Sheel'Gredival is the third Wizard in the Clatterdelve series. She resides in a watery redoubt well away from the hustle and racket of the less civilized regions where she tends her carefully cultivated grottoes and artfully arranged dome-lagoons. she has an intense, personal interest in Clatterdelve and has sent forth a pair of representatives to locate and employ a small group of professionals for a very special, entirely discrete, extremely well-paying task...
Wednesday, August 30, 2017
Sheel'gredival of the Deep Keep
Sheel'Gredival is the third Wizard in the Clatterdelve series. She resides in a watery redoubt well away from the hustle and racket of the less civilized regions where she tends her carefully cultivated grottoes and artfully arranged dome-lagoons. she has an intense, personal interest in Clatterdelve and has sent forth a pair of representatives to locate and employ a small group of professionals for a very special, entirely discrete, extremely well-paying task...
Tuesday, August 29, 2017
Monday, August 28, 2017
Yellowbelly (Wermspittle)
Blind, snuffling, flabby beasts--they reek of rancid cheese. Disturbingly agile and equipped with suckers at the tips of their boneless fingers, these creatures have captured many who foolishly thought that they might have run far enough, fast enough, and then turned around only to find themselves face-to-face with a Yellowbelly.
Curwen and Kirowan's Yellow Book (Annual, 1172.)
Yellowbelly
No. Enc.: 4d6
Alignment: Neutral
Movement: 120' (40') [Also can Climb at normal Move rate due to suckers]
Armor Class: 7 (as Studded Leather)
Hit Dice: 2 (advance as Thieves or Spell-casters, but never Clerics)
Attacks: 1 (weapon or bite)
Damage: 1d4+1 (gutting-knife), or 1d4 with a 30% chance to Gore with tusks for additional 1d6.
Save: T2 (or by Level)
Morale: 8 (Suffer -2 penalty when exposed to rich perfumes or other strong scents)
Special: Blind. Navigate entirely by Smell, Taste, Touch and Hearing.
No. Enc.: 4d6
Alignment: Neutral
Movement: 120' (40') [Also can Climb at normal Move rate due to suckers]
Armor Class: 7 (as Studded Leather)
Hit Dice: 2 (advance as Thieves or Spell-casters, but never Clerics)
Attacks: 1 (weapon or bite)
Damage: 1d4+1 (gutting-knife), or 1d4 with a 30% chance to Gore with tusks for additional 1d6.
Save: T2 (or by Level)
Morale: 8 (Suffer -2 penalty when exposed to rich perfumes or other strong scents)
Special: Blind. Navigate entirely by Smell, Taste, Touch and Hearing.
Vicious whuffling and wheezing creatures with an insatiable hunger for fresh meat, Yellowbellies hop and jostle about in darksome places, clamber and cavort wildly in broken spaces and it only takes the merest whiff of blood to set them off on another of their fearsome chases.
Warty, swarthy humanoids with three nostrils, two modestly curving tusks and three overly-flexible tubular fingers or toes on each limb ending in suckers...the Yellowbelly is a strange beast indeed. Though many older texts confidently assert that these creatures were manufactured as some sort of homunculi, we now know that this is incorrect. The Yellowbellies have been traced back to the ancient ruins of no fewer than three dead cities behind the Yellow Veil, and while they probably are not native to those places, these are the first points of contact with their kind that have been reliably reported or recorded.
Feed them little cakes made with a pinch of lint and some black-peel mixed with a good amount of arsenic and the Yellowbellies will be too busy suffering from sour stomachs to chase you for long enough to get far, far away...if you don't dawdle or linger to watch...
Every Good Child's Guide to Bad Things
Friday, August 25, 2017
M is for Mucoids: Work-in-Progress (August, 2017)
More Work-in-Progress, this time a sample from a Wermspittle project that has been coming together nicely. The Palegator wasn't a fluke, there's a whole series of ABCs coming along. The old entry on the Mucoid (Fighter) is getting revised along with everything else going into this project since there are some peculiarities and special qualities worth mentioning and detailing for their use in Wermspittle such as their spells, lift-crystals, vicious gold-straws, and so on and so forth. The three main degenerate tribes and the remaining few Keepers of the Old Ways who hold vigil atop their yellow thrones within the ruins of the Cylinder-Keeps will be revealed in their dubious glory...
There will also be versions of the Mucoids in the new and improved, revised Space Age Sorcery (v.2). But those Mucoids will be of the starfaring, planet-invading and civilization-toppling tyrant variety noted for their cool, inhuman intellects and penchant for colonizing and changing entire worlds to suit them whims.
There will also be versions of the Mucoids in the new and improved, revised Space Age Sorcery (v.2). But those Mucoids will be of the starfaring, planet-invading and civilization-toppling tyrant variety noted for their cool, inhuman intellects and penchant for colonizing and changing entire worlds to suit them whims.
Labels:
ABCs,
Mr. Wells,
Mucoids,
Space Age Sorcery,
Tripods,
Wermspittle,
Work-in-Progress
Thursday, August 24, 2017
Wednesday, August 23, 2017
Work-in-Progress (August 2017)
At the left is another of the Clatterdelve Wizards. It's a work-in-progress, so the color-scheme may shift a little bit as I get the other ones colorized and start comparing them against one another.
This is the Patron/Instigator/Employer who gathers together a band ofne'erdowells fools desperate adventurers heroes to explore a second passage that might lead to Clatterdelve...
We'll have more details on Clatterdelve in the weeks ahead. A local group recently play-tested the first installment and the feed-back was quite favorable.
This is the Patron/Instigator/Employer who gathers together a band of
We'll have more details on Clatterdelve in the weeks ahead. A local group recently play-tested the first installment and the feed-back was quite favorable.
Wednesday, August 16, 2017
Cool New Ymid Shirt by Denis McCarthy
Just received a brand new T-shirt designed by Denis McCarthy from over at Northport. It's an Ymid like the one from Clatterdelve--and it has a Yr-Go familiar! Great Stuff! Check out his other cool T-Shirt designs over at Tee Public. There's a really nice Cthulhu design...
Denis also has his stock art on sale now over at RPGNow and he was just interviewed for the new OSR Podcast with Troy T. Busy guy.
Denis also has his stock art on sale now over at RPGNow and he was just interviewed for the new OSR Podcast with Troy T. Busy guy.
Tuesday, August 15, 2017
Nejaun
"Hold still so I can bash ya dammit!"
Rutigar the Droll, Lord Protector of the Blue Trees of Trondelle
Nejaun
No. Enc.: 1d4
Alignment: Neutral
Movement: 60' (shuffle), 180' (Leap)
Armor Class: 7 (as Leather + Shield)
Hit Dice: 2 (can advance as Fighters or Spell-casters)
Attacks: 1 or 2 (Can Wield Weapons and/or Magic Items)
Damage: 1d4+1 (Slashing Kick)
Save: F2
Morale: 8
Special: Nejaun can perform a double-kick once every 4 rounds for double damage. They can also forego their next attack in order to attempt to dodge an incoming attack by rolling as for a normal attack and if their 'To Hit' roll beats their opponent's, the Nejaun successfully dodges the attack and incurs no penalty to initiative. If they fail to dodge they take half damage and suffer a -2 penalty to initiative on the next round.
When sorely pressed (having lost more than 3/4 hit points in one combat) the Nejaun can rear back on their muscular tails and lash out with all three legs at +3, +2, and +1 to hit respectively, each doing double damage, but then the Nejaun collapses and is unable to continue attacking until it rests for 2d4 hours. This is only ever used in extreme circumstances and only as a form of last-ditch self-defense.
No. Enc.: 1d4
Alignment: Neutral
Movement: 60' (shuffle), 180' (Leap)
Armor Class: 7 (as Leather + Shield)
Hit Dice: 2 (can advance as Fighters or Spell-casters)
Attacks: 1 or 2 (Can Wield Weapons and/or Magic Items)
Damage: 1d4+1 (Slashing Kick)
Save: F2
Morale: 8
Special: Nejaun can perform a double-kick once every 4 rounds for double damage. They can also forego their next attack in order to attempt to dodge an incoming attack by rolling as for a normal attack and if their 'To Hit' roll beats their opponent's, the Nejaun successfully dodges the attack and incurs no penalty to initiative. If they fail to dodge they take half damage and suffer a -2 penalty to initiative on the next round.
When sorely pressed (having lost more than 3/4 hit points in one combat) the Nejaun can rear back on their muscular tails and lash out with all three legs at +3, +2, and +1 to hit respectively, each doing double damage, but then the Nejaun collapses and is unable to continue attacking until it rests for 2d4 hours. This is only ever used in extreme circumstances and only as a form of last-ditch self-defense.
Smooth-skinned pseudo-saurials with three legs tipped with wickedly sharp curved blade-like claws and muscular tails, the Nejaun rarely wear armor or clothes. Nejaun prefer ranged weapons or wands when wielding anything in addition to their natural claws. Only spell-casting Nejaun wield staves.
Nejaun are fairly commonly encountered as summoned servitors or retainers in service to a spell-caster who has made the journey to the cliff-keeps of Jalamere.
The Nejaun are creatures that have languished in my portfolio for a long, long time and as I recently had the opportunity to go through things over the weekend and re-discover them, I've decided to let them see the light of day once and for all. They seem like a good fit for Jalamere and Wermspittle both...
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