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.




Mar 17, 2025

Happy St. Patrick's Day, Here are some Celtic Legends


My love for mythology in tabletop RPGs started with Deities & Demigods, later I discovered its predecessor Gods, Demigods, and Heroes. This slim volume offered a brief but fascinating look at mythological figures with original D&D stats. While its scholarship may have been a bit thin, especially by modern standards, I’ve always appreciated its brevity. Mythology is a vast and complex subject, and distilling it into something gameable is no easy feat.

The real standouts in the book were the Hyborea and Elric sections—bringing the worlds of Robert E. Howard and Michael Moorcock into the game. However, I’ve always wished that instead of a broad survey, early TSR had released dedicated books focused on specific mythologies, diving deeper into their themes, creatures, and deities for use in OD&D.

That’s why I’m so excited about a new project from my longtime friend and game design partner, Rob Stone. Rob, a passionate scholar of Celtic mythology (and a proud Irishman), has written Celtic Legends: Faeries and Spirits, the first in a series exploring the rich folklore of the Celtic world. I’ve had the pleasure of contributing to the book’s art, layout, and design, and I can confidently say it’s a must-have for anyone looking to bring authentic Celtic myth into their games.

Just in time for St. Patrick’s Day, Celtic Legends: Faeries and Spirits is now available! Here’s a sneak peek at a sample page:

If you love mythology in your RPGs and want a deeper dive into the world of Celtic faeries, spirits, and folklore, be sure to check it out!

https://www.drivethrurpg.com/en/product/515675/celtic-legends-faeries-spirits


Mar 13, 2025

Hold of the Magic Stone

 I little map for your Thursday enjoyment.


Here is an attempt at an isometric version.







Mar 3, 2025

The award-winning Fight On! magazine


The Old-School Renaissance (OSR) kicked off with a burst of creativity, reviving classic tabletop gaming with retro-clones and fanzines. Among them, Fight On! stood out—a gritty, passionate gem from the movement’s early days.

I came to the OSR after its initial surge. Back then, every month brought new retro-clones and zines, a wave of excitement that’s since settled. But the spirit lingers, carried by fans still playing and creating. Fight On! endures too, with a site worth checking out: 

https://fightonmagazine.com/

Early issues and solid compilations are still available. It’s a glimpse into the OSR’s raw beginnings—less polished, more real.

Feb 28, 2025

Tenser

 Here is Tenser from the infamous Rogues Gallery, with a bit of a cleaned up layout. RIP Ernie Gygax.

Tenser

Player: Ernie Gygax jr.

Human Magic-User 10 (Lawful Good)

Armor Class: 10
Hit Points: 56
Level: 10
Attacks: Staff +1 (1d6+1)
Move: 10


Saving Throws:
Death: 10
Wands: 16
Paralysis: 11
Breath: 16
Spells: 14

Abilities:
Strength: 10
Intelligence: 16
Wisdom: 11
Dexterity: 16
Constitution: 16
Charisma:
18

Special Abilities:

Can cast spells as a 10th-level magic-user
Prefers melee combat despite being a magic-user
Known for leading missions for law and good
Maintains alliances with non-human races and even some considered monsters

Tenser possesses the following magical items:

Dust of Disappearance
A Wand of Negation
A Staff of the Magi
A Ring of Protection +1
A Displacement Cloak
A Ring of Human Influence
A Wand of Metal and Mineral Detection
A Potion of Protection from Dragon Breath

This potion grants the imbiber resistance to all forms of dragon breath. Against gas-based attacks (sleep, fear, slow, paralysis, etc.), the user gains a +2 bonus to their saving throw, with results being either total success or failure. Against direct breath attacks (fire, acid, lightning, etc.), a successful saving throw negates all damage, while a failed save results in only half damage. The potion lasts for 6 to 15 rounds, and the entire bottle must be consumed for it to take effect. This potion does not protect against physical attacks or spells cast by dragons.

Dust of Dispelling Air Elementals

This dust appears indistinguishable from other magical dusts and is usually found in similar packaging—bone tubes or silk pouches. When a handful is thrown onto any creature summoned from the Elemental Plane of Air, that creature will immediately be forced to return to its proper plane. The dust may also be used to create a protective ring—if spread in an unbroken circle or from wall to wall, it causes summoned air elementals to suffer a penalty on their attack rolls. The dust cannot be blown away by the creature it affects, though other creatures or spells may disturb it. Notably, it has no effect on free-willed creatures from this plane. One handful is required to dispel a single creature, create a 10' diameter circle, or form a 50' line.

Contrary to most magic-users, Tenser has always been a lover of battle. Occasionally, he will seemingly forget his spells and charge into melee with his staff, depending on his magical protections to preserve him. In many ways, it is felt that his temperament would have been better suited to that of a fighter.

At the same time, Tenser is no fool. He has no aversion to using magic and generally chooses it first. He has gathered about him a firm power base for law and good and will readily use it when necessary. He will sometimes enchant good magic-users to go on dangerous missions to aid the cause of good. He is reported to have alliances with various non-human races and even some that are considered monsters.




Feb 25, 2025

Fight On #16

 


Fight On #16 is available! It's been a while, and by all indications this is a good one!

Your humble artist blogger even managed to contribute a couple pieces of art for headers:




Get your copies here:

Feb 23, 2025

Timothy Truman Original Art

 I first became aware of Timothy Truman when I picked up N1 Against the Cult of the Reptile God. By far one of the most fun I've ever had running an adventure. 


Picture this: a sleepy village called Orlane, nestled in the World of Greyhawk, where the vibe shifts from quaint to downright creepy. Released in 1982 by Douglas Niles, N1 Against the Cult of the Reptile God is the ultimate low-level D&D adventure that hooks you with a mystery and doesn’t let go. Designed for 4-7 characters (levels 1-3), it’s hailed as a “novice” module, but don’t be fooled—this ain’t a walk in the park.  

The setup? Orlane’s gone weird. Villagers are vanishing, doors are locked tight, and the townsfolk are split: some are suspiciously friendly, others are giving major side-eye. Your party rolls in to figure out what’s up, only to uncover a sinister cult brainwashing people with charm spells, all under the command of a freaky spirit naga named Explictica Defilus—aka the “Reptile God.” Think Invasion of the Body Snatchers meets medieval fantasy.  

The adventure’s a rollercoaster: you’re sleuthing in town, dodging cultists, trekking through a swamp, and diving into a muddy dungeon packed with troglodytes, wights, and a fireball-slinging naga who could TPK your squad if you’re not careful. It’s gritty, it’s tense, and it’s got that old-school D&D charm—complete with a village map that feels alive and a final showdown that might need a little NPC backup to survive.  

This module pioneered the investigation vibe in D&D, blending roleplay, exploration, and combat into a tight 32-page package. Ranked #19 on Dungeon magazine’s top 30 adventures, it’s a cult classic (pun intended) that still holds up today. 


Timothy Truman's art on the Star Frontiers Volturnus modules also caught my eye.  

I had the good fortune to pick up this original art he did, I think it was for his Grimjack comic.


The time has come for me to let it go to a new home, The inking work on it is fantastic.

Feb 21, 2025

Dungeon of Caligari

 It's been a while since I posted a dungeon map. I was experimenting with some new textures and came up with this.

The Dungeon of Caligari

Beneath the ruins of a forgotten watchtower lies the Dungeon of Caligari, the hidden stronghold of a long-dead ranger-assassin known only as Caligari the Silent Blade. Legends speak of his unparalleled skill in tracking and eliminating targets without leaving a trace, his victims often found with no signs of struggle, as if death had simply claimed them in silence.

Now, his underground lair has been unearthed—its traps still active, its corridors haunted by shadows of the past. Rumors claim Caligari's greatest secret is buried within: a weapon forged for the perfect kill, a blade that grants its wielder ultimate stealth at the cost of their soul. Those who enter must navigate the labyrinthine tunnels, evade deadly snares, and contend with the restless specters of those Caligari slew in life.

Whispers in the dark suggest that Caligari himself has never truly left…



Caligari the Silent Blade

Human, Ranger-Assassin, Medium, Chaotic

Armor Class: 2 (Dex, magical leathers)
Level: 12 (54 hp)
Base Hit Bonus: +9
Attacks: Silent Fang +2 dagger (1d6+4), Shadowstrike longbow (1d8+3, ignores light cover)
Move: 150' (50')
Save: D6 W7 P8 B9 S10 (F12)
Morale: 10
XP: 2,300
Treasure Type: H

Str: 15/+1
Dex: 18/+3
Con: 14/+1
Int: 12/+0
Wis: 10/+0
Chr: 16/+2

Special Abilities:

  • Master of Ambush: If attacking from stealth, Caligari deals double damage and forces a saving throw vs. Paralysis or the target is stunned for 1d4 rounds.
  • Ghost in the Shadows: Can hide in shadows and move silently as a 14th-level thief.
  • Unerring Shot: With Shadowstrike, he can fire arrows with deadly accuracy, ignoring partial cover and suffering no penalties for range.
  • Traps and Triggers: Can detect and disable non-magical traps as a 10th-level thief.
  • Whispers of the Dead: His presence unnerves foes; enemies within 30’ suffer a -2 penalty to morale checks.

Description:

Caligari the Silent Blade was once an infamous ranger-assassin who hunted both man and beast with equal precision. Known for eliminating his targets without a sound, he relied on cunning, patience, and masterful control of his surroundings. His lair, The Dungeon of Caligari, remains a deathtrap for intruders, filled with ingenious snares, hidden paths, and ghostly echoes of his past victims. Though long thought dead, whispers persist that he still walks his domain—perhaps as a shade, cursed to forever guard the secrets he took to his grave.

Many seek his legendary weapons: Silent Fang, a dagger that absorbs sound, and Shadowstrike, a longbow whose arrows are invisible before finding their mark. But claiming them means facing Caligari himself… and few who enter his dungeon leave with their lives.




Feb 16, 2025

Crazy Hi Rez Full Spread Image of Original AD&D Hardcovers

 Have you ever wanted the original AD&D hardcover art as a poster? Did you know there is a spider in the tree on the spine of the original Monster Manual?

Check this out.


Also, the DMG and PHB.



You can purchase them here: https://www.cookandbecker.com/en/catalog/videogame/dungeons-and-dragons





Jan 30, 2025

Gunslinger Flip Through

 I made a video with a flip through of the entire Gunslinger RPG book. You can check it out here:



Jan 23, 2025

Hawkmoor Primer

 First real post of 2025.

Every year seems to come along sooner than the previous. When I look at all that was accomplished and what wasn't in 2024 I'm filled with mixed emotions. Proud of the things I made, a lot of art was drawn and painted. But, only a few OSR books made it out. The most important one being the Gunslinger RPG. Fulfilling that Kickstarter was, well, fulfilling! However there were a dozen other books that weren't finished. Perhaps the best thing that happened related to gaming and this blog is reconnecting with why I love RPG's so much. I got to play a lot of games, even some 2e AD&D, a system I am slowly coming to appreciate more and more.

Time for New Years goals.

2025 Priorities

  1. Princess of the Red Planet Adventure
  2. Warriors of the Wild West (a "white box" version of Gunslinger)
  3. Hawkmoor 74 RPG (previously known as ODD74 SVE)
  4. Unkindness of Ravens (a sequel to the Murder of Crows card game)
  5. Book of Valkyries (2 books: an art book and an OSR compatible book on Norse Mythology)
  6. Dungeoneer Deluxe (a revised and updated version of my Dungeoneer card game)
  7. Gateway RPG (a "universal" RPG compatible with Warriors of the Red Planet, Raiders, Freebooters, etc.)
  8. Hardboiled RPG (a film noir RPG in the style of WotRP, Raiders, Freebooters, etc.)
  9. Book of Gnomes (cooler than it sounds, inspired by the famous Gnomes book by Rien Poortvliet)
  10. Book of Orcs RPG
  11. Dark Fantasy RPG
  12. Post-Apocalypse RPG

I'll have more to say what each of these are as the time comes. Most of them have been discussed here, and on forums over the years. I am also reviewing unreleased items I've announced on this blog to see what I can reasonably complete. I have so many little projects that are nearly 99.9% done, I'd like to get them all finished and out of my studio!

One thing I recently put out was a primer to the Hawkmoor Campaign Setting. It is only an outline of the world with a few maps, but think of it as a Living Document that will be updated frequently. I've got such an interesting, fresh, and fun idea for this setting that I can't wait to share with you. I know this teaser isn't much, but for various reasons I had to post it.