Review: A Dozen Dungeons by Miska Fredman

adozendungeons_cover_thumbnailLast November I stumbled on Miska Fredman‘s Instagram account and noticed he was drawing maps with #Mapvember. I got hooked. I even draw some maps myself too and Aki wrote about automated map generation.

Since then Miska has gone on Patreon and is drawing maps in addition to his job as the founder of Ironspine (Finnish rpg publisher). It seems like his map drawing has really paid off. At the end of August he published a neat booklet called A Dozen Dungeons (link to DriveThruRPG).

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Sailor at the Starless Pond

03_15_2014_1197Summer started a bit early this year. Granted that we haven’t actually seen a typical winter. But still. I say this because summer is the mandatory time to go to a cabin for a weekend of gaming.

Last weekend we drove to Kuru for the first session of Dungeon Crawl Classics DMed by our guild member and fellow admin Sami Villa. What follows is my game session debriefi as well as a review of the game from a player’s perspective.

As always we started with the creation of characters. In Dungeon Crawl Classics (DCC from now on) each player starts with a handful of 0-level characters (we started with three) created at random.

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Getting Technical

What? It is almost three weeks since I wrote about getting back to painting. I have been meaning to write a follow-up post since. It seems that I should get cracking on it right now.

In the last miniature painting post I said that I was excited to try out the new technical paints from Games Workshop. And I was right to be as my first impressions from them have been really positive. Once I managed to get them I have found it hard to not to use them.

The paints I did try out. Note that Ryza Rust is NOT a technical paint.

The paints I did try out. Note that Ryza Rust is NOT a technical paint.

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