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Your Whispering Homunculus—Seasonal Scares

Your Whispering Homunculus

“Snow.”

“Lordling?”

“Slush, ice, hail, blizzard. How lovely it all appears from in here, behind thick glass, whilst we sit by the roaring fire eating honey-roasted pig trotter.”

“Whilst you sit by the fire eating, great one. I have to content myself with blocking the gap in the window-frame with my posterior.”

“And so you should, maggot-sired, so you should. How lucky you are to be inside, however. Imagine if I decided suddenly on a whim to command you to sit outside…”

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Your Whispering Homunculus: The Undiscovered Bestiary—Ochre Jelly (Part 2)

Your Whispering Homunculus

Cloying Poison Ochre Jelly (CR 7)

This ochre jelly is almost certainly one of many that have been deliberately created by alchemists and poisoners. The cloying poison ochre jelly exudes a contact poison that is difficult to remove. The jelly poison affects not only those slammed by the creature, but also those who touch it.

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Your Whispering Homunculus: The Undiscovered Bestiary—Ochre Jelly (Part 1)

Your Whispering Homunculus

“Pudding, master?”

“Wormslug?”

“Do you require pudding? After having had an enormous sprout soufflé, perhaps his magnificence requires something sweet?”

“Perhaps, grotlet. What sorts do we have?”

“Black, white, or dun, your eminence.”

“Hmm, the agony of choice…”

What is it about molds, puddings, slimes, and oozes that puts them firmly at the heart of fantasy roleplaying games?

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Your Whispering Homunculus: One Hundred Matters of Great Importance to Animals

Your Whispering Homunculus

“Just imagine it!”
“Master?”
“If we could talk to the animals!”
“You can, master. Buy a scroll in the mystic market of animal conversations.”
“Chatting to a chimp in chimpanzee!”
“Or you could get a wand.”
“Grunt and squeak and squawk with the animals! And they could squeak and squawk and speak and talk to us!’
“Oh dear . . .”

It comes up from time to time at our gaming table, often from our stubborn refusal to accept that Pathfinder gnomes can’t talk exclusively to burrowing mammals (which, with us, is the extent of their speak with animals spell).

The speak with animals spell is fairly evasive about what conversations you can have with animals and goes on to say that . . . the more stupid ones make inane comments.

Marvellous. What an opening for some occasional silliness at the roleplaying table.

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Your Whispering Homunculus: Fifty Strange Timepieces

Your Whispering HomunculusMaster Pett’s Your Whispering Homunculus presents only the finest in British gaming. Indeed, you are not likely to find a more comprehensive assortment of miscellany anywhere.

(So much more than just another bloke in a dress.)

[previously]

“Grotsward, what time is it?”

“Six Threbs beyond Tulward, your corpulence.”

“Normal time, Grotsward.”

“But master, what exactly is ‘normal’ time?”

I can see the time has come for the teaching stick to be applied to your hide as a reminder of impertinence. Stick number eighteen today, I think. The one with points—fetch it.

Number eighteen, master, as you wish.

Sadly, we all need to know the time, and even for those who dwell below ground, knowing the correct time of day can be crucial to certain arcane matters and astronomical observations. More than just humanoid creatures need to have an idea of the passing hours, days, and seasons, although the more civilized races have made an art form of conforming to time.

Here is a selection of timepieces—some crude, some cunning, some weird—to slip into your adventures.

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