Hornrim the wizard (Tim Truman, Polyhedron 17, RPGA/TSR, May 1984) Hornrim bears a striking resemblance to the mage Nimrod of Nump, who appeared in Dragon 156 some six years later.
131 notes
·
View notes
Hawkworld House Ad (1989) by Timothy Truman
27 notes
·
View notes
Timothy Truman “Star Wars: The Bounty Hunters - Aurra Sing” One-Shot Cover Prelim (1999) Source
7 notes
·
View notes
Page from Grimjack: Killer Instinct #1. 2005. Art by Timothy Truman.
15 notes
·
View notes
From one master to another. Timothy Truman giving the Duke his due… on Warduke Wednesday!!
25 notes
·
View notes
Dark Horse Presents 2008
Conan the Cimmerian: Trophy
written by Timothy & Ben Truman
art by Marian Churchland
letters by Brandon Graham
7 notes
·
View notes
The God of the Razor by Glenn Chadbourne
13 notes
·
View notes
Adventure Gaming, aka Three Games Designed to Introduce You to Adventure Gaming, in magazine format with Tim Truman cover art, sold by SPI for $1.00 in 1981, with two map sheets and a small sheet of die cut cardstock counters -- including The Creatures that Ate New York (adapted from The Creature that Ate Sheboygan), Napoleon at Waterloo (a Jim Dunnigan wargame that SPI had been giving away separately with Strategy & Tactics subscriptions), and The Tower of Azann (a programmed solo or co-op fantasy RPG adventure with two pages of fine print numbered paragraphs), plus a little article by Redmond Simonsen on “Solitaire Play” for board games
97 notes
·
View notes
N is for Novice, which would make you think the series of modules is intended to teach folks how to play D&D. Nope! These are just low-level adventures, for the most part, intended for novice CHARACTERS, not novice players (with one notable exception we’ll get to later in the week). N1 - Against the Cult of the Reptile God (1982) isn’t even a good adventure for novice characters.
It IS a good adventure, though, but a little bit of an odd one. It is the third or fourth in a series of D&D modules around that time that investigated the idea of Village-as-Adventure-Site (Hommlet and Saltmarsh both showed up the previous year), but this is the first one to actually set the adventure in the village (to this point, adventure was nearby, not in, the village). The titular cult has agents living in town and NPC-driven events happen independent of player action, which is pretty newfangled for 1982 D&D. The mystery component (folks are disappearing, who could be the cause?) is an excellent way to engage low level characters without exposing them to excessive danger and is a pretty narrative focus for the time as well. It works pretty good, the events in particular inject a nice sense of urgency.
The stumble is at the end, the final confrontation with the cult. On paper, even a group of 3rd level characters is going to have a hard time with that encounter, so the module provides a 7th level NPC mage who can help out. This is a weird decision! I like the idea of putting low level characters up against a too-strong final fight, especially if you give them lots of room to be clever about it. An NPC isn’t that, really. I feel like this demands a deep rework or a dial-down in difficulty. But otherwise, a pretty solid adventure!
Tim Truman on the cover and on the title page (love that black and white one). James Holloway handles most of the interiors. He’s a bit more slapstick here than I want, honestly.
121 notes
·
View notes