Friday, January 27, 2023

SKELGAMOG! Update 47: Gribblies, Longlegs, and Art

 Still slowly picking away at monsters. I even doodled a couple of 'em, so here's a first look at my not-very-good art skills along with some statblocks.

Longlegs

HD: 4

AC: 15

Attacks: Stomp (2d6)

Saving Throw: 11

Move: 12 (40 ft)

XP: 40

-A pair of 10 foot long legs hold aloft a ball of rubbery flesh, whose only feature is a toothless gash of a mouth containing a long, flexible tongue.

-The Longlegs is a simple beast, striding amongst the trees or through pools of muck, stomping any creature it comes across into a paste that it can leisurely lap up.

Gribbly

HD: 2

AC: 14

Attacks: Sharp Rock (1d6)

Saving Throw: 13

Move: 12 (40 ft)

XP: 20

-Stupid, disgusting, and malformed little bastards. Only vaguely humanoid, their skinny limbs poke out from a squashed, flabby torso, and their wide mouths are flanked by bulging red eyes.

-Gribblies have just enough intelligence for cruelty. They travel in packs to bully anything they come across, fleeing if they’re ever outnumbered. 




Friday, January 20, 2023

SKELGAMOG! Update 46: Slow Start

 Got some wilderness and general monsters done this week, not much else to say. Just having trouble getting motivated to get shit done. I've been using the Random Esoteric Creature Generator to just drum up ideas on the fly, and it's been a big help. Other than that, not much to report.

Friday, January 13, 2023

SKELGAMOG! Update 45: Monster Stat Blocks

 Before I go all in on the bestiary, I just wanna explain what I'm doing and what all is gonna be included in the stat block, plus my reasoning behind it. Stats are, as follows...

Name: Self explanatory

HD: Hit Dice. All monsters in SKELGAMOG! have a d6 hit dice to cut down on HP bloat.

AC: Armor Class. I'm using ascending armor class (bigger number = harder to hit) because I find it more intuitive than descending.

Attacks: Number and type of attacks, with damage and riders in parenthesis.

Saving Throw: Swords & Wizardry uses a unified, descending save number that you try to roll over. I'm going back and forth if I want to change it to an ascending roll-under system, but for right now I'm sticking with the current system.

Move: S&W uses a movement rate number (3,6,9,12, etc.), but I'm listing the actual feet-per-combat-round in parenthesis. 

XP: Another thing I'm going back and forth on whether to include. Defeating monsters earns XP equal to HD x 10, so I might just include a note about that and be done with it.

Description: Anything else about the monster that needs explaining. Appearance, habits, special abilities, that sort of thing.

Things deliberately NOT in the stat block...

Number Appearing: I can easily list this in the encounter table, room description, or even monster description if needed. Doesn't need a dedicated spot.

Alignment: Again, I don't need to list this. Monsters are chaotic, humans and demi-humans are neutral at best.

Morale: Weirdly, S&W leaves morale completely up to GM fiat. I don't really like that, but I can't justify having a dedicated spot in the stat block for it. I'll have to come up with a ruling to put in the "GM Primer" section or something, but for now I'm not going to worry about it.

That about covers everything, except for how many monsters I actually need to make. I'm gonna aim for 5 unique, new monsters for every zone, plus a list of overland and generic ones. Coupled with what's already printed in the book, I think that'll give me plenty of variety to work with. 

Friday, January 6, 2023

SKELGAMOG! Update 44: New year, same dungeon

 Happy New Year! Time to celebrate! Not just because I'm back in business, but because I finally managed to finish that damn magic item table I've been working too long on. So that means I get to go right along and make monsters for each area. Hell yeah!