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Winter 2008-09 Issue 8 New Spells and Monsters

A Magazine of Kobolds & Dragons

Medieval
Medicine
Interview with
R.A. Salvatore
Deadly
Glyphs

Superior
Swords
Legends of the

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Extradimensional
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Better Barroom Brawls / The Frostrift Oracle / 100 Warlord Battle Cries
Indestructible New PC Race / Flagellant Prestige Class / Book Reviews
Kobold Quarterly 8 1

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Kobold Quarterly 8 3
contents
6 Editorial
New Voices

8
Letters
From the Mines


12 Remarkable Magic

The Ecstacy of Ink


by Joshua Stevens
A strange new school of magic, for scribes and scribblers



22 Expand Your Horizons
Horrors from the 5th Dimension
by Tim Connors
Extradimensional entertainment... And terror.
On the Cover


27 Ecology
Legends of the Golem
by Ross Byers
Malcolm McClinton brings us
“Dragon Rider Crossing the Frontier.”
That dragon sure seems like a perfect
winter ride for a young woman
The breath of life, or an illusion of creation? crossing the mountains.


34 Kobold Diplomacy
The Brutal Honor of R.A. Salvatore
Words from the master of fast and furious storytelling.
Reviews


38 Four Humors, Two Aspirin

Medieval Medicine
by Phillip Larwood
Book Reviews 54
by Cynthia Ward and Pierce Watters

How did medieval doctors cure their patients?


Cartoons by Stan!
Flashing Blades Bolt & Quiver 43
41 Smarter than the Average Sword
by John E. Ling
45 Tossing Kegs and Smashing Chairs
Maps of Fantasy

The Frostrift Oracle 62


by Steven Robert
by Paul Leach
Dungeon Design

50 Traps of the Mind


The Free City


by Maurice deMare
More Flashing Blades
Cults of Zobeck 70
48 Roachlings: Indestructible New PC Race by Wolfgang Baur
by Andrew Hind
52 Warlord Battle Cries
by Mario Podeschi
58 The Flagellant
by Derek Kagemann

4 Kobold Quarterly 8
Kobold Quarterly 8 5
New Voices

F
Edito r ial

or the second time, I’m judging the RPG


Superstar contest with the Paizo folks. It’s a
wonderful gig, but it reminds me as well that
there’s always room for new talent and for new voices.
The RPG Superstar contest is open to anyone who isn’t Designers come and go from the RPG hobby over time,
a previous winner or a published game designer, so all and I’m happy to see both variety and stability in who we
sorts show up, from the wildly creative to the number- hear from. Not sure I want to list all my favorite game
crunching madmen. The field is open to all comers, and it designers here (though it is no secret that kobold diplo-
shows, with the full range of experience, talent, and drive mats have interviewed several of them). But I’m curious
on display. to hear what names on an adventure make you say “Yeah,
And yet, the material submitted does follow Sturgeon’s it must be mine!” And if you don’t mind sharing your
Law, which says that 90% of any given field is junk (and loathing with fellow readers, I’d be happy to hear which
that’s why editors have jobs). The Superstar slush pile in designers have made you groan.
Round 1 is so brutal (it inspired me to write “How Not In any case, in the interests of keeping things lively,
to Design a Magic Item” for the Kobold Guide to Game this time out we have a few of those new names on the
Design, Volume 2). There’s so many ways to go wrong... old table of contents. I promise we’ll have a few more
But that’s why it’s so much fun to watch a new or next time. Mario Podeschi and Steven Robert are new
unknown designer succeed. The judges have no names to these pages, and so is John Ling, though you’ll cer-
or information about the contestants when we’re going tainly be familiar with his excellent work on the Monday
through the entries, and yet I see that the most talented Monsters series on the koboldquarterly.com site. Give
contestants pack a lot of personality into of 200 words of their work a read and see how you like it. Better still, give
Wondrous Items. us your feedback with a letter or a forum post.
The key word, to me, is Wondrous. Magic weapons And I’ll also note something that isn’t in this issue: the
and armor are functional, scrolls and potions (and wands Ecology article is back as a 3rd Edition piece, and may
and staves) are just containers for existing effects, but stay that way for a little while. As of this writing, the cur-
the wondrous item category is a great one for showing rent number of 4th Edition article submissions is pretty
off both imagination and mechanical skill. The design- close to zero.
ers with imagination seem to rise above the rest of the As always, direct your protests, goons, goblins,
pack. Their items nail something so well that you want treasure fleets, couriers, courtesans, message spells, sealed
to see what else they might do in future rounds. I want a letters, explosive runes, songbirds, and email to letters@
spotlight on those folks. koboldquarterly.com or to Kobold Letters, PO Box
Frankly, I want them to submit queries and articles to 2811, Kirkland, WA 98083.
KQ, because much as I love printing articles by big-name
designers, it’s also exciting to hear from new names.

Kobold in Chief

6 Kobold Quarterly 8
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Open Design and Zobeck are trademarks of Open Design LLC.


From the Mines
Dispatches and Complaints

Kobol d L etters
Editor’s Note: We definitely whacked the enjoying myself more or less depending
beehive with a stick with our editorial on the rules set.
from Issue 7. Here’s a sampling of the ~Adam Bennington
response.
Gotta Improvise
Gain One Level of Enjoyment I just picked up volume 7 of KQ, and
Just got done reading your editorial in I think you are on to something in
the latest edition. You pose an interest- your opening editorial. Fun has to be
ing question at the end when you ask priority one, and that revolves around
“would sword & sorcery without the the mix of people sitting around the
world’s most popular set of mechanics table and the ability of the GM to keep
things entertaining and engaging. I do foremost about roles. If the mechan-
still be great?” ics were the most important then we
Until May of this year, I would have not believe that the GM’s knowledge
of the rules needs to be the best at the would all switch over to an online
answered “rules be damned.” As in the gaming model. It would be a lot easier
spirit of your editorial, I believe that table, but their ability to craft the story
around the goals of the players will to just log on and play. Playing a char-
story and character development are acter like a collection of stats meant to
much more important and interest- determine their success. What is critical
is the GM’s ability to improvise, and ‘win’ a game is missing the point. Role-
ing than the rules core. As a player, playing isn’t about amassing treasure or
it’s the story that I get the majority of realize when there needs to be a change
of plan. magic, it is about developing a shared
enjoyment from (although I find some imaginary world. There are no winners,
enjoyment in optimizing feats, skills, On game mechanics, my personal be-
lief is that the mechanics should be as just participants. You can overcome
etc. as well). And as a DM, I’ve always challenges, but there is no real finish
viewed the rules more as guidelines. streamlined as possible, and be flexible
enough to handle the off-the-wall ideas line to the game, unless you want to
However, with the introduction of consider a character’s retirement to
4th Edition, I’m finding for the first that players come up with. Common
scenarios should be described in the NPC status a victory.
time in 20 years of gaming that a rules I approach my games as combina-
system holds some sway over me. I’ve rules to give the GM an idea of how
the mechanics work, and offer ideas for tions of improvisational theater and
read the 4.0 rules, played some games, storytelling. As a DM I am constantly
and made an informed decision: I’m how to handle the more complex situ-
ations. I fully agree that bad mechanics taking the input of my players and
just not keen on 4E. The games I’ve incorporating it into the shared story
played in the system have largely been can destroy an otherwise good setting
and adventure. It is easy for a game de- arc. Mechanics are important, and the
spoiled by the rules for various reasons. element of random chance plays a big
So the rules are important to the play signer to fall in love with the rules and
miss the point of playing the game. role in how the game progresses, but
experience. This was a real epiphany to it shouldn’t stand in the way of a good
me. Cheers!
~Bret Smith story.
Will I play 4E if the rest of my group The story shouldn’t stand in the way
decides to use those rules? Sure. The
social interaction with my friends and
Roles First, Please of the player’s enjoyment either. Dice
Are rules the most important element rolls help structure the narrative, and
story that is being told is more impor- you need to respect that. However, as
tant than a rules set. But what I think of a game session? I would have to
say no. While rules play an important a good storyteller you need to know
the situation boils down to isn’t so when to adjust the dice to avoid de-
much enjoyment vs. non-enjoyment, part of a roleplaying game, they are not
the most important part. stroying the entire game.
but level of enjoyment. I could be Hewing to the rules too closely will
Roleplaying games are first and
create a sterile experience where players
feel as if they are playing a slow-motion
You can write to us at letters@koboldquarterly.com or send paper mail to video game. A good DM knows when
Kobold Quarterly, PO Box 2811, Kirkland, WA 98083 to improvise and bend the rules.

8 Kobold Quarterly 8
People won’t play if they feel railroad- -Jeff Ibach but if the players themselves are mak-
ed, cheated, or restricted by the rules. Well, Jeff, you caught us. We do think ing bad choices (especially the min-
A game where you continually hear that sometimes (especially lately) people maxers) forget it, let the pips reveal
‘the rules say you can’t do that’ gets old get so caught up in the mechanics that their fates!
very quickly. they lose sight of the sheer entertainment If as a player I am getting so attached
The DM’s role is to enable his players of sword-and-sorcery RPGs. We love the to my character that I am afraid for
to have fun and tell and interesting wahoo mayhem of the game, and we him to die, well the DM is probably
story. A good DM can do this with a love the rules, too. But if I had to choose doing a pretty good job of running the
D20 system, a D6 system, a dice pool (and thank goodness, I don’t have to!), I’d game, but if the character dies he dies.
or flipping quarters. The game’s the rather have the wahoo than the rules. There are always 100 other character
thing, not the rules. With respect to the Centaur article, ideas waiting to be born onto paper.
~Patrick Curtin we’re trying to bring a less tactical feel So I like to have a good set of rules,
and play style to 4E content. Hell, we did but I also need a good story, and
Our Dastardly Agenda the same thing with Wrath of the River a good background. As a DM I try to
Reading the editorial to issue 7 got me King, just by offering more social and be part storyteller, part game designer,
thinking – this is a sneaky way for you skill encounters. and part opponent. If I have done my
to convince us that KQ should post job correctly before the players arrive
few if any game mechanics in its fine Community Theatre Needs You at the table, then the dice and the
pages so as to satisfy the demanding Before I dive into the meat of my rules flow seamlessly with the story
and faithful 3.5, Pathfinder, and 4.0 email regarding the editorial in KQ7 I and if a PC goes down in battle the
crowds alike. I think that would be a would like to tell you how much I am player (hopefully) knows it was his bad
shame. While the mechanic-less articles enjoying the magazine. This will be choices or bad luck that put him there,
are very fine reads, I enjoy some num- my second issue (having signed up for not the killer DM.
bers along with my story. a sub at GenCon). I normally loathe ~Ray Franklin
To answer your last question, “would reading PDFs and have been eagerly
sword & sorcery without the world’s awaiting my print copy, but after read- Thanks to everyone who shared their
most popular set of mechanics still ing the cover and the editorial I find take on it – I especially like the improv
be great?” my personal opinion is no. I must dive into the rest of my PDF comparison.
In 30+ years I have played in and run copy without delay! And now we return once more to the
dozens of game systems, and more So onto the meat. topic that pretty much rules the letters
than half a dozen for sword & sorcery A good friend of mine and I have had column every issue. This time, I blame
alone, but I always come back to a series of ongoing discussions regard- the centaurs.
you-know-what. Every time. To the ing RPG rules and role-playing. My
point that nowadays I play 3.5 (heavily friend could run games without rules This Endless War: 4E vs 3E
Pathfinder influenced) today as my altogether and turn it into a story tell- I decided to subscribe to KQ once the
only fantasy RPG. ing event, but I feel if there are no dice announcement was made that it was
On the other hand, I know where rolls involved (and a good rules system sticking with 3E. I was very disap-
you are coming from. I just put the to back it) I might as well be reading pointed to see the 4E content on the
finishing touches on a game book see- a book or participating in community centaurs creep in.
ing print soon that’s 400 pages of improv theatre. Sure it can be fun, I am of the group who believes KQ
fantasy gaming material and there isn’t but playing without dice is not really should remain loyal to 3E content only
a rule on any page. It’s best when num- playing a game anymore, it becomes – let WotC do the 4E stuff. However,
bers and story work together to show co-operative storytelling or play acting. if you must bring in some 4E – at
the players and GM a good time, and This in itself is not bad, but if I want to least try to have equivalent 3E content
there’s already so many enjoyable rule sit down to play an RPG I want to see as well. For example for the centaurs
systems out there. some dice rolling! article, both 3E and 4E stats for the
And, while initially annoyed to learn Introducing dice and rules adds an el- example centaurs would have been nice
the centaur Ecology article would be ement of chance and a sense of danger if possible.
4E, I liked it just the same (I don’t buy into the make-believe world. Without If KQ does start going 4E - I will
into 4E’s feel or play style). The stats that sense of danger I would rather be cancel my subscription.
didn’t bother me either. Don’t tell my playing a video game where my avatar ~Paul Sacker
players, but I’ve run 4e monsters from can respawn if he dies. Little Neck, NY
their collectable miniature cards in my I almost never fudge die rolls as a
Pathfinder campaign to fine effect. DM unless I realize that I have made a Yep, we expected to lose some subscribers
Keep up the amazing work. poor choice in my encounter selection, just for talking about 4E topics and run-

Kobold Quarterly 8 9
ning a page of 4E stats in issue #7. It’s a few people who were iffy at first, but the rest of us.
shame, but it seems foolish to pretend that are now enjoying the game play. Al- Seriously, we’re glad to provide material
Pathfinder and 4E don’t exist. The game though the mechanics seem really for all fans of the worlds most popular
is always changing, and KQ will support funky just reading through the books, roleplaying game. But we are still seeing
those changes, both 3E-friendly ones like the play is actually quite engaging. But, a lot more 3e queries and articles than 4e
Pathfinder and (to the degree possible) I’m sure you’ve heard this before. at the moment.
4E as well. The moral of my email is that I really
do hope you can continue to sneak Dance Dance Yeah!
Thank You 4 the Content in little bits of 4E, while focusing on What a great issue! I love your centaur
Just wanted to say thanks for putting generic and 3E material. I’m still sup- ecology.
4E content in the latest issue of KQ! porting Paizo, but due to limited time Thanks for the great reads/escape;
While I’m still playing 3E, this is I’m likely to play mostly 4E most of especially when my wife is watching
because we’re in the process of finishing the time, so don’t have much need for Dancing with the Stars (ugh)!
up a couple of long-running campaigns new 3E material. ~Pete von Bleichert
and will soon be playing 4E almost Thanks for listening, and thanks for
exclusively. While 3rd Edition articles putting out a great magazine. Kobolds cut a mean rug when they put
will still be useful for their fluff content ~Aaron Derrick their minds to it.
(like the excellent and surprising “Ecol-
ogy of the Phantom Fungus” in issue We seem to have snuck another bit of 4E Class and Character
#6!), I’ll have little use for rules crunch material into this issue, though I think I first wish to thank you for the Adopt-
going forward. I’m glad KQ is able to 3E paladins and fighters might enjoy it a-Soldier program. Many of our fellow
support both editions. as well. See “Warlord Battle Cries” on gamers might be surprised to learn
~Richard Green page 52. how many military members enjoy
pen-and-paper RPGs. Every issue that
Hey, so are we! By relying on fair use and Ring Our Bell we can get out here is gratefully passed
the copyright laws regarding game rules, You have asked readers to chime in around several times. Everyone who
we can offer some things for 4E fans, if they support 4E so here is my bell. donates a subscription deserves a major
but not as much as we might if a proper I stopped running 3.X years ago and thank-you.
license were available. We’ll take what we have little interest in it anymore nor Second, I wish to applaud the art
can get, and will strive to make every ar- do I have much interest in the new in your magazine. The combination
ticle inspiring to players of both editions. spin-offs such as Pathfinder, Fantasy of old woodcuts and romantic paint-
Craft, etc. I may purchase one or two ings add a level of class and character
Sneaking In because they have some interesting to the publication that sets it above
First of all, thanks for a great print ideas but have little interest in running the competition. Please include more
mag. I’ve enjoyed my issues so far, and them. illustrations like the ones from the
it looks like you’ve done a really nice For me and most of my players, 4E Paladin Code and Angel of Redemp-
job with the most recent, and I’m actu- is bringing more fun to the table than tion articles! They work even better in
ally quite surprised by the amount of 3E ever did. The action is dynamic and the black-and-white print edition!
material. interesting and much easier for me to ~SGT William Smith
I was quite surprised to find some 4E run with an enhanced sense of team-
formatted information this time, and work. Sure there are things we miss Hooked After Just One Dose
think it would be great if you could use (like druids, monks, bards...) but most I’ve only read one issue of your
both in the future. I’m one of the rare of these will come in time. magazine that I chanced upon at
ones that likely will play a little of both The thing that saddens me most is our BX, and I’m hooked. You have a
versions in the future. I was extremely the restrictive license which I hope great mag going, and the fact that you
skeptical during the run up to 4E, and they fix so the community can be- encourage the sponsorship program
was really disappointed with the way come more involved – I’d love to see a is awesome. Us gamers overseas
Wizards handled “their” magazines, superhero system made using 4E as the appreciate all the support. I intend to
and considered myself a very loyal base as Mutants & Masterminds did tell all my GI gaming buddies about
Paizo subscriber, although I do think with 3E. you!
Wizards is starting to do the mags To each his own, though. ~Christopher Adams,
justice in the last couple issues. ~Robert Stehwien Capt, USAF
I’ve been playing the new edition
now for about 4 months and I have to You started running 4E years ago? Ok... Hey, tell everyone! And thanks for
say – it’s a lot of fun. I know quite a Damn time travelers ruining gaming for writing.
<
10 Kobold Quarterly 8
Winter 2008-2009 Volume 2, Issue 4

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Kagemann, Phillip Larwood, Paul Leach, John E. Ling, Joshua
Stevens, Cynthia Ward,and Pierce Watters Open Game Content: The Open content in this issue is the spells in the
“Glyph Magic: the Ecstacy of Ink” and the “Medieval Medicine” article, and
Cover Artist: Malcolm McClinton the monster statistics in “Legends of the Golem”. All other material is
Product Identity. No other portion of this work may be reproduced in any
Contributing Artists: Elmer Boyd, Darren Calvert, Lucas Haley, form without permission.
Michael Jaecks, Pat Loboyko, Howard Pyle, and Stan!
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opinions expressed herein. Most product names are trademarks owned

Kobold Quarterly 8 11
Glyph
Magic

The Ecstasy
of Ink
by Joshua Stevens
Art by Pat Loboyko

L
aboriously copying page devil, Hakren’s impermeable wards The scribes could never forget what
after monotonous page of failed and the enraged fiend devoured they saw—the power of the written
decaying tomes, alchemical him. Hakren’s wards failed because word lay low the mighty Archmagus
notes, and treatises on various esoteric of minor inaccuracies on the vellum Hakren with something as simple as a
topics often causes a scribe’s mind to upon which they were copied. In truth, minor transcription error in protective
wander. In these inattentive moments, Titivillus, the Arch-Duke of Scribes scroll. Intrigued by the applications
it is all too human to take shortcuts, (see Kobold Quarterly #1), had been of magic hidden within seemingly
to attempt to improve on the origi- retained by Hakren’s demonic assassin innocuous ink, the scribes secretly
nal, and to reinterpret the text. Glyph to subtly influence his scribes in their focused their studies toward twisting
magic’s roots lie in an obsession with efforts to faithfully copy the ancient common spells and harnessing the full
the written word and an infatuation celestial tomes, thus laying a trap for power of their glyphs.
with the errors and alterations that the despised Magus. The names of these scribes have
invariably sneak into a written work. Those same scribes could hear their been lost to time. Of course, this was
And in the Magocracy of Allain, the master’s screams as he was devoured intentional as the scribes methodically
five personal scribes of Magus Hakren within his summoning chamber—the sought out all written evidence of their
found this out first hand nearly 80 summoned fiend crunching each bone existence and destroyed it. The five
years ago. in its jaws and hungrily slurping at formed a powerful cabal of wizards
flesh. Flinging the chamber door open and came to refer to themselves as the
Heretical Verses to reveal the horror within, the scribes Verses. Their services were eventually
Magus Hakren was renowned for saw protective wards had warped into traded to other magi in Allain to serve
summoning devils and demons writhing black tentacles that held as scribes, but the Verses’ obsession
—both to interrogate them for his Hakren fast while the fiend deftly with mastering the power of writing
own ends and to supply information picked him apart. The fiend vanished only grew stronger.
to interested parties. Tasked by their with a howl, leaving the scribes forever The Verses remained secretly allied
master, Hakren’s scribes copied various stained by what they had seen. With with one another and began instilling
protective wards onto scrolls from little evidence left in the chamber, Al- potent inaccuracies and hidden spells
several celestial manuscripts. While lain’s Council of Mages dismissed it as within various scrolls and tomes, and
summoning a particularly powerful an unfortunate accident. disseminating them among key mem-
12 Kobold Quarterly 8
bers of the Council of Mages. Over written form of magic over magic itself.
several bloody and terrifying months, Glyph magic remains largely unrecog- School of
Glyph Magic Spells
half the council members were assas- nized as a separate school of magic in
sinated in grisly fashion as the Verses most learned circles of wizardry. The The spells listed in the school’s spell
eliminated potential resistance. scriveners do not mind this disdain list all belong to the glyph school.
New spells are marked with an
Fortunately, the Magocracy’s divin- from their peers, for it allows them to asterisk; all others are found in the
ers uncovered the Verses’ schemes and develop their art in secrecy and take SRD.
identities before they could mount a their prideful enemies by surprise. Cantrips—acid splash, arcane mark,
ink cloud*, mage hand, read magic
successful coup. Branded as heretics, The school combines conjuration, 1st Level—color spray, comprehend
each was immolated in a pyre of magi- creation, divination, illusion, and languages (written only), erase,
cal flame. All records of their uncon- transmutation magics, but it stands grease, harrying glyph*, magic aura,
protection from chaos/evil/good/law,
ventional magics were ordered to burn apart from each of these individual
silent image, skinbook*, summon
with them, but several apprentices fled schools. Glyph magic spells often com- monster I
with fragments that survived the pyres. plement each other or “stack,” just as 2nd Level—acid arrow, darkness,
varied inks blend seamlessly together. hypnotic pattern, glitterdust, glyph
aura*, locate object, mind’s eye
The Nature of Glyph Magic Scriveners require writing imple- map*, minor image, mirror image,
Glyph magic, derogatively referred to ments, ink, and language to power misdirection, obscure object, rope
their spells. Tattoos, paintings, inked trick, summon monster II, summon
as ink magic, is well hidden outside
swarm, web
of Allain. Even within Allain, it is dis- scrolls and books, even runes etched in 3rd Level—babel*, explosive runes,
cused only in hushed tones and is not a rock function as the spell components dispel magic, glyph of warding,
topic of polite conversation, especially for their magic. The Eschew Materials marauding glyph*, illusory script,
magic circle against chaos/evil/good/
after the turmoil the Verses previously feat does not relieve a scrivener from law, major image, scrawl bones*,
wrought in the country. Practitioners the need to use inks as spell compo- sea of ink*, secret page, sepia snake
of glyph magic, who call themselves nents, but the feat becomes effective if sigil, summon monster III
4th Level—black tentacles,
scriveners (but are commonly called the scrivener covers his body in tattoos confusion, fire trap, fugue script*,
ink mages), practice their art with an and uses their ink to power his spells. hallucinatory terrain, illusory wall,
almost paranoid secrecy, especially Further, because the scribes who inkblot*, lesser geas, minor creation,
mnemonic enhancer, phantasmal
when their travels take them close to developed ink magic often worked in killer, rainbow pattern, summon
Allain’s borders. complete silence, verbal components monster IV
The mages of Allain fear that a single are foreign to glyph spells. Scriven- 5th Level—major creation, memory
echo*, mirage arcane, passwall,
scrivener could destroy the magoc- ers take great delight in the somatic
persistent image, summon monster
racy’s great libraries or scrollhouses, so components of their spells, sketching V, symbol of pain, symbol of sleep
the practice of glyph magic has been each required glyph with painstaking 6th Level—acid fog, aegis*, circle
care. An ink mage is a formidable foe of death, geas, greater glyph of
outlawed in Allain for decades and is a warding, guards and wards, legend
crime punishable by death. Outside the with many weapons at his disposal: lore, programmed image, summon
magocracy, scriveners are itinerant lon- shecan use his foe’s scrolls and spell- monster VI, symbol of fear, symbol
books against him; bring his tattoos of persuasion, true seeing
ers, often covered head to toe in arcane
7th Level—prismatic spray, summon
symbols. Members are loosely con- or drawings to life; befuddle him with monster VII, symbol of stunning,
nected through a network consisting of written symbols; encode script that symbol of weakness
secret symbols, encoded messages, and obscures the truth and allows secret 8th Level—prismatic wall,
scintillating pattern, summon
clandestine meeting points. While each communication; and she can use the monster VIII, symbol of death,
individual practitioner is unique to a power of writing to generate dozens of symbol of insanity
point, most scriveners are bibliophiles other effects. 9th Level—prismatic sphere,
summon monster IX, teleportation
who hunt rare tomes and grimoires circle, weird
with a fervency that shocks even the Glyph Spells
greediest of treasure hunters, “liberat- Aegis
ing” rare texts from owners who fail to Glyph (Abjuration) By casting this spell, the caster inscribes
appreciate them. Some evil scriveners Level: Sor/Wiz 6 a sigil on any portable surface that
pay homage to Titivillus, and some Components: S, M symbolizes any one arcane spell the
even take ink devils as familiars (see Casting Time: 10 minutes/spell level caster knows, up to 6th level. Anyone or
Kobold Quarterly #1). This requires CL countered anything with such an aegis is protected
9 and the Improved Familiar feat. Range: Personal and if the selected spell or spell effect is
Traditional wizards scorn glyph Target: Creature or object cast on the recipient of the aegis, that
magic, dismissing it as a hodgepodge of Duration: See text spell is instantly countered (as per a
variant spells and an exaltation of the Saving Throw: None ring of counterspells).
Spell Resistance: No The spell requires infusing diamond
Kobold Quarterly 8 13
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14 Kobold Quarterly 8
dust into the ink while inscribing the moved with break enchantment, limited cular field that moves with the caster,
sigil, costing 100 gp per level of the wish, miracle, remove curse, or wish. allowing him to take full advantage of
spell countered. Only spells up to 6th If arcane mark is used to paint the any ink, script, writing, or hieroglyph
level may be countered. After the spell glyph, the DC for dispelling is in- in that field. Once cast, the caster may
is countered, the aegis is destroyed. creased by +2. use written materials within the field
The aegis may be physically de- to fulfill the ink material component of
stroyed, and the effect persists only as Fugue Script glyph magic spells.
long as the possessor retains the aegis Glyph (Divination) Further, the caster may center any
and the aegis remains undamaged. Level: Sor/Wiz 4 glyph spell on the written materials
Components: S, M within the field. A caster using glyph
Babel Casting Time: 10 minutes aura may even use an enemy’s scrolls,
Glyph (illusion) [glamer, mind-affecting] Range: Personal spellbook pages, or even tattoos against
Level: Sor/Wiz 4 Duration: Instantaneous him. The caster must be aware of the
Components: S, M Saving Throw: None intended scroll, spellbook, or tattoo (or
Casting Time: 1 standard action Spell Resistance: No other appropriate document adorned
Range: Touch The caster’s eyes roll back in his head with ink) and must have line of effect.
Target: 1 document or 1 creature and he enters a deep trance, becoming Unattended objects gain no save.
Duration: Permanent fully rigid save for his writing hand, Attended objects have a chance to resist
Saving Throw: Will negates which must be dipped in ink. The by making a Will save. If the target
Spell Resistance: Yes caster communes with unknown forces fails the save, the caster may use a
Casting this spell on the text of a scroll, and spirits, gleaning a useful piece of single page, scroll, or tattoo to power a
tome, or any single section of written advice in reply to a question concern- glyph spell. The caster must satisfy all
work makes it unintelligible, as the ing a specific goal, event, or activity other requirements of the glyph spell,
ink runs together, the text disappears, that is to occur within one week and and non-ink material components are
words become nonsensical, and so on. recording it with ink-stained finger. still required by the glyph spell. Using
Only a single such written work may The advice takes the form of a mys- writing to power a glyph spell in this
be affected per casting (although a 9th terious phrase, single word, picture, way utterly destroys the scroll, page, or
level caster, for instance, could affect rhyme, etc. recorded in ink. If the tattoo.
9 pages of text, all 9 pages must be cryptic information is not acted upon, A glyph aura may be countered by
contained in the same written work to conditions may change that render the a protection from chaos/evil/good/law or
be affected). information useless. magic circle against chaos/evil/good/law
Alternatively, the spell may be cast on The base chance for correct informa- spell keyed to the glyph aura caster’s
a single creature with a successful touch tion is 60% +1% per caster level, to a alignment.
attack as the caster paints a glyph on maximum of 80%. If the dice roll fails, Material Component: Sepia toned
them. The painted creature, failing the caster does not know whether the ink that the caster uses to trace a 3-ft.
a Will save, can speak only gibber- information given was false. Multiple circle around himself.
ish; tongues and comprehend languages trances regarding the same topic pro-
cannot unravel the garbled speech of duce the same result. Harrying Glyph
the target. All modes of communica- Material Component: Exotic inks Glyph (conjuration) [force]
tion—including spoken, written, and costing 25 gp, and either the eye of Level: Sor/Wiz 1
telepathic—are nonsensical to others. a blind man or wheat infected with Components: S, M
Anyone who reads the affected crea- ergot, which must be ingested. Casting Time: 1 standard action
ture’s mind finds only nonsense and Range: Medium (100 ft. + 10 ft./level)
scattered, broken thoughts. Spellcast- Glyph Aura Effect: One 5 ft./5 ft. glyph
ing requiring verbal or somatic compo- Glyph (Transmutation) Duration: 10 minutes/level
nents is impossible. Level: Sor/Wiz 2 Saving Throw: None
Additionally, the painted creature Components: S, M Spell Resistance: Yes, vs. jolt attack
becomes effectively illiterate for the du- Casting Time: 1 standard action
ration of the spell, as all text becomes Range: 10 sq. ft./level The caster sketches a 5 ft. by 5 ft. string
completely undecipherable to them. In Target: Personal of translucent arcane symbols on any
the case of spellcasters, scrolls cannot Duration: 30 minutes/level surface and brings a tiny construct to
be read and daily spells that require Saving Throw: See text life to act as a guard, scout, or trap.
reading cannot be prepared. The glyph Spell Resistance: Yes The glyph can straighten out and move
cannot be removed through mundane One of the signature spells in a scriv- like a snake, squeezing through open-
means, but it may be dispelled or re- ener’s repertoire, glyph aura erects a cir- ings that only tiny sized creatures may

Kobold Quarterly 8 15
fit. A harrying glyph has the following
statistics: Ink Creature
Slam Damage
Size Damage
N Tiny construct
Fine 1
Init +3; Senses darkvision 60 ft.,
Diminutive 1d2
low-light vision; Listen +0, Spot +0
Tiny 1d3
Defense
Small 1d4
AC 15, touch 15, flat-footed 12
Medium 1d6
(+3 Dex, +2 size)
Large 1d8
hp 6 (1d10 + 1hp per caster level)
Huge 2d6
Fort +0, Ref +3, Will +0
Gargantuan 2d8
Immune construct traits
Colossal 4d6
Offense
Spd 20 ft.
Melee jolt +3 (1d4+1 nonlethal to the caster (This damage cannot be
damage)
healed as long as the glyph exists.)
Space 2 ½ ft.; Reach 2 ½ ft.
Special Attacks jolt, trip
Statistics Inkblot
Str 12, Dex 16, Con 0, Int 0, Wis Glyph (Transmutation)
10, Cha 1
Base Atk +0; Grp -7 Level Sor/Wiz 3
Feats — Components S, M
Skills Hide +11, Move Silently +3 Casting Time 1 standard action
Range Touch
A harrying glyph attacks by delivering Target Corporeal creature
a jolt of force during melee that causes Duration 2 min./level
nonlethal damage. It may trip a Me- Saving Throw None
dium or smaller sized creature by wrap- Spell Resistance No
ping itself around their legs; succeeding
with a jolt attack, it can attempt to trip The subject becomes a malleable being
the opponent as a free action without of pure ink and takes on the ink sub-
making a touch attack or provoking an type. An ink creature’s gear, weapons,
attack of opportunity. If the attempt and armor turn to ink and are ab-
fails, the opponent cannot attempt to sorbed into the creature; however, its
trip the harrying glyph. size, Dexterity, deflection, and armor
The caster cannot see or hear what bonuses still apply.
the glyph sees, but the glyph can report An ink creature has damage reduc-
back to the caster and answer very tion 5/magic, is immune to poison
simple questions (regarding number, and critical hits, and does not need to
distance, etc.) by rearranging its word- eat, sleep, or breathe. An ink creature
ing and allowing the caster to read gains a slam attack at their base attack
the answer, if the caster instructed the according to the table. An ink creature
glyph to seek out this information. A may cast spells and use supernatural
harrying glyph perform only one simple abilities as normal (except those that
task or answer one simple question at require material components other
a time. (If scouting for enemies, for ex- than ink or liquid), but it may not
ample, a glyph could report back how physically attack using any means other
many beings it saw, but it could not than its slam attack.
report their distance from the doorway Ink creatures moves at their regular
unless sent to scout a second time.) base speed, and can pass through small
A harrying glyph moves to the limit cracks or openings. It may enter water
of the spell’s range and then waits for and retain its shape while moving at its
its master. Glyphs forced beyond this regular base speed with the same degree
range wink out of existence. of ease it had on land; however, it must
Use of illusory script in conjunction make Swim checks to avoid drown-
produces an invisible glyph construct. ing as if still in natural form (though
Material Component: Ink to sketch it does not suffocate, the effects from
the glyph mixed with the caster’s own drowning are the same).
fresh blood, which deals 3 hp damage Ink creatures may not manipulate ob-

16 Kobold Quarterly 8
jects with fine detail, though they may Defensive Abilities camouflage; their own mind and capture them in
Immune construct traits
cling to them and move them along Offense
written form. Doing so removes the
their wave of ink if the subject could Spd 40 ft., climb 20 ft. memory from the caster’s mind until
have carried the object in its regular Melee jolt +6 (2d4+3 force damage) the memory is triggered. This allows
Space 5 ft.; Reach 5 ft.
form. Ink creatures gain a +10 racial the caster to pass on information
Special Attacks jolt, trip
bonus to Hide checks. Statistics secretly to someone else, for good or
Finally, ink creatures that assume the Str 16, Dex 18, Con 0, Int 2, Wis ill. Chosen memories can be contained
12, Cha 1 within a symbol, rune, or keyword.
form of puddles act as a grease spell
Base Atk +2; Grp +1
exactly as if cast by a caster of the same Feats Alertness, Track When someone reads the symbol, the
level (or Hit Dice) to all beings that Skills Hide +8(+28), Listen +3, Move information is instantly conferred to
enter it. Silently +7, Spot +3, Survival +4 them and also returns to the caster.
Material Component a vial of in- Spells may be conferred in secret in
digo ink, consumed during casting A marauding glyph attacks by deliver- this way as well. Enclosing a spell in a
ing a jolt of force energy in melee memory echo removes that spell from
Ink Cloud combat that deals lethal damage. A ma- the caster’s spell list until the spell is
Glyph (Conjuration) [Creation] rauding glyph may also blend in with triggered. Reading a memory echo en-
Level: Sor/Wiz 0 its surroundings and camouflage itself closing a spell triggers that spell unless
Components: S, M by remaining still against a surface for the reader succeeds on a Will save. A
Casting Time: 1 standard action 1 round without moving, after which basic memory enclosing only informa-
Range: 20 ft. it gains a +20 circumstance bonus to tion does not allow for a saving throw.
Target: One large or smaller humanoid its Hide check. This bonus is lost if the Learning information this way confers
creature with sight organs glyph moves onto different looking familiarity equal to the caster’s.
Duration: 1d4 rounds terrain, requiring another full round to The Verses used memory echo in
Saving Throw: Reflex negates camouflage itself upon the new terrain. conjunction with other spells to wage
Spell Resistance: No A marauding glyph may be given up to their failed coup against Allain’s Mage
3 simple commands at once and can Council. Concealed with illusory scripts
A ray of viscous black ink sprays forth report all that it has seen and heard to and secret pages or placed within forged
from outstretched fingertips, blinding the caster (using rudimentary words documents, harmful spells were hidden
your opponent. The targeted creature and phrases). within secret missives, official papers,
is allowed a Reflex save to dodge the Casting summon monster in conjunc- and scrolls. For each such spell used to
stream of ink and remain unaffected. tion with a marauding glyph produces conceal the memory echo, the DC for
This spell may be cast underwater with a construct that resembles and acts in the Will save is increased by that spell’s
no penalties. all ways as the summoned creature, level. Scriveners facing persecution
Material Component: Squid’s ink or gaining the ink subtype (see the inkblot will often use memory echo to remove
a tattoo on either of caster’s hands. spell above). Combining this glyph incriminating information from their
with illusory script makes a marauding minds or to convey important informa-
Marauding Glyph glyph construct invisible. tion to fellow scriveners.
Glyph (Conjuration) [Force] Material Component: Ink mixed Material Component: Ink and the
Level: Sor/Wizard 3 with the caster’s own fresh blood, same gp required to scribe an equiva-
Components: S, M which deals 6 hp damage to the caster lent scroll; or 100 gp spent on rare inks
Casting Time: 1 standard action (This damage cannot be healed as long if only a memory is scribed, and not a
Range: Long (400 ft. + 40 ft./level) as the glyph exists.) spell (Unlike preparing a scroll, XP is
Effect: One 5 ft./5 ft. glyph not expended when a memory echo is
Duration: 10 minutes/level Memory Echo written.)
Saving Throw: None Glyph (Evocation)
Spell Resistance: Yes, vs. jolt attack Level: Sor/Wiz 5 Mind’s Eye Map
Components: S, M Glyph (Divination) [Mind-affecting]
This spell functions as harrying glyph, Casting Time: As scribing a scroll Level: Sor/Wiz 2
but with the following statistics: Range: Special Components: S, M
N Small construct Target: Creature that reads or touches Casting Time: 1 standard action
Init +4; Senses darkvision 60 ft., the memory echo
low-light vision; Listen +3, Spot +3
Range: 60 ft.
Defense
Duration: See text Target: 1 creature
AC 17, touch 15, flat-footed 13 Saving Throw: See text Duration: Concentration, 1 minute/
(+4 Dex, +2 natural,+1 size) Spell Resistance: Yes level
hp 3d10 + 1 hp per caster level
Fort +1, Ref +5, Will +1
This signature scrivener spell allows Saving Throw: Will negates
the caster to remove memories from Spell Resistance: Yes
Kobold Quarterly 8 17
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18 Kobold
All trademarks Quarterly
are property of Paizo8Publishing®, LLC. ©2008 Paizo. All Rights Reserved paizo.com
A mind’s eye map allows a caster to
magically craft a map taken directly
from the target’s mind, using the caster
as a conduit. The caster spills a steady
stream of ink upon the chosen surface
for the map, which slowly undulates
and forms shapes perfectly copying the
target’s mental image: 100 sq. ft. of
space may be mapped per minute. The
map is only as complete as the target
knows or can recall , and it includes
any illusions, visual tricks, or inaccura-
cies the target witnessed.
If the target is unwilling, the caster
may attempt to forcefully extract the
mental image, but the caster must
succeed on a touch attack and paint
a glyph on the creature. An unwilling
target is allowed a Will save; success
completely negates the spell. Another
mind’s eye map reflecting the same
mapped area cannot be created from
the same unwilling target until the
caster advances in level (or until the
target becomes willing).
If the caster paints the glyph on an
unwilling target with arcane mark, the spell in its entirety. Creatures that enter the sinkhole’s
DC for the Will save increases by +2. Material Component: Ink and area must make a DC 15 Reflex save
Material Component: Ink and ma- enough pieces of scrimshaw or bone or begin to sink (treat as pinned). On
terial to record the map. for each target. the second round, a sinking creature
may take a move-equivalent action to
Scrawl Bones Sea of Ink try to free itself, but it must succeed on
Glyph (transmutation) [language- Glyph (Conjuration) [Creation] a DC 17 Reflex save to do so. Failure
dependent] Level: Sor/Wiz 3 indicates the creature is pinned.
Level: Sor/Wiz 3 Components: S, M On the third round, the creature may
Components: S, M Casting Time: 1 standard action take another move-equivalent action to
Casting Time: 2 standard actions Range: Medium (100 ft. + 10 ft./level) escape, but it must succeed on a DC
Range: 1 mile/level Area: 5 sq. ft.+ 5 sq. ft./3 levels 19 Reflex save. Failure indicates the
Target: One creature/level Duration: 1 minute/level creature begins to drown.
Duration: 1 hour/level Saving Throw: See text A drowning creature may try to free
Saving Throw: None Spell Resistance: Yes itself each round on its turn by taking a
Spell Resistance: No move-equivalent action and attempting
By spilling a sea of ink on the ground a DC 20 Reflex saving throw. A failed
The caster temporarily enchants and stirring concentric circles into it, save indicates the creature sinks 5 feet
bleached bones or scrimshaw to com- the caster creates an inky morass simi- deeper. (For every 5 feet sunk, the crea-
municate with other creatures. The lar to quicksand. ture must make a DC 20 Reflex save
caster may trace up to 10 words per The caster may choose to make the to move 5 feet up. Success on a DC 20
round on the piece, and all the other sinkhole move of its own accord, at a Reflex save at the top of the sinkhole
recipients of the spell can read the maximum speed of 20 ft. per round, frees the creature.)
message on their matching pieces. The up to the spell’s range. The sinkhole is Helping the creature by throwing
recipients can communicate with the 20 ft. deep, and when the spell ends, it a rope grant a +2 bonus to its save
caster and each other in the same fash- the sinkhole disappears. Anything attempt, plus the total Strength modi-
ion. Destruction of a creature’s piece within it appears on the ground’s sur- fier of the creature(s) pulling it free. A
ends the spell for that creature, while face (no longer beneath it) and covered fly spell automatically frees a trapped
destroying the caster’s piece ends the in ink. creature.

Kobold Quarterly 8 19
A grease spell used in conjunction them. Skin-recorded scrolls dissipate scintillating pattern—As with color spray
increases all DCs by +2. Use of illusory upon use. Dispel magic destroys a skin- and glitterdust, a multitude of brilliant,
script with sea of ink creates an invisible recorded scroll but has no effect on a vibrant hued inks produce these effects.
sinkhole that resembles regular ground skin-recorded spell. Illusion and creation spells—The
(Spot DC 24 to detect). Material Component: Black henna caster draws or paints the desired
or exotic inks to inscribe the spells, forms, which become semi-real as il-
Skinbook same gp cost as writing a scroll or lusions or real as creations. When the
Glyph (Transmutation) recording a spell in a spell book. spell ends, the forms slowly drip and
Level: Sor/Wiz 1 run into puddles.
Components: S, M Variants in Ink Locate object, magic aura, misdirection,
Casting Time: 10 minutes per spell The scriveners throughout the years obscure object—The caster must place
level have developed many variants to spells his arcane mark on the object to be
Range: Personal commonly studied by their more main- obscured, and thereafter can manipu-
Duration: Permanent, but see text stream peers and have wholeheartedly late its aura. Locate object may only
Saving Throw: Will negates (harmless) adopted these variant spells into the be performed if the object has some
Spell Resistance: Yes (harmless) school of glyph magic. The variant form of writing upon it, or if the caster
spells described below all require some previously placed his arcane mark upon
Using a process known only to the form of writing or ink as material com- the object.
scriveners, the caster may inscribe a ponents in lieu of their regular spell Prismatic sphere, prismatic spray, and
glyph school spell on his skin, to serve components. Glyph magic spells not prismatic wall—As with color spray
as a scroll or as a recorded spell in a listed below remain the same as listed and glitterdust, a multitude of brilliant,
spellbook. A Medium-sized caster may in the SRD. vibrant hued inks produce these effects.
record up to 24 spell levels on his bod- Acid arrow, acid fog, acid splash— Rope trick—The caster creates a
ies (by shaving all bodily hair), while These spells are composed of black pocket dimension within books, text,
Small casters may record up to 12 spell ink, which bubbles, boils, and hisses, scrolls, paintings, and such, and he can
levels on their bodies. (For example, re- betraying its acidic nature. hide within even a single letter of text.
cording a 9th level spell requires 9 spell Black tentacles, web—Thick strands No rope is involved.
levels, leaving the caster with 15 spell of sticky ink form tendrils, springing Summon monster I-IX—As with il-
levels for recording on their body.) If from a deep puddle of black ink. lusions, the caster draws the intended
used together with illusory script, the Color spray, glitterdust—Instead of summoned creature. Thereafter, the
spell or scroll is invisible to all but the powders or mica, the spell uses bril- caster may only summon that creature
caster. liant, vibrant colored inks that explode with that specific spell (or creatures, if
If recorded as a spell, the script must to produce the same result. a particular spell is used to summon
be tattooed or scratched into the flesh Comprehend languages—A scrivener several lesser level creatures).
and made permanent. The caster treats may only use this spell as it relates to Casters often develop complex rela-
any such recorded spell as if they had written languages. tionships with these summoned forms,
the Spell Mastery feat for that spell, Darkness—A cloying cloud of dark- naming the forms when they take on
and daily preparation of that spell is in- ness takes the consistency of blackest distinct personalities. These creatures
stantaneous. Further, any such record- ink, dripping everywhere and staining take on the ink subtype (see the ink-
ed spell may be instantly swapped for everything within it. blot spell above) and can make normal
another memorized spell of equivalent Geas—These spells function as attacks. Once summoned, the chosen
level. normal, except the scrivener and target creature can be changed only by using
If recorded as a scroll, black henna is sign a contract outlining the terms erase on it, which shifts its form to a
typically used and the cost for scribing of the geas. The scrivener keeps the new type chosen by the caster.
the scroll is calculated as normal. Cast- contract, destruction of which ends Summon swarm—By flinging hun-
ing a scroll recorded on one’s skin in the spell. If the target is unwilling, dreds of droplets of ink, the caster
such a manner can be done as a swift the caster must somehow obtain the causes each droplet to become vermin.
action. target’s signature through force or The caster is also able to summon a
Damage to one’s skin through cut- subterfuge. (If the caster elects that the swarm of silverfish, which does damage
ting, slashing, or fire prevents use of contract be signed in blood, the target’s as a swarm of spiders (without poison),
the skin-recorded spell until that flesh blood will suffice.) but only to paper, papyrus, bookbind-
is healed, while skin-recorded scrolls Grease—A conjured pool of ink (the ings, or similar materials.
may be destroyed this way. Skin- color depends on the ink that powers <
recorded spells are permanent but may the spell) performs the same function.
be changed by using erase to remove Hypnotic pattern, rainbow pattern,

20 Kobold Quarterly 8
Magic Missile - Fireball - Acid Arrow - Hold Person - Levitate - Lightning Bolt - Reverse Gravity - Mirror Image - Shocking Grasp - Sleep - True Seeing

Web - Teleport - Polymorph - Blade Barrier - Anti-Magic Field - Light - Wish - Prestidigitation - Shield - Cone of Cold - Temporal Stasis - Disintegrate
It’s Here.

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dimensional
Extra

Horrors from the Fifth Dimension


By Tim Connors
Art by Pat Loboyko
Gypsies found the following letter they were but traveling the Ethereal reality, wholly separate from our own.
Plane, our champions could confront It is not another plane of existence
on the boneless body of a rider. It them. Alas, the Watchers lurk beyond like the Ethereal or Astral. The fifth
bore the seal of Sariel of Morgau, both our vision and our reach. They see dimension is an integral extension of
retired Master Summoner of the us, but by the very nature of the world the four dimensions we experience
Arcane Collegium: we share, we cannot see them. Indeed, directly—three of space and one of
they may be staring into your eyes at time. It is neither front nor back, left

“L
earned sirs of the Colle- this very moment. nor right, up nor down, but a direction
gium, take heed! Creatures How can this be? How can I know of altogether perpendicular to these. How
vast and alien look upon them if they so elude our senses? can I make you understand? I fear that
us. They watch you read this missive. Sirs, I have been on an incredible I must rely on analogy to describe this
Their breath and tentacles curl around journey. By extraordinary circumstanc- fantastic realm.
your neck. es, which I shall reveal in due course, I Five-dimensional creatures are to
Yet you cannot turn to see them any have visited the Watchers’ realm, and us what we are to two-dimensional
more than a letter on this parchment from the memories of that vantage creatures. Consider a space of just two
can peel itself up and look at you. point, I now recount to you my unset- dimensions—a sheet of parchment
Heed my words well—these creatures, tling experiences. like the one you are reading. Suppose
these watchers, their claws are at your To understand the Watchers, you the sheet is home to two-dimensional
face!” must first understand where they live. creatures like a square and a triangle.
The Watchers are extradimensional For these creatures, the paper is the
The Watchers beings. To be precise, Watchers live in entire universe. They can rotate and
the fifth dimension. Make no mistake! slide upon the sheet, but they cannot
If such unseen creatures were but invis-
The fifth dimension is not another lift themselves up off the sheet. Indeed,
ible, our magic could detect them. If
22 Kobold Quarterly 8
they have no concept of “off the sheet.” the Crimson Mountains, peered into
In their world, “up” and “down” are the treasure chambers of dragons and Extradimensional Subtype
utterly alien concepts. “Above” and kings, and explored the branching Creatures with the extradimensional
subtype share the following traits.
“below” are meaningless terms. paths of the human nervous system.
We, of course, know there is more. What powers of discovery I held! What Type: When a extradimensional
We look down upon their paper world, levels of understanding I gained! Un- creature intersects the traditionally
and they have no idea that we are like the cataract vision of the Ethereal four-dimensional Material Plane, it
watching them from “above.” Indeed, Plane, I saw all with perfect clarity. gains the extraplanar subtype.
we can drop our faces incredibly close Only areas shielded by magic escaped
Dimension Shift (Ex) As a free
to theirs, and they remain oblivious to my Watcher’s penetrating gaze. More- action, an extradimensional
our presence. This, learned colleagues, over, these areas drew its attention. On creature (and anything it can drag
is how five-dimensional creatures see one occasion, my Watcher peered into or carry) can intersect part of its
the curious black blot created by some- body with the traditional four-
us. Watchers look down upon us from
dimensional Material Plane. The
“above” our four-dimensional world, one’s private sanctum spell. I watched creature may not intersect an area
and we remain oblivious to both their through its eyes as it jabbed a sharp already occupied by a solid body
gaze and their proximity. tentacle into that shrouded area of our or force effect. Doing so is an
world. The private sanctum cleared, extradimensional strike (see below).
Further, consider what two-dimen-
As a move action, the creature can
sional creatures see when they look at and I saw a man lying dead. From withdraw one intersecting body part,
each other across the paper. A square my extradimensional vantage point, provoking an attack of opportunity if
looking at a triangle sees only a line— it was clear how he died. As easily as I in a threatened square.
the triangle’s skin, its side that faces the might take up a needle and poke out
Dimension Walk (Ex) An
square. However, from our three di- the heart of a square drawn on parch- extradimensional creature can
mensional viewpoint above the paper, ment, my Watcher had reached inside move in any direction relative
we can see both the triangle’s skin and the man’s chest and speared his heart to our four-dimensional world
its innards. Now you begin to see how without so much as touching his skin! (even up and down) at its normal
movement speed. If wholly in the
Watchers see us! With a single glance, In that instant my mind opened to fifth dimension, such movement
Watchers dissect us, gazing upon our the terrible potential of these beings. occurs “above” rather than through
skin, our organs, and every point the intervening four-dimensional
within our bodies—even seeing us at Summoning Watchers space and is invisible to any without
extradimensional sight.
different points in time simultaneously. I confess that the idea of controlling
Watchers can see inside every closed a Watcher fascinated me. Through Extradimensional Sight (Ex) Treat
space in our three-dimensional world its eyes, I learned. Through its hands, the creature’s vision as continuous
and along some stretch of our fourth think of what I could do! clairvoyance except that the sensor
dimension of time. Just as we can see Heaven forgive me, but I resolved to is nonmagical, moves with the
creature, and can penetrate solid
inside every closet within every room summon and control one. I succeeded objects. The creature can never be
of a castle layout drawn on a parch- only in the former. Forgive me, but surprised and is immune to flanking.
ment, Watchers can see inside every for you to appreciate what I saw when
strongbox, inside every chest, inside the creature appeared, I must again Extradimensional Strike (Ex)
every chamber of the Arcane Colle- proceed with analogy. While wholly in the fifth dimension,
an extradimensional creature can
gium; they can simultaneously observe Imagine that you touch the very tip directly attack a four-dimensional
the collegium of yesterday, today, and of your finger to a two-dimensional target’s internal organs. Treat this
tomorrow. To the Watchers, our entire parchment world. A square living on as an incorporeal touch attack
universe is akin to that sheet of parch- the parchment sees a dot suddenly ap- with a wounding weapon. Targets
surrounded by fields of force such
ment sitting on the desk. pear. Now imagine that you pass your as those granted by mage armor
finger through the sheet up to the first and bracers of armor are immune
A Watchers’ Eye knuckle. A cross section of your fin- to this attack. If the attack misses,
Spellcraft and happenstance brought ger—a circle with skin on the outside a part of the extradimensional
creature momentarily enters then
the Watchers to my attention. Magic and bone on the inside—is now co- withdraws from a square adjacent
allowed me to bind my vision to theirs. planar with the sheet. The square sees to the defender, which provokes an
My spells could not choose or control the side of a skin-covered circle. To the attack of opportunity.
an individual Watcher, but gods as my square, a dot creature teleported in and
Unassailable (Ex) A normal
witnesses, I have spent weeks exploring morphed into a circle creature. Imagine
creature cannot target an
our world through their eyes! how strange the morph would appear extradimensional creature that is
I have plumbed the depths of ocean to the square if you slowly passed your not penetrating our four-dimensional
trenches, chased gold veins through whole hand through the sheet. The realm.

Kobold Quarterly 8 23
further through our world, each new Hyper-Predators
Hyper-Angler CR 5 four-dimensional cross-section of the
N Large plant (extradimensional) Are you familiar with the anglerfish?
beast replaced the previous. The ball of
Init +0; Senses extradimensional This deep ocean horror skates through
sight*
flesh boiled, grew, and collapsed. Bone,
the blackest depths with a phosphores-
hair, claws, and eyes alternately erupted
cent lure that sways from a thin head
Defense to the surface and sank into the mass.
stalk. When curious prey swim close,
AC 15, touch 9, flat-footed 15 (-1 The summoned Watcher quickly
size, +6 natural) the anglerfish’s splayed needle teeth
disappeared, for my brash and feeble
hp 30 (4d8+12 HD) snap at them from the darkness.
magic could not contain it for long. I
Fort +7, Ref +1, Will +2 I have seen extradimensional plant
made many attempts, and one changed
Special Defenses unassailable* creatures use the same tactics. By ad-
my life forever.
justing the entry angle of their bodies
Offense relative to the three-dimensional world
Speed 5 ft. Parasites
Melee slam +7 (1d6+7)
they wish to “fish” in, a hyper-angler
At first, I thought I had inadvertently
Space 5 ft.; Reach 10 ft. can alter its appearance.
summoned two creatures. Along with
Special Attacks extradimensional Consider a two-dimensional analogy.
the Watcher came a spider-like form
strike* Suppose you know that ovals attract
that rushed me with a maw of needles.
paper-world squares. By dipping your
Tactics Later, I realized that my summons
finger into the paper at a sharp angle,
Once this semi-mobile, extradimen- had not gone awry. This spider creature
sional plant has attracted a victim
you can change the shape of the copla-
was a parasite feeding on the sum-
within 10 ft. of its lure, it uses its nar cross-section of your finger from a
moned Watcher. It simply jumped off
extradimensional strike to spear the circle to an oval. Hyper-anglers do the
victim’s internal organs with a sepa- its host to attack me.
same thing, only in four dimensions.
rate, specialized tentacle. It does not How long had this four-dimensional
withdraw the lure unless the lure is
I have seen them mimic fruit, simple
spider-alien been riding the Watcher
attacked. weapons, and precious metals. When
through the fifth dimension before
prey comes near, they thrust spear-like
it leapt off into our world? And how
Statistics appendages directly into its internal
Str 20, Dex 10, Con 16, Int —, Wis
many times have other deadly aberra-
organs. Some hyper-anglers consume
13, Cha 9 tions thus popped into our country-
only bone, leaving unframed skin
Base Atk +3; Grp +12 side? These questions, dear sirs, gave
SQ dimension shift*, dimension
behind.
me my next idea. Could I grapple a
walk*, lure, plant traits Watcher and take such a ride? The Brothers
Yes. I could. And I did!
Special Abilities “The Brothers” is a sophisticated
Lure (Ex) By adjusting its entry extradimensional creature with tactics
angle into our world, a hyper-angler Into the Fifth-Dimension
can make a four-dimensional cross-
similar to the hyper-angler. Similar to
Ioun stones and magic spells sustained
section of its body resemble any Tiny a hand, this creature dips each of its
me as I gripped the Watcher and jour-
to Small inanimate object like a fruit, five “fingers” into our world. To us,
a gem, or a simple weapon. neyed through the hyperdimensional
the five appear to be separate creatures,
worlds stacked above our own. A dead
but they are simply parts of the same
Anyone within 20 ft. notices world of bone dust sandblasted me. An
something amiss in the object’s extradimensional creature. The fingers
ocean of vein-connected organs lashed
texture or coloration with a DC 20 can individually withdraw themselves
me to my host. All the while, I turned
Spot check. Touching the object from the world, but their connec-
offers a second check at +5. The lure my head and looked about as I never
tion to the hand prevents them from
wobbles slightly whenever the hyper- could when looking through a Watch-
angler attacks. traveling very far from each other. All
er’s eyes. Wonders dazzled me in every
five seem to share the same mind—the
direction! Life both alien and familiar
(* See sidebar for details.) hand manipulating them like a pup-
suffused it all!
peteer above a stage.
For the first time, I surveyed the
square would see an incredibly alien, The Brothers’ incredibly complex ex-
Watchers’ world and understood their
shape-shifting creature before him. tradimensional surface allows each fin-
frightening place in it. Those Watchers
Likewise, when the extradimen- ger to assume nearly any form. I have
I had summoned, those simple inert
sional beast that I summoned actually only witnessed one hunt in our world,
flesh balls that hung in the air before
touched our world, a four-dimensional and it masqueraded as three human
me, were all mere plants in the vast
cross section of the creature—a ball of slave girls, an injured orc, and a ship’s
menagerie of extradimensional preda-
flesh—appeared and hovered before chest. The Brothers’ would-be victims
tors that stalk the worlds.
me. When the Watcher began to pass managed to slay the orc. The hand, un-
able to withdraw the muscle-damaged
24 Kobold Quarterly 8
CR 10

individually mangled with damage.


change into any creature or object

weapon, which deals 1d8 damage


subtype and without the corporeal

Small, or Medium size. Changing

intermediate, nonsensical forms.

becoming mangled and useless.


beast with the extradimensional

current form and limited to Tiny,

A shape may include an exotic-


looking simple or martial melee
special ability, allowing each to

total damage (or 44 hp) before


Treat each of the five “fingers”

No two of the five can ever be


Grant each the change shape

move and attack even though


within one size category of its

and involves cycling through

All five share a common pool


of The Brothers as a chaos

shape is a full-round action

of 220 hp, allowing each to

Each “finger” can take 1/5


(extradimensional, native)
CE Gargantuan outsider

more than 100 ft. apart.


The Brothers

instability attack.

in any form.
finger from the world, dragged it Extradimensional Space
around before severing it permanently. The world we live in exists in
The horrified victims watched as the four dimensions of which we are
perceptually aware—three of space
dead orc’s body morphed, twisted, and and one of time. Many assume that
dragged across the ground apparently additional dimensions are needed
unassisted. Later, one of the victims cut to fully describe our universe,
dimensions generally considered
the corpse open and found a hodge- beyond human perception. Though
podge of muscle, wood, eyes, shell, and often used interchangeably, the
hair. terms “plane” and “dimension”
should be further disentangled for
clarity.
Homecoming Planes are realms of existence,
I no longer summon Watchers. Ever supporting different creatures and
since I returned from my journey, they landscapes and even different
physical constants, such gravity—
come to me unbidden and unwel- each is separate within the whole
come. What extradimensional glitter of the multiverse. Dimensions,
highlights my form I cannot say, but however, are inherent to all planes,
and all planes exhibit dimension. For
something draws them to me. Watch- necessity, planes are described for
ers watch me write this missive. I can our own four-dimensional frame of
feel it in my soul. Twice I have paused reference. The Elemental Plane of
Fire, for instance, enjoys the same
when hyper-predators appeared, their dimensions that we on the Material
claws inches from my face. Plane do—three spatial and one
I write you, dear colleagues, not temporal. The fifth dimension—and
whatever potentially lies beyond!—is
to seek aid but to warn you that an as much a mystery to the average
extradimensional storm is coming. I salamander (or hound archon or
sit at its heart as a beacon that calls glabrezu) as it is to the average
human.
horrors from beyond our own dimen- The terms “extradimensional” and
sion. Deadly creatures we know almost “extraplanar” do not mean the same
nothing about spill into the country- thing. The spaces created by rope
trick, mage’s magnificent mansion,
side around me. Sinister hyper-preda-
and similar spells can be seen and
tors morph into innocent children and entered by extradimensional beings
lie in wait. Hyper-spiders rush victims and affected by extradimensional
who accidentally set a strand of their powers. Likewise, the interior of a
bag of holding, handy haversack,
worlds-spanning web quivering. and portable hole are considered
Friends, my dabbling has focused a extradimensional spaces.
vast hunger on our world, and I do not The spell dimensional anchor can
block extradimensional travel.
know how to turn these predators away Knowledge of the fifth dimension and
from such rich hunting grounds. I have whatever lies beyond is best folded
presented them a feast. Gods forgive into the Knowledge (arcane) skill
with DCs of 20 or more, depending
me. on the rarity of extradimensional
creatures in your world.
<

Kobold Quarterly 8 25
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26 Kobold Quarterly 8

Hou s e
Ecology

Legends
Golem
of the

A Breath of Life in Clay


By Ross Byers

“They are not men. They are better than men! They are untiring
workers, obedient servants, and eternal guardians. They are my
legacy.”
—Aris the Golemwright

“You want to go traipsing around in some forsaken crypt, fight-


ing goblins, seeking treasure, that sort of thing? Lemme give you
a piece of advice, kid: never trust statues.”
—Drogar, a retired adventurer

A
golem is a magical wonder, the wind and the sky. Lizardfolk were wisest druids and hermits. He con-
known by its creators as a elevated from the simple creatures that cluded that every living creature was
marvel of elemental magics already crawled across the surface of composed of all elements and that the
and by its foes as an unstoppable jug- the world. The races of men, however, soul was a reflection of this mixed com-
gernaut. Now golems are legend, and had no single benefactor and—made position. Therefore, he could construct
countless mages and holy men have of humble, shapeless clay—were given a soul out of elemental essences. Since
dedicated their lives to the study and spirits consisting of all the elements, the purpose of a soul is to bring vitality
creation of these constructs. But the allowing both their lives and destiny to to its vessel, Joirus reasoned that he
first of them was something special. be of their own making. need not craft a full body of flesh if he
This legend inspired Father Mar- could keep the soul from departing a
Origins: the First Golem cello Joirus to create the first golem. A vessel.
Golems are a wholly artificial race, so master of healing and other life-giving In imitation of the making of hu-
their origins involve the work of men, magic, he sought an understanding of mankind, Joirus brought together a
not gods. the gods and, perhaps, the attainment great mass of virgin clay and spoke over
It is said that at the dawn of cre- of a bit of divinity for himself. Joirus it words of great power. He shaped the
ation, the gods molded the first mortal believed that creation is the fundamen- clay into the form of a man, and as his
races from the base materials of the tal act of divinity. He worked tirelessly words infused it with the semblance
world. Dwarves were sculpted from for years, researching the nature of of life and a soul, he anointed it with
the solidity of stone, their hearts full life itself and the function of the soul. sacramental oils and wines to seal the
of forge-sparks. Elves were carved from He conferred with the most righteous ersatz soul-essence within the vessel.
living wood, their souls filled with priests, the most brilliant sages, and the Before long, the clay effigy rose from
Kobold Quarterly 8 27
where it lay, and Joirus named it after body would not suffice, then perhaps These containing magics grant
himself, as he would any natural-born a natural one would. Flesh, after all, golems their nigh-invulnerability to
son. Joirus was overjoyed. His ‘son’ is naturally meant to contain a soul. both physical attacks and magical ef-
was stronger than any man, and would After a few failed experiments, he and fects of all kinds. The binding magic
perform any task he asked without his cohorts brought to life an artificial that holds a golem’s soul together also
error or hesitation. While the creature being composed of once-living human binds its body, strengthening the mate-
was mute and lacked any intelligence remains. rial such that ordinary weapons cannot
or initiative, so was a newborn baby, so Hailed as a marvel, the stitched man reliably damage it, and the same magics
Joirus assumed that in time it would became an object of intense study. And that safeguard the soul-essence within
learn and grow in time, like any living while this golem eventually ran amok also keep other magical forces out.
being. during a trial, information gleaned In practical terms, golems have a
As time passed, though, Joirus from its creation (and destruction) skintight antimagic field. Only spells
became more and more disappointed allowed mages to instill soul-essences that directly affect its elemental essence
in his creation. It never seemed to in more perfect, more durable forms of can penetrate that field. Of course,
learn, not even through coaching and stone and steel. certain types of magical energy can also
repetition of simple tasks. The priest pass through the field and be directly
realized that he had created a mindless Physiology absorbed by the elemental essence.
hulk, little better than zombies that are Golems have wildly varying physiol- Mundane versions of the same ener-
forced into a semblance of life with the ogy, since their basic physical makeup gies are not transmuted in this manner.
trapping of their once-living souls. is dependent on their maker’s whim. That is, an iron golem may gain energy
It would be necessary to start over. Golems share the same basic design, from being struck by a fireball but will
But when Joirus tried to destroy the consisting of a roughly humanoid melt in a blacksmith’s forge as easily as
clay man, he discovered it was immune shape made of a base material and, any heap of steel.
to both his blows and all the heavenly usually, with no actual moving parts
power he could summon. Eventually, beyond simple joints. But the physical The Wakening
in desperate anger, he ordered the hulk build of golems is not their defining Golems have a reputation for break-
to leave and never return. Obedient trait. Golems are unified by the nature ing free of external control, becoming
as ever, the thing walked off into the of their magical construction. uncontrollable berserk monsters. While
distance, never to be seen again. The motivating spirit of a golem is this reputation is well-deserved, it is
Joirus made no secret of his work: the a synthetic soul forged from elemen- not entirely true. A golem is a blank
creation of a soul was a great theo- tal essences. While it is commonly slate and bears no inherent malice
logical puzzle and his primary goal. believed to simply be an earth spirit, toward anything.
However, those he consulted were far this is merely an oldwives’ tale brought The elemental forces that make up a
less picky, and it was not long before on by the solid and earthy nature of a golem’s soul-essence can spontaneously
many others built upon his works to golem’s body. Like most living crea- fuse, transforming the soul-essence
produce their own golems as servants, tures, a golem’s soul-essence is made into a proper soul. Usually, this effect
temple guards, and status symbols. of equal parts of all elements. Unlike is temporary: the golem continues
Some of these creations broke free of a true soul forged by a divine source, to follow its programmed functions
their masters’ control and rampaged however, the different elements are not and the soul breaks up again. If this
with berserk fury until they destroyed fully merged with one another as they ‘awakening’ occurs in a threatening
themselves, proving the imperfection are in a true soul. It is this incomplete- or strenuous situation, however, the
of Joirus’ creation. ness that deprives a golem of free will newborn soul can snap to awareness,
Joirus could only shake his head. and leaves it completely suggestible to reacting on a primitive level to destroy
the will of its master. the threat. Even once the immediate
Arcane Imitators Generally speaking, a soul requires threat is destroyed, the only thing the
Once it became known that the golems a living (or at least undying) vessel to waking golem has known in its exceed-
of clay were not truly divine creations, reside in. The natural action of a soul ingly short life is fear and violence,
countless young mages turned their placed in dead matter is to depart, in and it will continue to attack anything
will toward improving on Joiru’s a similar manner to how a man’s soul and everything nearby. In exercising its
designs. They were soon disappointed deserts the body upon death. Power- newfound free will, the golem cements
to discover that their eldritch magics ful magic is required to bind a golem’s the existence of its soul.
could not bind a soul-essence within essence within its body as it forms a Left unmolested, the rampage will
an artificial body. semi-permeable membrane and creates eventually run its course. After a few
One particularly gifted, if amoral, extradimensional space within the days, a berserk golem will give pause
wizard decided that if an artificial body of the golem. as its primitive mind realizes it has

28 Kobold Quarterly 8
Creating Golems
Creating golems is an ancient practice,
and by now, countless formulas for
creating golems exist as practitioners
tinker by improving older recipes or at-
tempt to fill in the missing pieces. The
resulting golems differ in the nature
of the binding magic needed for the
golem’s soul-essence.
In all cases, the body must be crafted
from the best materials available, lest
the enchantments simply fail for the
same reasons a common sword cannot
be enchanted.

Variant Golems
While the commonly known golems
are certainly the most tried and true
formulas, these are not the only paths
choices other than destruction and vio- to making a golem. Presented below
Psychology and Society are variants on the most common
lence. Over the course of several weeks,
Golems have no minds to speak of. golem varieties. Except as described,
the golem gains a mind equal to that of
They merely carry out their most they are the same as their more ordi-
a man, although an ignorant one. An
recent order until given a new one. nary counterparts.
intelligence emerges, and its inherent
Even an inactive golem is following the
wisdom and charisma are further devel-
order, “Go, and wait over there.” Like- Barrier Golem
oped: each of its Intelligence, Wisdom,
wise, they have no society and merely Stone golems are frequently designated
and Charisma scores becomes equal
serve whatever purpose their master as the guardians of arcane complexes
to 3d6, and it gains feats and skills
designates for them. and other important sites. Barrier
according to its hit dice. This can result
Awakened golems have minds, but golems are built almost exclusively for
in a reduction of an awakened golem’s
each is tempered by a unique creation this task, especially when it is neces-
wisdom score. The golem’s memories
and history. Two men from opposite sary to keep something in, rather than
and personality vary wildly from case
sides of the world will think more keeping others out. Where ordinary
to case. Some recall nothing before
similarly than two awakened golems. stone golems can slow their foes down,
their berserk rampage. Some remember
However, since almost all awakened a barrier golem can stop them entirely.
even less. For others, their previous life
golems are born from violence, they do Barrier golems lack a stone golem’s
as an automaton is remembered only
tend to share a distrust of men. Golems slow ability.
in glimmers of previous waking. Some
recall them only as enemies intent on Wall of Force (Sp) Every 1d4+1
flesh golems even inherit some of the
destroying them and men in turn view rounds, a barrier golem may use wall of
memories and personality traits of their
golems as dangerous monsters. force as a spell-like ability at CL 5th.
‘donors’.
Awakened golems are exceedingly CL 16th; Craft Construct, antimagic
An awakened golem understands
rare, and as a result, they do not form field, geas/quest, wall of force, symbol of
the language of its creator, plus ad-
societies. Usually, they either hide from stunning, caster must be at least 16th
ditional languages its creator knew
civilization or integrate themselves level; Price 100,000 gp; Cost 55,000
as determined by its new intelligence
within another society in a similar gp + 3,800 XP.
score. A recently awakened golem may
manner to a gray render by bonding A barrier golem is CR 13.
still have trouble learning to speak or
with and protecting another creature.
articulate itself, and golems crafted
Occasionally an awakened golem will Forge Golems
without a mouth may never be able
seek to wake more of his “brethren” to These iron golems are created by dwarf
to speak at all. A character with the
build a colony of free-willed constructs. magesmiths and major artificers’ guilds.
Craft Construct feat can grant a mute
Thus far however, these occurrences Designed to help forge massive metal
golem a mouth with which to speak
have all inevitably failed when one of objects, their hands resemble massive
by spending one day and 50 gp/HD of
the golems turns to violence against hammers. Instead of breathing poison-
the golem.
humanity, resulting in the group’s dis- ous gas, the forge golem can spout fire
solution or even extermination. for heating the metal it is working or
Kobold Quarterly 8 29
Golem Lore
Characters with ranks in Knowledge (religion) or Knowledge (arcana) can learn
more about golems. When a character makes a successful skill check, reveal the
following lore, including the information from lower DCs.

DC Result
10 Golems are powerful constructs animated by elemental forces with bodies
constructed of various materials.
15 A golem’s unique construction shields it from the effects of most magic, and
they can sometimes absorb the energies of a magical attack.
20 A golem’s body is also strengthened by its magical bindings. Only weapons
forged of adamantine can reliably pierce their hides.
25 The elemental spirit that animates a golem is imperfect and incomplete.
Golems have been known to break their controlling bindings and go on a berserk
rampage of destruction.
30 Golems that go berserk are actually developing free will. Given time, they
can gain a real personality.

incinerating its foes. Forge golems are


particularly dangerous in groups as Death Golems
their fiery breath can heal each other. A favored creation of necromantic
Forge golems lack an iron golem’s golemwrights, a death golem is a flesh
breath weapon. golem made from the parts of zombies
Breath Weapon (Su) A forge golem and other undead, rather than normal
may breathe a 10-ft. cube gout of corpses. Death golems lack the muscu-
fire as a free action once every 1d4+1 lar vitality of fresher golems, but more
rounds. It deals 10d6 fire damage. than make up for it with a life-sapping
Reflex DC 19 negates. The save DC is touch.
Constitution-based. A death golem’s Strength score is 16.
Critical-Hits.com CL 16; Craft Construct, wall of fire, (This replaces the flesh golem’s Strength
geas/quest, limited wish; Price 150,000 of 21.) Other stats are not affected.
gp; Cost 80,000 gp + 5,600 XP. Energy Drain (Su) Living creatures
hit by a death golem’s slam attack gain
Warden Golems one negative level. The DC is 9 for the
ChattyDM.net Fortitude save to remove a negative
Clerics of oppressed religions occa-
sionally create golems to protect their level. The save DC is Charisma-based.
people from harassment and mob For each such negative level bestowed,
violence. Since a clay golem’s unsubtle the golem gains 5 temporary hit
ways are not ideal for this situation, points.
warden golems were created that can CL 8; Craft Construct, animate dead,
walk through the marketplace unseen. enervation, geas/quest, limited wish;
Warden golems lack a clay golem’s Price 20,000 gp; Cost 10,500 gp + 780
haste ability. XP.
Invisibility (Su) As a full-round
action, a warden golem can cloak itself Other Constructs
from view as if by invisibility. This lasts Spellcasters of all stripes practice golem
as long as the golem maintains concen- crafting, and a wide variety of golems
tration and ends when the golem stops exist. Druids have even been known
concentrating. The warden golem may to create golems of wood or soil.
only affect itself in this manner. Additionally, spellcasters have devel-
Berserk (Ex) A warden golem has an oped other constructs as well. Unlike
increased chance of going berserk. It golems, these constructs lack anything
has a cumulative 2% chance of going resembling a soul although some of
berserk each round of combat. them have minds of their own, such as
CL 11; Craft Construct, animate homunculi. Even the fire-hearted brass
objects, invisibility, commune, resurrec- men lack souls of their own, being
tion; Price 40,000 gp; Cost 21,500 gp powered instead by enslaved efreet.
+ 1,540 XP. Only the mysterious inevitables
seem to possess souls and minds of
30 Kobold Quarterly 8
their own (though some might argue vision, telling him how to create a
that they are so purpose-driven as to golem to protect his people. He carved
lack free will), but they are not created the golem’s body from the clay bank
by mortal hands. Many an aspiring of the Vltava River. Loew called on
golemwright has sought to dismantle his fellow rabbis Isaac Ha-Cohen and
an inevitable to learn its secrets. Some Jecob Ha-Levi to assist him: Cohen
have even captured one, but thus far, was born under the sign of fire, while
the details of their power remain hid- Levi was born under the sign of water.
den to mortals. As Loew himself was born under the
sign of air, together with the earth of
History of the Golem the body, they represented all four
The term golem comes from a He- necessary elements. Loew and his assis-
brew word meaning “unfinished.” In tants performed the ritual, carving the
this use, Adam was the first golem, word ‘Emet’, meaning ‘truth’, into the
created by God from the dust of the golem’s forehead as the final step.
Earth. (Adam ceased to be a golem The golem, named Yosele, was
when God gave him a soul.) In Jewish tasked with protecting the Jews of the
folklore, holy men gained a portion of Prague ghetto. This it did, but over
God’s power, and the wisest and most time, Yosele became more powerful,
powerful rabbis could bring life to the and more violent. Its magical powers
lifeless, using knowledge from the Sefer included invisibility, a burning touch,
Yetzira (or the Book of Formation). and the ability to summon the spirits
Some even used this ability to create of the dead. Eventually, the Golem
calves, which they slaughtered and ate. began attacking Christians indis-
However, unlike God, they could not criminately (and in some versions, it
create a being with a soul: only animals attacked the Jews or even the Maharal
or soulless golems. Animating a golem as well).
this way required the use of holy In light of the terror and destruction
words, frequently the names of God, wrought by the golem, the Emperor
both as part of the ritual and as part of begged Rabbi Loew to destroy Yosele
the golem itself. Golem, promising that the violence
Creating anything in this way and harassment of the Jews would stop.
required utmost purity: clean white The Golem having served its purpose,
vestments (discarded afterward); virgin, Loew accepted the offer. He went to
untilled earth; and clear, fresh rain- Yosele and wiped the first letter from
water. Any impurity and the creation its clay forehead, transforming ‘Emet’
would fail. into ‘Met’, meaning ‘death’. The golem
Owning a golem servant was seen as fell still, and the rabbi hid its body in
a great honor, because it proved close- a coffin in the attic of the Old New
ness with God. Golems, however, were Synagogue in Prague and banned any-
still viewed as dangerous since they one else from entering the room.
lacked souls, and their intelligence was According to legend, the body lies
quite limited and literal. there to this day, ready to rise if it is
Golems were usually visually indis- ever again needed. Indeed, some credit
tinct from real humans, only being the golem with protecting the syna-
discerned by their lack of intelligence gogue during the Nazi occupation of
and inability to speak. Prague.

The Golem of Prague Other Golems


The best known of the golem legends Rabbi Elijah of Chelm, a contempo-
is that of the golem of Prague. As the rary of Rabbi Loew, is also said to have
story goes, in 1580, the Holy Roman created a golem. Elijah’s golem was
Emperor Rudolf II issued an edict activated with the name of God and
expelling the Jews from Prague. Rabbi grew larger and more powerful each
Judah Loew the Maharal received a day. Eventually, the golem grew so

Kobold Quarterly 8 31
large that Elijah feared it would be too large for his house 1st—animate ropeD, command (DC 14), comprehend
and deactivated it. The golem was nearly too tall for Elijah languages, doom (DC 14), magic stone (x2)
0—create water, detect magic, light, mending (x3)
to reach the name on its forehead. The deactivated golem D Domain Spell; Domains Artifice, Creation; conjuration
then fell onto Elijah, scarring his face. (creation) spells cast +3 CL
In other versions of the story, Elijah is killed by the falling
golem. Since one of this golem’s duties was to defend Jews TACTICS
from beatings in the marketplace, the Golem of Chelm may Before Combat If Marcello expects a fight, he uses magic
vestment on his cloak or breeches, and uses divine power
have inspired the legend of the Golem of Prague. to enhance his already formidable physical prowess. These
Legends of the golem inspired many, and variations appear effects are reflected in the bracketed statistics.
in Goethe’s The Sorcerer’s Apprentice, Shelley’s Frankenstein, During Combat Marcello relies on his natural resilience to
Meyrink’s The Golem, Capek’s Rossum’s Universal Robots, protect himself while using disabling spells like bestow curse
and hold person to end fights with a minimum of mortality. If
Pratchett’s Discworld series, and Steven’s “Ecology of the dropped below half hit points, he “takes the gloves off” and
Homunculus” (Kobold Quarterly #5). lashes out using slay living and his fists.
Morale If Marcello believes he may be destroyed (below
Marcello the Mendicant quarter hit points), he will flee or surrender.
An awakened clay golem lives as a hermit on the outskirts
STATISTICS
of a small village. Hiding his form under a great hooded Str 25 [31], Dex 9, Con —, Int 11, Wis 17, Cha 13
cloak, most of the townsfolk assume he is an outcast ogre or Base Atk +15 [+17]; Grp +26 [+28]
hill giant. They also know he can fix anything and answer Feats Craft Construct, Craft Magic Arms and Armor, Craft
impossible questions. Wand, Craft Wondrous Item, Forge Ring, Improved Natural
Attack (slam), Scribe Scroll
Marcello spends his time meditating on creation and on Skills Craft (sculpture) +8, Knowledge (arcana) +10,
the mysteries of life. Known as a scholar, he receives visi- Knowledge (religion) +10
tors seeking knowledge or specially crafted items. While Languages Common
he speaks readily about theology and arcana in a booming SQ aura of good, haste, spontaneous casting (cure spells)
Combat Gear ring of protection +3, ring of free movement,
voice, he guards his privacy carefully, not wanting to become scroll of raise dead; Other Gear 50 ft. of hemp rope, common
a curiosity himself. Instead, he lets people believe that he is cloak and breeches, masterwork smith’s tools
some kind of giant, ogre, or ogre magi. When a visitor earns
his trust, he casts off his cloak, revealing his earthy complex- SPECIAL ABILITIES
ion and great expressive face. To these people, he claims to Aura of Good (Ex) Marcello radiates a strong aura of good.
be the first golem of them all. Cursed Wound (Ex) The wounds left by Marcello’s slam
attacks do not heal naturally and resist healing spells. A
< character attempting to cast a conjuration (healing) spell
on a creature damaged the way must succeed on a DC 26
caster level check, or the spell has no effect on the injured
Marcello Joirus, CR 15 character.
Male-identified awakened clay golem cleric 9 Domains (Ex) The Artifice and Creation domains grant
NG Large construct Marcello a +4 bonus on all Craft checks and allow him to cast
Init -1; Senses darkvision 60 ft., low-light vision; Listen +3, all conjuration (creation) spells at +3 caster level.
Spot +3 Haste (Su) After 1 round of combat, Marcello can haste
Aura aura of good himself once per day as a free action for 3 rounds.
Immunity to Magic (Ex) Marcello is immune to any spell
DEFENSE or spell-like ability that allows spell resistance. In addition,
AC 25 [27], touch 11, flat-footed 25 [27] certain spells and effects function differently against him.
([+2 armor], +3 deflection, -1 Dex, +14 natural, -1 size) A move earth spell drives him back 120 feet and deals 3d12
hp 130 (11d10+9d8+30); [9 Temporary Hit Points] points of damage.
Fort +9, Ref +5, Will +12 A disintegrate spell slows him (as the slow spell) for 1d6
Defensive Abilities immunity to magic; DR 10/adamantine rounds and deals 1d12 points of damage.
and bludgeoning; Immune construct traits An earthquake spell cast directly at Marcello stops it from
moving on its next turn and deals 5d10 points of damage. He
OFFENSE gets no saving throw against any of these effects.
Speed 20 ft. Any magical acid damage heals 1 point of damage for every
Melee 2 slams +21 [+26] (4d8+7 [4d8 + 10] and cursed wound) 3 hp damage it would otherwise deal. If this healing would
Space 10 ft.; Reach 10 ft. lead Marcello to exceed his full normal hit points, he gains
Special Attacks cursed wound, turn undead 4/day any excess as temporary hit points. He gets no saving throw
Spells Prepared (CL 9th): against magical attacks that deal acid damage.
5th—fabricateD, slay living (DC 18) Turn or Rebuke Undead (Su) Marcello may attempt to turn
4th—divination, divine power, minor creationD undead 4 times per day. He gains a +2 bonus on turning
3rd—bestow curse (DC 16), create food and waterD, magic checks because of his ranks in Knowledge (religion).
vestment, meld into stone, stone shape
2nd—enthrall (DC 15), hold person (DC 15), make whole,
shatter (DC 15), wood shapeD, zone of truth (DC 15)

32 Kobold Quarterly 8
Kobold Quarterly 8 33
Kobold Diplomacy

The Brutal Honor of

R.A.
Salvatore
We get the word from
the master of dark elves
and the Corona saga
Interview by Jeremy L. C. Jones
Book Cover Art © TOR Publishing

R. A. Salvatore is best known for


Drizzt Do’Urden, the iconic
dark elf who leaves the Under-
dark city of Menzoberranzan, forsakes his
evil drow heritage, and lives a life of brutal
the contract and put the advance check in
the bank.”
But Lucas knew Salvatore was the man
for the job, and the result was that a single
leased), an RPG campaign setting, comics,
and graphic novels.
GenCon 2008 was an exciting time to
speak with Salvatore. He was finishing up
character’s death changed the Star Wars The Dame (the tenth book set in Corona),
honor among people who despise him. Expanded Universe, heightening the sense awaiting the release of The Pirate King
Drizzt is certainly a major part of Sav- of danger throughout the universe and (featuring Drizzt Do’Urden), and helping
latore’s canon, appearing in more than 20 offering the core cast of characters a chance his son, Geno, promote their co-authored
novels and a handful of short stories, all set to develop further through their grief. young adult novel, The Stowaway.
in the Forgotten Realms. As the creator of Drizzt and the killer of Even though The Stowaway focuses on
Salvatore is also known for his action Chewbacca, Salvatore is not always given twelve-year-old Maimun, it is, as Salvatore
scenes. Drawing on his experiences as a full credit for another key element of his said, “a worthy addition to Drizzt lore,” as
hockey player and as a bouncer—“it’s all writing—world-building. the famous dark elf makes “more than a
in your feet; it’s all in your balance”— “Bob Salvatore has worked the magic cameo” appearance.
Salvatore slashes his way through fights that all writers dream of,” said Ed Green- And, of course, Salvatore was also
scenes with a vivid freshness and breakneck wood, the creator of The Forgotten Realms, busy building the world for “a computer
rhythm unmatched by anybody (except “creating characters and a subterranean game that I can’t talk about.” That game,
maybe fellow former-bouncer, David setting that caught on with readers, becom- officially codenamed “Copernicus,” is a
Gemmell). ing wildly popular, beloved, and attracting MMORPG for Curt Schilling’s 38 Studios.
But what makes Salvatore’s action scenes a devoted ongoing following waiting to see “I’m a hardcore gamer,” Salvatore said,
mermorable as well as exciting is that the what happens next. “and I think this [game] is going to be big!”
violence in his books reveals something “This is the essence of worldbuilding: Salvatore and I spoke in Indianapolis
about the characters (and often the setting) not just painting in lots of details in a in between events celebrating the 20th
involved. Each character endures conse- setting, but telling a great story in that anniversary of the creation of Drizzt. I
quences for taking up the sword, and has to setting. Bob has mastered that, making tried to keep the conversation focused on
live with those consequences long after the readers care what happens to Drizzt and his world-building, but as often happens with
sword is sheathed. companions and the drow city he was born Salvatore, the conversation often came back
Lastly, Salvatore is infamous as the guy and raised in. I re-read Homeland for sheer to characters and to honor.
who was brought in by George Lucas to kill personal enjoyment at least once a year, and What follows is a combination of inter-
Han Solo’s faithful cohort, Chewbacca, in devour each new Salvatore book, inside the view and public Q and A.
the first book of The New Jedi Order series, Realms or outside of it, as it appears.”
Vector Prime. For that, Salvatore received On a brief hiatus from writing For- It’s been a little over 25 years since your
hostile fan mail and death threats. gotten Realms novels for TSR in the first novel, The Crystal Shard. How have
“They made me do it!” Salvatore said at mid-1990s, Salvatore began building his things changed in the genre?
a recent GenCon event. “They didn’t even masterwork, Corona, the setting for nine Salvatore: When I started in fantasy, it
tell me I had to do it until after I’d signed novels (with two more scheduled to be re- was a very black and white genre. You were
34 Kobold Quarterly 8
either good or you were bad. You were Sau- called “emo” one too many times. One of Salvatore: My plan with DemonWars
ron or you were Gandalf. You were Aragorn the things I am gathering about the new Saga was to create the world of Corona
or Boromir. You made the right choice or Forgotten Realms is that it’s pockets of through a gigantic seven book series and
you made the wrong choice. Period. civilization surrounded by leagues of chaos then tell the more personal stories, like I
And the women in the books! They were and craziness and badness. And if Drizzt is did in The Highwayman [the eighth book].
either chicks in chainmail or damsels in going there, Drizzt is not going to be a nice The other thing I wanted to do with Co-
distress. guy. He’s going to go about his business rona was give it a sense of distance. One of
But now the genre has grown up. Writers ruthlessly. You get to a point where you’ve the things people in our world don’t always
are really exploring the grey areas. If you just seen too much. He’s still an honorable get about fantasy worlds is that if some-
put a woman in your book, she better be hero, but he’s going to be an honorable thing happens in one part of the world it
a kick-ass character. I think that makes for hero who will take people out in a hurry... can be months before the other part of the
much more interesting reading. He’s going to live another 700 years if I world knows about it.
When I started, science fiction had one don’t kill him. And I’m not. I started the story of Demon Awakens
bay in the bookstore. They had Asimov, on the frontier in the town of Dundalis. I
Heinlein, Clarke, and Bova, and they had Will Drizzt ever get sick of being Drizzt wanted that feeling that people can grow
Tolkien down at the bottom. Then Terry and just snap? up, live their entire lives, and never leave
Brooks came on the scene. And Stephen Salvatore: From the beginning, my phi- that one small area where they live.
Donaldson and Michael Moorcock. But losophy has been, “The hero isn’t the guy
there was still only one bay, and maybe five with the biggest gun. He’s the guy with the What was the first step in the world-
or six fantasy books. biggest heart.” That’s not going to change. building process?
It exploded in the mid-80s with Drag- Drizzt may get an edge to him, he may Salvatore: Corona was germinating for a
onlance and David Eddings and The have a bitterness to him, he may at times long time before I actually started writing
Forgotten Realms and Robert Jordan. Now forget who he is but it will be very brief. it. In fact, my old Crimson Shadow books,
there is so much more room out there and He’s never not going to be Drizzt. I think, are the forerunner of Corona.
there are so many different things you can I’ve got Jarlaxle for that. [When I started the DemonWars Saga,]
explore within the genre. I had left TSR over some creative differ-
How did an honorable guy like Drizzt ences back in the mid-90s and the editor
You’ve worked in shared worlds and come out of the drow culture? at Del Rey called me up. He said, “I’ll give
created your own settings. What are the Salvatore: He had a pretty honorable you as long as you need to write the best
advantages and disadvantages of each? father. And I think there is a subculture book you can write.” That’s what I’d been
Salvatore: With a shared world, the of the drow that’s honorable. I don’t think waiting to hear. I’d been on the treadmill
advantage is that you get to stand on the Jarlaxle is dishonorable all the time. for several years, pumping out two or three
shoulders of giants like Gary Gygax and Ed I don’t think the drow are purely evil. Do books a year, every year, and I needed to
Greenwood and Dave Arneson. There’s so you know where Menzoberranzan came sit back and develop this world that had
much already there, so much richness. from? been germinating for a long time. I needed
The Forgotten Realms is the way a We had just finished The Halfling’s Gem to create my world, my Forgotten Realms,
shared world ought to be. They let you and TSR said, “We’re reading the mail and my Middle Earth, my Shannara. And that
have your characters and you find your people want to know where this guy came world was Corona.
own little corners of the world and do your from. We want you to create the Dark The first thing I did was figure out the
own thing. It’s led to one of the most suc- Elves in the Forgotten Realms.” I had climate and geography. I grabbed my old
cessful book lines for over twenty years. the Fiend Folio and the old modules. About National Geographics and started finding
The disadvantage is that things happen five different products mentioned them land that would fit the story I wanted
in the world that you have no control over. but really didn’t give much. So I said to to tell. If you look carefully, the land of
You’re limited in what you can do. I can’t TSR, “What else do you have?” They said, Corona looks like Eastern Canada. I’d
blow up Waterdeep in the Forgotten “Nothing. It’s carte blanche. You’re creating promised some people I’d met at a conven-
Realms. They’re just not going to let me them in the Realms.” tion that I would put Labrador in the book
do that. So I went and read Mario Puzzo’s The and I think Labrador is one of the coolest
So, overall, the biggest limitation is that Godfather. I’m not kidding. That’s where places in the world.
you can’t reshape the world. But that lets Menzoberranzan came from. I got the The premise of the world was going to
you tell more private stories, stories of family structure from The Godfather. Gary be the gemstone magic. That was going to
personal triumph. You are forced to really Gygax, of course, had already turned it into be the difference in my world. And then
make your characters sing. the godmother. came the question: where do you get the
So I don’t think it works to say they’re gemstones? Am I going to have mines set
What can you say about The Pirate King? purely evil. There are too many shades of up in various places, mining all the gem-
Salvatore: The Realms are changing. grey in there. stones that have magical properties? What I
That’s why the series is called Transitions. There is an old saying that there is no settled on was a corona around the planet,
Some pretty big things happen. I don’t one more fanatical than a convert. Drizzt a ring like Saturn’s.
want to give too much away, but suffice it understands the need to adhere to a code Every few generations the gemstones
to say that I hope it’s going to hurt. And I’ll more than someone who is raised in a soci- would shower down along the equatorial
leave it at that. ety that already had codes of honor. ring. The gemstones had magical proper-
ties that weren’t permanent, at least not
Drizzt is pretty angry these days. Of your creator-owned worlds, Corona is until monks from the church got them.
Salvatore: Isn’t that great? He’s been the most extensive. The church was founded by the guy who

Kobold Quarterly 8 35
figured out how and re-read the book. I can’t. That book losophy going into this was “deep threads.”
to make the was as important to me as anything I’ve We’re going to have 150 people working
gemstones’ mag- ever done. on this. We need deep threads. You need
ical properties a 10,000 year history so that everything
permanent. This How has it been to return recently to the makes sense. When everyone sits down to
gave great power early days of Corona with the Saga of the paint on the canvas that we’re creating, they
to the church, First King series for Tor? have all this history to draw on for consis-
and from there Salvatore: It’s been a mixed blessing. tency’s sake and for logic’s sake. That’s why
the entire Abel- When I went back, I started going down the players are able to go around the world
lican Church the wrong road with the character. I was and, even if they’re not paying attention,
was born in the kind of going with what I know best and everything’s going to make sense. Why this
middle regions. that would be the Dark Elf model: put this race interacts with these people like this
Building Co- group of amazing heroes together and they and why this is going on over here--it’s
rona kind of spiraled outward from there. go walking through adventures. going to all make sense.
It took about six months. That’s not what Bransen is all about. We spent six to eight months just build-
There were supposed to be more trials in ing those deep threads before we even
What is at the heart of Corona? his life than that. But I put the brakes on started on the game.
Salvatore: The major struggle of Corona, and reminded myself of why I’m writing
as I think it is in most fantasy and certainly Bransen and what I want to do. And now You’ve mentioned elsewhere that working
in our world, is: why are we here? What is I’m finishing the third book, The Dame, with your son Geno on The Stowaway has
the whole point of it all? It manifests itself and I am right back where I want to be reminded you of why you write. Why do
in Corona within the Abellican Church, with him and his voice is loud and strong you write?
which goes through a schism similar to the again. Salvatore: There are a lot of reasons why
one the Catholic Church went through in I write. But primarily it’s to get those letters
the 11th century. How did you get involved with making a from teenagers that begin, “I never read a
In the Abellican Church, it’s over the computer game for 38 Studios? book until…” or “I couldn’t get my son
gemstones. One group says these are gifts Salvatore: I was sitting at home a couple or daughter to read until I gave him your
from god, we’re the people of god, so we of years ago and the phone rings. I pick it book…”
should keep the gemstones. The other sect up and the guy says, “Can I talk to Bob I was at a reading once on South Broad
says, no, no, if we spread this out—and Salvatore?” I say, “speaking.” And he says, Street in Philadelphia many, many years
this is where The Demon Awakens starts—if “Oh man, this is so cool! You’re my favorite ago and there was this young man who
we give these gemstones to people they’re author. I’ve read all your books twice. This looked like a gang-banger. He had the
going to have better lives. We should be is Curt Schilling.” I’m a big Red Sox fan, baggy pants and the hat on backwards. And
sharing this magical wealth. obviously. I’m like, “Yeah, right.” And he he kept going to the back of the line when-
But it all comes back to questions like, says, “No, this is really Curt Schilling.” ever more people would come. I’m think-
what’s the point of the religion and what’s He was starting a video game company ing he’s going to rob me or something.
the point of the church? and he wanted me to come in and design Showing my suburban stupidity, right?
That struggle is the most apparent in the the world. So this kid finally gets up to me and he
fourth book, Mortalis, where you have this Curt flew me out to Kansas City with my says, “You know, in high school I never
monk who questions whether there is life wife. It was Curt and a few of his friends. read a book but I did play D&D. I wanted
after death. This monk is a poet and the Couple of them from Sony. Guys he’d to play a dark elf and my DM threw
other monks think he’s a great philosopher played EverQuest with for years. They told Homeland at me and said, ‘I’ll let you play
who’s helping them come to terms with me this idea they had for a video game. I a dark elf but you’ve got to read that book.’
their faith. Is there really meaning? Is there saw what they were doing and there was So I threw it right back at him and said, ‘If
really more to life? But when the poet- one thing missing. I knew right away what it’s any good they’d have made a movie out
monk starts sharing these same poems with had to be done, but I wouldn’t tell them of it.’ And he says, ‘You have to read this
the people, the monks are afraid it will right away. I made them wait overnight. book or I’m not letting you play a dark elf.’
shake the people’s faith. And the monks We’ve put together this team that is So I went home, started reading the book
need that faith to control the people, so just unreal. I got together with my group and I had to stop when it was time to go
they kill the poet as a heretic. and we created a history of the world, the to school.
cultures of the world, and the story of the He read right through the night and
Mortalis seems to be the point in your game. And that’s all I can tell you. wanted to tell me that now he was a litera-
career at which all your writing deepens. ture major at Tulane University.
In all your books written after Mortalis, When will the game come out? You hear stories like that and you realize
for instance, your characters seem to Salvatore: We won’t release it till it’s ready. that words affect people. That people are
experience loss more profoundly. If you put a video game out there that’s not actually paying attention to what you’re
Salvatore: I don’t know that I’ll ever write ready, not polished, people won’t give you a writing and it scares the hell out of me, but
another book like Mortalis, and I hope I second chance. it’s a pretty magical thing as well.
never do. I wrote that book while I was
losing my brother to cancer and it was my Any dark elves in the game? What are you working on next”
catharsis. That was where I was letting my Salvatore. Drizzt won’t be in it. It’s com- Salvatore: The Ghost King. It’s going to
emotions, my fears, my hopes—all of it-- pletely new. The world has a bigger history be a very brutal book… I hope. After that,
play out on the page. I’ve never gone back than you can even imagine. My whole phi- we’ll have to see what happens.
<
36 Kobold Quarterly 8
Kobold Quarterly 8 37
Medieval Medicine
The Four Humors
By Phillip Larwood

“Ah, yes, I see now. Note the dark orange linked to the seasons and the elements: very
color of your bile? No wonder your rage blood (or sanguine humor) was associ- planes,
grows out of control. I’m afraid your ated with cheerfulness, air, and spring; study of
condition will only worsen without the yellow bile (or choleric humor) was as- the four humors can change the way
proper treatment.” sociated with anger and irritability, fire, sickness is examined and how various
“Can anything be done for me, doctor?” and summer; black bile (or melancholic symptoms are treated.
“Well, certainly my dear man. Just let humor) was associated with depression The easiest way to incorporate the
me get my stomach pump and purging and sadness, earth, and fall; and phlegm four humors into a campaign is with
bucket, and we can get right to work.” (or phlegmatic humor) was associated healers and clergy, whose study of the
—Doctor Winton Callow with calmness and apathy, water, and humors forms the foundation for how
to a concerned patient winter. all ailments are identified and treated.
All disease was attributed to a distur- In this type of campaign, all clerics

F
rom the classical age through bance or imbalance of the humors (also with ranks in Heal understand the four
to the latter stages of the known as dyscrasia) while good health humors and their effects on the uni-
19th century, medicine was was the result of equilibrium or balance verse around them. This expands how
dominated by the study of the four between the humors (also known as the Heal skill can be described and
humors—those essential elemental crasis). Emotional and mental well- lends weight to the strange remedies or
liquids governing all health and well- being was also associated with the four practices of medieval healers. Deities
being. In recent years, medical science humors, and any disturbance in one’s may also embody the four humors,
has consigned the four humors to the behavior or temperament was often especially a deity of healing or disease,
trash heap, vilifying their use in the linked to an imbalance. and the rituals or histories of the gods
prognosis and treatment of disease and In medieval medical practice, the di- may relate to the four humors.
replacing them with modern methods agnosis of disease consisted of checking In a campaign where humorism ex-
of diagnosis and intervention. Yet while the fluids of the body, such as blood or ists, the elements and the seasons can
these humors are maligned and forgot- phlegm, for irregularities. Treatments have a far greater impact on health
ten in modern life, they might play a included bloodletting using a lancet and add color or flavor to the world.
vital role in any fantasy world where or leeches, induced vomiting, enemas, An imbalance of the humors may
humorism (the study and use of the and simply changing one’s diet to “even be the result of an imbalance in the
four humors) can be a legitimate and up” the humors. elemental planes or the presence of a
commonplace medical practice. Eventually, belief in the four humors greater concentration of one element.
faded due to the scientific discover- A person may feel melancholy near a
The Four Humors in History ies of Rudolf Virchow and others in large group of xorn or more cantanker-
The four humors—that is, blood, the 1800s, and it survives these days ous or belligerent near a portal to the
black bile, yellow bile, and phlegm— only in the discussion of certain blood Elemental Plane of Fire. The elemental
were first proposed in the writings of diseases and various medical parlances planes reflect the nature of the humors
classical Greek writers around 400 and sayings. in small but appreciable ways. For
B.C. While Hippocrates was the first instance, the Elemental Plane of Air
to apply them to medicine, Galen The Four Humors in Fantasy might be a plane of warm and moist
popularized the four humors. Widely Even though the humors and their vapors, because these are among the
practiced, the study of the humors connection to the elements and seasons governing qualities of blood.
dominated medicine and was virtu- are categorically discounted by modern In a fantasy world the seasons might
ally unchallenged for more than 1,000 medical science, in a typical fantasy create an imbalance of the humors
years. world where magic is a tangible force in creatures or even set their general
Historically, the four humors were and the four elements influence the behavior. Dwarves might be tied to
38 Kobold Quarterly 8
winter and, therefore phlegmatic in
nature; elves might be tied to spring
Healing Humors Table
and therefore sanguine. The dwarves Task DC
would be generally unemotional while Check bodily fluids to identify an imbalance in humors 15 1
the elves would be excessively cheer- Remove dazed, fatigued, or sickened condition 20 2
ful, reflecting both the season of their Heal a gangrenous or bleeding wound. 25 2
race and the humor that governs their Remove exhausted, nauseated, or stunned condition 25 2
1
If the healer successfully identifies an imbalance in the patient’s humors, he gains a +5 bonus on
overall personalities.
all future Heal checks to treat diseases related to the specific imbalance or to perform one of the
Similarly, an elf in the fall might
tasks presented above.
become overly withdrawn or depressed 2
This requires using a method such as bleeding, purging, or cupping (using a burning hot glass
and a dwarf in summer warlike and
or ceramic cup pressed against the skin to draw out bad humors). If the healer fails this check by
generally foul tempered, as their op-
5 or more the condition worsens by one step (such as going from dazed to stunned). If this is not
posing seasons and therefore humors
possible, he deals 2 points of Con damage to the victim.
take hold. Their humors affect each
race’s society and culture; that is, trade
negotiations with dwarves should Medicine Domain and stunned conditions from the
ideally occur in winter when they are Deities gods of healing, medicine, creature touched, as well as the follow-
calmer and more rational, and elven the elements, or seasons (and their rela- ing conditions or spells related to the
festivals might shift temparaments with tionship to the humors), or disease. humor affected:
the seasons. Granted Power +2 bonus on Heal Black Bile—Negates the effects of
checks and a +2 bonus on saving crushing despair and of the frightened,
New Uses for the Heal Skill throws against disease. panicked, and shaken conditions.
The four humors can be presented Blood—Negates wounding and
within a campaign primarily through Medicine Domain Spells bleeding effects (such as from stirges
the Heal skill. In a fantasy world, 1 remove paralysis and weapons of wounding).
an imbalance of the humors might 2 remove disease Phlegm—Negates the effects of calm
produce very real conditions. The DCs 3 chirurgeon’s touch* emotions and slow and of the fascinated
given below allow creatures to treat 4 black weep* condition.
various conditions or injuries more 5 greater restoration Yellow Bile—Negates the effects of
effectively by applying the study of the 6 heal rage and any anger-based effect.
humors in appreciable ways. 7 regenerate One humor must be selected when
All of these uses of the Heal skill 8 mask of humors* this spell is cast, and the spell varies
require a standard action to perform. 9 mass heal depending on the one chosen. The
In a campaign featuring the four * New spell. description above is for black bile; an
humors, healer’s kits typically contain imbalance of phlegm means the crea-
a lancet or jar of leeches, several glass New Spells ture weeps clear, slimy tears while those
cups, various powders for mixing A variety of new spells are called for in with excess of blood weep blood and
emetics or enemas, and a small bowl a campaign featuring the four humors. yellow bile weeps yellow, oily tears.
for collecting and examining bodily
discharges. Such kits are also known Black Weep Chirurgeon’s Touch
as chirurgeon’s kits or leecher’s kits Necromancy Transmutation
(by those who suffered at the hands of Level: Clr 5, Medicine 4 Level: Clr 4, Medicine 3
bogus healers). Components: V, S Components: V, S
Casting Time: 1 standard action Casting Time: 1 standard action
New Domain Range: Touch Range: Touch
When the four humors are linked to Target: Creature touched Target: 1 creature
the gods, some clerics gain access to Duration: Instantaneous Duration: 1 round/level
the Medicine domain (also known as Saving Throw: Fort negates (harmless) Saving Throw: No
the Humorism domain). Unlike the Spell Resistance: Yes Spell Resistance: None
Healing domain, the Medicine domain After finishing the incantation, the crea- You complete the spell and the target feels
has a more spells that cure or remove ture you touch begins weeping glittering new knowledge flood through her body.
negative conditions rather than simply black tears that vanish as quickly as they This spell grants a +10 competence
hit points. appear. bonus on Heal checks and the ability
This spell removes the dazed, ex- to take 10 on Heal checks even while
hausted, fatigued, nauseated, sickened, rushed or threatened. As a swift action,

Kobold Quarterly 8 39
the recipient can expend the spell to handle and is kept razor sharp by those
cast cure moderate wounds or lesser
New Magic Items
who use it. While healers use this magical
restoration with a CL equal to the cleric A campaign featuring the humors
tool to perform surgery on patients with-
who cast chirugeon’s touch. needs a few useful magic items.
out anesthetic, the scalpel can also be used
as a very effective weapon.
Mask of Humors Leech Sphere
A sawbones scalpel is treated as a +1
Conjuration Aura faint necromancy; CL 5th
keen dagger in combat; however, its true
Level: Clr 9, Medicine 8 Slot —; Price 750 gp
power lies in the ability to anaesthetize
Components: V, S, M Extremely valuable as both a healing
wounds. Any creature struck by the
Casting Time: 1 standard action tool and weapon, this object appears as a
scalpel must make a DC 13 Will save
Range: Personal black cold slimy sphere composed of hun-
or be numbed for 1d4 rounds. This
Duration: 1 minute/level dreds of living, intertwined leeches.
numbing effect prevents the victim
Saving Throw: None The leech sphere extracts bad humors
from feeling pain and imposes a –2
Spell Resistance: No from the blood. When a command
penalty on all attack rolls, damage rolls,
An invisible mask composed of all four word is spoken, a swarm of leeches
and skill checks involving fine manipu-
humors swirls around your face, protect- leaves the sphere and attaches itself to
lation (Disable Device, Open Locks,
ing you from a range of negative and the nearest willing, helpless, or bound
Sleight of Hand, etc.).
harmful effects. target. As soon as the leeches grab hold,
A creature that fails its saving throw
This spell creates an invisible mask they begin sucking the blood from the
against the anaesthetizing ability of the
composed of black bile, blood, phlegm, creature. This is a standard action and
scalpel may not be aware it has been
and yellow bile. The mask prevents grants the wielder a +5 competence
wounded if it was surprised or caught
you from becoming dazed, exhausted, bonus on Heal checks to cure diseases
flat-footed. This makes it a valuable
fatigued, nauseated, sickened, or or conditions related to infected blood
tool for those with the sneak attack
stunned. It also gives you complete (including diseases like filth fever). This
ability such as assassins and rogues.
immunity to all mind-affecting abilities never drains enough blood to cause
Requirements Craft Magic Arms
and spells which affect your emotions Con damage or other negative side-ef-
and Armor, hold person; Cost 9,000 gp,
(antipathy, crushing despair, fear, etc.) fects. A second command word causes
720 XP
and to all natural diseases and poisons. the leeches to rejoin the sphere.
Material Component: A vial filled In emergencies, the wielder of a leech
Staff of Humors
with a solution composed of each of sphere can use it as a weapon, hurling it
Aura moderate enchantment; CL 8th
the four humors. at a target while speaking a third com-
Slot —; Price 13,875 gp
mand word. When used in this way
This staff is composed of stout wood and
Touch of Dyscrasia the sphere has a range of 30 ft. and the
topped by a sphere of bilious liquid that
Necromancy wielder makes ranged touch attacks.
constantly changes color from dull black
Level: Clr 4, Sor/Wiz 4 If he hits, the sphere unravels and the
to rich crimson to glistening blue to
Components: V, S, M swarm of leeches sticks to its victim
faintly glowing yellow before starting the
Casting Time: 1 standard action and drains blood. This attack deals 1d6
whole process over again.
Range: Touch points of Con damage to the victim
Because of the nature of the spells
Target: Creature touched and sickens them for 1 minute.
placed in this staff, they are typically
Duration: 1 round/level A successful DC 14 Fort save stops
constructed by bards. When casting a
Saving Throw: Fortitude negates the creature from becoming sickened
spell associated with a particular humor
Spell Resistance: Yes but does not prevent the Con dam-
the sphere changes color to match the
You touch the victim and afflict him with age. This use destroys the leech sphere,
humor in question.
a condition of your choosing. and its leeches become non-magical
This staff has the following spells:
You channel the energy of the four vermin.
calm emotions (1 charge; the sphere
humors through your touch, causing a The sphere has no effect on undead
turns blue when casting this spell)
powerful chemical imbalance in your or creatures without blood (such as
crushing despair (2 charges; the sphere
target. You must succeed on a touch constructs and elementals).
turns black when casting this spell)
attack to strike a target. The subject is Requirements Craft Wondrous Item,
good hope (2 charges; the sphere turns
immediately dazed, exhausted, fa- vampiric touch, crafter must have 5
red when casting this spell)
tigued, nauseated, or sickened for the ranks in Heal; Cost 375 gp, 30 XP
rage (1 charge; the spell turns yellow
spell’s duration. The condition ends as when casting this spell)
soon as the spell’s duration ends. Sawbones Scalpel
Requirements Craft Staff, calm emo-
Material Component: A drop of Aura faint necromancy; CL 9th
tions, crushing despair, good hope, rage;
black bile, blood, phlegm or yellow Slot weapon; Price 18,000 gp
Cost 6,937 gp, 555 XP
This long thin blade has a bone or ivory
bile. <
40 Kobold Quarterly 8
Smarter than the
Average Sword
By John E. Ling Jr.

I
ntelligent items present wondrous
weaponsmiths in the clan to build a the ground. Renewed, she took up the
opportunities, yet in most games,
gift for Amund. The high priest spent weapon and thrust it into the belly of
these items are rare. Presented here
years forging the perfect sword and, in the surprised dragon, slaying the beast.
are four swords of varying levels of
due time, presented the young dwarf Annasei became a hero that day,
magical intelligence. Each item has its
with the greatsword Thane’s Honor. The beloved by those who lived in ter-
own story with plenty of room for a
high priest trusted the young lad would ror of the dragon. She was quickly
GM to customize the item to fit within
grow into the greatsword in due time. thrown into the position of leader of
her campaign.
It was designed to defend the Thane a small kingdom; though against her
In addition, each sword presents a
during times of trouble and, most wishes, she relented for the common
hook for the GM to use to introduce
importantly, imbued with the spark of good. Much like Amund, she ruled
the weapon. While these swords have
intelligence and the abilities of debate with a reputation of fairness. Also like
a value listed, they should not be avail-
and reason. Young Amund would not Amund, her time as a ruler didn’t last
able at Ye Olde Magic Shoppe. Instead,
fall prey to the brutal world of dwarven long. An assassin, sent by agents of the
this value is provided so GMs can keep
politics so easily with it at his side. See- God of Vengeance, murdered Annasei
the relative value of items among all
ing the blade in his son’s hands, Thane in her sleep, and made off with her
the players even.
Ragnar died. sword and armor.
Thane’s Honor, Though Amund was young by dwar-
ven standards, he had learned much in In the Present
The Sword of State
his time with his father, and aided by Thane’s honor has not been seen since.
By dwarven tradition, the eldest son thane’s honor, the young leader quickly Some speculate the weapon is cursed.
of the clan’s thane assumes the mantle developed a reputation as a fair ruler. Others believe the weapon is not con-
on his father’s death. So it has gone Alas, others were jealous of the young tent providing aid to only one person.
for millennia, and clan Stonebreaker thane. Civil war erupted among the Still others hypothesize that thane’s
was no exception. However, they faced clans, and Amund, while a capable honor had nothing to do with the
a difficult proposition 300 years ago. warrior, fell in battle. His sword disap- deaths of its previous owners and that
Their long-lived leader, Thane Ragnar, peared that day for 30 long years. it would make a fine sword for a good
was near death and desperately wanted
and fair ruler.
a son. Though his beard was thinning, A Change of State
his wife was able to conceive a boy and Eventually, an elven paladin by the Thane’s Honor
they named him Amund. Ragnar’s spir- name of Annasei Featherbow sought NG intelligent item; +1 defending
it still strong, and he set about teaching to slay a dragon, ending a long and greatsword of rulership
his young son rulership and statecraft, bloody reign of terror. She fought Properties defending, rulership
for Ragnar knew he had little time left gallantly, but the dragon sundered her Int 13, Wis 10, Cha 13; Ego 6
under the mountain. sword and battered her body during Communication empathy; Languages
The thane’s high priest worried the long and brutal fight. Weaponless Common, Dwarven; understands but
Amund would ascend to lead the clan and near death, Annasei fell to the is limited in response due to limita-
while ill prepared for the difficult ground as the dragon readied its final tions of empathy
politics of the dwarven world. Secretly attack on the paladin. In that instant, Senses hearing, vision 60 ft.
he began work with the greatest of Annasei saw thane’s honor, lying on Skills Diplomacy +16, Listen +0, Sense
Kobold Quarterly 8 41
strate it prior to those events. its immediate area is guilty, it quickly
Rulership Weapon On that fateful day, a trial was held. speaks up, seeking to impart justice
Weapons imbued with this ability The vile necromancer Adallus the Black against the wrongdoer. Even if a crime
aid the owner in diplomatic matters. was brought to trial by the Legion of seems justified to the perpetrator, to
The weapon grants the owner a +5 Light—a militant sect— for his crimes Judge’s Blade, the ends never justify the
circumstance bonus to Diplomacy against decency. It is unclear why means.
and Sense Motive. The weapon the subsequent events happened, but GM Tip Adallus the Black sold
only bestows these bonuses while scholars agree that demons beset the his soul long ago to ensure demonic
sheathed. court that day. The demons freed Adal- protection should he ever fall captive.
Aura faint transmutation; CL 5th; lus the Black from his bindings and Adallus barely escaped with his life that
Price +4,375 gp slew Menicus Everbright, the leader of day and went into seclusion for many
Requirements Craft Magic Arms the sect and the wielder of the sword long years. During that time, he under-
and Armor, Craft Wondrous Item, that today is known as Judge’s Blade. went the transformation to become a
creator must have 5 ranks in Diplo- A young paladin named Herbert lich and took a new name—Machnar
macy and Sense Motive Bonnivar, distraught at seeing his lead- the Foul. Intent on revenge, Machnar
er slain, took up Everbright’s sword. It plotted the destruction of the Legion
Motive +15, Spot +0 was at that moment the sword spoke of Light, tempting a weak-willed
Value 24,725 gp for the first time. The blade directed paladin into turning and becoming a
Personality Thane’s honor is conser- young Herbert through the treacher- blackguard. The blackguard’s machina-
vative in action. It prefers to take a ous combat. Though the demons were tions destroyed the Legion of Light
defense posture, often encouraging its slain, Adallus the Black escaped his before Machnar snuffed out his life to
owner to negotiate rather than fight. judgment and was never seen again. keep him quiet.
Even if combat breaks out, the blade Many paladins perished that day, Still not content in his revenge,
continues to encourage its owner to though Bonnivar himself himself sur- Machnar sought the blade that saved
proceed carefully through the battle, vived the fierce battle and his injuries the young paladin on the day of his
seeking an opportune moment to and became a hero to his church. trial. The lich destroyed the then
negotiate a truce. owner—a half-orc warrior intent upon
GM Tip Thane’s honor currently has In the Present ending the orc raids threatening to
no owner. Or rather, the current owner Judge’s Blade has passed through the tear his region apart—and brought the
does not really know what it has. The hands of several individuals, always blade back to his sanctum. There the
assassin who killed Annasei suffered an ending up with those who decide the blade now sits, locked away in a chest.
“accident” of his own after leaving the guilt or innocence of those accused
paladin’s home. He failed to detect a of crimes. Bonnivar passed the sword Pious Hunter,
pit in the floor of the forest and fell 50 to another paladin deemed worthy the Sword of Spiritual Justice
ft., where he was beset upon by a ten- of possessing such a fine blade; that This weapon resembles Judge’s Blade.
headed hydra. Injured from the fall, paladin bequeathed the blade to a king. It is unclear whether the two swords
the assassin proved no match for the It switched hands several other times were created by the same weaponsmith
hydra. The sword lays unclaimed in the before seeming to fade from history. or if Pious Hunter’s style was copied
hydra’s lair, waiting for a worthy hero from Judge’s Blade later. Regardless,
to rescue it from the pit where it lies. Judge’s Blade they share a common point in their
LN intelligent item; +2 axiomatic background—both were the blades of a
Judge’s Blade, longsword paladin from the Legion of Light.
the Sword of Temporal Justice Properties axiomatic Pious Hunter’s known history indi-
Int 15, Wis 15, Cha 10; Ego 11 cates that the sword was first created
The exact history of this finely crafted
Communication speech; Languages as a simple masterwork weapon to be
blade is lost to time, but markings
Common, Draconic, Terran used by a young paladin named Jenna
along the blade and the style used to
Senses darkvision 60 ft., hearing. Lightbrow. Like all adepts entering
build the quillons and hilt suggest
Skills Listen +2, Spot +2 the sect, Lightbrow was provided with
the blade is quite old. Regardless of
Spell-Like Abilities At Will—detect a longsword, a shield, and a suit of
when it was forged, Judge’s Blade was
magic; 3/day—hold person (DC 15), chainmail armor.
certainly known to exist around 500
zone of truth (DC 14) Lightbrow dedicated her life to the
years ago. Some scholars believe that is
Value 53,915 gp Legion of Light, specifically to the task
the point at which the sword became
Personality Judge’s Blade has a quick of hunting and destroying undead.
sentient; others suspect the blade was
wit and impressive powers of observa- Through a combination of her well-
always capable of such thought but
tion. If it determines somebody within honed skills and sheer luck (though
simply never felt the need to demon-
42 Kobold Quarterly 8
some would say it was actually divine Spell-Like Abilities 1/day—consecrate, Curtana,
intervention), Lightbrow traveled the remove paralysis
The Sword of Mercy
world, seeking any sign of undead. Value: 49,915 gp
As her skill advanced, Lightbrow paid Personality Pious hunter, much like Curtana was not always a sword but
handsomely to have the wizards of the judge’s blade, possesses a strong intel- used to be a man—specifically Saint
sect imbue her sword and armor with lect, but it also possesses a strong sense Curtana. Jimmof Curtana was an
magical abilities. of humor, and it often makes jokes— ascetic, his only possession a short
Late in her career, Lightbrow sought even during the darkest moments of sword. Through the grace of the gods,
once again to have her blade improved combat. The sword also loves to prattle he traveled the lands, seeking to aid
upon by the casters of the Legion of on about religion, demonstrating its those who needed it most. Curtana’s
Light. She spoke to a wizened elven deep understanding of the topic to all work often pitted him against tyrants,
wizard by the name of Sephilai Moon- those who will listen—and to those despots, and slave traders. Dangerous
flower; he explained to Lightbrow that who won’t. work, to be sure, but work Curtana felt
he could imbue the sword with intel- GM Tips Lightbrow was on the trail was necessary. “After all,” he would say
lect—making it a reasoning, thinking of Machnar the Foul, though she was to friends, “if not me, who?”
being to aid her in her struggles against unaware of whom he really was. She Throughout his career, Curtana and
undead. Sephilai explained the process, never caught up to the lich, however. his friends brought about the demise
and they agreed upon the abilities to Sadly, for both Lightbrow and her un- of countless overlords and destroyed
bestow upon the sword. derstudy, Machnar destroyed the order dozens of slave smuggling operations.
Lightbrow lived a long life, fighting from within. Pious hunter fell into the It was during the latter that Saint Cur-
undead long into the years in which hands of one of the demons traffick- tana ceased being a man.
most enjoy retirement. When she was ing with Machnar and his blackguard Curtana had gone out on his own,
finally too old to continue the fight lackey. Despite the terrible pain the as he often did. This time, he sought a
with her weapons, she passed her sword inflicted, the demon took it with band of pirates known for trafficking in
sword on to another member of the him back to the Abyss. There it sat for humans and demi-humans.
Legion of Light, knowing pious hunter a generation, before the demon grew Curtana trailed the miscreants to
would aid her companion as he took bored of it and gave it to a minion to their hideout, where he slowly inca-
up Lightbrow’s cause. sell on the material plane. pacitated them one by one. His luck
The minion had orders to sell the ran out, however, as a particularly
The Pious Hunter weapon only to a collector who would stealthy pirate snuck up behind him
LG intelligent item; +2 holy longsword not actually use the blade. Finally, after while he was freeing prisoners. The
Properties holy years of searching, the minion located pirate knocked Curtana out, and when
Int 15, Wis 15, Cha 10; Ego 11 a buyer—a rakshasa sorcerer by the he came to several days later, he was
Communication speech; Languages name of Evvellwinj. The rakshasa, to bound, his head placed on a chopping
Celestial, Common, Elven this day, keeps the sword hidden away block.
Senses darkvision 60 ft., hearing within its hoard. The leader of the pirates wielded
Skills Knowledge (religion) +12, Listen Curtana’s short sword. He
+2, Spot +2 thought it devilishly ironic to use
the saint’s own weapon to behead
him. The pirate put on quite a
show, verbally abusing Curtana

Kobold Quarterly 8 43
for some time before offering him the Senses blindsense, darkvision 60 ft., detests the abuse of children, and he
chance to join forces with the pirates. hearing has made it his life’s work to roam the
When Curtana refused, as expected, Skills: Listen +4, Search +14, Spot +4 city seeking those who would bring
the pirate swung the short sword in a Spell-Like Abilities At will—read harm to the youngest of innocents.
high arc, bringing it down on Curtana’s magic; 3/day—daze monster (DC 16), Barnard, however, is in the twilight
exposed neck. hold person (DC 17), locate creature of his life. He desperately seeks a like-
The blade shattered with a thunder- Special Purpose capture those who minded individual to carry on the tra-
ous boom. The pirate leader fell, slain harm innocents. ditions of Curtana and fight for those
by the thunderstroke. According to Special Power wielder gains a +2 luck unable to fight for themselves. Re-
witnesses, Curtana smiled knowingly, bonus on attacks, saves, and checks cently, Barnard has researched a likely
then simply vanished in a flash of light, (while fulfilling special purpose) successor and has arranged to meet the
and the shattered blade reformed into a Value 190,310 gp person. Should the selected individual
newly sanctified holy weapon. Personality Much as in life, Curtana meet with Barnard and Curtana’s ap-
Since that time, Curtana’s spirit has revels in all that the world offers. Ever proval, the old rogue simply hands over
occupied the blade he made famous. cheerful, he beseeches upon those who the blade; a single tear streaks down
He guides the weapon’s wielder, always possess him to protect the innocent, his cheek before he slumps into a chair
seeking those who would oppress and often imploring, “If not you, then and passes away from old age.
do harm. who?” In this scenario, you are arranging to
GM Tips Curtana has a spectacular give your player quite a piece of equip-
Curtana history, often accomplishing tasks ment. Be sure to put her through the
NG intelligent item; +4 merciful short that should be impossible. Currently, paces—Barnard would ask all sorts of
sword a swordsman named Merle Barnard questions and, likely, even expect the
Properties merciful owns the sword. Barnard and Curtana character to show her chops by resolv-
Int 18, Wis 18, Cha 10; Ego 25 share a love of song and a joy for life— ing a mission.
Communication speech; Languages and a loathing for those who would <
Celestial, Common, Infernal, Orc harm the innocent. Barnard especially

Coming Next Issue


New toys and fertile beginnings... Kobold Quarterly brings
you a springtime revel of lusty elves, cruel fey lords, and all the
things a fertile imagination can dream up when the sap quickens.
Join us for a wild baccanalean ride into the Greenwood!

Bow to the Inevitable by Tim and Eileen Connors


The Law is the truth,and the truth brings inevitable Justice.

Fey Lords and Ladies by Kobold Secret Author #1


Who are the lords and ladies of the Summer Kingdoms, the masters of the
Fey lands, and the ladies who rule the deep woods? An introduction to the
Fey ruling class, underclass, and their pawns and powers.

Ecology of the Maedar by Ross Byers


Wild and full of power, the maedar are not who you think they are. Drink
up, and learn their secrets.

Plus, a set of new 4th Edition rituals, some dinosaurs, a bat god you don’t
want to miss, and all the rich, meaty, and shockingly inspiring gaming
goodness we can find.

Not to mention a possible interview with Dave Arneson, the co-inventor


of our hobby, plus some surprises for green and woodsy characters.

44 Kobold Quarterly 8
Tossing Kegs and Smashing Chairs
How to Stage a Great Barroom Brawl

by Steven Robert

I
magine the party wizard careening Improvised weapons: Most fantasy what is sufficient to place him next to
across the beer-slicked floor with cities are civilized enough that drawing a wall inflicts 1d6 points of nonlethal
angry peasants launching mugs at blades will have serious repercussions damage (plus Strength or other bo-
her as she slides by, the fighter wildly with the law but not so civilized that nuses). Also, allow the attacker to make
waving a broken chair while perched clubbing an opponent with a chair a free Strength check against the wall’s
precariously on top of a rickety table leg is out of bounds. For some general break DC (20 for normal wooden
about to be smashed by the town advice on using improvised weapons walls) to send the victim crashing
brute, or the rogue swinging to their most effectively, see “Eight Ways to Up through to the other side. With glass
rescue dangling from the chandelier. the Action!” (Kobold Quarterly #3). windows, the impact is less forceful
These images are iconic, and having Chairs are obvious choices (treat (causing 1d6 less nonlethal damage),
a brawl in a pub is a great way to spice them as clubs), but they are also fragile but the glass shards deal 1d6 points
up an evening’s play. You can even set and may break on a successful hit (with of lethal damage. Ending in a large fire-
a finale there, where the number of hardness 0 and 5 hp; they suffer the place inflicts 2d6 points of fire damage
innocent bystanders makes it tougher same amount of damage they inflict). and requires a DC 15 Reflex save to
for good-aligned PCs to break out the Storage containers, such as smaller avoid catching fire.
area-effect spells. ceramic amphorae and casks, are some-
A barroom brawl can fill many roles. what sturdier; they deal damage like Crank Up the Chaos
It can be the pseudo-friendly, machis- clubs but have hardness 5 and 1-5 hp. One of the most difficult aspects of
mo-filled challenge where everyone Larger amphorae or kegs could also be a traditional brawl for the DM is the
awakes hours after with a headache available, but only the strongest brawl- sheer number of participants: the more
but no serious wounds. It can be the ers can even lift them (requiring a DC the merrier but, also, the more difficult
perfectly choreographed diversion 15-25 Strength check), but they deal to adjudicate. The following system ac-
needed to cover up other deeds. It can significantly more damage (2d8 hp). counts for the many nameless combat-
be a deadly earnest fight for the safety Mugs of ale make memorable thrown ants in a chaotic brawl.
of the town. It can start as an innocent weapons, shattering upon impact and 1) First, assign a rough area to the
misunderstanding only to turn sour inflicting damage comparable to a mob and assume that every square
in a single palpable drunken moment, sling. A bowl of piping hot soup or a is either occupied or threatened by
going too far and escalating an aggres- pan fresh off the fire is even better and a combatant. Moving through these
sion that can end only in regret. These add 1d3 fire damage. spaces inflicts 1d3 points of non-lethal
fights are different things to different Finally, sprinkle squares with broken damage per 10 ft. of movement; a DC
people, and with a little practice, it glass or ceramic as windows and trays 15 Reflex save halves this damage.
is easy to start looking at your local of mugs are smashed during the com- Alternatively, a character can avoid any
drinking hole with tactical eye. bat. Treat these as caltrops for those damage by tumbling (as if to avoid
without shoes, and even well-shod attacks of opportunity) or by moving
Spice Up Combat characters suffer 1d6 points of damage their speed as a full-round action.
The chaotic whirlwind of a brawls can from a fall (or trip) into such a square 2) At the end of each character’s turn,
be a new arena for PCs raised on more and another 1d3 points when exiting determine the number of adjacent
straightforward challenges. Unarmed or standing up (unless they expend a squares occupied by these name-
combat is usually extremely inefficient, full-round action). less brawlers. Roll 1d4 for each such
which at first glance seems to make it square; the character suffers one attack,
uninteresting, but it opens up tactical Bull rushes: Few players will forget which is considered to be flanking, for
opportunities that encourage cinematic being bull rushed into a wall, window, each 1 rolled. If the mob has reason to
and unorthodox play precisely because or fireplace. Each 5-ft. square that a dislike a particular character (e.g. the
standard strategies are less useful. character would be pushed beyond party rogue whose cheating triggered
Kobold Quarterly 8 45
but instead puncture a barrel (imagine
Table 1: Improvised Weapons the burly fighter’s surprise when his
own improvised weapon trips him!).
Item Damage Hardness hp Str DC to lift
For a high fantasy setting, a waxed
Amphorae, Small 1d6 1 5 10
bar also provides a slippery surface: the
Amphorae, Large 2d8 3 10 20 bar’s narrowness increases the Balance
Bench 1d12 2 8 10 DCs to 15 for running or charging or
for taking damage. A fall to the floor
Cask, Small 1d6 2 6 10 inflicts 1d3 points of nonlethal damage
Cask, Large; or keg 2d8 5 15 20 (plus another 1d6 if the character falls
Chair 1d6 0 5 — in a shower of mugs). Climbing onto
a bar also grants the higher ground
Mug 1d6 — shatter on impact — — bonus.
Soup, boiling hot 1d6+1d3 fire — The key to using the bart effectively is
luring the PCs onto it to set up a bull
Broken glass or mugs 1d3 or 1d6 if falling or tripping —
rush, either by tempting them with
the fracas), increase the odds of target- an opponent already atop it or taking
(Architecture and Engineering), or
ing that character by also including cover behind it (and harrying them
Disable Device check (at DC 15) to
each 2 rolled. with thrown casks of beer).
identify the weak point, or a DC 20
3) Assign a total hp to the mob Chandeliers: Prosperous establish-
Spot check. That character then ignores
(rather than track individual mem- ments may have a hanging light fixture,
hardness, automatically scores a criti-
bers). To resolve area spells, estimate which can be tempting during combat.
cal hit on any successful strike, and
the number of affected brawlers and Swashbuckling rogues may leap to the
receives a +5 circumstance bonus on
apply the results proportionately. As chandelier and swing to someone’s
break attempts.
the mob’s hit points fall, reduce its size; rescue.
Characters can flip tables over—
most mobs will disperse when reduced Reaching a chandelier requires a
always a dramatic way to start a fight.
to half their hit points. standard jump and grabbing it a DC
This requires two free hands and a DC
Of course, never use these rules to 10 Str or Dex check (player’s choice).
5-8 Strength check (depending on
describe the PC’s principal opponents. The chandelier doubles the horizontal
sturdiness) if the table is empty. Raise
distance of the jump, and the PC may
the DC by 10 for each Medium size
Emphasize the Terrain creature standing on it (or 5/15 per
also drop to a lower floor (decrease
PCs may not immediately recognize it, the effective distance fallen by 10 ft.
small/large creature).
but taverns offer countless opportuni- with a DC 15 Jump check). A PC who
Slippery surfaces: Areas covered in
ties for innovative use of terrain during misses the chandelier can make a DC
spilled ale or greasy food pose special
combat. The classic examples are tables, 15 Reflex save to dangle awkwardly
challenges. Treat them as difficult
slippery floors, and chandeliers. before falling (reducing falling damage
terrain, requiring a DC 10 Balance
Tables: Tables may be meant for by 10 ft.).
check to run or charge or after suffer-
eating and card-playing, but they also And few events will energize a
ing damage, adding 2 to the DC of
offer numerous options to enterprising combat more than a well-placed arrow
any other Balance or Tumble check,
combatants. Standing on one grants dropping the entire chandelier (see
and rendering creatures without five
higher ground (+1 to attack rolls) but Table 2 for chandelier hp, hardness,
ranks in Balance flat-footed. More
also leaves a character vulnerable to and AC). Smaller chandeliers may be
importantly, such terrain can easily be
being thrown off (inflicting 1d3 points held up with a single rope or chain se-
used for cinematic effect in combat. If
of nonlethal damage and leaving the cured to one side, making them vulner-
a creature is bull rushed along such a
character prone unless they succeed on able. Large chandeliers have multiple
surface, the pushed distance is doubled
a DC 20 Tumble check) either because supports; give them a chance to fall
and the character must make a Balance
of a bull rush or because the table col- equal to the fraction of support missing
check or fall prone (DC = 10 + the dif-
lapses following a well-placed strike. at the beginning of each round.
ference in the bull rush checks).
Typical tables have AC 2, hardness 5, A large iron chandelier (200 lbs. or
Creating these conditions is not dif-
and 10-15 hp (or break DC 18-23). more) deals 1d6 points of damage per
ficult: small kegs or casks cover a single
Old or poorly made tables have 10 ft. of falling distance to all those
5-ft. square while larger ones substan-
weak spots to be exploited. A creature below it. A smaller one (100-200 lbs.)
tially more. Slicks can be produced
next to such a table may notice that deals half that. Characters under the
during melee, by characters intention-
it is rickety; as a move action, it can chandelier must make a DC 15 Reflex
ally smashing stacked kegs, or even by
make a Craft (carpentry), Knowledge save or be pinned; escaping a pin
ranged attacks that miss their targets
46 Kobold Quarterly 8
Table 2: Chandeliers
Swinging On Check Type DC
To grab Str or Dex 10
On a failed grab Reflex save 15 to avoid fall

Damage Escape
Falling per 10 ft. Artist DC Str DC
Chandelier, Small 1d3 10 10
Chandelier, Large 1d6 15 15

Removing Supports AC Hardness hp Break DC


Rope 11 0 2 23
Chain support 11 10 5 26

A character may untie a secured rope with a DC 15 Use Rope check.


* Chandeliers and their supports are immune to bludgeoning damage, and ranged
weapons do half damage to objects.

requires a DC 10 Strength check as larger taverns might have platforms


a standard action (and leaves the PC built around a set of them (effectively
prone). putting their tops at floor level). The
earthenware or wooden vessles are
Use the Entire Menu sealed or loosely covered at the top.
Taverns serve food and drink, and it Brewing vats are sturdy, with Break
pays to remind your players of that, DC 23 (20 at the tops), AC 2 (-1 size,
even during combat. Characters -5 Dex, -2 inanimate), hardness 5, and
drenched in alcohol make take a -2 150 hp: 15 hp damage suffices to cut
circumstance penalty on Hide checks, a hole from which beer will flow into
and bull-rushed PCs may sprawl into a the room, coating two 4-ft. squares per
table full of greasy food. round (and eventually even filling the
Tapping Kegs: Kegs of ale can be shak- room with a shallow sea of yeasty ale).
en and tapped (usually with a hammer Characters can push each other
and a spigot, but a dagger will do in into the vats (or, alternatively, throw
a pinch) as a full-round action. With grappled characters into them); again,
a ranged touch attack, a keg can then allow a free break check with the bull
be pointed toward a character within rush. Characters inside full vats must
10 ft., who must succeed on a DC 10 make a DC 10 Swim check to reach
Concentration check to cast spells and the lip and breathe, plus a DC 10
suffers a -2 penalty on attacks and skill Climb check to pull themselves out—
checks. Small kegs can spray an op- especially difficult for those in armor.
ponent for five rounds.
(Heavily carbonated beer—and, thus, Final Thoughts
pressurized kegs—are a modern inven- A chaotic tavern fight offers many tac-
tion and are not appropriate for worlds tical options. Consider the battlefield
hewing closely to historical realism. and select one or two special features
Anything is possible in fantasy worlds: to use each round; your players will
if an explanation is required, blame it quickly follow your example and no
on the gnomes!) doubt develop ideas of their own. Use
Brewing vats: Many taverns brew these guidelines to encourage them—
their own beer in large fermenting especially in a non-lethal brawl, most
vats, in a side room or cellar. Such players will be happy to follow your
vats occupy a 5-ft. square and are 5-8 judgment. Then, sit back and watch
ft. tall. Small pubs have freestanding the mugs fly, the chandeliers crash, and
vats with makeshift stairs to their tops; the tables flip.
<
Kobold Quarterly 8 47
Roachlings
An indestructible new PC race
by Andrew Hind
Art by Michael Jaecks

A
lso known as scuttlers, Appearance
roachlings are an unpleasant Roachlings are roughly humanoid in
humanoid race of insectoid shape, but they blend insectile fea-
stock that closely resemble cockroach- tures that include whip-like antennae
es. Inquisitive and covetous, unclean protruding from their foreheads just
and ill-mannered, most other races below the hairline, a carapace that cov-
shun them. ers much of the back, and small spines paranoia infect their race, leading them
The reclusive roachlings reveal on their legs and arms. They have no to believe everyone wishes them ill
little about their true origins, though visible nose, and some have small man- until proven otherwise.
scholars agree that they have long dibles on either side of their mouths. Despite this, however, roachlings
existed as a ubiquitous but unwanted Females are slightly smaller and thinner are highly communal and driven by a
part of most large urban areas. Suppos- and almost never have mandibles. Most swarming instinct. When a roachling
edly, roachlings were once an agrar- stand 4-5 ft. tall. is made to feel truly welcome and
ian people—with no resemblance to Hair is unusual among roachlings, respected, he will adopt that indi-
insects at all!—who were uprooted by but when present its always oily and vidual or group as part of his swarm.
war and, as refugees with only whatev- dark, pressed flat against the skull. This bond is never broken, and the
er meager belongings they could carry Roachlings have dark skin, ranging roachling will even sacrifice his own
on their persons, forced to relocate to a from tan to yellow or dark brown or existence, which he has been condi-
large city. black. Regardless of the color, skin tioned by society to view as worthless,
There, without means and hope, tends to have a shiny, oily appearance to ensure the survival of his friends.
they crowded into vermin-infested though it is in fact dry. Roachlings have a darker side,
tenements and huddled in abandoned though. If a roachling is abused,
warehouses. Illness and despair began Demeanor betrayed, or abandoned, it becomes
to sweep through their ranks, culling Roachlings are skittish and easily extremely vengeful and goes to
the weakest at an alarming rate. They frightened, but they are not cow- great lengths to even the score. Evil
prayed to the gods for salvation, but ards. Rather, they are practical. They roachlings will kill or torture offending
none heard their desperate pleas. Only understand survival often depends on individuals, though most take a more
the intervention of Akyishigal, the their ability to remain unseen and out subtle approach by destroying reputa-
demon known as the Skittish One, of reach of those who would kill them. tions, undermining business opportu-
Lord of Cockroaches, saved them from As a result, most roachlings prefer to nities, and stealing objects of immense
being consumed by the dark underbel- attack only when the chance for victory sentimental or monetary value. Such
ly of the city. His gift was to transform sits squarely on their side. That said, a campaign of revenge can consume a
the few remaining refugees into a new they also have a well-deserved reputa- roachling’s entire life.
race, remaking them in his image and tion for deviousness and are adept at Most roachlings are neutral, but
allowing them to survive and even creating the conditions for victory they tend toward chaotic with a lack
thrive in the sewers and slums of even through skulking, underhanded tactics, of respect for laws they had no role in
the most vile of districts. and hit-and-run fighting. drafting. Good roachlings are usually
Since that time, the number of Because they have a long history of those who have been sheltered from
roachlings has swelled, and popula- being neglected, abused, and persecut- the prejudices of the world and given
tions have emerged in countless cities, ed throughout their history, roachlings a nurturing place to develop, most
thanks their adaptability and rapid are naturally suspicious and extend often in a hospice or as a ward of a
breeding. their trust only slowly. A deep-rooted benevolent individual. Evil roachlings
48 Kobold Quarterly 8
are typically followers of Akyishigal, and little-used tunnels free of vermin
Akyishigal, the Skittish One
seeking to placate their demon god though most roachlings feel these tasks Of all the dreadful demons
with grotesquely elaborate sacrifices. below their proud race. lurking within the Abyss,
Roachlings of any class appreciate perhaps none is as vile and
Background the talents of rogues and are alternately disgusting as Akyishigal, the
Cockroach Demon, whose filth-
Roachlings face suspicion and preju- fascinated and frightened by displays slick mandibles clack hungrily
dice at best and frequently encounter of arcane spellcasting. They have little and ceaselessly for the flesh
time for clerics, save those of Akyishi- and souls of humans. Despite
abuse and outright hatred. Urban this, he has a surprising number
dwellers who suffer infestations from gal (see sidebar), since they believe the of followers among the urban
hungry giant cockroaches often see gods shunned them; only the Skittish dispossessed, the slum-dwelling
little distinction between insects and One answers their prayers. downtrodden, and those who
lurk within the lightless depths
roachlings, attempting to exterminate Fighters, rangers, and most especially below cities.
both with equal fervor. As a result, barbarians intimidate roachlings, but Though Akyishigal has sired
most roachlings live in tortured confu- if the opportunity presents itself, they an entire race in his image, he
craves followers among humans
sion, fascinated with civilization but will often ally themselves with someone and other races as a means
unable to play an active part in it. They of physical prowess to even the playing of corrupting civilization from
watch from the shadows, tempted but field against those who bully them. within, rotting it at its core like
an aging fruit. Shrines are most
fearful. They are stubborn survivors with little likely to be located in abandoned
Roachlings mature quickly, reaching interest in luxuries like pride or honor. buildings, garbage dumps,
physical and emotional maturity by the sewers, ruins, graveyards, and
age of ten. Unfortunately, this acceler- Roachling Racial Traits other filthy places.
Kidnapped victims find
ated aging continues throughout their Str -2, Con +4, Cha -2 (Roachlings are themselves submerged in filth
lives and only a few live past the age of small and slight of frame, but despite with only their heads showing.
Bound, disoriented by darkness
forty. Even reaching that milestone is their stature are surprising resilient to and hissed chanting, and
considered a monumental achievement disease and illness. They are unattract- paralyzed by fear, the innocent
since most roachlings die much earlier ive on the whole, lacking in manners, are helpless to act as ravenous
roaches feast on their eyes and
by the twisted knife of a cutthroat, the and are widely considered little better tongue.
slavering maw of some subterranean than vermin.) A sacrifice who survives is
horror, or strung up by fearful humans. Small: As Small creatures, roachlings later released back into the
gain +1 size bonus to AC and attacks populace. There, blind and
speechless, his body wracked by
Adventurers and a +4 bonus on Hide checks, as well disease contracted from the filth
The constant struggle to survive in as other normal effects of being Small in which he was submerged, he
dank sewers and violent slums defines creatures such as using smaller weapons despairs as he becomes a drain
on family and society. In most
every roachling as an adventurer, even and having carrying limits 3/4 of those cases, the cripple soon finds
if most never venture more than a few of Medium-sized creatures. himself begging in the slums,
miles from the hovel or cellar they Base speed is 20 feet. adding to the seething mass of
disenchantment that exists in
call home. Always searching for food, +1 natural armor bonus to AC the shadows of most large cities.
avoiding predation, stealing necessi- +2 racial bonus on Climb and Hide These tragic figures become
ties, and running from angry mobs or checks potential new supplicants for
Akyishigal, who promises to
watch patrols, the life of a roachling is +2 racial bonus on Fortitude saving heal them of their ills but leaves
never dull. throws against poison and disease them hollow shells of bitterness
It is little wonder then that many Darkvision 30 feet. and cruelty.
Unfortunately, these cults
decide to turn their backs on their Tremorsense 30 feet. are almost as difficult to stamp
families and seek out greater opportu- Light Sensitivity: Roachlings are out as are real cockroach
nities as an adventurer; the risks are the dazzled in bright sunlight or within the infestations. Even if driven off
radius of a daylight spell repeatedly, followers inevitably
same but the rewards invariably higher. resurface among the teeming
Many roachlings take up careers as Favored Class: rogue mobs of beggars, thugs,
thieves, subterranean scouts, outlaws, ECL +1 streetwalkers, and refugees.
and bounty hunters. < Alignment: Chaotic Evil
Humans and elves consider them Domains: Chaos, Destruction,
little better than vermin. Dwarves, on Evil, Trickery
the other hand, respect their adapt- Preferred Weapon: Sap
Typical Worshipers: evil
ability and tolerate them far more than humanoids (kobolds and goblins
most races. In fact, many dwarf clan- in particular), roachlings,
holds employ roachlings to keep sewers disenfranchised slum dwellers

Kobold Quarterly 8 49
Traps of the Mind
By Maurice de Mare

A
n unsung but deadly war of and it gives the PC a chance to dismiss
wits has raged across the ages. the mind trap. The DC for that check Ogre Bones
A war between those who should start at 15. Proposition: The massive and yellowed
create traps and those who overcome bones of an ogre lie slumped against a
them, or die trying. But the trap-craft- Sample Mind Traps wall. Sticking out of the ogre’s slightly
ers of traps have a dirty secret—they Insert the following mind traps into ajar mouth is a black, seemingly
cheat. Some of their mightiest efforts the campaign to confound the players. burned-out piece of glasslike material.
exist only in the minds of burglars, Refutation: A DC 15 Appraise check
tomb robbers, and adventurers. These Beheaded Corpse reveals that the glasslike material is
are but figments of the imagination. Proposition: There is a corpse, head indeed glass and not the remains of a
cleanly severed, lying in an empty black onyx gem, the key component of
Mind Traps corridor. the animate dead spell.
Most traps target the body, but a few Refutation: A DC 20 Heal check
target the mind: planting seeds of reveals that the body has been planted. Blade Marks
doubt and the suggestion of a certain Proposition: The wall of a passage-
yet unseen doom. A mind trap pits the Mysterious Markings way is marked by several hits from a
intruder against his worst enemy—his Proposition: A door lined with minute large blade at the height of man’s neck.
own mind. For a mind trap to work, a arcane symbols. Refutation: A DC 20 Knowledge
“proof ” must be provided, something Refutation: A DC 15 Knowledge (architecture and engineering) check
that starts the process of inductive rea- (arcana) check reveals that the mark- indicates that the markings all slightly
soning. For example, an empty hallway ings amount to gibberish. vary, as if applied manually.
is just an empty hallway. But a hallway
with a corpse on the floor, whose head False Lever Mixing Mind Traps
has been cleanly severed, is something Proposition: A lever mounted on the with Traditional Traps
else. wall. Mind traps are not generally intended
Faced with proof of danger, a search Refutation: A DC 20 Knowl- for the efficient dispatch of intruders
reveals nothing. This may serve as even edge (architecture and engineering) but for triggering worry, delay, anguish
more proof for the existence of an check exposes that the lever serves no and sheer paranoia, for separating par-
extremely well hidden and deadly trap. purpose. ties, and for breaking minds. With the
The goal of a mind trap is to delay and creative application of these principles,
discourage further intrusion; even if A Handful of Needles traditional traps can be made to incor-
such a trap is defeated, it incurs a cost Proposition: Many needles dot the porate the ideals of mind traps, and
in spent time and resources. floor, and some are stained with blood. have an enhanced effectiveness.
XP: Mind traps are by definition not Refutation: A DC 25 Craft (trap-
real and pose no threat to the PCs, making) check determines that the Screaming Poison Trap
but in certain situations, a roleplaying needles are of inferior quality and are The screaming poison trap serves a
award may be warranted. unusable for building traps. dual purpose: it alerts nearby forces
and dispatches trespassers. If triggered,
Elements of a Mind Trap A Robe, a Ring, and some Dust the trap targets the intruder with four
A mind trap consists of two elements: Proposition: An old tattered robe screaming bolts. Even if the screaming
the proposition and the refutation. hides a conical shaped pile of dust bolts miss, they affect anyone in their
Proposition: The proposition is the with a flaming red copper ring sticking continued paths. At the same time, 30
scene that serves as the premise for the partially out of it. ft. behind the intruder, caltrops coated
faulty conclusion that a trap exists. Refutation: A DC 25 Spellcraft with blue whinnis poison drop from
Refutation: The refutation is the check determines that the pile of dust the ceiling. The caltrops cover four 5
careful examination of the proposition, is not the result of a disintegrate spell. ft. squares. The trap intends to induce
50 Kobold Quarterly 8
a panicked state in the intruder(s), illusory wall obscures a 10 ft. by 10 ft. Those lucky enough to break free of
forcing a run through the poisoned room. A permanent wall of fire, facing the ropes may attempt a DC 25 Reflex
caltrops. the far wall, stands just inches behind save to avoid falling into the shaft.
Screaming Poison Trap: CR 1; the illusory wall. Anyone passing Anyone who fails the save or is still tied
mechanical; location trigger; manual through the wall of fire takes 2d6+12 to the weight takes another 10d6 dam-
reset; hidden switch bypass (Search DC hp fire damage. The forceful hand will age from falling down the shaft at the
25); Atk +5 ranged (1d10+2/19-20, bull rush the target until it ends or is end of round two.
four screaming bolts); Atk +0 (1 plus destroyed. Truly cruel DMs might consider
poison, caltrop); poison (blue whinnis Roasting Trap: CR 7; magic device placing a monster at the bottom of a
poison, DC 14 Fortitude save resists, and mechanical; visual trigger (true drag-and-drop trap. Or in mind trap
1 Con/unconsciousness); Search DC seeing); automatic reset; smokestick; style, at least the illusion of one!
24; Disable Device 24. Market price: spell effect (hold monster, CL 9, DC 17 Drag and Drop Trap: CR 10; magic
3,652 gp. Will save avoids paralysis); spell effect device and mechanical; visual trigger
(forceful hand, CL 12, the hand has 48 (true seeing); repair reset; spell effect
Catch and Burn Trap hp); spell effect (permanent wall of fire, (mass hold monster, 20th-level wizard,
Used to ward passageways, this trap 12th-level wizard); spell effect (illusory DC 23 Will save avoids paralysis); Atk
features two attacks. If triggered, two wall, CL 7); Search DC 31; Disable +15 ranged touch attack (rope); mul-
launching tubes on opposite sides of Device 31. Cost: 58,500 gp, 6,680 XP. tiple targets (two ropes per target in
the target open on the ceiling and tar- Market price: 117,000 gp. an area covering twelve 5 ft. squares);
get the trespasser with their contents. spell effect (heightened animate rope,
The first tube hurls a tanglefoot bag Drag and Drop Trap 5th-level wizard, DC 14 Reflex save
and the second tube launches a flask of A complex fusion of magic and avoids entanglement); pulled towards
alchemist’s fire. The trap entangles the mechanical engineering, this trap is shaft (3d6 subdual first round, 7d6
target to increase the effectiveness of executed in two rounds. subdual second round); DC 25 Reflex
the alchemist’s fire. On round one, everyone in the area save avoids; 100 ft. deep shaft (10d6,
Catch and Burn Trap: CR 3; me- of effect is paralyzed unless they suc- fall); Search DC 34; Disable Device
chanical; location trigger; manual reset; ceed with a DC 23 Will save. Imme- 34. Market price: 156,500 gp.
Atk +5 ranged touch (tanglefoot bag); diately after this magical effect occurs, <
Atk +5 ranged touch (alchemist’s fire); the walls launch two-inch thick ropes
Search DC 20; Disable Device DC 20. at the intruders; everyone is targeted by
Market price: 3,070 gp. two animated ropes that wrap them-
A more effective version of the trap selves around their victims.
increases the number of launching Those paralyzed are automatically
tubes and calibrates the various launch tied up. Those who are not paralyzed
paths of the missiles. can save themselves from being tied up
Catch and Burn Trap (multiple): by making a DC 14 Reflex save. The
CR 8; mechanical; location trigger; trap’s final action in the first round is a
automatic reset; Atk +15 ranged touch mechanical release of the stone anchor
(two tanglefoot bags); Atk +10 ranged points for the ropes: the ropes drop
touch (two flasks of alchemist’s fire); from the wall down a 10 ft. by 10 ft.
Search DC 25; Disable Device DC 20. shaft. This action jerks those tied to
Market price: 49,400 gp. the weight 30 feet closer to the newly
opened shaft and causes 3d6 subdual
Roasting Trap damage.
Using many different spells and al- Round two gives the paralyzed
chemical substances, the roasting trap victims another chance to shake off the
aims to make an intruder disappear in effects. Everyone not paralyzed may at-
the blink of an eye. Once triggered, tempt to sever their own ropes or those
small vents fill the space behind the of a companion (4 hp each, AC 12),
intruder with smoke, similar to a may burst their bonds with a successful
smokestick; then the intruder is tar- DC 25 Strength check, or may escape
geted with a hold monster spell (a DC the ropes with a DC 25 Escape Artist
17 Will save negates this effect); and check. The bumpy and accelerating
last, a forceful hand tries to bull rush ride toward the shaft causes another
the target through an illusory wall. The 7d6 subdual damage.

Kobold Quarterly 8 51
Inspiring Words:
A Warlord’s Field Guide To Battle Cries
By Mario Podeschi

A
rallying cry rose above the din of • Faster! Faster! Fasterer! [a goblin stand-by]
the battle, inspiring the halfling • Ka-kaw! [Native American warriors once
to fight on long enough for Cap- used animal sounds as battle cries, which the
tain Titus to get to his side: “Try harder!” European colonists found quite terrifying]
Titus cried. • They are nothing to us. They are leaves to
“Huh?” thought the halfling. “That’s it, our wind!
try harder?” • Let valor not fail!
• When we meet in hell, let us dine together
Battle cries have long been a staple as friends.
of fantasy gaming. A good battle cry • We will win this fight, and with it, our
brings an exciting touch of character place in history.
into a combat encounter, whether it’s • Let us fly to glory on wings of steel.
the barbarian’s savage yell or the elven
fighter’s solemn oath to slay his foe. We Happy Few
With the advent of 4E, inspirational Since many powers target individual blend well with powerful attacks that
one-liners are even stronger—after all, characters, you may find it useful to bring other benefits to your party.
the warlord class restores hit points and develop personalized encouragements
grants saves based on heartening words. for your allies. Revise these battle cries • Do you so fear my blade that you bother us
Most of us don’t have the improvisa- to match your own party members. with these peasants?
tional skills to invent an inspirational • I have sworn to be slain by better than you.
shout every combat round, though, so • Stand up, Shorty. Otherwise, I’m going to • My name is Titus, and this is Death!
a list of one-liners, ready for use and trip over you on my way to the others.
• Which limb shall I rend first?
stapled to a character sheet, can be • Ha! You’re already falling behind. • This is the last time I humble you.
invaluable. Bards and marshals from • We can’t do this without you. • Stand down, or be put down.
3.5E use very similar powers, and a • You’re not going to let me have all the fun, • Might I have the pleasure of your name
cutting line can add personality to bold are you?
before I run you through?
heroes of any class. • Get up. I didn’t give you permission to die. • Challenging us? You’re about as bright as a
The battle cries below are organized • Get up. Either we all go home, or no one dying firefly.
goes home.
by types. Several are inspired by literary • Two strokes and ten seconds is all you’ve
• On your feet—I’m not carrying you out.
or historical battle cries. left in this world.
• On your feet, or it’s not them you’ll have to • Never have you been so doomed as when
worry about.
Call to Arms you provoked my wrath.
• Arise, and let your steel sing. • Hell hungers, and my sword shall feed it.
These aggressive battle cries signal
• Kai keryth-karlanis. [Elven for “long life to • Let your eyes look their last—soon they will
either the beginning of a battle or a
the war-souls”]
major shift in a battle’s rhythm. Use be food for the crows.
• Labbaik. [a grim dwarven call for defense • Repent, villain, for this is your final hour.
them when your warlord PC grants
that means “we are here”]
your allies speed and bonuses or to un- • Fight your last, look your last, breathe your last.
• Be strong, comrade. The day is not lost so • We will speak more while you twitch upon
leash that daily powers that make the
long as we stand together!
difference between victory and defeat. my blade.
• These fools have not yet learned to fear your • I must warn you, knave: only cowards have
dance of death. Make them fear you!
• Awake the irons! faced me and lived.
• Worse the weather, longer the march. • There’s nowhere left to run.
• At them, my brothers-in-arms!
• Don’t give up now! This will be the greatest
• Onward, mongrels; do you want to live
forever?
part of your legend! Salute
• Their swords will shatter on your shield.
• Into the fray, you dog-hearted cowards. These battle cries, many inspired by
• Giving up so soon?
• After me! Forward! real-world history, are used to invoke
• If we should die, let us die with sword in Warlord’s Challenge patriotism, religious zeal, or moral
hand and courage in heart. conviction. When your party fights for
Sometimes, the best way to encourage a shared goal, these saltues can add an
• Clear the way!
your allies is to demoralize your foes. epic flourish to an encounter. They also
• No step backwards!
These battle cries taunt the enemy and work well for clerics and paladins, and
• No retreat, no failure. Only move forward!
52 Kobold Quarterly 8
for inspiring allies in larger battles. old phrase by referring to it without
repeating it. As your allies get used
• Long live the Queen! to battle cries like “let fly to glory on
• Land and freedom! wings of steel,” you can reinvent it with
• The Empire forever! similar cries like “our wings of steel will
• For honor! carry us through!”
• Forever Zobeck! [or any city are defending] Chiasmus is one of my favorite ways
• And when get to Heaven / to Saint Charon to turn a phrase. It contrasts points
will we tell / four more men reporting, sir / with very similar structures. Politi-
we’ve served our time in Hell. cians love chiasmus, using it in phrases
• Fight well, for the fallen will receive a cho- like “ask not what your country can
sen place at Khor’s side!
do for you—ask what you can do for
• After this day, the Red Goddess will know
your country” and “what counts is not
our names.
necessarily the size of the dog in the
• Svarog aid us!
• Mithras guide our sword-arms; Isis guide fight—it’s the size of the fight in the
our souls.
dog.” In your own battle cries, reverse
• Remember the dead, fight for the living! sentences to provide a ringing tone.
Alliteration makes your battle cries
Making Your Own more poetic and memorable by repeat-
You may need to expand this list de- ing similar sounds. The warlord’s cry
pending on how often your characters “their swords will shatter on your stal-
fight. Though it requires some work, wart shield” sounds more impressive
it is incredibly rewarding when you than “their weapons will break on your
develop a line that is completely your hard shield.”
own. Just start with a simple phrase Winston Churchill used anaphora
like “kill that guy” and expand it into to inspire British soldiers when he
something epic. proclaimed that “we shall fight them
The terms introduced here are taken on the beaches, we shall fight on the
from the study of rhetoric—the art of landing grounds, we shall fight in the
using language to inspire, educate, or fields and in the streets.” By repeating
persuade. Even if you are not familiar a phrase with different endings, this
with these terms, they describe con- technique can turn a simple phrase
cepts that we instinctively understand. into a memorable speech: “together
Using cool-sounding synonyms is the shall we slay their skeletons, together
most common tool. Rather than killing shall we slay their trolls and their
that “guy,” have your comrades kill vil- basilisks, together shall we slay their
lains, knaves, corpses-in-training, and mighty dragons!”
fly-bitten boarpigs. Similarly, you can Conversely, epistrophe repeats sen-
slay rather than kill, swear instead of tence endings with similar effect. It was
promise, and persevere instead of win. used in Lincoln’s Gettysburg address,
Metaphor is another sharp blade for when he called upon a government of
rhetoric. By expressing simple ideas the people, by the people, and for the
abstractly, you can turn dozens of epic people. With epistrophe, you can insist
phrases. Powerful animals provide great that your friends live as heroes, speak
imagery for this, as your party can as heroes, dream as heroes, and, if they
“catch this prey in their iron talons” or must, die as heroes.
“strike with a lion’s fury.”
Synecdoche is a metaphor that sub- The halflings’ foe dealt a vicious smack
stitutes a part for the whole. For an of his morning star, catching the halfling
adventuring party, this means referring under the chin. Fading fast, he knew his
to your allies as their blades, hands, enemies would have the advantage soon.
hearts, staves, and so on. Rather than A rallying cry rose above the din of
saying “we will end you”, a hero might battle: “Don’t give up!” yelled the war-
say “our blades will end you.” lord. “This will be the greatest part of
You can add more life to a cliché by your legend!” The halfling smiled at the
using metalepsis, where you renew an thought—and fought on. <
Kobold Quarterly 8 53
Book Reviews
All tomes read by candlelight
by Cynthia Ward and Pierce Watters

Lamentation Most Of What I Needed to


by Ken Scholes Know About Writing I Learned
Tor Books, February 2009 from RPGs
Hardcover, $24.96
368 pages By Ken Scholes

“…I wish my first novel had been as good. I remember it well. It was Christ-
I wish all five volumes of this series were al- mas 1979 and my best pal Bobby
ready published so I could read them now.” Fairbanks had gotten a new game
Orson Scott Card that you played with paper and
dice and...your brain. No board.
The greatest and most glorious city has No dial to spin. Lots of thinking
been destroyed in a horrible and un- and talking, though. It was like
imaginable way. Gone is the library, the nothing I’d ever seen before.
grandest place of learning in the Named
Lands. Gone is the seat of the Androfrancine Order. The city Yep. Dungeons and dragons and me, we became really
of Windwir provided stability and law and order to a world good friends. And then Top Secret. Then Gamma World
that had already suffered a terrible cataclysm long ago. And and Boot Hill.
now Windwir is truly gone. In Lamentation, a host of char- Story had always been my truest home -- I’d learned that
acters struggle to restructure their world. Some seek to make from Speed Racer, Time Tunnel, UFO, Land of the Giants
reclaim part of what was lost, some seek to seize complete and Batman. Then, I’d learned it again when I discovered
control. First-time novelist Ken Scholes has hit the mother reading. And when these RPGs showed up on the scene, I
lode. Lamentation is a breath of fresh air blowing through found myself utterly immersed in an interactive Story that
the world of fantasy. Make that a gale. Sholes creates a world taught me a good deal of what I use today as a writer.
with steam-powered robots built to cry when they are sad. As the player, I learned point of view and how to think
There is an entire religion devoted to reclaiming the trea- around corners and exactly why iron spikes could come in
sures of knowledge lost when Xhum Y’Zir destroyed the handy as a dungeon crawling tool. As the DM, I learned
world with the seven spells of Cacophonic Death, creating plot and backstory, world-building and rising stakes.
the Churning Wastes and felling most of the remaining Most importantly, I learned that for the game to be fun,
population during the Age of Laughing Madness. Invisible the DM and players had to move together in a kind of
warriors speed through this world as blurs and small sounds, Storytelling Waltz. You had to dish out just enough mys-
magicked into invisibility by a taste of powder kept in a tery to keep the player intrigued, you had to misdirect just
neck pouch. Birds of different colors fly with many-layered enough to keep the player surprised, you had to shake up
messages. And then there is the fearsome Marsh King and the player just enough to keep them on their toes and you
his fetid, stinking army. This book is rich and inventive in had to make it all seem so real that the stakes no longer
so many ways, it constantly astounds. Lamentation is also seemed like...paper.
multi-layered. Read it, experience it, enjoy it. Do not wait It’s been years now since I’ve cast a twenty-sided die, yet
for it to hit the shelves in February, reserve your copy at here I am plugging away on volume three of a five book
your favorite bookseller now. And be glad there are at least series for Tor. I’m still the Dungeon Master, laying out my
four more books to come. campaign and my cast of characters for the players to fall
“Patience is the heart of art and science alike.” The Whymer into.
Bible I hope you’ll pick up Lamentation when it comes out
-P.W. and join the game!
54 Kobold Quarterly 8
adult short stories. Now she follows terminal, but is it sweet?
these critically acclaimed compilations The Gods Return is rich in characters.
with her first full-length work, the YA These characters have been chang-
fantasy novel Tender Morsels. Like her ing and growing over a span of eight
stories, it is idiosyncratic and unpre- books, and now they are at their height
dictable, with sympathetic, three-di- in this final chapter. We have Cashel,
mensional characters and a distinctive a shepherd who is also a stout fighter,
prose style that will provoke a “love-or- adept with the long staff; Rasile, a
hate” reaction in many readers. wizard who belongs to a race of cat
It is not a perfect novel. Some readers people called the Coerli; Prince Garric,
will be annoyed when a couple of late ruler of the recently changed “Land”;
developments come out of left field. Sharina Garric’s sister and Cashel’s par-
Moreover, not all mysteries are re- amour; Tenoctris, old woman-wizard,
vealed—the identity of the mysterious now restored to youth again after ab-
supernatural being remains a mystery. sorbing a demon; Liane, wed to Prince
But, in its wisdom and strengths, Garric; and Ilna, Cashel’s dour sister.
Tender Morsels is, like Lanagan’s stories, These characters have all had time
Tender Morsels a powerful work that will gratify both to become quite developed and real.
adult and young-adult readers. Of them, Ilna, with her odd wizard’s
by Margo Lanagan
-C.W. talent of producing spells by weaving
Random House, October 2008
yarn between her hands, is the most
Hardcover, $16.99
fascinating.
436 pages
In this final book, our characters are
in their rightful places, having risen
Liga tries not to upset her father. But
from the farmyard and the country
he gets angry so easily! And he behaves
inn to the throne room. Great turmoil
so strangely at night, and — she finally
swept through the world over the
realizes — has impregnated her. When
course of the series, and nothing is as
her situation worsens, she tries to kill
it was before. Now, even the old gods
her baby and herself, but a mysterious
have departed, and our heroes must
supernatural being intervenes, trans-
face one last challenge, namely meeting
porting them to another world. It is
and defeating even older, darker gods
Liga’s ideal world, her personal heaven,
who seek to fill the newly created gap
containing all that is good from her
in the pantheon of heaven.
former world, and excluding the bad
A lover of heroic fantasy will take
people and things. Here she raises her
delight in this series—especially if they
children, Branza and Urdda — two
do this the right way and start with the
daughters, the second born in her
first book of the series, Lord of the Isles.
private paradise.
The chapters are short and the shifting
But the three are not the only ones to The Gods Return point of view creates almost endless
enter Liga’s heaven. A dwarfish con art-
by David Drake action and cliff-hangers.
ist, Dought, regularly comes in search
Tor Hardcover, November 2008 Start with The Fortress of Glass, book
of gold. And animals also visit. In
$25.95 one in the final trilogy, and read your
Liga’s old village, they are young men
400 pages way through, watching the evolution
who dress in bear skins to perform an
of the characters, and the Land. An
ancient ritual. In Liga’s heaven, they are
The back cover copy on the Advanced exciting climax!
truly bears, and dangerous.
Uncorrected Proof of this book -P.W.
All this travel between the worlds
damages the connection between them. proclaims it as book three in the “…
And, if that isn’t bad enough, it attracts Crown of the Isles trilogy, and the final
the attention of a powerful witch.... chapter in the Lord of the Isles.” That
Award-winning author Margo Lana- makes The Gods Return book three of
gan made her debut in an unusual way: three and book nine of nine. It seems
by releasing three collections of young- this reviewer hopped on the train at
the last station. It’s a short ride to the

Kobold Quarterly 8 55
Firefist—are converging on Talonnorn.
Rather than saving his battered city,
High Lord Jalandral’s usurpation may
well have doomed it.
As these many characters and sub-
plots may suggest, a great deal hap-
pens in Forgotten Realms creator
Ed Greenwood’s Dark Vengeance, the
second book of the Niflheim saga and
the sequel to Dark Warrior Rising.
Dark Vengeance will appeal to readers
seeking action-packed sword-and-
sorcery adventure. Unlike a lot of fic-
tion described as having “never a dull
moment,” this novel genuinely doesn’t
flag. Magic flares and steel rings as at- turns. Paul S. Kemp’s controversial
tacks, schemes, and treacheries follow S&S tale, “Confession,” also offers
Dark Vengeance a couple of sharp twists. Michael A.
one another at a fierce pace.
A Novel of Niflheim Stackpole’s SF war story, “Keeping
Perhaps ironically, this frenzy of ac-
by Ed Greenwood Score,” offers a surprising revelation
tivity will leave some readers confused,
Tor Books, August 2008 on the nature of its alien foe. Another
especially when combined with the
Hardcover, $24.95 (quite different) war story, J. Robert
sheer number of characters, some not
320 pages King’s hard-SF “The Admiral’s Reckon-
strictly necessary. There really is a lot
Once, Orivon was a slave of the dark ing,” surprises both reader and pro-
going on here.
elves, the Niflghar. Kidnapped as a tagonist with the true requirements of
But if you like your sword-and-
small child, he was raised in captiv- leadership.
sorcery fast, furious, pulpy, and violent
ity beneath the earth and trained as a Nancy Virginia Varian’s artfully writ-
(the body count is exceptionally high),
blacksmith. But he escaped Niflheim, ten high fantasy, “The Oaths of Gods,”
Dark Vengeance delivers the goods.
the Niflghar underworld, and regained embodies the doom-laden grimness of
-C.W.
his freedom. Now, Orivon Firefist German/Scandinavian mythology, so
forges steel for his fellow humans. Worlds of their Own you know it’s going to be dark; yet the
But when the dark elves abduct four author still pulls off the unexpected.
edited and with an introduction
children, he returns—alone—to the As the anthology’s weirdest story
underworld on a nearly impossible by Jim Lowder
(that’s praise), Greg Stafford’s macabre
rescue mission. Paizo Publishing, August 2008
fantasy “Near the End of the World”
When other members of his fam- Trade Paperback, $16.99
offers several startlements. And, in the
ily vanish, the high-born elf Jalandral 364 pages
book’s cleverest tale—Lisa Smedman’s
becomes Lord of Evendoom, one of With Worlds of Their Own, editor
excellent “Three Impossible Things”—
the Houses of the Niflghar city of James Lowder presents a different sort
the protagonist fulfills a goblin’s impos-
Talonnorn. But that’s not enough for of theme anthology. Instead of organiz-
sible tasks, even as the author nimbly
Jalandral. He declares himself High ing the book around a high concept
pulls the rug out from under readers.
Lord of all Talonnorn. (eco-catastrophe, say, or zombies in
Some stories in Worlds of Their Own
His move is not popular. The other space), he assembled 18 fantasy and
are set in freestanding literary universes
Houses rise against him. One priest- SF stories written by gaming-fiction
that exist only in prose, while oth-
ess of Olone leads an army against his authors, but set in universes of the
ers are set in gaming-worlds of their
city, while the other priestesses turn authors’ own creation. Each writer had
authors’ creation. All the stories are
their magic against him. The spellrobe full creative control of their work, with
reprints, but they’re drawn from such a
Klarandarr of Ouvahlor, the most no need to follow the rules of a shared
diversity of sources (ranging from Big
powerful sorcerer ever to live, bends world or the mandates of a publisher.
Name Publishers to micro-presses and
his magic to the utter destruction of So the anthology’s theme is: “Do as
podcasts) that it’s unlikely any reader
Talonnorn. And some of Jalandral’s thou wilt!”
besides the book’s industrious editor
missing kin still live, and bear him And the contributors do, taking
will have seen them all before.
little love. their stories in unexpected directions.
For most fans, Worlds of Their Own
These powerful figures, and many In “Mother’s Blood,” R.A. Salvatore
will function as an all-new antholo-
more—among them the immensely twice steers his action-filled sword-and-
gy—and one they will enjoy at that.
strong and determined ex-slave, Orivon sorcery fantasy away from the obvious
-C.W.
56 Kobold Quarterly 8 <
As Florin Falconhand and his companions struggle against enemies from
outside Cormyr, they discover even deadlier threats from within. Faerûn’s
first adventurers finally become true heroes in this climactic conclusion to
Ed Greenwood’s Knights of Myth Drannor trilogy. On Sale Now
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Kobold Quarterly 8 57
The
Flagellant
by Derek Kagemann

“Forgive me, for I have sinned. My god has turned his face from
me, and it is a hell far worse than one of barbed chains and blaz-
ing fire. My warhorse has abandoned me, my prayers go unan-
swered, and the temple has barred its doors against me. I stand as
a pariah at the doorstep of the abyss, and here, I make my stand.
Here, with blood and tears, I beg atonement.”
Requirements

T
hese were the words spoken minds and souls of sin by mortify-
To become a flagellant, a character
by Nacae, once called Khor’s ing their bodies and flogging their
must fulfill the following criteria.
White Light, when he lay flesh with wickedly barbed scourges.
Feats: Endurance, Toughness
down his sword and took up the To some, they are mere madmen and
Special: To take up the scourge, the
scourge of the flagellant. We baptized doomsayers. Others view the flagellant
character must leave behind all worldly
him in blood, and he walked at the as an embodiment of true faith and
possessions (though he may acquire
head of the procession of the Apoca- repentance.
new ones) and be baptized in the blood
lypse for thirty-three and a half days as It is not uncommon for a failed cleric
of a procession of the Apocalypse.
we traveled our wayward pilgrimage. or paladin to take up the scourge of
Some processions will require that the
As one, we suffered the stroke of the the flagellant as a means of redemp-
character accompany them for a period
lash and fell down upon the earth to tion. Other classes may join a proces-
of thirty-three and a half days.
roll in filth and broken glass. It was as sion of the Apocalypse to cleanse their
we crossed a desolate battlefield, where hearts of evil (or goodness) and thereby Class Features
long ago Nacae had fought, that he had change their alignment. Though most
Hit Die: d12
a vision of the coming Apocalypse and flagellants are human, the order rarely
Class Skills: Concentration (Con),
had his faith restored to him. discriminates, turning a blind eye to all
Heal (Wis), Intimidate (Cha), Jump
but the need for spiritual redemption,
Description (Str), Knowledge (religion) (Int), Sur-
and other races often are caught up in
vival (Wis)
Flagellants travel on a ceaseless holy the zeal and devotion. In any case, a
Weapon and Armor Proficiency: A
pilgrimage, barefoot and in ragged flagellant’s life is an agonizing jour-
flagellant gains no proficiency with any
robes, calling on the faithful to redeem ney of extreme physical suffering and
weapon or armor.
themselves in preparation for the equally potent spiritual fulfillment.
Skill Points: 2 + Int bonus per level
coming Apocalypse. They cleanse their
Special Abilities
Flagellant Prestige Class
Act of Penance (Ex): To use his class
Level BAB Fort Ref Will Special abilities, the flagellant must perform
1st +1 +2 +0 +2 Penance, Passion, Zeal acts of penance. Typically, this requires
2nd +2 +3 +0 +3 Augury, Aura of Doom, Ecstatic an act of self-flagellation or comparable
mortification: a full-round action that
3rd +3 +3 +1 +3 Atonement, Diehard deals 1d4 to 3d4 damage to the flagel-
4th +4 +4 +1 +4 Damage reduction 2/– lant (the player may choose how many
5th +5 +4 +1 +4 Fulmination dice to roll). Strength bonuses do not
apply to this self-inflicted injury, which
6th +6 +5 +2 +5 Atonement
automatically succeeds and bypasses
7th +7 +5 +2 +5 Damage reduction 4/– any damage resistance and magical
8th +8 +6 +2 +6 Immolation forms of protection. For every four
points of damage suffered from a single
9th +9 +6 +3 +6 Atonement
act of self-mortification, the flagellant
10th +10 +7 +3 +7 Damage reduction 6/– receives one penance.
58 Kobold Quarterly 8
Attempts that deal less than four flagellant may use this ability once
points of damage do not apply toward each week, and his chance of success
penance, and multiple attempts at self- equals 50% +4% per flagellant level,
flagellation do not combine. No other to a maximum of 90%. The result will
sort of damage applies toward penance. always include additional portents
(For example, a flagellant who rolls 3d4 of gloom and doom, hints of major
and suffers 11 points of damage would disaster, or insights into the end of all
receive two penances. A flagellant who existence. The flagellant may perform
rolls 1d4 and suffers 3 points of dam- an additional augury each week at 5th
age would not receive a penance.) and 8th level.
A flagellant with at least one penance Aura of Doom (Su): Starting at
is considered repentant. Expending a 2nd level, a repentant flagellant ex-
penance is a free action. A flagellant udes an aura of doom. Any creature
who rests or is healed even a single hit within 30 feet, including allies but
point loses all of his penance. excluding other flagellants, becomes
A failed paladin with at least one distraught (-1 penalty on attack rolls,
flagellant level may expend penance to saving throws, skill checks, and ability
activate a paladin class ability for one checks). The flagellant may exempt one
use or one hour with a few exceptions: creature from this effect for every three
the paladin may only use his lay on flagellant levels.
hands and remove disease abilities on A flagellant with an active aura of
others, never on himself, nor may he doom receives a +2 bonus to In-
call upon his special mount under any timidation checks, but a -2 penalty to each day and gains fire resistance 10
circumstances. Lastly, activation of Diplomacy, Disguise, Gather Informa- (this damage does not count toward
divine health will not cure any pre- tion, Handle Animal, and Ride checks. additional penance). This benefit re-
existing conditions from which the The range, Intimidation bonus, and mains in effect until the flagellant rests
paladin suffers. penalties are doubled (and any creature or is healed. In addition, by expending
Atonement (Su): At 3rd and 6th level, with the condition distraught becomes a penance, the flagellant may ignite
the flagellant may shift his alignment instead shaken) for a procession of 10 flammable materials with a touch or
one step toward either good or evil. or more flagellants, all of at least 2nd generate a brimstone cloud, which
At 9th level, the flagellant may opt to level. functions as the obscuring mist spell.
become lawful, potentially making Damage Reduction (Ex): At 4th Immolation (Su): At 8th level, once
two shifts if starting from chaotic. (For level, the flagellant gains damage each day, a repentant flagellant may
example, a chaotic evil character would reduction 2/–. Increase this amount choose to literally combust with holy
become chaotic neutral at 3rd level, to 4/– at 7th level and 6/– at 10th level. (or unholy) fire. This does not cost any
chaotic good at 6th, and lawful good This does not affect damage from self- penance to initiate, but the flagellant
at 9th.) This progress must be toward flagellation. suffers 1d6 points of damage each
a consistent goal. The character may Diehard (Ex): A flagellant gains Die- round that the ability is active and
not shift toward good and then back hard as a bonus feat at 3rd level. must perform a penance to end the
toward evil, for example. Ecstatic (Ex): At 2nd level, the flagel- effect. Anyone within 10 ft. of the
In addition, a failed cleric or paladin lant may expend a penance to enter flagellant must succeed on a DC 14
who becomes a flagellant may find an ecstatic state. The flagellant gains Fortitude save or take 1d6 points of
absolution for any past misdeeds. If the benefits of an endure elements spell, fire damage per round from the intense
the character has shown sufficient though the effects do not extend to heat; the flagellant and his equipment
repentance in the course of their ad- the flagellant’s equipment. In addi- are immune to this effect. The flagel-
vancement as a flagellant then he may tion, the flagellant may ignore up to lant’s touch will ignite flammable ma-
resume his career as a cleric or paladin, one point of ability damage for every terials, and anyone struck by the flagel-
at the DM’s option. The character’s three flagellant levels while in this state. lant must succeed on a DC 15 Reflex
levels as a flagellant (either all or none) These benefits remain in effect until the save or catch on fire. Burning creatures
may be traded for levels appropriate to flagellant rests or is healed. take 1d6 points of fire damage imme-
the class to which the character has just Fulmination (Su): At 5th level, a diately and must make another Reflex
been restored. repentant flagellant begins to smolder saving throw in subsequent rounds or
Augury (Su): At 2nd level, the flagel- with the intensity of his sacrament. suffer another 1d6 points of damage
lant may expend a penance to perform The flagellant suffers an additional 1d6 that round. Success means that the fire
an augury (as the augury spell). The damage from his first act of penance has gone out. The flagellant gains im-

Kobold Quarterly 8 59
Simple Weapons Cost Dmg Dmg Critical Weight Type
(S) (M)
Scourge 3 gp 1d3 1d4 20 x4 1 lb. Piercing

munity to fire and sheds light equiva-


lent to a light spell. Cilice The cilice is a holy symbol
Passion (Ex): At 1st level, a repentant carried by failed paladins and clerics
flagellant gains a +1 bonus to Strength who have taken up the scourge. It is a
and Constitution. This increases to +2 length of spiked chain, linked together
at 5th level and +3 at 10th level. in a rough approximation of a deity’s
Zeal (Ex): At 1st level, the flagellant symbol and strapped to the flagellant’s
may expend a penance to gain im- body. The metal spikes dig into the
munity to confusion, fear (magical or flagellant’s flesh and inflict excruciating
otherwise), and mind-affecting effects. pain.
In addition, the flagellant gains a +2 The wearer of the cilice suffers a -1
morale bonus to Will saves. These ben- penalty on attack rolls, saving throws,
efits remain in effect until the flagellant skill checks, and ability checks. A
rests or is healed. flagellant who is a failed paladin (of
at least 8th level) or cleric and wears a
The Flagellant’s Gear cilice for a full 12 hours, may pray for
The flagellant is usually a character a single 1st level spell available to their
of simple tastes, even spartan ones. class.
Most of their goods are plain and Cost: 25 gp
unadorned, often plain woolens and Weight: 1 lb.
simple belted robes. Their garments
and scourges for self-mortification are a Hair-shirt Hair-shirts are rough-cut
richly-decorated exception to that rule. garments made of animal hair designed
to distract the wearer from worldly
temptation. They itch and scratch the
wearer.
The wearer of such uncomfortable
clothing suffers a -2 penalty to all
saving throws, skill checks, and ability
checks, as well as a 40% chance of
arcane spell failure. The garment may
be worn under armor. A flagellant
who wears a hair-shirt receives a single
penance each day, though this does not
qualify him as repentant.
Cost: 4 sp
Weight: 2 lb.

Scourge The flagellant’s scourge is a


hideous whip with three thongs, each
knotted with metal spikes and hooks.
It is designed to torture criminals and
tear exposed flesh into bloody shreds.
When used as a melee weapon,
a scourge deals no damage to any
creature with an armor bonus of +1 or
higher or a natural armor bonus of +3
or higher.
<

60 Kobold Quarterly 8
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OPEN GAME LICENSE Version 1.0a translate and otherwise create Derivative Material of Product Identity. The owner of any Product Identity used
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excludes the Open Game Content; (f) “Trademark” means or Registered Trademark in conjunction with a work Monte Cook, Skip Williams, Rich Baker, Andy Collins,
the logos, names, mark, sign, motto, designs that are containing Open Game Content except as expressly David Noonan, Rich Redman, Bruce R. Cordell, based on
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License by the Contributor (g) “Use”, “Used” or “Using” The use of any Product Identity in Open Game Content Kobold Quarterly issue 8, Copyright 2009, Open Design
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Kobold Quarterly 8 61
Maps of Fantasy

The
Frostrift
Oracle
by Paul Leach
Art by Elmer Boyd Smith
Map by Sean Macdonald

A
deadly maze of glacial caverns her, foolhardy supplicants arrive at her thal damage. Extreme cold causes lethal
serves as the domain for the frozen rift almost every year. Hrolffa’s damage (1d6) per minute in addition
frightful Hrolffa, a long- reputation for astounding divinations to nonlethal damage. Protective cloth-
deceased frost giant shaman who still has outlived all her rivals, and she is ing, magical protection against cold,
shares her prophetic visions in ex- growing into a legend among the frost and the Survival skill may negate the
change for precious and durable works giants (who also come as supplicants, adverse weather or at least improve a
of gold, silver, and magic. Rumors and are treated better than small folk). character’s chances for survival.
abound that, while she herself peers The Frostrift offers a perfect setting A spell that emits extreme heat (such
into the minds of gods, her incalcu- for monsters that inhabit arctic cli- as fireball or wall of fire) vaporizes ice,
lable hoard of enchanted offerings mates as well as those that might guard turning it into a thick fog cloud with
shimmers from within the icy grips of a ancient sources of magic. Frost giants, an area equal to twice the spell’s area
frozen waterfall. white dragons, and brown mold make of effect. The mist dissipates in one
This snowbound location is a chal- obvious choices, but none should un- minute, and it provides concealment
lenge and reward for all enterprising derestimate elementals, fey, and fiends (20% miss chance) to characters over 5
heroes. As the DM, you can replace (especially ice devils). Hrolffa might ft. away.
Hrolffa with a preferred creature or control a remorhaz or a couple of frost Unless noted otherwise, ceiling
special effect, and fill the inhospitable worms. Lesser giants and ruthless, height is 30 ft. in the Frostrift.
icescape with extraordinary monsters white-furred gnolls might serve as her
and treasure to complement the frozen cult or slaves. Somebody or something On The Glacier
hazards presented here. must clean the tunnels for Hrolffa From a distance:
every now and then. Steam billows from a massive hole in
Background the glacier’s surface, shimmering with
The Frostrift Oracle is a mystical place, Environmental Conditions blue ice and white snow. Just beyond,
where a fantastically old glacier smoth- Ice dominates this glacial locale. Except there stands a cavern mouth flanked by
ers a hot mineral spring located on where noted, the walls and floors are life-sized sculptures of grim frost giant
an ever-frigid mountainside. Hrolffa made of ice. Characters must spend 10 warriors.
the Seer, the infamously cruel prophet ft. of movement to enter an icy square,
of the frost giants, holds court in this and they must make a successful DC 1. The Pit
natural junction of earth, air, water, 10 Balance check to run or charge. The The pit measures over 20 feet across, and
and fire. slippery conditions increase the DC for its floor rests some 40 feet below. Clouds
According to legend, as her body lay Balance, Climb, and Tumble checks of warm air billow from a stone opening
dying so long ago, she bid her followers by 5. on the southern side of the pit, obscuring
grant her an eternity by severing her The DM determines the weather’s the pit’s depths. But even at the very top,
head and devouring her body; tether- brutality: freezing cold, severe cold, or its walls look quite slippery and danger-
ing her soul in this way, her followers extreme cold. Freezing cold and severe ous despite its cracked stone and many
made her an eternal oracle. cold require PCs to make Fortitude handholds.
Despite the tales of this imperious checks (DC 15, +1 per previous check) The steamy pit limits vision to 5 ft. and
and fickle seer who deals so harshly every hour or 10 minutes, respectively. provides concealment to anyone 5 ft.
with all petitioners who fail to appease Failure results in 1d6 points of nonle- away or more (20% miss chance). De-

62 Kobold Quarterly 8
scending the hole without aid (ropes, DM could reward characters willing to chamber. The frost giant’s head rests on a
magic, etc.) requires a DC 25 Climb take the time to loot the icebound, but square dais, also made of ice. Eyes closed,
check (includes +5 DC due to slippery punishment seems a better match for a Hrolffa faces the cavern’s eastern portal.
conditions). A small tunnel (5 ft. high, room that presents such a dire warning.
5 ft. wide) burrows through the glacier To the south, the smooth ice warps and
to arrive at the steam pools 20 ft. in the 4. Icicle Cavern twists as it turns into a stilled water-
steam pools (room 11). Icy stalagmites and stalactites fill this rug- fall beginning its grand plunge. Gold
ged cavern. The crystalline columns and and silver objects, encased in its frigid
Monsters Consider placing a steam shards tinkle and creak as the frigid wind grip, imperceptibly move towards an
mephit or two in the pit. They can whispers past. unknown fate under the translucent
offer only limited information about surface.
the Frostrift, for they are hesitant to Icicle Hazard (CR 4) The DM determines how Hrolffa re-
explore much beyond their warm A character safely navigates this deadly acts to intruders and her level of aware-
sub-glacial comfort zones, but they maze with a successful DC 20 Survival ness of the mortal world. Under the
can make up fanciful stories for the check or a DC 25 Balance check (al- best circumstances, DC 25 Diplomacy
gullible. ready includes +5 DC due to slippery checks are required for parley attempts,
The mephits charge a toll as “protec- conditions). A failed check results in a with bonuses for awe-inspiring gifts of
tion money” for characters wishing to +15 melee attack, dealing 6d6 hp dam- magic and precious metals.
pass through the dangerous vents and age. Characters make a check each time If Hrolffa accepts an offering, she
geysers at the pools. they enter this room. levitates her head to expose a hole in
the ice so the supplicant may deposit a
2. The Two Sentinels 5. Forever Chasm gift there. Once appeased, she may cast
Bluntly shaped from the ancient glacier The chasm, 10 feet wide and 30 feet a powerful divination spell on behalf of
itself, a greatly bearded sentinel stands on long, plunges toward the black depths. the character (her caster level is 10+),
either side of a 20-foot wide cavernous The wind shrieks within the darkness, or she may confer a blessing that makes
maw. They grasp mighty swords, burying and its chill breath buffets the gnarled, a PC’s divination attempts more likely
the points in the snow banks gathered narrow ledge that clings to the eastern to succeed.
around their boots. Their sightless eyes wall of ice. Monsters: Instead of creating Hrolffa
of carved ice look into the depths of all from scratch, consider slightly modify-
worlds. Walking the ledge requires a DC ing the standard frost giant. Give her
17 Balance or Climb check (already a fly speed and a bite attack that uses
A cavern mouth fully 20 ft. wide and includes +5 DC due to slippery condi- a greataxe attack and damage. Assign
30 ft. tall waits between the frost giant tions and +2 DC for rough winds). spellcaster levels and add the lich tem-
sculptures. Permanent magic mouth Failing the check by 5 or more results plate. Or give her white dragon’s breath
spells cause them to speak (in the in falling 100 ft. (10d6 damage) to the and the undead type.
giantish) whenever anyone approaches bottom of the chasm. Of course, Hrolffa’s legends could
within 30 ft. simply be a hoax. Other creatures
The left giant greets the heroes, say- 6. The Great Stairs might use the frozen head as a lure
ing, “Welcome to Hrolffa’s Hall! The Massive stairs, carved from the glacier’s to trick desperate souls into bringing
Seer peers into the mists and knows all heart by a frigid titan of legend, offer wondrous treasures and fresh meat to
dooms.” The right giant quickly adds, a hazardous path down a long, sloping the Frostrift Oracle.
“Bring thy honorable gifts and be wary, shaft. Cold air blankets the ledges.
lest you hasten your doom.” 8. The Frozen Flow
Crossing the five ledges without ropes An ancient waterfall of ice shimmers
3. Hall of the Doomed or magic requires DC 25 Climb with an unknown quantity of gems and
The wind crisscrosses this wide and wind- checks. The ledges are 20 ft. apart. precious treasures. The Frozen Flow clings
ing hall of unyielding blue-tinged white- Anyone in the shaft suffers from to the rocky face even as its waters ebb
ness. Thick rectangular blocks of ice form extreme cold (see Environmental below the veneer of swirled crystal, even-
a horrific path through the chamber, each Conditions). tually depositing the hoard into the lake
containing a mortal frozen with a scream below; a frozen and jealous crust shelters
on its lips. 7. Hrolffa’s Hall the lake’s still waters. The glacier’s moan
Rune-etched ice pillars, twice the height resonates strongly within the surrounding
The two rows of 8-ft. tall blocks leave of a man and glowing with white lumi- enormous stone passage.
10 ft. between them, and they snake nescence, encircle the terrible and beauti-
through this winding chamber. The ful head of Hrolffa the Seer in this airy

Kobold Quarterly 8 63
64 Kobold Quarterly 8
The icefall drops 100 ft. to the frozen surface of the lake.
Except for the 20-ft. diameter shaft, the great glacier
entirely covers the rest of the lake below. The sheer ice
requires a DC 30 Climb check (includes +5 DC due to
slippery conditions).

Falling Ice Hazard (CR 5)


Chiseling through the icy sheets to reach bits of treasure re-
quires a DC 25 Survival check. If the check fails, a poorly-
chosen blow sends great swathes of ice crumbling and fall-
ing all around the character with the chisel. This falling ice
makes a +15 melee attack and causes 6d6 hp damage to the
character. A character hit by falling ice must make an im-
mediate DC 30 Climb check or fall the remaining distance
to the floor of the cavern. The noise of the ice collapse may
bring attention from any mosters the DM has placed on at
top of the icy sheet.
Chipping a treasure out requires making a DC 20 Bal-
ance check tohold onto the treasure. Failure means that the
treasure drops to the floor below.

9. Little Waterfall
The hushed waterfall quietly empties into a pool of blue-black
water, a gentle drop of less than five feet. Beyond this frozen
chamber to the east lies a larger, ice-floored cavern.

The current slows in the shallow lake that continues under


Hrolffa’s court beyond, requiring DC 10 Swim or Strength
checks. The water negates any benefits from cold weather
clothing until dried.

10. Warm Rapids


A warm torrent rushes past, gaining speed as it flows down
the rocky channel. The water gurgles and splashes against the
rounded stones and boulders that litter its way.
Above, venting geysers spew and pop; below, the warm and
noisy rapids descend into a silent trickle.
The odor of metal and rock tangs the air with the earth’s se-
The rapids descend 40 ft. over its course, spilling over a little crets. The warm waters quickly swirl toward a stony stream that
waterfall. Too shallow for swimming, DC 15 Balance checks exits the south side of the ice-domed hot springs.
ensure characters do not fall down in the fast-moving stream
(already modified for conditions). Geyser Hazard (CR 5)
If a character slips in the water, the character must make Geysers erupt throughout the cavern each round, but a PC
a successful DC 15 Strength check to avoid being swept 30 may avoid them with a successful DC 28 Survival check.
ft. downstream and taking 1d6 hp damage from buffeting One PC may be designated as the guide whose success or
rocks. failure effects all nearby companions. Up to two characters
Monsters: Water elementals in the rapids make things may use Aid Another to improve a guide’s Survival check. A
more difficult for the heroes, increasing their Balance and failed check results in 5d6 fire damage (DC 14 Reflex save
Strength DCs and harassing them further downstream. for half damage).
Monsters: Steam mephits can make quite a nuisance of
11. Steam Pools themselves in this humid cavern. Even if they hesitate to at-
Thick blue water bubbles out of the cracks and pits of the large tack characters, they increase their Survival check DCs by +2
cavern’s gray stone floor. Steam jets explode with sudden force, by altering the natural rhythm of the geysers. If so disposed
spraying scalding droplets and puffing clouds of lingering vapor (bribed), they provide a +2 bonus to Survival check rolls to
that roll up an icy tunnel in the north wall. avoid the nasty vapor jets.
<
Kobold Quarterly 8 65
66 Kobold Quarterly 8
One Adventure. Two Directions.
Open Design
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TM

Presents

Mountain-King

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Halls of the Mountain-King is the latest Open Design project by Wolfgang Baur, winner of the
Diana Jones Award for Excellence in Gaming.
The dwarves of Greater Zobeck are a hard-working group, whose mining of adamantine lured them ever-deeper and
whose pursuit of liftgas ore led them likewise into dangerous territory. The vertical dungeon goes from the depths of the
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Patrons will help shape every detail of this ambitious vertical dungeon adventure and dwarven setting, from the
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Open Design is a trademark of Open Design LLC.
The Free City

Cults and Heresies of Zobeck


By Wolfgang Baur

M
ost citizens of the Free City Mammon,
are hard-working, thrifty, Arch-Devil of Wealth
and honest, the foundation In a city where everyone seems to be
of a prosperous polity and the envy of growing rich, for some it is never quite
nations of serfs, peasants, and slaves. enough. The arch-devil Mammon has
But there are always exceptions. repeatedly made inroads among the
While Zobeckers are mostly honest, guilds and the merchants of Zobeck,
they also have their share of bandits and his shrines are always fine ones, ably resistant to fey blandishments.
and robber barons; trade and com- with floors of hammered coins and Gnomes are, if anything, fey lackeys
merce are nothing if not cutthroat with idols of gold and silver. As the and thralls, serving the Shadow Court
enterprises. And to gain an edge in that devil of wealth, his promises are exactly as its couriers, toadies, and (sometimes)
eternal struggle, some merchants and what Zobeckers want to hear. And arcane enforcers.
barge captains turn to dark masters, indeed, anyone who is successful in
pledging blood and souls. business soon finds himself hounded Cults of the Yellow Sign
by rumors of a pact with Mammon. Little known outside the Arcane Col-
The Red Goddess The reality is much less than the legium — though perhaps some hint
The goddess of the poor and the de- rumor, in this case. Mammon does can be found in the records kept at the
bauched has a cult that simply cannot prey on the wealthy merchants of the Blue House and the Spyglass Guild,
be stamped out, no matter how hard city, but rarely does he grant wealth. the cult of the Yellow Sign is one of
the Watch and the Griffon Riders try. Rather, he plays on the fears of those alien magic and power granted to those
The Red Goddess Marena lusts for who are already rich that they might who are initiates in a mystery thought
flesh and death, and her taste for death lose their good fortune, and in this to be tied somehow to the wellsprings
and sacrifices is unquenchable. Her fol- way ensnares them into his vile service, of Star & Shadow magic. The magis-
lowers snatch citizens from the streets; coupling with devils and abasing ters of the Collegium say little about
children are warned that the Red Bride themselves to win the Golden Devil’s it, though they look worried when the
will take them away if they do not obey favor. Dwarves seem more than usually subject comes up.
their parents. tempted by Mammon’s offers to make What is known is that the Cult of the
Marena’s shrines are small ones, little their wealth safe, and to make it breed. Yellow Sign is an Eastern cult, tied to
more than an altarstone smeared with the worship of Khors the sun god, and
blood, but she is exceedingly popular Pacts with the Scáthesidhe to the imminent return of a messiah or
with both the very wealthy (who enjoy Not all cults are those of demons, dev- herald of some great power. This herald
her debaucheries) and the very poor ils and dark gods. The Lords and La- is sometimes called Hallisar, sometimes
(who lust for revenge or at least protec- dies of the Shadow Kingdoms are also simply the Shining One, and he speaks
tion against her plagues). Her sign, of fond of pacts and gifts to foolish men directly to the minds of those who
a small red-stained skull, is a common and women. Sometimes the shadow fey grant him obesiance and worship.
bit of beadwork or broach, though take childrenm, leaving changelings in What Hallisar wants is unclear; a
technically even her symbol if forbid- behind to lead stolen lives. More often Pure Land and a Great Cleansing are
den within the city walls. the Scáthesidhe take grown men or both popular images in the repetitive,
Her more devout followers uses women as lovers, and many of those do mind-numbing chants and screeds
strangling sashes, and her kobold fol- not return. that his followers produce. His cultists
lowers are said to be quite inventive Worst of all, the fey often show seem to have some mastery over space
in their sacrifices. Kobolds are quite humans the truth of their own realms, and time, appearing and disappearing
insanely fond of the Red Goddess, which are so beautiful and so desirable within the city at will, and no shrine to
though she seems to offer them little in that they make strong men weep and the Yellow Sign has ever been found.
return. Rumor has it, though, that she beg to return. In this way, the fey gain The Clockwork Mages are experi-
is seen as a kobold equivalent to Yarila devoted followers, keeping paradise menting to see if they might isolate
and Porevit, the dual fertility god, and forever just out of reach. some clue or fraction of his origins or
that Marena blesses all kobold eggs to Kobolds and dwarves seem remark- determine the weaknesses of the cult,
hatch and grow stealthy. so far without success. <
68 Kobold Quarterly 8
69 Kobold Quarterly 8
70 Kobold Quarterly 8

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