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True immortals
True immortals grow
grow tired
tired of of
replacing their
replacing their books
books every
every fifive
ve years.
years.
When you
When you live
live for
for eternity
eternity
itit really
really adds
adds up.
up.

SinisterAdventures
Sinister AdventuresLLC
LLCand
andNicolas
NicolasLogue
LoguePresent
Present

Dark Vistas
Mega-adventuresfor
Mega-adventures forthe
theFantasy
FantasyRPG
RPGyou
youalready
alreadyknow
knowand
andlove.
love.

Good for
Good for the
the immortals…good
immortals…good for
for you.
you.
Be a sinner
You Know You Want To!

Fully
Fullycompatible
compatiblewith
with3.5,
3.5,True
True20,
20,Runequest,
Runequest,and
and Stop bywww.sinisteradventures.com
Stopby www.sinisteradventures.comand and
even
evenmore
moregame
gamesystems.
systems.Buy
Buyaaprint
printor
orpdf
pdfcopy
copyof
of download
downloadan
anadventure
adventureby byGreg
GregVaughan,
Vaughan,and
and
any
anyversion
versionyou
youwant,
want,get
getpdfs
pdfsof
ofall
allthe
theother
otherversions
versions supplemental
supplementalarticles
articlesby
byWolfgang
WolfgangBaur,
Baur,Craig
Craig
for
forfree at:www.sinisteradventures.com
freeat: www.sinisteradventures.com Shackleton and Nicolas Logue.
Shackleton and Nicolas Logue.
contents

6
Editorial
Lucky Number 4

9
Letters
From the Mines


12
The Free City
Gangs of Zobeck
by Wolfgang Baur and Joshua Stevens
A guide to thugs and pimps.
On the Cover
20


Thrones, Powers, and Dominions

Adriel, Angel of Hope


by Tim and Eileen Connors
William O’Connor’s
“Siege of Paris” shows
full-on war under
Hope is the thing with feathers. flags and fire, a fine
complement to the
30
Ecology
fighters and angels we
Ecology of the Cloaker feature this issue.
by Paul Leach
Howl, moan, scream. Won’t do any good. Read more about
Connor’s work defining
38
Kobold Diplomacy
the look of 4th edition in
Redefining Heroes: William O’Connor our exclusive interview.
Artist of the 4th Edition iconics.

42

Bestiary
Dragons Without Belly Buttons
by Derek Kaufmann
56 The Cluracan: Bottom’s Up!

64
by Scott Gable
The Mithral Dragon Cartoons by Stan!
by Mike McArtor 10’ by 10’ Toon 49
54
47 Bolt & Quiver
Flashing Blades
Ask the Kobold: Q&A
by Skip Williams


50

Dungeon Design

Letter from Arabia


by Jaye Sonia

52
Character Design
Better Gnomes and Gardens

62
by David Schwartz
Might and Mastery: Fighter Feats
by Phillip Larwood
68 Secret Adventure Naming Tables
by Jeff Grubb

 Kobold Quarterly 4

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HSlR NTQ7NQKC.NV
7NQKC.NV
From the crumbling spires of the ancient runelords in distant Varisia to the bustling merchant
From the crumbling spires of the ancient runelords in distant Varisia to the bustling merchant
kingdoms of the Inner Sea, the Pathfinder Chronicles campaign setting forms the panoramic
kingdoms of the Inner Sea, the Pathfinder Chronicles campaign setting forms the panoramic
backdrop for Paizo Publishing’s innovative Pathfinder fantasy roleplaying supplements, modules,
backdrop for Paizo Publishing’s innovative Pathfinder fantasy roleplaying supplements, modules,
and Adventure Paths. The world’s most popular roleplaying game is always changing, but the
and Adventure Paths. The world’s most popular roleplaying game is always changing, but the
Pathfinder Chronicles campaign setting is designed to be great right from the start. Your next
Pathfinder Chronicles campaign setting is designed to be great right from the start. Your next
great adventure is about to begin. It’s your world now.
great adventure is about to begin. It’s your world now.

PathfinderChronicles
Pathfinder ChroniclesSupplements
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All trademarks are property of Paizo Publishing ,
®

All trademarks are property of Paizo Publishing ,


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LLC. ©2008 Paizo. All Rights Reserved
LLC. ©2008 Paizo. All Rights Reserved

Kobold Quarterly 4 
Lucky
Number 4
Edito rial

H
Gorgon. If you want a copy of the adventure and access
ere we are at issue #4, and I’m not sure
to Logue’s design essays online, please visit wolfgangbaur.
quite how the time has flown by so quickly.
com and support the project. After these limited edition
It’s springtime, and an editor’s fancy turns
projects ship, it is a lot harder and more expensive to
to thoughts of new editions, new authors, and new
get a copy. Act now, as they say, or regret your dubious
pagecount. There’s a full-on feast of other gaming
goodness in this issue, from the cover by William dithering forevermore.
O’Connor to the “Ecology of the Cloaker” by Paul Leach, Why am I seemingly obsessed with the number four, or
to the fantastic set of fighter feats by Phillip Larwood. least, why is it in the title of this editorial? For no reason.
Plus the medieval gangsters of Zobeck, the mighty Seriously, they say 3 is a magic number, so split the dif-
mithral dragon by Mike McArtor, and the Angel of Hope ference, call it 3.5.
by Tim and Eileen Connors, who brought us the evil of Honestly, I wish I knew what was in store for gamers
the Arch-Duke Belphegor back in issue #2. everywhere, and could tell you exactly what the plans are
To contain all this gaming goodness, you will also have for the Game System License, but as of this writing, the
noticed that the magazine keeps growing. We’re now up license is still not available from Wizards. So there’s just
to 76 pages, just four less than 80, which is, of course, 4 no way to know how to jump. When the game is released
times 20. in June, I’ll ask readers to vote for their preferred edition
in the forums at koboldquarterly.com. Until then, I’m
Let’s see, what other news from the mines? We’ve
looking for great gaming material that transcends rules,
reached an important milestone, with more than
or at least that works well with any edition. Best I can do
1,000 subscribers. Naturally, we had to celebrate.
in the current circumstances.
After we cleaned up the mess, we gave away a lifetime
If you have comments on this issue’s articles, the
subscription, back issues, a copy of the Open Design
state of the RPG field, or a solution for buttressing
anthology Six Arabian Nights, and the first and only
silver mines in a mildly acidic matrix of igneous rock,
Kobold Quarterly t-shirt to the 1000th subscriber,
send your couriers, letters, and email at letters@
Frank Gawryla. You’ll see his smiling mug on page 11.
koboldquarterly.com or to Kobold Letters, PO Box
Congratuations, Frank, and thank you to everyone who
2811, Kirkland, WA 98083.
has subscribed.
Until then, from the mines, wishing you a happy April
Speaking of Open Design projects, the release of
and a merry May,
Blood of the Gorgon is fast approaching. It’s an urban
adventure by Nicolas Logue, one of the top freelancers
currently writing fantasy adventures. He has done design
work for all the big companies, especially Paizo and
Wizards, and so we’re especially pleased that he decided
to share his design secrets with the patrons of Blood of the

Kobold in Chief

 Kobold Quarterly 4
!.DV0@SG"DFHMR

While the old King of Korvosa lays dying, a new ruler gathers power, sending shockwaves through a populace already
plagued by unrest. In the face of anarchy, new heroes gather at the call of a mysterious patron which sets them on a
path of magic and prophesy against a common foe. Amid the intrigues of kings and generals, knights and thieves, it’s
up to these heroes to decide if the new monarch will bring Korvosa an age of glory or a reign of terror.

Curse of the Crimson Throne, the second Pathfinder Adventure Path, has begun.

Pathfinder$GYHQWXUH3DWKãPRQWKO\
Pathfinder&XUVHRIWKH&ULPVRQ7KURQH3OD\HUÜV*XLGH 3DFN ã

Pathfinder Chronicles:
Harrow
Pathfinder Curse of the Pathfinder Chronicles:
Crimson Throne Player’s Guide Guide to Korvosa

Don’t forget these important accessories for your Curse of the Crimson Throne campaign!

paizo.com/pathfinder
$OOWUDGHPDUNVDUHSURSHUW\RI3DL]R3XEOLVKLQJ ,
®

//&k3DL]R$OO5LJKWV5HVHUYHG
SPRING 2007 Volume 1, Issue 4

the prior written consent of the publisher. Material published herein may
™ not necessarily reflect the opinions of Open Design, its owner and patrons,
or its contributors, who are not liable for opinions expressed herein. Most
™ product names are trademarks owned by the companies that publish those
products. Use of the name of any product without mention of trademark
status should not be construed as a challenge to such status. Open Design,
Free City of Zobeck, Kobold Quarterly, and the Kobold logo are trademarks
of Open Design LLC.

Subscriptions: Please subscribe at koboldquarterly.com, or send a


Kobold-in-Chief: Wolfgang Baur check or money order to PO Box 2811, Kirkland WA, 98083, USA.
Circulation Director: Pierce Watters PDF subscriptions are US$16 per year, €11 in Europe. Paper and PDF
Cover Design: Scott Okumura combined subscriptions are US$36 per year in the United States,
Consulting Editor: Jeff Grubb US$40 in Canada, €36 in Europe, and US$56 elsewhere.
Editorial Assistant: Scott Gable
Lord of All Feats: Sigfried Trent Back Issues: Visit koboldquarterly.com to pick up back issues of
Kobold Quarterly. Single paper issues of Kobold Quarterly are $7.99
Page Layout: Wolfgang Baur
plus shipping. Single PDF issues are $5.99 and are available at
Ad Manager: EP Healy
koboldquarterly.com.
Contributing Authors: Wolfgang Baur, Tim & Eileen Connors, Advertising: Contact the staff at ephealy@koboldquarterly.com for
Scott Gable, Jeff Grubb, Benjamin Hayward, Derek Kaufmann, current rates. All ads are subject to approval, and KQ reserves the right
Phillip Larwood, Paul Leach, Mike McArtor, David Schwartz, to reject any ad for any reason.
Jaye Sonia, Joshua Stevens, and Skip Williams
Open Game Content: This issue contains three items of Open content:
Cover Artist: William O’Connor the “Mithral Dragon” article, the “Cluracan” article, and the “Might and
Mastery” article. All other material is Product Identity. No other portion of
this work may be reproduced in any form without permission.
Contributing Artists: Aaron Acevedo, Arthur Rackham, Cris
Griffin, Darren Calvert, Kathy Barker, Lucas Haley, Pat Loboyko, Submissions and Design: Each issue of Kobold Quarterly supports Open
Evelyn Morgan, Stan!, and Frederick Waugh Design, an RPG design community. Article queries are accepted from
freelancers, from KQ subscribers, and from all Open Design members.
Court Calligrapher: Shelly Baur To become a member, visit wolfgangbaur.com and donate to support the
Open Design community.
Kobold Quarterly™ is published four times a year by Open Design LLC. No part
of this magazine may be reproduced (except for review purposes) without ©2008 Open Design LLC

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 Kobold Quarterly 4
From the Mines

Kobol d L etters
Crunch, Contents, Starbolts, Color, Reprints

I’ve skimmed through the rest and


Deep Texts admired the production values). I
I just wanted to let you know that
have a suggestion for your table of
received my first copy of Kobold
contents. [Editor: a Very Clever Table
Quarterly in the mail yesterday and
of Contents suggestion follows].
let me tell you how amazing it truly
Thank you for continuing to offer a
is. This magazine truly takes me back
print resource for RPG players. I look spells. However, the says that ‘a druid
to the days of Dragon when there
forward to reading the Erik Mona in- who ceases to revere nature loses all
was more time spent on story and
terview and the rest of the issue, and spells and druid abilities’. If I know
solid articles and less time on crunch.
hope my suggestion was helpful. anything about druids, it’s that they
Don’t get me wrong, I love crunch,
~Ryan. Costello, Jr. despise undead. So surely he would
but you have to admit it doesn’t
make the game. The articles you are have lost his spells, and his animal
Thanks for your suggestion. I’m not sure companion?
bringing us are deep, well-thought
whether we’ll update everything folks ~Nikolai Geier
texts that truly do add to my game.
ask about, but I do appreciate all the Corvallis, Oregon
I sincerely look forward to all of my
offers to read slush, proofread, and do
future issues with much anticipation.
layout work. I’m tempted to take some Oops! You’re completely right about
You sir have made this gamer a very
of you up on it. Starbolt; the reference to a 1st level
happy man.
The main thing that a magazine caster is just wrong. We regret the error.
Now if only I could get the post-
like Kobold Quarterly needs now With regard to your druid lich ques-
man to not bend my copies in half
as much as ever is support at the local tion, author Richard Pett replies:
when he crams it into my spacious
gaming stores and bookstores. Ask your
mailbox.
retailer to carry it, if they don’t already. Dear Nikolai,
~Alfred Bonnabel
Recommend us on your favorite blog You make a very good point that de-
or Web site. Spread the word, so that serves consideration.
We tried to play nice with the post-
Kobold Quarterly can continue to The Monster Manual states:
man last issue, stamping “Do Not
grow. ‘A lich is a spellcaster, usually a wizard
Bend” on the envelopes as a gentle hint
And maybe we’ll get an intern to help or sorcerer but sometimes a cleric or
to the postal people. But this means
with the Table of Contents. other spellcaster.’
war – war unending and everlasting!
Release the dire weasels! This gives us some leeway when
Ahem. Carried away in righteous Starbolts Gone Astray looking at what can become a lich,
fury. Happens all the time these days. In issue #3, I noticed that on page and opens up the possibility of a druid
Thank you for your kind words about 22, the spell Starbolt is a 2nd level lich. However, as you rightly point out,
the magazine, and we’ll see what our spell. However, I also saw that it said under ordinary circumstances druids
kobold kneecappers can do about deliv- that you ‘can cast one such bolt at despise undead as they do not follow
ery of this and future issues. 1st level...’, which makes no sense. In any accepted natural form. The open
order to cast 2nd level spells, one must statement above allows a little inter-
be at least 3rd level. Or is this a 4.0 pretation, though: suppose the creature
Table Time edition change? regards itself as the protector of the land
I’ve only bought the first issue of it lives in, and wishes to ensure that
Also, I noticed that in the excellent-
Kobold Quarterly and so far have this land is guarded for all time.
ly-done ecology “The Thing at the
only read your editorial (although The creature would then see prolong-
Soul of the Mire” is listed with druid
ing its own life as a gift that nature
allows to ensure that true order prevails
You can write to us at letters@koboldquarterly.com or send paper – with the creature guarding the mire
mail to Kobold Quarterly, PO Box 2811, Kirkland, WA 98083 no living thing can ever harm it. It’s

Kobold Quarterly 4 
followers have merely changed in order print issues for several reasons, time and ~Constantin Terton
to better protect the land they live in, a money being the main ones. If we get
land where disease is part of the natural a big thread on the forum demanding Constantin, I would love to print every
form of life and unlife. it, I suppose we might consider it, but issue in full color, but it requires either
The Thing at the Soul of the Mire really magazines are usually too busy doubling the price for readers, or dou-
fulfils this observation – it sees itself thinking about the next issue to devote bling circulation and charging more for
as the guardian of the Grimward it much time to the past. Sorry. advertisements. Still, I’m looking into
rules, and its powers as an extension adding a little color when the budget
of that guardianship. Those outside allows.
the mire seek to pollute the land with No R egrets
First off, this is a great magazine, and
their cultivation and roads and houses.
Imagine the colossal evil ego necessary to I don’t regret subscribing at all. Takes Me Back
When the last Dragon came in the I’m telling you something, brother - I
maintain that what it does, it does out
mail, I saw that they had included love this issue! Takes me waaaay back
of love and a desire to protect, rather
my letter. Truly, this was an amazing to the early 80’s when I first began
than malice.
moment. But soon I realized that playing RPGs and reading Dragon.
Having said that, everyone is free to
there was no real RPG magazine left, I know you really want to go color,
interpret the lich for their own cam-
only the new ‘online’ Dragon. but I personally love the black and
paigns, and if you don’t like the idea
Except for Kobold Quarterly. white, “underground” feel to KQ. I
of a druid lich then the soul can easily
I can really relate to this magazine. can get a color fix in the PDF, but the
be accommodated as a wizard or other
I love kobolds, and the cover of the black and white of the mag is cool as
spellcaster seeking to protect the mire.
first KQ hooked me. And the con- can be.
As always, you know your players
tents were no less stunning. Ecology -Gary Francisco
and campaign better than anyone, so
of the Derro? Titivillus? Amazing! Gary, very happy you are enjoying it. I
steer your villains in the direction you
This is definetly the best replace- remember many old game magazines
choose.
ment for Dragon! fondly, including the issues of White
A great question, thanks for asking.
Great work, folks! Dwarf that included new monsters for
Richard Pett
~Nikolai Geier, the world’s most popular roleplaying
Derbyshire Moors
Corvallis, Oregon game. But I never quite know how to
react to compliments about the old-
Reprint or We Riot! Thanks, Nikolai. Tell your friends. We school feel of Kobold.
I am just writing to tell you how hope to keep presenting great writers, I’m not trying to reinvent the past,
much I am enjoying my first printed great monsters and spells and more for and if 4th Edition is good I’m sure the
issue of Kobold Quarterly. I your campaign for many years to come. magazine will embrace that too. (If it
purchased the PDF’s of the first two And don’t think we didn’t notice that sucks, we’ll just keep doing 3E until
issues and think that they are great. I there are two letters from the same 5th Edition, I guess). All I can say is
was impressed by the content and de- person. You’ve used up your quota for thank you; we will keep on melding the
cided to subscribe starting with issue an issue or two. old with the new. We have some young
3. The quality of the print magazine readers and writers who may craft their
is a lot better than what I thought it own take on the classics, and I think in
would be, and I am very happy. Across the Color Line a year or two, you may hear talk about
The print issue of KQ #3 arrived
One thing that I wish you would the ‘Kobold approach’ to gaming.
yesterday. Thanks for this great
do, is reprint the original two issues.
magazine and to this outstanding
It would be nice to have them in
print. I was too slow getting on the issue in particular! Would it be pos- Too Good?
sible to get future print issues in full Thank you for getting me the down-
KQ bandwagon to purchase them in
color? Maybe this could be arranged load link so quickly! Issue 3 is truly
any format other than PDF. I have
via LuLu? I would even pay a higher beautiful. In fact, it’s too good. I
seen several people with the same
price for such issues. have a nice 40-minute public transit
idea on various messageboards I fre-
It is a pity that the interior of commute to work every morning and
quent. I imagine that you would be
the print issue is black and white. afternoon. With most of my maga-
able to sell out again pretty quickly.
Printing the PDF version in color is zines, I take them with me and read
Keep up the awesome work,
unfortunately not an option for me, them on the trip. This latest issue
~James May
because I have no cheap color print- was in such high quality, that I didn’t
Yeah, we’ve gotten a few requests for ing device available. I would be very want to damage it. As a result, it is
glad if you think about this. taking me longer to read it.
this, but it’s pretty impractical to re-
10 Kobold Quarterly 4
You’ve give the RPG community a and opening a well edited magazine
fantastic new magazine. Keep up the that has content close and dear to
outstanding work. my heart. The opportunity that came
~Roy Sachleben along with the monthly mailing that
Louisville, KY gave me creative input for my cam-
paigns, both played and imaginary.
Roy, you and others had some difficul- At the top of my lungs, allow me
ties with the PDF downloads for #3, to cry out “LONG LIVE KOBOLD
but that problem is resolved and I do QUARTERLY!”
not expect it to recur. And so with that, as the most
As for solving the problem of being famous writer I know that no one has
“too good”; well, it’s not on our to-do ever heard of, I hereby pledge all of
list. my editing and writing skills at your
disposal as you see fit.
~Robert Elkins
The Value of Paper New Carlisle, IN
First, I have to say my piece about
the decision to discontinue paper- Rest assured we are working our tiny
publishing the two top-rated maga- little tails off to become worthy of your
zines for RPG’ing (I won’t name praise. And to avoid the whips of our
them but you know what their titles kobold overseers, of course.
are): And with all this healthy enthusiasm,
It was idiotic and asinine. Frank Gawryla of Knoxville,
we have to admit to feeling an emotion
I had tried to consistently to read Tennessee, is our 1000th subscriber
that few kobolds actually experience in
both magazines over the years I’ve and the winner of bragging rights, a
a lifetime of trap-setting: modesty. We
been playing (since 1982 or so). Only lifetime subscription, a copy of Six
think things are going really well, see,
recently, in the past couple years, was Arabian Nights, a copy of Kobold’s
and I have lots in store for subscrib-
I able to pay for a subscription to Guide to Game Design, and the KQ
ers, starting with the free Havenmine
both. t-shirt pictured here.
Gauntlet adventure that all subscribers
Ah, the thrill of getting mail actu- Congratulations, Frank and happy
received with their subscription copy of
ally addressed to me instead of to gaming!
this issue and yes, even more stuff com-
my wife or kids. Mail that wasn’t a ing in future issues.
bill anyway. And then the serenity But, well, you make us blush (Few Afghanistan
of reading the articles in the crapper. reptiles get that opportunity!). Thank
I’ll admit it – both publications were you to everyone who has volunteered Kobolds are, indeed, everywhere. We
my bathroom reading material and I to proofread, suggested an article topic, have invasion plans, that is, plans to
thoroughly enjoyed reading them in and contributed to the magazine. visit every gamer-friendly country on
there. I had a collection of back issues
earth. So far, the list of subscribers runs
and a pad of paper I would take notes
from Australia to New Zealand and
for campaigns. What can I say? I’m a Available Worldwide from South Africa to Switzerland. So
mean multi-tasker. So I walk into the exchange here in
why not Afghanistan? Glad you found
So that is why the decision to stop Afghanistan to check for new DVDs,
us; all the best on this tour and your
paper-publishing both magazines was and glance at the magazine rack in
next deployment.
like a morning-star to the stomach passing. Dungeon and Dragon are
Oh, and this reminds me: Kobold
for me. My reading and creative gone, so Heavy Metal is the only
Quarterly is now offering an “Adopt a
input was gone. Ya, it was online and one I watch for anymore.
Soldier” subscription. Enlisted persons
still accessible, but no more would I What do I find but a stack of Ko-
of any nation can sign up on our wait-
feel the pages turn in my fingers nor bold Quarterly #3 hidden behind
ing list at koboldquarterly.com, and
smell the ink of the copy. All hope the Wizards? Even having the PDF,
generous persons worldwide can sponsor
was lost, or so I thought. the smooth cover and weighty paper
a subscription for a soldier, in the order
Now I see, what Erik Mona has convinced me I needed to have it on
that they signed up. Check it out.
described as the spiritual successor to my shelf. So congratulations on
one of the mags, a new hope on the expanding, Wolfgang. I hope to go
horizon. The new hope of the con- back and see an empty space where
tinued serenity and peace that comes your magazine used to be.
with shutting the bathroom door ~Steven
Kobold Quarterly 4 11
The Free City

Gangs The constant commerce

of Zobeck
of even a modest river-city like
Zobeck is as irresistible as a siren’s
song to a certain breed of men.
All manner of thieves, rogues,
smugglers, and bandits prowl
the shadows of the town, preying
on barge traffic, robbing bag-
gage trains, eying the fat purses
of fatter merchants, and seeking
ways to convert the ever-present
hum of trade into the clacking
of hard coin. A few even barter
their souls.

T he underworld of Zobeck
is a shifting place of mys-
terious masters, dubious
alliances, and hidden secrets. Major
players range from the mystic to the
mundane to the diabolic: little is as
it appears and everything changes
rapidly.
Until recently, the formally-rec-
ognized Spyglass Guild worked
hand-in-paw with the more secre-
tive, widespread forces of the ancient
Mouse King. Yet control of the
Spyglass Guild has been seized by a
hidden rival, the sewer goblin Vralgor
Szarn, who seeks to carve out an
underground empire. A mysterious
death has shaken the Cloven Nine,
sending these dilettante diabolists
running and breaking up their ring
of thieves. And lurking behind it all
is the mysterious smuggler named the
Red Mask deals with anyone able to
pay.
In addition to the major players,
many smaller gangs, guilds, and
by Wolfgang Baur and Joshua Stevens freelancers operate in the gaps and
go largely unnoticed. Each faction
Art by Pat Loboyko strives to seize control of the fluid
situation in the town, and ensure
that every coin that changes hands is
12 Kobold Quarterly 4
clipped or shaved, ever so slightly. they blend in well with the city’s various rats, mice, and more danger-
Welcome to the thieves’ world other servants, such as the clockwork ous rodents. Supposedly, every rat
of Zobeck. May you survive the scullions and the Gate Watchers. and mouse in the city obeys him.
experience. Their powerful hearing gives them Anyone refusing to give the Mouse
perception beyond any human or King his due is said to die a death
The Spyglass Guild dwarf; one of the apprentices who of ten thousand bites as the Mouse
The men, gearforged, and dwarves of built them claims that they can hear King’s servants devour the fool.
the Spyglass Guild are the city’s spies a dozen conversations at once, both It is unclear whether this is purely
and secret police. The city tolerates through walls and several streets a gruesome story meant to scare
these quasi-legal operations because away. If this is the case, it is a power- newcomers to the city’s thieves’
the guild reports everything to the ful form of eavesdropping within the dens, or whether there is truth to it.
city consuls, the Lord Mayor, and the city and at its gates. Even if it is not Certainly, the old-timers and most of
Captain of the Night Watch. Still, true, the story itself seems to have the dockworkers swear to the truth of
they are a grey organization made made plotters against Zobeck more it. Of course, they drink a great deal
up of individuals of dubious back- cautious, and thieves have curtailed as well and tell the story to those who
grounds and morals whose human their most outrageous excesses. If it is slake their thirst by paying for a pint
members have a history of corruption just a wild tale, perhaps Ersebet is not or three.
from outside influences, from accept- so overwhelmed after all. The Mouse King, they say, knows
ing bribes to acting as double agents Secrets: Ersebet Cemilla, the everything. His rats even know when
for various cults and even the Arcane woman at the helm during the a river barge is about to arrive, so
Collegium. They are the open secret Spyglass Guild’s current troubles, they can come to the wharves to
of the city; their leader, the scarred is a veteran who has fought magic, meet it. This may simply be rumors
and embittered Ersebet Cemilla steel, and treachery with equal daring and rattish propaganda, but those
struggles in a web of treachery that and bravery. But recently, she has who believe it take great precautions
she no longer controls. become magically dominated by the to avoid speaking in the presence of
In recent years, the failings of the sewer goblin Vralgor, who has her a rat.
Spyglass Guild have allowed several complete trapped within her own Other than his servants, few have
embarrassing slips that caught the body. Her harsh voice still carries the seen the Mouse King himself. Some
rulers of the city flat-footed includ- note of command, and her followers claim he is a halfling wererat that
ing the changes in the court of the respect her, but they fear that some- rarely takes humanoid form. Some
Moonlit King, the zealotry among thing is terribly wrong. believe he is a ratwere, a rat who
the followers of the Red Goddess, Her break with the Mouse King is takes on human form as it suits him.
and even the ghoulish stirrings within commonly known within her organi- Some believe he is the figurehead
the subterranean fiefdoms loyal to zation, and no one likes it much. But of a group mind resulting from the
Morgau & Doresh. no one wants to challenge her about presence of so many escaped familiars
There have been two responses to it just yet. Her scarred arms are the near the Arcane Collegium.
these developments. The first has souvenirs of many knife fights in her Certainly, it is clear that the pres-
been to recruit more heavily among youth, struggling among the lesser ent Mouse King did run the city’s
the best-connected informers and rings, and she is still a ruthless hand underworld with Ersebet Cemilla
younger sons of merchant princes with a blade. She is known to use as a partnership until quite recently.
who easily gather information both poison, which keeps her lieutenants While his servants still take coin
within and without the city walls. nervous every time she asks them to purses and snatch jewels, his main
Scouts and griffon riders watch the drink a toast and proposes some new source of funds is smuggling and the
roads and rivers, continually report- madness. gambling hall called Sixes and Sev-
ing from the field, and the Spyglass Ersebet’s chief lieutenant and lover, ens. However, the recent break with
Guild learns a great deal about smug- Grigory Kaldozh, knows for certain Ersebet’s Spyglass Guild has reduced
gling and the indiscretions on the that the woman sharing his bed is his influence, and his rodent minions
Praetorian Council. not herself, but he cannot figure out now swarm everywhere, seeking to
The second response has been to what is going on. He is desperate to regain that power.
assign the Steamworkers’ Guild and discover the truth. Secrets: The truth about the Mouse
the Arcane Collegium to build incor- King is that he wants Zobeck itself
ruptible servants–three gearforged The Mouse King to prosper, and he is almost as rich as
servants. These mechanical spies The Mouse King has been in Zobeck the Red Mask. At the same time, he
might seem entirely too obvious to as long as the city has stood; his is very short-lived; rare indeed is the
gather information, but in practice, servants are halflings, humans, and Mouse King who lives more than five

Kobold Quarterly 4 13
Gangs of Zobeck
years (a venerable rat’s lifespan). The entire ale kegs during a brawl. He
The Mouse Kingdom post itself is immortal, though, and has already seen two kings come and
Leader: the Mouse King (human, each succession to the throne comes go and understands rattish policies
rat, or wererat male, Fighter 10) from the Council of Rats, held after and magics well enough to know he
Lieutenant: Yiri Tepeck (human
male, ranger 3/fighter 3/rogue 3) the death of a king and granting the would rather serve them than join
Members: 32 humans, 15 wererats, successor with all the memories and them—he has rejected offers of The
13 river halflings, countless rodents. many of the skills and powers of the Moon Gift, as some wererats call
Suspected Headquarters: King’s
Head tavern, Sixes and Sevens previous king. For this reason, the their lycanthropy. He is honest as
gambling hell king is essentially unkillable, and he long as he is well-fed, and his rolls of
Activities: River smuggling, operates to keep merchants fat and fat conceal a lot of muscle.
gambling, burglary, snatch thievery
Symbol: A crown
to keep the city free of control by One of the Mouse King’s more
Alignment: Neutral its neighbors. No one loves him and dangerous followers is Tymon the
only a few individuals of power swear wererat bard : a fellow with a sharp
The Spyglass Guild
Leader: Ersebet Cemilla (human
him fealty, but the Mouse King is temper who is quick to take offense
female Rogue 12) one of Zobeck’s greatest allies. and even quicker to cast a disguised
Lieutenant: Grigory Kaldozh The current Mouse King is Teo- suggestion within his music. Others
(human male Cleric Gear Goddess 8)
Members: 21 human, 3 gearforged,
dore XII, and he favors red puffed merely carry poisoned daggers and
3 dwarves shirts and long whiskers, brown hair can enter any house or inn the city
Suspected Headquarters: The and moustache in human form, with relative ease.
Cartographer’s Guildhall, the Green
and light weapons such as rapiers
Goat Tavern
Activities: Pickpocketing, blackmail, and poniards. In mouse form, he is Vralgor Szarn
forgery, tax evasion, and spying always perfectly groomed, two feet Vralgor Szarn is a large and powerful
Symbol: A scroll case tall, with silver-streaked black fur. In barghest who has secretly and magi-
Alignment: Neutral evil
humanoid form, he is short as a river cally dominated Ersebet Cemilla, the
The Redcloaks halfling, though it is unclear if this leader of the city’s recognized thieves’
Leader: the Red Mask (human male is due to his youth or whether he is guild. Pure evil, Vralgor is far less
Wizard 8)
Lieutenant: Jhoram, the Money truly a member of that race. Rumor interested in coin than he is in meat.
Changer (tiefling male) has it that the king has a brother who He is just bright enough to see the
Members: 22 humans, 88 kobolds was enchanted by the Arcane Collegi- value of an organized band of fellow
Suspected Headquarters: The
Wheatsheaf tavern, the Greymark
um and a sister who has taken service predators with a larder of potential
Warehouse there as a familiar. Certainly, his litter victims in easy striking distance.
Activities: Diabolic cult, kidnapping was a lucky one. Right now, Vralgor and his servants
for ransom, smuggling, drugs,
counterfeiting, silver caravan
When prepared for an audience, he (other barghests and a few intimi-
ambushes is always dressed in a grey frock coat dated kobolds) are in hiding literally
Symbol: Red feather with golden buttons, his whiskers under everyone’s feet. In particular,
Alignment: Lawful evil he runs through two sets of tunnels:
are long and white, and he wears a
The Great Hunters golden crown carved with images of the sewers (which barely contain his
Leader: Vralgor Szarn (greater nuts, grains, cheese, and a strange bulk) and the cartways, an old set of
barghest) subterranean passages that connected
spiral symbol. On these occasions, he
Lieutenant: None (Vralgor will not
tolerate one) usually holds court in a tiny chamber the homes and estates of the city’s
Members: 4 barghests, 11 kobolds, that only Small creatures can move nobles before the Revolt 70 years ago
3 humans in without squeezing below the low swept those nobles away. The Cart-
Suspected Headquarters: The
Great Cistern, the Cartways Shed ceiling. The King himself is generous ways are large enough for a narrow,
Activities: Murder for pleasure and willing to hear petitioners out hand-pulled or donkey-drawn cart
and murder for hire, control of the (though he prefers to be addressed as to carry foodstuffs, barrels of wine,
Spyglass Guild
Symbol: None “Your Majesty” and he uses the royal firewood and other supplies from the
Alignment: Chaotic Evil “we”). His followers are less forgiving. river to the estates without opening
In fact, the Mouse King always the gates to the street and without
The Cloven Nine
Leader: Izachar, or “Eyebite”
has followers around, either grey or spoiling the view of the nobles living
(tiefling male) brown rats or (as humans) green- in the finest homes.
Members: 9 tiefling warlocks, 27 jacketed soldiers with exceptionally The Cartways were once considered
human Kariv gypsies, urchins and
minions
fine white or brown moustaches. perfect for assignations among the
Suspected Headquarters: The The Mouse King’s current right nobility, but with the Revolt and the
Broken Seal, a brothel/tavern hand man is Yiri Tepeck, a human establishment of a Free City without
Activities: Slave trade, summoning, nobles, this function has long since
secrets, enchantments, curses,
horse thief who is known to toss
prostitution, quiet killings
14Symbol: Nine-pointed
Kobold Quarterly star
4
Alignment: All Evil
Illumination matters to the caster
The school of star & shadow of star & shadow magic. Whenever a
magic is unknown outside the Free spell from this school is cast at night
City of Zobeck and a few elven or in darkness, the DC for its saving
wizards, who regard it as more a throw is affected as shown in Table
curiosity than anything else. Indeed, 1: Starshadow Illumination. The
it is considered a quirk of Zobeck to illumination at the caster’s location
call it a separate school at all. More determines the effect, not that at a
properly called the school of illumi- target. See the PHB, page 164, for
nation, it is closely related to illusion illumination types.
and tangentially related to creation,
conjuration, and necromancy, but it Black Hand
stands alone from all of them. Illumination (Necromancy)
Level: Sor/Wiz 4, Shadowsworn 4
The Nature of Components: V, S
Illumination Casting Time: 1 Standard action
Star & shadow magic uses the Range: Personal
power of the planes of Negative En- Target: You
ergy and Positive Energy to generate Duration: Until discharged
spell effects, in the same manner that You gather the powers of darkness into
elementalists use the various elemen- your fist and strike with a paralyzing
tal planes to generate their magic. Its and shadowy chill. Black and purple
spells power force effects, light and flames encase your hand.
shadow spells, and limited forms of With a successful touch attack, you
divination and magical compulsion. deal 1d3 points of Strength, Dexter-
But all this misses the point. The ity, and Constitution drain to an
school of Illumination is a mystery, enemy. These points are added to
as much as are Summoning, Divina- your own totals as an enhancement
tion, and Abjuration. Its practitio- bonus for 1 round per your caster
ners believe that its wellsprings of level. If the victim makes a Fortitude
power come from an understanding save (DC 14), he loses (and you gain)
of the stars, their alignments, and just 1 point of Constitution.
the power they give an arcanist over
every living creature. Black Well
The star & shadow spells are all Illumination (Conjuration
listed as belonging to the Illumi- (Creation))
nation school, but the traditional Level: Sor/Wiz 6, Shadowsworn 4
school names are provided in paren- Components: V, S
theses for those players and DMs Casting Time: 1 full action
who wish to add these spells to the Range: Long (100 ft. +10 ft/level)
standard magic system without a Effect: One black orb 5’ diameter
new school. Duration: 1 round/level
Spell common to the practitioners Saving Throw: None; see text
of the Illumination school are listed Spell Resistance: No
below in the school spell list. New You summon a black mass of seething
spells are marked with an asterisk; all energies that attracts creatures nearby
others can be found in the SRD, and and devours the life force of those it
those marked with a double dagger touches.
(‡)are from Deities & Demi-Gods. When the spell takes effect, crea-
tures within 90 feet of the black well
Day and Night Casting are pulled toward it horizontally a
Starshadow magic is popular among total number of squares equal to your
adventurers because of its power in level. Flying creatures must descend
the dark, where adventurers do most 10 feet each round when they are
of their work, for good or ill. within 90 feet of the well.

Kobold Quarterly 4 15
fallen into disuse. Though the city servants of the cult, but this may any merchant’s daughter to consider
watch guards many of the entrances, be nothing more than bluster and him a catch; indeed, the only person
a few remain in use and are the prov- rumormongering. who wants to catch him is Horvart
ince of smugglers and thugs. Vralgor The Redcloak guards are cross- Edelstein, the Captain of the City
hopes to usurp them all as well, bow-wielding kobolds, gearcrafters, Guard. Edelstein is certain Edmure
killing and eating the servants of the trapspringers, and trainers of the runs the Redcloak drug smuggling
Mouse King and the Red Mask who enormous owls beloved by kobold ring, but the Greymark warehouses
dare venture below the streets. messengers and scouts. These kobolds are too heavily defended with kobold
Secrets: For a full description of work to scout out and organize likely traps, and Edmure’s father is too
Vralgor, see Kobold Quarterly #2. ambushes of silver caravans from powerful in the Council, for Edel-
Note that several of his new kobold the mines in the Margreve Forest, to stein to consider a raid with anything
followers are secretly agents of the gather up human and centaur bandits less than an army. Even Edelstein
Red Mask, seeking an opportunity to rob those caravans, and to deliver does not realize who really holds the
to set Vralgor up for a big fall into the plunder to the Red Mask’s private leash of the Redcloaks.
a nasty ambush. Failing that, they storehouses. Other creatures like dev-
seek to control the barghest’s actions ils and dark priests sometimes take The Cloven Nine
through misinformation and care- part in the ambushes. These creatures The Cloven Nine are a group of
fully planted rumors. presumably take their orders from the tiefling warlocks who lead a thuggish
Red Mask himself. cabal of old and entrenched gang-
The Redcloaks Secrets: The man behind the sters; most believed this small-but-
Perhaps the least-understood group kobolds is Volstaff, Lord Greymark, powerful group to be untouchable.
of gangsters and thugs in Zobeck are who is the master of the Greymark Long ago, the Cloven were outcasts
the followers of the Red Mask; they trading house and the proud owner in the city, shunned even by other
are commonly called the Redcloaks. of an enormous manor on Crown underworld groups, but they grew
They work primarily by night, and Square. He is also a relentlessly powerful enoughful to flaunt their
everyone knows they include both greedy man, never satisfied with devilish heritage openly. The Cloven
humans and kobolds in their ranks. great wealth and willing to go to any Nine deal in flesh, secrets, and pacts,
Most members of the city watch length to gain more. This has led him serving those desperate enough to
assume the Redcloaks are a kobold to found the cult of Mammon in the ignore the consequences.
gang from the Ghetto. Indeed, the city (or rather, to restore the long To hire them, rumor claims that
Red Mask’s lowest (and yet perverse- dead cult once the office of the City one must draw a drop of blood and
ly, most loyal) minions are kobolds, Lord for the Suppression of Vice had call their name. They rarely name
to whom the master has promised been abolished). their price ahead of time and merely
a much greater role in rulership Volstaff believes in money and take it at some unnamed time. This
someday. nothing else. He is a very confident could be permanent Constitution
Better still, he offers immediate and charismatic leader and controls drain, the death of a loved one, a
wealth to his servants, enough gold the kobolds using a combination of portion of the bargainer’s soul (and
and silver that his kobolds need no promises and executions. Rumors taking several years off their life),
longer toil in the silver mines but can claim the Greymark warehouses are information, servitude, etc. The Clo-
build their own mansions and rule a front for infernal ceremonies and ven Nine are worship Asmodeus and
over much more than a small city contracts, but no one can prove claim to be directly linked to him by
ghetto. it, and witnesses have a habit of blood, though many times removed.
What is much less widely known disappearing. As a coven of warlocks, the Nine
is that the Redcloaks use the profits Volstaff has a bastard son, Ed- can be hired to cast subtle and hor-
from smuggling and banditry to fuel mure Orillian, who is said to be the rific curses. They know secrets about
their deeper purpose of expanding offspring of a succubus. This may everyone of import in town, and
the cult of Mammon, the arch-devil simply be slander, but the young their informants, enforcers, and mys-
of wealth and greed. This group of Edmure is a vile one who prefers the tique keep much of the city’s petty
gangsters has a huge bankroll with company of kobolds and noctur- gangs awed and respectful. They hold
enough money to hire all the merce- nal revels to any healthier pursuit. themselves apart from (and, they
naries, assassins, alchemists, forgers, Despite the great fortune he stands believe, well above) the other crimi-
and other specialists needed. to inherit, none of the city’s eligible nal guilds, and they rarely sully their
Some even say that rakshasas, young women seem pleased to see hands with criminal activity directly.
warlocks-for-hire, and priestesses Edmure at their door. That is what lesser gangs are for, in
of the Red Goddess are among the Edmure’s reputation is too black for their eyes.

16 Kobold Quarterly 4
Kobold Quarterly 4 17
granted them abnormally long lives. the future, intestines are required. As
Swagger and Bluff They aren’t giving it all up now. payment, Izachar typically requires
Not every encounter with a gang Some of the Cloven Nine believe the client to gouge out one of their
is a fight: the slightly wiser gang
leaders try to intimidate visitors into
that they had grown soft and overly own eyes. Up front.
giving them a few coppers as a toll. reliant on their “control” of the un- Izachar is the only one of the Nine
Some prefer talking their way into derworld and never expected anyone still appearing in public; in private he
a meal, hinting at dark connections
to walk in, unannounced, and kill furiously wards himself against magi-
with the Cloven Nine or the secrets
that the Mouse King has told them one of them. They are suddenly cal detection and calls in every favor
in exchange for a beer and a meal. very scared about this brash show he has to avenge himself on Akad the
Gather Information checks often of power. Many of their minions Elder’s killer. It may be bravado, but
result in meeting informers from
among the street gangs. are little more than posers or bored he is the public face of the gang now
For many, joining a gang is a matter merchant’s sons with little taste for and he has reverted to fighting for
of survival rather than a calling, and real violence but a yen to annoy their survival, as it was long ago.
in the city’s most famous case, the
paladins of the Undying Sun took parents with tattoos, horned masks,
in a street urchin gang leader years and body paint. The founders are Lesser Gangs
ago, who became the celebrated Sir old, evil and dangerous when stirred These five are the major powers in
Ottracz Grivoly, one of the greatest
paladins of his age. Though, it
up. The gang may shrink, but the the city and make up the most of the
is said, he always carried a rat’s core that remains is deadly. underworld, but freelance thieves,
poniard with him, as a reminder of Secrets: The most notable of the gamblers, whores, and thugs form
where he came from, and a call to
humility.
Cloven Nine is a tiefling named their own cliques, alliances, and
Izachar, nicknamed “Eyebite”. Obese small-time gangs. One might even
At the same time, the Cloven Nine and covered in a fresh sheen of sweat, add some of the more unruly kobold
founders reserve magical crimes for Izachar’s corpulent frame is often mining gangs into this category.
themselves, as well as the summoning found draped in a plush seat in a For most honest citizens, these
of evil familiars and servant creatures back room of the Broken Seal. Izach- lesser gangs are called “rings” or even
such as dretch and yeth hounds. They ar has two small white stag horns “clubs,” and they are to be avoided. A
have recently been hired to capture growing from his forehead, which he few claim to be affiliated with one of
and bind the barghests of the Vralgor keeps trimmed so they remain small. the larger gangs. Many just scrape by
Szarn’s Hunger pack. Izachar’s preferred garb is a velvet and refuse to learn an honest trade,
Thus, the recent murder of Akad purple robe that accentuates his believing that riches and fame are just
the Elder, one of the founding fleshy ebony skin, and his robe is one big score away. They would rath-
Cloven Nine has shaken the under- often left open to reveal the many er live bright, quick lives than grind
pinnings of gang life. Where once unnaturally grown eyes on his chest it out in the fields with peasants or at
the Cloven Nine maintained regular and stomach. Izachar’s extra eyes are the forge with the apprentices.
haunts and could usually be found of all types—humanoid, lizard, cat, Their lives are certainly colorful,
quite easily, they have disappeared and others, and they blink at random and only the most successful of these
and are hiding somewhere, overly intervals. The thick smell of opium small rings are flashy enough to draw
cautious of everything and everyone hangs heavy about Izachar, and the the eye of the larger gangs. Joining
since the death. Everyone is a suspect, tiefling can often be found taking one of the bigs means that the small
and certainly infernal magic is seek- long drags from his fluted pipe. gang will live longer and better, and
ing to uncover the culprit. Izachar is a master of divination— the ring’s leader is likely to become
The Cloven Nine’s invincibility was the past, present, and future hold an important lieutenant to the larger
always an illusion. They were simply few secrets for this perpetually bored gang. The total number of gangs and
street children who banded together tiefling. Gossips whisper that his love those who support them is believed
against a hostile world; some took it of the poppy blossom is a result of to be well over 300 people, though
more seriously than others did, but viewing things best left unseen, and turnover is high. Such gangs current-
all are now re-evaluating their loyalty that he has even glimpsed the mo- ly include Jimyan’s Men, Clockwork
to a gang that is very much a target. ment of his own death and serenely Boys, the Rivermen, the Argus Street
The murder’s shattering of their waits for it to come. Raiders, and the all female Laugh-
image means that the Nine may have Izachar works his magic through ing Ladies. Within two years, four of
to forfeit their souls to Asmodeus all bones, blood, and intestines by cast- those five groups will be gone.
too soon, and they are understand- ing these things into a fire. If the
ably enraged. They have waited questions are about a living person, The Kariv
years to reach this point; the various the requirement is usually blood. For
the dead, bones are asked. And for The Kariv people are dark-haired,
pacts each has made with Hell have dark-eyed gypsies who continually
18 Kobold Quarterly 4
Kobold Quarterly 4 19
TABLE: Gang Weapons
Cost (gp) Size/Damage (Size) Critical Type Weight (pounds) Hands
Switchpike, blade 120 1d6 (M), 1d8 (L) 19-20, x2 Slashing 10 One
Switchpike, telescoped* 1d8 (M), 1d12 (L) x3 Piercing Two
Kobold Pick 12 1d6 (S), 1d8 (M) x4 Piercing 4 Two
Rat Poniard 4 1d2 (T), 1d3 (S) 18-20, x3 Piercing 1 One
Scorcher 1,250 +fuel 2d6+1d6 next round x2 Fire 12 Two
* A fully extended switchpike is a reach weapon. ** The range increment for a scorcher is 10 feet.

seem to come and go from Zobeck in notorious for developing and using Watch off the scent.
droves. Their mustachioed men have a type of telescoping spear, roughly
dangerous eyes while their women the size of rods when collapsed. Also Rat Poniard: These parrying daggers
wear their hair in intricate braids and called “spikes,” these metal rods can are made for very small hands and
dance for coins in ways that make be used as large switchblades; one are said to have first been made for
softer men blush. The Kariv value end unsheathes a spring-loaded blade the Mouse King’s court, though they
horseflesh and horsemanship above with a simple twist, allowing the have since become common eating
just about everything else. rod to be used as an unexpected and utensils among kobolds as well. They
Many of the Kariv serve the Cloven deadly blade in close quarters. are quick and a simple way to deliver
Nine as low-level thugs, informants, By twisting the opposite end, the poison; many have hollow handles
and enforcers. Not all Kariv are in rod fully telescopes and becomes an for just this purpose and provide a +2
league with the Cloven, but enough even deadlier weapon, somewhat like equipment bonus to poison checks
are that they have earned the entire a longspear. for this reason.
race a black name in Zobeck. The These switchpikes are easily con-
Kariv are commonly referred to cealed and are thus perfect for less Spyglass Scorcher: This odd weapon
as “wagon trash,” referring to the than legal Kariv activities. “Got requires a large supply of alchemical
colorful wagons that they live in and spiked” has become a common slang fire, which is projected from a nozzle
convert into makeshift ghettos in term in the poorer areas of Zobeck, and hose that connects to a glass or
Zobeck’s wharf area. referring to the Kariv tendency to ceramic jar. The Spyglass Guild has
The Kariv society is matriarchal, stab first in any disagreement and ask one as a gift from the Collegium’s
and when the Mothers of the clans questions later. alchemists, but few others even know
issue orders, they are obeyed. Many An especially large version of the what it does, and it is rarely used
of these honorific Mothers have made pike is often used by young Kariv within the city walls except in urgent
pacts with members of the Cloven to men (who like to show off). These are cases
gain powers of divination or to retain usually not terribly effective in tight Using it requires two hands, and it
their beauty, and their entire clans are city streets, but it is a matter of status can be filled with up to 5 one-round
now beholden to them. As a result, and looks, so functionality rarely bursts of a specially volatile alchemi-
many Kariv bear a tattoo of a nine- enters into it. cal fire. Unlike throwing a vial of
pointed star on their hands, illustrat- alchemical fire, though, the nozzle
ing their loyalty to the Cloven. Kobold Picks: Kobold mining picks makes it easier to direct the flames,
Those Kariv who are not so sworn find a surprising amount of use out- and only a touch attack is required
consider their brethen “fallen,” and side the silver mines of the Margreve to hit.
much bad blood runs between the Forest, as they are small, sharp, rather A full charge costs 150 gp and con-
two factions. Fortunately for Zobeck, quiet, and quite useful to tighten a sists of 5 bursts which are expended
the Kariv prefer to keep their interne- garrote or noose. at 30 gp per round. Refilling the tank
cine warfare hidden from the eyes of While some consider them inferior requires two full-round actions. Once
strangers. weapons because of the unbalanced expended, the weapon is treated as a
  weight (an advantage while min- club.
Gang Weapons ing), they have compensating virtues. Note that the scorcher is a weapon
The various gangs and rings have Their ubiquity means that killers that can itself be broken; the ceramic
access to fine weaponry in a city as who use them are untraceable; there tank has hardness 2 and 4 hit points.
filled with forges as Zobeck, and they are thousands of the things in every If it is shattered, the wearer takes
have invented some odd weapons of mining camp. Human and dwarven all damage from whatever alchemi-
their own. thugs sometimes leave a kobold pick cal fire remains within the tank in a
Kariv Switchpikes: The Kariv are at the scene of a murder, to throw the single round.
<
20 Kobold Quarterly 4
Kobold Quarterly 4 21
Thrones, Powers and Dominions

Adriel,
angel of Hope
By Tim and Eileen Connors
Art by Frederick J. Waugh and Evelyn de Morgan

Hope, like the gleaming taper’s


and despondent spirits rally. In her Makatiel, and all were deadly servants
light, presence, hope blossoms and fills of Good and Law.
Adorns and cheers our way; the soul. The ruined get a second In Adriel’s first millennium of
And still, as darker grows the night, chance. The damned glimpse a ray of life, she incinerated all those living
Emits a brighter ray. salvation. within the walls of a wicked city. She
—Oliver Goldsmith (1730-1774) In darkness-swallowed worlds, unleashed plagues that condemned
far from the choir of angels, Adriel wayward families to starvation, and
alone carries a light that shines for all she slew the first-born innocents of a
Never despair, for I will come for creatures. Alone, Adriel crusades for reprobate nation.
you. When all seems lost, I will pull hope and deliverance. Common men Born to face dire times, the De-
you from the darkness. I will deliver follow her taper to Heaven. Heroes crees’ role distanced them from
you. I will give you hope, and I will rise and join her campaign. their less brutal kindred. They were
dangerous and enigmatic and neces-
show you Heaven.
—Adriel in Codex Adriel, History of Adriel sary. How could Adriel and the other
Decrees commit these seemingly
“Promises” Adriel began her life not as an Angel evil acts without falling from grace?
of Hope but as an Angel of Death.

A
That’s exactly what Hell intended to
driel is more than a Do- She was one of four Decrees—angels find out.
minion, Power, or Princi- of death responsible for executing Archduke Belphegor, the lord
pality, one of the angelic   the terrible deeds sometimes required of inventiveness in Hell, captured
  powers of Heaven. She is Hope for the greater good. Adriel is not the quartet during an assault upon
given wings. even the greatest of the four; that was Heaven’s gates. This devil person-
Wherever Adriel alights, chins raise Hutriel. The others were Kezek and ally spirited them to the Nine Hells
22 Kobold Quarterly 4
where manipulative fiends tortured wellspring of absolute goodness flow- the Angel of Mercy; Phanuel, the
and lectured the angels on the hypoc- ing through her soul, and a glimpse Angel of Repentance; Raphael, the
risy of Heaven. of Heaven burst from her chest like a Angel of Healing; and to a lesser ex-
Time passed, but no clever devil’s star in the blackest void. tent, Barakiel, the Angel of Chance.
well-reasoned argument could shake It struck the evil spectators. For a These angels call Adriel “Ultima
the Angels of Death from their single moment, they saw Heaven, Dea,” the last goddess, and the last
absolute faith in Heaven’s design. and they understood redemption. virtue stripped away by adversity.
Exasperated, the devils resolved to Most of the devils shattered. A few Other Angels with a specific
extinguish their prisoners’ faith by slipped safely back into Hell. Dominion interact with Adriel in a
force. But hundreds remained, cowering heavenly system of checks and bal-
Sharp-clawed devils replaced those and crying before Adriel’s revolving ances. While Adriel holds dominion
with sharp tongues. The tortures magnificence. Her face fell calm. over Hope, she does not have free
began. The devils set upon the angels Her eyes closed. She raised her head, reign to grant hope to every creature
with ungodly cruelty. Imps enthu- set her wings back, and rocketed that needs it. She feels for the right-
siastically recorded every incision skyward. In her wake, hundreds of fully condemned, but Tsadkiel, Angel
and catalogued every scream. Days prostrate hopefuls stretched and flew of Justice, forbids her from granting
passed. Centuries passed. Relentless toward Heaven like a shooting star. them hope of escaping punishment.
assaults nipped away at the Decrees’ What followed was the single larg- Adriel is an enemy to all creatures
spiritual fiber. Threads of their faith est mass conversion of evil beings that instill despair or bring about
began to unravel and snap. ever recorded. Adriel herself led the spiritual destruction. In a world
Infernal heralds announced the centuries in penance thereafter. In where the souls of all creatures are
anticipated breaking of Hell’s most the end, she shed her role as a Decree guaranteed to pass on to the outer
famous prisoners. The event prom- and emerged as the Angel of Hope, planes, hope is only truly lost for
ised to be a spectacle unlike any the personification of Good’s com- souls that are destroyed or abducted.
that Infernals had ever seen. Highly mitment to life, redemption, and Adriel’s enemies, therefore, include
ranked devils, efreeti, and other salvation. creatures like barghests and devourers
servants of evil gathered and waited, that consume souls utterly, magical
unwilling to miss such powerful effects and artifacts that annihilate
angels abandon Heaven. Adriel in the Real World absolutely, and extraplanar thieves
Adriel, Angel of Death, appears in
The tortures progressed as a great who abduct souls from their journey
Thomas Heywood’s The Hierarchy
spectacle for the masses of Hell, and to eternal rest.
of the Blessèd Angels, published in
one by one, the Decrees cried out as Ironically, the three beings with
1635. Heywood claims that Adriel
the last shred of faith fled from their greatest enmity for Adriel are her old
will “in the last days slay all souls
broken bodies. Guilt, despair, and companions, the Decrees that shared
then living.”
the essence of Hell itself filled this her torment. Once Angels of Death
In her role as Angel of Hope,
new void and perverted their forms. for Heaven, these hate-filled beings
Adriel is inspired by Spes, the Roman
The head of Hutriel twisted into are now emissaries of Hell. Diametri-
goddess of hope. In present-day
that of a diseased vulture. Tattered cally opposed to everything for which
skin swung from Kezef ’s undead Rome, under the titular church of St. Adriel stands, the fallen angels now
Nicolas in Prison, lie the ruins of the
wings of bone. Writhing swarms call themselves Despairs. They are
Temple of Spes. Here, in what was
crawled under Makatiel’s skin and individually less powerful than Adriel
once part of the Forum Holitorium,
poured from his mouth. These three but frequently plot and act together
Romans came to buy fruits, vegeta-
escaped into the bowels of Hell, to diminish her influence on the
bles, and oils and to pray to Ultima
howling in madness as they fled the cosmos. Strips of gleaming silver skin
Dea for good harvests, for marriage,
cheering horde. are all that remain of their angelic
and for children.
The crowd turned to Adriel, the last heritage.
Written around 700 B.C., Hesiod’s
Decree left to fall.
famous poem “Works and Days”
But Adriel did not fall. One final
virtue remained. Despite a millen- describes personified Hope as the last Appearance
item in Pandora’s jar. In her natural form, Adriel has the
nium of her own terrible acts and
dazzling topaz eyes and snow-white
centuries of unholy torture, hope
held fast. As a stadium of expectant Allies and Enemies wings of a solar. Even the tiniest light
dances, amplifies, and reflects from
devils looked on, hope for her for- Adriel closely associates and relies on the curves of her silvery skin. Her
giveness and salvation blossomed and other Dominions, angels with a spe- body and voice are female, and she
filled her being. Its roots touched a cific duty or charge to keep: Zadkiel, moves with supernatural grace.
Kobold Quarterly 4 23
Powers
Adriel is one of the most powerful
angels in existence. In addition to all
of a solar’s abilities and items, includ-
ing a +5 dancing greatsword and a +2
composite longbow that creates any
sort of slaying arrow when drawn,
Adriel draws on the unique powers of
her domain.
For those close by, Adriel radiates
an aura of hope and atonement. To
those impossibly distant, she delivers
good omens. Her mind is a library
of forgotten cures, escape routes, and
life-saving solutions. Adriel uses this
knowledge to help petitioners and to
throw off ongoing negative effects on
her person.
Adriel is keenly aware of creatures
in despair, even over vast distances.
She feels sympathy and a natural
inclination to intercede—whether
or not those creatures deserve it. The
emotional weight of this omniscience
Regardless of what winged form black stone and represents light in places a heavy burden on her psyche.
Adriel takes, one feather is always the darkness. To grip it is to feel
missing. This loss is a constant Adriel’s unsinkable spirit.
Adriel, Angel of Hope CR 24
reminder of both her torture in Hell Advanced solar
NG Large outsider (angel, extra-
and the moment of her transcen-
dence from Angel of Death to Angel Personality planar, good)
Unlike most angels, Adriel was Adriel is a solar with the following
of Hope. Adriel’s original feather
not created with a personality that additional abilities:
remains in the Pit of Hell where
perfectly befitted her duties. She Heaven Sent (Su): Adriel is con-
Arch-Duke Titivillus, Scribe of Hell,
yearned to give hope, but her duty stantly aware of despair in others. She
uses it as a quill to record soul pacts.
as an Angel of Death demanded that senses it in any individual creature
Adriel spends most of her time ap-
she rip it away. This inner conflict within a 1-mile radius and any group
pearing as an adolescent, human girl
sculpted her personality. She regret- of one thousand or more afflicted
of blossoming beauty. Long blond
hair flows down around her perfectly ted her actions, questioned her heart, creatures on the same plane. Once
and questioned Heaven. Mortals per day, she can greater teleport to
symmetrical face and gathers in a
meeting her topaz eyes sense a rare the location of these creatures as if
plait over one shoulder. She wears a
element of humanity in the angel. she had been there before. Three
gown of pine green, symbolizing that
Adriel’s time in Hell taught her to times per day, she can send an in-
all things flourish when directed by
trust Heaven’s design and to endure. nocuous, good omen to any such
her. Snowdrop petals decorate her
She preaches these lessons with evan- location.
gown and create a honey fragrance
gelical passion and energy. Her words Hope Aura (Su): Adriel can radiate
around her. Head up, Adriel walks
uplift. Her melodic voice inspires. At a 25-foot-radius aura of hope as a
with grace, pride, and a smile. In
its crescendo, it sweeps away darkness free action. Good creatures in the
statues, one hand raises the hem of
and rallies the spirit. area of effect are affected as if Adriel
her dress, the other holds a broken
Adriel has no mercy for those who cast good hope (DC 28) upon them.
symbol of death—typically a sun-
sow despair or destroy souls. For The save DC is Charisma-based. Evil
dered sickle.
them, she suppresses her hope aura, creatures are affected as if Adriel cast
When she claims a favored soul
pulls a slaying arrow from her quiver, atonement upon them. Neutral crea-
and takes them to Heaven, Adriel
and fills her eyes with the frightening tures are unaffected by this aura.
leaves behind a single cat’s-eye gem.
presence of the Angel of Death she Saving Grace (Ex): Every eight
A golden pupil divides the polished,
once was.
24 Kobold Quarterly 4
hours, Adriel gains a new saving quite a bit of suspicion, as a form of of Heaven as uplifting sermons.
throw for any ongoing effect. A suc- unduly harsh mysticism, albeit for Adriel established the first Way of
cessful save ends that effect. While Good ends. The followers of Adriel the Taper route five hundred years
this does not retroactively undo refuse to see any harm in their rituals, ago when she traveled it herself. Fol-
lost hit points, it does allow her to and claim that excess in the service of lowing her example, penitents hoping
overcome disease, dominate monster, Good is no vice. to expunge their sins walk only at
imprisonment, and the like. Adriel’s symbol is a lit taper on a night, carrying a single lit candle.
Vision of Hope (Su): Once per day, black field. By the seashore, an an- Churches spaced 25 to 40 miles dot
Adriel can experience a vision as the chor or a buoy represents her. the primary routes and provide a
spell of the same name. This ability single day’s food, water, and shelter
functions only if Adriel is seeking a Accomplishments and Goals for the weary.
cure, escape route, or other desper- Adriel exists to bring hope to the Ardent penitents who travel the
ately needed solution. desperate. Through her influence and Way frequently reward beggars with
organization, roads to salvation exist any assistance that is in their power
Cults and Followers on multiple planes. to give. As a result, beggars arrive in
Followers of Adriel include the The infamous inscription above droves—so many, in fact, that towns
beleaguered, the enslaved, the sick, Hell’s gate, “All hope abandon, ye and churches along the Way now
and the hungry. When petitioning who enter here!” is partially Hellish specialize in accommodating them.
Adriel, families adorn their doors propaganda. A frightening number of The Church of the Six Petals doubles
with pine boughs, which represent souls in the nine hells do not belong as a hospital for the diseased and
hope and pity in the flower language there. Evil outsiders abduct them terminally ill seeking healing from
of Heaven. In troubled communities, during their ascent to Heaven. In penitent clerics and paladins. The
the desperate go to great lengths to both Hell and the Abyss, Adriel has town of Twinsmiths is a haven for
find a budding flower or snowdrop to established networks for the repatria- those desperately seeking champions
lay on an altar and pray for Adriel’s tion of these stolen souls. Angelic of causes both personal and public.
intercession. In worlds where entire forces under Adriel’s command secure For true atonement, each penitent
races are enslaved, Adriel is some- entry points to the planes and mar- must volunteer, often for months,
times worshipped as a deity, which shal souls between secret footholds at hospitals, churches, and other key
concerns some of the gods who claim throughout the infernal realms. locations along the Way. At urban
hope in their portfolio. In the mortal world, Adriel inspired waypoints, the Cult of Adriel Reborn
The Cult of Adriel Reborn has the Way of the Taper, a pilgrimage of may ask a penitent with experience in
taken Adriel as their patron angel. penance and redemption for converts organized crime to spy upon, infil-
These paladins, clerics, and exalted hoping to see Heaven when they die. trate, and subvert a nefarious group
monks dedicate their lives to answer- Every year thousands of penitents or guild. As with the initiation ritu-
ing the prayers of the wretched and demonstrate their conviction by als, some other Good-aligned groups
the forsaken. While any commoner making the arduous walk of the Way view these methods with some
can join their number in an ancil- of the Taper. suspicion. Adriel’s followers counter
lary capacity, the cult actively recruits that their agents work against Evil;
selfless adventurers and missionar-
ies through a network of affiliated The Way of the Taper many of these disruptive spies and
saboteurs are part of a distinct group
There is no single Way of the Taper.
churches. of Chaotic Good followers of Adriel
Rather, there are many paths, each
Initiation into the cult is a seri- who think any means are legitimate.
hundreds of miles long that merge
ous affair, culminating in a ritual The Way of the Taper ends in a
like streams into rivers on their way
in which members bury the initiate mountaintop forest of towering
to the Temple of the Cult of Adriel
alive and dig her up again before her pines. At its center lies the famous
Reborn in the Abernathis Mountains.
air runs out—a harsh exercise in trust Temple of Adriel Reborn. The matri-
Each path passes through remote
and faith, but one that those who arch here has the direct ear of Adriel,
villages, ignores political and cul-
fight for Good use to gather strength and an angel powerful enough to
tural borders, and crosses dangerous
for greater battles to come. officiate the atonement of outsiders
terrain.
More importantly, this cult ritual is is always present. At midnight every
Copies of an illuminated manu-
meant to instill lasting empathy for night, clerics of celestial faiths cel-
script called the Codex Adriel provide
the helpless, by teaching the initi- ebrate a candlelit mass to pray for the
pilgrims with descriptions of the
ate what it means to truly hope for souls of arriving penitents. The clerics
most popular routes and include
deliverance. Some members of Good- announce each penitent’s country of
customs of the local peoples, the sites
aligned faiths view this ritual with origin and drape a cat’s-eye charm
of reputed miracles, and the promises
Kobold Quarterly 4 25
around each neck as a token of their Statistics
pilgrimage. Most pilgrims display Glimmers are ghosts. Though the
this keepsake proudly and defend it base creature is most often humanoid
with their lives. or giant, magical beast and dragon
In many countries of the Way, pris- glimmers do exist. Of ghosts’ special
oners are freed each year so long as attacks, glimmers have only Draining
they walk the Way of the Taper with Touch (Su), Manifestation (Su), and
a heavy backpack and under guard. Telekinesis (Su). They are always of
Particularly dangerous prisoners war- good alignment.
rant a trusted party of guards.
Strategies and Tactics
Glimmers Glimmers float through the Ethereal
Plane seeking desperate mortals on
Palti leaned into the boulder, but she the Material Plane to assist. When
was too weak to roll it. Under the mas- they find an individual or commu-
sive stone, her pinned child labored for nity in dire straits, they intervene in
air. Time was running out. Palti cried, subtle and often unseen ways.
sweated, and heaved. It wasn’t work- When an innocent man was sen-
ing. She prayed. She prayed like never tenced to hang, a glimmer weakened
before—with the force of a trumpet the rope and smiled from under
and all the love in her soul. The boul- the hangman’s hood. When a leper
der lightened. She rolled it, and the sought a sign from Heaven, a glim-
child crawled free. mer rigged the omens that brought
Nearby, a manifested glimmer con- him hope. From behind the ethereal
centrated on his telekinesis. veil, glimmers deliver manna to the
starving and set clues for the lost.
All Dominion angels have planetars Many glimmers act as guardian
and astral devas at their disposal, but angels to individuals or communities
none have quite the same relationship they wronged in life. Some shadow
with non-angelic creatures as Adriel good-hearted adventuring parties,
has with beings called glimmers. providing a mysterious source of
Glimmers are the ghosts of indi- healing when all seems lost.
viduals seeking redemption who died Glimmers occasionally haunt old
before completing their penance. colleagues to scare them from their
By helping Adriel bring hope to the evil ways. In one famous instance, a
living, glimmers follow a path to glimmer and three ghosts frightened
complete atonement and a peaceful charity into a miser, giving him unso-
ascendance for their souls. licited hope for salvation.
Glimmers are Adriel’s soldiers in Other glimmers appear and com-
the mortal realms. Adriel is their municate only to wise men or small
petitioner in Heaven. Wherever children. These trusted mediums
communities have fallen into despair, gain reputations as oracles and share
glimmers invisibly nudge life toward Adriel’s motto: “If I cannot say all is
a brighter future in the hopes of well, I will say all shall be well.”
making one for themselves.
Glimmers are not angels. They The Trouble with Glimmers
were not born to advance Heaven’s Sometimes, bad things happen to
agenda. Each was once evil and has good people. Sometimes, it’s on
a personal history of regretted acts. purpose. There are forces at work in
Their personalities are as distinctive the universe beyond the vision and
as those of living individuals, and understanding of mortals. And at
their life experiences, temptations, least one of these forces works for
and shortcomings subtly affect their Adriel.
methods. Glimmers frequently use others to
bring hope to those in despair. By

26 Kobold Quarterly 4
doing so, glimmers put people in thousand links remain, and only his ability:
danger. They hobble wagons to keep head is entirely free of them. Fire Speak (Su): When on the
adventurers in a town that will soon Tishri has the appearance of a tor- Material Plane, Tishri can project
need them. In the wilderness, they tured, undead human enshrouded in his face and voice through any torch
abscond with party provisions, forc- chains from the neck down. Sunken or candle flame on the same plane
ing adventurers to hunt for food and cheeks flank his grey face. Hundreds for a maximum of two rounds per
discover the desperate village encased of scars criss-cross his skin from that flame per day. Though he can see and
in webs. Glimmers have even made day when his own animated barbs hear normally through this fire, he
the noise that gets sneaking adventur- and blades fought his initial conver- considers it a violation of Heaven’s
ers caught and imprisoned, knowing sion to Good. trust to use this ability for spying of
that the heroes alone can free the Celestials recognize Tishri by his any kind. His unnerving gaze ability
starving prisoners too weak to escape unique cat’s-eye pupils. Some angels is the only special ability useable
on their own. level their gaze upon Tishri overlong, through fire speak. Infrequently, fire
Angels, particularly those of lawful but as a redeemed devil in Adriel’s speak rejects Tishri’s target flame in
good alignment, are uncomfortable service, Tishri may wander Heaven favor of another flame mysteriously
with glimmers’ “dishonorable tactics” unchallenged and unashamed. chosen by the Hope Domain itself.
and with Adriel’s relationship with Tishri retains all of his devil-born
glimmers in general. Arguments abilities. In addition, Adriel’s domain Adventures in Adriel’s Domain
often arise over glimmers’ relative in- has granted him the power to deliver Most low to mid-level adventurers
dependence of angelic command and experience Adriel through events on
the fairness of their second chance at the Way of the Taper. Presently, many
redemption through undeath. of the Cult of Adriel Reborn are on
missionary work far afield, so cult
Adriel’s Lieutenants leaders are engaging third parties to
address issues at home.
If lawful good angels are uncom- • Trailblazer: The Cult seeks adven-
fortable with glimmers, they are turers to blaze a new branch of the
downright suspicious of the many Way of the Taper through a prime-
redeemed evil creatures that Adriel val forest. Massive sinkholes have
employs as lieutenants. Ranging swallowed sections of the wood, and
from mephits to black dragons, these new holes threaten trespassers. The
redeemed beings have shed their adventurers must find a path around
evil alignments and gained Adriel’s and into these holes where isolated,
messages of hope and perseverance
complete trust. strange creatures thrive.
to mortals. Tishri can project his face
Adriel’s most promising lieuten- • Epidemic: Dead foreigners con-
and voice through the flame of any
ant is Tishri, a redeemed chain devil. veyed to the Church of the Six Petals
candle or torch held by a mortal on
Tishri was one of Adriel’s torturers bring a virulent, magical disease
the Material Plane. Because his natu-
in Hell and one of the hundreds of called Break Bone Fever to the par-
ral appearance is terrifying, he uses
hopeful converts that ascended with his unnerving gaze ability to make ish. Penitents and beggars retreat,
her to Heaven. spreading the disease backward along
his face appear to be that of one of
Tishri is a missionary and a fa- the divergent arteries of the Way.
the visited mortal’s departed loved
natic. Like the evangelical paladin he The Cult of Adriel Reborn seeks
ones. Oftentimes, a silent, reassuring
aspires to be, Tishri delivers Adriel’s adventures willing to travel upstream,
vision like this is enough to bolster a
message of repentance with limitless through quarantines acting as disease
mortal’s sinking spirit.
patience and smites those rejecting levees, and deep into the jungles of
Heaven’s offer of redemption with an unaffected country. Unfortunately,
Tishri CR 7
the blades and barbs of his whirling only someone who has Break Bone
Male advanced chain devil
chains. Fever can cure it in others.
LG Medium outsider (good, extra-
Each time Tishri successfully leads • Pixie Dust: In Ginmakers’ Hol-
planar, lawful)
an evil creature to redemption, he low, enterprising pixies use their sleep
gifts the creature with a token of and memory-loss arrows to kidnap
Tishri is a chain devil with statistics
encouragement—a single link from evildoers and convince them that
identical to a standard chain devil
one of the many chains that wrap they have abandoned their evil ways
except that any instance of “evil” is
and hang from his body. He works and are traveling the Way. When a
replaced with “good.” Additionally,
tirelessly in the hopes of removing all clever victim sees through the ruse,
Tishri has the following additional
of the links one day. Presently, over a
Kobold Quarterly 4 27
they just hit him with another arrow. plan to capture Tishri, tempt him and several glimmers on a mission to
More than a few victims have gone back to evil, and gain a spy with bring hope to people who are merely
on to convert with sincerity. Re- full access to Heaven. Presently, new shells for the undead. Magic is
cently, the pixies “converted” a tribal two fiendish rust monsters led by weak and weapons are outlawed in
chief and let him go. Leaderless, his a bone devil have cornered Tishri this world of survival horror.
warriors became a pillaging horde. in a chain-filled dwarven forge. In • Law Begets Chaos: Silver-tongued
The pixies now seek scouts and dip- a desperate attempt to summon devils contend that glimmers are
lomats to find the chief and convince aid for his dwarven defenders and unredeemed and thus lawfully belong
him to regain control of his old tribe himself, Tishri fire speaks at random, in Hell. While Heaven’s lawmakers
and stay true to his newfound ideals. and nearby the face of a departed defend their precarious counterpoint,
• The Cult City: A misguided priest loved one appears in the flame of an Heaven temporarily severs its rela-
has set up a commune on a remote adventurer’s torch. tionship with glimmers. Glimmers
branch of the Way. Penitents who • Derailed: In the Nine Hells, a trio cannot carry out their penance nor
join his cult quickly realize that they of devils has seized a key station of trade their ghostly forms for eternal
are prisoners. Any disagreement with Adriel’s underground railroad for the peace. They become disheartened,
his methods or attempt to escape liberation of stolen souls. The devils desperate, and cynical. Most stop
results in an “advisory meeting.” Cult feed a few souls to Heaven to con- performing good deeds. Some return
teachers punish offenders severely, trol suspicion and broker the rest to to evil and create havoc on earth.
denounce them as hopelessly evil, their own advantage. Adriel’s agents While Adriel argues her case in the
and encourage them to commit sui- are wise to the ruse but know that Heaven/Hell debate, she assigns a
cide. The families of the cultists seek the devils are prepared for angelic non-celestial party the task of round-
heroes to recover their deluded loved countermeasures. The angels seek ing up and mollifying glimmers,
ones before it is too late. non-celestials to intervene. and finding a way to resurrect these
Adriel and her angelic agents en- • Hope and Horror: In a nigh hope- ghosts to complete their penance.
gage mid- to high-level adventurers less alternate dimension, undead have Bands of fiends and marut inevitables
directly. conquered and enslaved the living. are slaying glimmers and will harry
• Cornered: A Baron of Hell has a Adriel seeks heroes to lead Tishri any heroes who interfere.
<

28 Kobold Quarterly 4
Chris & Christina McCoy
Art by John Ryan Byrd
“The blood of the multiverse
flows through your veins…”
The planes are infinite in their mysteries and their
peoples, bringing a vast amount of diversity across
the multiverse. Why shouldn’t the same hold true
for planetouched player races? The standard
Aasimars and Tieflings are an excellent option for
players who are seeking to create a character with
an exotic flare or a touch of the planes within their
blood but why stop there? The other core races,
whether they are Elves, Gnomes, Halflings, Orcs,
Humans, or Dwarves, have all made expeditions to other planes…surely their curiosity attracted
the attention of planar denizens?

Welcome to Children of the Planes, a racial sourcebook that introduces new planetouched races
to the d20 system. Utilizing the same, easy-to-follow format of the PHB, this sourcebook brings
twelve new ECL +1 races to life with new feats and prestige classes. Unlike the Aasimars and
Tieflings whose otherworldly influences are undefined, the new races found in this book have
specific outsiders in their heritage. Whether it is a beautiful Korali seductress or a malicious
Skinx prankster, Children of the Planes provides a variety of new racial options for GMs and
players alike.

Tangent Games
Check out Children of the Planes
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DriveThruRPG.com.
Available as a paperback book in 2008.

Creating role-playing games for those times


when your players head off on a tangent.
www.tangent-games.com
Kobold Quarterly 4 29
Ecology
of the Cloaker
by Paul Leach
Art by Jon Hodgson
Diagram by Kathy Barker

An awful face stares from its thin


R
arely venturing to the surface rial Plane and shaped its history, a
sheet of a body, and its wings world, cloaker swarms haunt cabal of wizards accidentally opened
deep underground caverns a gate in the midst of a gigantic
move with a slow, steady beat. and rifts. Though long associated cloaker swarm.
With its entire core vibrating with deep caverns, they trace their The powerful magi closed the portal
from deep within, a powerful ancestry back to the Plane of Shadow as soon as they could, but this only
groaning disorients victims until and before that back to a lost plane delayed the arrival of the cloakers.
the creature finally finishes them filled with luminous clouds and plas- As the portal dissolved, the cloakers
mic storms. slipped into the Plane of Shadow
off with its whiplike, spiny tail The cloakers express no desire to rather than directly into the material
and shallow maw. return to their ancestral home, for world, buying the magi time.
The monster thinks nothing they enjoy a comfortable position
of the terror it inflicts on lesser among the weaker denizens of the Embracing the Shadows
beings, which it feels differ little “world below.” Besides, their centu- The Shadow changed the cloakers
ries-spanning exodus gave this race of forever. They embraced the stygian
from the vermin that infest the opportunistic and inquisitive flying darkness, and its taint gave them the
cavernous depths that the cloaker monstrosities new powers that they power to manipulate shadowy illu-
and the swarms of its brethren are loathe to give up. sions. The cloakers’ fibrous skin ab-
haunt. sorbed the plane’s twilight essence as
The Great Exodus readily as cloth absorbs pitch. The
Long ago, in a time when extraplanar monsters soon learned to use ripples
travelers commonly visited the Mate- in their flexible bodies to weave shad-

30 Kobold Quarterly 4
ow shapes that took on brief lives of ers discovered they could only make fiendish ruby eyes and a round maw
their own, creating effects similar to short ventures to the “world above,” filled with jagged teeth. Single claw
obscure vision, dancing images, and for they found the moonlit nights re- appendages emerge from the body
silent image. Strengthened by their pulsive and the sun-filled skies lethal. on either side of its face, giving the
new powers, small colonies of cloak- Given enough time on the surface, cloaker the ability to crawl when
ers dominated isolated regions of the a cloaker withers away to a rubbery necessary. A flexible tail composed of
plane. They brutally interrogated any patch of shadowstuff. With no allies, bone, cartilage, and muscle completes
shadow creatures they could capture, the cloakers remain in the depths and the nightmare. The monster’s body,
but it was the humanoids, whose tend to their own needs, and possibly as thick as a sturdy woolen cloak,
beliefs were entirely foreign to the those of the Shadow Goddess. enables the cloaker to make the most
curious invaders, that intrigued them What of the eldritch gatekeepers impossible twists and turns, which
the most. Experimentation proved who sought to protect the races of allows it to make difficult maneu-
useless, for the frail forms fell apart the sun and moon from the incred- vers in mazelike tunnels, vents, and
under sonic probing. ible flying terrors from the edge of sinkholes.
The persistent shadow flyers refused the cosmos? None of the magi could The cloaker’s terrifying body,
to surrender their dream of tasting agree on how to defend the world, mouth, and tail are horrifying, but
the now-legendary solid world and and the cabal dissolved as each arcan- its victims most often succumb to
its intelligent, limbed beings. To this ist sought the best way to stop the the creature’s hateful moaning. It’s
end, they established an alliance of cloaker invasion. All failed to create the reverbatrix, an internal organ that
sorts with the twisted shadow fey, ser- a spell or artifact able to defeat the lies along the spinal axis, that creates
vants of a shapeless power of twilight nightmare creatures. However, one an array of sonic effects that sicken,
and evil. wizard—a shadow fey—returned to panic, or stupefy the cloaker’s prey.
The pact forever marked the cloak- his home plane to tempt the enemy This organ is composed of three
ers as one with the Shadow, allowing with their own hubris and ally them distinct parts: a ribbed, cartilaginous
them to retain their illusory powers with his own dark goddess. fluting (part of the cloaker’s upper re-
even if they left the eternally gray spiratory system, similar to a human’s
realm. From that time forward, all Physiology bronchial tubes) which produces all
cloakers received the innate gift of Cloakers superficially resemble the normal and magical vocalizations; a
shadow shifting. The dark fey led the manta rays found in the world’s bladder that controls air flow through
cloakers to the “world below,” where oceans. However, a closer examina- the lower throat; and a bone-hard ap-
the deepest crevasses end not in stone tion of the two species proves that erture, which controls the frequency
or steaming magma but simply pass they share no connection. Its out- and pitch of the creature’s sounds by
into the Plane of Shadow. ward appearance is simple, if not vibrating some or all of the organ.
disturbingly alien; a black dorsal and The upper throat and digestive tract
Into the World palest white underbelly marred by both feed into the bladder, providing
In the “world below,” drow, dwarves,
and other humanoids provided the
cloakers with unwholesome diver-
sions. They found the humanoid con-
cepts of divinity and mythology quite
odd: why would such weak creatures
believe themselves to be superior to
animals and insects? Cloaker inqui-
ries met with blank incomprehension
from both drow and dwarves.
At last, the cloakers found the
mysterious and lush world that their
progenitors had briefly glimpsed so
long ago, but they found their plans
of conquest already thwarted. Fail-
ing to comprehend the semi-divine
nature of the amorphous Shadow
entity, the cloakers could not grasp
the full extent of their bond with
the being and its plane. The cloak-

Kobold Quarterly 4 31
Table 1: Knowledge of the Cloaker impose its will on the lesser creatures
The following table shows the results of a Knowledge (dungeoneering) check of the world. While not inherently
as it relates to cloakers. Those who study cloakers or aberrations, as well as evil, the cloaker thinks nothing of
those who inhabit or make their living in the “world below”, are most likely to tormenting and killing any creature
possess this information. other than another cloaker. A victim’s
intelligence makes no impression on
Knowledge (Dungeoneering) a cloaker’s territorial morality. Cloak-
DC Result ers view themselves as the supreme
beings of the multiverse, and all other
10 Cloakers are monstrous cloak-bodied creatures that inhabit underground beings only qualify as beasts. Never-
caverns. They fly and sometimes attack enemies by using their tails or theless, in addition to its own strange
engulfing them within their folds and biting them. language of hollow moans, most
15 Cloakers use their extraordinary moan to frighten and disable their cloakers find it useful to learn the
victims. These sonic attacks may unnerve, cause fear, nauseate, or Undercommon tongue of the danger-
stupefy opponents. They also have illusory powers in regards to ous drow, duergar, and svirfneblin.
shadow magic. They speak Undercommon. While the cloakers display a great
20 Cloakers migrated from the Plane of Shadow. Sub-species exist, and level of arrogance, they rarely un-
derestimate their victims and always
they utilize even more shadow-based powers.
treat them cautiously. They subtly
25 Cloakers originated in some unknown plane, but they became trapped
observe unfamiliar creatures when-
on the Plane of Shadow when they first attempted to reach the
ever the opportunity arises, even
Material Plane.
going so far as infiltrating an enemy’s
30 Large groups of cloakers can gather in their cavernous hives, especially
nest in order to gather intelligence
during the month-long mating season each year.
before they strike. Few foes watch
their cavern ceilings as carefully as
the reverbatrix multiple air and gas A cloaker that shows no sign of they should, where cloakers may lurk
sources. mastering flight has little chance of for days or weeks.
The reverbatrix does more than survival, and its parents surrender it Cloakers show special interest in
disable the monster’s foes. The organ to the cavern depths. the members of the surface world
controls blood and airflow through- A cloaker grows to maturity in (often represented by adventur-
out the cloaker’s body, enabling its 4 years, watched over in a creche ers) that they encounter in natural
sheets of muscle to suddenly take of hundreds of other young by caverns, mines, and dungeons.
flight and make unexpected engulf- cloakers charged with teaching them They respect aboleths and their
ing attacks. The reverbatrix provides the history and power of the race. unfathomable agendas but consider
essential support to all of the cloaker’s Most live about 30 years, although them nothing more than extremely
bodily systems, and when a cloaker is specimens that attain Huge size dangerous monsters. When a cloaker
wounded, its hum keeps the creature may live twice as long or more. The bothers to parley with another being,
in a state of mild euphoric detach- greatest cloaker lords measure their it has paid that creature the greatest
ment. A cloaker suffers and dies if lifespan in centuries. compliment.
its reverbatrix is severely damaged, Cloakers live on the bats and The cloakers’ sense of superiority
but it has an excellent chance at a vermin that inhabit their cavern- clashes with the ideologies and reli-
full recovery of even the most serious ous homes, but they sometimes gions of most humanoids. Whether
wounds if its reverbatrix is intact. eat larger prey, such as humanoids. or not they are brutal and savage or
Cloakers give birth to live young in The monsters require little food in peaceful and enlightened, the god-
small litters of half a dozen. No larger spite of their Large size. In times of worshipping mortals of the Material
than rags, the newborns look like food shortage, a cloaker’s reverbatrix Plane contradict the cloakers’ under-
tiny versions of adult menaces and converts external vibrations into standing of the multiverse.
most take flight immediately after metabolic energy, much like a plant A cloaker’s mind innately rejects the
leaving the mother’s womb. Many converts sunshine. notions of a divine creative spark or
expectant cloakers birth their brood spiritual transcendence beyond the
from the heights of great caverns, Psychology material world. While they under-
so they have plenty of time to catch During the cloaker’s childhood, it stand powerful beings called gods
any failed flyers. Mothers and fathers learns of its race’s origins and planar exist, they do not believe in their
carry weak or sick offspring in their wanderings. It receives encourage- inherent divinity. A god is not a god
mouths if necessary. ment to master its own power and to a cloaker.

32 Kobold Quarterly 4
Dread Cloaker CR 7 17 Fortitude save or be overcome by nausea and weakness. Af-
fected characters fall prone and become nauseated for 1d4+1
Usually CE Large aberration rounds.
Init +8; Senses darkvision 60 ft.; Listen +17, Spot +17 Stupor: A single creature within 30 feet of the dread cloaker
must succeed on a DC 17 Fortitude save or be affected as though
Defense by a hold monster spell for 5 rounds. Even after a successful save,
AC 20, touch 13, flat-footed 16 the creature must repeat the save if the dread cloaker uses this
(+4 Dex, +7 natural, -1 size) effect again.
hp 76 (9d8+36) Poison (Ex): The dread cloaker’s tail sting and bite are toxic,
Fort +7, Ref +7, Will +9 injecting shadow essence poison into the victim with each hit
Immune cold, electricity; polymorph and mind-affecting attacks (Fort DC 18, initial damage 1 point of Strength drain, second-
ary damage 2d6 points of Strength damage). The save DC is
Offense Constitution-based.
Shadow Shift (Su): A dread cloaker can manipulate shadows.
Spd 10 ft., fly 40 ft. (average)
This ability is effective only in shadowy areas and has three pos-
Melee tail slap +11 (1d6+6 plus poison) and
sible effects.
bite +6 (1d4+3 plus poison)
Obscure Vision: The dread cloaker gains concealment (20%
Space 10 ft.; Reach 10 ft. (5 ft. with bite) miss chance) for 1d4 rounds.
Special Attacks engulf, moan, poison Dancing Images: This duplicates a mirror image spell (CL 9).
Silent Image: This effect duplicates a silent image spell (DC 16,
Tactics CL 9). The save DC is Charisma-based.
Before Combat Dread cloakers typically wait to ambush
passing prey. They prepare for combat by activating all of Statistics
their shadow shift powers, if possible. Str 23, Dex 18, Con 19, Int 16, Wis 17, Cha 17
During Combat A single dread cloaker facing multiple op- Base Atk +6; Grp +16
ponents often initiates combat by using its moan ability to Feats Alertness, Combat Reflexes, Improved Initiative, Stealthy
nauseate as many enemies as possible. Otherwise, it will use Skills Escape Artist +16, Hide +14, Listen +17, Move Silently
its moan fear effect to remove as many foes as it can before it +18, Spot +17
weakens foes with poisonous tail slaps. If facing a lone oppo- Languages Cloaker, Undercommon
nent, the dread cloaker will open combat with a stupor effect. SQ shadow shift
If the enemy resists stupor, the monster makes tail slap attacks
followed by an engulf attempt. Ecology
In a group, two dread cloakers make sonic attacks to sup-
port their companions in melee. Environment underground
Morale Dread cloakers are bloodthirsty and fight until they Organization solitary or mob (3-6)
are at 1/3 hit points. They often return to a combat site a few Treasure standard
rounds later to finish off any victims of their poison. Advancement 10-18 HD (Large), 19-27 (Huge)
Level Adjustment —
Special Abilities A black raylike creature glides and turns in the cavern, whip-
Engulf (Ex): A dread cloaker can wrap a Medium or smaller ping its long, bony tail. Blood red eyes glow dully and a wide slit
creature in its body as a standard action. The dread cloaker of a mouth reveals bone yellow fangs. An oily substance, dark as
attempts a grapple that does not provoke an attack of oppor- midnight, oozes from the monster’s clicking teeth and quivering
tunity. If it wins the grapple check, it establishes a hold and tail stinger.
bites the engulfed victim with a +4 bonus on its attack. It can The ancestors of dread cloakers delved long into the evil and
still use its whiplike tail against other targets. forbidden mysteries of the Plane of Shadow, growing crueler and
Attacks that hit an engulfing dread cloaker deal half their more dangerous than their normal cloaker kin. They love to kill
damage to the monster and half to the trapped victim. and devour victims and particularly enjoy weakening them with
Moan (Ex): A dread cloaker can emit a dangerous subsonic their poisonous tail slaps.
moan as a standard action. By changing the frequency, the Dread cloakers are not as numerous as the normal run of cloak-
cloaker can cause one of four effects. Dread cloakers and ers and most of them live solitary lives in small mobs of no more
normal cloakers are immune to these sonic, mind-affecting than half a dozen creatures. Every now and then, a dread cloaker
attacks. Unless otherwise specified, a creature that successfully dominates a hive of normal cloakers, urging the community to
saves against one of these effects cannot be affected by the greater acts of terror and slaughter. These are sometimes referred
same moan effect from the same cloaker for 24 hours. All save to as a “Hive Queen” or “Cloaker King,” though the cloakers
DCs for moan effects are Charisma-based. themselves claim no such titles.
Unnerve: Anyone within a 60-foot spread automatically Much like their cloaker brethren, the minds of dread cloakers
takes a –2 penalty on attack and damage rolls. Those forced to are inscrutable to most humanoid minds. They limit commu-
hear the moan for more than 6 consecutive rounds must suc- nication with lesser beings to sonic assaults and poisonous bites
ceed on a DC 17 Will save or enter a trance, unable to attack and stings.
or defend themselves until the moaning stops. A dread cloaker is slightly larger than a normal cloaker, with a
Fear: Anyone within a 30-foot spread must succeed on a wingspan of 9 feet. It weighs 120 pounds. Its black body assumes
DC 17 Will save or become panicked for 2 rounds. a reddish tone after it feeds.
Nausea: Anyone in a 30-foot cone must succeed on a DC
Kobold Quarterly 4 33
Ever been eaten by a

She’s waiting for you… maggot the size of


She’s waiting for you… an elephant?
on the
on Razor Coast
the Razor Coast

AA sea
sea ofof blood
blood
Ruledbybyaakraken’
Ruled kraken’s scrushing
crushingtentacle
tentacle
Plaguedbybypirates
Plagued pirates
Ravagedbybyan
Ravaged anancient
ancientshark
sharkgod
god

DarkVista
AADark Vista
inindesperate
desperateneed
needofofheroes.
heroes.
Well what’s been
DarkVista
Dark Vista#1: stopping you?
#1:Razor
RazorCoast
Coastisis124
124pages
pages
of mega-adventure, innovatively designed totobebe
of mega-adventure, innovatively designed
completelynon-linear,
completely non-linear,and
andready
readytotobebedropped
dropped
intoyour
into yourcampaign.
campaign.Brought
Broughttotoyou
youbybyNicolas
Nicolas
Logue and Sinister Adventures
Logue and SinisterSinister LLC.
Adventures
Adventures LLC. LLC and
Nicolas Logue present
RazorCoast
Razor Coastisisfully fullycompatible
compatiblewith
with3.5,
3.5,True
True
20, Runequest, and even more game
20, Runequest, and even more game systems. systems.
Buya aprint
Buy printororpdf Dark Vistas
pdfcopy
copyofofany
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versionyouyouwant,
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pdfsofofallallthe
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otherversions
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forfree
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Orstop
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Logue…all game
Baur, atat
systems. Buy
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any version you want, get pdfs of all
34 Kobold Quarterly 4 the other versions for free at:
www.sinisteradventures.com
Ever been eaten by a
This unwillingness or inability to Heroes Vs Cloakers
accept the core mysteries of hu-
Cloakers use powerful sonic attacks
maggot the size of
manoid religions, mythologies, and
ideologies creates an impasse between
cloakers and intelligent mortals.
that can unnerve, entrance, panic,
nauseate, or stupefy opponents. an elephant?
Besides flight, the creature protects
These elusive concepts fuel the
itself with several illusory shadow-
cloakers’ curiosity about the bestial
shifting tricks that provide either
humanoids they harass and destroy.
concealment or the benefits of mirror
The Great Dissonance image or silent image. A cloaker’s sav-
ing throw bonuses (especially the +7
Beyond its personal pursuits, a
Will save bonus) give it a fair chance
cloaker learns the importance of the
against most spells cast against it. As
Great Dissonance, the communal
the average cloaker’s ability scores are
experience that transcends individual
15 or higher (especially Strength),
cloakers and binds them together
enemies find it difficult to defeat the
into hives and swarms. A Great Dis-
monster by inflicting ability damage
sonance occurs when at least a dozen
that drops their scores to 0 or less.
cloakers drone and moan a number
Touch Attacks: Considering the
of bizarre chants collectively and
cloaker’s aerial mobility, its low
purposely.
Touch AC 12 provides reason
Cloakers find the simultaneous
enough to prepare spells that rely on
variations of sonic vibrations sooth-
touch attacks. A ray of enfeeblement
ing and therapeutic, while most other
(or two) lowers the risk of a success-
creatures find the event nothing less
ful engulfing attack, and touch of
than a mind-bending aural assault.
idiocy reduces the effectiveness of
A group of cloakers creates the Great
the cloaker’s moan attacks (the saves
Dissonance on no known schedule,
against those attacks are Charisma-
although the strongest ones typically
based). Shocking grasp, acid arrow,
initiate such an event, and it is more
and vampiric touch are effective
frequent during the mating season.
damage spells, especially if delivered
The Great Dissonance notwith-
via spectral hand. Finally, alchemist’s
standing, a cloaker has few social ob-
fire flasks allow easy touch attacks
ligations to its community. It hunts,
that anyone can make against this
mates, and raises its young as it wills
monster.
during mating season and migration.
Enjoy The Silence: Cleverly ap-
The elder cloakers exert a measure
plied, a silence spell suppresses the
of authority, and they assign certain
cloaker’s moan attacks while allowing
tasks as needed. Typical assignments
PCs to continue to cast spells at will. Well what’s been
include sentry and patrol duties,
prisoner snatches, and foraging.
Considering its good saving throw
bonuses, the spellcaster might be
stopping you?
Treasure more successful by placing the spell
on an area or on a willing recipient
Cloakers collect treasure because that is mobile enough to close with
most humanoids value it, and they the cloaker and keep it within the Sinister Adventures LLC and
place rather less value on gold and spell’s radius (or a flying summoned Nicolas Logue present
gems themselves. Coins are used in creature).
those uncommon transactions with
them.
Sticky Situations: If the PCs need Dark Vistas
a delaying tactic to ready an assault
Rings are especially prized, for or make a getaway, solid fog and
Adventures in Need of Heroes
they can be worn on a cloaker’s tail. web work well against flyers such as
Cloakers rarely produce even the sim- cloakers.
plest magic items, so they must rely <
on thievery, purchases, and spellcast- Fully compatible with 3.5, True 20,
ing slaves to acquire them. Runequest, and even more game
systems. Buy a print or pdf copy of
any version you want, get pdfs of all
the other
Koboldversions for free
Quarterly 4 at: 35
www.sinisteradventures.com
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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36 Kobold Quarterly 4
Kobold Quarterly 4 37
Kobold Diplomacy

Redefining
Heroes
The 4th Edition Look
from William O’Connor
By Wolfgang Baur

Art by William O’Connor


All art used by permission.

W
illiam O’Connor has been worlds. Any difference? my favorite illustration is not for a
WOC: Historical and fantasy mate- particularly popular card, but in the
a staple of RPG, card, and
rial are very similar in that you are case of Bayushi Atsuki, I think a great
book art for at least 10 years, card and great illo came together.
creating images of things that have
with credits with many major publish- not been seen before. Historical
ers. Now his hands have drawn the myths usually have more familiar KQ: You have a very strong de-
new iconic characters of 4th Edition. and recognizable styles to them, in sign sense, and it seems that your
We check in with the brush that has clothing, architecture and settings. paintings are all laid out carefully.
launched a thousand campaigns. In creating new worlds an artist must When and how did you begin this
create totally new designs. approach? Was it something you
Kobold Quarterly: You have done learned from fine art school, or later
outstanding work with both pure fantasy KQ: Your work on L5R is among the in your career?
and with real-world myth & legend, fan favorites for that world. Which WOC: Composition is the funda-
such as King Arthur and Orlando of your pieces do you like best from mental principle of all art. Music,
Furioso. that line? painting, literature, dance, etc, they
Tell us about how you approach leg- WOC: There are so many cards that are all the arrangement and design of
endary material, and how commissioned I’ve done for L5R, I feel very fortu- their elements. In painting, compos-
work comes together for new game nate to be a part of that game. Often ing the elements of a piece is the first
38 Kobold Quarterly 4
step. I learned this early on in my illustration.
education, but as I’ve gotten older KQ: Your work for 4th edition is
it becomes more important. When KQ: KQ: What makes a good single already in print with the Races &
I start a new painting, I begin with figure painting? Player’s guides and very soon with
nothing more than an abstract design WOC: Character. I like to create the Player’s Handbook, DMG, and
sketch, like a framework. All of the characters that are interesting. There’s Monster Manual. Tell us about the
details and figures are then overlaid not much to fall back on in a single concepting work behind the tiefling
on top of this frame. figure painting. No action, usually and the dwarves.
no background, so the figure has to WOC: The tiefling were very inter-
KQ: How did you get your start in be interesting, and the costumes have esting. A race of lost people, they
this crazy business? to help convey the narrative of the carried with them a lot of pathos. I
WOC: I had always been interested character. wanted them to be beautiful, echoing
in fantasy as a child. Star Wars, Rob- what they must have once been like,
ert Louis Stevenson, gaming, etc. I KQ: Whose work do you admire while making them distinctly alien.
loved the imagery. right now? Whose work from long The dwarves were a particular fa-
ago? vorite as well, an ancient people who
KQ: Tell me about your town, and WOC: The digital work being done lived in the mountains. I looked to
what is your work space like? right now blows me away. The talent many other mountain cultures such
WOC: I live in Northern New Jersey, is staggering, and coming not just as the Tibetans and Peruvians for
about a half hour outside New York from America but from all over the influence.
City. It’s a nice town where I can world. Jason Chan, Adam Rex.
walk to the shops and post office. My From previous generations I KQ: What part of 4th edition did
work space is fairly big, with lots of always loved Parkinson, Elmore and you enjoy most from an artistic
books. I love books; that’s another Whelan.
major influence on why I went into

Kobold Quarterly 4 39
forcements. The paladin gets help municating to other artists.
from the archangel Michael and
the spirit of Silence, who allow the KQ: Are there collections of your
English army to sneak up behind work coming up?
the Saracens and crush them, sav- WOC: Not yet, but I am looking for
ing the city! a good offer.

KQ: How do you paint differ- KQ: What makes a project fun to
ently for book covers and for, work on? What makes a work dif-
say, Magic: the Gathering cards? ficult or frustrating?
Do you use specific techniques, WOC: The art director plays a huge
software, or materials for larger roll. I will take work specifically
works? based on whether I like the art direc-
WOC: The techniques are the tor sometimes. A good art director
same, but I design things differ- makes me a better artist. I have had
ently because the function of each the pleasure of working with some
is different. A book cover needs to of the finest art directors during my
be legible on a book from across a career.
perspective? bookstore on the shelf, and then
WOC: The opportunity to work on up close when it is read. Its func- KQ: Tell us about the sketches or
a whole culture and world of diverse tion is to sell the book and engage images that accompany this article.
people from start to finish was very the reader. WOC: The opportunity to work on
interesting. I wanted to get inside ev- A card illo is intended to be seen 4th Edition was a dream come true.
erything about each of the races, not about the size of a postage stamp, I was a huge fan of D&D growing
only armor and weapons, but hair sitting on a table top. Its function up. The work for this project was
styles, clothes and personal effects. is to identify the card at a glance. very exciting. I tried to bring my own
It was more of an anthropological Concept work by comparison is style to this game, always aware of
exercise. different yet again. The work is the wonderful work that had come
not intended as the final product before by some very talented people.
for the most part. From the con- I worked with the Wizards design
KQ: The “Siege of Paris” is on
cept work other artists will derive team for over a year and produced
the cover this issue, a wraparound
more work, with separate func- more than three hundred sketches.
painting with dozens of characters.
tions. The concept artist is com- Many of these designs will be used to
What’s the story behind it? create CGI online characters, and
WOC: The Siege of miniatures.
Paris is the centerpiece <
of “Orlando Furioso”
(Roland’s Fury). It is
an old Italian fantasy
epic that I’ve been work-
ing on illustrating.
The story is a monumen-
tal tale of the adventures of the
Paladins of Charlemagne slaying sea
monsters, giants, witches, demons,
while seducing beautiful women, all
set against the titanic battle to save
Europe from the invading hordes of
Saracens. It’s a great story.
The piece on the cover depicts the
climactic siege of Paris. The Sara-
cens have surrounded Charlemagne
in Paris and the city about to fall.
One of the paladins has been sent to
retrieve the army of England as rein-

40 Kobold Quarterly 4
Nicolas Logue
presents Master of Horror

Blood
of the
Gorgon
This 8th-level adventure is not for the faint of heart. As a patron of this project, you receive:
Written by the designer with the “Mature Audiences • The full adventure, with new monsters and the first
Only” tattoo, Nicolas Logue, Blood of the Gorgon is an major map of Zobeck!
exploration of the Dark Side with villains and encounters • Five design essays on horror, campaign arcs, drama,
to match. and more!
Meet the Mother of Gorgons, foil the mad alchemist, • Playtest access to change it BEFORE publication,
destroy the blood hags and the cult of worshipers seeking not after.
pure power and black salvation.
• Access to the private boards where Nicolas Logue
Can the Gorgon’s Blood give it to them? Can the PCs discusses his work with you.
survive a brush with its power?

This adventure is being playtested and prepared for publication in May, but copies of the final
manuscript will be available only to patrons who sign up now. Don’t miss out!

Become a Patron at wolfgangbaur.com!


Dragons without

Belly Buttons
Spontaneous Generation in Fantasy Campaigns
By Derek Kagemann

Our fathers have told us men may rare, species establish themselves tadpoles, whose presence may actu-
be made by the forces of Nature . within their lairs? Spontaneous gen- ally impede the spontaneous genera-
. . It is the warmth of things and eration provides an answer that fits tion of frogs within the area. Else-
the setting perfectly. where in the marsh, venomous toads
moisture, and rottenness.
arise from the putrescent remains of
—H.G. Wells, Enhanced Ecologies a dead duck buried beneath a layer of
The Country of the Blind. A Recipe for Mice: Wrap some decayed plant matter.
Rot and putrescence play a strong
grain in a dirty shirt, and place
role in this process, because decay

T
he theory of spontaneous it inside an open pot. Within releases the required life force into
generation claims that life twenty-one days, mice will the surrounding area. Light, tem-
arises from inanimate matter. appear. perature, and humidity also factor
For centuries and indeed until quite into the equation. Such nuances can
recently, this idea prevailed in the prevent or facilitate abiogenesis and
In a fantasy campaign, spontaneous
natural sciences. Aristotle once wrote create variations between creatures
generation (also called abiogenesis) is
about offspring generated “from de- of the same species. Some of the
neither magical nor divine in nature.
caying earth and excrements.” Giam- marsh frogs may have ruby-flecked
Rather, it is an established part of
battista della Porta’s Magia Naturalis, skin due to their proximity to a vein
the natural order, coexisting neatly
published in 1558, gave accounts of of precious minerals—something
alongside biogenesis, which is the
wasps brought forth from putrefied that treasure hunters would know
development of life from preexist-
horse carcasses and serpents grown to watch for. A druid who knows
ing life. It is a gradual process, and
from menstrual women’s hair. what minerals to add to a marsh may
specific environmental conditions are
In many ways, spontaneous genera- change what creatures grow there.
essential for the generation of life to
tion makes more sense in a fantasy Elemental connections provide
occur.
campaign than trying to justify its ab- conduits for life; for example, mud
An appropriate base material, or
sence. An adventurer’s career depends combines earth and water and
combination of materials, must first
on a proliferation of monsters within supports life native to either ele-
be present. For example, the rich
nearby dungeons, sewers, and ruins. ment. Likewise, fire-scorched earth
mud within a marsh gives birth
These microcosms teem with an array contains raw elemental essence. In
to fully formed frogs—male and
of bizarre creatures, but the question a world where spontaneous genera-
female—capable of standard sexual
remains, how exactly did they get there? tion exists, elemental creatures often
reproduction. They go on to spawn
How do such diverse, and oftentimes spawn within a concentration of that
element. These elemental creatures
The Truth about Spontaneous Generation are native to the material plane (and
Francesco Redi presented the first solid evidence against the theory in 1668. are not subject to effects targeting
His experiments showed that maggots did not arise spontaneously from extraplanar creatures). Positive and
rotten meat contained within a sealed flask. Even so, the existence of spon- negative planar energies also factor
taneous generation remained a hotly debated issue, further complicated by into abiogenesis. Cemeteries and holy
Antonie van Leeuwenhoek’s invention of the microscope. Were microbes the shrines generate life uncharacteristic
cause of decay or a by-product? It wasn’t until 1864 that Louis Pasteur proved of the surrounding environs.
that not even bacteria could develop spontaneously. This disproved spontane-
ous generation and finally laid the matter to rest.

42 Kobold Quarterly 4
Kobold Quarterly 4 43
Types of Abiogenesis pile of dust and brittle bones. The of parasitic or predatory creatures
fearsome tarrasque is an example of that might otherwise spawn within
A Recipe for Gelatinous Cubes: spontaneous generation of millennial the great hoard. A dragon that loses
Take the broth remaining from proportions. its hoard has suffered a loss of tre-
tannery and add the liquor de- mendous significance as the dragon
rived from invisible stalker blood, Abiogenesis and Spawn Points also loses its ability to reproduce.
Abiogenesis shouldn’t be confused
and pour the whole into a cesspit. All Creatures,
with the spawning points or monster
Wait for the dark of the moon to generators found in computer games. Great and Small
pass, then three weeks more. A mound of garbage doesn’t spew A Recipe for Scorpions: Rub a
out 1d6 dire rats every few combat
Abiogenesis most commonly cre- rounds. Spontaneous generation is
handful of basil over a smooth
ates simple, unintelligent organisms. part of the story and justification stone and let it sit under the sun.
Within self-contained ecosystems behind an encounter, but not an If the days are warm then scor-
such as dungeons, the spontaneous encounter in and of itself. Uncover- pions will crawl from its shadow
generation of plants, fungus, and ing a half-formed alligator beneath within two weeks time.
small vermin forms the foundation a submerged log is just as rare an
of the food chain. These ready-made occurrence as walking in on an ogre

meals attract larger creatures, which In civilized lands, spontaneous gener-
giving birth.
in turn draw a higher class of preda- ation is taken for granted. As a well-
That’s not to suggest that either
tor. Sustainable food sources can be established feature of daily life, the
is an impossible occurrence. An
generated in areas far removed from common folk have their own recipes
encounter’s challenge rating de-
their typical surroundings. for generating beneficent creatures
creases when it pits the adventurers
As the ecosystem grows, entities and techniques to inhibit the growth
against a half-formed, malformed, or
emerge that are more complex. A of pests. A beekeeper preparing a
freshly generated creature. Though
common cesspool, for example, will new hive might use a beehive recipe
this would resemble an adult ver-
spawn rats. The conditions within a passed down to him by his father. He
sion, it would be insensible and
well-established metropolitan sewer buries the corpse of a young bull so
uncoordinated.
system could generate dire rats, that it sits upright with the tips of its
otyugh, and gelatinous cubes. City Dragon Eggs horns protruding aboveground and
governments might contract workers covers it in fresh-cut clover. After a
In a world of abiogenesis, a dragon’s
to break up accumulations of trash month, the corpse splits open and
treasure hoard has a very practical
and dispose of any exotic materials in releases a fresh swarm of bees.
side. Warmed by body heat, the ac-
the sewer system before more danger- To incorporate spontaneous genera-
cumulated pile of gems and precious
ous forms of life arise. Adventurers tion into a campaign, the DM may
metals becomes a suitable environ-
are inevitably called in when things maintain a book of tried-and-true
ment for the generation of an egg.
get out of hand. recipes for generating life. Start with
The composition of the hoard is
In certain locales (particularly a few of your own that the realm
of the utmost importance. Metallic
dungeons), abiogenesis may occur at considers common lore: recipes for
dragons require high concentra-
an accelerated pace or grander scale. rodents and vermin and a few more-
tions of their namesake metals. Since
Though spontaneous generation is extraordinary animals, like octopi
chromatic dragons depend on the
independent of magic, a villain could and crocodiles. Player characters with
chromatic dispersion of light to form
certainly augment it through magi- sufficient Knowledge (nature) skill
their young, they have a predilec-
cal means. Aberrations and magical might be familiar with a few. Keep a
tion for gemstones appropriate to the
beasts, such as ropers and owlbears, running record as the campaign pro-
color of their scales. They carefully
could be the result of spontaneous gresses. The PCs will encounter new
distribute these stones to maximize
generation within a magically-infused and varied instances of spontaneous
their effect within the other “filler”
environment. generation and may attempt a few
treasures.
Rather than calling up creatures creations of their own.
A meager pile of treasure yields
from other planes, summoning spells When designing a recipe, keep in
thin-shelled eggs and scrawny hatch-
could work by spontaneously gener- mind the following factors:
lings. On the other hand, enchanted
ating a creature, which then lives out 1) Environment: Successful
items improve the hatchling’s intel-
the sum of its existence in a matter abiogenesis assumes that certain
ligence and innate magical abilities.
of minutes. When the spell expires, base materials foster life, but their
The dragon’s body heat both incu-
the spent creature collapses into a placement and relationship to their
bates the egg and inhibits the growth
surroundings is also important. These
44 Kobold Quarterly 4
circumstances can further complicate sometimes, an investment of experi- a wild vine.
the generation of a life form. Some ence points (for creatures with a CR •C aterpillars grow during the early
organisms may only spawn if the greater than 1). Recipes that might morning from the dew on cabbage
process is unobserved, while others unbalance gameplay should always leaves.
may wither and die if a particular have an experience point cost associ- •A log sunk within a body of
event does not immediately follow ated with them. This reflects the life standing water will generate a croco-
their formation. Examples of suitable energy invested into the process. dile within two months time.
substances include: As a rule of thumb, complex organ- •F lies emerge from wet wood and
• Carcasses, hair, and body parts isms and “life-on-demand” creations maggots from rotten meat.
• Bodily effluvium, including sweat require more intricate recipes than •G houls will emerge from grave-
and excrement simple life forms. No matter what, yard soil within weeks of a burial if
• The four elements in varying mix- abiogenetic life must fit within an the ground is not properly sanctified.
tures and states economic framework. Useful ani- •M oths are made from wool,
• Wood and other vegetative matter mals, such as horses and dogs, require including the coats of sheep and the
• Garbage or particular junk items weeks or months and a bizarre amal- hair of the sloth.
• Natural phenomenon, such gam of materials to generate. Even if • S erpents can be generated from
as earthquakes, miasma, swamp players can make their own chickens, spinal fluid or a menstruating
gas, moonlight, wind, tides, and the imposition of doing so must out- woman’s hair.
bioluminescence weigh the cost of simply buying one. • S tarfish bud from the shed skin
2) Time: Abiogenesis is slow. A In other words, adventurers starving flakes of scrag (aquatic trolls).
particular time may be called for, in a desert cannot generate life in so •A decomposed duck submerged
such as a full moon or the first light timely a fashion as to save their lives. beneath mud or decaying plant mat-
of morning. Most often, abiogenetic ter will generate a healthy toad.
life will require weeks, if not months, SAMPLE RECIPES •L egends tell that dwarves emerge
to form. •A nchovies are born of sea-foam, full-grown from the stone walls of
3) Life Force: Creating abiogenetic particularly during stormy weather. abandoned mountain strongholds
life is similar to crafting a magic item. •A n assassin vine will grow wher- and orcs rise from the mud of a
It requires time and materials and, ever a rabbit dies while entangled by battlefield at least 20 years old.
<

Kobold Quarterly 4 45
Races of NeoExodus:

LPJ9715
Cynean

NeoExodus: A house divided RPG Gaming Supplement spring 08

Announcing Sub Rosa Exodus


Louis Porter, Jr. Design announced the creation of the Sub Rosa Exodus for NeoExodus: A
House Divided RPG for players and DMs. Sub Rosa Exodus will supply players and DMs
from around the world with NeoExodus: A House Divided RPG information on what is
new and upcoming in the setting.
Written By Joshua Cole
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by

In the near future we hope to publish a directory of all the players and DM around the
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.

world, so you can meet new players and DMs so drop up a e-mail at havengod@lpjdesign.
com and let us know if you want to be part.
Available
Now:
Races of
New Feat: Godless - General NeoExodus:
You are more resistant than normal to divine magic. Cynean
Prerequisite: No patron deity. Crystalline scholars of all
things arcane, the Cyneans are
Benefit: You gain spell resistance equal to 5 + your character level against divine spells as mighty in mind as in body.
of any kind. If a divine spell penetrates your spell resistance, you gain a +2 bonus on any While the psionically-inclined
saving throws allowed against it. You may not voluntarily suppress your spell resistance might expect the Cyneans
to receive the benefit of any divine spell. In addition, you cannot be raised, resurrected, or to share their tendencies,
otherwise restored to life via any divine magic once you die. these beings of living crystal
are masters of magic, not
mentalism. On Exodus, which
New WEAPON QUALIty: Polymorphic is both their home and their
only known haunt, they can
This weapon can alter itself and change shape at the users command into another weapon. ever be found seeking some
When the weapon polymorphs it functions just like the new weapon normally would; if mystical secret or long-lost
a club which does bludgeoning damage turned into a sword it would now do slashing spell. This PDF is just the
sort of thing needed for PCs
damage. When the weapon polymorph all of its statistics change to the new weapon
add depth to the NeoExodus
also. The weapon will retain it new weapon shape for as long as the user wishes it. A setting. Written by Joshua
polymorphic weapon can change its shape from one weapon to another as a swift action. Cole.
For each +1 enhancement bonus a weapon has, is the amount of different weapon forms
it can polymorph into; a weapon with +3 enhancement bonus can change into 3 different Races of
weapons. Weapons without an enhancement bonus cannot be polymorphic. Weapons that NeoExodus:
are polymorphic come in two basic categories: melee and ranged. Weapons that are melee dalrean
can not be transformed into weapons that are ranged, and vice versa.
Dalreans are a race of sentient,
Specific Magic weapons like Frost Brand, Holy Avenger, Sword of Life Stealing and mobile plants. If a treant is
Trident of Warning still possess their special abilities even though the weapon may be in a thinking tree, a dalrean is a
a different weapon form. Due to their unique nature, weapons that are polymorphic are thinking flower, and indeed,
considered to have a hardness of 12 and 20 hit points. the spellcasters of this race
are noted for their astonishing
Aura: Moderate Transmutation; Caster Level: 11th; Prerequisites: Craft Magic Arms and floral ‘spellbuds.’ Dalreans,
Armor, Polymorph; Market Price: +3 bonus who live exceedingly long
lives, are closely tied to the
natural cycles of Exodus. This
PDF is just the sort of thing
get your free copy of NeoExodus: needed for PCs add depth to
the NeoExodus setting. Written
world of exodus from RPGNow.com by Joshua Cole.
Ask the Kobold
Armor and Resistance Explained
by Skip Williams

Skip Williams is a co-author of 3rd armor more or less like a second skin
Edition and the author of the world’s (though the heavier armors still get
longest-running rules advice column. in the way a little bit); armor tends to enlarge person is supposed to turn you
If you have a question for the ko- hang like a dead weight on a non- into a fairly big fighting machine,
bold, send it to tsrsage@aol.com. proficient user and causes a great deal not knock you over. When the spell
more trouble. makes you bigger it makes your
Could you explain why armor check equipment proportionately bigger,
penalties do not apply to the Ride Can you shed some light on the in- and that’s the correct proportion for
and doesn’t affect a character’s initia- tentions behind enlarge person? The your new size. Isn’t magic wonderful?
tive modifier? spell’s text says equipment is “simi-
larly enlarged” after saying that the Page 298 of the DMG describes
You are correct, an armor check pen- size of a creature is doubled, and the resistance to energy as the ability to
alty does not affect Initiative or any creature’s weight is multiplied by 8. absorb a certain amount of energy
skill check that doesn’t specifically Does this mean that a human damage per round. The version of
note that an armor check penalty ap- wearing full plate armor might fall the System Resource Document I’m
plies (such as the Ride skill). over? The Strength bonus the spell using says the same thing. The text
Armor doesn’t slow your reactions, provides doesn’t cover enough to for the resist energy spell, however,
which is why armor check penalties prevent this, nor does the increased describes resistance to energy as
don’t affect initiative rolls or Reflex carrying capacity for becoming size a reduction in damage per attack.
saves. Armor does make it more dif- Large. Does the spell confer the ability of
ficult for you to control your body in resistance to energy, or should the
many situations, such as during Hide Let’s run the numbers: two effects be treated differently?
checks, Balance checks, and Climb Full plate for a Medium humanoid
checks. It also can interfere with weighs 50 pounds. Full plate for a Resistance to energy currently is
very fine movements, such as those Large humanoid weighs 100 pounds per attack, as noted in the MM, and
required for Open Locks checks and Consider a modest Strength score in the monster section of the System
Sleight of Hand checks. See the side- of 10. That’s a maximum load of 100 Resource Document. The references in
bar for details. pounds at size Medium. That’s plenty the DMG and the Abilities section
Though the Ride skill is a Dexterity for 50 pounds of full plate. After of the System Resource Document are
skill, it does not have an armor check receiving the enlarge person spell the overlooked leftovers from an earlier
penalty because it’s really more about character has Str 12 (+2 size modi- version of the game.
staying in sync with your mount than fier to Strength from the spell) and a Frankly, I prefer per-round re-
anything else and an armor check maximum capacity of 260 pounds, sistance. This allows some energy
penalty doesn’t apply. thanks to the Strength score and attacks to slip past energy resistance
All the foregoing assumes you’re the extra carrying capacity for being in some circumstances. For example,
proficient with the armor you’re Large. That’s still plenty for 100 if PCs creep into a volcano where
wearing. If you’re not proficient with pounds of full plate. a group of salamanders dwell, it’s a
the armor you’re wearing (or shield The key factor here is that I’m not sure bet the characters will use some
you’re using) the armor check penalty multiplying equipment weights by form of fire resistance. It’s nice for the
applies to your attack rolls and on all 8. Gear for bigger creatures might DM if all the nifty fire magic noble
Strength-based and Dexterity-based be twice as high and wide, but not salamanders can use can still work on
ability and skill checks, including necessarily twice as thick. the invaders, and it can if the PCs’
Ride. A proficient user can wear To answer the bigger question, fire resistance only protects against a

Kobold Quarterly 4 47
CAPTURE
set amount of fire damage each round.
If you go the way of per-round energy resistance,
you’ll want to set resistance numbers a bit higher in your
campaign.
LOST If a character’s ability score is reduced in such a way as to

KOBOLDS! ISSUE 1
Back issues of Kobold
affect the number of bonus spells the character gets, what
happens to the spells? The general opinion where I play is
that they disappear, and cannot be regained until the next
resting period. I have one player who argues furtively
Quarterly are available to against this position, wasting way too much time.
right-thinking Humanoids,
Use your current ability score to determine bonus spells
Giants, and Outsiders
you have available. If your score has gone up you might
of all subtypes. have too few bonus spells. If so, too bad for you unless the
ISSUE 2 ISSUE 3 situation prevails when it’s time for you to renew spells
Winter 2008 Issue 3 Celestial Bodies
W o l f g a n g B a u r P r e s e n t s for the day. If your score has dropped, you might have
Ecology of the Derro A tiny little magazine of Kobolds & Dragons
TM
too many bonus spells. If so, you lose the excess spells
Prince of Hell
Erik Mona Interview
Keith Baker
Does Noir
More than
immediately.
Steam & Sorcery Dragon A change in the ability score that governs your spellcast-
Blood
AVAILABLE ing is like pouring water from one pitcher to another.
for Sorcerers
Ecology
Lich
IN PDF!
of the

Greenwood
Interview
If the pitcher is too small it overflows and you lose the
excess. If it larger that you need, you have extra space, but
ISSUE 4
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Power Attacks / Star & Shadow Magic / Cinematic Combat

just pouring into a bigger pitcher doesn’t give you more


US $7.99

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Fire and Sword
Ecology of the Barghest Ecology of the Lich
water.
8 P M G H B O H  # B V S  1 S F T F O U T

Baron of Hell Perfect Power Attacks


Keep in mind that you still use your increased ability
5.

"UJOZMJUUMFNBHB[JOFPG,PCPMET%SBHPOT

Wayne Reynolds Interview Ed Greenwood Interview


.JHIUBOE Creating Better Characters Star & Shadow Magic
.BTUFSZ modifier to determine your spells’ save DCs when your
AVAILABLE AVAILABLE
&DPMPHZ
 PGUIF $MPBLFS IN PDF! IN PDF! spellcasting ability increases. (And the lower ability modi-
UI&EJUJPO*OUFSWJFX
8JMMJBN0µ$POOPS fier when you have a decrease.) You don’t automatically get
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more bonus spells when your score increases, but a higher
(OPNFT
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5.

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Ecology of the Cloaker


Mithral Dragons $6 at koboldquarterly.com.
Gangs of Zobeck Can you use the ghost sound spell to mimic a recogniz-
Print Back Issues
Drunken Fey
able voice? I don’t think you can. The spell text, however,
AVAILABLE
doesn’t say one way or another.
IN PRINT!
$8 + shipping*
Issue 1+2+3 SOLD OUT in print You’re right, you can’t duplicate a voice—or even create
Issue 4 x + shipping = $ intelligible speech—with ghost sound. The reason there’s no
Total = $ reference to speech one way or another in the spell descrip-
Name: tion is because of the general rule for illusion magic—no
Address: intelligible speech unless the spell description specifically
City: State:
says it can produce intelligible speech.
To generate intelligible speech with a spell, you need
ZIP Code: Country:
permanent image or project image, which are the only two
Remit funds by PayPal to: koboldquarterly@gmail.com. illusion spells in the Player’s Handbook and System Resource
Send check or money order to: Kobold Quarterly
PO Box 2811 Document that allow such precise sounds.
Kirkland, WA 98083, U.S.A. If you can mimic the voice yourself, ventriloquism will do
*Shipping is $3 (US), $4 (Canada), and $6 (everywhere else). the trick.
As for how you’d mimic a voice with a skill check, I’d
Kobold Quarterly and Open Design are trademarks of Open Design LLC All suggest a Disguise check. Odd, perhaps, but that’s the skill
rights reserved. © 2008. Don’t make us gnaw your ankles in rage. that allows you to seem like someone (or something) else. I
suppose Perform (oratory) would work, too. In either case,
5+ ranks of Bluff should give you a +2 on your check, and
anyone trying to detect the deception would oppose your
check with Sense Motive check.
48 Kobold Quarterly 4
Skip’s Take on Armor and Dexterity
Several game systems make armor cumbersome in-
deed. Don armor and you can kiss your personal agility
goodbye.
This idea didn’t sit very well with my colleagues or me
when we were designing the 3rd Edition game. We were
aware that tests performed in England revealed that
modern volunteers wearing vintage suits of plate armor
found the gear fairly non-restrictive. We also were aware
that nice, expensive armor was a badge of honor for both
the medieval knight and the D&D fighter, and the last
thing we wanted to do was drive martial characters away
from armor.
On the other hand, we didn’t want every character
flocking to the local armorer whenever they collected a
bit of spare change. So, we decided to limit the how well
armor bonuses and Dexterity bonus to Armor Class could
stack (the Dexterity cap) and we instituted armor check
penalties for anything that required any significant degree
of agility or sprightliness. We also took steps to limits
some character’s access to armor (through armor profi-
ciencies and arcane spell failure chances).
Nevertheless, we also designed the armor rules so that
two key aspects of Dexterity—Initiative bonus and Reflex
saves—remained unaffected by armor. This allows martial
characters that rely on armor for defense to retain their
combat prowess when armored. <

Kobold Quarterly 4 49
Dungeon Design

Lessons from Arabia


Language and Gaming
by Jaye Sonia

H
aving lived abroad training in Spanish. Everything else
for some time, I have was broken English. I laughed a
grown to understand little to myself and thought, “Man,
the vital importance of language how many games have I carried
in role-playing games. How NPCs out lengthy diplomatic encoun-
from a particular country, race, or ters in Common? Here I am today
and I can’t even buy the right power their) English. Simply put, unless
culture speak is an important tool in
adapter for my PlayStation 2.” a non-native speaker has to speak
storytelling and emphasizing their
At this point, I realized that, at least English, he generally will not.
styles and differences helps you create
in many of my games, Common has The second thing I noticed is that
distinct and believable characters.
made comprehend languages, tongues, non-native speakers avoid difficult
When these characters come to life,
and the Speak Language skill useless. sentence structure. They aim for a
players light up with enthusiasm and
Common ruined the magic of won- single tense: the present. Instead of
are more likely to respond in char-
der. Likely, Common was designed to hearing about how Khalled “bought
acter. If you’re looking to create the
ensure game flow and simplicity. In his new car on Tuesday,” I might
feel of an exotic locale and to evoke
a fantasy realm where every conceiv- instead hear about how he “buy a
a sense of wonder in your own game,
able nation, culture, and race might new car last Tuesday.” I suspect this
consider how you use language at the
have its own tongue, it was necessary. is simply because most speakers have
gaming table.
Yet, I still felt as if I could do more to informal training.
Before I lived in Kuwait, my inter-
incorporate a richer dialogue in the The third thing about language in
national travel was limited to a short,
game. Kuwait is that people rely on a great
three-month stay in Japan and a day
deal of body language to convey
trip to Mexico. On both occasions,
How Language Defines People meaning. When I visit the bazaar,
I struggled with translations. In
for instance, vendors will grab either
Japan, I made do with a small tourist Living in Kuwait has taught me
my wrist or elbow and guide me to
dictionary. In Mexico, I relied on my three things about both people and
their shop. At the same time, they are
rudimentary Spanish. Unfortunately, language.
saying, “Welcome sir. You look here.
I spoke with all the finesse of a typi- First, while people here speak
I have DVD movies. Good copies.”
cal vacationer, which is to say badly. English (which borrows heavily from
Merchants often learn a language for
Kuwait hammered the lesson home the British), they generally prefer to
the most practical reason: to make a
for me that I needed to speak more speak their native languages. I see it
sale. However, they aren’t necessarily
languages. As a gamer, I realized that so often that I’ve grown accustomed
fluent beyond that narrow realm or
I could use language to bring a sense to having no idea what is being said
even within it.
of wonder to my gaming table. I also around me and to patiently wait for
A definite sense of alienation ac-
realized that the comprehend languages translations. It’s actually sort of funny
companies living in Kuwait. While
or tongues spells would be incredible as two to three minutes of dialogue
not incapacitating, it does make
for travel in real life. gets simplified down to, “I telling her
things difficult at times. It should be
about my weekend” or “he thinks
The Corrosive Power of Common no different for a human visiting his
you are funny guy.”
first dwarven settlement or a bugbear
At one point, I was standing in the At first, I thought it was rude. Why
slave toiling for his dark elf masters.
bazaar in Fahaheel, Kuwait, while didn’t they speak English, to be more
It should be no different for PCs.
everyone around me chatted in his or inclusive of all their listeners? They
If you want to evoke this feeling
her native tongue. I heard Tagalog, know how. I later realized, however,
around your game table, try the
Hindi, and many regional variations this isn’t done to exclude others but
following rules, which do not force
of Arabic. What little I could under- because the speakers don’t know
anyone to roll dice or change game
stand of Tagalog came from some enough (or feel uncomfortable with
mechanics.
50 Kobold Quarterly 4
GMs: Common-Bonds Rule Perhaps both genies and sand pirates
speak a guttural, deep language;
Most adventuring parties contain a
the game master jots down several
healthy mix of races. When the party
words that he feels have that sound.
encounters a dwarven vendor, some-
He bases them on modern Arabic.
one in the party will probsbly share
When the desert elves of Ah Mu’Attir
racial bonds. If they do, assume that
speak their light, quick language, he
the vendor speaks to that person first
uses words based on French. When
in his native tongue.
the ogres or dwarves speak, he uses
For instance, if the party is buying
words based on German. Eventually,
arrows from jungle elves, assume that
the game master can offer the players
the elves will speak to the elf in the
exchanges like this:
party first. The DM can then speak
As the orc vendor turns from the
his fake language to the player (who
party, they hear him joke to a friend,
may or may not speak back in his
“Wuh uhkk und munno koy wuh. Vek
own version of the fake language)
bitter wuh demmik rahh. Mo. Rah,
and hand him a note. Let the player
Rah. Wuh uhk.”
then translate for the rest of the table.
Keep a small list of the languages
Even if you drop the fake language,
that the player’s characters do speak
keep the “native speaker” PC in the
handy. That way you can offer a
spotlight.
quick translation for the player whose
GMs: the Foreign-First Rule character does speak Orc.
In general, conveying a sense of won- Players: 6-Words-or-Less Rule
der and alienation means courting a
If you want to continue to use Com-
great deal of confusion. Conveying
mon but don’t want to see it abused,
this without frustrating your players
rule that Common combines many
is important.
tongues with a limited selection of
An easy rule to incorporate into
universal words. In effect, you can
your game is to just remember
limit all conversations in Common to
“foreign first” whenever an NPC
sentences of six words or less. Insist
speaks to a PC. Just have most NPCs
that your players adhere to this rule.
speak unintelligibly to the PCs as
If you’re like me, you may need to
soon as they see them and pause for
bribe them with XP or with more
a reply, assuming they speak the local
DM attention for those who play
language. When PCs don’t respond,
along. Ensure that all of your NPCs
move to Common.
adhere to this rule, as well.
This might seem like an unneces-
Feel free to use liberal amounts
sary step, but it’s a powerful reminder
of hand gestures (preferably of the
that the PCs are strangers in that
non-offensive variety). Using the fake
locale. It also reinforces the value of
language example from above, we
language-based spells and skills.
could get the following:
GMs: The Fake-Language “Good days sirs. I have rations you
Rule asked for. Please pay three gold.” As the
Game masters with a sense of drama orc vendor turns from the party and
can make up a fake language that toward his assistant, they hear him say,
they use whenever a NPC stops “Wuh uhkk und munno koy wuh! Vek
speaking Common and reverts to wuh demmik rahh. Mo. Rah, Rah.
their native tongue. Using repetition Wuh uhk. Vek! Vek! Wuh Morah Khed
and copying the new, fake language rahn rok munno lahn wuh.”
from an actual language will establish
that it has an actual syntax and gram- Hopefully, these rules will help you
mar. A thorough game master may to use language to suspend disbelief
even construct a language spread- and carry your players off into the
sheet that he uses for distinct races. foreign lands that their characters live
and adventure in weekly. <
Kobold Quarterly 4 51
Better Gnomes
and Gardens
Power to the Little People
by David Schwartz
Art by Arthur Rackham

G
nomes are sometimes
seen as an extraneous or human. However, as the gnome
race, and many DMs grows his fey heritage becomes appar- revered. Often gnomes espouse the
marginalize or even exclude them ent. Their maturation rate is much religion of their “parents”, or else find
from their campaign worlds. Part of slower than a human’s and much solace in the worship of nature dei-
this antipathy towards gnomes may quicker than an elf ’s, and their hair ties. The gnomes’ patron deity is the
be attributable to way the race is grows in white from the beginning. god of house and craft spirits.
presented in the PHB. Though they can live for centuries, Language: Gnomes speak common
The default gnome culture is gnomes remain childish in appear- and the language of their “parents”.
schizophrenic, unable to decide ance their entire lives. From their fey ancestors, they receive
between technologically-advanced Relations: Gnomes are rare enough the ability to speak with burrowing
urbanites and playful, fey rustics. that they can pass for youngsters of animals.
Here are several alternative gnomes the common races, and are often Names: Gnomes take the name
who require few or no mechanical al- treated as such. Those who know of the child they replaced, and thus
terations. Any of these more focused the truth about the changeling walk their names might be typical of any
backgrounds can be inserted into softly, for while gnomes bring good culture.
most new or existing campaigns. luck to those around them, this luck Adventurers: Curious and im-
can swiftly turn sour if those same petuous, gnomes adapt readily to the
Gnomes as Changelings folk offend the gnome’s fey relations. adventuring lifestyle. Indeed gnomes
A faerie cannot take something with- For their own part, gnomes get
are often “encouraged” to journey to
out leaving something else in trade. along well with all the common far lands by their adoptive parents.
Thus, when a faerie steals an infant races, as well as animals and local fey. They usually find adventurers more
– whether as an act of revenge or The races of kobolds and goblinoids accepting of difference than rural
mere fancy – they must leave behind have earned the enmity of all faeries, peasants. Some adventuring gnomes
a changeling. These faerie children, and gnomes feel an innate antipathy seek to reconnect with their faerie
often called gnomes or cuckoos, towards them. kin; others simply wish to know all
appear (relatively) normal until they Alignment: Fortunately, most they can about the greater world.
reach adolescence, at which point gnomes tend toward good. They have
their fey nature becomes undeniable. no predisposition to law or chaos; Gnomes as Dwelves
Personality: Gnomes are childlike some gnomes embrace the whimsy
When a dwarf and an elf have a
in demeanor. They are playful and of the fey, others their strict, though
child together, the result is a gnome
imaginative, inquisitive and reck- inscrutable, honor. Evil gnomes are a
or dwelf (although many consider
less. A gnome makes friends quickly, terror to their adoptive parents.
the latter term offensive). Dwarven
but is just as easily offended. Like Gnome Lands: Gnomes lack suf-
and elven characteristics combine to
children and faeries, gnomes have ficient numbers to have lands of their
produce abilities that are uniquely
difficulty empathizing with others. own, instead dwelling among the
gnomish.
Physical Description: As an infant, common races in the manner of their
Personality: Like their parent races,
a gnome resembles other children adoptive race.
gnomes take the long view of things.
of their “kind”, whether dwarf, elf, Religion: Gnomes view the gods
Gnomes are slow to make friends
as beings to be placated rather than
52 Kobold Quarterly 4
or enemies, but when they do it is or Gnome (depending on their resemble bipedal, mostly hairless
with great fervor: to their kith and origin). Many will learn all of these weasels. Roughly half the height of
kin gnomes are loyal to a fault; to languages. The Gnome language is a humans, gnomes have long, sinu-
those who oppose them gnomes are pidgin of Dwarven and Elven with a ous torsos and short, stocky limbs.
implacable foes. few words of Common thrown in for Owing to their flat, elongated skulls,
Gnomes are great collectors of good measure. It is rarely written, but gnomes’ faces are reminiscent of
history, from traditional songs to it can be rendered in Dwarven script. primitive humans. Gnomes have pale
ancient relics. Though they have two Connected to both earth and pink skin; their bristly hair is usu-
great cultures to draw from, gnomes nature, gnomes have the ability to ally brown, black, or white, and may
are renowned for their originality in converse with burrowing animals. change seasonally. Gnomes spend
the areas of crafting and magic. Some Names: Gnomes might be named their first few decades entirely under-
argue, however, that gnomes favor in either the dwarven or elven fash- ground. If not killed prematurely, a
style over substance. ion, or sometimes a combination of gnome can live for several centuries.
Physical Description: It is some- both. Relations: Gnomes enjoy the com-
time quipped that gnomes com- Adventurers: Struck with elven pany of dwarves and halflings, and
bine the height of a dwarf with the wanderlust and dwarven pride are intrigued by humans and elves.
physique of an elf. Yet gnomes are (and/or greed), gnomes take easily Gnomes distrust half-orcs and other
surprisingly sturdy, exhibiting both to the adventuring lifestyle. Gnomes savage humanoids. They are often in
toughness and litheness. The com- often adventure to learn more about conflict with goblins and kobolds, as
bination of an elf ’s pointed ears history, and many become wander- these evil humanoids share a similar
and a dwarf ’s bulbous nose give the ing minstrels or dungeon explorers. niche.
gnome’s face an almost comical ap- Others seek inspiration for their art, Alignment: Gnomes as mustelids
pearance. Gnome’s mature and age at returning home after their adventures tend towards good. Gnomes dislike
a similar rate to dwarves. to craft new devices or scribe unusual too many restrictions, but they also
Relations: Gnomes get along well spells. hate surprises (especially practical
with all the common races. Dwarves jokes), thus they eschew both the ex-
and elves have no prejudice against Gnomes as Mustelids tremes of law and chaos. Evil gnomes
gnomes, though they may chide Gnomes are quick-tempered, bur- are rare, but greatly feared for their
them for quirks reminiscent of the rowing humanoids, more akin to murderous rages.
other race. Gnomes share their par- weasels than primates. They have Gnome Lands: Gnomes live
ent races’ hostility towards savage keen senses, inquisitive minds, and beneath rolling hills. Few, if any,
humanoids, particularly goblins. an affinity with the telluric spirits buildings identify a gnome village.
Alignment: Gnomes are usually whom they can call upon for minor Beneath the surface, however, lies an
good. Those who favor their dwarven magical favors. extensive network of cramped tun-
side tend towards lawful alignments, Personality: Gnomes are a spiritual nels which serve as roads and houses.
while those who favor their elven side and curious race. They are never satis- Religion: Gnomes are pantheists
tend towards chaotic. Evil gnomes fied with surface appearances, always and seek to live in harmony with
often hold malice towards one or looking for what lies underneath. nature’s spirits, whom they see as
both of their parents’ races. They are intrigued by what’s behind the source of all magic. Gnomes
Gnome Lands: Individual gnomes the curtain, why people do the things also revere their own unique pan-
might be found wherever there are they do, how miracles work. They theon of gods; their chief deity is a
elves or dwarves. In places where poke at things. god of buried treasures (literal and
these races regularly cohabitate Gnomes are also renowned for their metaphorical).
– such as a wooded mountain or a hot tempers. Gnomes, like other Language: Gnomes speak their own
cosmopolitan city – gnomes might be common races, might range in tem- raspy, guttural language, though most
found in sufficient numbers to form perament from languid to twitchy. also speak Common. They possess
their own neighborhoods. Yet when provoked, every gnome be- an uncanny rapport with weasels and
Religion: Gnomes often revere dei- comes a blur of motion, belying their other burrowing animals.
ties from the dwarven and/or elven awkward appearance. If unarmed, Names: Gnome names are polysyl-
pantheons. Their patron deity is the they can bite with their sharp teeth labic and often include squeaks and
god of glory-seekers and storytellers. (this is otherwise a normal unarmed barks. For the convenience of other
Curiously, he is common to both strike). This inborn fervor comes out races, they may adopt (or be given)
pantheons. as well when concluding a hunt and names in Common, often a descrip-
Language: Gnome characters speak in the throws of religious ecstasy. tive nickname.
common and either Dwarven, Elven, Physical Description: Gnomes Adventurers: Many gnome ad-

Kobold Quarterly 4 53
venturers are driven by insatiable Physical Description: Gnomes are tolerably among the common races,
curiosity. The desire to know what often mistaken for halflings, though though most use these advantages to
lies beneath drives them to explore gnomes are slightly taller and leaner. fight the giants and other evils.
ancient ruins or mingle in exotic Their sensitive ears and noses have a Religion: There are scant few relics
courts. Some gnomes are filled with habit of twitching when they detect a of gnomish religion before the inva-
restless energy that cannot be satis- sound or scent. Young gnomes spend sion. What passes for religion now
fied by a normal occupation. These several decades learning the magical are mythic stories told in whispers.
gnomes adventure as an outlet for the and martial traditions of their ances- The protagonists of these legends
fire that burns within them, finding tors before they are declared an adult. are gnomish heroes who have been
release through combat or magic. Gnomes can live almost 500 years elevated to divine status by their
though few die of old age. kindred.
Gnomes as Rebels Relations: Though initially met Language: Gnomes speak Common
Not all who dwell in the echoing with suspicion, gnomes are now and Gnome, and most know at least
cities of the giants are servants of accepted as an ally of the common a few words in Giant. The Gnome
their titanic masters. Gnomes dwell races. They are especially friendly language is reminiscent of Dwarven,
like rats in the walls, surviving on with the dwarves, and often aid their suggesting some ancient connection
the excess of wasteful giant kings and forays against the giants. Gnomes between the races.
doing what they can to ease the bur- learn early how to evade giants, and Names: Gnome names tend to be
den of the giant’s thralls. Over many also how to fight goblins and ko- short and sharp, with no differentia-
years, the resourceful gnomes have bolds who make up the bulk of the tion between male and female names.
developed skills both mundane and gnome-catchers. Gnomes have little use for elaborate
magical to elude the giants and their Alignment: As fighters against titles or epithets.
gnome-catchers. tyranny, gnomes tend towards good. Adventurers: After years of living
Personality: Despite their squalid Gnomes use whatever means they under siege, gnomes often have dif-
and dangerous lifestyle, gnomes are deem appropriate in their fight, ficulty adjusting to the relatively safe
surprisingly upbeat. They take great favoring neither law nor chaos. life outside the giant kingdoms. Thus
pleasure in undermining the giant’s Gnomes are rarely evil, but those many free gnomes turn to adventur-
efforts to expand their dominion. who are often conspire with the gi- ing. They might strike at the giant
Gnomes are frugal folk, collecting ants in exchange for favors. kingdoms from the outside, as their
whatever they can in case it might Gnome Lands: Gnomish lands kin do from the inside, or they might
be useful later. Though trained from were long ago annexed by the giants. seek adventure elsewhere with the
a young age in the ways of magic, Forced to live on the fringes of an evil hope to return to their people richer
a gnome would not think to use society, gnomes survive by stealing and more powerful. On occasion the
illusions for entertainment; gnomes what they can from the giants and gnomes send emissaries to the free
recognize misdirection as their most their allies, though never from their lands, and it is not uncommon for
valuable tool in fighting their over- unwilling thralls. Those few gnomes these ambassadors to lend their aid to
sized oppressors. who have escaped live much more worthy causes.
<

54 Kobold Quarterly 4
Kobold Quarterly 4 55
Cluracan:
Bottom’s Up!
“There once was an elf from Cape Ducket…”
—cluracan nursery rhyme.

by Scott Gable
Art by Darren Clavert

Storybooks endlessly tell the tales of their own alcoholic concoctions, will utilize more subtle and convoluted
those who journey for fortune and which are renowned for their com- schemes.
Morale Cluracan flee if reduced to
fame or god and country or the hand of plex flavors and surprising strength, fewer than half their hit points.
another, but how many of those heroes but as the cluracan oft say, “the great- Base Statistics When cluracan aren’t
would risk life and limb for the fleeting est drink is someone else’s.” besotted, their stats change as follows:
intoxication of a favored vintage? Init +7
What raiding party would dare Cluracan Elder CR 5 AC 14, touch 14, flat-footed 11
impossible odds to retrieve a 1000-year Ref +4 Will +3
Cluracan paragon 5
Spd 20 ft., (40 ft. when only moving
aged cask of Angelweed whiskey? Who Often CN Small fey
due to stagger step)
would barter their services for a year’s Init +9; Senses low-light vision; Listen
Ranged club +6 (1d4-3)
+12, Spot +12
supply of ale? Such motivation is com- Str 5 Dex 16 Wis 15
Aura drunken aura (15 ft.)
monplace for the cluracan, for they hold Escape Artist +7, Hide +9, Jump -1,
nothing in higher regard than strong Listen +8, Move Silently +5, Spot +8,
Defense Tumble +5, Survival +4
drink. AC 16, touch 16, flat-footed 11
(+5 Dex, +1 size) Statistics

C
luracan devote their lives to hp 45 (5d6+25); fast healing 2 Str 3, Dex 20, Con 20, Int 8, Wis 19,
Fort +9, Ref +8, Will +5 Cha 12
sensual pleasure and seek its
DR 5/cold iron; Immune disease, poison Base Atk +2; Grp -6
excess in all forms. Of course,
Feats Dodge, Improved Initiative
drunkenness is the favored excess Offense Skills Appraise +1, Bluff +3, Craft
by far, and in fact, they typically Spd 30 ft., (60 ft. when only moving due (alchemy) +7, Diplomacy +3, Escape
spend their waking hours naked and to stagger step) Artist +9, Gather Information +3, Hide
drunk in days-long revelries. With no Melee club +0 (1d4-4) +11, Jump -2, Knowledge (local) +1,
concept of shame or regret, they steal Ranged club +8 (1d4-4) Knowledge (nature) +5, Listen +12,
Space 5 ft.; Reach 5 ft. Move Silently +7, Perform +3, Spot +12,
what drink they can—from hamlet, Tumble +7, Survival +6
Special Attacks hiccup of fiery bile
city, or dragon hoard—and harass Languages Common, Gnome, Sylvan
any bystanders along the way. They Tactics SQ alcohol dependency, down the
even promise blessings and protec- Before Combat Cluracan do not hatch (typically jump, haste, and
tion to tavern owners and others enter into combat lightly, but if trouble invisibility), drunken mastery (besotted
is imminent, they use their drunken 2/day, blurry vision 3/day, escapist
in return for regular payments of 5/day), poisonous, scent, unarmored
mastery to become besotted.
their favorite drink; in truth, indi- During Combat Cluracan prefer to preference
viduals that the cluracan target in fight from a distance and bombard foes Combat Gear jug of alcohol
this fashion are typically more than with fiery bile. Against those whom truly
happy to guarantee the absence of the raise a cluracan’s ire, revenge is slow Ecology
and deliberate. They might strike with Environment forests
cluracan’s special kind of mischief for subterfuge and guile with a squad of Organization solitary, riot (2-12), or
an occasional cask. Cluracan do make drunken assassins, but more often, they tribe (20-45)

56 Kobold Quarterly 4
Treasure standard aura must make Fortitude saves (DC 10
Advancement by character class; +1/2 character level + Con modifier) or
Favored Class rogue be intoxicated. Once a creature saves
Level Adjustment +1 against this effect, they are immune to
the same cluracan’s aura for 24 hours.
Cluracan Paragon Those affected remain intoxicated for
the duration of the aura whether or not
Level BAB Fort Ref Will Special
they stay within it.
1st +0 +2 +0 +0 Scent, Stagger Step
The cluracan can maintain this aura
2nd +1 +3 +0 +0 Hiccup of Fiery Bile, for a number of rounds per day equal to
Poisonous their character level. These rounds can
3rd +1 +3 +1 +1 DR 5/cold iron be broken up as desired, and once the
4th +2 +4 +1 +1 Drunken Aura aura ended, those affected immediately
5th +2 +4 +1 +1 fast healing 2, Down recover. This aura activates and
the Hatch deactivates as a free action. Cluracan
are immune to this effect. Only living
Hit Dice and skill points as fey. Class creatures susceptible to mind-affecting
skills are as above. effects can become intoxicated.
Intoxicated characters should roll on
Scent (Ex) the following table at the beginning of
At 1st level, a cluracan paragon gains their turn to see how it affects them.
the Scent ability.
Down the Hatch
Stagger Step (Su) Cluracan can swallow and
At 1st level, if a cluracan paragon only compartmentalize up to three potions in
moves during their turn and is at a light their stomachs for later use. As a move
action, cluracan can release one of and starvation without. They carry
load and unarmored, they can move a provision of alcohol with them
twice their normal movement rate. these potions to benefit from its effect.
everywhere.
Hiccup of Fiery Bile (Su) • Unarmored Preference: Cluracan
TABLE: Drunken Aura
At 2nd level, a cluracan can take a spend most of their time naked, and
standard action to belch forth fiery bile. d% Behavior
while they will begrudgingly wear
A cluracan’s bile ignites upon exposure 01-10 Attack nearest creature with clothes when necessary, they have
to air, and this act is treated identically wielded weapon or with whatever no desire or knack for the wearing of
to throwing alchemist’s fire. The improvised weapon is available (most likely armor. They suffer a -1 AC penalty and
cluracan can perform this action at will. their supernatural (Su) abilities do not
fists).
With every 6 additional character levels, function when they wear armor of any
the damage increases (2d6 on initial 11-20 Behave normally.
kind.
hit, 2d6 secondary damage, 2 splash 21-50 Vomit uncontrollably (character is • +2 racial bonus on Spot and Listen.
damage at 8th level; 3d6 on initial nauseated). • +4 racial bonus on Craft (alchemy)
hit, 3d6 secondary damage, 3 splash 51-70 Drop everything, forget about and Knowledge (nature) checks.
damage at 14th level; and 4d6 on initial A cluracan does not have to be a
current situation, and wander randomly.
hit, 4d6 secondary damage, 4 splash spellcaster to make items using Craft
damage at 20th level). 71-100 Pass out. (Stop rolling for different
(alchemy).
behavior. Sleep extends beyond normal
• Low-light vision
Poisonous (Ex) duration of effect.)
• Immune to poison and disease
At 2nd level, the body of a cluracan • Drunken Mastery (Su): A cluracan’s
is toxic. Any creature that swallows The potions stay potent and separated drunkenness allows the cluracan to
either the liver or the whole body of a with in the stomach indefinitely prior to access various supernatural abilities
cluracan—alive or dead—must succeed use. Any potion can be stored this way. as they advance in level. The benefits
a Fortitude save (DC 10 + ½ character are cumulative. Caster level is equal to
level + Con modifier) or be nauseated
for one round and vomit the cluracan
Cluracan as Characters ½ Hit Dice and all DCs are based on
Cluracan characters have the following Constitution.
out. With the poison now out of its
system, the creature does not take racial traits.
secondary damage. Ironically, if the 1st 1/day/2 levels—“Besotted” (or
creature succeeds on its initial save, it • -4 Strength, +2 Dexterity, +4 “Bottoms Up”)—Cluracan can
must make an identical save or suffer Constitution, +2 Wisdom, -2 Intelligence temporarily overload their systems
1d10 Con damage as the secondary • Small size: +1 bonus to Armor Class, with alcohol by rapidly drinking an
damage. If the creature succeeds +1 bonus on attack rolls, +4 bonus on excess of alcohol. In this fashion, a
this second save, it is immune to that Hide checks, -4 penalty on grapple cluracan achieves a greater level of
cluracan’s poison. Not many creatures checks, lifting and carrying limits ¾ drunkenness. In this state, the cluracan
attempt to eat a cluracan a second those of Medium characters. moves with rapid, erratic movements
time. Creatures immune to poison are that appear to be out of the cluracan’s
• A cluracan’s base land speed is 20
immune to this ability. control and are difficult to predict.
feet.
Drunken Aura (Su) Unbelievably, the cluracan’s senses
• Alcohol Dependency: Cluracan
actually become sharper. When in this
At 4th level, a cluracan can establish depend on alcohol. They require no
besotted state, the cluracan gains a
a 15-ft. radius aura centered on other food or drink as sustenance
+4 bonus to Dexterity, a +4 bonus to
themselves. Those caught within the and will suffer from dehydration
Kobold Quarterly 4 57
Wisdom, a -2 penalty to Strength, a +2 unleash a terrible fury and vengeance
bonus to Reflex saves and Spot and Typical Physical Characteristics
when pushed too far.
Listen checks, and an increase of 10 Cluracan resemble gnomes with olive
feet to speed. All are welcome at their festivi-
skin. Unlike gnomes, however, they
Additionally, the cluracan can neither ties—even humanoids—but they had
generally abhor clothing of all types
use Strength- or Intelligence-based better be able to take a joke, enjoy
skills nor cast spells or use spell- and prefer to live their lives free of its
their drink, and learn quickly not to
like abilities or any magic item (the burden and completely naked.
exception to this is use-activated items);
question where their trousers are.
This is often the first shock for
extraordinary (Ex) and supernatural travelers but is quickly followed by
(Su) abilities are still usable in this state. Society
The cluracan is always in motion— the cluracan’s drunken sense of play,
Many cultures accept unquestioning-
drunken staggering really—and, while which tend to be amorous or crude
in this state, will never stand still long ly that moral rightness or the acquisi-
or violent in nature—the dances of
enough to take a full-round action; the tion of power and material wealth are
the drunk. It is never a question of
cluracan must always take at least one the sole worthwhile ambitions of any
move action per round. whether they are drunk but of how
thriving culture. These peoples may
This besotted state lasts for a drunk they are.
push sensual pleasure into hiding
number of rounds (3 + Constitution Elder cluracan tend to develop
modifier) or until the cluracan wills it with the intention to control such
potbellies, and these plump, round
to stop. Whenever the state ends, the desires, and look, instead, to the con-
cluracan is nauseated for 1d3 rounds. badges of honor are the signs of lives
structions and abstractions of their
The cluracan can use this ability well spent. However, rather than
stalwart institutions.
once per day at 1st level and gains an slow down in their twilight years, the
additional use per day at every third Cluracan society, on the other
elderly are often even more crude,
level thereafter (2 at 3rd, 3 at 6th, 4 at hand, is communal in nature. The
9th, and so on). This ability requires a foul-mouthed, and raucous than the
concepts of privacy and ownership
standard action in order for the cluracan young.
are not well established. They share
to imbibe sufficient drink. Raging and Alcohol literally runs through the
being besotted negate each other. amenities, and even their relation-
veins of every cluracan and is their
ships are fluid. These qualities apply
food and drink. They get their first
2nd 3/day—“Blurry Vision”—This ability across all cluracan villages: they
functions as blur and is activated as a taste at their mother’s breast and are
accept those from other villages
standard action. eternally dependant upon it. With-
unquestioningly and treat them im-
out it, they suffer and die, but with
3rd 1/day/character level—“Escapist” mediately as family. All cluracan have
it, they thrive and perform amazing
(or “Slippery Eel”)—For one round per a natural tendency to care for one
feats.
character level, the cluracan is treated another.
as the target of freedom of movement. A “good day” for a cluracan is one
This ability activates as a free action, Environment
and its uses can be divided up as filled exclusively with food and drink
Cluracan typically make their homes
desired. At 20th level, the ability’s effects and play and other excitements. They
become permanent.
in heavily forested areas. Their vil-
typically exert little effort unless it
• Automatic Languages: Common, lages contain no permanent shelters
leads directly to fun, and most of the
Sylvan. Bonus Languages: Dwarven, but abound with fermentation vats
Gnome, Terran.
work done is that toward the prepa-
and distillation equipment. Orchards
• Favored Class: rogue ration of alcohol.
and vineyards are rarely far away.
• Level Adjustment: +1
They prefer to stay far enough away Points of Interest
from the settlements of humanoids
Ecology to avoid constant conflict but close
Cluracan sites of pilgrimage and the
More than merely drunkards, clura- items they lust after are, as one might
enough to liberate the humanoids of
can are among the finest connoisseurs expect, centered on their lust for
their strong drink.
of strong drink, and a few bold or booze.
strong-stomached alchemists and Motivation
brewers seek cluracan out for their The Fermentation Vats of Diela
To the cluracan, life is about follow-
skill and knowledge. There are massive, natural fermen-
ing one’s passions and always seeking
Digging deeper, the connection tation chambers under the Diela
pleasure. To this end, it helps that
between the cluracan and alcohol is Mountains. Millennia ago, an
they are always drunk. They like to
much more profound than merely earthquake altered the basin of a
play but have a vulgar sense of humor
spiritual or obsessive as most attri- large underground lake sufficiently to
and rarely think about the conse-
bute it. It is truly the lifeblood of the allow natural fermentation to occur.
quences of their actions. They enjoy
cluracan, and they have mastered its It currently produces thousands of
the moment, and that is enough for
secrets. barrels a year of a rather complex
them. Cluracan are difficult to anger,
alcoholic beverage. This drink owes
but passionate by nature, they can
58 Kobold Quarterly 4
this ability for every Drunken Mas-
Table 2: Misplaced Hostility tery feat you take.
New Attitude
Broach the Cask
Initial
[Drunken Mastery]
Attitude Helpful Friendly Indifferent Unfriendly Hostile
“Oh, that looked like it hurt.”
Helpful < 20 20 25 35 50
Prerequisite: Bottoms Up or
Friendly <5 5 15 25 40
cluracan
Indifferent -- <1 1 15 30
Benefit: You gain the ability to
Unfriendly -- -- <1 1 20
worsen an opponent’s wounds, for
Hostile -- -- -- <1 1
you know how to strike an opponent
to cause a thinning of the blood.
its uniqueness to the fact that the One More Round
If you make a successful unarmed
fermentation agents are whatever Three lovely cluracan, the Marzan
touch attack on a living creature, any
fungi and microorganisms are natu- sisters, opened an inn nearly two
subsequent critical hits made on this
rally present and that the fuels for decades ago called One More Round.
opponent within a number of rounds
the fermentation are whatever fruits, Located in the deep wood, this inn
equal to your Con modifier are
grains, or animals end up—inten- has a steep nightly rate, but true to
automatically successful and do not
tionally or accidentally—in the mix. cluracan custom, no one goes to bed
require a confirmation roll.
A few cluracan help maintain the pits sober… or alone.
constantly, adding what is needed,
Under the Table
but the vats seem self-perpetuating Broken Keg
[Drunken Mastery]
with an ecology all their own. The This seedy tavern is just like any
“No one can ever out-drink you.”
the qualities of their “waters” change other big-city seedy tavern except
Prerequisite: Bottoms Up or
markedly from year to year. that this one is owned and run by the
cluracan
This site is a pilgrimage destina- Broken Keg. They are cluracan by
Benefit: You gain some measure of
tion for all cluracan and most will birth and smugglers and racketeers
control over your digestive tract and
make an annual trek to drink from its by trade. They demand a piece of the
can manipulate your stomach so as
“waters.” Not all return, because the action from all local merchants, and
to defer the effects of anything you
natural drunkenness of cluracan and they brutally enforce their position of
swallow for a number of hours equal
the rarified air around the pits’ edge power.
to your Con modifier. This includes
can prove fatal. However, most clura-
Drunken Mastery Feats drinking large amounts of alcohol,
can would agree that merely drown-
ingesting poisons, drinking potions,
ing in the Great Vats is a worthy end Drunken Mastery is a style that and the like.
and no sorrow. demands a steady supply of alcohol. In addition, you can swallow and
Below are a sampling of the feats in temporarily store small items for later
Absolution the drunken mastery tradition, and regurgitation, such as coins, keys, or
Absolution is a beautifully crafted, they assume that the character main- gems. With training, you can swal-
massive “super still.” It is a stunning tains a constant supply of alcohol to low items as large as apples whole
and functional still made from glass drink, even while on the road. and spit them back up. The average
and metal that stands nearly three Without alcohol, these feats do not stomach for a Medium-size creature
stories tall. It is the masterwork of function. Note that drinking enough can hold approximately four whole
a single cluracan, Orvis Talfrast, to alcohol to enable use of these feats is apples worth of material.
allow for large-scale distillations for a standardXXXXX action, equivalent
the villages. Occasionally, Talfrast will to drinking a potion. Clear the Room
take orders from non-cluracan.
[Drunken Mastery]
Most are quite wary near the still, Bottoms Up “I don’t feel very good…”
even other cluracan, for the cluracan [Drunken Mastery] Prerequisite: Bottoms Up or clu-
have a reputation for having their “How about one more for the road?” racan, Under the Table
stills explode. The size of Absolu- Prerequisite: Con 16 Benefit: You gain the ability to in-
tion and the ever-present stockpile Benefit: You gain abilities identical duce nausea in others. By appearing
of barreled spirits nearby present a to that of the cluracan’s “Besotted” nauseous (standard action), all others
potentially significant hazard to the racial ability (detailed above). How- that can witness you must succeed a
local environs. ever, instead of gaining additional Fortitude save (DC = 10 + ½ HD +
uses per day based on your character Con modifier) or become nauseous
level, you gain a new use per day of
Kobold Quarterly 4 59
for a number of rounds equal to your Benefit: Things just go right for you
Con modifier. You can perform this when you try grandiose things. The
feat once per day, and you gain one barstool’s right there to give you that
additional use for every Drunken circumstance bonus when tripping
Mastery feat you possess. This ability your foe. As you swing on the chan-
works only on humanoids, mon- delier, you leap through the, thank-
strous humanoids, and giants. fully, open window. Your attempt to
disarm your foe’s belt worked beauti-
Fortified Nerves fully, and his falling pants entangled
[Drunken Mastery] him for a round.
“It’s good for you!” This feat can give you a small
Prerequisite: Bottoms Up or clura- circumstance modifier by making a
can, Under the Table small change to a non-story element
Benefit: You gain the ability to sub- (+2 bonus from a “well-placed”
stitute any Will or Reflex save with a barstool, avoid disaster because the
Fortitude save. You can perform this window was open), or you receive a
feat once per day, and you gain one bonus condition as the result of an
additional use for every two Drunken especially impressive action if that
Mastery feats you possess. action was made without the use of
any circumstance bonus provided by
Misplaced Hostility this feat; you disarmed your foe’s belt
[Drunken Mastery] without any bonus, so your opponent
“Did you hear what he said about your was entangled for a round as a result.
mother?” You can use this ability a number of
Prerequisite: Bottoms Up or clura- times a day equal to your total num-
can, Cha 12 ber of Drunken Mastery feats.
Benefit: You gain the ability to Designer’s Note: This feat is an
misdirect another’s hostility. With a intentionally rules-light feat designed
successful Diplomacy check, you can to encourage flashy maneuvers with
Stop tragic negatively affect the attitude of your potentially entertaining results. A
target toward a victim. Using the good sign that the action is appropri-
character loss. Misplaced Hostility table, the “Initial ate for the bonus is that the other
Attitude” and the “New Attitude” players agree that this is a “fun”
represent the attitude of the target action. This feat should be used only
toward the victim before and after with the complete agreement of all
your meddling, respectively. players—especially the DM.
For every Drunken Mastery feat
Read you possess, you may affect a target Real World Mythology
whose attitude toward yourself is an Cluracan originate in Irish folk tales
Behind the Monsters! additional step farther from friendly: and are typically portrayed as surly
for example, with two Drunken drunkards. Some tales claim that
Mastery feats, you can manipulate cluracan are related to leprechauns,
a target that is friendly toward you, and some claim they are literally two
but with five Drunken Mastery feats, sides of the same coin—the latter
you can manipulate a target that is switching to the former after the sun
hostile toward you. This feat does not goes down.
otherwise alter the use of the Diplo- Whether or not that is true, clu-
macy skill. racan may protect households and
wine cellars from theft or spoilage
Drunken Luck if treated kindly, but they will drink
[Drunken Mastery] what they can and sour the rest if
“Did you see that?” they are provoked, scolded, or asked
When you are drunk, things just to leave.
seem to go the right way. <
Prerequisite: Bottoms Up or cluracan
www.TrickyOwlbear.com
60 Kobold Quarterly 4
12 to Midnight’s

Midnight Cellar
http://midnightcellar.com
Kobold Quarterly 4 61
Might and Mastery
Alternate Class Features and Feats for Fighters
By Phillip Larwood

F
ighters come in all shapes and can make a special Master of Strategy
sizes, from paragons of the check (or MoS) as a standard action
battlefield resplendent in shin- (1d20 + class level). Allies must hear
ing mail and heraldic glory to blood- and understand your words to gain
ied pit brawlers in seedy gladiatorial any benefit.
arenas and effete dandies parrying The DC for the MoS check is 10
elegantly with rapier and wit. + the Hit Dice of the opponent. If
Too often, however, they are over- more than one creature is involved points you can gain by using this
looked in favor of the ranger or pala- in the encounter, the MoS check ability can never exceed twice your
din because of their lack of cool class is based on the creature with the character level and any temporary
features or interesting ‘fighter-only’ highest Hit Dice. For example, a 9 hit points left over at the end of the
feats. Below is a selection of alternate HD bulette would require a DC 19 encounter automatically disappear.
class features and feats that redress MoS check, while a group of three At 1st level, you can use Surge of
this imbalance and give fighters more 1st-level goblin warriors, an ogre, and Adrenalin a number of times per day
options. a dire wolf would require a DC 16 equal to 1 + half your Con modifier
The new alternate class features check (since the dire wolf has 6 HD). (minimum 1). At 4th-level and every
replace some of the bonus feats the If the check succeeds, you and your four levels thereafter (8th, 12th, 16th
fighter receives, and the bulk of the allies gain a +1 insight bonus on at- and 20th) you gain an extra use of
new feats specifically benefit fighters. tack and damage rolls for the rest of the ability, up to a total of six times
Both give the fighter greater versatili- the encounter. This insight bonus per day + half your Con modifier at
ty and freedom to smash foes in style. increases for every four class levels 20th-level. You can use this ability as
(4th, 8th, 12th, 16th and 20th), up a swift action.
Alternate Class Features to a maximum of +6 at 20th-level.
These alternate class features are New Feats
relatively simple to use but represent Surge of Adrenalin Most of the new feats presented
completely different ways of view- Some fighters can push themselves below require that the character have
ing combat. Both can have a major past the point where others would the Weapon Specialization feat and,
impact on the battlefield. give up. Driven by love, rage, or thus, are limited to fighters of at least
other extremes of emotion, they can 4th-level. One is a general feat, with
Master of Strategy  accomplish deeds that others can particular appeal to fighters.
Some fighters are adept at exploiting only aspire to. They are often the first
the strengths and frailties of their foes into battle and the last ones to fall. Bombarding Blows (Fighter)
to gain advantage and, given enough Benefit: You can exchange your You can unbalance your foes when
time, can pass this knowledge on to bonus fighter feats at 1st, 4th, 8th, using a two-handed weapon, making
their allies. These fighters are often 12th, 16th, and 20th level for the them easier to hit.
leaders, inspiring others on to greater ability to use the Surge of Adrenalin Prerequisites: Weapon Focus (any
acts of daring. class feature. Surge of Adrenalin is an two-handed melee weapon), Weapon
Benefit: You can exchange your extraordinary ability. Specialization (any two-handed
bonus fighter feats at 1st, 4th, 8th, You can use Surge of Adrenalin to melee weapon), base attack bonus +6 
12th, 16th, and 20th level for the take an extra move action in a round Benefit: If you successfully
ability to use the Master of Strate- or to gain a number of temporary hit hit your opponent with your
gy class feature. Master of Strategy is points equal to twice your charac- first attack roll with a two-handed
an extraordinary ability. ter level per use of the ability. The weapon, you gain a +2 bonus on all
At the start of an encounter, you maximum number of temporary hit subsequent attack rolls against the

62 Kobold Quarterly 4
same opponent for the rest of the first. This opponent must be equidis- You strike with such speed and ac-
round. tant or further away from you than curacy that your opponent does not
Special: A fighter can select Bom- the first (he can’t be closer to you). realize you hit him until he tries to
barding Blows as one of his fighter Special: A fighter can select Impal- take an action.
bonus feats.     ing Strike as one of her fighter bonus Prerequisite: Greater Weapon
feats.  Focus (any slashing melee weapon),
Cornered Attack (General)  Weapon Focus (any slashing melee
When flanked by foes, you become Shake Down the Walls weapon), Weapon Specialization (any
especially dangerous, lashing out at (Fighter) slashing melee weapon), base attack
anyone within reach. You can cause the floor or ceiling to bonus +12.
Prerequisite: Combat Reflexes, base shake with the force of your blows. Benefit: When you are wielding
attack bonus +8 Prerequisite: Improved Sunder, a slashing melee weapon and your
Benefit: You can make an attack Weapon Focus (greatclub, heavy attack roll exceeds your opponent’s
of opportunity against an oppo- mace, maul, or warhammer), Weap- AC by 10 or more, you can delay
nent who moves into a position to on Specialization (greatclub, heavy the effects of your blow until your
flank you. You can use this feat every mace, maul, or warhammer), base opponent’s next action. If you choose
time an opponent moves to flank you attack bonus +12 to do so, the opponent takes double
as long as you have the ability to do Benefit: When wielding a greatclub, normal damage from the blow as
so by virtue of the Combat Reflexes heavy mace, maul, or warhammer, soon as he attempts any action
feat.   you can strike an adjacent section (including attacks of opportunity
Special: A fighter can select Cor- of the floor, wall, or ceiling with and move actions, but not swift,
nered Attack as one of her fighter resounding force. This requires a immediate or free actions). If your
bonus feats. standard melee attack and only func- opponent takes no actions, the blow
tions if your damage roll exceeds the deals only normal damage.
Deadly Riposte (Fighter)  hardness of the material (earth, iron, Your opponent is not aware that
Master of the counterattack, you wood, etc.). you actually struck him until he tries
can block an opponent’s blows before Striking the floor creates a 5-foot to take an action. At this point, he
lunging forward to make a deadly patch of difficult terrain and forces must decide if he goes through with
strike. anyone in the square to make a the action or not.
Prerequisite: Combat Expertise, Reflex save equal to your damage roll You can use this feat only once per
Weapon Focus (rapier or short- or fall prone. Exceptionally stable round.
sword), Weapon Specialization creatures (such as dwarves) and crea- Special: A fighter can select Time
(rapier or shortsword), base attack tures with four or more legs gain a +4 Stands Still as one of his fighter
bonus +6 bonus to this save. bonus feats.
Benefit: When wielding a rapier or Striking the wall or ceiling creates <
shortsword and using the Combat a minor cave-in. This cave-in affects
Expertise feat, you gain a +2 bonus a single adjacent square below or  
on damage rolls. next to the section of wall or ceil-  
Special: A fighter can select Deadly ing struck, and causes 4d6 points
Riposte as one of his fighter bonus of damage to any creature caught
feats. beneath it. Any Medium or smaller
creature damaged by the cave-in is
Impaling Strike (Fighter)  also pinned until it can free itself or
You can impale two foes on the end is dug out. A pinned creature is not
your lance, longspear, ranseur, or in any danger of suffocating and can
spear. make a DC 15 Strength check to free
Prerequisite: Weapon Focus (lance, itself from the rubble. A creature can
longspear, ranseur, or spear), Weapon negate both the damage and pinning
Specialization (lance, longspear, ran- effects with a Reflex save equal to
seur, or spear), base attack bonus +8 your damage roll.
Benefit: Whenever you hit with a Special: A fighter can select Shake
lance, longspear, ranseur, or spear, Down the Walls as one of his fighter
you can make a second attack roll bonus feats.
with a +4 modifier against a second
opponent in a square adjacent to the Time Stands Still (Fighter)

Kobold Quarterly 4 63
Mithral Dragon
Always N Dragon

Light glints off the dragon’s mirror-


glossy scales, shining silver-white. Its
narrow head, with bare slits for its eyes
and nostrils, ends in a slender neck. The
dragon’s sleek look continues into its
body, which widens to slightly less than
twice the width of its neck before taper-
ing into a long tail.
Relatively small wings press almost
flush against the dragon’s body, but
they spread quickly like a fan to expose
paper-thin membranes. In whole, the
dragon’s impossibly thin frame makes it
look extremely fragile.

The Mithral Dragon Despite its fragile appearance, a


mithral dragon is anything but.
by Mike McArtor Rather, a mithral dragon is one of the
Art by Lucas Haley most difficult true dragon breeds to

L
ong has the metal inspired kill, as it has many defensive abilities
dwarves to craft, and long has and a metabolism that heals wounds
its acquisition bankrupted at an alarmingly fast rate.
Mithral: As beautiful as silver, kings and heroes alike. Only recently, Mithral dragons are diplomats
though, did a true dragon appear and arbitrators by temperament
but without tarnish. As strong as
possessing the sheen and splendor (some dragons cynically call them
steel, but half the weight. of this fine metal, perhaps borne referees). Among all dragons, their
through abiogenesis (see “Dragons strict neutrality and ability to ignore
without Belly Buttons” on page 42). most attacks make them particularly
Although the mithral dragon has well suited to these often-unappreci-
scales of gleaming metal, make no ated roles. A mithral dragon sells its
mistake: the aloof and ever-neutral services to conflicting parties and ne-
mithral dragon does not number gotiates both for individual dragons
among the true metallic dragons. It is and for groups or entire breeds of its
unclear whether it is an exile among draconic kin.
the metallic dragons, or simply a When dealing with non-dragons,
matter of its neutrality having led to mithrals are cold and aloof. They
its forging its own path apart from respond well to flattery, however,
its kin. as they are quite aware of their own
64 Kobold Quarterly 4
natural beauty. On the other hand, mithral dragon’s breath weapon takes
mithrals do not respond well to 6 points of damage the following Creatures immune to critical hits are
insults—whether intended or merely round, 3 points of damage the round immune to this bleeding damage.
perceived—and lash out violently after that, and 1 point of damage the Resistances (Ex) Mithral dragons
against those who dare to offend next round, for a total of 23 points have resistance to acid 20, cold 20,
them. of damage over 4 rounds; a creature electricity 10, fire 20, and sonic 10.
immune to critical hits only takes 13 Spell-Like Abilities (Sp) At
Combat points of damage in the first round. will—bull’s strength (adult or older);
Mithral dragons do not quickly Fortification (Su) Young adult or 3/day—mage armor (wyrmling or
dispose of their opponents in over- older mithral dragons have a 25% older), shield (juvenile or older);
whelming displays of destruction, chance of negating critical hits or 1/day—iron body (ancient or older).
as do most other dragons. Instead, sneak attacks; negated attacks still Caster level is equal to the dragon’s
mithral dragons wear down their deal normal damage. This chance Hit Dice.
foes, relying on their razor claws and increases to 50% for very old or older Skills: Bluff, Jump, and Tumble
breath weapon to deal damage over mithral dragons. Great wyrm mithral are considered class skills for mithral
time even as they trust to their own dragons are immune to critical hits dragons.
defenses to keep them alive. and sneak attacks.
Mithral dragons possess an impres- Metallic Attacks (Su) For the Environment: any warm
sive array of defenses and healing purpose of overcoming DR, a mithral Organization: solitary (1 dragon,
abilities, making them frustratingly dragon’s natural attacks count as ada- any age) or clutch (1d3+1 wyrmlings
difficult to kill. Every mithral dragon mantine, cold iron, or silver (which- or very young).
is born with fast healing and impres- ever is needed). The dragon’s natural Challenge Rating: wyrmling 3;
sive damage reduction, and those attacks automatically emulate the very young 5; young 8; juvenile 11;
two abilities only improve as they required metal whenever it attacks young adult 14; adult 16; mature
age. Their spell-like abilities tend a creature, and the process takes no adult 18; old 20; very old 21; ancient
to improve their Armor Class, and conscious effort. 23; wyrm 24; great wyrm 25.
most mithral dragons learn spells The dragon’s natural attacks can Treasure: Triple standard
that further improve their defenses. change metallic qualities multiple Advancement: wyrmling 7–8 HD;
Almost every mithral dragon takes times in a round, affecting differ- very young 10–11 HD; young 13–14
the Improved Natural Armor feat at ent creatures with different metallic HD; juvenile 16–17 HD; young
least once. attacks as appropriate. For example, adult 19–20 HD; adult 22–23 HD;
Breath Weapon (Su) A mithral a mithral dragon making a full attack mature adult 25–26 HD; old 28–29
dragon has one type of breath against a dretch, an iron golem, and HD; very old 31–32 HD; ancient
weapon, a line of mithral shards that a werewolf would make cold iron at- 34–35 HD; wyrm 37–38 HD; great
deals slashing damage over time. A tacks against the dretch, adamantine wyrm 40+ HD.
creature struck by the dragon’s breath attacks against the iron golem, and Level Adjustment: wyrmling +7; very
weapon takes half as much damage silvered attacks against the werewolf. young +7; others —.
on each following round as it took Razor Claws (Ex) A mithral
the round before until the round dragon’s claws are exceptionally Grahzdanyn
after the creature takes 1 point of sharp. Whenever a mithral dragon
The mithdral dragons are a rare
damage. The mithral dragon’s breath strikes with its claws, its target begins
breed, but some are eager to see more
shards overcome DR as if they were to bleed. A bleeding creature takes an
of the world and travel widely. One
silver, adamantine, and cold-iron and amount of damage each round until
magically healed or treated with a such young adult mithral dragon is
melt away to nothingness shortly
successful Heal check (DC equals the Grahzdanyn, who has recently made
after the dragon breathes them.
This counts as continuous damage dragon’s breath weapon save DC). the rounds of the southern dragons,
for the purpose of making Concen- The amount of damage a creature and harassed a few sand ships in the
tration checks http://www.d20srd. bleeds depends on the dragon’s size, desert.
org/srd/skills/concentration.htm . as listed on the following chart.
Creatures immune to critical hits are Grahzdanyn CR 14
Size Bleed per Round Male young adult mithral dragon
immune to the continuous dam- Small 1 N Huge dragon
age from a mithral dragon’s breath Medium 1d3
Init +1; Senses blindsense 60 ft., darkvision
weapon (but not from the initial Large 1d4
Huge 1d6 120 ft., keen senses, low-light vision; Listen
damage). For example, a creature that
Gargantuan 1d8 +25, Spot +25
takes 13 points of damage from a Colossal 2d6 Aura frightful presence (150 ft., DC 24)

Kobold Quarterly 4 65
Mithral DRAGONS BY AGE
Breath Frightful
Base Attack/ Fort Ref Will Weapon Presence
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Grapple Attack Save Save Save (DC) DC
Wyrmling M 6d12+6 (45) 13 12 13 10 11 12 +6/+7 +7 +6 +6 +5 1d4 (14) —
Very young L 9d12+18 (76) 15 12 15 12 13 14 +9/+15 +10 +8 +7 +7 2d4 (16) —
Young L 12d12+36 (114) 17 12 17 12 15 16 +12/+19 +14 +11 +9 +10 3d4 (19) —
Juvenile L 15d12+60 (157) 19 12 19 14 17 18 +15/+23 +18 +13 +10 +12 4d4 (21) —
Young adult H 18d12+90 (207) 21 12 21 14 19 20 +18/+31 +21 +16 +12 +15 5d4 (24) 24
Adult H 21d12+147 (283) 25 12 25 16 21 22 +21/+36 +26 +19 +13 +17 6d4 (27) 26
Mature adult H 24d12+192 (348) 27 12 27 16 23 24 +24/+40 +30 +22 +15 +20 7d4 (30) 29
Old G 27d12+243 (418) 29 12 29 18 25 26 +27/+48 +32 +24 +16 +22 8d4 (32) 31
Very old G 30d12+300 (495) 31 12 31 18 27 28 +30/+52 +36 +27 +18 +25 9d4 (35) 34
Ancient G 33d12+396 (610) 33 12 35 20 29 30 +33/+56 +40 +30 +19 +27 10d4 (38) 36
Wyrm G 36d12+468 (702) 35 12 37 20 31 32 +36/+60 +44 +33 +21 +30 11d4 (41) 39
Great wyrm C 39d12+546 (799) 37 12 39 22 33 34 +39/+68 +44 +35 +22 +32 12d4 (43) 41

Mithral DRAGON ABILITIES BY AGE


Age Speed Init AC Special Abilities CL SR
Wyrmling 30 ft., burrow 20 ft., +1 16 (+1 Dex, +5 natural) DR 5/adamantine, fast healing 1, — 14
fly 100 ft. (perfect) touch 11, flat-footed 15 mage armor, resistances
Very young 40 ft., burrow 30 ft., +1 18 (+1 Dex, -1 size, +8 natural) — 15
fly 150 ft. (good) touch 10, flat-footed 17
Young 40 ft., burrow 30 ft., +1 21 (+1 Dex, -1 size, +11 natural) DR 10/adamantine and DR 5/— — 17
fly 150 ft. (good) touch 10, flat-footed 20
Juvenile 40 ft., burrow 30 ft., +1 24 (+1 Dex, –1 size, +14 natural) Shield — 18
fly 150 ft. (good) touch 10, flat-footed 23
Young adult 60 ft., burrow 50 ft., +1 26 (+1 Dex, –2 size, +17 natural) DR 10/—, fortification 25% — 20
fly 200 ft. (poor) touch 9, flat-footed 25
Adult 60 ft., burrow 50 ft., +1 29 (+1 Dex, –2 size, +20 natural) Bull’s strength — 21
fly 200 ft. (poor) touch 9, flat-footed 28
Mature adult 60 ft., burrow 50 ft., +1 32 (+1 Dex, –2 size, +23 natural) DR 15/adamantine and DR 10/— 1st 23
fly 200 ft. (poor) touch 9, flat-footed 31
Old 60 ft., burrow 50 ft., +1 33 (+1 Dex, –4 size, +26 natural) Fast healing 5 3rd 24
fly 200 ft. (poor) touch 7, flat-footed 32
Very old 60 ft., burrow 50 ft., +1 36 (+1 Dex, –4 size, +29 natural) DR 15/—, fortification 50% 5th 26
fly 250 ft. (clumsy) touch 7, flat-footed 35
Ancient 70 ft., burrow 60 ft., +1 39 (+1 Dex, –4 size, +32 natural) Iron body 7th 27
fly 250 ft. (clumsy) touch 7, flat-footed 38
Wyrm 70 ft., burrow 60 ft., +1 38 (+1 Dex, –8 size, +35 natural) DR 20/adamantine and DR 15/— 9th 29
fly 250 ft. (clumsy) touch 3, flat-footed 37
Great wyrm 90 ft., burrow 80 ft., +1 41 (+1 Dex, –8 size, +38 natural) Fast healing 10, fortification 100% 11th 30
fly 300 ft. (clumsy) touch 3, flat-footed 40
*Can also cast spells from the Protection and Strength domains (but not other cleric spells) as arcane spells.

Defense crush (2d8+7; Reflex DC 24) Statistics


Spell-Like Abilities (CL 18th): Abilities Str 21, Dex 12, Con 21, Int 14, Wis 19, Cha 20
AC 29, touch 9, flat-footed 28
3/day—mage armor, shield Base Atk +18; Grp +31
(+1 Dex, +20 natural, –2 size)
hp 207 (18d12+90); fast healing 1 Feats Flyby Attack, Hover, Improved Natural
Fort +16, Ref +12, Will +15 Tactics Armor (x3), Wingover
Defensive Abilities fortification 25%; DR Before Combat Grahzdanyn casts mage armor Skills Balance +3, Bluff +26, Diplomacy +32,
10/—; Immune paralysis, sleep; Resist acid and shield on himself before entering combat, Disguise +7, Intimidate +7, Jump +7, Knowledge
20, cold 20, electricity 10, fire 20, sonic 10; if able. (arcana) +23, Knowledge (nobility and royalty)
SR 20 During Combat Grahzdanyn flies above the +23, Listen +25, Sense Motive +25, Spot +25,
battlefield and uses his breath weapon to Tumble +22
Languages Common, Draconic, Terran
Offense wear down his foes. He only willingly enters
melee combat once a foe seems close to SQ metallic attacks
Spd 60 ft., burrow 50 ft., fly 200 ft. (poor)
death, at which point he swoops in to use his
Melee bite +21 (2d8+5) and
2 claws +16 (2d6+2 plus 1d6/round/wound
razor claws to hasten the foe’s demise. Special Abilities
Morale If reduced to fewer than 50 hit points, Breath Weapon (Su) 100 ft. line, damage 5d4
from bleed) and
Grahzdanyn flees to his lair. If in his lair, slashing plus bleed, Reflex DC 24.
2 wings +16 (1d8+2) and
Grahzdanyn fights to the death. Crush (Ex) 15 ft. by 15 ft.; Small or smaller
tail slap +16 (2d6+7)
Space 15 ft.; Reach 10 ft. (15 ft. with bite) opponents take 2d8+7 points of bludgeoning
Special Attacks breath weapon (5d4; DC 24), damage and must succeed on a DC 24 save or be

66 Kobold Quarterly 4
pinned; grapple bonus +27. <
dr. wizard’s
patented

elevation indicator
wizard not included

clearly display which laser engraved on optical quality


figures are flying and where cast acrylic!
they are above the melee additional bands available for
precision measurements.
show the elevation reversible for
of characters from underwater
1 to 1000 feet! adventures!
set top band to mulitply by works with most r.p.g. game
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slide matching bottom band to
including sci-fi and space
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made in the u.s.a. by dr. wizard and the wizard’s wife

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Coming Next Issue
Our first anniversary blowout! Kobold Quarterly has survived for an entire year,
despite the odds! It’s time to celebrate with some great new departments and
features, including the return of the Princes of Hell and possibly some crazy talk
by a designer named Cook. Plus the cherry on top, a cover by Darren Calvert, the
amazing artist responsible for the image of our mascot waaaaaay back on issue #1.
Oh, yes!
A Princess of Hell by James Jacobs
The master of the demon lords turns his attention to the Lawful side of Evil and gives us an
evil beauty from the Pits of Hell. I could blather on, but really, don’t miss this one.

It Came from Monster Island! by Matthew Hanson


Movie monsters come in a million shapes and sizes, all of them adaptable to your game.
This article takes a look at some of the most important monsters and puts a new spin on
them for your gaming pleasure. After this, we’re going to lay off the monsters for a while, we
swear. We’re not monsterholics, we can quit any time. Just one more variant, first, though.

Plus, if we’re really lucky, some secret messages, military engineering, and a Summer Solstice
twist. Hey, it’s 90 days away, we can make outrageous promises. It’s what we do.

Kobold Quarterly 4 67
Top Secret Adventure Naming Tables
t
basemen
To: ALL STAFF of Pretty Big Games
g:
Fr: Mgt, PBG Wolfgacnleaning out theme across
RE: Naming Fantasy Adventures I was er day and ca her company,
**TOP SECRET** the othemo from anot rs back.
this m t least 20 yea
It has come to our attention that from a ber this? Jeff Gru
bb
unnecessary creativity is being used in R e m e m
naming our current adventure modules. This
additional time represents an opportunity Main Table – DETERMINING NAME OF PROJECT
cost which contributes negatively to our %tile Roll
bottom line. From here on, all members of 01-20 X of the Z
the marketing team (and their attendant 21-30 X of the Y Z
creatives) will use the following system 31-60 Y X of the Z
for naming new projects. 61-80 Y X of A
81-90 A: The Y X
Please read and embrace the attached 91-95 X and (a different) X
naming conventions. 96-00 A and (a different) A

I am sure you will agree that once we Refer to the appropriate table below for values of A, X, Y, and Z:
put these measures into place, we can
create a common level of consistency, Sub-Table A – FANTASY PROPER NAME GENERATOR*
or a consistent level of commonality, or %tile Roll
something like that. 01-40 A = B+C
50-80 A= B+C+ D
Yours, 81-00 A= B +C+ (a different) C+D

Randolph Muggabugga * When using this, always read the name aloud to figure out
R&D Manager how it sounds. Move the emphasis from syllable to syllable. If
completely unpronounceable, please forward it to our com-
puter game division.
Sub-Sub-Table B –
INITIAL SYLLABLE 41-50 -glok- 86-90 -mar
%tile Roll 51-60 -morg- 91-95 -tan
01-10 O- 61-70 -chee- 86-00 -deem
11-20 En- 71-80 -min-
21-30 Lys- 81-85 -glip- Subtable X (INITIAL WORD)**
31-40 Groo- 86-90 -rau- %tile Roll
41-50 Ray- 91-95 -ro- 01-05 Lord(s)
51-60 Tor- 96-00 -grim- 06-10 Crypt
61-70 Gla- 11-15 Raft
71-80 T’san- Sub-Sub-Table D – 16-20 Champion(s)
81-85 El- FINAL SYLLABLE 21-25 Palace
86-90 Mar- %tile Roll 26-30 Blade
91-95 Zul- 01-10 -dar 31-35 Weasel(s)
96-00 Xag 11-20 -mo 36-40 Kobold(s)
21-30 -ster 41-45 Tomb
Sub-Sub-Table C – 31-40 -den 46-50 House
MIDDLE SYLLABLE(S) 41-50 -oth 51-55 Raider(s)
%tile Roll 51-60 -deen 56-60 Grave
01-10 -dah- 61-70 -tar 61-65 Tower
11-20 -san- 71-75 -las 66-75 Blood
21-30 -bah- 76-80 -gus 76-80 Oasis
31-40 -mar- 81-85 -ro 81-85 Secret

68 Kobold Quarterly 4
86-90 Keep

Blood, ,
91-95 Shrine
96-00 Roll Twice, then mush
the results together
(e.g. “Raidergrave”, and
“Bloodweasels”)
**Note that parenthetical letters can
be added to have the title make sense.
The 5th Annual
Get managerial approval (Form DU- Bards and Sages
456) before doing this.
Writing Competition
Subtable Y (DESCRIPTIVE WORD)
%tile Roll
01-10 Blood (y)
11-15 War Benefits the
16-20 Mad Children’s Literacy Initiative
21-25 Vampire’s
26-30 Verklempt Learn More at:
31-35 Bright www.bardsandsages.com /2008contest
36-40 Lost
Co-Sponsored by:
41-45 Dark Dog Soul Publishing, Creative Mountain Games,
46-50 Savage Gryphonwood Press, an d Ikth alion Press
51-55 Ghost (ly)
56-60 Spirit
61-65 Silver
66-70 White
71-75 Grey
76-80 Red
81-85 Crimson
86-90 Flaming
91-95 Aquamarine THAT WHICH
96-00 Undead (ly) (ish)
DOES NOT
Subtable Z (FINAL WORD) BORE YOU
%tile Roll
01-05 North
MAKES YOU
06-10 South GEEKY
11-15 City
16-20 Lich
21-25 Blood
26-30 Warrior NERDAGE.NET:
31-35 Thorp A new NerdBlog about
36-40 Wizard RPGs, Robots,
41-42 Penguin Computers, Games,
43-50 Village Fiction, Astronomy,
51-55 Moon
56-60 Bear
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66-70 Hill
71-75 Land Visit
76-80 Mountain (s) NERDAGE.NET
81-85 Desert
Today!
86-90 Oasis
91-95 Dungeon
96-00 Dragon
<
Kobold Quarterly 4 69
Get Your Game On The Go
Gamer Radio On Demand
“podcast”
Inside Track: Listen to the table-top gaming industry's leading
professionals share themselves and talk about the business
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www.pulpgamer.com
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Are you Game?

AUSTRALIA

A Different Kind Of Animal


Gen ConTM heads Down Under! All the gaming you’ve come to expect in a location famous
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Gen ConTM Australia: This time it’s not just your character that’s going on an adventure.

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72 Kobold Quarterly 4

Gen Con™, the Gen Con™ logo, and The Best Four Days in Gaming! ™ are trademarks of Gen Con LLC and are used with permission under license.

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