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.




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