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Kobold Quarterly Issue 10 Summer 2009
Kobold Quarterly Issue 10 Summer 2009
Secrets of the
Gelatinous
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Interview with
Jeff Grubb
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Kobold Quarterly 9 1
contents
4
Editorial
Ethical and Unethical Gaming
7
Letters
From the Mines
10
Gods of Zobeck
Revering Ninkash
by Ed Greenwood
Raise a mug to the Goddess of the Ironcrags.
14 Sneak Preview of the Pathfinder
Sneak Preview
Roleplaying Game
by Jason Bulmahn
Including our exclusive peek at the updated shadowdancer. On the Cover
Swords against Darkness
by Michael Brewer, Quinn Murphy, and Jonathan Jacobs
Monster Rancher
Balanced and tested skill challenges for 4E. On the Care and Keeping
of Gelatinous Cubes 76
34
Kobold Diplomacy
by Jonathan McAnulty
A Conversation with Jeff Grubb
Tools of the Trade
by Jeremy L.C. Jones
The Halberd 79
by Brian E. Shefveland
by Michael Kortes
Ecologies
Ask the Kobold 54
46 Ecology of the Hill Giant Cartoons by Stan!
by Mario Podeschi
The Free City
60
Wicked Fantasy
Haffuns: Seeming Servants Elven Lust and the
Green Gods 86
by John Wick and Jesse Heinig
by Wolfgang Baur
71
Flashing Blades
PCs without Backgrounds
by Amber E. Scott
74
Monster Gallery
Ticking Hounds and Clockwork Hunters
by Ben McFarland
2 Kobold Quarterly 10
Earthdawn
®
Kobold Quarterly 10 3
Ethical and
Unethical
Gaming
Editorial
Y
our brain is strong enough to generate a placebo their lives miserable. And yet, the hard questions of
effect that can really help heal your body. Your taking the right action aren’t all that hard for the devout
mind can dream up entire worlds and adventures and the noble, who can lean on their code to make
and characters. Invention and science and story are roleplaying choices.
powerful forces that change the world, and the way we Which is why it’s always so interesting to me that those
see it. ethical dimensions of character get set aside when the
Roleplaying games connect us to that power, and put it DM describes a locked chest. Even the paladin wants
in our hands to amuse and entertain our friends. We have loot, because that holy slayer will help take down demons
adventures, foiling villains and killing horrible monsters, and protect the civilized world from darkness. It’s loot
and we loot the bodies. with a cause. Vows of poverty are a minor inconvenience
Ah, yes. The plundering of tombs and the rifling to the PC, easily rationalized away.
through packs and purses for a few more gold pieces. Is Someday I want to write a set of pregenerated PCs for
it really heroic to dig through some dead bandits pockets a convention adventure. They would be a warrior maiden
or to snatch a golden chain from a drow priestess’s neck? paladin like Joan of Arc, an assassin dedicated to the God
I used to think so. Conan was very big on snatching loot of Death, a devout priest of some extra-shiney Goodness
and making off with it. Fafhrd and the Grey Mouser were – all characters with strong codes of conduct. And send
thieves by profession. So loot is a universal good, right? them out into a set of increasingly vile tasks: Stealing
I’m not so sure. And I wish treasure were a smaller part money from goblin orphans, maybe. Or defending a
of the standard game. corrupt merchant-prince. Or kidnapping hostages to
Maybe the group I game with has grown a little older secure a treaty. An adventure full of dilemmas, in other
and wiser. There’s no “search the bodies” rogue in my words.
regular group. Our favorite pyromaniac gamer moved to I predict that most gaming groups would sail right
the UK. Maybe it’s just a lull until we recruit someone through without a qualm or hesitation, as long as the goal
more, er, colorful. was defined as good. But the one player who said “Is it
Or maybe it’s just that too much real-world looting, right to steal from the tomb of a saint?” --- that’s the guy
torturing, killing, and despair makes me appreciate real I’d want to invite to my home game.
heroism. I’ve always found priests and paladins the most What about your gaming group: Are they paragons or
interesting classes from a roleplaying perspective. They’ve plunderers at heart? And does it matter, as long as you are
got faith, they’ve got a code, and a cruel DM can make enjoying the game?
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4 Kobold Quarterly 10
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6 Kobold Quarterly 10
From the Mines
Dispatches and Complaints
Kobold Letters
Size Matters
Before I renew my subscription, I there will be added content for 4E
have a question... The renewal e-mail and for Pathfinder. Incidentally, my
indicated “expanded 4th Edition subscription ended after Issue #8
content.” Since none of my gaming and with a recent email stating that
loyalty a subscription intones. If the
group has ANY intention of trashing there would be expanded coverage of
bulk of the content looks good in a
our $1,000s of dollars of 3.5 stuff 4E, I have decided not to renew my
particular future issue, then I will most
and switching to 4E, this is actually subscription. I had waited specifically
certainly pick it up!
a negative for me. What’s going to to see if this would be the case. While
I know, in the end, I’m one little
happen to the 3.5 content? Is the mag I am intrigued about further coverage
voice and some will probably question
getting BIGGER (to account for the of Pathfinder and, hopefully, 3.5/
the whole point of me even writing
expanded 4E coverage), or is the 3.5 d20 content, the fact that 4E’s role is
in the first place. I know I could have
coverage shrinking to make room? I expanding in the magazine is enough
gone quietly in the night and no one
would like to know before I “re-up”. for me to decide not to renew.
would have known or cared. I just
My apologies for raising spectres of I do understand that I may be
acting a little rash, but I told myself wanted to express my opinion on the
the past.
that I was not going to support 4E apparent direction of the magazine and
-Kim McGraw
in any fashion. I was also under the thank KQ for the great stuff they have
It’s a great question, Kim. KQ is first produced over the past eight issues
impression that KQ was supposed to
and foremost a magazine for the world’s and wish them the best of luck in the
support 3.5/d20, not 4E. I understand
most popular roleplaying game, Kobolds future. I’ve tried to do this in the best
if the vision of the magazine has
& Dragons. We might have that name possible tone and hope I was able to
changed and KQ has to remain a viable
slightly wrong, but the point is, we do do so.
product. And if turning some of it’s
support the editions in current use. -Gus Badnell
attention towards 4E makes it a viable
The 3.5 content will only shrink if 3.5
product then it has to do what it must Thanks for writing, Gus! KQ has never
subscribers disappear.
to be successful. been limited to 3.5/d20 support, and it’s
And yes, we’ve upped the page count this In case my tone was not indicative, not been our intention to discriminate
issue so that the 4E material really doesn’t I bear no ill will toward the magazine against 4E content. We’re ecumenical
take away anything. This is a BIG issue and its creator. I would like to thank rather than puritanical, and as both
at 88 pages – our biggest ever, in fact. Wolfgang and all the past contributors a personal and business preference I’d
As long as gamers see it as valuable and of KQ for some wonderful content that rather offer articles for the widest range
advertisers support it, we’ll fight to retain I had the pleasure to partake in over possible.
the larger page count. these last eight issues. And with their
Not adhering to “3E system purity” may
recent arrival to my local bookstore
No Support in Any Fashion well cost us some 3E subscribers, although
shelves, it will still be possible for me to
the majority of the magazine is devoted
I got an email today that stated support KQ without the unquestioning
to OGL, Pathfinder, and system-neutral
You can write to us at letters@koboldquarterly.com or send paper mail to content. If the OGL/d20 audience goes
Kobold Quarterly, PO Box 2811, Kirkland, WA 98083 elsewhere, that will accelerate the trend
toward 4E, so in the end I think 3E
Kobold Quarterly 10 7
gamers do themselves a disservice by of the hate mail we got because of the 4E The article was cut from the magazine
demanding edition purity. But really, it’s content in issue #9, it’s nice to hear. at the last minute for space reasons, but
your choice. appears in this very issue. We apologize
Ultimately, magazines serve their
Our WotC Exclusive Awaits! for the oversight, and thus hope to avoid
There are a lot of things I want to say! the inevitable curse headed our way.
subscribers, and that group of people does
change over time. Thanks for supporting I was so bummed when Dragon and
Dungeon went out of print. I saw a Is My Time Nigh?
us as a subscriber in the early days, Gus,
ray of hope, though, in a subscription Is there anyway to determine
and I hope you do pick us up from the
card for Kobold Quarterly. I’ve how many issues I have left in my
local store often!
been a subscriber since the first issue. subscription?
The Kuwaiti Newsstand I cannot put into words what it meant -Brandon Kaya
I saw 2 of your issues (#8 & #9) for the to be able to get your magazine. I was Oddly enough, there isn’t. We will send
first time at the PX, and I bought both in a really dark place for a long time you email reminders when your last issue
and loved the content. I’ve read over and nobody there could appreciate the has shipped, and we send print reminders
it multiple times here during down- whole fantasy adventure genre like I to our print subscribers.
time on this deployment, plotting and do. So every issue has been thoroughly
scheming using the material within for analyzed and gone over, read and By their Icon Ye Shall
new campaigns for my players when I reread and then read again. Know Them
get back. I love the way the magazine is laid First of all, kudos on the Dave Arneson
out, I like the interviews, the book article. With Mr. Arneson’s passing, the
I went to your website to order a
reviews, and really like the demons and article was especially timely and a great
subscription and saw the Adopt-A-Sol-
angels you have done, like the back- read.
dier thing. I want to thank you all for
story and their stats. I’m writing, however, to make
providing this for us overseas. It helps
I have not played in a long time but a request. If there will continue
to make time go by faster and with a
I still buy books and collect all things to be both 3.5 and 4E content in
little less stress.
RPG especially the Realms. If I could the magazine, could you please
-PFC Joel Sandoval
suggest an article that would be really design something to clearly identify
Camp Arifjan, Kuwait
interesting it would be about the spell the edition of these articles both
At KQ, we're always happy to plague or what happened to some graphically (like a special header on
support readers on base, all around of the leading characters in FR. Like each page) and in the table of contents?
the world. Generous readers pay Elminster or the Seven Sisters. I know I have no interest in 4E, but love the
the base subscription, and Kobold WotC keeps a tight lid on this kind of 3.5 parts, and I’d like to be able to tell
Quarterly covers the postage for all such info but they need to loosen up and “at-a-glance” the sections that will not
subscriptions. I'm happy to say, most Kobold Quarterly an exclusive. be relevant to me. Finally, how does
soldiers who request a subscription get one Thanks KOBOLD!!!! Pathfinder fit into all of this? Once
before the next issue ships; a big thank- -Lee Badrak it’s out, will you support *all three*
you to all KQ readers who have kept the Lompoc, California versions? I mean, I know Pathfinder
Adopt-A-Soldier program ticking along! and 3.5 will be very similar, but there
We await the call from Hasbro
Headquarters and would be delighted will certainly be some differences. So
True Gaming what’s the plan?
to feature a Realms article, with WotC’s
I just wanted to take a moment and Thanks for continuing to produce a
permission. In the meantime, there’s
tell you how much I am enjoying your plenty to discuss for fans of settings like great magazine!
wonderful magazine, having Skip Golarion, Zobeck, and others. -David
Williams back, the Monday Monsters Thanks for asking, David! We’ve added
on KQ.com, etc. Before 4E (‘For Missing Warlocks? some icons this time around for ease of
Evil’) I had thought to use it, maybe The most recent edition of your use. Thanks for the suggestion!
even write articles for it again. Then I magazine promised the following on its
<
actually read it. cover: “Warlocks & Patrons”. However,
I just wanted to thank you for the article did not seem to appear
keeping true gaming alive. within the pages of the periodical.
-Nicholas Thalasinos Could you please tell me where it was?
We’re happy to have Skip back in these I recently purchased Kobold
pages and online at Quarterly solely for “Warlocks and
Koboldquarterly.com, and I’m glad Patrons.”
you’re enjoying the magazine. After some -Michael Young
8 Kobold Quarterly 10
Kobold Quarterly 10 9
Gods of Zobeck
Revering
Ninkash
By Ed Greenwood
Art by Malcolm McClinton
M
ost humans believe all dwarves love ale and
customarily consume prodigious amounts of
it — at least by human measures. This fact, of
course, is not lost on the brewers’ guild in Zobeck; long
have they catered to the whims of their best customers. In
part, this is a matter of dwarven fortitude: dwarves become
loose-tongued, uninhibited and swift to shift emotions after
consuming only five or six times what would make most the worship of Ninkash from the Kariv and what role—if
humans thoroughly drunk. any—Ninkash had in the dwarves “moving from under the
Roughly the same greater-than-human capacity governs secure yoke of Wotan,” as some put it. Here we shall not
the dwarven passage from tipsy through roaring drunk: plunge into such disputes but merely impart something of
reeling, reckless and somewhat pain-deadened, but still the current creed and rituals of the clergy of Ninkash—and
functional, especially at fighting. As much as an entire keg the effects of her magical ales.
is required for a dwarf to become incoherent and unable to Yes, the human rumors are true. The crafting of these
stand or even stay awake. The dwarves call this last condition ales cannot be revealed here of course. It would be sacrilege
“gone,” short for “gone to visit Ninkash.” to allow these mysteries into the alchemy labs of the
Our shorter, bearded friends are hardly the first to make uninitiated. More practically, these brews are simply beyond
the—ahem—arduous pilgrimage to the drunken mother. the skill of a journeyman, boasting processes that involve
The Kariv gypsies venerated Ninkash long before the much more than the usual brewing procedures. Casting
dwarves worshipped her. True, every dwarven family brewed spells, intoning prayers, adding secret ingredients and
its own ale as a daily drinking staple, making both the immersing both holy objects and clergy in the mash at
mineral-heavy waters of the depths palatable and the pure particular times are just as important to the finished product
ice-melt waters of the peaks richer and more sustaining. But as are the particular strain of hops used in the brews.
back then, only the clergy of Wotan drank during services, But we can reveal this much: there are magical dwarven
solemnly toasting the dwarven dead at midwinter. To this ales —Scores of them!—and many vary in powers and
day, dwarves disagree fiercely as to whether they learned efficacy from brew to brew and from brewmaster to
10 Kobold Quarterly 10
brewmaster. Seven such ales are goddess contains either a golden Vestments
“standards,” found among all dwarves; tankard floating in midair or her holy
Nothing in the daily garb of the Vaer
these are described at the end of this symbol “drawing itself ” in the form of
distinguishes a drina from a vaera or a
treatise. conjoined streams of ale. These rivers
kala; all tend to wear plain brown robes
of ale spout from gargoyles and gutters,
The Goddess Ninkash and always carry two tankards. One is
waterfalls plunge from the mountains,
a miniature pendant “taster” on a neck
Ninkash has a private face and a public or as noisy dream taverns whose
chain, while the other is an everyday
face; few non-dwarves ever learn hostelers tap multiple kegs to create an
tankard on a chain or knotted cord at
anything of her private side. abundance of holy ale.
their belts.
The public face of Ninkash is a As the matron goddess of beer,
Vaer wear loose tabards or surcoats
golden-glowing, oversized plain Ninkash represents morale and
over their robes when leading high
tankard with a simple handle, pleasing self and family in small,
rituals. The tabard has a large oval hole
unadorned and lidless. It is said to be daily things by kindnesses and shared
for the wearer’s head, hanging from
fashioned all of never-rusting, never- fellowship, dining and drinking
the shoulders unbelted with a plain
staining steel that floats upright in (including hospitality to guests). She
back panel, and it displays the holy
midair except when pouring out beer is also “the Inner Way,” the cleaving
symbol of Ninkash on the front panel
or a golden mist, “the favor of the to inward desires and the demands
in brown dye for drin, in a band of
goddess.” This tankard foams with beer of flesh and kinship, expressing one’s
stitched red fabric for vaerren, and in a
as it refills itself, and its metal flows emotions and questioning or testing
band of cloth-of-gold for kalath.
into a broad smile, until something is the laws and authority and clan rules
said or done—such as bloodshed—to other dwarven deities uphold. Priests of Accoutrements
displease Ninkash. the goddess, quoting a now-forgotten
Every vaera and kala of Ninkash will
Her private aspect is that of a jovial, predecessor, claim “Ninkash is not the
try to procure or make a personal
buxom, chubby dwarf woman clad vote; she is what you bring to the vote.
tankard to use for prayer to the
in flowing robes that constantly shift She is not vengeance; she is the fire
goddess. In this, they offer her their
color: one moment nut-brown, the behind vengeance. She is not clan-
tears and the beer they have brewed for
next gold. Her garments are simple as loyalty; she is the way by which a loyal
lone prayers of confession and requests
a tavern maid’s: the goddess appears dwarf can yet see the needs and wants
for guidance.
barefoot, her clothes unbelted and of a foe and understand the thinking of
Most clergy of Ninkash maintain an
low-cut. Ninkash always smiles. When non-dwarves.”
altar to the goddess: a table or a flat
displeased, her smile is slight and she
The Vaer slab of rock shrouded in the tunics of
shakes her head, and when pleased, she
beams and extends her arms as if to The priests of Ninkash are collectively
sweep the observer to her bosom. “the Vaer” and consist of drin (sing.
The holy symbol of Ninkash drina), novices who normally never Gods of the Ironcrags
resembles a roughly drawn golden “Y” lead rituals or conduct holy business Most of the gods of the Ironcrag
Mountains are fierce and deadly:
to the uninitiated. Priests insist the except as assistants to a full priest; the war god Mavros, the rune god
unity of two streams of beer flowing vaerren, full priests (sing. vaera); and Wotan, the fire-smith Volund, and
together to fall as one reminds the kalath, elder priests (sing. kala). The the frost maiden St. Grajava all have
their followers in the thousands,
faithful of the goddess’s bosom felt by kalath have “felt the touch of the with public temples and wealthy
every dwarf wrapped in her embrace. goddess,” meaning she has spoken to priesthoods. The worship of Ninkash
This holy symbol is known as the them directly in their minds or as a is very different; it is a rather small
group with only small shrines and no
“baerra” (or munificence). voice emanating from a tankard or large priesthood.
Ninkash’s avatar has never appeared altar. Indeed, they are kalath because It is a motherly cult, with more
directly to any dwarf, but her smile they dared to respond, and she has in female than male priests and with a
certain streak of kindness and mercy
appears as a golden, rippling glow turn answered them.
not found elsewhere in dwarven faith
above altars and dwarves who sing Within the Vaer, male and female and worship. Yet to malign Ninkash
her praises as they bear her libations. dwarves are equal: either gender may in front of even the most hard-bitten
dwarven pikeman is to invite disaster;
Though unseen, Ninkash can speak lead rituals or hold any rank or holy
some humans call her “Dwarf-
or impart directions and visual office. However, the devout claim that Mother”, for the dwarves defend her
information as guidance, warning, or only dwarves may be true members of as fiercely as a mother bear defends
her cubs. All dwarves of the Ironcrags
instruction. the Vaer although they do respect and
think of Ninkash as the keeper of the
To laity and clergy alike, she appears work with “Holy Ones”—those rare warm and welcoming hearth, and
primarily in dreams and drunken few non-dwarves who have “spoken they will fight and die to protect her.
visions. A dream or vision from the with Ninkash and known her favor.”
Kobold Quarterly 10 11
dead Vaer and set with “the Kiss,” a laity; in some cantons, a revelmaster Typical Rituals
massive tankard at least 2 ft. tall, and who throws drinking-parties at
In most dwarven settlements and
smaller tankards. By custom, these the homes of the bereaved and
cantons, similar rituals are performed
smaller tankards number one for each depressed and lonely; spreader of
at the end of every mining shift and
Vaer taking part in a ritual at the good cheer, rumors, and heartening
may be combined with hot baths for
altar plus one additional tankard that songs in times of war) weary miners. For non-miners or in
represents the laity. • orlurr (chanter, who leads the dwarf gatherings or communities
Necessary accoutrements for most actual singing or chanting during not dominated by mining, these
rituals include a tapped keg of ale; rituals; this and vardur are the only rituals are customarily performed in
the teira, a hollow mace pierced with offices often held by drin thanks to mid-morning (a shortened, “gentle”
holes for the sprinkling of beer; a their singing skills or strength and ritual), at the middle of the working
deep-toned hollow wooden “churn” fighting skills) day (also a shortened ritual, but
chime (so-named for its resemblance • vardur (temple guard, armed “hand often emphasizing guidance or an
to a butter-churn, it hangs via a chain of the goddess” for arresting lay exhortation), and at the end of the
from the ceiling or a moveable stand). dwarves and bringing them before working day or late evening (a full
Most nighttime rituals also involve any priests for crimes against the faith; ritual, often turning into a feast or long
number of beer-dipped candles, which Hammerfell is known for having drinking-bout).
foam as they burn. varden who wear enchanted armor Travelling priests perform prayer-
and wield magical weapons; tales rituals to the matron goddess on
Holy Offices of the Faith tell of a flying empty helm that the the eve of every canton vote, during
Holy offices among the Vaer are filled Vaer of that canton can send forth preparation for war, at the outset of a
by the guidance of Ninkash. Her to spy for them, when it does not migration or merchant expedition or
approval must be evident, through guard the altar of Ninkash) journey and when creating a magical
visions received by laity, and not just • uldaerac (“Old Holy,” or leader of item, building a large mechanism or
by members of the Vaer, and by the the local temple; the equivalent of starting diplomacy with lowlanders.
will of the local kalath. Such offices a high priest or priestess in many The Vaer hold their own rituals to
include: human faiths) recognize and confirm new members,
• the holy tutor to novices to mark the deaths of priests, and to
• dharlac (a leader of rituals, tankard The Creed of Ninkash signal the passage of specific clergy
confessor and morale booster to the A dwarf is not a true dwarf unless that from one rank or office to another.
dwarf feels needed. A dwarf is not a The annual great ritual of Moonfall
true dwarf unless that dwarf faces his marks the end of the alpine growing
fears, wants, and delights. The ales of season. In recent years, Moonfall has
Ninkash help worshippers set aside the grown in most cantons into a two- or
three-day-long debauch of drinking,
armors of civility, reserve, and secrecy
frolicking, and games for both the
for a time, to let a dwarf see more
young and the old.
clearly.
Through the call to the matron Daily Holy Duties
goddess and her responses in visions
The Vaer’s primary duties to the laity
of dream and of altar, Ninkash guides all help in the furtherance of morale.
dwarves to survive, to grow stronger, to This is sometimes misunderstood;
do what is needful to become greater, Ninkash does not expect her clergy to
to balance their inner calling against force dwarves to be “hap-hap-happy”
the outer hardness every dwarf must (as one human once put it) all the
build. time, or drunk, or engaged in loud and
While ordinary ale is a road to truth, frivolous revelry or flirtation. Often,
the holy ale of Ninkash is the road to quiet talks and a helping hand in the
the Truth. tasks of the day, or just a smile and
The Vaer of Ninkash nurture the shoulder-clasp to make a dwarf feel
needs of a dwarf that other deities recognized, appreciated and welcome
do not. And like a stool with one as a member of the community do far
leg missing, a dwarf un-nurtured by more to boost morale than dispensing
Ninkash cannot stand, nor support ale and carousing.
another dwarf. Vaer often advise lay dwarves on
12 Kobold Quarterly 10
all matters large and small, and are hp of damage per tankard, to a
known for two things: absolute secrecy maximum benefit of 4 tankards per
and far more informality than any 24 hours: permanent effect.)
other dwarven clergy. Their secrecy is • Tormurr (This ale neutralizes
complete; one can confess murder and all known poisons and venoms
worse crimes to a Vaer, and unless the and halves the effects of acids:
crime is against the temple itself, the permanent effect.)
priest will say nothing at all about what • Nahlaerho (This ale causes short-
was confessed to anyone else, except term regeneration and can be
to the goddess or—only with the imbibed before battle to repair
permission of the confessing dwarf—to damage as it happens or can be used
seek advice from a more senior priest. to replace missing limbs and organs:
As a result, one speaks to a Vaer of effects are permanent, but efficacy is
Ninkash as a kindly friend or wiser passing.)
older colleague, never as a supplicant to • Glaeleg (This ale enables a dwarf to
a superior. absorb oxygen from surrounding air
The clergy of Ninkash see it as their and water, at will, so breathing isn’t
collective duty to advise the dwarves necessary, and the dwarf can move
of a community, calming and soothing through poisonous gases without
when necessary but also warning or taking them in, as long as the dwarf
balancing against other influences doesn’t have to remain within
—even the clergies of other gods— them for long: ineffective on non-
when needed. dwarves, passing effect.)
• Halorth (This group of related ales
The Holy Ales enables imbibers to withstand even
Vaer and lay worshippers of Ninkash intense heat or cold for short terms,
spend much time brewing ale, storing including dragon breath and fiery or
it and transporting it for ritual use. All icy magic: passing effect.)
of the ale they make, which has had • Forgefriend (Imbibers take no harm
prayers to the matron goddess chanted from metal—from edged metal
over it during the brewing, is “holy weapons to molten metal ore and
ale,” but certain ales are made magical hot spattering slag from smelting
by the spells of the Vaer. and forge-work, including metal
All holy ales work on humans, particles inhaled with steam and
dwarves and all crossbreeds of human smoke. Metals pass through the
and dwarf (such as derro, duergar, body of the imbiber, except where
half-orcs, and half-elves). However, prevented by clothing; this is why
they are poisonous to fullblood elves, most dwarven smiths wear gloves
typically causing 4d10 rounds of when forging but strip to the waist
nausea, confusion, slowed movements while engaged in such work. Metal
and trembling (loss of 1d4 Dex during shards will pass right through them
this time). and fall to the floor, without lodging
The strength of these ales, and the in the body or doing any harm by
duration of their passing (as opposed their passage: passing effect.)
to permanent) effects, varies from • Talorth (This secret-from-non-
imbiber to imbiber as well as from dwarves, controversial ale enables a
brew to brew. Their efficacy declines dwarf to “meld” rather than “pass
over time—stale holy ale may not on”; a dying imbiber can choose
function at all! to enter an item and live on as a
speaking, thinking sentience rather
The Seven Standards than dying utterly. This is the secret
The seven most widely known magical of the creation of the Soul Blades
ales brewed by the Vaer of Ninkash of Grisal, for instance: permanent
follow: effect.)
• Lavurr (This potent ale heals 4d4 <
Kobold Quarterly 10 13
Sneak Preview
T
hese three sentences alone would cause most GMs
to shiver a bit. Nothing sends players and GMs
scurrying to the books faster than the complex rules
behind these common mechanics. For the past nine years,
game groups everywhere have had to struggle with these
and other complicated rules. While those rules support the
type of game enjoyed by many, they are imperfect cogs in
an otherwise fine machine. Fortunately, the Pathfinder
Roleplaying Game gives you all the tools you need to make
that machine run like new.
It all started with a simple idea: with the release of a newer
edition, some gamers might want to stick with 3.5E. Never
before has a game company had the ability to continue
supporting an older edition, and it made sense that, while
the game was still popular and fun, some improvements in solid improvements to the areas that needed them the
could be made. What started out as a few rules updates
most.
quickly burgeoned into an entire system overhaul to fix a
After six months of extensive review and more internal
host of imbalances and trouble spots while still maintaining
meetings than I can count, we went to work creating the
the core of the game. In March 2008, the first PDF of
final game, due out this August. This massive tome weighs
the Pathfinder Roleplaying Game was released. Two
additional documents that covered most of the larger rules in at 576 pages and includes all the rules needed for both
revisions we had in mind followed soon thereafter. players and GMs.
After taking in a copious amount of feedback, the game
went to the Beta Playtest stage, which was available as a free
Different than 3.5E
PDF. From August 2008 until February 2009, more than As we began design on the Pathfinder Roleplaying
50,000 gamers downloaded this version of the game and Game, we set down several guidelines.
many playtesters provided detailed feedback and reports. It The first was compatibility. The new game needed to be
was a massive undertaking, with the book broken down into compatible with 3.5E rules, so players and GMs could
over a dozen sections for consideration and review. A host of continue to utilize their extensive libraries of 3.5E material.
ideas was tossed about for inclusion or deletion, and though Next was improvement. The rules needed to take the
the playtest proved to be overwhelming at times, it resulted clunky parts of the 3.5E rules and streamline them, making
14 Kobold Quarterly 10
them easier and more fun to use. much needed versatility -- and no such as bull rush, trip, disarm, and
Finally, Pathfinder needed to two barbarians will be exactly alike in sunder. Each character has a Combat
innovate and add new areas in the abilities. Maneuver Bonus (CMB) that acts
rules to explore (since there are already Changes like these occur in most as a modifier on an attack roll. The
enough feats and prestige classes to last of the core classes, including fighter DC for maneuvers is an opponent’s
for hundreds of characters). weapon training, cleric domains, Combat Maneuver Defense (CMD),
With these guidelines in mind, we sorcerer bloodlines, and ranger favored which is similar to a touch AC plus the
went to work. The resulting game is terrain. Many of these rules are creature’s base attack bonus.
easier to use than the previous edition designed to help balance the classes Additional changes range across the
but still familiar. The core mechanics against one another without ramping rules, from altering a host of all-or-
of the game have not changed (you still up the overall power level. Characters nothing spells that were troublesome
roll d20s and high is always good), but have more options at lower levels — to high-level play to complex rules like
some of the details have been improved allowing them to continue adventuring turn undead. If you are familiar with
and new features have been added. for a bit longer but their overall 3.5E, these rules are easy to learn and
For example, barbarians still fly durability is relatively unchanged. incorporate both as a player and as a
into fits of rage, but now rage is more Beyond the core classes, the GM.
manageable. A character has a fixed Pathfinder Roleplaying Game
rounds of rage per day instead of a set makes a number of changes to some Beta Upgrades
number of rages. A barbarian player of the more complicated mechanics in Many players and GMs have been
can play to his core concept longer the game. Take grapple for example. using the Pathfinder Roleplaying
without adding too much power or Instead of a pair of opposed rolls and a Game rules to run their game since
complexity. In addition, barbarians number of other complicated options, the release of the first Alpha Playtest
start gaining rage powers at 2nd level, grapple now works off one system that document. While the final rules are
allowing them to perform different requires only a single roll to resolve. very similar to those presented in the
feats of strength and ferocity while Grapple is now part of a unified Beta Playtest, there are a number of
raging. This not only added more mechanic that allows characters to substantial differences.
flavor to the barbarian but also some perform all sorts of combat maneuvers, Many of the classes received a facelift
Kobold Quarterly 10 15
since the Beta Playtest, the largest new feats, most of which are aimed the Pathfinder Roleplaying Game.
of which occurred to the barbarian, at adding options to high-level play, While all of Paizo’s products will make
druid, monk, paladin, and ranger. especially for characters focused on the switch in August when the final
Many of these changes were previewed melee and ranged combat. Two groups game releases, older products will take
throughout the playtest process and of feats deserve special attention: the only a small amount of effort to work
became a part of the game after Critical feats and the Vital Strike with the new rules. For the most part,
additional feedback and revision. feats. The Critical feats add an effect these changes are minor—altering
The barbarian rage mechanics were to a successful critical hit. While the skill lists, selecting a few new feats,
simplified; instead of a pool of rage requirements for these feats are high, calculating a creature’s CMB and
points to spend on powers and rounds they allow a fighter to inflict some of CMD, and making sure to add in
of rage, barbarians now simply track the same effects that spellcasters do new class abilities. Many of the larger
rounds of rage per day. Druids and at higher levels. The Vital Strike feats changes are to components that require
rangers saw a substantial revision to allow melee characters to move and still little or no conversion. Simply use the
the way animal companions work. The deal significant damage with a standard new rules in place of the old. Once you
rules now allow you to start play with attack action. have a character’s CMD calculated,
a wide variety of companion types One of the biggest areas of contention trying to grapple that character just
and to keep these companions as you in the playtest was the system for requires you to use the new rules to
gain in levels, with the animal growing resolving combat maneuvers. The adjudicate the attack. The same goes
along with you (both figuratively and original system used the opponent’s for all of the spells, feats, and magic
literally). CMB + 15 as the DC to perform a items altered by the new system.
Monks got a boost to their combat maneuver against him. While this was To make things even easier, Paizo
prowess, making flurry of blows a more simple to calculate, it made combat will release a free PDF that provides
reliable form of attack. The monk’s maneuvers too difficult to perform. Yet simple guidelines for making these
stunning fist power is also upgraded; CMB +10 was too easy, and anything conversions. This PDF will include
it is now an automatic class feature else seemed arbitrary. The discussion rules for converting a wide variety
that allows them to apply various raged on the boards over what to of elements, from feats and spells
conditions to their foes. Paladins do with this complex problem. In to monsters and prestige classes.
receive a boost to their smite evil the end, we settled on a system that This guide will include step-by-step
ability, allowing them to designate one incorporated elements from a creature’s instructions for PCs, along with
foe and granting bonuses until that touch AC to make the system balanced general guidelines for GMs converting
enemy has been dispatched. Paladins and logical. other materials, from adventures to
also receive a new ability called Prestige classes were another area that sourcebooks.
“mercy,” which cures various additional saw significant revision. While all 10 of
conditions when a paladin uses lay on the prestige classes featured in the Core What’s Next
hands. Rulebook were released for playtest The Pathfinder Roleplaying Game
Outside the core classes, there have during the Beta stage, many received Core Rulebook is set to release on
been a number of other changes and a number of changes due to feedback August 13, 2009.
improvements to the Beta Playtest and criticism. Nowhere is this more The following month sees the release
version of the rules. Concentration true than with the shadowdancer. This of the Pathfinder Roleplaying
became a function of Spellcraft with class was almost unchanged during Game Bestiary that updates a legion
the Beta Playtest, but this proved to the playtest, but the final version has of classic monsters from 3.5E and
be a bit unfair to classes that did not several additional abilities and powers, OGL sources, bringing them all
make much use out of Intelligence. making it worth taking for more than together in one large tome. This full-
To remedy this, it was moved into a just a level or two. Check out the full color book includes over 300 monsters
new type of check called (conveniently class at the end of this article. with a ton of new art and rules to add
enough) a concentration check—this All of the changes to the Beta Playtest to your game. September also sees the
is not a skill, though. Instead, it is are too numerous to list here, but for release of the Pathfinder GM Screen
a modified caster level check that those who played that version of the that includes a bunch of handy charts
incorporates a character’s spellcasting game extensively and gave feedback, and reference tables to make your game
ability score. This prevents this vital the final game showcases a lot of that easier to run than ever. In November,
class function from becoming a “skill hard work and dedication. Paizo will release the Pathfinder
tax” that all characters with spellcasting Roleplaying Game Gamemastery
ability must invest in just to be Conversion Guide, which includes a host of tips
proficient at their primary functions. There has been a lot of talk about and tricks for developing and running
The final game also adds many converting existing 3.5E material to your game.
16 Kobold Quarterly 10
In addition to these core products, the Pathfinder morality or traditional code, shadowdancers encompass a
Adventure Path, Pathfinder Modules, Pathfinder wide variety of adventuring types who have seen the value
Companion, and Pathfinder Chronicles products will of the dark. Spellcasters use their abilities to safely cast spells
support the new rules, giving GMs a wealth of tools and from hiding and then move quickly away, while classes
setting information for their games. devoted to hand-to-hand combat enjoy the ability to attack
At the same time, the Pathfinder Roleplaying Game foes with the element of surprise. Some even take the name
Compatibility License allows other publishers to produce
of their kind quite literally, becoming eerie and mysterious
products using the Pathfinder Roleplaying Game
performers and dancers, though more often the temptation
rules. You will be able to identify these supplements and
adventures by a special logo. More than 40 publishers have presented by their talents with deception and infiltration
already signed on to produce new material for this game, causes shadowdancers to turn to lives of thievery.
including Open Design. Role: Shadowdancers adventure for a wide variety of
Next year promises to bring even more exciting products reasons. Many adventuring parties find shadowdancers
to the Pathfinder Roleplaying Game, including more valuable members of their teams due to their incredible
monsters, more options for players, and a number of new stealth and ability to surprise enemies with lightning-quick
campaign and adventure books. attacks where they’re least expected. For this reason, their
* * * * * services are often sought out by those groups in need of
scouts or spies.
Shadowdancer Alignment: Because of their nature as visually duplicitous
Civilized folk have always feared the night, barring them- tricksters, shadowdancers do not fit comfortably into the
selves behind doors or comforting themselves with bonfires
lawful category, as many use their talents to avoid the eyes of
when the shadows grow long, rightfully wary of the creatures
legitimate authority. Yet though they are allies of darkness,
that prowl the darkness. Yet long ago, some learned that the
shadowdancers are neither inherently evil nor predisposed
best way to conquer an enemy is to embrace it. These were
the first shadowdancers. to good. To them, the darkness is simply the darkness,
Shadowdancers exist in the boundary between light and without any of the usual moral connotations made by the
darkness, where they weave together the shadows to become unenlightened.
half-seen artists of deception. Unbound by any specified Hit Die: d8.
Kobold Quarterly 10 17
Requirements
To qualify to become a shadowdancer,
a character must fulfill all the following
criteria.
Skills: Stealth 5 ranks, Perform
(dance) 2 ranks.
Feats: Combat Reflexes, Dodge,
Mobility.
Class Skills
The shadowdancer’s class skills (and the
key ability for each skill) are Acrobatics
(Dex), Bluff (Cha), Diplomacy (Cha),
Disguise (Cha), Escape Artist (Dex),
Perception (Wis), Perform (Cha),
Sleight of Hand (Dex), and Stealth
(Dex).
Skill Ranks at Each Level: 6 + Int
modifier.
Class Features
All of the following are features of the
shadowdancer prestige class.
Weapon and Armor Proficiency:
Shadowdancers are proficient with
the club, crossbow (hand, light, or
heavy), dagger (any type), dart, mace,
morningstar, quarterstaff, rapier, sap,
shortbow (normal and composite),
and short sword. Shadowdancers are
proficient with light armor but not
with shields. Uncanny Dodge (Ex): At 2nd level, Shadow Illusion (Sp): When a
Hide in Plain Sight (Su): A a shadowdancer cannot be caught flat- shadowdancer reaches 3rd level, she
shadowdancer can use the Stealth skill footed, even if the attacker is invisible. can create visual illusions. This ability
even while being observed. As long He still loses her Dexterity bonus functions as silent image, using the
as she is within 10 feet of some sort to AC if immobilized. An assassin shadowdancer’s level as the caster
of shadow, a shadowdancer can hide with this ability can still lose his level. A shadowdancer can use this
herself from view in the open without
Dexterity bonus to AC if an opponent ability once per day for every two
anything to actually hide behind. She
successfully uses the feint action shadowdancer levels she has attained.
cannot, however, hide in her own
against him. The DC for this ability is Charisma-
shadow.
If a shadowdancer already has based.
Evasion (Ex): At 2nd level, a
uncanny dodge from a different class, Summon Shadow (Su): At 3rd
shadowdancer gains evasion. If exposed
to any effect that normally allows her he automatically gains improved level, a shadowdancer can summon
to attempt a Reflex saving throw for uncanny dodge instead. a shadow, an undead shade. Unlike
half damage, she takes no damage Rogue Talent: At 3rd level, and every a normal shadow, this shadow’s
with a successful saving throw. The three levels thereafter, a shadowdancer alignment matches that of the
evasion ability can only be used if the gains a special ability that allows her shadowdancer, and the creature cannot
shadowdancer is wearing light armor or to confound her foes. This functions create spawn. The summoned shadow
no armor. as the rogue talent class feature. receives a +4 bonus on Will saves made
Darkvision (Ex): At 2nd level, a A shadowdancer cannot select an to halve the damage from positive
shadowdancer gains darkvision out to individual talent more than once. If a channeled energy and the shadow
a range of 60 feet. If she already has shadowdancer has the advanced talents cannot be turned or commanded. This
darkvision, the range increases by 30 rogue class feature, she can chose from shadow serves as a companion to the
feet. the advanced talents list instead. shadowdancer and can communicate
18 Kobold Quarterly 10
intelligibly with the shadowdancer. This shadow has a functions as the rogue’s advanced talent of the same name.
number of hit points equal to half the shadowdancer’s total. Improved Uncanny Dodge (Ex): At 5th level and higher,
The shadow uses the shadowdancer’s base attack bonus and shadowdancer can no longer be flanked. This defense denies
base save bonuses. Otherwise, this shadow is identical to the a rogue the ability to sneak attack the assassin by flanking
shadow found in the Pathfinder RPG Bestiary. him, unless the attacker has at least four more rogue levels
If a shadow companion is destroyed, or the shadowdancer
than the target has assassin levels.
chooses to dismiss it, the shadowdancer must attempt
a DC 15 Fortitude save. If the saving throw fails, the If a character already has uncanny dodge from another
shadowdancer gains one permanent negative level. A class, the levels from the classes that grant uncanny dodge
successful saving throw avoids this negative level. A stack to determine the minimum rogue level required to
destroyed or dismissed shadow companion cannot be flank the character.
replaced for 30 days. Slippery Mind (Ex): At 7th level, a shadowdancer
Shadow Call (Sp): At 4th level, a shadowdancer can becomes resilient to enchantment spells. This functions as
create creatures and effects out of raw shadow. This ability the rogue’s advanced talent of the same name.
functions as shadow conjuration, using the shadowdancer’s Shadow Power (Sp): At 8th level, a shadowdancer can
level as the caster level. A shadowdancer can use this ability use raw shadow to damage her foes. This ability functions as
once per day at 4th level, plus one additional time per
shadow evocation, using the shadowdancer’s level as the caster
day for every two levels attained beyond 4th (2/day at 6th
level, 3/day at 8th level, and 4/day at 10th level). Upon level. A shadowdancer can use this ability once per day at
reaching 10th level, this ability functions as greater shadow 8th level, and one additional time per day upon reaching
conjuration. The DC for this ability is Charisma-based. 10th level. The DC for this ability is Charisma-based.
Shadow Jump (Su): At 4th level, a shadowdancer gains Improved Evasion (Ex): This ability, gained at 10th level,
the ability to travel between shadows as if by means of a works like evasion (see above). A shadowdancer takes no
dimension door spell. The limitation is that the magical damage at all on successful saving throws against attacks that
transport must begin and end in an area with at least some allow a Reflex saving throw for half damage. What’s more,
dim light. A shadowdancer can jump up to a total of 40 feet she takes only half damage even if she fails her saving throw.
each day in this way; this may be a single jump of 40 feet or Shadow Master (Su): At 10th level, whenever a
four jumps of 10 feet each. Every two levels higher than 4th,
shadowdancer is in an area of dim light, she gains DR
the distance a shadowdancer can jump each day doubles
(80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This 10/— and a +2 luck bonus on all saving throws. In addition,
amount can be split among many jumps, but each one, no whenever she successfully scores a critical hit against a foe
matter how small, counts as a 10-foot increment. who is in an area of dim light, that foe is blinded for 1d6
Defensive Roll (Ex): Starting at 5th level, once per day, rounds.
a shadowdancer can attempt to avoid a lethal blow. This <
Shadowdancer
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +1 +0 Hide in plain sight
2nd +1 +1 +1 +1 Evasion, darkvision, uncanny dodge
3rd +2 +1 +2 +1 Rogue talent, shadow illusion, summon shadow
4th +3 +1 +2 +1 Shadow call, shadow jump 40 ft.
5th +3 +2 +3 +2 Defensive roll, improved uncanny dodge
6th +4 +2 +3 +2 Rogue talent, shadow jump 80 ft.
7th +5 +2 +4 +2 Slippery mind
8th +6 +3 +4 +3 Shadow jump 160 ft., shadow power
9th +6 +3 +5 +3 Rogue talent
10th +7 +3 +5 +3 Improved evasion, shadow jump 320 ft., shadow master
Kobold Quarterly 10 19
Planar Magic
Chaos Magic of
the Proteans
By Todd Stewart
Art by Sarah Stone and Paul Davidson
T
he Great Beyond—the heavens, the hells, the beyond its borders and sowing seeds of liberating discord
birthplace of the multiverse, and the resting place wherever they wander. Finally, the fractious priest kings
of souls passed on in Paizo Publishing’s Pathfinder make up the keketar caste, which communes with the plane
Chronicles campaign setting. It is here that the serpentine itself and a mysterious and dualistic divinity. Split further
proteans, children of the Maelstrom and heralds of Chaos, into innumerable sects, each advances a unique vision and
thrive within their ever-changing environment, which drifts philosophy, yet it all stems from the same ultimate source.
like an unpredictable tide. Long the dominant inhabitants Within their unique environment, influenced by their own
of their native plane, the multitude of protean castes and enigmatic gods known as the Speakers of the Depths and
subspecies openly worship and fanatically defend the possessed of a mindset best described as alien, the protean
primacy of pure freedom against the sterile, static corruption race has developed a variety of magic unlike anything
of the other planes. encountered within the mortal realm—or anywhere else.
Each racial caste, split into a trio of sub-species, occupies In the case of mundane or magical objects, the imentesh
a distinct niche within the Maelstrom’s fluid political proteans view such artifice as an art form, constantly
framework. The bestial naunet proteans are defenders, creating new works for the joy of creation itself as much as
threatening to inundate those planes adjacent to the to arm themselves and the lesser naunet caste. Similarly, the
Maelstrom’s shifting borderlands at the slightest provocation. keketar and their innumerable cabals approach spellcraft and
A second caste, the subtle imentesh, are artisans within the creation of artifacts in the same fashion. What follows
the Cerulean Void, acting as missionaries and diplomats are examples of their work, both terrible and beautiful.
Swords Against
Darkness
Dungeon & Underground
Skill Challenges
By Michael Brewer, Quinn Murphy,
and Jonathan Jacobs
Art by Crystal Frasier
S
kill challenges—contests between PCs and flirting with complete derailment. The tunnel soon straightens
NPCs—offer a vital alternative to drawing and approaches an area lit by a pale blue glow. The cart leaves
steel and invoking eldritch forces. They can the tunnel and traverses a bridge over an immense underground
lake glowing with phosphorescent lichen.
provide excitement just as fast-paced, harrowing,
The view is breathtaking; unfortunately, you are on a
and unpredictable as any combat encounter. For any collision course with some unwanted company: the goblins are
edition, their action and stealth may just surprise and converigng on a parallel track.
entertain even the most jaded veteran in your group.
Setup: The tunnel ends at the lake, but the tracks continue
Rails in the Dark on a rickety bridge – and the goblins’ track converges with
the PCs track. The PCs must fend off the enemies before
While exploring abandoned dwarven mines, the characters
they reach the junction. They have three rounds before
discover a wretched tribe of particularly aggressive goblins
the carts collide and must use what’s available to stave off
(or whatever monster fits your campaign). Perhaps a recent
disaster: basic attacks and primary skills as standard actions,
disease has destroyed their mushroom corp and left the
secondary skills as minor actions, and powers.
green skins exceptionally hungry, or maybe they just enjoy
hunting down intrepid adventurers. Either way, hundreds of Level: 5th
mad goblins pursue the PCs through the tight corridors. Complexity: Special (10 successes within 3 rounds)
Tiny black arrows skitter across the smooth floor and ricochet Primary Skills: Athletics, Thievery, and basic attacks and
off the stone walls around you as goblins pursue you through the powers
mines. The goblins’ shrieks and howls echo through the halls, Athletics (variable DC)—The PCs may use the hand brake
growing louder as they close in. Suddenly, the smooth, worked to slow the cart enough to avoid the collision. Every braking
stone gives way to rough cavern walls, which open up into attempt has a cumulative 20% chance (to a maximum of
a large room. Five sets of parallel iron beams enter the room 80%) to break the handle; this prevents future braking
from five rough-hewn tunnels, all converging here. The beams attempts. Using the brake is a DC 12.
have been nailed to cross-timbers using heavy spikes. The tracks The PCs may also toss a large iron cog from the bottom
leading to three of the branching tunnels also have wooden carts of the cart onto the enemy track. Throwing the heavy cog
with steel wheels parked atop the beams. The gleeful squeals of onto the track of the enemy cart is a DC 17 check. Failure
approaching goblins grow louder. indicates the cog slips between the cross timbers and is lost.
The carts are large enough to squeeze six characters into, Using Athletics to toss the cog can only be tried once; a
and three tracks have two carts each (two tunnels have no success counts as 2 successes as the gear drastically slows the
carts). If the PCs shove off in the carts, use the Rails in goblins’ cart, a failure means the cog is lost entirely.
the Dark skill challenge; each cart used by the PCs must Thievery (DC 17)—A PC may slow down or disable the
complete the challenge independently. goblins’ cart using a broken pick or shovel handle from the
The mining cart careens through the darkness, and the PC’s cart to engage the enemy cart’s brake. This skill may be
wooden support beams whip by just above your head. The cart attempted only twice.
squeals around sharp corners, throwing you against its sides and Basic Attacks (AC 20)—Enemy carts are considered
Kobold Quarterly 10 27
28 Kobold Quarterly 10
adjacent to the PCs for the purpose fast it derails as it reaches the junction, Free City of Zobeck, the DC would be
of determining range. Any attack that dumping its occupants into the lake. Your easy. However, if the characters adven-
does more than 10 points of damage cart rapidly gains momentum as the rails ture in a more primitive setting, like
is considered a success; 3 successes are slope downward. The tracks enter another the Stone Age, then the DC should be
required to knock a cart off its track. tunnel and plunge back into the dark, hard or higher.
Powers (variable DC)—If a power and the soft glow from the underground
could conceivably damage the cart, it lake recedes into the distance. Descent into the Clockwork
creates challenge successes by knocking The PCs have evaded their pursuers Heart
it off the track. To be considered a without taking a dive into the You have conquered the machinations
success, the PC must hit and deal at underground lake. The tracks soon of the sorcerer Morogue and delved deep
least 10 points of damage. An attack come to an end (and the cart coasts to into the madman’s lair. Descending into
with a power results in the following: a stop), and the PCs may proceed with its heart, you find a grinding pit of stone
an at-will power is worth 1 success; an their regularly scheduled adventure. gears. To cross the grinding gears of the
encounter power is worth 2 successes; Failure: Your efforts failed to prevent Clockwork Heart your timing and senses
and a daily power is worth 3 successes the collision. The carts smash into each must be sharp, for the ground turns and
if it hits and deals the required damage other, sending all everyone, the carts, twists and is most unforgiving.
or 1 success otherwise. The cart has the and the enemy hurtling into the lake. Setup: You must negotiate the clock-
following defenses: AC 20, Reflex 10, You plunge into the ice-cold depths of the work pit by making 8 traversal skill
Fortitude 17, and Will 10. underground lake. When you surface, checks while accumulating as few
Secondary Skills: Dungeoneering, failures as possible.
you see that the goblins succumbed to the
Insight, Perception wreck and float lifelessly in the freezing Traversal—The PCs start their
Dungeoneering (DC 20)—The water. descent at the lip of the pit and must
PC remembers stories about levers The PCs survive the collision and work their way down. The very first
that switch cars from one track to find they are near the shallows of the check is called a traversal check; tra-
another. This skill may be attempted lake and can walk to the rocky shore. versal checks are group checks that can
once by each character trained in However, the event has taken its toll on be made using any traversal skill (see
Dungeoneering. A successful check the PCs, and they each lose half their below). At each stage in the challenge,
allows the PC to recognize a switch, remaining healing surges. If a PC does the characters move to a new area in
allowing her (or those she informs) not have any healing surges left, he the Clockwork Heart where the group
a single attack attempt to engage the loses half his remaining hp (but retains may use one or more navigation skills
switch using a basic attack (AC 15). a minimum of 1). The PCs can easily (see below) before they must make
Insight (DC 12)—The PC realizes find a path back up to the tracks and another traversal check.
that the PCs could disable the wheels may continue with the adventure. When a traversal check fails, assign
of the opposing carts using the mining damage as shown in table 1 to the PC
tools and large iron cog left in the cart. Wrapping Up who led the group check. He cannot
This skill may be attempted once by Scaling: This skill challenge can easily lead for the next traversal skill check.
every character. scale with the level of the PCs. Higher- Navigation—The PCs traverse the
Perception (DC 17)—The PC notices level characters encounter tougher pit as a group, but each individual
a large lever where the rails cross at opponents, heavier debris, and more can contribute to each stage. Naviga-
a junction. Perhaps it could redirect complex braking mechanisms. Dun- tion skills provide bonuses on traversal
the enemy carts (see Dungeoneering geoneering checks made for knowl- checks or allow other actions to be
above). This skill may be attempted edge of rail carts should scale with the taken, but the PCs are limited in how
once by every character. technology level of the setting. For many skills they can use before they
Success: The goblins’ cart is moving so instance, if the characters hail from the must traverse to the next level (see
Kobold Quarterly 10 29
table 1). Acrobatics (DC 26)—You guide the himself. Add +2 to the next traversal
Shifting Gears—After each traversal party through a series of deft maneu- DC; if that check succeeds, it counts as
check, the GM rolls on table 1 to see vers, gracefully descending to the next two successful traversal checks.
where the PCs end up. Each location plateau and outpacing the treacherous Heal (DC 24)—You patch up one of
allows the PCS to attempt a limited machinery. your party, so you can take advantage
number of navigation skill checks Athletics (DC 26)—With raw power of their skills once more. Additionally,
before they must make another tra- and speed, you outpace Morogue’s you can choose one member of your
versal check. Some locations have other shifting heart... for a time. party to lead the next traversal check,
special rules or effects. Dungeoneering (DC 26)—You don’t even if that member would otherwise
The terrain of the Clockwork Heart quite understand how this machine be ineligible.
is unforgiving. The PCs might be works, but you know enough about History (DC 24)—Your knowledge
caught and crushed between gears or spelunking and caves to guide your of the Clockwork Heart comes in fits
fall from great heights. The PCs can companions through the worst of it. and starts, but each scrap of memory is
fail repeatedly without ending this skill You carefully place rope and adapt your proving useful. You can choose either a
challenge. Because failures are damag- gear to descend safely. +2 bonus to the next traversal check or
ing, the Clockwork Heart can hurt or Thievery (DC 26)—The Clockwork have the GM apply a +1 to his next roll
kill a careless party. Each time a charac- Heart is a gigantic trap, and you are on table 1.
ter fails a traversal check, he takes dam- good at those. You improvise ways to Perception (DC 19)—You scout the
age according to Table 2 in addition to slow or even halt some of the machin- twisting terrain to see how it would
any other consequences; the damage
ery to help the party descend safely. be most advantageous to proceed. You
increases as time goes on.
Navigation Skills: Arcana, Heal, His- gain a +2 bonus to your next traversal
Level: 10th tory; also able to catch your breath check.
Complexity: variable (see below) Arcana (DC 24)—You unravel Catch Your Breath (counts as two navi-
Traversal Skills: Acrobatics, Athletics, eldritch secrets and guide the party by gation skill checks)—These treacherous
Dungeoneering, Thievery thinking like the infamous mad wizard machinations give little time for rest,
4. Complicated Gear Pattern 2 Add +2d6 damage to a There’s barely room to stand in this
failed traversal checks. complex series of gears and pulleys.
You must move very carefully to avoid
slipping or being hurt.
5. Slow Gear 3 Add +4d6 damage to a You are on a slow but powerful section
failed traversal check of gears. There’s a bit of time to breath,
but if you get caught between these, it
will be impossible to get out.
6. Levers (maximum of two — If PCs make a successful In the heart of this mechanical chaos,
times; all subsequent results Arcana (hard DC) check, you find a strange control mechanism.
count as Slow Gear) the GM rolls twice on If you can figure out what controls
these tables and the party what, it could help you pass through
can choose which one the Clockwork Heart.
they move to.
30 Kobold Quarterly 10
Table 2: Gear Damage Time is critical for this skill chal- ics checks do not count towards the
lenge. Once the characters are under- overall success of the skill challenge
Failures Damage
water, they need to know how long until after the PCs learn where Beach
1-2 2d6+5 they have been submerged or risk Cavern lies.
3-4 2d8+5 drowning. The GM and players should Once the location is known, each
5-6 3d8+5 review the guidelines for underwater successful Athletics check counts as one
7 or more 3d10+5 combat (Ch. 3, DMG), swimming success toward the PCs reaching that
(Ch. 5, PHB), and drowning (Ch. 9., area. Failure indicates the PCs make
but you find a moment to compose DMG) before this skill challenge. no progress toward Beach Cavern as a
yourself before continuing down. All Assume the caverns are completely group, and individual Athletics checks
players may spend a healing surge. submerged and have no air pockets must be made for individuals to remain
other than the well entrance and Beach afloat. These secondary Athletics checks
Wrapping Up Cavern, their destination. The subter- do not count towards the overall suc-
Once the players have rolled eight tra- ranean Beach Cavern includes a lake cess or failure of the skill challenge, but
versal checks (success or failure), they where the party will emerge; one or failure to swim may indicate a PC is
have passed through the Clockwork more additional (dry) exits connect drowning.
Heart to the next level of the dungeon. Beach Cavern to the black dragon’s Diplomacy (DC 21)—You discover
They may be require a short rest after- cave complex. Beach Cavern is not that the sahuagin sentries also wish to
wards. If you want to push the play- guarded and could serve as a staging eliminate the dragon.
ers, you can include a small monster ground for further exploration of the An initial success holds off a sa-
encounter immediately after this taxing cave complex. huagin attack, on the condition that
journey. Unless noted, any individual skill the flooded caverns will become the
failure immediately triggers a Stealth sahuagin’s domain after the dragon
Coming Up For Air check by the party against the passive is slain. A second Diplomacy success
You stare down at the well only to see the Perception of the sahuagin sentries. If at convinces the sahuagin to give you
water below reflecting your face in the the sahuagin spot the PCs, please read directions to Beach Cavern as well.
flickering torch light. You take a deep the combat encounter section below. They will not, however, lead the party
breath and jump down. Plunging into to Beach Cavern for fear of being seen
Level: 10th aiding the party. No more than two
the watery depths, you suddenly realize
Complexity: Moderate (requires 9 suc- successes from Diplomacy can count
you are not alone.
cesses before 3 failures). toward the overall skill challenge.
This skill challenge is a potential
Primary Skills: Athletics, Diplomacy, Dungeoneering (DC 10)—Your
combat zone. The PCs must navigate
Dungeoneering, Endurance, Intimi- knowledge the underground explora-
through a series of flooded under-
date, Nature, Perception tion helps you find your way through the
ground caverns to reach Beach Cavern,
Athletics (DC 16)—You must swim; caves.
a secluded cave accessible only by water
otherwise you risk a watery death. A success helps guide the party in the
that serves as the anteroom to a black
The PCs must use Athletics to swim right direction and grants the party a
dragon’s lair. The supposedly aban- throughout the cave complex, and +2 situation bonus on Perception and
doned well is the back door to a net- each stage requires an Athletics check Stealth checks. Only one Dungeoneer-
work of flooded caves, but in actuality, by each PC to remain swimming: ing check can count towards the overall
a small company of sahuagin guards it. assume calm water unless a higher skill challenge.
Setup: To reach Beach Cavern, the degree of difficulty is desired. If a PC Endurance (DC 16)—You only have
PCs must swim through a series of fails an Athletics check, that character a few minutes of breath left, so be quick
pitch-black, flooded natural caves while is sinking and may require help from before you run out of air.
fending off sahuagin guards. other members of their party. Athlet- The PCs only have 3 minutes before
Kobold Quarterly 10 31
32 Kobold Quarterly 10
they must make regular Endurance skill checks to avoid can speak underwater, the PCs may need to improvise to
drowning. Successes do not contribute towards the overall communicate with them effectively.
skill challenge, but they do permit the PCs to make addi- This encounter includes one sahuagin baron (1); six
tional attempts to discover the location of Beach Cavern. sahuagin guard (6); three sahuagin raiders (3) and three
Intimidate (DC 21)—The sahuagin are weak and you try to sahuagin priests (3). In addition, the sahuagin baron carries
remind them of that. a magical whalebone Trident of Piercing +3 (Ch. 2, AV).
A successful Intimidate check forces the sahuagin sen- Tactics: The sahuagin baron rushes forward with his trident
tries to lower their weapons and allow your party to pass to engage the toughest PC. His sahuagin guards support
unharmed. Any attempts to force the sahuagin to lead the him by concentrating their attacks on the same PC the
party to Beach Cavern will fail, but a second Intimidate baron engages. The sahuagin raiders each engage and mark a
check can provide directions. No more than two Intimidate separate PC, to spread out as many marks as possible across
checks can count towards the overall skill challenge. Failure the party. The sahuagin priests attack at range and remain
not only indicates the sahuagin’s attack, but it also prevents behind the cover of cavern rock formations 10 to 15 squares
the use of Diplomacy as an alternative. from the melee.
Nature (DC 10)—The slow current of water through the Success: The heroes find Beach Cavern and have either
caves help you find the way to Beach Cavern. defeated the sahuagin sentries, gained their assistance, or
A successful Nature check guides the party in the right evaded them.
direction and grants a +2 bonus on any additional Athletics
Failure: Party members who fail to find Beach Cavern
for swimming through the flooded caves. Only one Nature
either drown in the process or are defeated by the sahuagin
check can count towards the overall skill challenge.
sentries. Either way, the sahuagin have been commanded to
Perception (DC 16)—Your keen eyes and ears serve you well. take any intruder prisoner until the dragon decides if they
Once in the water, the PCs may attempt to spot guards or are worth ransoming. Defeated or drowned PCs will wake
find Beach Cavern. If they succeed at the former, grant a +2 to find themselves both alive(!) and in a well-guarded cave
bonus to any future Stealth checks since they know the loca- that serves as the sahuagin’s jail for prisoners. The PCs will
tion of the sentries. Each Perception check, up to a maxi- have to use soft-skills, such as Diplomacy and Subterfuge
mum of three, counts towards the overall success of the skill to escape, possibly opening up a completely new string of
challenge. Three successes are required for Beach Cavern’s memorable events in their adventure.
location to be discovered. <
Sahuagin Sentries (3178 xp)
Setup: Roaming throughout the flooded caverns is a small
band of sahuagin. As refuge from the wilds of a vast, danger-
ous underground ocean, these sahuagin have made a deal
with the dragon to keep watch for intruders. Fortunately
for the PCs, the sahuagin are not the most attentive guards
and would rather see the dragon eliminated so these caverns
might instead be used as a sahuagin spawning ground.
The combat portion of this skill challenge begins after the
sahuagin sentries have made a successful Perception check
following a party member’s failed Stealth checks. Stealth
checks are forced only when the party fails another skill
check (see above).
After the Sahuagin Sentries are alerted to the PCs’
presence.
Through the water, you hear a gurgling shout in Abyssal, fol-
lowed by an order to halt. As you turn toward the voice, you see
a shadowy mob of sahuagin warriors swimming towards you. A
huge sahuagin carrying a massive white trident, stops short and
shouts “What do we have here?! Tell me, land dwellers, what
shall we do with you?”
Roleplay this encounter to give the PCs a chance to use
Diplomacy or Intimidation, possibly allowing them to avoid
combat entirely (see above). Failure to cow the sahuagin
or to convince them that the PCs could be powerful allies
results in combat as outlined below. Although the sahaugin
Kobold Quarterly 10 33
Kobold Diplomacy
opendesignpodcast.com
38 Kobold Quarterly 10
Podcast-KQ10-ad.indd 2 18/06/2009 9:52:43 PM
TM
No school like
an old school
"Or school's been blown
to pieces?"
by Monte Cook
W
hen I recently an- who lived above the Mason-Dixon succeed, which means there’s an actual
nounced my new project Line did not refer to themselves as chance of failure and maybe even a
at Dungeonaday.com, I “Northerners.” pretty decent one.
referred to it on my website as being
“old school”—a term that’s been Old School Style Gaming as Meritocracy
kicked around for years, as far back as So what is “old school”? There are There is a very real sense of winning
the early to mid-nineties. I remember very likely two schools of thought here and losing to an old-school gamer.
using it to describe the 20th Anni- (pardon the pun). A high-level character is a successful
versary module I wrote, Labyrinth of The first is that “old school” is character. If someone has survived
Madness. defined by play style and experience: to 11th level, it’s because the player
I wouldn’t presume to give the term a In this definition, it’s how the players has played well and has made smart
strict definition—much like “munch- actually approach the game that mat- choices. If that character is also rich or
kin” and “broken,” “old school” is a ters. It’s the kind of adventure that the has a nice selection of magic items, it’s
term people toss around in game dis- DM puts in front of them. because he’s been on many successful
cussions as shorthand for whatever it is For example, an old-school adven- adventures and beaten some tough op-
they think the word means this week. ture is more likely to be a traditional ponents. Note the important distinc-
For me, though, “old school” generally explore-the-dungeon-and-get-the- tion here. He’s not wealthy because
refers to anything that harkens back to treasure adventure: players look for he’s high level, and he’s not high level
gaming in the 70s or early 80s when treasure and overcome whatever chal- because he’s been playing a long time.
roleplaying first made it big. lenges present themselves and, often, He’s wealthy and high level because
So I was surprised to discover there is don’t have goals beyond that. Fun is he’s succeeded. He is, in effect, win-
a group of gamers who have apparently more important than meaning, and the ning the game. Old-school gamers will
taken the term as their own and given game is more important than story. talk about “beating” a module (and
it their own strict definition, and they Combat is important in old-school in this case, “module” might mean a
even seem to take offense when others play, but old school doesn’t mean only published adventure or it might mean
use it. Even though I started gaming in hack-and-slash; puzzle solving and a dungeon of the GM’s own creation).
1977 and have been working profes- thoughtful decisions also hold impor- A lot of people today misinterpret
sionally on roleplaying games for more tance. Immersive roleplaying, lengthy the success-driven nature of old-school
than 20 years, I suddenly found my in-character discussions with NPCs (or gaming as meaning it forces the game
“old-school cred” being questioned. other PCs) and similar activities, how- master and players to have an adver-
The experience caused me to ques- ever, often take a back seat. “Plot” and sarial or antagonistic relationship. This,
tion what “old school” really means to “character development” are not terms however, is probably no more the case
gaming, and it led to the more inter- often used in an old-school game. in old-school gaming than it is in other
esting question—I think, at least—of This isn’t a criticism: in an old-school kinds of games. In the old days, gamers
what “new school” means. After all, game, these things are simply second- praised the fairness of a GM—often
if one can define “old school,” then ary to the challenges put in front of the called a “referee”—and discouraged
there must be some newer school from players. thinking of the GM as an opponent as
which “old school” is distinguished. The goal of an old-school game isn’t much as they do today.
Or maybe there isn’t. merely storytelling—according to While roleplaying games rose out of
After all, when I lived in the Ameri- some, it’s not about storytelling at all. miniatures games and, thus, initially
can south, my southern friends were It tells no more a story than a game of stressed tactical play styles, old-school
surprised to discover that Americans chess does. The players are driven to play style isn’t just tactical: it’s also
40 Kobold Quarterly 10
strategic. In other words, it’s not just tions. Instead, the GM determines the concerned with an interesting room
how you use your character’s abilities chance of success or failure of whatever or level idea for his dungeon than he
to overcome a challenge, it’s how you the player states he wants his character would be in figuring out the etiquette
approach all the challenges as a whole. to try. rules for eating in the kingdom of…
Do you press on, even though half That doesn’t mean an old-school whatever. (There exists, however, a
the party is hurt? Do you go down to rules system is entirely freeform. On good argument that I’m wrong in this.
the more dangerous 2nd level of the the contrary, a strict adherence to the Namely, M.A.R Barker’s Empire of the
dungeon or do you stay on the 1st level random whim of the dice is important Petal Throne, which some might con-
where you would expect to find lesser in old-school gaming. If the dice say sider to be old school.)
threats and rewards? This kind of real you miss, you miss. If the dice say a So much of what came in around
decision-making is important in old- wandering dragon shows up even when that time and after is new school.
school play. half the party is down, so be it. Again, Ravenloft, Planescape, Call of Cthulhu,
Old-school play sessions focus on this goes back to the idea that the GM Vampire the Masquerade, Marvel Super
exploration and discovery rather than is not there to facilitate the creation Heroes, Star Wars, and so on all fall
quests. You can have a goal (such as of an epic tale but, rather, to provide into this category. It’s a category so
rescuing the prince from the lamia), a milieu for the game with dispassion vast and varied that it almost possesses
but this is more an excuse to get the and detachment. If the dice roll against no meaningful distinction, which is
ball rolling and measure success than the PCs, it’s because at some point the certainly why no one uses the term
the thread of some epic fantasy tale as players made a poor decision or they “new school.”
it might be in non-old-school games. were simply unlucky and next time
should take greater precautions, know-
Theoretical Summation
Schools of Mechanics ing how fickle the fates can be. So where does all this get us? It’s
The second school of thought is interesting to see where roleplaying’s
that “old school” is defined by game New School roots come from and foolish, I think,
mechanics. It’s interesting that there's no real to dismiss them. There’s a tendency for
Just what mechanics qualify as old term or even an attempt at defining some to pooh-pooh the earliest days of
school varies, but usually, original what isn't "old school." In theory, it the game and think of them as im-
D&D and 1st edition AD&D are would be "new school," but no one mature, outdated, or overdone. People
say it’s time that gaming should move
accepted old-school games. Today, uses that term. And for good reason—
on to higher ideals and more complex
there are also new games published its only distinction would come from
roleplaying challenges. But many
under the OGL that emulate these what it is not, which isn't much of a
people are still interested in old-school
games, like OSRIC or Labyrinth Lord. definition at all.
gaming.
Just as the lengthy background of a Whatever it is, "new school" dawned
Even if you think you’ve somehow
character is relatively unimportant to in the late 80s and early 90s, with an
advanced beyond dungeons and other
old-school gaming, so are a lengthy list emphasis on story, plot, and character
old-school aspects, remember how
of a character’s abilities and stats. In development hardwired into the game
much fun you had when you did play
old school play, it’s the player—not the products themselves as opposed to such
in that style and don’t seek to deny
character—that is most important. things arising naturally out of game
other players—new or old—the same
An old-school character isn’t defined play. joys. Conversely, it’s just as foolish
by special abilities but by the player’s Glacial Rift of the Frost Giant Jarl was to think all worthwhile innovation
ingenuity. Facing a challenge isn’t not a story—but a group's experi- stopped immediately after the hobby
about combing your character sheet for ences there could very well be. The started. The neophobic outlook that
the right feat or spell but about coming Dragonlance modules were a story, and anything new is bad and anything
up with an original way of solving the character development is written right old is good is shortsighted and likely
problem. Old-school character creation into the modules themselves. There's blinded by nostalgia.
is often uncomplicated, which is a also a strong aspect of worldbuilding Old school and new school are two
good thing since the mortality rate is woven in with Dragonlance and most different types of games and gaming
high in most old-school games. of TSR's output thereafter that is not styles, but neither has any kind of in-
Old-school games, then, are rules- "old school." nate superiority over the other. In fact,
light and burden the GM with few Worldbuilding is not an old-school it’s quite possible to not just like but
restrictions. Rather than presenting a concept in that it consists of long his- love them both.
lot of rules, the GM is expected to be tories, extensive ecologies, and lengthy I’m living proof of that.
a fair arbiter who needs a lot of leeway descriptions of people and places that <
and fiat power. There aren’t extensive don’t contribute to the game at hand.
subsets of rules covering various op- An old-school GM is probably more
Kobold Quarterly 10 41
Astounding Feats
Player 1: OK, I pay the priest the 5,000 gp. Heck, I throw
in 50 gp extra as a tip—a little something for the
wife and kids.
Player 2: Yeah, I can’t wait to get Sir Averon back. Remind
me to mail the caster a decorative fruit basket.
OK, let’s do this!
GM: Seeing your assent, the priest continues. He completes
his recitation of the sacred words with his hand upon
Sir Avaron’s chest right where the lightning blast
struck the fallen warrior. But, the priest pauses, and a
deep furrow creases his forehead.
Player 2: Uh oh.
Player 1: Quick! I ask the priest, “What happened?”
GM: “I’m not sure,” the priest responds. “Your friend will
be resurrected, as promised, but I can’t help but sense
that something is … different.” Bestial Specter [Death]
An imprint from your time in the spirit world manifests when
E
ven though it is in many ways a core part of the you wildshape; your animal form is now outlined with a ghostly
gaming experience, most players still hate it when flickering light.
their PC dies. This is understandable. Even if the Prerequisite: death, wildshape ability
surviving party members manage to revive the deceased Benefit: When you wildshape, your animal form gains 20%
character, more often than not the event still feels like a fail- concealment, as though under the effect of a blur spell.
ure or at least a step backwards, particularly when the player Death’s Door Warrior [Death]
considers the associated level loss. Your crossover to the otherworld has taught you that pain and
This article provides new options for PCs recently returned fear are just the sensations of weakness leaving your body. Rather
to life in order to help players look forward to getting back than panic as the end draws near, your focus and concentration
into the game. If a player’s PC comes back with a twist, it have simply become sharper, your hand more sure. Life is never
might sting a little less — especially if it opens the door to greater than when it hangs from a precipice.
new roleplaying opportunities. Prerequisite: death, Diehard, 5 ranks in Concentration
Benefit: Rather than die once your hp reach -10, you
New Feats continue to fight on normally, just as though your hp were
The following feats each have “death” as a prerequisite. As still above zero, until your hp reach -10 plus a number equal
such, they are only available to characters who have first died to your level. Only then do you die. In addition, whenever
and then subsequently been revived. They are not bonus your hp are negative, and you are still alive, you may choose
feats; players select them for their PCs in the usual way, ex- to take 10 on a single attack roll or saving throw once per
pending available feat slots acquired through advancement. round.
42 Kobold Quarterly 10
Imageless [Death] spirit world.
You are back from the dead, yet some- Prerequisite: death, Improved Un-
times it is difficult to be entirely sure. armed Attack
Somehow, your reflection has been lost. Benefit: Your unarmed attacks now
Stranger still, those who would scry upon have the ghost touch property.
you find nothing. It is as if you weren’t Shadow of the Afterlife [Death]
truly there at all. Although you have returned from the
Prerequisite: death dead, not all is the same. Your very
Benefit: You cannot be the subject of shadow now acts as though it were an
a scrying or greater scrying spell, and if extension of your will, often detaching
in range of a scrying sensor, the sen- itself from your body to perform simple
sor cannot detect your image or any tasks, as you require them.
sounds that you might make. You are Prerequisite: Death
also immune to the spell nightmare, Benefit: Once per day per character
as the caster cannot locate you. Your level, as a free action, you may di-
image does not appear in reflective sur- rect your shadow as though it were a
faces such as mirrors or pools of water, servant controlled by the unseen servant
and if someone sketches or paints your spell. Each use has a maximum dura-
form in a drawing, the image gradu- tion of 10 min.
ally dissipates from the picture over the Special: This ability does not function
following day. in perfect or magical darkness where
Irrepressible Vitality [Death] there is no light to cast a shadow. Nor
Now that you have a second chance at does it work within the effects of a
life, the weakness of your flesh no longer daylight spell.
limits your life force. Instead, you now Spell-Adapted [Death]
power it with sheer resolve, the conviction Having once died from a specific spell,
of your very being. the supernatural forces responsible for
Prerequisite: death your return have enabled you to perma-
Benefit: Whenever you calculate your nently expunge that particular weakness
bonus hp for raising a level you may from your body or mind.
substitute your Charisma score for Prerequisite: death (caused by the
your Constitution score. Bonus hp particular chosen spell)
gained prior to your death are not re- Benefit: You gain a permanent immu-
calculated and remain based upon your nity to the specific spell that previously
Constitution score. killed you.
Reversal of Fortune [Death] Special: You can take this feat only
Returning to life has altered your rela- once.
tionship with the karma of the cosmos by Spirit World Summoner [Death]
a tiny fraction. When you least expect it, Having been to the afterlife, you are now
at the last instant, your greatest failures able to briefly summon animals or beasts
transform into some of your most spec- with an even closer connection to the
tacular successes. beyond.
Prerequisite: Death Prerequisite: ability to cast divine or
Benefit: When you roll a natural 1 on arcane summoning spells of third level,
a d20 you immediately substitute a death
20 for the result. Once used, you may Benefit: On a successful attack, any
not use this benefit again until a full creature you summon does an extra
week has passed. You may not choose 1d6 holy or unholy damage, depending
when to use this benefit; if available, it on your alignment. If your alignment
applies to the very next natural 1 that is neutral, you must choose whether
you roll. this feat bestows unholy or holy dam-
Spectral Brawler [Death] age at the time the feat is selected.
Having crossed over to the afterlife and Weapon Avenger [Death]
back, your body has attuned itself to the You have recovered the weapon that once
Kobold Quarterly 10 43
claimed your life force and a piece of your Perhaps one foot is still in the grave after for damage, you suffer double damage.
spirit still lies within it. That spirit is all. If the trap does not do damage, but
rekindled when the weapon rests within Prerequisite: death instead requires a save, you instead suf-
your grasp. Benefit: one bonus death feat of your fer a -4 penalty to your saving throw.
Prerequisite: base attack bonus +3, choice If the trap does not deal damage or
death (caused by a melee weapon), Penalty: Each time you gain a level, require a save, this flaw has no effect.
recovery of the weapon that killed you you gain one less hp than you normally
Benefit: Choose one of the following would. You also suffer a -2 penalty on Conclusion
weapon qualities: flaming, frost, shock, saving throws against death magic. Returning from the dead should
keen, merciful, or thundering. When be a monumental character experi-
Hesitator [Death]
you grasp the weapon that once slew ence. Even if a PC were dead for only
Having once died causes you to second-
you in battle, it manifests the chosen a short time, it is unlikely that she
guess your instincts rather than trust
quality for two rounds per level per would return completely unchanged.
them. After all, they let you down once
day, as a free action. You may choose Perhaps the experience has shaken the
before. But while you are now more
which rounds to apply the benefit: the PCs outlook on life to the core and
methodical, it frequently costs you that
rounds need not be consecutive, but he will now begin to rebuild his core
precious split-second when you are in the
you must indicate your choice before values. Whereas one PC might become
heat of the moment. withdrawn and contemplative, another
you make your attack roll. You choose
Prerequisite: death might become obsessed with the time
the weapon quality at the time you
Benefit: one bonus death feat of your they have left. Others might find their
take the feat, and the quality chosen
may not be changed. choice thoughts consumed with revenge or be
Penalty: You suffer a -4 penalty on beset with well-deserved phobias.
Death Flaws initiative. In addition, you also incur a Take the opportunity of an in-game
Flaws are mechanics that provide a -2 penalty to all Reflex saves. death to redefine your PC: there are
PC with a significant disadvantage in Necrotic Jealousy [Death] few games that allow one such an
exchange for a bonus feat. Normally, You have cheated death, and the undead opportunity.
a player can only select flaws for their can instinctively sense it. Rather than re- <
PC at the time of character creation. main in the grave, you have obtained the
Death flaws are unique, however, in second chance that they could not. They
that a player may select them after a feel compelled to balance the scale.
PCs revival. Moreover, death flaws only Prerequisite: death
grant bonus death feats; players may Benefit: one bonus death feat of your
not use death flaws to obtain other choice
classes of feats such as general feats or Penalty: Any nonintelligent undead
fighter bonus feats. Death flaws are that has you in its line of sight gains
only available at the GMs discretion, the benefit of a rage spell. The rage ef-
and a player may only select one flaw fect lasts until either you or the undead
each time their PC returns to life. are destroyed. Any intelligent undead
Blade Stalked [Death] you face, instead, increases the save DC
You escaped death once, but it continues of all of their special abilities whenever
to stalk you. Every sword and every arrow they apply them against you: +2 bonus
is a chance for death to set right the to all special ability DCs. Finally,
wrong that is your unnatural existence. you suffer a -6 penalty to any Bluff,
Prerequisite: death (caused by a melee Diplomacy, or Intimidate checks when
or missile weapon) interacting with intelligent undead.
Benefit: one bonus death feat of your Trap Bait [Death]
choice A trap slew you once, and you cannot
Penalty: Anytime an opponent scores escape the feeling that a trap will slay you
a critical hit with a melee or mis- again. If you were smarter, you would
sile weapon, the critical confirms stay home where it is safe, but that is not
automatically. your calling.
Grave Held [Death] Prerequisite: death (caused by a trap)
Although back from the dead, you retain Benefit: one bonus death feat of your
a sickly pallor as though your return to choice
this world is but a temporary aberration. Penalty: Anytime a trap strikes you
44 Kobold Quarterly 10
Kobold Quarterly 10 45
Kobold Ecologies
Ecology of the
Hill Giant
By Richard Pett
Art by Arthur Rackham
T
he earliest tales tell of giants—beings like men but
tall and strong. From the oldest religious texts to
modern stories, the giant has been with us every
oversized step of the way.
Giants appear in many mythologies; from the Jotun of
icy Norse mythology to the Giant Kings of the Incas, they
have been the subject of folklore and fairy tales throughout
the ages. Giants originated when gods mated with humans,
producing monstrous or gigantic offspring with superhuman eyes.
strength and size; sometimes, giants were gods that walked Both hill giant males and females tend to go bald in old
among men and became heroes. They threw rocks, had one age and are prone to being fat. Older females cover their
or more heads, and often had a taste for man-flesh. They bald pates with animal skins or heavy woolen cloaks to
could be 10 ft. tall like Goemagog or have a 10-mile stride preserve their misguided vanity and keep their heads warm.
like Bolster. Females tend to live much longer than males.
One thing all giants have in common is their slow Hill giants dress in the badly cured hides of any animal
wittedness, which perhaps casts hill giants in the truest abundant enough and large enough to wear. Because a hill
spirit of the fantasy giants. Consider the tale of the origin giant body is large, giants dress in whatever gives warmth,
of the Wrekin, a hill in Shropshire, England. The story tells and they can be found wearing an astonishing array of
that an old Welsh giant was carrying a spadeful of earth, patched suits of armor, whole sheep skins, and cow hides
intending to dam the river Severn and drown the people of (often with heads and legs still attached). Others simply
Shrewsbury. On the road, he met a cobbler who, realizing wear stiff, untanned furs ripped from the carcasses of dire
the giant’s evil intention, showed him a sackful of worn animals or monsters. Everything they wear is rotting and
shoes, claiming he had worn out the shoes on the journey alive with lice and maggots. Hill giants seem untroubled by
from Shrewsbury. The giant was so discouraged by the filth.
apparent distance that he dumped his massive shovel of
earth and went back to Wales. The earth he dumped formed Psychology and Society
the Wrekin Hill. “Fie, foh, and fum”
This myth, though entertaining, is hardly unique in its —William Shakespeare, King Lear (III. iv.)
portrayal of giants. Countless legendary giants exist and can
provide inspiration for many unique adventures. In most hill giant societies, males do practically nothing.
Some have even given up the pretense of hunting in favor of
Physiology sitting around drinking, eating, and bragging. Bragging is an
Male hill giants stand around 10 ½ ft. tall; some tribes are important game and ritual in most hill giant groups. Worth,
barely larger than ogres (at about 9 ft.) while others are 12 in males, is judged solely by size: the fattest and largest of
feet tall, as large as smallish stone giants. Females tend to be the giants rule the roost although tenuous bloodlines are
1 ½ ft. or so smaller than males although both tend to weigh occasionally followed. Male giants make a great show of
around 1,100 lb. Their skin tone ranges from light tan to a their hunts, and tribes give these occasions fanciful names
deep ruddy brown, although the color often hides beneath a although they invariably involve copious drinking, play-
layer of filth. Their lank hair can be brown or black like their fighting, and shows of strength that tend to drive any
46 Kobold Quarterly 10
potential game away long before it is cavern complexes. All lairs are typically A very brief word
ever spotted. forsaken places that need repair and
Female hill giants, on the other
on clever hill giants…
sanitation—or, better, demolition and
hand, are generally the more skilled, burning. Female hill giants, who effectively
resourceful, and—often—capable run the show, realize survival depends
Hill giants keep an astonishing array
in a fight. Though slightly smaller as much on cunning as on strength,
of livestock, pets, and guards—in
than their male counterparts female and they often form sisterhoods
most cases, the same creature fulfills all
statistics match those of their lazy, (usually under the guise of a coven)
three functions. Wolves, particularly
corpulent, menfolk. Those of good that encourage women to learn and
dire wolves, form close bonds with
breeding stock—the fatter the better think. These matriarchal groups protect
particular tribes of giants and are
with wide hips and corpulent behinds intelligent young girls, who go on to
treated like pet dogs; occasionally,
—are prized above all mates, though become wise women if they survive.
they are even given names and allowed
Hill giant wise women are tutored in a
skill at brewing ale is also particularly to sit below feasting tables and eat class (favored class druid) and covertly
valued in addition to mending, scraps. Ogres and orcs often live with run all their tribe’s affairs. Without
cooking, preserving food, bringing up hill giants, but the giants typically realizing it, the males become tools in
young, tidying up, repairing lairs, and treat them as naughty children and an above average intelligent tribe, and
hunting. either beat them senseless for some adventurers have reported cunning
Young hill giants, if they’re wise, misdemeanor or lavish affection upon traps, defense plans, and superior
stay out of the way of the adult males them as “loyal followers.” Some hill equipment in such lairs.
although the eldest son is usually giant tribes have even used chained
considered an adult from birth and giant lizards as guards; lizard is also Hill Giant Feats
immediately brought into the group. a particular delicacy of hill giants. The following special attacks often
The young daughters exist like cattle These creatures represent those more develop from the drunken brawls and
at best and, often, end up considerably commonly found, but hill giants, the play fights in hill giant steadings.
worse off. women at least, seem to be capable of
Hill giants are selfish and cunning capturing and eating anything. Living Club [General]
creatures that survive through raiding Finally, hill giants are prone to You lift a creature and use it as an
and trading. Trading with them can falling in with those who wish for improvised club.
be very dangerous, but also very their “friendship,” the men at least. Prerequisite: giant, Str 25
profitable. Large numbers of dwarves, Constantly, huge numbers of hill giants Benefit: To use this attack, you must
humans, and gnomes have made their find themselves in the service of wicked first make a successful grapple attempt
fortunes by tricking stupid tribe leaders
overlords, cunning drow, and powerful on a creature at least one size category
into taking pretty trinkets for dull,
fiends without ever remembering how smaller than you. If you succeed, you
uncut gemstones, and other valuables.
the situation came about. establish a hold on your opponent
A giant’s non-existent Sense Motive
skill makes them easy to Bluff, but
traders always run the risk that one Hill Giant Lore
of the more alert wives has the ear of Characters with bardic knowledge or ranks in Knowledge (nature) may know about hill
the tribe leader. On his next visit, the giants. With a successful skill check, a character knows all the information up to and
trader may get more than he bargained including the DC value:
for, or a giant may simply be bored and DC Result
decide to hit the trader with his club to
10 Hill giants have a deserved reputation for stupidity and can be easily outsmarted.
see what happens.
Unfortunately, their ability to be outwitted is matched by their short tempers.
Dwarves take a particular chance in
trading with hill giants, since giants 15 Female hill giants are the true leaders and do all the work, while males sit around
regard dwarves as a succulent delicacy. playing all day. Females are as tough as males and tend to be crueler and more
Hill giants love to eat dwarf flesh above tenacious.
all other food and may even resort to 20 Your average hill giant loves a tall tale and is easily fooled. Stories abound of
cooking it to savor the taste and smell giants swapping bags of uncut gems and other treasure for “magic” bread
more. A giant always pays handsomely that makes the eater stronger or invisible gold clothes that are visible only to
for some tasty fresh dwarf meat. intelligent people. Some gullible giants happily lie down with their eyes shut to
A typical hill giant lair is found receive a special present of submission.
anywhere an abundance of hills or 25 Some hill giants can use their foes as living clubs or toss them as if they
mountains exist although many are also were boulders.
found underground in vast caves or
Kobold Quarterly 10 47
and can attempt to use this creature as the hit is successful, you deliver 2d6 + generally the most ridiculous brag
a weapon. Because your opponent is Str modifier in damage for a Medium that wins; the game is often won by
unwilling, using a living club requires living rock (2d4 + Str modifier in a catastrophic fail of the skill check
a full attack action, and the attack is damage for a Small living rock) to both by one of the participants. The bigger
made at a -4 penalty (this is on top of your opponent and to the living rock. the brag the better, and contestants’
the -4 penalty for using improvised The creature can resist being thrown if prowess as a troll juggler, eating seven
weapons). On a successful hit, you it makes a Str check (DC 10 + your Str whole chimera at a sitting, or being
deliver 2d8 + 1 ½ Str modifier in modifier). king of the whole world are always well
damage for a Medium living club The thrown creature takes the received. Traders able to spin incredible
(2d6 + 1 ½ Str modifier in damage damage listed above even if you miss. yarns using high (or even mediocre)
for a Small living club) to both your Bluff skills quickly gain a hill giant’s
opponent and to the living club. Death from Above [General] respect.
Each round the grappled creature You deliver a deadly belly flop to prone Stag Fight–Played between maturing
may attempt to escape the grapple in opponents. males, this game involves two giants
the usual manner. Prerequisite: hill giant starting some considerable distance
Benefit: To use this attack, either apart, running at each other with heads
Living Rock [General] you must be physically above your down, and making a bull rush attack.
You lift a creature and use it as a thrown opponent by at least 10 ft. or your To add spice to the proceedings, they
weapon. opponent must be lying prone. You occasionally play this game on narrow
Prerequisite: giant, Str 25 hurl yourself onto your opponent ridges.
Benefit: To use this attack, you as a full attack action in an attempt Touch Kill–One giant is the Touch
must first make a successful grapple to crush the creature. If you succeed Kill (or “It”), and is allowed to have a
attempt on a creature at least one in this slam attack, you deliver 6d6 weapon of his choice. The other giants
size category smaller than you. If you damage to your opponent and can must get past him by fair means or foul
succeed, you establish a hold on your attempt to start a grapple as a free when their names are called and try
opponent and can attempt to use action without provoking an attack to reach some prearranged safe point
this creature as an improvised thrown of opportunity. If you miss, you are beyond the Touch Kill.
weapon. Because your opponent is considered prone. Drinking Games–An uncountable
unwilling, using a living rock requires number of giant drinking games exist.
a full attack action, and this attack is Fun and Games Usually, the games revolve around the
made at a -4 penalty (this is on top of Male hill giants have plenty of time giants either drinking a whole gallon
the -4 penalty for using improvised on their hands and play any number of alcohol without taking a breath or
weapons); the increment is 60 ft. If of games to distract themselves from facing a forfeit. Forfeits tend to be
drinking too much, too early. Each suicidally dangerous affairs.
tribe has a selection of games—usually Rock Games–These usually involve
cruel, violent, and dangerous in nature. tossing rocks of incredible size. Some
Of course, any visitor or trader must local variations allow the opponent to
participate in these tests of skill. dodge or attempt to catch such rocks,
Rugbyalive–This game consists of two but others insist he stays still until the
teams that must each defend a goal rock has landed or that the catcher is
(usually a stone) against the opposing blindfolded. Throwing rocks at (often
team while trying to score a goal living) targets is another common
themselves. The ball is invariably some game.
living creature. Hill giants consider
dwarves to be the best balls since they History of the Hill Giant
put up the biggest fight and provide Wise women have kept up the stories
the most sport. Smashing the ball’s of old; though variations occur from
skull against the goalstone scores a tribe to tribe, the general story of hill
goal. giant genesis remains the same.
Scrum–A mass fight; the last giant The Great Womb Hill was born
standing wins. when the world was young, and she
Bragging–Bragging contests amongst was the first hill seen; her sides were
giants are the stuff of their legends. steep and laced with virgin scree, her
Sadly, the giants’ total lack of Bluff summit wore a white crown of snow,
or Perform skills means that it is her vales were hidden under countless
48 Kobold Quarterly 10
get Caught up
50 Kobold Quarterly 10
boars, mammoths, and dire wolves carries a huge scythe into combat and near hill giant lairs.
and engage in jousting. The women is renowned for attacking his victims
plot, seduce, and murder to gain power by removing the roof of the building Hill Giant Half-Breeds
and use the men as tools for their they are sleeping in. Creatures suffering gigantism
ambitions. The Sjeumatré Giant Rat (female hill possess giants for fathers but other
These hill giants are identical to giant wererat rogue 4)—The Giant humanoids for mothers. They exist as
those found in the rulebook except Rat of Sjeumatré hobbles spastically their mother’s race but with distorted
they have access to better equipment through the stinking canals beneath the and enlarged features, brutish faces,
(generally favoring plate armor) and Great City of Triolo. She is always so thin hair, and their father’s skin color.
can ride and fight mounted. Despite hungry and lonely in the dark since her They are also prone to deformities
these differences and a few more airs chosen prey of young men so seldom and many have twisted spines, bones
and graces, they are still hill giants and visit these days. that rupture through inadequate flesh,
quickly revert to type when angered. The Pressed (male hill giant barbar- or one feature of their father’s at his
AC 25, touch 8, flat-footed 25; full ian 6)—Dare anyone face the Pressed proportion—such as a huge bloated
plate (+8 armor, -1 Dex, +9 natural, Giant? Boxing impresario Tangle eye or a distended hand or foot.
-1 size) Flasmind offers a prize of 1,000 gp to Creating a Hill Giant Half-Breed
Skills Ride +6, Spot +0 anyone who can spend 1 min. in the “Hill giant half-breed” is a template
Feats (add) Mounted Combat, ring with his hill giant and live. that any humanoid (hereafter referred
(remove) Improved Bull Rush The Towering Queen of Deceit to as the base creature) can have. The
(female hill giant druid 12)—Beneath template can only be inherited from
The Dolmen Men
Thorn Tor she dwells, guiding her birth. Mechanically, the creature
These hill giants have a particular love
children in the dark. The wise woman’s remains the same as the base creature
of working stone (a talent encouraged
followers have grown braver from the with the following exceptions:
by the women), and the lands about
harsh winter and hunt in the lands of Size and Type increase size category by
are full of great stone circles, menhirs,
men. Her pack is beyond counting: one; add augmented subtype
and dolmens. These giants, when
dozens or even hundreds of hill giants Speed increases by 10 ft. (to a
bored, have taken to using menhirs
cursed with lycanthropy, part giant and maximum of 40 ft.)
as rocks to throw though they are
part wolf. AC +4 natural armor bonus
generally too heavy to throw directly
and, instead, are tossed like a highland Obscenity of Hill Giant Half-Breeds Special Attacks mixed blood, rock
caber. They are again the same as One particularly foul practice that throwing
standard hill giants, except they throw many races of giants engage in is Special Qualities low-light vision,
rocks a little harder. slavery. Having little need for anyone mixed blood
Ranged rock +6 (2d10+7); Increment to fetch and carry (since the women do Str +4, Dex -2, Con +2, Int -2, Wis
60 ft. all that sort of thing), male prisoners +0, Cha -2
are killed and eaten (not necessarily in Skills Climb, Jump, Listen, and Spot
The Lazy Giants of the Long
that order). Female prisoners are kept become class skills
Mountain
as breeding stock to provide impure Environment temperate hills (if living
A decade ago, the men in this tribe
fodder both as guards and, if necessary, with hill giants), otherwise any
lost patience with the women and
food. Often the female hill giants are Organization solitary or cattle (11-40)
killed them all. It wasn’t until the last
so outraged by this behavior that they Treasure none (if living with hill
skull was broken that they realized
slay the female slaves and, occasionally, giants), otherwise standard
how much the women did for them.
all the male hill giants. Level Adjustment +1; CR +1
The men almost starved before a stroke
When humanoids learn of a tribe Rock Throwing (Ex) Hill giant half-
of luck brought a tribe of ogres into
that practices such unspeakable acts, breeds retain some of their father’s
their area. The hill giants have lapsed they generally do not rest until the skills at throwing rocks. The character
into using the ogres for everything—as entire tribe (and often the progeny of can hurl a rock weighing 20-25 lb.
slaves, food, and mates—and the ogres the tribe) are put to the sword. up to 5 range increments. The range
have finally had enough. They have The outcome of this horror is a hill increment is 60 ft., and the rocks deal
sent one of their kin out into the lands giant half-breed. Theirs is a terrible life: 1d8 damage.
of men to seek help. hated and tormented by true giants Mixed Blood (Ex) The blood of half-
A Quartet of Unusual Hill Giants and often loathed even by their own breeds can run thicker with one or
Zarig Garr (male hill giant rogue mothers, many of these unfortunates the other parent, and this manifests
4)—The muscle of the Free City slip into madness. Some, however, itself in one of three ways. The effect is
Thieves Guild, Zarig’s skin is a patch- escape and make their way in civilized chosen when the half-breed is created
work of self-inflicted cuts and scars. He lands while still others scavenge in or and never changes:
Kobold Quarterly 10 51
GAMING & ENTERTAINMENT EXPO
FREE ADMIS
for gamers SION
12 and unde
with a payin r
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Kobold Quarterly 10 53
Ask the Kobold
Wishes and Werewolves
by Skip Williams
Whispering Enigmas:
A Warlock Field Guide
By Mario Podeschi
Art by Ben Hodson and Marc Radle
W
arlocks gain access to powerful magics through
the signing of pacts with otherworldly beings,
granting the ability to curse, curse, and curse
some more. No matter the power, from the simplest to the
most advanced, their words are more than just taunts and
threats—they are the vehicles of a warlock’s arcane power.
What are the dark secrets a warlock whispers to the stars that
so terrifies foes? What fey riddles does a warlock recite to
bedazzle opponents? What hellish prayers warlocks intone to
bring forth hellfire from their masters?
Warlocks are not alone in their devotion to the mysterious:
mystical druids, evil clerics, and mad wizards alike require
words of power.
What fools these mortals be. The eternal hourglass will again and again be turned,
You have offended me for the last time. and you with it.
Your luck disappears like the froth of the river. So small are you—the dust of the dust of the dust of the
Look out behind you! universe.
Can’t catch me! Before I kill you, riddle me this—how will you know
Let us dance. you have died?
Rage and justice, faith and trust; blind you’ll be if fight Your loved ones soon will mourn you. In time, they will
you must! be grateful to have forgotten you. Such was the depth
Swamps of sadness and lonely mires; lose thyself in of their love.
witching fires! We shall see that at which dogs howl in the dark and
Hero’s cheer and pixie’s pride: here’s another thorn for that at which cats prick up their ears after midnight.
your side. I have harnessed the shadows that stride from world to
Ere I watch you blindly swinging, axe untouched by world to sow death and madness.
shadows’ singing. Look around and ask yourself—were the gods lazy or
Your eyes can’t find me. What hope has your sword? merely cruel?
I take so much from you without knowing your name.
Murmurs of Mad Stars Deeds become lies, lies become history, and history
The alien entities that grant some warlocks their powers repre- becomes legend. When I leave this place, I will tell
sent the greatest terrors of the sentient races. The fear of oblivion, the poets that you wept.
the fear of time’s ruthless progression, the fear of absolute alone- Eternity laughs at your petty struggles.
ness within your own mind—these are the domain of those I am become Time, destroying all in my path.
who lurk Beyond. With powers focused on fear and insanity, You are a boat upon the cruel sea of fate.
56 Kobold Quarterly 10
The stars stare uncaring at your even enjoy handing the patron over to
doom. another PC.
I have seen my future, and it con- The standard relationship between
tinues long past you. warlock and patron is that of suppli-
cant, where the warlock desires power
Infernal Insinuations and strikes a bargain with a more
Devils make bargains to advance the powerful being. The relationship is
cause of evil in the world. They tempt similar to that between a priest and a
good creatures to ruin with insidious god; however, faith is not the currency
manipulations and offers of incredible by which the power is purchased.
power. When wielding their powers, An infernal patron, for example,
warlocks stand on the precipice of cor- might offer power as a corrupter. This
ruption, speaking words that seem to classic relationship involves a devil
simultaneously belong to both them and pretending to be generous as it nudges
some hellish entity. an otherwise clean soul toward cor-
ruption. When roleplaying a servant
The bards will sing of your pain.
of a corrupter, a warlock PC should
Suffer.
toy with themes of corruption and
Let me speed you on your journey
redemption, exploring both slippery
to hell.
slopes and ethical tightropes.
There is no use in praying—your
A dominator is not so subtle. Rather
soul is mine.
than toying with its thrall, a domina-
Master, please accept my latest
tor expects one thing: obedience. Fey
sacrifice.
A thousand tortures await you in dominators are arrogant mistresses who
the abyss—this is but the first. expect constant praise, while infernal
They will mock you in the afterlife dominators are petty overlords who
for challenging me. constantly threaten to revoke their
A wise man would have been power. Star dominators are perhaps
afraid long before now. the most terrifying dominators of all,
By all means, struggle—you have threatening madness or oblivion if
such sweet-sounding screams. their commands go ignored.
I’m afraid my master did not teach
me much of mercy.
Benign Patrons
Choose: my bidding or my wrath. Not all patrons need to be sinister,
The Prince of Darkness is a though. A love interest provides a fas-
gentleman. cinating and potentially more benign
I grow impatient with your relationship. Perhaps your eladrin
struggling. warlock’s fey lover was banished to a
distant corner of the fey realm, but true
Developing Your Patron love and fey magic provide the strength
You may have noticed that many of the to seek justice. Perhaps your tiefling
one-liners above reference the source warlock is one of nine husbands to the
of a warlock’s power. This is because Bitch Queen of Tartarus who will one
the key to unlocking your warlock’s day fulfill his epic destiny of slaying all
roleplaying potential is to develop the his competitors. Or perhaps your lover
single most distinctive aspect of this is lost to the far realm, and you slay
class and power: the warlock’s patron. your foes with the maddening touch of
A patron can present itself from her loneliness.
either side of the GM’s screen. A GM A few rare warlocks even call their
might choose to make a patron into an patron comrade. This type of patron
NPC with an agenda and personality shares your goals and wants the best
like any other character in her story. for your warlock, offering advice and
Alternatively, the patron can exist guidance in his adventures. Though
solely in the hands of the player. Par- your archmage grandfather might be
ticularly anarchic gaming groups might lost to a realm beyond time, he is not
Kobold Quarterly 10 57
Dwarves
TM
Ironcrags
TM
of the
PRESENTS
GAZETTEER
by Wolfgang Baur
RAIDERS, BRAWLERS & TRADERS
print ($15.95)
pdf ($9.95)
Haffuns:
Seeming Servants
By John Wick and Jesse Heinig
Art by Daniel Moenster
W
hen Alvin Fix first saw them, his first thought
was, “A bow may insult them.” So, he curtseyed
instead.
“Alvin Fix,” he told them. “I am alchemist and advisor to
King Theodore IV. And I welcome you to his land.”
One of them stepped forward, repeating the action. “Tom
Bing,” he said. His hair was covered in dirt, his skin thick
with sweat and soil. “I have no title,” the little man said.
“And I am at your service.”
Alvin Fix would soon learn how literal the little man’s words
were.
***
“Haffun” is the human word for “child,” but it translates
better as “little one.” When the small creatures first
appeared with the uvandir—popping up out of the
ground, covered with dust and dirt and the sweat of a
desperate chase—the farmwoman who found them said,
“You look like haffuns!”
“Then haffuns we are!” Tom Bing said, a smile on his
broad face—the first sign of the haffun’s ability to adapt to
nearly any situation.
They came up from the ground—digging their way from
the other side of the world—running from a horror whose
name they never utter. Human scholars have learned that
much but little else about the race who adopted the first When Bing was offered to stay in the King’s court so
name they were given. No-one knows what their kind call His Majesty could learn about this new race, Tom Bing
themselves. accepted, bringing in servants of his own to cook and
“Haffuns.” clean and maintain the King’s court. The haffuns proved
Despite their secrecy, they fit in to human society as if themselves almost magically efficient, providing meals that
they had been missing forever. How they did it—and what
made the King laugh and moan with pleasure. His clothes
became of them—is our topic this evening. The haffuns and
and linens were immaculate. The hospitality of the haffuns
human society. How they arrived, how they adapted and
won him over in a single week and he declared them full
how they made themselves essential.
citizens of the Kingdom.
Little Servants Soon enough, every noble in the Kingdom needed haffun
Two hundred years ago, haffuns arrived with the uvandir. servants. Within two years, the number of haffuns serving
They broke through the wall of an iron mine under the as cooks, butlers, diplomats and envoys outnumbered the
Dragoncoil Mountains, scaring the miners half to death. humans serving in the same positions. Of course, this caused
When greeted by the King’s emissaries, the uvandir and some resentment among the human population, but there
haffuns offered their services to the human king. Alvin Mix was little they could do. It seemed the haffuns were bred for
took representatives from both races to meet the King, and this work. Created for it, even. And that got human scholars
within minutes Theodore IV was completely enchanted by wondering about the origins of these little servants.
the haffun ambassador, Tom Bing. Unfortunately, the haffuns are tight-lipped about their
60 Kobold Quarterly 10
origins. A few have spoken about “the On the city streets, however, they of patience, lack of duty. Then, they
old times” in hushed whispers, but have found a place to call their own. smile and pour you another drink. And
few details have surfaced. The best Homeless and alone, these “street is the bread warm enough? Cook put
information we have comes from a haffuns” use their skills of stealth some honey in the butter…
conversation with a drunken haffun and negotiation to become con men,
conducted by Ruffus Wage, a Scholar pick pockets, burglars and robbers. Wipla: The Wild Ones
of the Tower. The haffun spoke about The best on the street, in fact. Armed Some haffuns have found homes
“the Enemy,” and “the Great Flight.” with kinship and a strong sense of outside the cities of men. The wipla
Fleeing from something horrible, they organization, haffun street gangs (“wild ones”) are haffuns who have
literally dug through the world. Other are some of the most ruthless and taken up the human profession of
haffuns in the tavern quickly shushed dangerous in the Kingdom. “adventurer,” seeking out fame and
their cousin, flashing their kind and Called yffur by their own kind fortune in the wilds of the world. Most
gentle smiles at the scholar. (meaning “homeless ones”), the haffun adventuring parties have at least one
“He’s had too much to drink,” they street gangs bind their members haffun—if for no other reason, he
told him. “Pay no attention to what he with secret oaths of solidarity. Once can turn bark, grass and stream water
says.” a member, always a member. These into a surprisingly tasty meal—and
Despite their competence at all blood oaths are reportedly magical in sometimes even more. Their unique
matters domestic, not all haffuns serve nature, although no human scholar has skills make a wipla the perfect scout or
as butlers and cooks. Their keen skills ever seen one or can even verify their spy. A few have even gone far enough
in style and grace have made them existence. As far as the other races are to learn the ways of the sword, spear
some of the best diplomats in the concerned, the oaths may as well be and shield. And a few—the reckless
Kingdom. Serving as seneschals to myths. ones—learn the ways of human magic.
dukes and earls, it is an exception not But while the oaths may be myths, Despite their public disdain for
to see at least one haffun in a noble’s the devotion of an yffur to his gang the wipla, most haffuns’ eyes grow
court. And then there are the haffuns is anything but. The violence they wide when they hear the tales of
who serve no man. We’ll talk about undertake to protect both their their adventurous cousins. I think it
them later. territory and their members shocked is safe to say that all haffuns long for
the human legal system. Graphic adventure… even if it is within the
Talda: Haffun Seeming acts of symbolic violence meant to confines of their hire’s home.
One reason haffuns make such excel- intimidate and demoralize rival gangs
lent servants is their innate ability to are everywhere. One story tells of a Ghuva: The Giving Curse
blend into the background. gang found in a warehouse drained One thing not commonly known
Unobtrusive. of blood without a single mark found about the haffuns is what they call
Unseen. on any of the bodies. Criminal code: ghuva. The Curse. Like most haffun
Invisible. they didn’t have the blood (courage) secrets, this one is kept close to the
The haffuns call this talent talda: the to stand against us. Another example: vest, but word got out soon enough.
unassuming art. Human scholars call a body found completely mutilated The haffuns themselves have done well
it haffun seeming. If a haffun remains except for his face. “So’s his friends’d enough dismissing it as complete bunk,
perfectly quiet and unmoving, others recognize him,” any street merchant but a few of the King’s subjects have
tend not to notice him. He melts would tell you. discovered it to be true. Enough to
into the shadows, becoming almost Extortion and vice is how they earn keep the rumor alive. A rumor about
invisible. This distinctly haffun trait money. They know what people want, a curse put on the haffuns for fleeing
added to their value as servants: a they know what people need and they their past masters. Or perhaps it was
haffun butler remains out of sight know how to get it. bred into them from the beginning to
until needed, then fades into the The yffur are living proof of just
background until needed again. how far charm can get you. Learning Master and Servant
All haffuns show this ability to some secret desires. Learning forbidden
Haffuns never use the word
degree, although a few dedicate time temptations. Using the knowledge to “master,” but “hire.” Haffuns are
and effort to refine it to a razor edge. get you what you need and want. servants, not slaves, a distinction
they make plain and clear. Because
It’s the haffun way.
haffun servants are in such
Yffur: Homeless Haffuns Most cultured haffuns refuse to speak high demand, they can pick and
On the street, of course, there are of their homeless cousins. If they say choose clientele. If a haffun grows
dissatisfied with his hire, he leaves.
haffuns who have not found a home anything at all, they usually shake their
He leaves politely, but he leaves,
in human society. At least, they haven’t heads, mumbling something under nonetheless.
found a place in a human home. their breath about lack of virtue, lack
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our GM announces a new campaign, and everyone adventure hook, and it’s
grabs for their 6-siders and a blank character sheet . easier for them to pass up
“I’m a paladin hunting an evil lich!” someone calls. the limelight until the rest
“I’m a ranger who hates gnolls because a gnoll killed my of the characters are settled.
parents,” your best friend says. Too many undeveloped
You stare at the blank sheet. Nothing happens. characters make a GM’s job
This is a good thing. difficult, but one can be a
A richly detailed character with a fully developed back- great help at the start of a
story can be a great tool when starting a new campaign. At campaign.
times, though, that same backstory hinders as much as it Integration. Even the best GMs game can deviate from
helps. No sooner have you put the finishing touches on your the initial plan. Perhaps your GM envisioned a darkly hor-
orc-hating halfling when another player arrives at the game rific game, but no one quite settled into it. Now, the game
with a half-orc barbarian ready to go. Scrap your halfling has developed a political high-fantasy style, and the party
and start over? Reluctantly decide he doesn’t hate orcs that is eager to negotiate trade relations with the kingdom’s
much? Stab the half-orc in his sleep and claim you were only neighbors. That ghoul-hunting tomb defender you spent
doing what your character would have done? pages describing at the start of the campaign might feel out
An organized group can hammer out their backstories and of place. A nebulous background allows you to adapt to the
roles before the game starts, but that can take the mystery campaign’s style and detail a character who fits in with the
and fun out of learning who your companions are and world.
These benefits, of course, only apply if your character does
render the character creation process somewhat sterile. On
eventually develop a background. Fortunately, it’s easy to
the other hand, starting new characters with only skeletal
create a believable backstory as the game progresses.
backgrounds and fleshing them out as play progresses can be
great fun and beneficial to the overall story. 4 Tips to a Backstory in Progress
Benefits of Undeveloped Characters Pay Attention. It sounds simple. Pay attention to the
world the GM and your fellow players create. Assume any-
Flexibility. As the game develops, so does your charac-
thing the GM mentions is important—if not for the game,
ter. When you design a detailed background and share it
then for your character. The uniquely named inn where your
with the GM, you may have trouble changing your story party stays the night might be the very same inn where your
later. In session one, the GM already dropped hints about character killed for the first time when orc raiders attacked.
how close you are to tracking down your murdered sister’s Suppose the GM describes an unusual dagger among the
killers; when you decide in session three that a murdered treasure that your party finds. Your character grows excited,
twin brother would have worked much better, it’s too late to then crestfallen, and explains the dagger strongly resembles
change it. If you instead drop hints that you lost a loved one the one he found buried in his sister’s dead body. But, alas,
in the past and later come to the GM with the perfect hook it’s not the same. Allow the events and items in the game to
to work into the adventures you’ve been having so far, you inspire you.
can enrich the story for everyone. Reflect. Sometimes you can jump in with an interesting
Individuality. Nothing’s worse than arriving with your fact about your backstory, but take a moment to reflect on
gnoll-hating ranger only to find you’re sharing a table with anything major. When an incident inspires you, explain that
an orc-hating halfling and a drow-hating elf. By leaving your the backstory that’s been “weighing on my mind ever since
origins mysterious, you avoid the risk of having characters we fought that sorceress in the graveyard.” Remember, the
with too similar backgrounds and motivations. point of a backstory-in-progress is to create a flexible and
Value. A campaign’s first session is a vital one, and a fun background, not to be tied into whatever brainstorm
stressful one for the GM. Everyone wants to describe their struck you in the heat of the moment.
character and assert his or her role in the party. The GM Ask Permission. Any developments that closely resemble
sifts through four or more backstories, hunting for hooks another character’s background key character elements
to get a group of hardened adventurers to work together. A should be discussed out of game. Sure, it might spoil the
player whose backstory is still developing can rationalize any surprise when you ask if you can be the ranger’s childhood
Kobold Quarterly 10 71
friend he thought had died in the you’ve just slain the dragon queen
goblin attack, but causing a rift at the and the paladin is weeping brokenly
game table would be worse. Ask nicely that the dragon queen was actually his
first, and accept “no” as an answer. In mother, it’s not the time to jump in
the same vein, ask the GM before an- with insights into your own parentage.
nouncing any major character devel- Character creation is an exciting
opments—he might have plans for the process, often imbued with some su-
vampire prince that don’t include an perstition: you might roll special dice,
escaped consort. always pick race before class or use
Go Slowly. A major announcement ability scores to influence your choices.
every session is too much. Imagine a Next time, consider trying something
TV series where the main character completely different. Create the charac-
revealed a piece of the major plotline ter over time instead of all at once and
every episode. It’s overwhelming. Try a see what develops. You might wind up
minor revelation—or none at all—for making unexpected or unusual choices,
several sessions in a row before reveal- but it certainly won’t be boring.
ing something important. <
While a PC without a background
can offer great benefit and opportunity,
do watch for pitfalls.
Pitfalls of Background-Free
Characters
Apathy. When you don’t feel con- As must we all.
nected to the game world, it’s easy to
feel removed from what the party does
next. For the first few sessions, you can
be a boon to the GM with your will-
As Must We All.
ingness to go along with any plan and
follow any plot hook, but over time,
your lack of motivation makes it hard
to contribute to the group. An impor-
tant part of developing a background is
to develop the background, otherwise
you run the risk of being the boring
cleric who rarely speaks up.
Too Much, Too Fast. You maintain
your character’s mystery for a few ses-
sions, and then, unveil a fully devel-
oped backstory all at once. You haven’t
created a developing backstory at all;
you’ve only delayed announcing your
backstory for a little while.
Poor Timing. When the perfect idea
for the next stage in your character’s
development strikes, it’s natural to
want to share it immediately. It’s also
natural to believe everyone will care
as deeply as you do. Take a breath and
remember this is a cooperative game;
is this the right time for the big reveal?
Clues that it’s not include the culmina- Fall 2009
tion of a major plot arc, a complicated www.koboldquarterly.com
moment in gameplay, or a major Open Design is a trademark of Open Design LLC.
revelation from another player. When
72 Kobold Quarterly 10
THRILLING ADVENTURES
LIE JUST AROUND THE NEXT
BEND IN THE RIVER!
Campaign Cutouts introduce new material
for players and game masters to use in their
4th Edition Dungeons and Dragons™ games.
In each Campaign Cutout, you will find
detailed information about the location and
its inhabitants, new races, paragon paths, new
monsters, feats, magic items, region-specific
hazards and much more!
NEW RACES, CHARACTER
OPTIONS AND MORE!
The first Campaign Cutout introduces you to
the infamous city of Scarrport, a seedy trade
port on the banks of the mighty Torberyn
River where it converges with the Wellspring
River. Unholy hell spawn roam the rugged
mountain range, preying on unwary travelers
and adventurers who seek to make their
fortunes exploring the countless ruins dotting
the land. Dangerous cults who worship dark
gods riddle Scarrport’s four boroughs, using
the city as a base of operations from which
they spread their influence to other kingdoms.
No place for the naïve, the thieves and grifters
of Scarrport lurk around every corner of this
bustling city, preying on newcomers like a
school of night fang eels on deep water trout.
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Kobold Quarterly 10 73
Monster Gallery
T
hey were once the province of the corrupt aristoc- SQ construct traits, diligent sentinel
racy, running down escaped slaves and tracking Combat Gear masterwork longsword
prey in hunting expeditions. Those days are gone, Special Abilities
but the clockwork hounds still tick and hunt. The Praetors Diligent Sentinel (Ex) Clockwork huntsmen are designed
of Zobeck seized them during the revolt that established the to seek prey. They have a +5 competence bonus to Listen,
Search, and Spot checks.
Free City, and now, they operate only on the command of
Net Cannon (Ex) A mechanism within the clockwork hunts-
the secret police, hunting down persons of interest wanted man’s chest can fire a net at any target it is aware of once per
for more aggressive questioning. round as a standard action that does not provoke an attack
Hounds sometimes operate alone, but usually, they are of opportunity; this is a ranged touch attack. This has a range
increment of 10 ft. with a maximum range of 30 ft. and a 30 ft.
sent into the streets seeking their quarry as a party of three trailing cable (hardness 3, 10 hp) anchored within the hunts-
hounds and two huntsmen. Because they are unsleeping and man’s chest. It acts in all other ways as a net.
tireless, few can hide from them for long without magical Up to four nets may be fired from the huntsman. It is a full
assistance. round action to retract and rearm a net that has missed.
This mechanism explodes when a clockwork huntsman is
Clockwork huntsmen and hounds are painted matte black destroyed, venting superheated steam and shrapnel on each
with mithril trim, occasionally outfitted with armor or creature within 5 ft. of the construct (3d6 damage, Reflex DC
barding for added intimidation. Common folk detest them; 15 for half). A disabled clockwork huntsman weighs 350 lb.
all but their keepers and commanders shun them. They
represent a link back to Zobeck’s darker past and remind all Clockwork Hound CR 3
N Medium construct
of how it came to its present state.
Init +2; Senses darkvision 60 ft., low-light vision; Listen +5,
Spot +5
Clockwork Huntsman CR 3
N Medium construct Defense
Init +2; Senses darkvision 60 ft., low-light vision; Listen +5, AC 16, touch 12, flat-footed 14
Spot +5 (+2 Dex, +4 natural)
hp 42 (4d10+20)
Defense Fort +1, Ref +3, Will +1
AC 16, touch 12, flat-footed 14
(+2 Dex, +4 natural) Offense
hp 42 (4d10+20) Spd 50 ft.
Fort +1, Ref +3, Will +1 Melee +6 jaws (1d6+3) or
+1 slam (1d4+1)
Offense Special Attacks whip tongue
Spd 40 ft.
Melee +7 longsword (1d8+3) or Tactics
+1 slam (1d6+1) Before Combat Operating on specific instructions, clock-
Ranged Net +5 ranged touch (see text) work hounds patrol, stand sentry, or remain unmoving as
Special Attacks net cannon ordered.
During Combat Clockwork hounds are unrelenting and
Tactics single-minded in their missions, focusing on particular
Before Combat Operating on specific instructions, clock- targets—priests, spellcasters, or heavily armored intruders,
work huntsmen patrol, stand sentry, or remain unmoving as as their controller last directed.
ordered. Morale Driven by clockwork and oblivious to injury, clock-
During Combat Clockwork huntsmen are unrelenting work hounds attack until destroyed or ordered to stand down.
and single-minded in their missions, focusing on particular
targets—priests, spellcasters, or heavily armored intruders, Statistics
as their controller last directed. Abilities Str 16, Dex 14, Con —, Int —, Wis 10, Cha 1
Morale Driven by clockwork and oblivious to injury, clock- Base Atk +3; Grp +6
work huntsmen attack until destroyed or ordered to stand Feats TrackB
down. Skills Listen +5, Search +5, Spot +5, Survival +5
Languages none (understands Common)
Statistics SQ construct traits, diligent sentinel, unrelenting tracker
Abilities Str 16, Dex 14, Con —, Int —, Wis 10, Cha 1
Base Atk +3; Grp +6 Special Abilities
Skills Listen +5, Search +5, Spot +5 Diligent Sentinel (Ex) Clockwork hounds are designed to
Languages none (understands Common) keep guard. They have a +5 competence bonus to Search,
74 Kobold Quarterly 10
Spot, and Listen checks. heavy chassis and components costing family’s fortune somewhere within the
Unrelenting Tracker (Ex) Clockwork 3,100 gp and a DC 17 Craft (clock- city. Stories say he hid the map to this
hounds are designed to seek prey. They
gain scent and the Track feat and a +5
work) check. The net cannon and the urban treasure within the chassis of one
competence bonus to Survival checks. whip tongue consist of 300 gp of parts of his clan’s most trusted servants: the
Whip Tongue (Ex) A mechanism and alchemical fluids. Both need sepa- leader of their clockwork hunters.
within the clockwork hound’s mouth can rate assembly, requiring a DC 25 Craft Afterward, his less loyal retainers
make either a nonlethal attack (1d3+3 (alchemy) check and a DC 15 Craft
nonlethal damage), a trip attempt, or captured the young man and tortured
a disarm attack against any target it is (clockwork) check. Finally, a four-day him to extract this story from him.
aware of once per round as a standard ritual activates the clockwork, requir- Unfortunately, the Praetors had already
action that does not provoke an attack ing 400 gp in special oils.
of opportunity; this is a ranged touch
seized the House’s clockworks, and the
attack. The tongue has a reach of 15 exact model with its secret map com-
Construction: CL 5th; Craft Con-
ft. and is considered a two-handed partment was lost among the repainted
weapon for the trip or disarm attempt; struct, 5 ranks Craft (alchemy), ani-
and redeployed servants of the secret
the creature gains a +10 bonus to either mate construct II (see Zobeck Gazet-
attempt. teer), mending; Price 3,800 gp; Cost police. The tale, however, was passed
This mechanism explodes when a 1,900 gp + 156 XP from one generation of conspirators
clockwork hound is destroyed, lashing to the next—if the Praetor Clockwork
the cable about each creature within 5
ft. of the construct (2d6 damage, Reflex
Story Seed barracks could be infiltrated, the fabled
DC 15 for half). A disabled clockwork One of Zobeck’s last aristocratic scions Clockwork found, and the map ever
hound weighs 250 lb. saw the coming upheaval a few days rediscovered, it might lead to a wealth
in advance and fled the vengeful mobs that could create a new merchant lord,
Clockwork huntsmen and hounds of common folk early. Before he left, or possibly destroy one.
are reinforced constructs demanding he sought to conceal the bulk of his <
Kobold Quarterly 10 75
Monster Rancher
S
ome men raise dogs. Others train falcons. Some culti-
vate orchids or stunted trees. It is a select few, however,
who nurture and shape gelatinous cubes—and they call
themselves “cubists.”
Whether brave or mad, the small, tightknit circle of enthu-
siasts who breed gelatinous cubes are certainly dedicated.
level)/day; a week of overfeeding will advance the gelatinous
Regardless of alignment or vocation, cubists share a genuine
cube by 1 HD (or level). A cube with more than 4 HD (or
fondness for these odd oozes. They regularly correspond
with one another, sharing tips and concerns and advancing greater than level 5) has a cumulative 5% chance per extra
their hobby. Anyone looking to join their ranks will quickly HD (or level) to experience mitosis within 1d6 days (i.e. a
find staunch supporters who are happy to see others take 5 HD cube has a 5% chance and a 7 HD cube has a 15%
up the care and keeping of these transparent geometrical chance). Mitosis splits a single cube into two smaller cubes
monstrosities. (divide the total HD or level in half and give one cube any
extra). Make this mitosis check on a weekly basis for cubes.
The Basics of Gelatinous Care With insufficient space and food, new cubes risk recombin-
Gelatinous cubes are not hard to raise: they require only ing in a form of reverse mitosis.
living space and food. Cubes are constantly in motion and
thrive best in stone corridors that are approximately 10
Advanced Cube Care
ft. wide and at least 30 ft. in length (3,000 cubic ft.). The All cubists start with the basics and find enjoyment in the
massive bulk of a gelatinous cube requires constant nour- simple raising of gelatinous cubes, but passing that stage,
ishment—a minimum of 50 lb. of organic matter a day to any true connoisseur soon discovers that the real joy of
maintain proper health and constant size. breeding cubes is in the art of shaping.
A healthy cube is firm to the touch, giving slightly with Cubists know many different ways to shape a gelatinous
small amounts of pressure, and has a glossy sheen at its cube. The easiest is to slowly force a cube to mold itself into
surface. They grow noticeably with overfeeding, rapidly en- a rectangular shape by manipulating its living space. Careful
tering their reproductive cycle. Undernourished or confined use of moveable walls, floors, and ceilings can safely reduce
cubes rapidly dry out and die, losing mass and vitality while an ooze in either width or height by 1 ft. a week. For every
their surface dries and cracks. Cubes that are too con- foot in width or height a cube is reduced, it gains an equal
strained or malnourished will eventually die. amount of cubic space in length. (Changing a cube in this
PCs wishing to raise a gelatinous cube need place for their way does not affect the creature’s speed, size, or required
cube to live. The minimum upkeep for a cube is 1 cp/HD nourishment and living space.)
(or level)/day, which provides sufficient nourishment to Among certain members of the cubist community, it is
maintain the pet’s current size. Undernourished or confined quite fashionable to make long, snakelike “cubes.” These
cubes lose 1 hp each day until the cube dies. cuboids can be quite a surprise when encountered in small
A cube needs much more than this minimum to grow. crawl spaces.
Cubes can be deliberately overfed at the cost of 1 sp/HD (or However, the art of shaping is not limited to the creation
76 Kobold Quarterly 10
of gelatinous cuboids. Glowing cubes, Glowing Cubes
opaque cubes, giant cubes, dwarf
Many cubists enjoy the effect created
cubes, and even round cubes have by the strategic placement of magical
all been raised by cubists. Though lights within their pets. When done
seasoned adventurers are no doubt correctly, the light appears to float
acquainted with the gelatinous cube, through the air like a willow-the-wisp
even the most experienced might be or fairy light.
surprised when they encounter one of In addition to the cost of the magical
these variants in a dungeon belonging light—glass globes containing a con-
to a devoted cubist. tinual flame are the current rage among
the trendiest cubists—great care has
Opaque Cubes to be taken in the placement of each
Some cubists have discovered they light. In game terms, the cubist must
can create colorful oozes by feed- make a Knowledge (dungeoneering)
check (DC 15) or a Nature check (DC
ing metal-based dyes to their cubes.
20) to set a light inside a cube: failure
Such enthusiasts find beauty in these
means the light is placed askew, spoil-
creations and have been known to ing the effect, and failure by more than
build vast stone mazes with glass ceil- 5 points means the gelatinous cube
ings. Just as lesser men watch bright attacks the cubist.
fish, these hobbyists spend their leisure
time watching brightly colored cubes Cubes of Unusual Sizes
wind slowly through their homes. Evil Raising huge cubes is not hard, re-
cubists often enjoy throwing living quiring only that the cubes be overfed.
creatures into their mazes to watch the Some enthusiasts like to see how long
ensuing feeding. they can maintain their cubes in an
Fashioning an opaque gelatinous oversized state before mitosis eventually
cube is as simple as purchasing the occurs. They carefully regulate the diet
of their wards, alternately overfeeding
right dyes. Vast amounts of these dyes
and underfeeding the oozes. With con-
are required, however, and over time,
stant monitoring, they can keep a cube
they must be reapplied. In game terms,
in an oversized condition indefinitely.
it costs 10 gp/HD (or level)/month to Keeping an oversized cube from
maintain a cube’s coloration. Opaque undergoing mitosis requires a weekly
cubes may be any color. They lose their Knowledge (dungeoneering) check
transparent nature. with a DC of 10 + the HD of the
Kobold Quarterly 10 77
gelatinous cube or a Nature check with Dwarf cubes range from level 2 to 4. reverts to its more natural shape within
a DC of 15 + the level of the gelati- Level 2 cubes are 3 ft. across with a -3 1d6 days. Cubes cannot gain in size
nous cube. Even if this check fails, the to attacks and defenses, -1 to damage, while in the sphere.
weekly chance for mitosis to occur is and 60 less hp. Level 3 cubes are 6 ft. Gelatinous spheres have a speed of 60
unchanged. Huge cubes require living across with a -2 to attacks and defenses, ft. and are always assumed to be charg-
spaces of at least 9,000 cubic ft. -1 to damage, and 40 less hp. Level ing. They move in straight lines each
4 cubes are 9 ft. across with a -1 to round and cannot roll over obstacles
Dwarf Cubes attacks and defenses and 20 less hp. higher than half their height.
Just as some grow bonsai trees, cer- Medium cubes can only engulf a single <
tain cubists enjoy keeping miniatures Medium or smaller opponent at a time
of their monsters. Through weekly
ministrations involving alchemical Round Cubes
salves and careful cuts, a gelatinous Only a select few ever reach the pin-
cube can be kept as small as 3 ft. across nacle of cube shaping—a round cube.
in width and height. Dwarf cube For one thing, shaping a round cube
enthusiasts often start their projects requires a special container of massive
from cuttings (the removal of gelati- proportions into which a cube must be
nous material from fully grown oozes). lured. This metallic sphere, attached
More intelligent enthusiasts also know to an axle-like arrangement is akin to
to trap their cubes in boxes or special a giant hamster wheel and allows the
rooms before beginning their weekly trapped ooze the continual movement
shaping. it requires to flourish. Food for the
Keeping a smaller cube alive without gelatinous monster is fed into the con-
allowing it to grow in size requires 5 gp tainer through a special hatch. When
a week for the proper chemicals and a the cube is properly molded within its
Heal check (DC 15) to keep the ooze spherical home, the container opens to
from dying. Dwarf cubes have between release the rounded creature. Round
1 and 3 HD (or levels). The 1 HD cubes never retain their new shape for
cubes are 3 ft. across with a Strength of more than a week and those that raise
6, a -2 attack bonus, and a CR of ½. them typically have two or three of the
The 2 HD cubes are 6 ft. across with special containers in constant use.
a strength of 8, a +0 attack bonus and The metal sphere in which the cube
a CR of 1. The 3 HD cubes are 9 ft. is shaped costs 5,000 gp. Luring a
across with a +1 attack bonus and a CR gelatinous cube into the sphere requires
of 2. Medium cubes can only engulf a DC 20 Handle Animal skill check.
Medium or smaller opponents. All It takes 1 month of constant care and
other gelatinous cube abilities, includ- feeding for the cube to accept its new
ing damage, remain the same. shape, and once released, the cube
78 Kobold Quarterly 10
Tools of the Trade
The Halberd
Chopping Your Way to Gold and Glory
By Brian E. Shefveland
Y
ou’ve just rolled up your character and fleshed it The Weapon's Hidden Strength
out with abilities, skills, and personality. Your PC’s What makes the halberd unique compared to its polearm
parents hand him a bag of gold and tell him to buy cousins is the odd curved blade, or fluke, opposite the axe
something special for that dragon-slaying adventure he’s blade. This allowed the halberdier an advantage over the
about to start. He trundles off to town, and while shuffling knight, for this fluke could hook the knight and pull him
dazedly through the market, he meets the blacksmith. from his horse. Once dismounted, the advantages of mobil-
This is where you find the weapons and armor needed ity and reach belong to the halberdier. The fluke is narrow
to hand out grim justice to horrible beasties. You cast your and sharp, capable of punching through armor or cutting
eyes up and down the racks, and an oddly shaped weapon reins. Combined with the weapon’s length and momentum,
demands your attention. Sitting on the end of a long pole even a group of brave peasants could hope to fend off a
is one of the strangest blades you’ve ever seen: an axe blade cavalry charge.
on one end, a spike coming off the top and a curved spike at To the aspiring dragon slayer, the weapon is no less
the back. The blacksmith notices your hesitation and says to effective.
you “that’s a halberd, young adventurer, and one of the foot- Dismounting a dragon rider in aerial combat is a sound
man’s most important weapons…” strategy.
The weapon’s reach helps when fighting in the second
A Confused Polearm ranks of closely grouped adventurers or when attacking
Although seemingly gaudy and confused, the halberd is a particularly large creature, like a fire giant or dragon.
one of the most functional composite weapons of the me- The spiked point can be set against a charge or used to
dieval world. Designed in the early 12th century in central attack while underwater.
Europe, the halberd was specifically designed to give the The axe blade and fluke can cut or chop items from a safe
foot soldier a cheaply made weapon to take on the medieval distance, such as the supporting lines of a rope bridge
battlefield’s deadliest foe: the armored cavalry knight. The while the rest of the party makes a hasty escape.
armored knight was indeed something to be feared. He had It can test for uneven footing, set off traps, or support the
height, protection, and mobility. In a charge, the knight’s wounded as a makeshift crutch.
momentum could give even the smallest mace, sword, or axe However, the halberd is not useful everywhere. While it is
the ability to cause terrible damage to anyone in his path. at its best in the open, this weapon is far less effective while
Unfortunately, that was the footman’s job: to get in the pursuing giant ants through their tunnels, for instance. In
way of the knight and try to stop him from reaching what- addition, as a two-handed weapon, it denies the user the
ever it was the footman was protecting. However, before the use of a free hand, which might otherwise have been hold-
advent of the halberd and its predecessors, most footmen ing a lantern, shield, holy symbol, or other useful item.
could do little against the knight but stand and die. Indeed, no self-respecting rogue or mage would wield such
The halberd derives – as most polearms do – from the a weapon; they need their hands free for other tasks better
common spear and pike. These latter weapons could indeed suited to their professions.
reach a mounted knight but depended mostly on the While the head of the halberd was typically made of iron
or steel, the pole was always wooden. If used improperly,
knight’s momentum to deal damage and were nearly useless
the pole could easily break, leaving an adventurer with a
after the knight rode past. Then someone terribly clever
useless weapon. Historically, mounted knights would specifi-
attached an axe blade to a spear or a pikestaff. The name
cally hack at the halberdiers’ poles with such regularity that
‘halberd’ is German, derived from the two words ‘halm’ special metal bracings, called langets, were added to later
meaning ‘staff’, and ‘barte’ meaning ‘axe’. This ‘staff-axe’ halberd designs.
could now be used exactly as its name implied; as a wood Of course, however, adventurers should use a variety of
axe with a really long handle. weapons to suit their needs. Even the best halberdiers keep
Now the footman could swing with a greater momentum a sword and dagger strapped to their belts for emergencies.
and cut through a knight’s heavy armor. More importantly, In short, a halberd can be an extremely useful tool for a wide
after the knight’s initial charge the halberd could hold its variety of tasks and challenges. It complements any arsenal.
own against the knight’s mace, sword, or axe. <
Kobold Quarterly 10 79
Maps of Fantasy
Ruyintan Caravanserai
(or The Sand Dragon Inn)
by David Schwartz
Map by Jonathan Roberts
T
hey say there are two things or customers. Saheen shows special at- Among them, a handful of lower-caste
you can’t avoid in Katapesh: tention to those who bring new stories formians work as guards and menials.
heat and intrigue. Travelers or gossip to his ear. Some whisper that Visitors to the Ruyintan vary widely.
wishing to escape the heat can find the genie trades in others’ secrets to pay The endure elements effect that suf-
solace at the Ruyintan Caravanserai. off a secret debt of his own. fuses the inn makes it comfortable for
Those who seek to avoid intrigue had A formian taskmaster—whom the every guest, from Ulfen mercenaries of
best look elsewhere. genie calls Nistar—assists Saheen. the far north to efreet from the Plane
Overlooking one of the city’s many Though he poses as a mere secretary, of Fire.
markets, the Ruyintan Caravanserai the creature represents the interests
caters to the varied tastes of travelers of his colony, which lies beneath the Outside the Caravanserai
from around the world and beyond. Its building; they are the true owners of A white-stone wall surrounds the dusty
name means “Invulnerable”—literally, the caravanserai. The formians are also oval that is the caravanserai’s yard. The
“Body of Brass”—and thanks to magic interested in news of the outside world, caravanserai building—constructed of
known only to the owners, the inn’s but for very different reasons: they are the same white stone—has two sections:
rooms are always just the right temper- gathering intelligence for their eventual an annex of stables and enclosed court-
ature for every patron (except on the return to Axis. yards attached to a towering, rectangular
rare days when the air inside becomes Cut off for so long from Axis and the building pierced at three levels with thin
torrid, and scratching and growls echo stabilizing influence of queen and col- windows. The main entrance is through
from below). ony, these formians have started to lose a sally port into a courtyard. At the oppo-
The Ruyintan Caravanserai can serve their way. Initially only an exploration site end, a recessed portico enters directly
several purposes in a campaign: a place party, their current actions hint at the into the inn.
for the PCs to rest between adventures, telltale paranoia and delusion of pro- If the PCs arrive during the day, they
a launching point for further adven- longed formian solitude, and they have might see the stabled animals exercis-
ture, and even the setting for an adven- developed an uncharacteristically ag- ing or a caravan loading or unloading
ture as the PCs discover the caravanse- gressive stance toward Katapesh. Their in the yard.
rai’s secrets. Although this article places current agenda is to return to Axis by
the Ruyintan Caravanserai in the city transplanting their entire small hive to Ground Floor
of Katapesh, the GM can easily place it their native plane—along with as much The caravanserai’s walls are of superior
in any tropical (or even arctic) locale. of the city of Katapesh as possible. masonry with good wooden doors. Col-
While they have collected an immense umns support arched ceilings that reach a
Background amount of data on Katapesh, they are height of 15 ft. to accommodate some of
Originally built on the outskirts of still at a loss on how to transport the the caravanserai’s more unusual custom-
Katapesh, over the years, the city has hive. Nistar is currently coordinating ers. Along the walls, brass sconces bearing
gradually enveloped the Ruyintan efforts to secretly gather any informa- everburning torches provide illumination.
Caravanserai. tion from guests that might prove
A janni rogue named Saheen runs the useful—such as knowledge of powerful 1c. Main Entrance
caravanserai. Unlike his aloof brethren, magic or potentially unwitting allies. A well-worn path leads up to the open
Saheen prefers to dwell among mortals. The caravanserai employs dozens of gates of the caravanserai’s sally port. Two
Though the genie makes every effort workers: porters, grooms, guards, serv- further pairs of wooden gates stand open
to meet his guests’ needs, he will not ers, and entertainers. Most of the staff along the vaulted passage, allowing access
stand for insolent behavior from staff are locals of Osiriani or Kelish blood. to the courtyard beyond.
80 Kobold Quarterly 10
A pair of guards armed with scimi- the remaining corner, a stairway spirals The “backdoor” provides easy
tars flanks the entrance, although upward. access to the common rooms for locals
they function more as greeters than Servers dance nimbly around the and guests.
security. Half a dozen porters also wait tables as they attend to the needs of
along the walls, ready to assist when a the customers, while bouncers (one of 8c. Kitchen
caravan arrives. The outer gates close whom might be a formian) keep an eye Set off from the common room by
at night, but guards remain on duty in on things from the walls. The inn also a curtain door, a slight haze fills this
case of late arrivals. hosts musicians most evenings. room—a mix of smoke and steam emit-
Most times of the day and night, the ted from spits and griddles, boilers and
2c. Stables common room bustles with activity. steamers arrayed along the walls on either
Along two outer walls, eight recesses Many patrons are with the caravans, side. By the far wall, beneath a geometric
with sturdy lattice doors serve as pens for from lowly porters to rich merchants, mosaic, a staircase leads downward.
horses, camels, and other pack animals. representing the varied nations and At most times, there are inn staff
Each pen can accommodate up to races of the Inner Sea region. Others here, tending the fires, preparing food
two Large animals, and the doors are are locals—natives seeking deals with and drinks or passing to and from
lockable. Grooms employed by the foreign traders or immigrants escaping the shabestan. Despite the haze, the
caravanserai feed and water the ani- the dry heat. Beings from the Great kitchen, as elsewhere, is almost never
mals and clean the stalls. Beyond also find the caravanserai hos- uncomfortable.
pitable. One should not be surprised
3c. Courtyard to see a genie boasting of his fine gems Shabestan
Though surrounded by buildings on for trade, or an angel asking discretely The basement level (or shabestan) is
all sides, this oblong courtyard is open about a local church. constructed in the same manner as the
to the sky, except for an arcade that The inn serves simple meals: spicy levels above (including everburning
runs around its perimeter. The floor is rice and spit meat, flat bread and fresh
torches). A secret door concealed behind a
a geometric mosaic made from countless or dried fruit. Their stock of drinks,
tapestry (Search DC 25) allows access to
colorful tiles. however, is far-ranging. Local special-
the formian colony.
Saheen or one of his lieutenants ties include thin yoghurt, thick coffee,
greets arriving caravans here. If and fresh fruit juice. They also serve 1s. Storage
necessary, large items are stored here drinks from around Golarion: beer
The basement is a maze of stacked
for recently arrived or soon-to-leave from Osirian, mead from the Lands of
crates and laden shelves, which often
caravans. At other times, the inn’s the Linnorm Kings, wines from Cheli-
reach nearly to the ceiling. There are two
attendants bring tables out from the ax and Taldor, even tea from Tian Xia.
doors; one is opposite the staircase, though
common room and entertain the guests Saheen claims his cellar has a drink to
beneath the stars. it can’t be reached directly.
suit every tongue. The common room
also has a number of hookahs for use The main part of the shabestan stores
4c. Sahn by patrons. food and drink, utensils and linens and
A star-shaped pool sits at the center Two additional stories (not on the other such things needed to run a cara-
of this square courtyard. On each wall, map, but above areas 5, 6, and 7) con- vanserai. Servers and kitchen staff are
shaded by an arcade, is a fountain for tain rooms for rent. often down here retrieving something
drinking and washing. or taking a break from their duties.
Often the first stop for new arriv- 6c. Side Room
als, here weary travelers can quench A curtained doorway separates this area
2s. Yakhchal
their thirst and wash off the dust of from the common room. A single low Beyond a set of heavy doors, several
the road. An underground aquifer table sits in the middle between a pair of steps descend into this room. Within are
feeds the hawz (or pool) and fountains divans on facing walls. racks of bottles and large urns. In one
and is maintained from below by the Closing the curtains provides guests corner, meat hangs from the ceiling. In
formians. with a modicum of privacy. another corner, baskets of fruits and
vegetables are stacked.
5c. Common Room 7c. Portico This room is used to store perishables
The common room is swathed with A section of exterior wall on the ground and drinks meant to be served cool.
brightly colored fabrics: hanging from floor is absent. Instead, four columns Clever architecture keeps the yakhchal
walls and ceilings, and draped across support the higher stories. At the rear of perpetually cold (below 40° F). Yet as
low tables surrounded by embroidered the exposed room, a single door, flanked endure elements pervades the caravan-
pillows that serve as seating. Curtains by thin windows, allows access into the serai, characters in this room suffer no
conceal side rooms in three corners. In building. ill effects.
Kobold Quarterly 10 81
3s. Andarouni and ceiling. The majority of tunnels, brazen hide with streaks of black and
however, are unlit. green reminiscent of verdigris.
Saheen carries the only key to this
In combat, Marroct uses her sleep-
room’s door, which is both locked and 1f. The Hub inducing breath as often as possible
trapped.
The tunnel’s walls change from mixed to cause flying or climbing intruders
As a geode hoards its gems, the plain stone and earth to solid stone before to fall. She switches to fire breathing
basement door opens to reveal an opu- ending abruptly at a sudden drop. Light if this proves ineffective or against
lent suite. Painted onto four sections of from orange-purple glowing crystals grounded foes. The dragon focuses on
the wall are calligraphic representations illuminates the building-sized cavern flying opponents first, using a combi-
of each of the elements. In this richly ahead. This tunnel is just one of a dozen nation of spells and physical attacks to
appointed room, pillows and couches or so that pepper the upper two-thirds of ground her foe. Once she has trapped
surround a low table set with delicate the cave’s walls. her opponents at the bottom of the
metal dishes. Along the wall from the This natural stone crevice acts as the chamber, Marroct raises a dust storm
door, a curtain obscures a bedchamber. hub of the formian colony. The room by hovering or by using control winds
These rooms are Saheen’s private is roughly 60 ft. from its sandy floor before attacking them from the air.
sanctum. The janni conducts the ma- to the peak of its roof. Rock dust and If released from the formian’s
jority of his business and socializing in sand conceal another 20 ft. of depth, enchantment, Marroct attempts to
the rooms above; Saheen invites only before meeting stone. The form- escape, futilely clawing at the walls. In
trusted confidants and companions ians have widened existing fissures to this state, she is indifferent to the PCs,
into the andarouni. connect their various tunnels to this but if her attitude is improved, Mar-
chamber. Characters who cannot fly roct will aid them against the formians
Formian Colony must clamber around the walls (Climb (assuming they can free her from the
The formian’s base of operations DC 15) to reach the tunnel mouths. stone chamber).
resembles an oversized ant colony, with Aware of its strategic importance,
round chambers connected by tunnels the formians have placed a guardian 2f. Tunnels
through the packed earth and stone. within the hub. Captured while still The passage spirals down into the earth
Formian workers maintain each tunnel immature, the brass dragon Marroct (or up to the surface) broken at intervals
to an exacting 5 ½ ft. in diameter—just has been under formian enchantments by side chambers and forking tunnels.
round enough for a Large formian to for most of her life. The dragon has Around a dozen unlit tunnels lead
negotiate (though it still must squeeze to orders to attack any non-formians who out of the colony’s hub, which fork
bring its attacks to bear). Although the enter the hub. The formians also make periodically, resulting in a maze of
chambers widen out, the ceilings remain use of Marroct’s supernatural and spell- tunnels far too extensive to map here.
low throughout, except where noted. like abilities; most notably the brass Some of these tunnels lead deeper into
Caphorite (from Paizo’s Into the dragon’s unique form of endure ele- the colony. Others provide egress to
Darklands, pg. 14) provides the ments which is cast over the caravan- places near and far. If the PCs choose
formians with shadowy illumination. serai each day. A contingent of form- a tunnel at random, you can roll or
Assigned workers carry these crystals, ian workers provides for the dragon’s choose where the tunnel leads from the
though frequently used rooms (such as needs (predominantly bringing food list below.
those described here) will have ca- and removing waste). Years of living The portals and spy tunnels might
phorite nodules embedded in the walls underground have marked the dragon’s be of particular use to adventurers.
However, even if one knows of its
Roll Use existence, finding the correct tunnel
1-5 uarters: Although formians neither eat nor sleep, the drones are allotted
Q in the labyrinthine colony could prove
time to rest and socialize. The residents here are workers and warriors, and impossible without the aid of the form-
pose little direct threat to the PCs except en masse.
ians or their elaborate maps (kept in
6-10 Storage: This chamber contains mining tools, weapons, trade goods, or
even magical items. If the contents are particularly valuable, guards of a
the records rooms).
sufficient EL are present.
11-15 Ventilation: The tunnel stretches outwards and upwards, leading to the
3f. Antechamber
deserts beyond the city of Katapesh. The opening is partially concealed This curved hallway is wider—but its
and large enough for only a single worker to pass through. In addition to
providing ventilation, what little waste the colony produces is also disposed
ceiling no higher—than the half-dozen
of through these openings. tunnels that split off it. Round stone doors
16-20 Spy Tunnel: The caravanserai is not the only building accessed by the are set at each end.
formian tunnels: they have dug hidden passages beneath several strategic Connecting the colony’s ruling
locations within the city. Through these, the formians can enter and exit the
city above unobserved.
chambers to each other and the main
hub, the antechamber is trafficked by
82 Kobold Quarterly 10
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Kobold Quarterly 10 83
84 Kobold Quarterly 10
mid-ranked formians attending to their the scrolls detail the results of their
superiors. The unmarked side passages reconnaissance. Most of this informa-
serve as waiting areas or temporary tion is mundane: what most Golarion
storage. These hollows might contain natives consider common knowledge,
offerings taken from the world above these alien formians find inordinately
or weapons from the forge. interesting. Long scrolls detail everyday
humanoid behavior. More useful, but
4f. Forge perhaps no more exciting, are records
The ceiling arches in this triangular of trade and transport between the
room reaching a peak 15 ft. high. A large various nations surrounding Katapesh.
stone forge dominates the far corner; Still, hidden within these trivial details
flame from its three apertures illuminates are stolen secrets and insider informa-
the room’s contents: a trio of stone anvils tion, which could be of interest to the
and a panoply of metal-working tools. PCs. Taken together, the intelligence
A group of workers toils at each sta- reveals patterns apparent only to the
tion overseen by a mid-ranking form- aloof formians.
ian (a warrior, taskmaster, or myrmarch
depending on the challenge level you 6f. Throne Room
desire). The stone doors open in the center of a
Other workers bring fuel for the wall of a rounded triangular room 40 ft.
forge, but the flame itself is dragonfire; across. The ceiling is tall enough for hu-
narrow pipelines run from the forge to mans to stand up, but no higher, lending
the hub, through which Marroct can the room a sense of confinement, despite
kindle the furnace when ordered. Two its width. The only furnishings are a few
pipes in the ceiling vent the smoke. low stone tables.
The formians work mostly bronze and This spartan chamber is home to
other copper alloys, producing tools the highest caste of formian in the
from mining equipment to weapons colony; however, there is a marked lack
to the elaborate helms worn by high- of a queen’s influence. From here the
ranking formians. leaders of the colony plan and delegate
assignments to the lower castes. The
5f. Records GM should adjust the colony’s rulers
Honeycomb niches crammed with based on the abilities of the PCs. As
brown scrolls line the walls of this cham- a low-level encounter, an oligarchy of
ber. More scrolls and pots of ink sit on taskmasters leads this exploratory base.
low stone benches arrayed in the center For a mid-level adventure location, one
of the room. At the rear of the chamber, or more myrmarchs oversee the colony,
baskets are loaded with wood shavings assisted by taskmasters and advanced
and charcoal. warriors.
One or more formian taskmas- <
ters work here scribing reports from
formian agents, while
workers fetch and file
scrolls. Another group
of workers pulps wood
with saliva to produce
paper, or charcoal and
saliva to make ink.
Pheromones secreted
into the ink identify
the subject matter by
which the formians sort
the documents.
Written in severe,
angular Formian script,
Kobold Quarterly 10 85
The Free City
T
he Free City of Zobeck is a bonfires rule the fairgrounds; lanterns of the trees, where the priestesses lavish
place of miners, clockworks, glimmer on every street. Young and them with an elaborate feast drawn
and dwarves, true, but long old alike celebrate the rites together from the harvest.
ago it was a city surrounded entirely by in company with their spouse, their While dozens go into the forest each
the great Margreve Forest — a forest betrothed or their beloved. year, inevitably some do not return.
now reduced to the river’s northern The only men and women who do Their fate is the subject of much
shore. poorly at Midsummer are the cour- whispered debate: some believe they
But the people of Zobeck have tesans and lovers for sale; the rites of are transformed into elves, satyrs,
learned that it takes more than saws Porevit and Yarila forbid payment. All gnomes, or other fey creatures bound
to kill a forest, and the green gods are others seek out partners and offer them in service to Yarila and Porevit. Others
still venerated both in the city and in a the finest flower or bouquet their purse believe they become guardians of the
hundred shrines that litter the roadside will afford them, or sometimes a simple groves, either as griffons or as treants.
and mark the intersection of fields garland of braided flowers. Even those Still others believe that one or more
and woods. The elves themselves may who live alone or celibate are often are slaughtered, their blood a sacrifice
almost never visit the land within the given flowers by their admirers, and the to ensure the spring blossoms, their
city walls, but the market fairs north city is said to be watched over by the bodies returning in reincarnated form
and south of the city are often the site angels on Midsummer. as the Green Saints. As with many of
of itinerant elven evangelists preaching Among the young maids and bach- the deeper mysteries of the gods, the
of the Two Green Gods. elors of the city, the result is often a answer seems to elude all arcane and
Those traditions return each year at set of wedding vows in Midwinter and divine investigations.
the spring equinox and midsummer’s births in the following spring. This The majority of the Green Gods’
eve. The forest branches quiver with carries no shame; children born in the priesthood remains secluded from
lust as the worshippers of Porevit and springtime to the brides and grooms the end of the harvest until the first
Yarila, the double god and goddess, of Yarila are considered fortunate and green shoots appear in the springtime.
walk under dappled leaves and bring their stars auspicious. Those born Strangely enough, the priests always
the gifts of fertility, growth, and rich precisely on the vernal equinox are return from their isolation with a few
harvests that have kept them foremost always invited to join the priesthood more menfolk than wandered in. The
in the minds of many since centuries of the two Green Gods, and enter into priestesses claim that the new clergy
before men and dwarves arrived in the druidic mysteries at the age of 10 are fosterlings given to them by maid-
Zobeck. Savants say the Green Gods or 11. ens who would rather not wed, while
are ancient elven divinities who have others are those of good portents who
found new worshippers among men The Dark Side of Yarila have chosen druidic worship.
and women. Others say that the gods The worship of the Forest Goddess Regardless, these young men in-
of field and forest might once have takes a much more serious turn in troduce themselves in the spring and
favored the elven nations, but have the harvest time. When the grapes are set to work with the spring planting:
long since abandoned any favored race pressed in the Smolten Hills south of turning the soil, slinging manure,
and are the wellspring of fertile growth the city, the priestesses of Yarila lead and sowing seed blessed by the Green
and abundance for all who do them the priests of Porevit into the Mar- Gods. The faithful learned long ago
homage. greve Forest. As they march north, that nothing good ever comes of asking
each priest of Porevit wears a crown of why these newer priests never sweat or
The Midsummer Festival braided vines, thorns, or corn, accord- tire. And if some citizens allege that
“Attending the Summer Rite” has ing to some hierarchy known only to sap flows through their veins instead
become a polite way of saying half the the priests of the inner mysteries. Their of blood… Well, men say the strangest
citizens of Zobeck spend Midsummer bodies are often smeared with sweet things when Ninkash gets the best of
rutting like rabbits, while the other half oils and unguents as soon as they pass them.
pretends not to notice. Torches and beyond the Oros Bridge, within sight <
86 Kobold Quarterly 10
Kobold Quarterly 10 87
88 Kobold Quarterly 10