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Monday, March 2, 2026

Pencil (graphite) vs. ink drawings, what has more detail, etc.

 This site has at least some answers: https://artmagazine.net/drawing/pencil-vs-ink/

quotes below:

pencil:

There are masters who work in graphite alone, creating atmospheric, high-contrast, incredibly detailed pieces that rival oil paintings.

The beauty of pencil lies in its subtlety. You can whisper with it—draw hair-thin lines, faint shadows, gentle gradients.  

Pencil is great for REALISM. 


ink:

Mistakes? They became part of the piece. Imperfections? They added character. Ink taught me to embrace the rawness of the process.

Ink is great for sharp contrasts and certain styles (and reprinting). 


So... yeah I think pencil might actually give you more detail. But the inability to put down pure black always feels like it is holding you back a little. And erasing feels... kind of impossible when you are doing serious work. I guess if you draw super light it can erase (with a good eraser). 

Don't forget, it's pretty great to use both. 

  • start with pencil, then go over it with in.

OR

  • do ink, and shade with pencil

Sunday, March 1, 2026

Tenkar tips - gear tricks x 100

 https://m.youtube.com/watch?v=RyCOUXB9sTs&t=210s


His pinned comment. 

  • Holes in the ceiling?
  • Chalk mark where walked. 
  • Chalk draw a trip wire location so see easily later
  • Flour on floor to looks for tracks in future 
  • Airflow indicator with torch , draft means hidden passage
  • Grappling hook - pull levers from range
  • Blanket - smother small fire
  • Blanket over mob head for beating
  • Blanket - cover noisy object 
  • Sack over statue head?
  • Waterskin - rinse acid; test slope flow; reveal tiny depressions 

Copy paste from his comment:

CHEAT SHEET: Mundane Gear Uses (table ideas)

Information / scouting
Steel mirror: peek around corners; check ceilings for holes; signal allies with light.
Chalk: mark explored routes; draw “trip lines” to notice movement; outline suspicious seams on doors/walls.
String / twine: measure distances; set simple trip lines; “breadcrumb” a way back; tie doors partly closed.
Bell(s) / small noisy trinkets: hang on a string trip line; make a “noise fence” while resting.
Candle / lantern / torch: test airflow (draft = hidden passage); smoke-stain to reveal moving air; see glitter on dust/wires.
Pole (10’): trigger pressure plates from range; test floors; poke suspicious piles; check depth.

Control the battlefield
Iron spikes / pitons + hammer: wedge doors; pin shut chests; create a “one-way” retreat; brace a rope line.
Wedges (wood/iron): jam doors; stop a portcullis from fully dropping; keep a lid from closing.
Rope: emergency retreat line; tie off for safe climbing; drag something heavy without touching it; “rope across” to guide in darkness/smoke.
Grappling hook: climb; snag items; pull levers from range; “test” ledges and balconies.
Blanket / cloth: smother small fires; wrap fragile loot; throw over a creature’s head for a beat; cover a noisy object.
Sack: carry messy evidence (powder, dust, coins); cover a trap hole; “bag the statue head.”

Reveal / mark / track
Flour (or any fine powder): show footprints and disturbances; reveal where air is moving; make a visible boundary line on the floor.
Oil (lamp oil): slick a slope; make a controlled burn; waterproof a pinch; mark a surface with a sheen to spot scratches.
Ink / charcoal: quick marks; rubbings of carvings; darken a shiny surface to spot etched lines.
Wax: seal a door or container (tamper evidence); take an impression of a keyhole or symbol; dampen a squeaky hinge.
Soap / grease: reduce friction on a tight squeeze; quiet metal-on-metal; help a stuck ring/helmet removal.

Traps, locks, and “don’t touch it”
Crowbar: force doors/lids; lift stones; pry bars on iron grates.
Hammer: drive spikes; break small masonry; test “hollow” sounds.
Needle + thread: repair torn pack/strap; stitch a disguise; tie a tiny item to a string for retrieval.
Tongs / thick gloves (if present): handle hot/acidic/unknown objects at range.
Waterskin: rinse acid; test a slope’s flow; reveal tiny depressions; confirm a drain.

Capture / disable / distraction
Net: control a hallway fight; stop a runner; buy time without killing.
Caltrops / marbles (if used at your table): slow pursuit; control choke points; protect a rest.
Spare coins / rocks: throw to test for reactions; trigger sounds; lure attention away.
Whistle: signal allies; coordinate retreat; draw guards away (at a cost).

Social / misdirection / problem solving
Small mirror / polished metal: show a guard you’re unarmed; flash a signal; misdirect a watchman’s attention.
Wine/strong drink: bribe; disinfect (table call); make a “burn line” with oil + flame; loosen tongues (with risk).
Salt / rations: bait animals; preserve a weird chunk; trade in a pinch.
Parchment + charcoal: map; copy a rune; take notes players actually use.

If you want, you can print this as a one-page handout for your players: “When stuck, pick one item and say what changes.” That line alone speeds games up.

Saturday, February 28, 2026

Char idea - startplaying

 Met tree spirits (fey or fairy?) young age. Interested in magic now. Went in search of learning more as he saw good people having bad things happen to them. 

~went wherever to find more magic. 

(DM says less magic on these islands). 

???does than mean boring loot???




Thursday, February 26, 2026

startplayin - L-wful Ch-rry's game tonight

 Reusing characters from before, make them level 2:


Veldrond - wizard type

"name": "Veldrond", "stats": { "STR": 12, "DEX": 10, "CON": 14, "INT": 16, "WIS": 9, "CHA": 8 }, "rolledStats": { "STR": 12, "DEX": 10, "CON": 14, "INT": 16, "WIS": 9, "CHA": 8 }, "ancestry": "Elf", "class": "Wizard", "level": 1,


Throndr - fighter type

"name": "Throndr", "stats": { "STR": 14, "DEX": 11, "CON": 10, "INT": 9, "WIS": 12, "CHA": 12 }, "rolledStats": { "STR": 14, "DEX": 11, "CON": 10, "INT": 9, "WIS": 12, "CHA": 12 }, "ancestry": "Human", "class": "Fighter", "level": 1,


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