep in shape when your principal form of exercize is reaching for the dice.

    Robot cartoonists threaten the livelihood of Phil and Dixie, but Phil is more concerned about the possibility that he and Dixie will be unable to deliver on their promise to do a Sex In DnD episode than he is about the loss of his job.


    The What's New cartoon is supposed to highlight more than just Sex In DnD, it is also a forum for reporting on the latest games releases and role-playing controversies. But sometimes Phil fails to take his responsibility seriously.
    Finally! All of the impediments to a Sex In DnD strip have been overcome! After years of frustration, we finally get to the actual Sex In DnD episode, complete with gymnastic and other equipment.



    A salesman from the local Minigame company spoils the fun of course, with the promise of a big fat paycheck in exchange for reviewing his latest game. His comeuppance, drawn and quartered by four draft horses, is too lenient, in my opinion.

    Several April Fool's Sex In DnD pranks are played on the What's New readers, such that even Dixie sees them coming a mile away. But what happens when the April Fool's prank IS the Sex In DnD episode?

    Like poor Dixie wasn't frustrated enough: Phil accidentally switches the minds of Dixie and their pet dragon. He offers to hook her up with a cute dragon so that she can get some satisfaction. She doesn't take to kindly to his jest!
    The mind switcheroo finally wears off, and Dixie gets some satisfaction. We never get our promised Sex In DnD episode though!

    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/illustrators
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Saturday, May 28, 2011

Intelligent Swords

    "Among magic weaponry, SWORDS ALONE possess certain human (and superhuman) attributes. Swords have alignment (lawful, neutral or chaotic), an intelligence factor, and an egoism rating (as well as an optional determination of their origin/purpose). These determinations are made as follows:" - Original Dungeons and Dragons, Book 2, Monsters & Treasure, page 27-28




    Another feature of old-school Dungeons and Dragons that has been lost along the way: Intelligent Swords.

    The possession of an intelligent sword was a mixed blessing. On the one hand, you had a powerful sword, with extra abilities that benefitted yourself and your party. On the other hand, there was the possibility of a battle of wills between the sword's possessor and the sword itself.

    In ODnD, swords with an intelligence of 7 or greater also had an egoism factor. The egoism factor was the will of the sword. Swords with high intelligence and high egoism had a chance of dominating the possessor, thereby subverting the will of the player to pursue his own objectives. For example, a dominating sword might demand that the possessor encrust it with rare gems and beautiful filigree, fight certain monsters, surrender itself to another more worthy fighter, or mount a quest in keeping with the sword's purpose.

    Considering the potential battle of wills between the player and the magic sword, some may wonder whether the advantages outweighed the drawbacks. It should be understood that an ODnD magical sword, possessing the same bonus, was more powerful than those of later editions. See my earlier post on magic swords for a further explanation. Because the advantages of magic swords were considerable, and because many players relished the challenge of owning an intelligent and willful sword, I don't recall an instances where intelligent swords were not retained by the player.
    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/illustrators
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Wednesday, May 18, 2011

Dragon Mirth And The TPK

    "See guys, Balrogs ain't so tough!! We won!!"


    Even as far back as 1980, the Total Party Kill, or TPK, was a regular feature of many a Dungeons and Dragons game session. This cartoon, of a near-TPK, appears in the Dragon Mirth section of the March 1980 Dragon Magazine.

    It is illustrated by one JD Webster, who also illustrated the Finieous Fingers cartoon series. The central character in this particular cartoon looks eerily like a fighting-man clone of Finieous. Behind the surviving fighting-man are 12 fellow adventurers, all dispatched by the same Balrog the fighting-man is referring to.

    Since it seems unlikely that the DnD group consisted of 12 players, some or all of these dead party members must be henchmen or hirelings.

    My favorite corpse is the Magic-User, plastered against the far wall.Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/illustrators
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Sunday, May 15, 2011

Another Appendix N Score

    Every year, our local Canadian Broadcasting Corporation radio station sponsors a charity booksale, in support of childrens' literacy projects. This is the second year of my attendance. Again, I came away with a nice collection of Appendix N science fiction and fantasy paperbacks. Here is a list of those paperbacks, for which I paid a buck a book:

    • Anderson (Flandry of Terra, Flandry-Agent of the Terran Empire, Flandry-A Knight of Ghosts and Shadows, The Man-Kzin Wars, Three Hearts and Three Lions)


    • Anthony (A Spell For Chameleon)


    • Aspirin (Shadows of Sanctuary, Face of Chaos)


    • Burroughs (Tarzan of the Apes, Return of Tarzan, Beasts of Tarzan, Warlord of Mars, Gods of Mars, Thuvia Maid of Mars)


    • Carter (Flashing Swords #5)


    • deCamp (Conan the Barbarian, Conan the Adventurer, Conan the Buccaneer, Conan the Warrior, Conan the Usurper, Conan the Avenger, Conan of Aquilonia, Conan of the Isles, Conan and the Spider God)


    • Doyle (The Lost World)


    • Eco (The Name of the Rose)


    • Eddison (A Fish Dinner in Memison, Mistress of Mistresses)


    • Foster (Splinter of the Mind's Eye, The Time of the Transference)


    • Glut (Empire Strikes Back)


    • Haggard (The World's Desire, Heart of the World, People of the Mist)


    • Howard (People of the Black Circle, Hour of the Dragon, Marchers of Valhalla, Swords of Shahrazar, Skull-Face, Red Nails, Black Canaan)


    • Jackson (Fighting Fantasy)


    • Harrison (The Stainless Steel Rat)


    • Lee (The Book of the Damned, The Book of the Beast)


    • McCaffrey (Dinosaur Planet)


    • Moorcock (Legends from the end of Time)


    • Moore (Jirel of Joiry)


    • Norman (Slave Girl of Gor, Tarnsman of Gor, Time Slave)


    • Norton (Quag Keep, Lord of Thunder)


    • Nowlan (Armageddon 2419 AD)


    • Offutt (Sword of the Gael, Demon in the Mirror)


    • Perry (A Warlock's Blade)


    • Saberhagen (Empire of the East)


    • Smith, E.E. (Triplanetary)


    • Stasheff (The Warlock Wandering, The Warlock is Missing, Warlock and Son, The Majesty's Wizard)


    • Van Vogt (Quest for the Future)


    • Vance (City of the Chasch, The Dirdir, Big Planet, Galactic Effectuator, The Blue World, the Anome)


    • Zelazny (Hand of Oberon, Dilvish The Damned)


    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/illustrators
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Friday, May 6, 2011

Bunnies & Burrows RPG

    Bunnies and Burrows was published by Fantasy Games Unlimited in 1976, just two years after the publication of the original Dungeons and Dragons little brown books.

    B&B is a 36-page role-playing game of intelligent rabbits. When I first learned of this game's existence, in the late 70's, I initially presumed that it, along with Tunnels and Trolls, were published as some sorts of satirical pokes in the eye of D&D.

    B&B is anything but. While it takes its inspiration from D&D, it was designed to be played "straight", by emulating the real world, as seen through the eyes of rabbits. The game is frustratingly open-ended: it provides little in the way of suggestions as to what sorts of misadventures your Bunny alter-egos may become entangled in. A B&B gamemaster, and the players, will have to be imaginative to come up with compelling situations and challenges.

    Not surprisingly, considering the publish date, the illustrations appearing in Bunnies and Burrows are not unlike those in the original D&D LBB's. Amateurish. Here we have a representation of one of the Bunny character classes: Seer. Ahoy there, mateys, have ye seen me spell components? This Bunny looks like a cross between pirate and magic-user.
    Here we have another Bunny character class: Scout. Apparently these Bunnies have the advantage of riding other Bunnies, as they perform their scouting duties.

    This next Bunny is a Herbalist, and is testing some herbs to determine their effects. B&B has a rather complex set of rules for adjudicating the effects and uses of various herbs. It predates by several years the AD&D medicinal herbs rules found in the DMG, yet the B&B rules are just as detailed.

    Empaths are the Jedis and Clerics of the B&B universe, being able to both heal other bunnies and deal empathic damage. Capes are optional.
    Storyteller Bunnies are the extroverts and leaders of the burrow. They have an improved chance of pursuading other Bunnies, and get bonuses for mating. Apparently Does like Bucks that can make them laugh.
    I can't help but notice that this next Bunny is wearing a backpack. I'm not sure if the creature he has discovered is a rat. Now would be a good time to have a dagger or other weapon handy.
    B&B includes eight different Bunny classes, or professions. When adjudicating combat between Bunnies, the following chart is used to determine the effectiveness of an ability.
    The above illustrations are by Charles Loving. The two illustrations, below, are by Jeff Dee. The illustration below accompanies rules for adjudicating the effects of pests and diseases upon a burrow.

    B&B also includes rules for avoiding and springing traps. Here we have another Jeff Dee illustration, of a Bunny narrowly avoiding the effects of a beartrap.

    Bunnies and Burrows has its own character record sheet. The influence of D&D can be seen here, with the inclusion of the six standard attributes, along with two additions, Speed and Smell. Smell, of course, referring to the ability of the Bunny to detect scents, not the reverse.
    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/illustrators
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Wormy Collection - David Trampier

    Here are several panels from David Trampier's Wormy cartoon, these from the February 1980 issue of The Dragon magazine. Wormy ran for roughly 100 issues before Trampier withdrew from public life.

    The story (or at least the speculation) of Tramp's mysterious disappearance is well-known among old-schoolers. Several years ago Tramp briefly resurfaced, as a taxi driver. My thoughts turn to Tramp now and then, particularly when i'm looking at some of the D&D artwork from the late 70's and early 80's.

    Here's an interesting tale about one fan's encounter with Tramp in 2002. This story is completely unverified, and can be found near the bottom of the second page of a thread on the Paizo website, here.

    I'd like to think that the story is true, if only because it is comforting to think that Tramp still retains the rights to Wormy, and has additional pages of Wormy that will, someday, be shared with the world. Take the story, below, with a grain of salt, obviously.

    ----------------

    Hello all,

    I stumbled on your Trampier discussion and, as someone who recognizes your hunger for news Tramp, have decided to contribute some information. Essentially this comes from my own experience with Tramp from about five or so years ago.

    I do respect those of you who believe in letting sleeping dogs lie, respecting Mr. Trampier's privacy, etc. In retrospect, perhaps I shouldn't have done this, and I am deeply sorry if I did cause Mr. Trampier any agitation.

    Here's what I can tell you. I managed to track Trampier down and got in contact with him. At the time I was collecting original fantasy art and I really wanted to buy some original Wormy pages from him. The good news is that he wasn't selling any because he still is attached to them and still has the dream of publishing them all someday. So if any publishers are reading this, I know Trampier has a rocky past history with TSR, but in all likelihood a publishing deal could be worked out to reprint Wormy and he still has all the originals to print from (save 3, see below). At least as of five years ago he still held out that dream. While I don't know if he truly finished the second story arc (there were two - the first ended with the Wizard Gremorly and Solomoriah the winged panther's failed attack), he does have finished pages that were never published (which I never saw but he told me about). Even an incomplete trade edition would be a classic.

    Trampier said he does own the rights to Wormy, completely. He said his self-published compilation never happened because he couldn't raise enough money to make it happen.

    Trampier's voice is exactly how you might imagine it to be - gravely and warm with the smoky flavor of someone who prefers to "roll his own". At the time that I called Trampier was involved in trying to set up a tobacco shop, but I have no idea if that ever panned out.

    Trampier is a big Pogo fan. He cited Walt Kelley's classic strip as the primary influence for Wormy. This isn't entirely surprising, given the art style and political subtext of several Wormy strips. In a way the Wormy material is a classic American retelling of slavery - just read the episode where Rudy has a long conversation with a caged troll if you don't believe me. Wormy isn't as heavily political as Pogo, but it's there.

    I noted that there were no female characters in the strip and asked him why (although this isn't unheard of in many boy's adventure comics - women are kept at a bare minimum, say, in Tintin). He said it was because an early strip with Irving dreaming of a bare breasted female centaur made TSR uneasy about offending readership, so as a joke he decided to remove women altogether. I don't own that issue of Dragon myself, but I've seen it online and it does seem to be the only episode with a female character.

    The only pages of Wormy that Trampier does not own, so far as I am aware, I own. I purchased these from a former TSR employee. When I called Trampier I told him about the pages and offered to return them, since I wasn't sure of their provenance (i.e., purchase history.) Trampier graciously allowed me to keep them, which I am grateful for. The three pages in question feature Otis and Rudy looking in a river cave mouth for trolls, then getting spooked at the thought that a kraken might be lurking. Afterwards Catfish and Bender (the Salamander) pole through on the back of a belly-up, dead Long-bellied Mudsucker fish. If anyone ever does want to publish the run of Wormy and needs these pages to reproduce (with Trampier's permission, naturally), I am entirely willing to lend them to the cause.

    I'm bringing up the art because, frankly, it's gorgeous. Trampier used a special kind of magic marker to color his work (I can't remember the name he told me, but apparently that brand is no longer made), but the way he used them made his work look like it had been painted with watercolors. If you've ever looked at original comic art, even the big names will "cheat" using white-out, etc., so that often the final printed product looks more perfect than the original. Not so with Trampier. Every line is perfect, every color vibrant and nary a corrected mistake visible. I've seen a fair amount of original comic pages and I haven't seen anything to rival Trampier's sheer craftsmanship and painstaking labor. The pages practically glow like stained-glass windows.

    Trampier confirmed to me that he had had a falling out with Mohan and company at TSR, and was surprised to learn the company had been purchased by Wizards of the Coast. He was entirely unaware of the interest expressed in his work on the internet, as he didn't have a computer or an internet connection at the time. He was happy to hear that the interest was there. Incidentally, at the time someone was posting Wormy pages and had stirred up controversy for doing so since they are Trampier's intellectual property and this person (not me, no relation, etc.) had not obtained permission. By the time I called Tramp they had capitulated and taken the images down. Trampier's words to me were that "I WANT people to see Wormy" and that this internet posting sounded fine. For the record.

    The first call was really magical. Trampier was good humored, informative, and appreciated my compliments, and there I was, talking to a legend who had really impacted my childhood. Frankly I pretty much subscribed to Dragon back in the day just for the Wormy strips.

    Things sadly went downhill from there. Without getting into it too much, Trampier withdrew, and stopped responding to my letters and inquiries into work that he had previously stated he was willing to sell (at the time, the pencil drafts for the Wormy pages, not the finished pages. And if anyone is curious, he doesn't have any of the classic Monster Manual drawings. Artist Tony DiTerlizzi does have the original of the Pseudodragon, but the rest are currently in oblivion. Apparently Trampier never got those drawings back from TSR, unlike the Wormy pages.) From my experience I do believe speculation that Trampier has some personal issues is likely true. I also want to stress that Trampier was never anything but polite to me when we did talk.

    People can make of this what they will. I hope at least that this satisfies some curiousity about the David Trampier of five years ago. I understand why this could be read as a cautionary tale for would-be seekers, but I do hope that someone at TSR, paizo, etc will seek him out with a serious offer to collect and publish his Wormy material. He may have his quirks, but those strips are some of the most accomplished ever produced, they have a powerful base of nostalgic fans, and Trampier himself still holds the material, the copyright, and the will to have it published. He probably could use the additional monetary support too, frankly. It is certainly worth inquiring.

    How to track him down? I'm sorry to say that you are on your own. I've moved, had several computer crashes, and no longer have Trampier's number or address. But I found both the old fashioned way in the first place, and so could anyone, no detective experience required. Personally, I hope that a publisher WILL contact him and at least make the attempt while it could still benefit Trampier himself - who knows what will happen to the Wormy material after Trampier does pass on. It could be lost, sold and scattered, or destroyed (Tramp's wife doesn't really seem to appreciate that part of his life). Simple fans just wanting to pay homage like I did should probably tread more lightly.

    So there you go. That's my story. I hope it was helpful to you. And somebody, anybody, one way or another, please publish this classic of American pop culture.

    By the way, for interests of privacy, my email address is bogus. I will try to respond to questions posted here for awhile if anyone has any, but I think I've already told you everything I know.

    ----------------

    I have a respectable, if incomplete selection of old Dragon magazines, so I don't need to pay for a Wormy Collection. But if Paizo somehow convinced Tramp to allow them to reprint all of the Wormy cartoons, along with any other artwork he has stored away, i'd be buying that. Particularly if the proceeds went to provide a comfortable annuity for Tramp. Anyways, here's my $100, waiting to be spent on a Wormy Collection.

    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/illustrators
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Tuesday, May 3, 2011

Fantastic Treasures


    Fantastic Treasures is a two volume catalogue of magical and mythological items from folklore and legend, printed in 1984 by Mayfair Games, under its Role Aids line of gaming supplements. Role Aids is an uneven line of supplements, with adventures like Evil Ruins and Lich Lords (both are decent) interspersed with less stellar fare.

    The Fantastic Treasures catalogue includes several hundred magical items, each one paired to a black and white illustration. Even though Fantastic Treasures is, by definition, derivative, since it uses myth and folklore for its inspiration, it is the presentation of this catalogue that I find appealing. And i'm not just talking about the Boris Vallejo art that graces its two covers.



    Paging through the AD&D Monster Manual, you will find most D&D monster descriptions accompanied by an illustration. That is never the case for magic items in the Dungeon Masters Guide. I can recall poring over the 1979 DMG, bewildered by such unfamiliar items as censers, periapts, phylacteries, and scarabs. Without an illustration, and therefore a mental image to draw upon, I found it difficult to describe those magical items to the players.


    In contrast, each of the magical items described in Fantastic Treasures is accompanied by an illustration. Admittedly, unlike the mysterious periapts or a phylacteries, I don't need illustrations of thimbles, horseshoes, or boots, to visualize or describe those items. But there is something immediate and meaningful about seeing an artist's depiction of an item, even if you don't end up describing it as illustrated.




    While some of you will be familiar with a broad cross-section of myth and folklore, you are bound to find several items in the Fantastic Treasures catalogue that are new to you. The usual suspects are included of course, like cloaks of invisibility, magical pendants and gems, musical instruments and the like, from Greek, Norse, Chinese legends. But some interesting and obscure African, Indian and frontier American items are also included: Paul Bunyon's Axe, anyone?



    Perhaps I am drawn to this catalogue due to my own interest in the development of generic item and treasure cards. I appreciate these economical magical item descriptions, paired with perfectly serviceable illustrations. If only they came in card form!



    Fantastic Treasures is a one of those gaming supplements that does something just a little bit different. While i've seen other magical item gaming supplements that claim to provide fresh magic items, few of their entries are accompanied by illustrations, and few items are truly campaign-ready, unlike the tried-and-true vanilla items from myth and folklore.

    Collecting such a wide range of magical item tropes, and pairing each with an illustration, makes this supplement 'game-night ready'.
    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/illustrators
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