Thursday, April 29, 2010

The Whisperer in Darkness

Here's a link to an article from Grognardia that has a new trailer for the upcoming adaptation of The Whisperer in Darkness by the HP Lovecraft Society.  The trailer looks good, I was afraid that this one being a "talkie" would be a little off but you can decide for yourself from the trailer. 

I hope they mean that its coming out on October of this year.

Sunday, April 25, 2010

Where the line blurs between fantasy and reality.

I love this image of the Iceland volcano.

I hope that this is really Tiamat trying to force her way into our world.  It would be worth the world ending just to see that!

Monday, April 19, 2010

What Kind of D&D Character Would You Be?

I'm not sure if this quiz is accurate but it was fun to do anyway.

Here was my result (I thought I was answering the questions as honestly as possible).

I Am A: True Neutral Human Druid (5th Level)

Ability Scores:

True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.

Sunday, April 11, 2010


Encumbrance.  Ah yes, the word that I know you guys all love to hear when we enter into one of gaming sessions.  In this video from Troll Lord Games you get a visual example of what your character looks like carrying all that crap around.


An inspiring short message about RPGs

This is a great inspirational message about Castles and Crusades from one of the Troll Lord guys.

Monday, April 5, 2010

In Search of the Unknown

Tips for playing D&D from the first module produced for the D&D Basic set.  It still holds up as good advice actually.  

Although all the stuff about respect and not arguing probably won't hold over very well with us. Especially after a couple of beers have been drunk.


Beginning players would do well to profit from some basic advice before beginning their D&D careers, and with that in mind, the following points are offered for consideration:

1) Be an organized player. Keep accurate records on your character (experience, abilities, items possessed, etc.) for your own purposes and to aid the Dungeon Master.
2) Always keep in mind that the Dungeon Master is the moderator of the game, and as such, deserves the continued cooperation, consideration and respect of all the players. If you disagree with him or her, present your viewpoint with deference to the DM's position as game judge, but be prepared to accept his or her decision as final—after all, keep in mind that you may not know all aspects of the overall game situation, and in that case, not everything will always go your way!
3) Cooperate with your fellow players and work together when adventuring. Remember that on any foray into the dungeon or wilderness, a mix of character classes will be beneficial, since the special abilities of the various characters will complement each other and add to the overall effectiveness of the party.
4) Be neither too hasty nor too sluggish when adventuring. If you are too fast in your exploration, you may recklessly endanger yourself and your fellow adventurers and fall prone to every trick and trap you encounter. If you are too slow, you will waste valuable time and may be waylaid by more than your share of wandering monsters without accomplishing anything. As you gain playing experience you will learn the proper pace, but rely on your DM for guidance.

5) Avoid arguing. While disagreements about a course of action will certainly arise from time to time, players should quickly discuss their options and reach a consensus in order to proceed. Bickering in the dungeon will only create noise which may well attract wandering monsters. Above all, remember that this is just a game and a little consideration will go far toward avoiding any hard feelings . . .
6) Be on your guard. Don't be overly cautious, but be advised that some non-player characters may try to hoodwink you, players may doublecross you, and while adventuring, tricks and traps await the unwary. Of course, you won't avoid every such pitfall (dealing with the uncertainties is part of the fun and challenge of the game), but don't be surprised if everything is not always as it seems.
7) Treat any retainers or NPCs fairly. If you reward them generously and do not expose them to great risks of life and limb that your own character would not face, then you can expect a continuing loyalty (although there may be exceptions, of course).

8) Know your limits. Your party may not be a match for every monster you encounter, and occasionally it pays to know when and how to run away from danger. Likewise, a dungeon adventure may have to be cut short if your party suffers great adversity and/or depleted strength. Many times it will take more than one adventure to accomplish certain goals, and it will thus be necessary to come back out of a dungeon to heal wounds, restore magical abilities and spells, and reinforce a party's strength.
9) Use your head. Many of the characters' goals in the game can be accomplished through the strength of arms or magic. Others, however, demand common sense and shrewd judgment as well as logical deduction. The most successful players are those who can effectively use both aspects of the game to advantage.

10) The fun of a D&D game comes in playing your character's role. Take on your character's persona and immerse yourself in the game setting, enjoying the fantasy element and the interaction with your fellow players and the Dungeon Master.

Sunday, April 4, 2010

Varcan The Message-Bringer

Here is another drawing from my sketchbook.  This is the statue of Varcan that your characters have come across before.  Also, at the end of this post I have a listing of the Octadic Creed of Varcan.  It will help flesh out the religion that both Fionnula and Martijn follow.


This statue of the Immortal known as Varcan the Message Bringer can be seen standing before the doors of his temples. The scene depicted is known as the "Exalting". It shows Varcan taking the soul of a departed faithful cleric to his hallowed realm.

Each motto of this creed represents a point upon the cross of Varcan which is a symbol of the pathway to his realm.

The Octadic Creed of Varcan
  • Always be kind and never cruel.
  • Give mercy to those that ask for it.
  • Thou shalt never lie and remain faithful to thy pledged word.
  • Thou shalt respect all those whom are weak, the poor and the innocent, and shalt constitute thyself the defender of them.
  • Be charitable to others and give to those in need.
  • Live a pure and noble life. 
  • Suffer no undead creature to exist for they are a blight and a great evil upon the world.
  • Thou shalt be everywhere and always thy champion of the Right, the Good and the True, and forever the foe of Injustice, Tyranny and Evil.


Here is a drawing from my sketchbook of how I envision the sorceress Aness.

The alluring and potent elven sorceress that lives in a magically protected tower north of the town of Berengel.

Note: If anyone wants to make a comment please try to not email me directly but post it up in the comments in the blog.  This way we can all read them and this blog won't look so dead.  Thanks.