Nov 25, 2025

Hervör Alvitr - the Valkyrie of Wisdom

 We've got a strange one today folks. A rarely seen and scarcely known valkyrie. Her name is Hervör Alvitr, she is the Valkyrie of Wisdom.

Hervör Alvitr
Valkyrie of Wisdom

Aesir Demi-Goddess, Medium Humanoid, Lawful Good

Armor Class: 19 (divine mail, shield)
Hit Dice: 10d8+20 (hp 65)
BHB: +8
Attacks: Spear +9 (1d8+2) or Sword +9 (1d6+2)
Move: 120’ (40’) / Fly 180’ (60’)
Save: D3 W4 P4 B5 S7 (F10)
Morale: 10
XP: 2,800
Str: 15/+1 Dex: 17/+2 Con: 14/+1 Int: 18/+3 Wis: 29/+7 Chr: 17/+2
Insight: Hervör can see through illusions, lies, and enchantments as if under a true seeing effect. Once per turn, she may grant an ally within 30’ a +2 bonus on a saving throw against mind-affecting magic.
Runes of Foresight: Once per day she may cast the runes of Odin for guidance. This has the combined effect of a Divination and Augury spell.
Innate Spellcasting
At will: Detect Magic, Detect Evil, Light
3/day each: Dispel Magic, Clairvoyance
1/day: Commune
Aura of Calm. All allies within 20’ gain a +2 bonus to Morale checks and saving throws vs. fear or charm.

Hervör Alvitr (“the Strange Wise Creature”) is a serene and enigmatic Valkyrie known for her sharp insight and calm judgment. Her pale, steady gaze and composed demeanor set her apart from her more warlike sisters. She is associated with knowledge, foresight, and the subtle workings of fate, offering guidance that is often brief, direct, and unexpectedly accurate. She influences events through counsel and understanding rather than open combat, though she is a capable fighter when needs call for it.



Oct 27, 2025

Review: Gunslinger, Great OSR TTRPG For Weird West


The Random Encounter Show did a review of Gunslinger. It is a bit long and fairly thorough. The review also mentions some tips for playing solo.

 https://www.youtube.com/watch?v=V-NdKir0hbQ


Oct 15, 2025

Celtic Legends - Gods & Druids

 


The second book in the Celtic Legends series Gods & Druids is now available. 

Embark on an epic journey into the heart of ancient Ireland with Celtic Legends: Gods and Druids. This 50-page supplement is your essential guide to a world steeped in mysticism, heroism, and the raw power of nature, perfect for both seasoned Game Masters and players eager to infuse their fantasy campaigns with authentic Celtic lore.

Inside you will discover:

The Pantheon of Gods in Celtic Ireland: Delve into the divine hierarchy with detailed descriptions of twelve primary gods from Celtic Irish Mythology, each a potent force to inspire your narratives and challenge your heroes.

60 New Druid Spells: Expand your magical repertoire with five unique, thematically rich spells for each of the twelve gods, allowing your druids to channel the very essence of their chosen deity.

2 New Classes: The Draoi Class (Celtic Druid) and The Kern (Celtic Forest Warrior.

Celtic Legends: Gods and Druids offers a wealth of inspiration and practical tools to bring the magic and mystery of Celtic Ireland to life at your gaming table. Immerse yourself in a world where ancient legends breathe, and the power of the gods and druids shapes destiny.


https://www.drivethrurpg.com/en/product/538164/celtic-legends-gods-druids



Oct 7, 2025

Thrüd - Daughter of Thor

Another revisit of a valkyrie. This time Thrüd the daughter of Thor! 

Þrúðr  Valkyrie of Strength

Aesir Demi-Goddess, Medium Humanoid (Asgardian), Chaotic Good

Armor Class: 21 (enchanted armor and divine resilience)
Hit Dice: 16d8+40 (hp 112)
BHB: +12
Attacks: Hammer +12 (2d6+7 bludgeoning + 2d6 thunder), Axe +12 (2d6+7 slashing + 2d6 lightning)
Move: 150’ (50’)
Save: D4 W6 P5 B5 S8 (F15)
Morale: 12
XP: 9,000
TT: H

Str: 20/+4 Dex: 18/+3 Con: 17/+2 Int: 12/+0 Wis: 16/+2 Chr: 19/+3

Asgardian Weapons. All her weapons are magical and strike as +12 for purposes of hit and damage.

Intimidation Aura. All hostile creatures within 20’ must Save vs. Spells or be shaken for 1 round (–2 to attack rolls and morale). Creatures that succeed are immune to this effect for 24 hours.

Innate Spellcasting.

  • At will: Dispel Magic, Dimension Door, Protection from Evil, Detect Evil

  • 3/day: Hold Monster, Lightning Bolt, Teleport

  • 1/day: Control Monster

Magic Resistance. Thrüd saves vs. spells with a +4 bonus.

Regeneration. She regains 2 hit points per round. Fire or unholy damage suspends this regeneration for one round. She dies only if reduced to 0 hp and fails to regenerate at the start of her next turn.

Þrúðr (Old Norse: “strength” or “power”), daughter of Thor and Sif, is a towering, red-haired warrior whose presence crackles with stormlight. Her eyes flash with lightning, her laughter rolls like thunder, and the ground itself trembles beneath her steps. Both Valkyrie and goddess, she embodies divine might, courage, and leadership, often leading the Valkyries into battle when her father’s hammer strikes across the Nine Realms.

Wielding both hammer and axe, Þrúðr is renowned for her valor and mercy toward brave mortals, yet she despises cowardice and deceit. She is named in Skáldskaparmál as Thor’s daughter and may be the same daughter he guarded from the dwarf Alviss in the Alvíssmál, where Thor outwitted the suitor until sunrise turned him to stone. Þrúðr is also listed among the Valkyries who serve the honored dead in Valhalla, forever a symbol of strength, steadfastness, and the thunder god’s proud lineage.



Sep 2, 2025

Geiravör - The Spear Bearer

 This is a revisit of Geiravör Valkyrie of Bearing Spears (or Valkyrie of Impaling, if you will). The previous iteration was in 5th edition stats, here is a pure "OSR" version. I'm still debating what spell-like abilities to give her.

Geiravör

Valkyrie of Impaling 

Aesir Demi-Goddess, Medium Humanoid, Chaotic Good

AC 20 (Natural Armor)

HD 12 (hp 102) 

BHB: +12

Melee Spear (1d8+5, plus Impaling effect)

Save  D3 W4 P4 B4 S7 (F12)

Move 120’ (90’)

XP 3500

TT F

Str: 18/+3 Dex: 17/+2 Con: 16/+2 Int: 14/+1 Wis: 17/+2 Chr: 18/+3

Spear of Impaling: When Geiravör thrusts with her spear, it cracks like thunder. All creatures of her choosing within 120 feet must save vs. Petrify or be deafened for 3d6 rounds.

Innate Spellcasting:

At will: detect evil and good
3/day each: commune, raise dead (to Valhalla/Fólkvangr)
2/day: heal

Geiravör (“spear goddess”) has fiery red-orange hair and wears a cloak of hawk feathers. When she appears on the battlefield, it is taken as a sign that Odin watches over the bravest warriors. She carries a spear with great skill, striking down those who falter in their duty. Though she is not the most powerful of the Valkyries, she is among the most determined and fierce.

Geiravör is known for her strong will and single-minded focus. At times, she will follow her own judgment rather than the guidance of her sisters if it serves her mission. In her former life, she was a shield-maiden to a great jarl, where her bravery and strength earned her the respect of her fellow warriors. Her talent with the spear was so great that she became known as the spear-bearer, or even the spear goddess, for her unmatched skill in battle.




Aug 4, 2025

Dungeoneer 2.1 Rules Revisited - with AI!

 I still have mixed feelings about AI, and continue to hold the position that it is the world's greatest random word and image generator. It's not useful for serious work as it takes more effort to clean it up than to just write and draw from scratch. And Odin knows we are inundated with AI slop.

However, there are some things it is OK at. It is a better grammar checker than Microsoft's Clippy. Alright, I know that's not saying much. But for fun I ran the Dungeoneer 2.1 rules through ChatGPT to see how it would interpret these (unnecessarily dense) rules. And I think it did a pretty good job, with some light editing and formatting it is presentable.


Check it out for yourself, this does not include any of the graphics. You'll need the original rules sheet for that.

Dungeoneer 2.1 Rules by ChatGPT


update: link broke, fixed it.

Jul 29, 2025

Jul 28, 2025

Jul 25, 2025

Jul 22, 2025

Thark Building Ruins Map

 Another one down, many more to go.



Jul 18, 2025

Thark Building Ruins Map

 

Just one level of this tower.

Jul 15, 2025

PotRP Design Diary #39 - Thark

 On the edge of a dusty basin of a long-dead Martian sea lies the ruins of a city called Thark—or at least, that’s what the green Martians call it now. No one remembers its real name. What’s left of it sprawls in eerie silence, the bones of a lost civilization slowly being swallowed by red sand.

Once, Thark was grand. Marble towers rose into the sky, elegant frescoes and mosaics lined the walls, and wide avenues bustled with life. Now, it’s all broken columns, leaning buildings, and windswept plazas. Faded images of pale-skinned, golden-haired people still decorate some of the ruins, ghosts of a vanished race.

At the center stands a great circular hall, once a ceremonial chamber, now a rough meeting place for the warlike green Martians. Scattered around the city are strange chambers with hanging metal beds and walls etched with forgotten symbols. Outside the city lies the incubator vault, buried in hills and sand, where the green Martians hatch their young.

Under it all are hidden vaults, cracked aqueducts, mural-lined tunnels, reminders of a time when water flowed and the city thrived.

But now, Thark is silent. Not haunted by spirits, but by memory. The wind moans through its dusty broken streets like a city trying to remember who it once was. If you ever visit, you’ll feel that sense that something ancient is still watching.

Thark

Jul 10, 2025

WotRP: Apt

 As many drawings as I did for Warriors of the Red Planet, I still wish I'd drawn more! It is amazing how much art a roleplaying game book can gobble up. I was rereading Llana of Gothol and thinking about how the Apt was described. Since I didn't draw one for WotRP I sketched out this interpretation for fun.

So many of the creatures on Barsoom are essentially 6-legged centaur like designs.

Apt
AC: 6 [14]
HD: 10
Atk: bite or 2 claws
Dmg: 2d8, or 1d8 each
Save: F10
Move: 120’
XP: 6500

The Apt is a terrible scourge of the frozen north. Running on six powerful legs, it can stand upright on four of them to tear with two massive claws before closing to bite with its tusked maw. Its multi-faceted eyes can see in pitch darkness, and can even see invisible creatures. Its rich fur, ranging from white to yellow, sometimes with black stripes, is highly prized and valuable. Their lairs are often stinking charnel pits, as they enjoy letting their prey rot a bit before feasting.


Jul 9, 2025

PotRP Design Diary #38 - Structure

 Way back in December of 2022 was the last numbered PotRP Design Diary entry. I knew writing a Weird West RPG would be a (necessary) distraction, but wow did things go off course. This is the start of getting back on track with this project and wrapping it up.

When I started Princess of the Red Planet I thought writing it chapter by chapter in sync with the novel would be a good approach. It wasn't. But it was good for doing research and collecting the notes needed to make the adventure. A location by location approach, like all adventures, is the right way to structure this module.

With that obvious observation out of the way, here is the current breakdown of the location chapters of the adventure:

ARIZONA SECTION 

  • Arizona Hills
  • Claim Site
  • Apache Camp
  • Mysterious Cave

BARSOOM SECTION

  • Dead Sea Bottom
  • Thark
  • Warhoon
  • Korad 
  • Zodanga
  • Helium
  • Atmosphere Factory

These locations will still be presented as sandboxes, so each is an adventure area, not a railroad. 


Arizona Hills

The location of the Arizona portion of the story is somewhat vague in the novel. 

John Carter mentions:

“We were camped near the old gold mine in the Arizona hills not far from the Rio Colorado...”

— A Princess of Mars, Chapter 1

The Rio Colorado has two major tributaries—one on the western side of the state and one on the northern side. However, the Apache were located in the central and south eastern region of Arizona. Some commentators have suggested the White Mountains as the setting, but this doesn’t quite align with the story’s geography.

I prefer to place the events in Aravaipa Valley, where all the features mentioned in the novel are present. It’s also the location of Fort Grant, where Edgar Rice Burroughs was stationed during his brief military service.

Ultimately, the GM can place the western portion of the adventure wherever they choose within the Southwest.

Next week I'll talk about the Claim Site.




Jul 7, 2025

Map - Temple of Sota’ver the Heretic

 As I've been digging back into the Princess of the Red Planet adventure I've been drawing lots of maps. The goal has been to create distinctive and unusual maps with unconventional designs, to feel like otherworldly architecture. This isn't the strangest one I've drawn, but it is definitely different than typical rectangular dungeon maps. I imagined this as one floor of a crumbling tower.

How far can I go with this and driving the party's mapper crazy?







Jun 26, 2025

More Classic D&D eBay Items

Once again my kids raided the attic and found some old gaming goodness to put on eBay to earn a little extra cash for the summer. Proceeds will go to a good cause such as for ice cream on a hot day, or to repair a flat tire on a bike that inevitably seems to happen on summertime adventures.

The complete collection of the classic BECMI D&D boxed sets. And the retro edition published by Wizards of the Coast. Auctions are listed separately.

https://www.ebay.com/usr/tdenmark


Jun 17, 2025

Gunslinger: Referee Screens and Ready Reference Sheets

I wrapped up laying out Ready Reference Sheets, horizontal Referee Screens, and form-fillable Character Sheet PDF's for Gunslinger. They have handy tables and charts for running the game, with the information at your fingertips for an exciting Wild West (and Weird West) campaign. I've tried to make them universally useful for any Western roleplaying game that is generally compatible with ODD/BX and related OSR systems. Many of the random charts could be used with any system, as they are not system dependant. 




https://www.drivethrurpg.com/en/product/445855/gunslinger-player-s-survival-pack

Jun 11, 2025

5 Years Later

Looking Back: A Five-Year Update on Three Projects

In 2020, I posted an unambitious list of personal goals:

  • Book of Valkyries
  • Tarniss Campaign Setting
  • Princess of the Red Planet adventure

Five years on, it’s time to look at where those projects stand.


Book of Valkyries

Between 2013 and 2020, like many others, I got hooked on Vikings—a gritty, not-terribly-accurate, but highly entertaining show that helped revive popular interest in Norse mythology. It also reignited my own long-standing fascination with old Norse lore.

I’d been wanting to tackle a large personal art project, and the idea took shape: an illustrated book focused on Valkyries, inspired by the classic Knights art book by Julek Heller. While Norse mythology has been explored thoroughly in gaming and art, Valkyries felt like a less-trodden path, rich with potential.

I originally thought this would take a year or two. It hasn’t. The project has grown into something larger and more ambitious, about 50% finished now. You can view much of the work in progress under the “Norse Mythology” label on this blog.

Naturally, this won’t just be an art book. A fully-statted OSR companion volume is in the works as well. In the meantime, I’ve released a smaller, related OSR book: Norse Beasties.


Tarniss

Before I ever played D&D, I was sketching characters, monsters, maps and making up stories. Like many who discovered the game in middle school, D&D became the outlet for a world that had been developing in my imagination for years.

That world is Tarniss—a sprawling, high-weirdness setting that first showed up in flavor text on Dungeoneer cards, then resurfaced in bits and pieces across other projects. It’s my version of kitchen-sink fantasy.

Eventually I rebranded the setting as Hawkmoor, after the capital city, and published a short primer. A major update to that primer is coming soon.

How close is it to being done? Hard to say. Like any living setting, it’s always evolving. But the core campaign book is about 65% complete.


Princess of the Red Planet

Warriors of the Red Planet was a love letter to sword-and-planet fiction, and sometime after its release I got the idea to follow it with a proper adventure, a tribute to A Princess of Mars, the novel that started it all.

The novel itself isn’t long, so it should have been easy. But I got caught up trying to recapture the realism of the original: the grounded prologue in the American Southwest, followed by the leap to fantastical Barsoom. I tried various OSR westerns to capture that opening, none quite worked.

So I did what any unreasonable person would do: I made my own. That led to Gunslinger, an old-school Western RPG that took over two years to finish.

During the pandemic, I ran a lot of games for my kids in a homebrew system that merged BX and 5e elements, something not too far off from what Gunslinger's system is. The backer edition of that game included a preview of On the Arizona Hills, the prequel to Princess of the Red Planet. If Arizona Hills is like Village of Hommlet in size and scope, Red Planet is like Temple of Elemental Evil. The full version is nearly finished.

Altogether, Princess of the Red Planet is a bit over 50% complete and moving steadily forward.


2025 Is the Year

For a host of reasons, creative, personal, and practical, I’m committed to wrapping up these long-running projects. This summer I’ll be devoting myself fully to finishing them and getting them into your hands.

Thanks for reading, and for your continued interest in these projects.


Original post:

https://dungeoneering.blogspot.com/2020/06/2020-vision-map.html



May 26, 2025

Norse Beasties - Landvaettir


Landvættir

Medium to Gargantuan (size varies) Elemental
Number Appearing: 1–4
% in Lair: 100%
Alignment: Neutral
Hit Dice: 2–12 (varies by site) hp: 10 (2 HD) to 65 (12 HD)
Armor Class: -2 [22]
Move: 180’ (40’) Some are land bound and cannot move.
Attacks: 1 natural (horn, hoof, stone, etc.) or by elemental force
Damage: 1d6 or 2d10 (by force)
Morale: 11
Save: Varies
Treasure Type: I
Experience Points: 20–2,400

Special Abilities: Place-Bound, Elemental Wrath, Blessing of the Wight

Place-Bound: A landvættir cannot leave its chosen location. It fades if forcibly removed or if the land is destroyed.

Elemental Wrath: When angered, a landvættir may strike with natural force (earth tremor, wind blast, choking roots). This deals 2d6 damage in a 20’ radius, usable 1/day.

Blessing of the Land-Wight: If properly honored (offerings, oaths kept), the landvættir grants +1 to all rolls made within its domain for one day and wards the area against hostile spirits.

Landvættir are immortal, ancient spirits tied to specific natural sites: hills, stones, groves, rivers, or coasts. Though rarely seen, they manifest in animal or elemental forms when disturbed or honored. They defend their domain fiercely from defilement but reward reverence with luck, fertility, and protection.

Rulers once feared placing grotesque symbols on ships lest they scare away the landvættir of Iceland. Disrespecting them may bring crop failure, sickness, or hauntings.

________________________

Norse Beasties is a part of a series on Norse Mythology for classic and old school dnd.


Now available on DriveThru:

https://www.drivethrurpg.com/en/product/518394/norse-beasties

May 14, 2025

Mixam Print on Demand Books

 


Many small publishers use Mixam to fulfill their crowd funded projects with. It was suggested to me when I was publishing Gunslinger, but I ultimately went with DriveThru because it was easier to manage pledges and provide PDF's.

However, I must say the proofs I've gotten from Mixam are by far the best Print-on-Demand books I've seen. They are nearly indistinguishable from offset printed books. So, with my partners at Night Owl Workshop we've been building a Mixam store for those who want books of that quality. Nothing wrong with DriveThru or LULU, they're great and for most people the difference isn't all that much.

Here is the store if you're interested. More books will be added in the coming months.

https://mixam.com/print-on-demand/nightowlworkshop


May 6, 2025

Tramp Tuesday - Lycanthropy

 It's been a while since I did a Tramp Tuesday. I was rereading Dragon #14 (a rare sci-fi themed issue) and noticed in an article on lycanthropy there was a Trampier drawing I haven't seen posted all over the internet.

It's always a good day when you find a new Trampier.



May 2, 2025

Norse Beasties - Queen of the Valkyries

Happy Freya's day. Here is a little treat from the forthcoming Norse Beasties book. 

Queen of the Valkyries
Medium Vanir

Number Appearing: 1
% in Lair: 100% (Sessrúmnir, in Fólkvangr)
Alignment: Lawful
Hit Dice: 20 (hp: 95)
Armor Class: –4
Move: 180’ (60’), Fly 240’ (80’)
Attacks: 1 spear + magic or 2 sword strikes
Damage: 2d10 + 3 or 2d8/2d8
Morale: 12
Treasure Type: W + special
Experience Points: 10,000
Special Abilities: Valkyrie’s Call, Rune Magic, Soul-Chooser, Blessing of Love and War

Valkyrie’s Call (1/day): Freya summons 1d4+1 Valkyries (HD 8 each) to fight by her side. They arrive mounted and armed for war and vanish after 1 hour or when slain.

Rune Magic: Casts spells as a 15th-level Magic-User and Cleric. Her favored spells include Charm, Polymorph Self, Dispel Magic, Hold Person, Cure Serious Wounds, Raise Dead, and Blade Barrier.

Soul-Chooser: Any creature slain by Freya’s hand or spell must Save vs Spells or have their soul drawn to Fólkvangr, beyond the reach of Raise Dead unless she allows it.

Blessing of Love and War: Once per day, Freya may grant all allies within 60’ +2 to attack rolls and morale for 6 turns, or cause all enemies to Save vs Spells or be Charmed by her for 1d6 rounds.

Freya is the radiant goddess of beauty, fertility, sorcery, battle, and the dead, ruling over the field of Fólkvangr and receiving half of those nobly slain in battle. As Queen of the Valkyries, she rides into war upon a great boar or falcon-winged steed, cloaked in shimmering feathers and bearing a spear of starlight. She is both terrible and tender, offering love and death in equal measure.

She wears a cloak of falcon feathers, allowing her to fly and transform into a great hawk at will. Her necklace, Brísingamen, burns with divine light and grants protection against magic (30% resistance).

To see Freya is to fall into awe—whether through beauty or fear. Her favor cannot be bought, only earned through courage, devotion, or true love.

Mar 29, 2025

Making Wish Spells Go Wrong

 There are few things as exciting for a player as having access to a Wish. And nothing more challenging to a DM than how to make the Wish go terribly, terribly wrong. Making a Wish spell go sideways can add drama, unpredictability, and sometimes even humor to a game. Let's talk about that.

Perhaps the classic way to handle this is to be absolutely, autistically literal about the very precise wording of the wish. For example a magic-user wishes for “a mountain of gold,” and a literal mountain of solid gold materializes—crushing them and everything nearby. Or a thief wishes for “the strength of a dragon” and turns into a dragon, unable to fit through normal doors or communicate easily.

But there are many other ways to make the players wish they'd never had a Wish.

Malicious Genie / Trickster Magic

The wish is granted in a way that punishes or inconveniences the caster. Examples:

A fighting-man wishes to be the greatest warrior in the land, so every other warrior in the world is suddenly weaker—causing armies to collapse and civilizations to fall into chaos.

A magic-user wishes to be immortal but discovers that they cannot die… or heal from wounds, leaving them stuck in a broken, suffering state.

Unexpected Side Effects

The wish works, but with unintended consequences. Examples:

A cleric wishes to resurrect a fallen ally, but the soul is placed in the wrong body (like a goblin’s or a skeleton’s).

A nobleman wishes to be beloved by all, only for people to become dangerously obsessed, following them everywhere and never leaving them alone.

Cosmic Repercussions

The wish affects the entire world, causing unintended large-scale problems. Examples:

A bard wishes to be the most famous person in the world, causing history to rewrite itself so they are credited with every heroic deed—making actual heroes furious at them.

A wizard wishes to understand all magic, but this overloads their mind, causing them to forget who they are and lose all ability to cast spells.

Summoning Unwanted Attention

Powerful beings (gods, demons, fey, or cosmic entities) take notice of the wish and demand a price. Examples:

The wish succeeds, but an archdevil or fey lord considers it a challenge and starts meddling in the caster’s life.

The act of wishing rips a hole in reality, releasing something ancient and powerful into the world.

Monkey’s Paw / Balance is Required

For every wish granted, something of equal value is taken away. Examples:

A magic-user wishes for eternal youth, but their closest loved ones begin to age at an accelerated rate.

A barbarian wishes for a legendary magic weapon, but the weapon was stolen from an ancient guardian, who now hunts them relentlessly.

7. Glitchy Magic / Incompetent Reality Shaping

Reality doesn’t quite cooperate with the caster’s wish. Examples:

A paladin wishes for a castle to call their own, and a castle appears—floating 100 feet in the air with no way to reach it.

A monk wishes to be faster than any creature but moves at uncontrollable speeds, making it impossible to stop.

Reinterpretation by Alignment

The force granting the wish is influenced by its alignment or nature. Examples:

A chaotic entity twists wishes into bizarre or ironic forms.

A lawful being grants the wish strictly by the rules, even if that makes it useless.


To round this out, here is a table of 100 Wish spell mishaps.


d100 Mishap

01 The Wish succeeds but leaves the caster permanently mute.

02 The wish summons a genie, fey lord, or devil who mocks the caster and grants the wish with a terrible twist.

03 The Wish fails spectacularly, causing the caster to forget how to speak for 1d10 days.

04 The caster is now allergic to magic, suffering 1d6 damage whenever they cast a spell.

05 A random enemy of the caster benefits from the wish instead.

06 The wish is granted, but the caster's alignment flips (e.g., Lawful to Chaotic).

07 The caster is permanently followed by a tiny rain cloud that only hovers over them.

08 The Wish rewrites history, causing a paradox that attracts the attention of powerful beings.

09 A nearby town disappears, erased from existence as part of the wish’s energy cost.

10 The caster gains true sight but can never again see illusions, disguises, or dreamlike images.

11 The Wish creates a perfect duplicate of the caster who now believes they are the real one.

12 A powerful outsider (god, archfey, fiend) claims that the caster is now in their debt for the wish’s fulfillment.

13 The caster ages 10d10 years but gains no other benefits.

14 The Wish succeeds, but the caster is cursed to speak only in rhyme forever.

15 Every time the caster sleeps, they wake up in a different part of the world.

16 The Wish only lasts for 1d10 days, then violently reverses itself.

17 The caster’s shadow comes to life, stealing from them at night.

18 The wish works, but the caster is now a target for bounty hunters who believe they stole a divine relic.

19 The wish creates a prophecy about the caster, attracting cults and doomsayers.

20    The Wish functions normally, but the caster loses the ability to make decisions, requiring others to guide them.

21 The caster can no longer lie, no matter what.

22 The caster loses all memories of the past year.

23 The Wish summons an alternate timeline version of the caster who resents them.

24 The caster is permanently invisible but cannot interact with the physical world.

25 The Wish turns all metal in a 1-mile radius into gold, collapsing economies.

26 The caster’s voice now booms like thunder, even when whispering.

27 The caster attracts a trickster god’s attention, and they start altering small things in their life.

28 The Wish summons a creature from another universe that doesn’t belong here.

29 Every time the caster speaks, they accidentally cast a random spell.

30 The Wish creates a permanent illusion of the caster's worst fear in their presence.

31 The caster can now hear the thoughts of every living creature nearby, causing madness.

32 The wish is granted, but the caster is now an undead creature.

33 The wish replaces the caster's memories with those of a different person.

34 The wish attracts a swarm of imps or gremlins who begin following the caster around.

35 The caster's name is erased from history, and no one remembers them.

36 The Wish summons an ancient dragon, who believes the caster owes them a favor.

37 The caster's skin turns into an unbreakable gemstone, making it impossible to move.

38 The caster becomes permanently ethereal, unable to interact with the material world.

39 The Wish succeeds, but the caster forgets why they wished for it.

40 The caster now glows in the dark, making stealth impossible.

41 The Wish turns the caster into a random small animal for 1d10 days.

42 The caster gains the ability to speak to plants, but they never stop talking.

43 The Wish fails, and instead a massive chasm opens where the caster stands.

44 The caster permanently sees ghosts and spirits, even when they don't want to.

45 The Wish creates a permanent eclipse over the caster’s current location.

46 The caster’s next 1d6 wishes automatically fail.

47 Every time the caster casts a spell, something random teleports nearby.

48 The caster’s reflection talks back to them, giving unwanted advice.

49 The caster is now trapped in their own mind, experiencing time differently.

50 The Wish succeeds, but a random god demands a favor in return.

51 The caster can no longer be physically harmed, but they feel all pain at 10x intensity.

52 The Wish creates a permanent rain of frogs in the region.

53 The caster gains a doppelgänger who tries to steal their life.

54 The Wish succeeds, but everyone around the caster forgets them.

55 The caster loses all emotions permanently.

56 The Wish makes the caster the ruler of a kingdom they have never heard of.

57 The Wish summons a cosmic horror that starts hunting the caster.

58 The caster can now only communicate in riddles.

59 The caster’s ears disappear, making them deaf.

60 The Wish creates a black hole, sucking in everything nearby.

61 The caster is transformed into a living statue—aware, but immobile—for 1d100 years.

62 The Wish creates a magical copy of the caster’s worst enemy, empowered and set loose.

63 The caster permanently emits a distracting musical jingle wherever they go.

64 All of the caster's gold turns into screaming faces for 1d10 days.

65 The caster is transported to a mirror dimension, where everything is reversed.

66 The Wish draws the attention of Time Wardens, who claim it violated cosmic order.

67 A cataclysmic storm forms and follows the caster wherever they travel.

68 The caster's body and soul separate, each developing different personalities.

69 The Wish creates a "perfect future", which is actually a sterile dystopia.

70 The caster is now cursed to speak the opposite of what they mean.

71 Every animal the caster meets now talks, but only insults them.

72 The caster’s soul is now visible to others, glowing and vulnerable.

73 A mysterious organization believes the caster is a messianic figure—and won’t take no for an answer.

74 The Wish causes a localized time loop, repeating the same day until undone.

75 A random deity adopts the caster as their chosen one—and expects obedience.

76 The caster begins uncontrollably leaking raw magic, causing random effects each day.

77 The caster's bones become rubbery, giving them disadvantage on Strength-based checks.

78 The caster now sees the future in fragments, but cannot control when.

79 The Wish succeeds—but only in another plane of existence.

80 The caster is replaced by an identical person with completely different memories.

81 The caster’s shadow grows 10x larger and begins acting independently.

82 The caster is cursed to believe the Wish did not work, no matter what.

83 The Wish wipes out an entire species somewhere in the world.

84 The caster’s blood turns to silver, beautiful but poisonous to themselves.

85 All written records of the caster are erased, even magical ones.

86 The Wish opens a permanent rift to a chaotic plane nearby.

87 The caster loses the ability to dream, and cannot benefit from long rests.

88 A phantom version of the caster haunts them, whispering doubts.

89 The caster’s teeth turn to gemstones, valuable but awkward.

90 The Wish turns the caster into a myth, warping reality so they never truly existed.

91 The caster now radiates a wild magic aura, triggering surges frequently.

92 The Wish is granted by an ancient machine god, who now tracks the caster.

93 The caster’s body becomes a portal to an unknown world—sometimes it opens.

94 The caster gains a curse that affects all future wishes they or allies make.

95 The caster forgets how to read and write, permanently.

96 The Wish merges the caster with a random creature, creating a bizarre hybrid.

97 The caster is now the center of a new religion, complete with fanatical followers.

98 The Wish causes the stars to realign, bringing about a prophesied end-time.

99 The caster is split into two entities, each with half their stats and personality.

100 The Wish causes the universe to reboot, changing class, race, and identity of everyone in the party (and confusing the DM).





Mar 20, 2025

Another Greg Bell Lift

Let’s talk about Greg Bell, the artist behind some of the earliest visuals in Dungeons & Dragons. It’s no secret that Bell wasn’t exactly crafting his work from scratch—he lifted a good chunk of his art from other sources. Now, before you grab your pitchforks, hear me out: as a professional artist myself, I’m not clutching my pearls over this. In fact, I’d argue it’s not as scandalous as it might sound. Artists have been begging, borrowing, and, yes, stealing ideas since the second caveman to draw an aurochs on the cave wall did. The trick is in the spin—taking something old and breathing new life into it, giving it a creative twist that makes it your own.

Take Norman Rockwell, for instance. In his semi-autobiographical gem, My Adventures as an Illustrator, he casually admits to swiping a pirate ship straight from Howard Pyle for his family tree illustration. No apologies, no fuss—just an artist solving a problem with a little help from a predecessor. And Rockwell’s hardly alone. Comic book artists are notorious for this kind of thing. Sometimes, you’re stuck, you can’t find the perfect reference, and lo and behold, another artist has already nailed the composition you need. Why reinvent the wheel when it’s rolling right in front of you?

Greg Bell, though? He was no seasoned pro. He was a young, amateur artist thrust into the wild, scrappy early days of D&D. So, I’m inclined to cut him some slack. What fascinates me more than the act of borrowing itself is playing detective—tracking down the origins of his pilfered pieces. It’s like a treasure hunt through illustration history, and I recently stumbled across a gem I’m not sure has gotten attention. (Maybe it has, and I just missed the memo—let me know if I’m late to the party!)

Here’s the scoop: the cover for The Underworld and Wilderness Adventures, one of those iconic early D&D booklets, looks like it was lifted almost wholesale from N.C. Wyeth’s The Winged Horse, an illustration from Legends of Charlemagne published back in 1924. The resemblance is uncanny—same wing shapes, same pose. Wyeth’s work was a goldmine of dramatic storytelling, and Bell clearly saw the potential to repurpose it for the cover.

So, chalk it up as another entry on the ever-growing list of Greg Bell’s “inspirations.” Is it plagiarism or just a clever nod to the giants who came before? I’ll let you decide. For me, it’s a reminder that art—especially in those rough-and-tumble early gaming days—was less about originality and more about getting the job done. And honestly? There’s a certain charm in that hustle.