Showing posts with label drawing. Show all posts
Showing posts with label drawing. Show all posts

Saturday, 26 November 2022

Shrooms...! (Part One)

The first in a series about fungoid critters for D&D. This week's creature is the...

RAGWING

FREQUENCY: Uncommon
 

NO. APPEARING: 2-8
 

ARMOR CLASS: 7

MOVE: 6/10"

HIT DICE: 2

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-6

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: S

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Ragwings are colonies of spore-like organisms that have somehow developed the ability to fly. They can sense the heat generated by living creatures (out to a distance of 120') and derive sustenance from their blood. They also use the body of their victims as a host within which their spores can sprout. They possess a long needle-sharp proboscis and it is through this that they feed and pass spores into their victims.

In combat, if the creature inflicts more than 5 points of damage in a single attack it's target has been implanted with spores, and must save vs poison to prevent those spores taking hold. Should this fail, the wound will itch and appear to fester over the course of one day, after which the victim will become paralysed and will die within three days. If a limb was struck by such an attack, removing that limb within three days will rid the victim of the spores. Cure Serious Wounds will also negate the spores effect on any part of the body. The spores will otherwise consume the victim and after 10 days 2-6 Ragwings possessing 1HD will sprout from the remains. A single example will sprout in the same time from any amputated limb that has not been destroyed.

Alternatively, the Ragwing will remain attached to its victim if it inflicts more than 3 points of damage in a single attack. It will then drain blood at the rate of 1 hit point per melee round unless destroyed. Once it has consumed blood equivalent to 8 hit points, it will detach itself and attempt to escape.

Should the creature lose all of its hit points from a single attack, its body will shatter and scatter spores over a 10' wide area. Anyone within this cloud must save vs poison or become incapacitated for 1-4 melee rounds.

Ragwings inhabit a variety of environments but seem to prefer those with high points from which they can dive on their victims.

Description: These creatures vary in colour depending on their environment: greenish-yellow in woodland and swamps, greyish blue in mountains, brownish-black in caves. When full of blood they take on a distinct reddish hue. Their bodies are a tangled mass of fibres surmounted by a 'head' that is full of spores. The wings are tattered and seem to shed small pieces when the creature moves. They are not particularly graceful in the air as their flight appears uncoordinated and ungainly, and when moving along any surface their wings seem to haphazardly drag the creature around. However, this can make their movement in combat somewhat difficult to predict.

Saturday, 27 September 2014

The Life-cycle of the Gelatinous Cube

Some creatures from the Monster Manual interest me more than others, and sometimes it's fun to wonder if they have some other form either earlier or later in their life-cycle. This got me thinking about whether this gelatinous monster only has a cube form for part of its life and, if so, would it perhaps have other shapes at some other points in time. As the cube is the same shape as a d6, I thought it'd be interesting to add other dice shapes to the mix and use them as the basis for these other forms.

This life-cycle is divided up into distinct phases: hatchling, cube, dodecahedron and icosahedron. Cubes are the most common type found in dungeons and other underground places and the creature spends most of its life in that form (I won't, of course, provide a description and stats for the cube). I'll also add in two extra creatures related to these gelatinous forms, perhaps to add a little more colour: a mysterious and very rare 'Orange Octahedron', and massive creatures called 'The Mother of All Cubes' - although they may be the stuff of legend...

The cube gains more sides as it goes through its life, and of some stages last longer than others. So:

- if a cube survives 30 years, it becomes a 12-sided dodecahedron. 

- if it subsequently survives 10 years in dodecahedron form, it transforms into a 20-sided icosahedron. 

As it gets older, the life-cycles get shorter – the trade-off being that it also gets more intelligent and becomes a more active predator. Stats and descriptions for the 12- and 20-sided versions will feature in an upcoming post.*

What I've written below could be seen as slightly tongue-in-cheek, or could be played completely straight. Either way, hopefully it might give your players something to figure out and/or fight against. As with my other creature designs, the stats and descriptions are written up in 1E AD&D format, but should be easy to convert to your preferred system. I'll add to this series in further blog posts.

GELATINOUS HATCHLING

  
FREQUENCY: Uncommon
NO. APPEARING: 3-18
ARMOR CLASS: 6
MOVE: 8"
HIT DICE: 2 hit points
% IN LAIR: Nil
TREASURE TYPE:  See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Paralysation, surprise on 1-2 (if encountered outside of hatchling cocoon)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (1-2' tetrahedron)
PSIONIC ABILITY: Nil
         Attack/Defense Modes: Nil

Once every other year, a gelatinous cube will produce young in the form of hatchlings. A small blister will appear on the exterior of the cube and this will become detached as the creature moves from place to place. The resulting coccon will appear to be a large semi-transparent mass attached to a wall or other surface by various stringy tendrils. Closer study of this mass will show the hatchlings moving around inside, and anyone striking or puncturing its somewhat fragile shell will suffer 1-3 points of damage as it bursts and showers them with the liquid it contains. If undisturbed, the blister will rupture naturally after 3 days, and 3-18 fully-fledged hatchlings will break out and begin scouring for food. They remain in this form for 3 months, after which they hide in some dark, out of the way place and transform into their larger cubic form.

Hatchlings are only particularly dangerous if encountered in large groups, or if a number of them encounter sleeping adventurers. Coming into contact with a hatchling will require a saving throw versus paralyzation or the creature touched is anaethetized for 1-8 melee rounds. The hatchling will then attempt to digest some part of their victim, inflicting damage as it does so. Their bodies are not particularly adept at picking up solid objects, so their treasure will usually consist of nothing heavier than a few copper pieces.

Hatchlings can be hit by all forms of weapons, and attacks by fire have normal effects. They are unaffected by cold unless they fail their saving throw, in which case their movement rate is halved. Electricity, fear, holds, paralyzation, polymorph and sleep-based attacks have no effect upon them.

Description: hatchlings resemble transparent tetrahedrons, altough with somewhat rounded edges. After leaving the cocoon they are semi-transparent for several hours, and after that time their apparent opacity is patchy and noticable in certain lighting conditions.

* - updated for clarity on 6th October 2014.

Monday, 30 June 2014

Orcs...!

I have to admit that I've always been more impressed with the depictions of Orcs in the Bakshi version of Lord of the Rings than with those in the more recent LotR films. I think this may be to do with the fact that they tallied more with my mental image of them from reading the books. That said, this was also partly tempered by the way they were depicted in miniature form by Citadel, Ral Partha and Grenadier Models. All of this blended together around the same time I started playing D&D in 1982, as it was also the first time I saw the Bakshi film (via rental video) and became aware of the various minis.

Since then in my mind's eye I've tended to see Orcs as more akin to a Gigantopithecus skull, barely covered with flesh. Something along these sorts of lines:

If anything, these probably need to be more gaunt and thinly-fleshed. And have tusks...

That said, recently I've found myself becoming more interested in the 'pig faced' versions as depicted in the 1E Monster Manual. I'm not sure why, particularly as when first seeing them way back when, I thought that they didn't seem... well... 'Orcish' enough. But after recently having a go at drawing Orcs in that particular vein, I can sort of see where David C. Sutherland III and Gary Gygax were heading with their ideas. Their Orcs are skewed more to being like boars, as least as far as looks are concerned from the neck up. The overall shape of their heads do suggest something like a fleshed boar skull.

With that in mind, I have been working on some scribbles that go with the boar theme. For example, here are a few 'pig-like' examples:


And here's one that is a tad more 'streamlined':


I've also had a go at a full-body depiction, taking my cues from the 1E Monster Manual:


This version goes with the studded leather and polearm theme more common to 1E Orcs. And by taking my cue from Sutherland's drawing it also seems to be a mixture of historical nods at, say, Vikings and possibly Babylonians.

I think I'll come back to doing a few more scribbles along these lines, and maybe also the Gigantopithecus versions. In the meantime, Fractured Miniatures do some rather nice pig-faced Orc minis that are worth having a look at. Their Orcs are a tad tubbier than mine and they have interesting boar-like faces.

Saturday, 17 May 2014

Edible Monsters - Part Six

This week's monster prefers to seek out very particular victims...


WITCHES' NEST

FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 6"
HIT DICE: 6
% IN LAIR: 50%
TREASURE TYPE:  E
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Paralysis
SPECIAL DEFENSES: Blinding. Cold and fire do not harm
MAGIC RESISTANCE: Immune to fire and cold spells
INTELLIGENCE: Animal
ALIGNMENT: Chaotic Evil
SIZE: M (7' dia.)
PSIONIC ABILITY: Nil
     Attack/Defense Modes: Nil

Witches' Nests are malevolent creatures that appear to be a dense, weed-like bush in form festooned with oddly-shaped pods. They live only in dungeons and similar places, particularly wherever evil magic has been practised. They are especially dangerous to Magic Users or anyone in possession of a magic item, as they are drawn to magical forces. When attacking, they lash out with 6' whip-like thorny limbs, and a successful hit will paralyze their victim if they fail a save vs. paralyzation. Although immune to fire and cold, it can be harmed by electrical attacks. Should the nest lose 75% of its hit points, it will cause its pods to create a great deal of blinding light (as per a Continual Light spell) and endeavour to retreat. If killed, the greater mass of the Nest will quickly become dessicated and wither away to dust, but 8-64 pods will remain along with whatever treasure has been left by previous victims. If the pods are dried, crushed to a powder and added to water, drinking the resulting mixture grants infravision for 1-4 hours to anyone who does not possess this ability. Those that do already possess that ability will find its range doubled for 1-4 hours. However, 12 pods are required per mixture and it may only be taken once every 24 hours.

Description: Witches' Nests are an unruly mass of fibrous matt black limbs, with blood red thorns. Its pods are yellow and resemble indistinct, misshapen faces

Saturday, 10 May 2014

Edible Monsters - Part Five

This week's monster may perhaps make an interesting addition to a cave or tunnel entrance...


TITANS' TEETH

FREQUENCY: Very Rare
NO. APPEARING: 4-16
ARMOR CLASS: 5
MOVE: 1/8"
HIT DICE: 1
% IN LAIR: Nil
TREASURE TYPE:  Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S to M
PSIONIC ABILITY: Nil
     Attack/Defense Modes: Nil

Titans' Teeth are a fungus most often found growing in rocky places, stone ruins, caves and tunnels. Certain rumours state that they can also be found on old battlefields and other places of conflict, and will slowly make their way toward any decaying flesh. Their outer shell is quite tough and a great deal of work is needed to break one apart. When this happens, there is a 30% possibility that any exposed skin will be pierced by tiny shell fragments, although this will cause no immediate sensation of pain or discomfort. If this occurs, the skin will start to erupt in 1-4 hours with small, tooth-like growths that will cause a great deal of maddeningly painful itching. Only Cure Light Wounds will rid the victim of such growths which, if left to grow, will slowly and painfully consume the victim in 8-64 days. The main reason that any creatures make such an effort to break Titans' Teeth is because of the spongy, bread-like matter that makes up the core of each growth. This has a pleasant sweet taste and is very nutritious, a pound of which is equivalent to 2 day's good rations. A single 'tooth' will contain 1-8 pounds of such matter.

Description: Titans' Teeth grow in curved rows, and look exactly like a set of human incisors and canines, although much larger in size (at least 2' tall). If found in caves, tunnels, or similar environments it is possible to find a set growing down from above as well as from below. Their outer shell is pearlescent white and smooth, whilst inside they are a dark yellowish-green. They have a somewhat fibrous root system, which is deep red in colour.

Next week: the Witches' Nest...

Friday, 2 May 2014

Edible Monsters - Part Four

This week's monster is an unusual plant that could prove useful to adventurers - as long as they're wary of its defences...


TRAITOR'S HAT

FREQUENCY: Rare
NO. APPEARING: 2-4
ARMOR CLASS: 9
MOVE: 0
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE:  Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil

The Traitor's Hat can be found in dense, dark woodland, caves, or dungeons. No-one is sure how this insectivorous plant gained such an unusual moniker, although it may be derived from that fact that Stirges sometimes use them as nests. There is a 50% possibility that 1-6 Stirges will be encountered with the Traitor's Hat, although evidence of their residence will be made obvious by the detritus of dead insect parts spread over a 20' wide area around the plant (Stirges always discard such rubbish when nesting). Traitor's Hats consume a variety of insects (including some giant varieties) which they lure using a pleasantly pungent, syrupy liquid pooled in a hollow at the topmost part of their bodies. Their victims are quickly poisoned by this substance and then drop down into the lower part of the plant, which derives sustenance from their decaying remains. The liquid is also poisonous to most other creatures that drink it (including humans and demi-humans) and should be treated as a Type B ingestive posion. However, if the hollow is carefully pierced several times, the liquid slowly percolates down through the body of the plant (a process that takes 1-3 hours) and around 1/2 of one pint can be collected underneath. The poison is thus negated, and anyone consuming all of this half pint will not require food nor drink for a 24 hour period.

Description: The Traitor's Hat is approximately 6' tall and has a conical body with a small hollow at its topmost part. Colors range from vivid orange to dark crimson. The body is supported by a stalk, which is black or dark blue in color.

Next week: Titan's Teeth...

Tuesday, 29 April 2014

Cthulhu is not an octopus... Part 3

Further to my previous drawing (here) and my initial discussion about Cthulhu not being and octopus (here), below is another quick drawing:


Note the lack of tentacles (and suckers) - I've tried to depict what Lovecraft described as 'a mass of feelers'. I may have a few more tries along similar lines, but Cthulhu rarely sits still long enough for his... er, its... portrait...

Saturday, 26 April 2014

Edible Monsters - Part Three

This week's monster adds something a little crunchier to your diet...


STELGWIT

FREQUENCY: Uncommon
NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 3 hit points
% IN LAIR: 15%
TREASURE TYPE:  Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2, 1-6
SPECIAL ATTACKS: None
SPECIAL DEFENSES: Poison
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (18" tall, 1' dia.)
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil

Stelgwits are spider-like creatures that are most at home in cold, dark places. They shun heat and light, whilst their primary foodstuff seems to be water and other fluids that seep from stone and organic matter. Their many legs are arrayed around a central hub which contains their rudimentary brain, mouth and other internal organs. Fast and able to climb over most surfaces, they are very hard to catch and are usually hunted with nets. Anyone trying to grab a Stelgwit with their bare hands will expose themselves to the poison it excretes from its limbs, although this is not particularly powerful (add +4 to saving throw die roll). If a lair is discovered, there will be around 5-50 creatures of various sizes and in such cases their poison can cause 1-6 hit points of damage (if a standard saving throw vs. poison is failed). As Stelgwits are very averse to heat, proximity to flames from torches and similar fires will cause them to become paralysed. If subdued in such a way and then roasted on an open flame for 5 minutes, the Stelgwit's poison is driven off and its legs become edible. They are crunchy and have a strong savoury, nutty flavour. Consuming 2-3 creatures is enough to replace half a day's rations.

Description: Stelgwits are a pale yellow-white, similar to bone. When cooked, they become a deep reddish brown.

Next week: the Traitor's Hat...

Friday, 18 April 2014

Edible Monsters - Part Two

Ever wondered what the 10' pole in the Player's Handbook might be useful for? Well, perhaps one may come in handy when dealing with this week's monster...

H'MALO


FREQUENCY: Uncommon
NO. APPEARING: 1-8
ARMOR CLASS: 8
MOVE: 3"
HIT DICE: 4 hit points
% IN LAIR: Nil
TREASURE TYPE:  Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: None
SPECIAL DEFENSES: Noxious cloud
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (1-2' dia.)
PSIONIC ABILITY: Nil
     Attack/Defense Modes: Nil

H'malo are rumoured to be the larval form of some larger monster, although no-one is quite sure which. They prefer to live in damp dark places, where they usually move around in small groups consuming slime and moulds. They are only particularly dangerous if not approached with extreme care, as they seem to be easily alarmed. Attacks, loud noises or sudden nearby movement will cause them to release a pool of liquid that rapidly evaporates, quickly filling a 3' x 3' x 3' area with a noxious, bluish cloud. This cloud causes 1-6 hit points of damage to any creature within it, although the H'malo cannot create another cloud for 4 hours. If more than one H'malo is encountered, each creature will release their own cloud after the first is triggered. Dwarves and other subterranean creatures have discovered that this defense can be negated if the H'malo is approached slowly and quietly, and then flipped over using a pole, spear or item with a similarly long (3' +) reach. If captured in such a way, the H'malo can then be eaten only after it has been immersed in any liquid containing alcohol (beer, wine, etc) and boiled for 10 minutes. This cooking will produce such a delicious aroma that there is a 20% chance it will attract wandering monsters if being prepared in a dungeon, wood or similar place. A cooked H'malo has a similar taste and texture to roast pork or boar, although a H'malo that has recently released its defensive cloud will taste particularly noisome - similarly, any H'malo (alive or cooked) exposed to the cloud will acquire this taste. Adventurers using cooked H'malo will find that it is a useful supplement to rations, extending their duration by 2 days per H'malo carried if kept dry. H'malo are difficult to farm because of their very skittish nature and propensity to contaminate each other should one or more release their defensive cloud.

Description: H'malo are a seemingly unappetising lumpy mass that is pale blue streaked with yellow. Its underside is dark purple. When cooked, H'malo become a yellowish pink and swell to become a more uniform blob of solid flesh that can easily be sliced or cut into smaller chunks.

Next week: the Stelgwit...

Friday, 11 April 2014

Edible Monsters - Part One

In your average FRPG there are always plenty of monsters that will readily eat adventurers. This is handy for the DM, but perhaps less so for the players. I started wondering whether the average dungeon ecosystem might also be home to things that adventurers could possibly eat. With that in mind, I've had a go at designing a bunch of creatures that may be a useful source of sustenance for those poor dungeoneers who are bored to tears with iron rations. But, as there's no such thing as a free lunch, each of these 'foods' will have to be treated with a little caution.

I've written them up in classic 1E Monster Manual style, which has also influenced the look and feel of the artwork. Enterprising DMs should be able to adapt them to their preferred system. I'd be very happy to hear about that!

I'll add a new monster each week, starting with the...

GOURDBUG


FREQUENCY: Uncommon
NO. APPEARING: 2-16
ARMOR CLASS: 6
MOVE: 12"
HIT DICE: 1
% IN LAIR: 40%
TREASURE TYPE:  Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: None
SPECIAL ATTACKS: None
SPECIAL DEFENSES: Glue
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S (6 -12" long)
PSIONIC ABILITY: Nil
     Attack/Defense Modes: Nil

Legend insists that Gourdbugs must have been created by a lawful good Magic User or deity, as they are such incredibly useful creatures. However, as Gourdbugs prefer to live and feed in caves and other places thick with ordure and waste, they can sometimes be found alongside other more dangerous creatures (such as Otyughs). Gourdbugs derive their name from the large sac that grows from their back, which they can burst at will and cover any attacker in a powerful glue-like sap if the creature is threatened or handled incorrectly. This does no harm to the Gourdbug, which grows another sac within 1-6 days. The sap not only has a pleasing taste but can be used to repair bowstrings, clothing, spear sockets and similar items, and is very resilient to heat, damp and cold. It can be dissolved by any liquid that contains alcohol, although this takes quite some time (2-12 hours). Careful hunters know that the Gourdbug must be picked up by its prong-like eye stalks and then gently swung back and forth several times, which causes it to retract its legs and go dormant. Dwarves often hang them from their belts by these stalks. Capturing a Gourdbug is a feat in itself, as they are fast and always try to keep their head facing away from any attacker. They can only be drained via an incision to their underside, which unfortunately also kills the creature but is the only way to preserve the taste of its sap. The sac itself can be removed, dried and used to store liquids, powders and other substances (even those that are poisonous, caustic or acidic). Dissolving the sac in a solution containing alcohol for 1 day causes it to break up into long fibres, which can then be spun for rough thread and stouter chord. A dormant Gourdbug can be kept for 2-8 days before inactivity renders its sap tasteless (although it always retains its glue-like properties). A 12" Gourdbug carries approximately 1 pint of sap, which can usually be sold for 15 s.p. or more. There are several varieties of Gourdbug, each with their own particular taste:

Red: sweet, sugary

Green: spicy, meaty

Blue: red or white wine

Purple: sour, pickle-like

Dwarves have tried to farm Gourdbugs for many years, but to no avail. Attempts to use the Red and Blue varieties as ingredients in brewing have also failed. The creatures seem only to thrive in particular environments and no-one is sure why only those in the wild survive. Adventurers using Gourdbugs as supplies for expeditions will have to carry a great many of them in order to fully supplement their diet, as 4-6 would have to be consumed per day in order to replace rations. Half-orcs find the taste of any Gourdbug very unpalatable and it is thought that this also the case for orcs, goblins, hobgoblins and similar creatures.

Description: Gourdbugs are streaked and mottled with various shades of their basic color. The insect-like parts of their bodies seem polished and robust, whilst the sac appears both fibrous and semi-opaque.

Next week: the H'Malo...

Monday, 9 December 2013

Cthulhu is not an octopus... Part 2

Further to the post that I wrote yesterday, here's an updated scribble of Cthulhu:


This rectifies some of the details in my previous scribble, but I think it needs more work. For example, Cthulhu needs to be more rotund, his thighs need to be longer, and I think his biceps need to be flabbier...

Sunday, 8 December 2013

Cthulhu is not an octopus...

Many if not all depictions of Cthulhu tend to show him as an octopus stuck on top of a man's body. Sometimes that body also seems a tad too muscly and superhero-ish, for reasons I can't quite fathom. I've never been all that sure that such depictions are Lovecraftian enough. By that I mean that they tend to be a tad too normal, for want of a better word. 

The great thing about the various creatures created and described by Lovecraft is that they are never run of the mill. Put simply, they're odd. They're a weird amalgam of things, none of which seem particularly human-like (aside perhaps from Deep Ones, but they're cross-breeds). Certain themes tend to flow through Lovecraft's monsters, some of which tend to revolve around an apparent unease with anything fish-related. Other than that, there are tentacles or odd appendages, and hints of mollusc and wings - and that's when Lovecraft isn't completely going off on his own tangent. There isn't anything overtly described as being exactly like any of these things, however. There's just hints and scrabbling by the narrator in order to make some sense of what they're seeing.

Cthulhu is not some sort of buff guy with an octopus for a head. If anything, that tends to sell the description short. One also has to bear in mind that there are drawings of Cthulhu made by Lovecraft himself, such as this one:

Derived from the Wikipedia entry on Cthulhu

The above tends to tally more closely, of course, with Lovecraft's written description. But it also adds more flesh to the idea - in more ways than one. Rather than being a muscled super guy, the surprising thing to me is that Cthulhu is a fat blob of a thing. He has multiple eyes, of a somewhat fishy nature. The legs are almost chicken-like. There are suggestions of things that one can vaguely recognise, but as a whole it's an ugly mass that reminds the viewer of certain shapes but then goes off at a typically Lovecraftian angle. He's only octopid in a very, very vague way and he certainly doesn't have the physique of a Greek god. Okay, you might say that Lovecraft wasn't a great draftsman. I'd say that works in favour of his drawing. He's boiled things down to basic shapes and the basic gist of his mental image seems to be there.

So, taking that as my cue, I decided to rustle up a quick scribble of how this all blends together in my mind:


If anything, with more refinements and redraws I think I can make it all look much more odd in a sense that lines up more with Lovecraft's sketch. My version probably needs to be fatter and more bloated, and the mass of tentacles needs to be longer. But either way it seems that by trying to match that drawing, Cthulhu ends up looking distinctly weird.

He's odd, but he's not an octopus...

Click here for Part Two

Monday, 20 May 2013

Kickstarter for the 'Adventures Dark and Deep Bestiary'

This project will be 'A book of more than 900 monsters for the Adventures Dark and Deep game, but usable with many Old School RPG systems'. The Kickstarter has 12 days to go - the more funds it raises, the more artwork will be created for it. You can also sponsor one or more pieces of artwork.

I'll be one of the artists who will be illustrating the book. Should be fun!

More info can be found here...

Sunday, 19 May 2013

Green Grabber rework...

Here are another couple of quick scribbles of a Green Grabber. I thought I'd redo the overall shape so that it's more like a bladderwort:


 I've also had a go at depicting the 'Sleepflower' stage of the plant:


I'm not sure that both designs still sit 100% right in my mind - the Sleepflower may be a tad too 'Little Shop of Horrors', perhaps. Anyway, it's always fun drawing Stirges!

Saturday, 18 May 2013

Green Grabber

Inspired by the description of a Holmesian D&D monster over at the always interesting Zenopus Archives, I decided to do a quick scribble of how it might look...


Maybe mine looks a tad overactive in the tentacle department and perhaps needs to look less solidly anchored, but hopefully you get the general idea.

As you might have gathered from my previous posts about redesigning the Otyugh (i.e. here and here), odd-looking dungeon-dwelling beasties are something I enjoy scribbling. The Green Grabber reminds me of a (as yet unamed) creature I need to draw. This also spends it's time waiting for unwary victims to wander into it's clutches, but is an insect rather than plant-like thing...

Tuesday, 22 January 2013

Demonagerie - the strange world of Medieval art

Fantasy RPGs can tend to draw on the Medieval period for influences, but at the same time miss out slightly on the sheer oddity of that period's worldview. Even Ars Magica seems to have skimmed past this, which is a shame. Instead, for the most part, we tend to get presented with the Conan-style fantasy angle which to my mind has never been a particularly good influence. Why? Well, I've never been completely sure that it's not been conflated with the horror that is the Renaissance Festival...


Is this because of a somewhat peculiar take on the Medieval period, combined with a vibe that owes more to Hollywood films than it does to an understanding of European history and culture? Hmm. Possibly.

However, should one want to tap into the actual period one would discover that it is full of odd imagery that wouldn't look too out of place in, say, a D&D setting. For example:


This picture comes from an excellent site called Demonagerie, over at Tumblr. There's lots of demons, dragons, monsters, knights and a variety of other images and symbolism that may help to inform or flesh out your fantasy campaign. Huzzah!

Tuesday, 20 November 2012

All hail Escher Girls...!



On a day when some silly people couldn't decide whether they're still scared of women or not, I thought I'd draw attention to the excellent Escher Girls blog

Although it focuses more on artwork from comics, anime and digital RPGs, those providing artwork for paper 'n' dice RPGs should take note. As I pointed out in one of my previous blog posts, the depiction of women in RPGs is usually awful. Escher Girls does a great job of showing the same sort of silliness going on in other types fantasy artwork. For me, this works well on several levels:

- It shows that there seems to be little interest in actually depicting women in any sort of realistic manner, either thematically or physically.

- It shows how bad a lot of artwork is. Many artists either have no idea how to actually draw, and/or ignore anatomy in order to create some very weird poses. These are also sexualised, for some reason or other. Okay they can't draw men either, but they don't seem to try and make them fit into such poses. I suspect that what's actually going on is that artists are copying other artists, rather than learning how to to draw. This may explain why modern comics seem to be distorting things even more than older comics. Or, it may be that 'how to' guides by established artists also have  a poor attitude towards the subject.

- It's thought-provokingly funny. By deconstructing the various images, it shows how badly done most of them are and at the same time makes it very clear how far such imagery goes in it's crassness. This works especially well when the the characters are changed to being men. It's also interesting to see how changes can be made in order to make the images actually work.

Mixed in with all of this are a variety of posts which consider what's going on in the imagery and what it suggests about the various attitudes and assumptions involved. As with the Gaming As Women blog, it does a very good job at holding these things up for consideration. 

The world of RPG art is still pretty much making the same mistakes as many comics, anime, etc. It's obviously not because it's trying to treat the subject matter with any sort of balanced consideration. Or maybe it's just laziness. Either way, it should be easy enough to fix if enough time and consideration is given to the subject. It would also help on a technical level. Artists should be familiar with anatomy. They should have been to life drawing classes - or should plan on going to some. Don't simply copy what others have drawn. If instead you can only copy from photos, find some good ones. Even somewhere such as Flickr has enough stuff to pick from that doesn't rely on clichés.