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Updates for Khunmar / other work

I’m still thinking / working on the new version of Exquisite Corpses; the entire concept/layout has changed several times in the course of the past 2 months and I need a bit of time to stew it over.

A while back I did a few illustrations for ‘Mines of Khunmar.’ I was thinking of doing a 1/2 pager to introduce each level, but that is probably too much work for a freebie. Perhaps after I win the lottery. See some previews below.

Meanwhile, I have more work for another client coming up, but that’s all I can say for right now.

Below is a picture for level 1b (which I believe is just east of level 1; I don’t think this level appeared in the free preview pdf I released a few years ago). It looks like the party’s torchbearer is finding out that the Vargouille’s bite is worse than it’s bark. I’m not sure if ‘Vargouille’ is released under the OGL and if I need to make a subsitution or create an ‘offbrand’ version. I haven’t decided what kind of compatibility the public version of Khunmar will have when and if I ever finish it.

This (below) is level 1a (just north of level 1)… an abandoned mine filled with challenges (getting in is supposed to be hard; getting out alive is supposed to be harder). The ‘giga snails’ are not particularly fast moving, but probably well beyond the capacity of a lower level party; hopefully the party can keep moving and not get caught in a dead end passage. But once your 1st level PC is underneath the snail, it’s probably time to roll up a new one.This is level 1 — the entrance to the kobold caves. My only regret is that I made the kobolds about 2x the size they ought to have been… I dunno if I can fix that or not. The challenge is getting across the bridge alive — the bridge is defended by spearmen and archers on the kobold side. Hopefully that magic user brought a ‘sleep’ spell along.
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