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Winter 2011 Issue 16

Gears of Magic

Digging Deathtraps All Winter

Magic of
Golarion

Harem
Assassins
Clockwork
Adepts

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Contents
Editorial
A World Lit Only by Magic . . . . . . . . . . . . . 4

Features

Ecology of the Gearforged 8


by Henry Brooks
Pneumatic newcomers for your 4e and Pathfinder games.

Odalisques and Assassins 14


by Stefen Styrsky
Midgard's courtesans make life interesting.

If You’re Having Fun 22


by Jeremy L. C. Jones
An interview with the legendary Robin D. Laws.

Magic Items of Golarion 26


by an assortment of RPG Superstars
12 winning items from the RPG Superstar contest.

The Clockwork Adept 32 On the Cover


by Jason Sonia
A Pathfinder prestige class to add tick-tock to your abracadabra. Kieran Yanner's "Siren" graces
the cover this issue, sleek and
Clockwork Monsters 66 frosty in her own way.
by David Adams
Galvanize your favorite 4e foes.

Characters Columns
The Royal Order of the Golden Fox . . . . . . . . 36 The Ring of Rule-Breaking . . . . . . . . . . . . . 46
by Russell Jones by Monte Cook
Dancing Brooms, Skittering Sconces . . . . . . . . . 50 Ask the Kobold . . . . . . . . . . . . . . . . . . . . 48
by Michael Kortes by Skip Williams
Places of Sanctuary . . . . . . . . . . . . . . . . . . 52 Coming Next Issue . . . . . . . . . . . . . . . . . . 69
by Jonathan McAnulty
Book Reviews . . . . . . . . . . . . . . . . . . . . . 70
Potion Miscibility . . . . . . . . . . . . . . . . . . . 54 by Ben McFarland and Pierce Watters
by Scott A. Murray
Free City of Zobeck: Banners of Zobeck . . . . . . 72
Design and DMing
by Wolfgang Baur
The Curse of the Blue Titchyboo . . . . . . . . . . . 40
Comics
by Willie Walsh
10' x 10' Toon . . . . . . . . . . . . . . . . . . . . . . 21
The Minion Academy . . . . . . . . . . . . . . . . 56
by Raymond G. Falgui
d20 Monkey . . . . . . . . . . . . . . . . . . . . . . 58
True Hit Locations . . . . . . . . . . . . . . . . . . 59
by Mario Podeschi
Beer Run! . . . . . . . . . . . . . . . . . . . . . . . 62
by Christina Stiles
Editorial:
A World Lit Only by Magic
F
or almost five years now, I’ve shared some pieces of adventure by adventure, in the same organic way that
my home campaign in articles and adventures. Now earlier campaign settings were designed and grown.
the time has come to do more than share a city here Gygax published many Greyhawk adventures before the
or a region there. Gazetteer. Greenwood wrote dozens of magazine articles
With your support, Open Design will launch the world of before the Realms showed up in a grey box. But now it’s
Midgard as a standalone campaign setting, from its northern time to make a big jump.
wastes to the central city of Zobeck, and beyond to Sikkim Fortunately I have two trusted collaborators in this
and the haunted western wastelands—the seven regions of effort: Jeff Grubb and Brandon Hodge are designing
a world once known only to the friends at my gaming table significant portions of the setting with me. Two
will be yours to run with. additional freelancers or patrons may sign on as regional
I’m mildly terrified at this prospect. It seems my little baby designers as well. In the tradition of all our recent
is growing up awfully fast. projects, this world’s design will be guided and critiqued
As most of you surely know, anyone’s home campaign by patrons as we go.. I’d be delighted if you joined us in
is a source of joy, pride, amusement, and long hours of choosing the first region we’ll visit, funding its design,
development and daydreaming. It’s a place that’s intensely and working with us and the Open Design community to
private, while a creator spins campaign arcs and sets the bring it to life..
stage for a tomb raid; and also clearly public, because Check the back cover for a glimpse of where it’s
without players, a setting is just an empty stage, bereft of the starting, and visit the Kobold website for a stirring video
heroes meant to command the ramparts. that shows where we’ve been, and where we’re headed.
And the baby has grown, slowly but surely. I’ve And please join me in building Open Design’s first and
revealed a few sections at a time, uncovering the world best campaign setting.

Kobold in Chief

C ampaign S etting
RELEASE YOUR
NNER GAMER!
I

Bankers become barbarians, warehouse workers become wizards,


soccer moms become street samurai.
No matter what role you play in your everyday life, you can be a gamer at Gen Con Indy.
Four days of trading card, role-playing, miniature, board, and electronic games. Release your inner gamer and
enjoy the non-stop action as gamers get together and allow their imaginations to become reality.

Order early and release some pressure on your wallet.


Pre-register by June 18th and save.

AUGUST 4-7, 2011


INDIANAPOLIS, IN
www.gencon.com
Gen Con, the Gen Con logo, and The Best Four Days in Gaming! are trademarks of Gen Con LLC. All rights reserved. Used under authorization.
Winter 2011 Volume 4, Issue 4

Kobold Quarterly™ Magazine is published four times a year by Open Design LLC. No part
of this magazine may be reproduced (except for review purposes) without the prior written
consent of the publisher. Material published herein may not necessarily reflect the opinions
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Ad Manager: Shelly Baur to approval, and KQ reserves the right to reject any ad for any reason.
Gearforged Copywriter/Marketer: Wade Rockett Open Game Content: "Dancing Brooms, Skittering Sconces", "The Clockwork Adept"
and the "Thursir Giant" are open content. All other material is Product Identity. No
Contributing Authors: David Adams, Wolfgang Baur, Jesse Benner, Henry other portion of this work may be reproduced in any form without permission.
Brooks, Benjamin Bruck, Monte Cook, Raymond G. Falgui, Matthew J.
Submissions and Design: Each issue of Kobold Quarterly Magazine supports Open
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Sonia, Christina Stiles, Stefen Styrsky, Andy Sun, Willie Walsh, Seth White,
and Skip Williams "Magic Items of Golarion" uses the following illustrations by permission:
Cacophanous Monkey from GameMastery Item Cards: Legacy of Fire ©2009 Paizo Publishing, LLC.
Goblin Skull Bomb from GameMastery Item Cards: Council of Thieves ©2009 Paizo Publishing, LLC.
Cover Artist: Kieran Yanner Muse of the Solemn Vessel from GameMastery Item Cards: Relics of War ©2006 Paizo Publishing, LLC.
Steadfast Gut-Stone from GameMastery Item Cards: Relics of War ©2006 Paizo Publishing, LLC.
Contributing Artists: John Dickson Batten, Louis-Leopold Boilly, Stone of Alliance from GameMastery Item Cards: Relics of War ©2006 Paizo Publishing, LLC.
Sublime Phial from GameMastery Item Cards: Kingmaker ©2010 Paizo Publishing, LLC.
Darren M. Calvert, Alvim Correa, C.l. Dahlstrom, Pearson Scott Foresman, Tankard of the Cheerful Duelist from GameMastery Item Cards: Adventure Gear ©2007 Paizo Publishing, LLC.
Vessel of the Deep from GameMastery Item Cards: Hero’s Hoard ©2006 Paizo Publishing, LLC.
Rick Hershey, Joseph Jacobs, Olaus Magnus, Aaron Miller, Mark Smylie Waters of Transfiguration from GameMastery Item Cards: Relics of War ©2006 Paizo Publishing, LLC.
All GameMastery Item Cards illustrations © Paizo Publishing, LLC.

Cartographers: Crystal Frasier and Jonathan Roberts


Court Calligrapher: Shelly Baur Printed in the U.S.A.
©2011 Open Design LLC

6 Winter 2011
Ecology of the
Gearforged
Bellows, Steam, and Tireless Iron
By Henry Brooks
Art by Mark Smylie

T
he first gearforged were little Creation and a Brief History Against this were arrayed the
more than a desperate ploy The history of the gearforged is a history dwarves, the wands of the Collegium,
to hold off the knights and of desperation. During the Great Revolt and the many citizens of Zobeck—but
heavy cavalry of House Stross, the of the City of Zobeck against the no heavy horse, no trained pikes, no
heavy lancers of the Order of the rulership of House Stross, the citizens heavy infantry to speak of. They had
Undying Sun, during the Revolt that seized the watch barracks with the help the help of dwarves from the Gear
gave Zobeck freedom. Rebellious of many of the watch captains, and District, and others from the Ironcrag
dwarves and humans worked for long the mages of the Collegium enchanted Cantons, but they needed tough
hours in the Zobeck guildhalls, closely soldiers of the citadel. It was enough to troops. Their solution was a mad
engaged with rogue wizards from give the rebels hope. wizard’s apprentice, Black Marcenzo.
the Collegium. They forged life from But what they could not turn to their This renegade decided he could create
lifeless metal—with borrowed blood side was the private army of the Stross. bodies of iron and animate them with a
and souls. These were hard and cruel soldiers, little push from the Clockwork Mages:
Deep in their ticking hearts, the used to rulership and certain of victory. a group of dwarf smiths, a clever
gearforged are much more than war The heavy knights of the Order of the silversmith named Abelard, and the
machines. They have souls. Their Undying Sun, a company of crossbow- blessings of the priestesses of Rava.
minds grow with time. And they dwarves from Melano, cruel shadow The only trouble was finding enough
remember. Oh, they remember fey mercenaries, and a swath of peasant animating spirits for so many constructs.
everything, and their curse is that they levies came to Zobeck—all were under The spirits required came from the people
never forget until they strip their gears the command of the wizard Lord of the city: elderly volunteers, angry and
and die. Kranos Stross. idealistic young men, criminals seeking a

8 Winter 2011
reprieve, and a few seeking a new life in a ill. The details don’t matter terribly as Ritual of Soulforging
whole body. Their bodies died, but their the iron body can often be rebuilt. Level 15 Component Cost Focus
(10,000 gp forged body)
souls lived on—and, more importantly,
Category Creation Market Price 40,000 gp
fought on—seeking to change the course Ritual of Soulforging Time 60 min. Key Skill Arcana or Religion
of the revolt. School necromancy; Effective Level 5th
Duration Permanent
Skill Check Craft (clockwork) DC 20,
4 successes; Knowledge (arcana)
The New Iron Guard DC 20, 2 successes (Priests of Rava Spirit magic and arcane power move
Overnight, more than 100 of the may substitute Knowledge (religion) all the memories—the mind and the
bravest hearts of the citizens of Free Components M, S, SC, V soul—from a body of an intelligent
Zobeck became ticking hearts with [indent] Material Components—a humanoid into a carefully prepared
complete mechanical body of
everwound springs and minds of brass clockwork body of metal casings,
actuators, springs, gears, and
and magic. The nobles of House Stross engraved gemstones (minimum cost springs, actuators, and jewels. The
were caught completely off guard. 10,000 gp) results depend on an Arcana check; the
These shining heavy infantry were [indent] Secondary Casters—up to four component cost is expended regardless.
an unshakeable core for the people’s additional casters are optional; each The discarded body immediately
who makes a successful Knowledge
army. The iron bodies could withstand (arcana) or Craft (clockwork) check begins to decay and must be buried.
the shock of knights in full battle dress, (DC 20) adds +1 to the primary It cannot be raised from the dead or
their new-made pikes held true, and the caster’s check resurrected unless and until the newly
overwhelming numbers of the free people Casting Time 60 min. made gearforged dies.
of Zobeck pulled down many a landed Range touch Required Focus: The gearforged
Target one humanoid creature
knight from the saddle into the mud, body requires a minimum of 10,000
Duration permanent
never to rise again. The Battle of Oros Saving Throw Will negates Spell gp to construct, and the skill of
Bridge was won, the Stross were hung Resistance yes blacksmiths, clockworkers, armorers,
from the walls of their ancestral castle tanners, jewelers, and mage adepts
at Rosehaven, and the city declared its You and the subject chant and act in familiar with the manufacture of
charter as one of a free people, governed unison to trigger the soul’s migration golems, as well as a minimum of two
by their own council and a mayor. The into the waiting deathless, tireless body priests of Rava, the gear goddess.
gearforged were the fist that struck off the of iron and brass.
Arcana check1 Result
shackles of a decadent house. If the incantation succeeds, the 15 or lower No transfer occurs.
At their making, the gearforged subject’s old body dies and the new Character must make
were thought to be a special cadre, a clockwork body is animated with life. 10 death saves. If three
one-time creation never to be repeated. The subject is effectively reincarnated fail, the character dies.
16–25 Transfer goes poorly.
But this was not so. As the other as a gearforged PC and continues Character becomes a
veterans of the war aged and died, the adventuring in that form. gearforged but suffers
gearforged few were honored each year, Backlash: Ghost or wraith. The −2 Dex penalty and
and they remembered the past—and unbound spirit attacks the primary gains no gearforged
stat bonuses. There
they lived on. Within 20 years, others caster three times as a ghost. A is some memory loss
came forward to undergo the Ritual of cleric turning the unbound soul can (lose one trained skill).
Remaking. The cost was high, for no prevent the attacks during the soul 26–35 Transfer occurs and
gearforged have ever truly had children transfer process. character removes
of their own: their love is purely a thing Failure: After the first failed prior race stat bonuses
and applies gearforged
of the mind, and their senses are much check, the subject’s soul is removed stat bonuses.
simplified, pure sight and sound shorn from his or her body but not 36–45 Transfer is smooth and
of taste, smell, or touch. yet constrained in the new one. PC applies gearforged
The soul attacks you as a wraith. stat bonuses without
dropping prior race
Making a Gearforged If a second skill check fails, the stat bonuses.
The most important moment for incantation fails completely: you 46 or higher Transfer is flawless:
many gearforged is the moment of and any other casters suffer 3d8 all ability scores,
their remaking when they leave their damage (Fort DC 15 + your Int memories, and
elements of prior
flesh body behind and enter their new, modifier) and the subject dies. If
life are retained,
clockwork body of brass and steel. the save is successful, the subject is and PC immediately
One can spend a fortune on these either imprisoned in a gem (as per gains gearforged stat
new bodies or simply scrape together magic jar, if a 500 gp or better gem bonuses and training in
Endurance. Any prior
something that will work—though was prepared in advance) or released
Racial abilities are lost.
only just—if they are aging or deathly to the world as a ghost or wraith. (1) Priests and priestesses of Rava may substitute Religion for this check.

Kobold Quarterly 1 6 9
Ecology of the Gearforged 

Anatomy and Appearance periods, effectively acting as the power opt for extra arms in their construction.
Without exception, the citizen- sources for most of the gearforged Since their minds are not terribly adept
gearforged of Zobeck are shaped as limbs and fingers. A broken everwound at using these extra arms, they confer
humanoids, and the vast majority of spring results in the loss of function in no advantage unless the gearforged
those are one of two styles: roughly that digit or limb. takes the Multi-Attack feat.
human-sized, with articulated joints, Soul Gems: The mind of a gearforged Clawed Hands and Crusher Boots:
hands, feet, and magical eyes; or a creature is as sharp as that of any flesh- Some gearforged opt for heavy, steel-
rather stouter version made by the and-blood soul, but it is more portable. shod feet that are cleated or sometimes
dwarves, sometimes called geardwarves. The animating, vital principle of a even clawed. These confer no special
These dwarflike gearforged are more gearforged—its will, its personality, and advantage unless the gearforged takes
common in the Cantons of the its mind—are retained in one or (for an the Natural Attack feat, increasing the
Ironcrags than in the city itself but are extra 8,000gp) two soul gems. These are damage die by one category.
accepted as receptacles for dwarf souls. the elements that retain an individual’s Fire Launcher: Dragonborn who
A very few gearforged are built to even spirit or soul, and their destruction become gearforged seem able to have
smaller sizes, believed to be intended for means the death of that gearforged. a breath weapon similar to their
kobold souls, but these are subject to Memory Gears: Separate from original racial ability. The character
frequent failure and even the extinction these gems, however, are the memory can breathe fire, lightning, or acid for
of the souls they carry. And that is, of gears. These are more delicate 2d8 damage 1/day by forgoing the
course, the core fact of all gearforged: constructions: scroll-like ribbons gearforged racial ability.
they were once something else, and now pierced with thousands of pin-sized Knee Spikes: These enormous spikes
they are somewhat standardized with holes, and others wound about with make it easier to pierce a foe with a
cylinders, springs, and articulated joints tiny enchantments of great complexity. deadly knee jab. They are equivalent to
of varying quality. Here lives the memory of a gearforged off-hand attacks with a short sword and
The gearforged are thinking creatures, for all the days after its creation; most cannot be disarmed.
such as any of the city’s nimblewight older gearforged have many such gears, Safe Canister: These interior
watchmen, members of the Spyglass and the magic to create them seems compartments hold up to 2 lb. of
Guild, and a few soldiers. Each is made to require 1 new gear/2 levels attained material—often coins or jewels—and
of iron, brass, and steel and distinctive or every 10 years of life. Installing one can only be opened by the gearforged
in appearance as any other people are requires 1 day's work and 2,000gp itself (or a difficult check).
distinctive in their hair and eyes, but the Memory gears can be taken from a Wand Capacitors: Arcane gearforged can
basic framework is always humanoid. dead gearforged and read by others. build their wands into their arms, making
This is what separates them from the This is a lengthy process and viewed them effectively impossible to disarm. No
devices, which are merely servants with some alarm by most gearforged; it more than two wands may be integrated
responsive to orders and capable of is akin to peering into the most private into a gearforged body in this way.
little more than a limited amount of details of a life although without the
memorization. Gearforged have free will associated emotion. Gearforged PC Race
Their mechanisms are more than Installing an existing, used memory Once human, they are thinking creatures
mechanical, of course, because all gear in a new gearforged requires a made of iron, brass, and steel.
gearforged are machines with a soul. new Ritual of Soulforging and at least
Their arms and legs depend on actuators 1 week for the recipient to remember Gearforged Racial Traits
powered by everwound springs. Their and understand the results. The Average Height 5’ 6”–6’ 6”
minds depend on memory gears, process is dangerous, requiring an Average Weight 250–400 lb.
Ability Scores +2 Strength, +2
transverse cognition gearing, and the Endurance check (DC 10 + level of Wisdom
marvel of a soul gem connected directly dead gearforged) for 4e or Fortitude save Size Medium
to a maze of silver and mithral steam, (DC 10 + 1/2 level of dead gearforged Speed 6 squares
spark, and magical conduits. These + Cha modifier of dead gearforged) for Vision Normal
elements are all held in a shell of iron, Pathfinder RPG is required to succeed. Languages Common, and choice of
brass, and steel, and the bulk of the Draconic or Dwarven
Skill Bonuses +2 Intimidate, +2
things is quite remarkable. A large and Freaks of Metal Thievery
heavily armored gearforged can weigh Some gearforged look quite normal Clockwork Construct As a clockwork
400 lb, as its armor is often built in. but for their metallic skin. Others are construct you have the following traits:
But let us examine the range of considerably more freakish. Here are • Other characters may substitute
gearforged anatomy in all its variants. some of the body modifications that a Thievery check in place of a
Healing check when attempting first
Everwound Springs: These magical have been created successfully. aid on you.
springs provide energy over long The Four-Armed: A few gearforged • Rather than sleep, you must rewind

10 Winter 2011
your springs, repair your gears,
and oil and clean your parts. This holy commands to her creations The Machine Cults: A few of the
daily maintenance requires 4 (see Kobold Quarterly #6). The gearforged speak a whistling, clicking
uninterrupted hours of work, during gearforged feel close ties bind them language among themselves that is
which time you are fully aware of still to their time of creation, and incomprehensible to non-gearforged
your surroundings. You can operate
without performing this maintenance, indeed, many yet live among them and certainly unpronounceable
but each day without such a repair that remember the first rush of even under the effect of tongues or
period applies a cumulative –2 iron might, the first sense that age similar magic. These speakers call this
penalty on all attack and damage might never touch them and their “the Machine Speech” and use it to
rolls, saving throws, and skill checks.
In addition, you lose one healing memories never fail. The gearforged exclude flesh-and-blood humans from
surge for each repair period missed. are profoundly grateful for their their company. They claim that the
One 4-hr. repair period eliminates all creation, as one might expect. Clockwork Oracle speaks in this form as
accumulated penalties. The Saints: The most fanatical of her well and that their speech is faster and
• You don’t need to eat, drink, or
breathe, but you are not immune to
gearforged followers—and some are purer than any language of mortal races.
any combat effect. truly mad with devotion—are called Other Gods of the Gearforged:
Clockwork Resilience You can the Saints. They are generally implanted Rava is not, however, their only
use clockwork resilience as an with a third hand and a third eye—said goddess—far from it. Many of the
encounter power. to be Rava’s Hand and Rava’s Eyes in dwarf gearforged also honor the gods
Construct You have the construct
keyword, so you are considered a
the world. And indeed, sometimes the of their former lives: Wotan the Rune-
construct for effects that relate to goddess does seem to see through the Giver and Veylund the Smith. Many
that keyword. You are affected by eye and react, writing instructions to her of the once-human gearforged are
sleep, fatigue, and enchantments saints or prophesizing based on those inclined toward Perun the Thunderer,
Poison Resistance You have resist
distant eyes at the Clockwork Oracle. in his aspects of war and bravery;
poison 5 + 1/2 your level.
Resist Infection You gain a +5 racial In some sense, the Saints are her distant as well as toward Anu-Akma, in his
bonus to saving throws against and distributed minds and hands. guardian aspect; and sometimes even
disease.

Clockwork Resilience

Harm normally done to a living creature


is rendered ineffective against your
spinning gears and whirling cogs.
Encounter
Free Action Personal
Effect Make a saving throw against one
ongoing effect with a +2 racial bonus
to the roll.

Play a gearforged if you want to…


• Oppose greed and corruption.
• Play a nonliving clockwork hero.
• Be an icon of Zobeck.

Religion: Machine Cults and


the Saints of Rava
The gearforged all worship Rava,
the Gear Goddess and patron of the
city of Zobeck. She is their creator:
the goddess who gave the secret of
transposing souls to the crazed zealots
of the Revolt who were willing to try
anything to avoid defeat. The praise of
Rava and the faith of her gearforged
have been unshakeable ever since.
They are among the chief
servants of the Clockwork Oracle,
as well, and consider its words

Kobold Quarterly 1 6 11
Ecology of the Gearforged 

Arachne and Techne, the southern their longevity means that they have mechanisms: testing memory gears and
goddesses of fate and smithwork. become, slowly, a larger proportion of performing basic cleaning routines of
Despite their saints and machine the citizenry than anyone might have the more complex parts.
language, most gearforged are not expected 80 years ago. Their "food" is likewise exotic:
deeply devout, and in general, the The gearforged for many years walnut oil to lubricate small gears,
gearforged are not prone to excesses of argued over their status and their specialized powdered coal as fuel
religious devotion. Indeed, their faith is acknowledgment as citizens. The for smaller actuators, silken threads
often a reaction to their second bodies; veterans of the Revolt were naturally of copper and gold, and particular
most feel some unease about their soul- acknowledged as citizens at once. forms of brass polish, waterproofing
shifting, and several faiths believe that Other clockworkers have claimed that waxes, and solder used to maintain
their very existence is an abomination the gearforged are servants, more akin their bodies against the damp, salt,
similar to the creation of undead. The to familiars than people. The most and corrosion that are the inevitable
priests of the Sun God, in particular, strident claim that an animated body is inheritance of all mechanical systems.
and those of Lada the Healing always property and not a person at all.
Goddess, seem to think little good can The topic is a delicate one among the Magic and Equipment
come of creating more gearforged. gearforged, for their sense of ownership of With limited vocal abilities and
their bodies is fraught with the difficulties constrained gestures, gearforged are
Status and Society of repair and the alien sense that what often poor wizards, but they respect the
Yet the gearforged live on, and their they are is neither flesh nor golem. power of magic in any form, arcane or
numbers grow as the living faithful of Daily Life: Despite their mechanical divine. They are also more accustomed
Rava increasingly see the transformation form, gearforged require both rest and than most to thinking in terms of tools,
into a gearforged as a form of bodily food although their forms are rather engineering, and equipment when
pilgrimage and a growing nearness different than simple sleep and bread. solving problems. The gearforged make
to the Gear Goddess herself. While Instead, gearforged spend about 4 hours several items that are typical of their race.
gearforged do not reproduce in any each night tending to maintenance Locked Shields and Weapons:
normal way, their numbers grow, and and grooming of their more complex Weapons and shields can be attached
to a gearforged by threaded chain, by
buckles and straps, and by metal clips
and bolts. In all cases, these measures
are equivalent to a locked weapon
gauntlet (see Pathfinder Roleplaying
Game Core Rulebook).
Headlamps: Some gearforged attach
glowsticks behind a movable cover on
their foreheads to create a useful lamp.
Mule Harness: Working gearforged
often have attachment points to pull a
cart or wagon as a mule might.
Tent Capes: A gearforged does not
sleep, but it does sometimes rest, and
at these times, it needs a relatively
dry environment to effect repairs on
its more delicate mechanisms. Tent
capes are large enough to house four
medium-size creatures in comfort with
the gearforged as a sort of tentpole at
the center if needed.

Rust vs. Gearforged


Gearforged are extremely unhappy
in the presence of a rust monster or
a rusting grasp spell and suffer the
usual damage as ferrous creatures.
If a gearforged is knocked to 0 hp
by either of these attack forms, it is

12 Winter 2011
immediately slain and cannot be raised drives them into a certain stiffnecked
without constructing a new body and conservatism over time. Limitations of Gears
conducting a new Ritual of Soulforging At the same time, the gearforged are Some gearforged have been
to meld the body and mind. Mending keenly aware of history and its dangers. corrupted by wraiths, devils, and
or make whole are not sufficient when They guard against the creeping return spirits able to bend metal in ways
the metal body of a gearforged has of aristocracy and against the decay they cannot corrupt flesh. Others
been entirely rusted away. and corruption of diabolic cults. They have sought to create more in
remember how things were. And they do their likeness, to split or duplicate
Society of the Gearforged not forgive easily what they remember of their memory gears, or to build
The gearforged are quite strange in the slaughter in the streets long ago. even larger and stronger bodies.
their chosen society; they gather Since that time, more join the The experiments in duplication
have failed utterly; souls cannot
among themselves frequently to discuss gearforged every year. Many are wealthy
be so split without harm to the
the old days (a fact that annoys the merchants at the end of life, others are mind. The creation of larger
younger gearforged and that pleases elf soldiers seeking a new edge, and a few bodies has been problematic; while
loremasters). This is a practice they call are criminals compelled to serve the city some former trolls and giants can
“redundancy and distribution,” meaning as the price of their crimes. control larger bodies, human-sized
simply the sharing of knowledge, rather souls have more difficulty with
than opinions. Many such gatherings Gearforged Racial Traits them, much less with larger arms,
also call for additional knowledge • Medium: As Medium creatures, claws, and the proper motion and
gearforged have no special bonuses balance of oversized bodies.
through three methods: adventure, or penalties due to their size.
experiment, and study. All three of these Over time, the list of things
Gearforged stand 5-1/2 to 6-1/2 ft.
branches of knowledge are held to be tall and weigh 250 to 320 lb.
not possible has grown; the
• Gearforged base land speed is 30 ft. gearforged cannot long master
noble endeavors by the gearforged, as is
• Clockwork Construct Traits: As wheels, tentacles bring strange
the fourth branch of their learning. madness and no gearforged yet
constructs, gearforged possess
Their fourth branch is more no Constitution scores and are has mastered powered, winged
commonly called martial prowess, but immune to disease, poison, magical flight. Their souls limit them.
all gearforged know at least a little of sleep effects, enchantment effects,
the fighting arts. Though they may be paralysis, and effects that require a
Fortitude save (unless those effects
scholars or experimentalists among can also affect objects). They cannot spell heals a gearforged for 1 damage
their own kind, they were made for war, become fatigued or exhausted. while the make whole spell heals 2d8
and combat is counted an honorable Gearforged do not need to eat, damage +1 per CL (maximum +10).
profession among the gearforged. sleep, or breathe. As living creatures, Rather than sleep, gearforged must
though, they do not have any other
Silent Councils of the Old Masters: immunities common to constructs. rewind their springs, repair gears, and
The gearforged also gather to share • To the contrary, some gearforged oil and clean their parts each day for
Machine Speech or memory gears are built rather more vulnerable a 4-hour period to ensure normal
from time to time, especially the to some attacks, and resist functioning. They are fully aware during
others. These gearforged—called
eldest among them. These are the this period, but any interruption in their
“fireproofed” among their own kind—
Council of the Anvil in Zobeck, the have vulnerability to either electricity, routine during these 4 hours requires
Secret Brotherhood (see Halls of the cold, or water attacks; resist 10 fire; them to start again from the beginning.
Mountain King), and similar councils and a +1 natural armor bonus. Gearforged can function a number
in all other cities where the gearforged • Gearforged have a −2 racial penalty of days equal to their level without
to all Fly, Ride, and Swim checks
are numerous, such as the Free City of since their weight and clumsiness performing this maintenance, but
Melano and the sultanate’s clockwork make movement difficult. each day without such a repair period
centers of Methony and Quresh. • Gearforged gain a +2 racial bonus applies a cumulative −2 penalty on
Gearforged Memory: Once human, on all Craft (clockwork), Intimidate, all attack and damage rolls, saving
and Knowledge (history) checks.
now mechanical and undying, the Gearforged intimately understand
throws, and skill checks. If a gearforged
gearforged tend to be radicals in their how their own race works and can neglects this repair period a number
youth and more conservative with apply that knowledge elsewhere. of days equal to its character level,
age. Certainly it takes a radical to Most living creatures find gearforged it becomes immobile and helpless
a little unsettling.
shed his or her body for a mechanical until repaired by someone else. One
one—and certainly over time they Healing and Repair: Gearforged 4-hour repair period eliminates all
grow reactionary and unable to adapt cannot heal damage on their own. Cure accumulated penalties.
to a world shifting around them. Some spells heal gearforged for the minimum Automatic Language: Common.
priests believe that the inevitable death amount, and the psionic repair damage Bonus Languages: Draconic and
of their mortal friends and loved ones power works normally. The mending Dwarven. Ω

Kobold Quarterly 1 6 13
Odalisques and Assassins 

C ampaign S etting

Odalisques and Assassins


Courtesans of Zobeck
By Stefen Styrsky
Art by Aaron Miller

“Everything that reminds me of her goes


through me like a spear.”
– John Keats

T
hough famous, the courtesans
of Zobeck are not as unique
as the city’s residents might
believe. Patrons of the more exclusive
taverns and brothels the world over–
not to mention courts, kings, and their
harems–insist on women a cut above
the common harlot. Those who tell
stories, compose poetry, and engage in
witty con``versation, as well as dance,
sing and play instruments command
great sums wherever the wealthy and
powerful gather.
It takes an intelligent, resourceful
woman to navigate the paths of
power without being consumed
by them. Courtesans, odalisques,
concubines–no matter their name–
develop skills that allow them to
survive and prosper. These skills
also help them excel in areas outside
the brothel and tavern hall. Many
courtesans find themselves serving
as ambassadors, spys, diplomats, and
even assassins.

Harem Assassins of the


Mharoti Empire
The Draconic and Elemental Sultan of
the Mharoti Empire maintains a harem
unmatched in size or quality outside
distant Cathay. Not just a pleasure

14 Kobold Quarterly 16
house, the seraglio recruits and trains ghetto, where favors—both intellectual
the empire’s finest female assassins. and physical—are exchanged for such Adventure Seeds
In a slender, golden tower exorbitant sums.
Word gets out a high-ranking
adjoining the palace, the sultan’s Zobeck also houses at least two
personage from the White City
recruits undergo severe instruction strange automatic courtesans— will soon visit a courtesan (a
and deprivation to forge them into gearforged who ply their trade chiefly follower of the Red Goddess)
merciless and efficient killers as well among Rava’s followers. Rumors in Zobeck who specializes in
as refined companions. Each dedicates abound of a Machine Mistress—a debauched and necromantic
herself to the emperor and one of the gearforged indistinguishable from a arts. An interested party such
four Elemental Lords, the faceless, living woman—who believes her trade as the church of the Sun God
semi-draconic deities of Mharoti: is the key to finding her one true love. Khors, some drow nobles, or
oceanic Seggotan, whirlwind Azuran, Most courtesans in Zobeck revere even an undead-fighting paladin
stony Khespotan, or fiery Baal. The or at least pay respects to Lada, the approaches the PCs to ambush
women emerge from the training halls Golden Goddess. A secret group of and slay the ghoulish guest.
with a coldness that belies the beauty courtesans worship Marena, the Red
Rather than murdering her
and inviting warmth of their bodies. Goddess, and cater to her debauched, lover, a Mharoti odalisque-
These women serve as tools of sadistic flock or entertain visitors from assassin instead eloped with him.
statecraft and central control, often the White City of the ghouls. The The PCs must either return her to
lordlings in their own right as their courtesans of Zobeck have gained a the court or protect the woman
words gain weight by their proximity celebrity and legend much greater than and her paramour until they can
to the imperial presence. Rival their numbers might indicate. escape the empire.
warlords, disobedient generals, enemy
leaders, all attract a visit from a Scholar-Courtesans For reasons nefarious, an
harem-assassin. of Seven Cities Arbonesse spy intends to employ
Never knowing if any woman, from The dilettantes of the Seven Cities a very potent elixir of love on the
the humble to the high-born, might prefer courtesans who can rival them Sikkim ambassador visiting Zobeck.
The PCs must locate the Arbonesse
have secretly come to murder them intellectually. For them, physical
visitor and neutralize this spy.
often drives men to paranoia. Most beauty is not enough (but certainly
famously, General Abbuyad, convinced something to treasure and celebrate
his wife was an assassin dispatched long in its own right). Courtesans of the
ago to keep an eye on him, strangled Seven Cities train to engage men in Temptresses of the River King
the woman as the first move in a coup games of strategy and philosophical As insular and elitist as the fey court
against the emperor. discussions. Often these women are from which they hail, the courtesans of
While skilled at music, games and scholars and artists in their own right, the River King almost never dispense
storytelling, Mharoti courtesans do composing highly regarded poetry, their charms to outsiders. Most
not always prize intellect, though drama, and prose. Arbonesse courtesans encountered in
ruthlessness, memory, and cunning The renowned itinerant philosopher the wider world come as ambassadors
rank highly among all candidates and Brutho of Ibar based an entire book and spies, using their physical wiles and
graduates. The empire considers mental discussing the nature of truth, beauty, enchantments to serve a wider purpose.
pursuits the realm of men, but many and the soul on conversations with a These men and women defy common
clever, dead men have underestimated courtesan from Remulus. images of courtesans. They train in
a lady schooled in the ways of the For all their artistic talents, the subtle persuasion but also usually
Mharoti court. The Sultan counts on it. courtesans of the Seven Cities master the rapier or dagger in case they
are no less mercantile than others require grosser methods. While most
Courtesans of Zobeck and command high fees. Only the are elves, the magical nature of the River
The honored tradition of the Red wealthiest nobles and merchants Court means that courtesans might be
Houses in Zobeck establishes this can afford a true scholar-courtesan. quicklings, brownies, or
trade city as a center of courtesan Unlike the Red Houses in Zobeck or even an awakened
activity. (See KQ # 7 and 9.) Zobeck’s the assassins of the Mharoti harem, animal (foxes
mercantile heritage makes it possible Seven Cities courtesans do not in particular
to fulfill almost every desire of a come from an organized tradition. seem inclined
wealthy citizen. Though repugnant Most are self-made or brought up to this line
to many humans, an unofficial Red under the tutelage of an older, more of work).
House staffed by kobolds and humans experienced woman, often an aunt or Their
operates at the edge of the kobold in-law. charisma

Kobold Quarterly 1 6 Kobold


15 Quarterly 1 6 15
Odalisques and Assassins 

The Art of Conversation own belief systems. The target suffers


Famous Courtesans Perform (conversation) (Cha) a -4 penalty to all checks, attack rolls,
of Midgard This skill enables a character to engage saving throws, skill and ability checks
in lengthy—but never dull—periods for as long as the courtesan speaks and
Ou-Betta. Despite her ever-
present veil, Ou-Betta (medusa of talk with another person. Many one round thereafter.
bard 5/diviner 6) is a favored courtesans study this skill, for patrons The courtesan may instead give every
courtesan of the eastern Jopol often enjoy conversation as they lounge spell or spell-like ability the target
kings. Her entertaining stories are around the harem, brothel, or tavern. attempts to use a 50% chance of failure
almost as famous as her harem, Perform (conversation) acts like any for the same duration. To be affected,
which never seems to grow other Perform skill for the bard and her an enemy must hear the bard perform,
no matter how many men she class abilities. understand her language, and be within
recruits to it ranks. 30 feet. Sophist is a mind-affecting ability
that requires audible components.
Lady Melisande. A courtesan of Variant Rule Convince (Sp): At 14th level a bard
the Seven Cities, Lady Melisande A bard with ranks in Perform can sway people to her point of view. If
(human bard 9) was purchased as
(conversation) may take the alternate the target of this ability fails a Will save
a slave in the distant east before
Reth-Saal merchants brought her class abilities described below. (DC = 10 + ½ bard level + Charisma
through the Mevrassa Strait to the modifier), it falls under the bard’s
privateering city of Triolo. She has S mall Talk (Ex): At 1st level the bard control as per the dominate person
since become the owner of her can engage in what seems like idle spell. The target must be within 30
own pleasure house and is said chit-chat, discussing the weather, feet of the bard, and it must hear and
to have the affections of the city’s local events, and other matters of understand her language. The effect
Archbishop. little consequence while searching lasts as long as the bard performs. If the
for important information in off- save succeeds, the creature is immune
Sarroc. Slim and always well- hand remarks. After a minute of to this ability for 24 hours.
dressed, Sarroc (human bard 4/ conversation, and with the use of 1 Convince replaces frightening
rogue 2) provides companionship
round of bardic performance, the bard tune. Convince is a mind-affecting
to Zobeck’s widows of means
and refinement. Although most can make a Diplomacy check to gather compulsion effect that requires
suspect him of questing after a information or a Sense Motive check audible components.
fortune through marriage, he with a +4 insight bonus.
remains single (and of modest Small talk replaces inspire courage Spinning a Dangerous Story
means) despite receiving frequent and is a mind-affecting ability that Perform (storytelling) (Cha)
marriage proposals. requires audible components. Storytellers know how to keep an
Witty Banter (Su): At 3rd level the audience rapt with their narrative.
bard can engage in a rapid back-and- They understand the importance of
and way with words aids them when forth of jokes, clever observations, suspense, fantastic locations and events,
traveling through the petty states of and provocative (if superficial) ideas, and despicable villains. They may even
Dornig or discovering the latest scheme causing the listener becomes quite have some skill at imitating voices and
of the Ironcrag dwarves. taken with her. While the bard engages accents. Perform (storytelling) acts like
in witty banter with a creature that can any other Perform skill for the bard
New Skills and hear and understand her, the bard’s and her class abilities.
Bardic Abilities Charisma score is considered 2 points
Most courtesans take levels in bard, higher, including when the creature Variant Class Abilities
rogue, or sorcerer, depending on the must save against another of the bard’s A bard with ranks in Perform
demands of their occupation. The abilities or spells. This increases to +4 (storytelling) may take the alternate
world’s most powerful and influential at 11th level. class abilities described below.
courtesans make great use of the Witty banter replaces inspire Fabulist (Su): At 1st level the bard can
bard’s performance abilities and competence, and is a mind-affecting regale an audience with tales of kings
extensive class skills. Often ability that requires audible components. and heroes, maidens and their rescuers.
a courtesan develops Sophist (Su): At 8th level the bard During the next eight hours, every
abilities different has mastered the art of rhetoric, and member of the bard’s audience gain a
than a standard she can replace dirge of doom with +2 morale bonus to their next saving
bard due to the sophist. She can confound, disturb, throw against a charm or fear effect.
expectations of her and confuse another person with real This bonus increases to +4 at 11th level.
patrons and clients. or fabricated contradictions in their Using this ability consumes two

16 Winter 2011
Kobold Quarterly 16
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Odalisques and Assassins 

rounds of bardic performance and ability that requires audible components. your choice for 1 round/level. You
requires a full-round action. A bard I stacks with ranger favored enemies need not make any overt requests
can grant this bonus to a number or suggestions. Your beauty, body
of creatures equal to her Charisma New Spells language, and personality do all the
modifier who can hear and understand talking. The target fights as the best
her. Fabulist replaces inspire courage, Easy Mark it can, but you cannot force it to use
is a mind-affecting ability, and requires School enchantment (charm) [mind- specific powers or abilities.
affecting]; Level bard 1, sorcerer/
audible components. wizard 2, witch 1
Storyteller (Su): At 3rd level, the bard’s Casting Time 1 standard action Lover’s Veil
listeners gain the benefit of moral Components V School illusion (glamer); Level bard 2,
sorcerer/wizard 2
instruction. Fictional examples prepare Range close (25 ft. + 5 ft./2 levels)
Casting Time 1 standard action
them for real life. Those listening to Target one creature
Components V, S
her tale gain a +2 insight bonus to Duration 1 min./level
Range personal and touch (see text)
Diplomacy and Sense Motive skill Saving Throw Will negates; Spell
Resistance yes Target you and one other creature
checks (except against the bard) for the Duration 1 min./level (D)
next 8 hours. This bonus increases to With a few choice words you lull your Saving Throw Will negates (harmless);
+4 at 11th level. target into complacency. The creature Spell Resistance yes (harmless)
Storyteller replaces inspire believes you are completely harmless. You and a creature you touch become
competence and consumes two On a failed Will save the target suffers invisible, including all gear you and the
rounds of bardic performance. a -4 penalty to Sense Motive checks it target carry. You and the target must
A bard can grant this bonus to a makes against you. remain adjacent or the spells ends.
number of creatures equal to her Also, if either of you take a standard
Charisma modifier who can hear Glorious Façade action, move, or are forced to move,
and understand her. This ability is a School illusion (glamer) [mind- the spell ends. In all other aspects, this
affecting]; Level bard 2, sorcerer/
mind-affecting ability that requires wizard 2, witch 2
spell acts as an invisibility spell.
audible components. Casting Time 1 standard action
Poet (Su): At 8th level a storyteller’s Components V,S,M (a pinch of Obsession
beautiful verse and entertaining powder) School enchantment (compulsion)
Range personal [mind-affecting]; Level bard 4,
situations combine to instruct and sorcerer/wizard 5
inform. A number of listeners equal to Duration 1 hr./level
Saving Throw Will negates (harmless); Casting Time 1 minute
the bard’s Charisma modifier gain a +4 Spell Resistance yes Components V
insight bonus to all Charisma-based Range close (25 ft. + 5 ft./2 levels)
skills (except against the bard) for 8 This spell enhances your natural Target one humanoid
hours. Using this ability consumes two beauty, granting you a bonus to skills Duration 1 day/level or until discharged
(D)
rounds of bardic performance. that partly rely on your looks. You
Saving Throw Will negates; Spell
Poet replaces dirge of doom and is gain a +2 circumstance bonus to Resistance yes
a mind-affecting ability that requires Bluff, Diplomacy and Perform skill
audible components. checks. The bonus to Perform checks The target of this spell is dazed by your
Bardic Memory (Su): At 14th level works only against creatures that can beauty whenever you are within 30 ft.
the bard’s tales range through the see the performance. You may ask the creature to help you
whole of history and legend, imparting (treat it as if its demeanor is friendly),
knowledge most have forgotten. The I’m Yours but you must win an opposed Charisma
bard selects one type of creature from School enchantment (compulsion) check to compel it to act against its
[mind-affecting]; Level bard 3,
the ranger favored enemy list. A number sorcerer/wizard 4, witch 3
usual behavior (as per the charm person
of allies equal to her Charisma modifier Casting Time 1 standard action spell). The target also takes a -4 penalty
who can hear and understand her gain Components V, S on saves against other spells you cast on
a +4 insight bonus to Bluff, Stealth, and Range close (25 ft. + 5 ft./2 levels) it while obsession remains in effect.
Sense Motive skill checks and attack Target one humanoid When you are not in its line of sight,
and damage rolls against creatures of Duration 1 round/level the target becomes depressed and suffers
this type. This effect lasts for 8 hours. Saving Throw Will negates; Spell a -4 penalty to Strength, Dexterity,
Resistance yes
A target may not benefit from another Wisdom, and Charisma. It also suffers a
such effect until the original has expired. This spell forces another creature -2 penalty to Fortitude saves.
Bardic memory replaces frightening to desire you beyond reason. The A break enchantment or remove curse
tune, consumes four rounds of bardic target becomes so obsessed with you, spell ends an obsession spell only if its
performance, and is a mind-affecting that he attacks another creature of caster is at least two levels higher than

18 Winter 2011
Kobold Quarterly 16
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magic, and the fury of her own cold-hearted warriors in their quest to rescue the lost
child. Yet when they finally reach the ice-walled city of Whitethrone, where trolls hold
court and wolves roam the streets as men, will it be too late to save the girl from the
forces of darkness?
Elaine Cunningham

From New York Times best-selling author Elaine Cunningham comes a fantastic new
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Elaine Cunningham
9/17/10 12:46:05 PM

The race is on to free Lord Stelan from the grip of a wasting curse,
and only Elyana, his old elven adventuring companion and ®

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When the villain turns out to be another of their former

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companions, Elyana and a band of ragtag adventurers
must set out on a perilous race across the revolution-
wracked nation of Galt and the treacherous Five
Kings Mountains, bound for the mysterious Vale of
Shadows. But even if they can succeed in locating
the key to Stelan’s salvation in a lost valley
of weird magic and nightmare beasts, the
danger isn’t over. For Elyana’s companions
may not all be what they seem.

From sword and sorcery icon Howard P LAGUE


Andrew Jones comes a fantastic
new adventure set in the award-
OF S HADOWS
Howard Andrew Jones
winning world of the Pathfinder
Roleplaying Game.

paizo.com
Paizo Publishing, LLC, the golem logo, and Pathfinder are registered trademarks
of Paizo Publishing, LLC. Pathfinder Tales and Pathfinder Roleplaying Game are
trademarks of Paizo Publishing, LLC. © 2011, Paizo Publishing, LLC.

Kobold Quarterly 1 6 19
Odalisques and Assassins 

Description
the obsession spell’s caster. Dispel magic This pendant bears the likeness of a New Feats
cannot end obsession, but limited wish, beautiful woman, often carved in a
miracle, and wish do. semi-precious gemstone or engraved Assassin’s Wiles
in gold or silver, and inspires the Your sensual knowledge of anatomy
wearer to do his best whenever
New Magic Items possible. Three times per day the allows you to inflict debilitating agony
A courtesan may bestow special magic wearer may substitute his highest in another person.
items she has created on her lovers and ability modifier for one skill check, Prerequisite: Heal 5 ranks, sneak attack.
admirers. These gifts grant a recipient ability check, or save. He must Benefit: With a successful DC 15 Heal
decide before the roll is made. check, you add +1d6 to your sneak
inspiration and courage by reminding Construction attack damage against a target
him of her beauty, love, or devotion. Requirements Craft Wondrous Item; caught unarmored and flatfooted with
They can also bind him in subtle (and true strike; Cost 3,750 gp you (typically, in an intimate moment
sometimes detrimental) ways. (For other or asleep). For every five points
you gain beyond the DC, add an
items commonly employed by courtesans Pillow Book additional +1d6 damage.
see “Perfumes of Bourgund” in KQ #14.) Aura moderate necromancy; CL 9th
Depending on a particular courtesan’s Slot none; Price 18,000 gp; Weight Dance of Life
reputation, the items below may be 1/8 lb. Your nimble dancing skills allow you to
Description
recognized as her creation. This could be skirt danger.
This slim volume fits easily into a Prerequisite: Perform (dance) 3 ranks.
a drawback if the bearer encounters her pocket or beneath a pillow. Its
enemies or spurned lovers. Benefit: You can roll a Perform (dance)
contents describe salacious and skill check in place of a Reflex saving
intimate details of the rich and throw a number of times per day
Keepsake powerful. Anyone who spends one equal to your Dexterity modifer.
hour reading this book may make a
Aura faint enchantment; CL 4th Knowledge (nobility) check with a
Slot neck, ring or wrist; Price 3,200 gp; +5 bonus. Humble Beginnings
Weight – Once per day an individual may write Your lowly origins have made you
Description into its pages the name of a person ambitious. You are attracted to power
Often simply a lock of hair bound with she knows and a fact concerning
ribbon, keepsakes can be any personal
and wealth, and wealthy and powerful
that person. As long as the creature
item—from rings, to handkerchiefs, is on the same plane as the pillow clients seem usually attracted to you.
to gloves—that serves as a reminder book, the named entity takes a -4 Prerequisite: Must be taken at 1st level
and grants courage. Once per day penalty to its Leadership Score and Benefit: When you attempt to entertain,
the wielder can automatically succeed all Charisma-based skills and checks convince, or seduce a person at least
on a save against an effect, spell, or for the next 24 hours. four levels higher than your character
spell-like ability that causes fear. Use of Construction
level, you gain a +5 circumstance bonus
this effect must be declared before the to Bluff or Diplomacy checks made
Requirements Craft Wondrous Item;
save is rolled. when interacting with this person.
bestow curse; Cost 9,000 gp
Construction
Requirements Craft Wondrous Item,
calm emotions; Cost 1,600 gp Prodigy
Soul Token Your skill at performance far exceeds
Lady’s Gift Aura moderate divination; CL 8th your age and experience. It is as if you
Aura faint enchantment; CL 4 th Slot ring; Price 21,000 gp Weight – were born with the ability of a master.
Slot neck or wrist; Price 5,000 gp Description Prerequisite: Must be taken at 1st level.
Weight – Silk thread binds this lock of hair in the Benefit: Your ranks in any one Perform
Description shape of a ring. While the soul token skill can exceed your level by +3.
This embroidered scarf displays provides inspiration and combat Normal: You may acquire a number of skill
fanciful designs of armored men effectiveness to the bearer, it also ranks in any one skill equal to your level.
combating strange creatures. It links the user to the person who Special: This feat may be applied to
is worn around the neck or wrist bestowed it. A bearer of a soul token Knowledge (games) instead of a
and grants the wearer a +1 morale gains a +2 morale bonus on Fortitude Perform skill.
bonus to Will saves. Once per day saves and once per day can, as a free
the wearer can gain the benefit of action, gain 20 temporary hit points.
rage, as the spell. However, the holder of the soul token Secret Language
Construction takes a -4 penalty on all checks and The intimacy you share with admirers
Requirements Craft Wondrous Item, saves against spells and abilities used and lovers allows you to communicate
rage; Cost 2,500 gp by the item’s creator (even Fort saves).
The soul token’s creator can use the without words.
item to observe the wielder three times Prerequisite: Cha 15
Locket of Love per day as per the scrying spell. Benefit: Choose a number of allies
Construction
or admirers equal to you Charisma
Aura moderate divination; CL 6th modifier. You may communicate
Requirements Craft Wondrous Item;
Slot neck; Price 7,500 gp; Weight 1/8 with these individuals via secret
bear’s endurance, scrying; Cost
lb. messages as through the Bluff skill
10,500 gp

20 Winter 2011
Kobold Quarterly 16
Table 1: Courtesan Weapons
Simple Weapons Cost Dmg(S) Dmg(M) Critical Range Weight Type Special
Light Melee Weapons
Hairpin 10 gp 1d2 1d3 19-20 x2 10 ft. 1/8 lb P --
Mharoti Scorpion Stiletto 800 gp 1d3 1d4 18-20 x2 10 ft. 1 lb. P --
Exotic Weapon
Two-Handed Melee Weapon
Necklace Garrote 50gp Special Special x2 -- -- Special --

without having to make a check. Fortitude DC 21; Frequency 1/round (dance) checks. Cost 100 gp.
The communication includes body for 4 rounds; Effect 1d4 Con damage; Poison Ring: This ring appears to
language, facial expressions, tone
of voice, sign language, and even Cure 2 consecutive saves; Price 500 gp. bear a single large jewel—but the jewel
pre-arranged signals. To include a hides a hollow container large enough
selected individual requires one month Special Items to hold one dose of powdered poison.
of daily interaction with the person. Dancing Silks: Gossamer clothing With a move action the wearer may flip
meant to reveal and cover the body open the jewel and deploy the poison.
Courtesan Weapons at the same time, dancing silks are Doing so without being noticed
Hairpin: Hairpins are exactly that, masterwork items that grant the wearer requires a successful Sleight-of-Hand
pins or sticks that keep a person’s hair a +2 circumstance bonus to Perform check. Price 50 gp. Ω
(usually a human’s) in place. Some
accoutrements are durable enough to
double as weapons. Depending on the
style, a courtesan may wear up to four
pins at any one time.
Necklace Garrote: This deadly item
is a strong wire concealed by false
gems, stones, or pearls and worn as
jewelry. A snap of the wire breaks off the
adornments, and the clasp doubles as
finger grips. If the wielder successfully
controls a grapple, she inflicts an
additional 1d4 damage, regardless of
the action chosen, and the victim suffers
1d4 points of Constitution damage.
Additionally, the victim suffers a
penalty equal to the attacker’s Strength
modifier to all rolls while grappled.
A Constitution check (DC = 10 +
hp damage dealt this round) reduces
the Constitution damage by one-half,
minimum of 1.
Mharoti Scorpion Stiletto: This
masterwork weapon has an extremely
sharp point but no cutting edge (as
described in Kobold Quarterly #15).
During construction a special process
infuses the blade with the distilled
venom of a Mharoti emerald scorpion.
A successful hit with the stiletto
poisons the victim. After five strikes
the poison is depleted and the blade
cannot be re-infused. Mharoti emerald
scorpion: Type poison, injury; Save

Kobold Quarterly 1 6 21
Kobold Diplomacy 

If You’re Having Fun


A Conversation with Robin D. Laws
By Jeremy L. C. Jones

I
f you’re having fun, you’re doing it believe quite how audacious Robin’s and a host of others.
right,” says writer and game designer approach was [to the GUMSHOE Laws has also written novels and
Robin D. Laws. That straightforward, system]. It was enlightening to see how short fiction in creator-owned
simple, and obvious, motto lies at the he approached the game, with absolute settings and shared worlds such as
heart of everything Laws does when it focus on the design brief, a willingness the Warhammer and Pathfinder
comes to games. His career is marked by to adapt his system in the light of actual universes. His most recent novel,
fun, innovation, and persistence. And play reports, and clean, polished text The Worldwound Gambit (set in the
play; lots and lots of play. which needs only a light editing pass. southern kingdoms of Pathfinder’s
Laws loves to design games, play “One other sign of good game Golarion) mixes sword and sorcery
games, and talk about both. His joy is design is that a select number of with the elements of a heist novel.
apparent in each product he works on. existing players find the new system “After seeing Robin’s work on the
And his list of credits is extensive. intensely annoying, even threatening. Pathfinder’s Journal for the Serpent’s
As a designer Robin D. Laws has To a publisher, this can be a source of Skull adventure path, I knew we
contributed to such games as Feng irritation. To a games designer, well, needed him to write a Pathfinder Tales
Shui, The Dying Earth Roleplaying I can hear him chuckling. I know novel,” said James Sutter the Pathfinder
Game, Over the Edge, HeroQuest, of no one in the industry who has a fiction editor. “His ability to manage a
Shadowfist, and The Esoterrorists. bone to pick with Robin. This is a real large cast of characters and make them
“Robin Laws is perhaps the single testament to his character.” all interesting and engaging—bringing
best RPG designer working today,” As Rogers suggests, Laws is known them alive with just a few well-placed
said Kenneth Hite, a game designer for his professionalism and for being words—really grabbed my attention
and writer who has worked with Laws easy to work with. and made me think he’d be perfect for
many times on a variety of projects “Being paid to edit Robin’s work (as the sort of large-party adventure that
over the years. “Robin has an engineer’s I was in my old Star Trek RPG days) gaming fiction can do so well.”
feel for structure and an architect’s eye is like stealing free money,” said Hite. “It was this facility with characters that
for elegance. His games solve problems “You ask Robin for a few thousand made a classic Oceans Eleven-style heist
you haven’t even diagnosed; they open words of something. He gives you novel from him so appealing. Those are
up territories for play you didn’t even something vastly better than you could all about creating fun characters and
have on your map.” have imagined, yet somehow just what giving them each their opportunity
Over a prolific career, Laws has you asked for. You change one comma, to shine, and seeing that play out in a
written supplements for just about in order to justify yourself. You are fantasy setting would be an excellent
every major game system out there, wrong to do so. That’s what editing new twist. Robin’s decision to set the
from Dungeons & Dragons to GURPS Robin is like.” book in the demon-infested sore of the
to Vampire: The Requiem. His most Laws is the author of Robin’s Laws Worldwound, however – that was gutsy.
exciting recent work has been the Of Good Game Mastering and the Who runs a con on a demon, anyway?
GUMSHOE system for Pelgrane Press. recent Hamlet’s Hit Points, both of As it turns out, the answer is a veteran
“You can always spot good innovative which aid gamemasters and players in con artist named Gad...”
game design; the innovations seem improving play. He worked on the 4th Laws’ old Dragon magazine column
obvious in retrospect,” said Simon Edition Dungeon Master’s Guide 2 with “The Play’s the Thing” borrows its
Rogers, the co-owner and managing James Wyatt and Bill Slavicsek, the name from Act II, scene 2 of Hamlet by
director of Pelgrane Press Ltd and Pathfinder GameMastery Guide by Jason William Shakespeare. Hamlet was talking
ProFantasy Software Ltd. “I couldn’t Bulmahn and many other notables, about something else altogether, but the

22 Winter 2011
name offers a pretty fair approximation
of Laws’ gaming and design theory. Fun set aside the “I fail my Library Use
and play matter most of all. roll” syndrome that stymies GMs of
Hamlet shows up again in Hamlet’s investigative games like the beloved
Hit Points, a book that is the Call of Cthulhu.
culmination of many years of analyzing From there the basic structure of the
dramatic structure. Below, Laws and rules as they appear in The Esoterrorists
I discuss Hamlet’s Hit Points, The came very smoothly. Since that game,
Worldwound Gambit, the GUMSHOE and our explorations of the system for
system, and the tabletop game industry. such follow‑ons as Trail of Cthulhu,
Mutant City Blues, and the upcoming
What’s the coolest part of the Ashen Stars, the surprise has been just
GUMSHOE System? how widely applicable the system is.
Robin D. Laws: By streamlining One of my local players has taken
investigative play and showing you it and kitbashed it into a super-
how to build the structures of strong simple dungeon-bashing game for his
mystery scenarios, GUMSHOE RPG-newbie group; it took another
fosters a faster-paced game in general. member of the group to point out how
It drastically reduces–and sometimes applicable it was to space opera. [It was
cuts out entirely–the boring scenes of also surprising] how much room there
frustration where the characters run still is within it to tweak and vary.
around in circles trying to get through The closest I’ve come to a dead end
plot bottlenecks. That leaves more has been my first attempt at starship
time for more involved storylines and combat in Ashen Stars. But I wouldn’t
mysteries. It’s an editing tool that have gotten to the cool way it works
allows players to choose, more or less, now without first passing through a
when they really care about succeeding. stage in which the central idea was too
literally implemented.
Where did you start in developing the
GUMSHOE System? Were there any What happened with the starship
false starts, dead ends, or surprises? combat in Ashen Stars?
Although it grew to something Simon Rogers requested a system where
much more, it started as a request each person on the ship had something to
from Pelgrane Press honcho Simon do in space combat and where they’d be
Rogers to create a rules set that would tempted to draw power from a central pool,

Kobold Quarterly 1 6 23
each to augment their own stations. I’m not Worldwound Gambit? fluctuating and unpredictable rhythm
sure that tragedy of the commons element Usually you want to start with character between up and down moments.
survived the design process, but it resulted first. For assignments like this you’re To turn this insight into concrete
in something that’s cool on its own. often creating a recurring character who grist for the crunchy gamer mind, it
More to the point though, my original will hopefully move through a series of breaks three classic narratives (Hamlet,
design had each PC doing something adventures, as Sherlock Casablanca and the
in each round of combat. Now it Holmes, Superman, or movie version of Dr.
works more like a fight. The rounds James Bond do. These ...you have to lay in No) down moment
are much shorter, and each player gets iconic characters each
to dominate a single round, just as have an ethos, through
all of these setups by moment, into their
constituent beats. It
they would when duking out with an which they impose and payoffs so that shows you the two
opponent in a firefight or scuffle. order on the world. the reader feels dominant modes
They do this repeatedly, of storytelling, the
What unique challenges does the instead of having a
enjoyably fooled and procedural and the
writing of a core rulebook present single dramatic arc that not simply cheated dramatic. A look at
you with? takes them through by revelations... other beat types shows
You’re always bumping up at the limits a journey of personal you how stories set
of the word count. There are so many transformation. From up, tease, and reveal
things that can go in a core book and there you need to find a plot that allows information for maximum impact.
you have to be ruthless to strip the them to express their iconic ethos, a Throughout its length the book
table of contents to its bare essentials. source of disorder that their defining shows you how to incorporate your
When you bring something out in abilities and outlook allows them to new understanding of story technique
a later supplement, someone always defeat. at the gaming table, to your prep
observes that it should have been in the The Worldwound Gambit introduced sessions, your post‑game assessments,
main book. I’d like to live in a world another layer of complexity, as it’s a or even the writing of traditional
where you can sell a $200 core book heist novel. That requires extremely fiction forms. In the process it looks
with 300,000 words worth of support tight plotting, because you have to lay at the history of the form and why
material, but the average gamer’s wallet in all of these setups and payoffs so that we haven’t built our understanding of
and back muscles probably don’t. the reader feels enjoyably fooled and story from the ground up.
And of course the play‑testing is not simply cheated by revelations that
always a bigger bear for a new game come out of nowhere. Why do you suppose we haven’t?
than for a scenario or sourcebook. Because Gary Gygax and Dave Arneson
What are the pros and cons of weren’t trying to create a new story
What drew you to the Pathfinder setting? writing fiction in a shared world? form when they mashed together the
For Paizo I’m doing Pathfinder fiction, Cons: the temptation to provide various games that became D&D, and
so the big attraction is the pulpy fun of exposition that serves the world but not thus the RPG as we know it. They were
their world of Golarion. Most fantasy the story at hand. The need to familiarize trying to create a cool new war game
worlds that spring from the Gygax yourself with a large corpus of continuity. in which the unit size was reduced to a
rootstock lean more toward the Tolkien Pros: first of all, the built-in audience. single person.
end of the spectrum. It’s refreshing to Most importantly, the specific cool But when you do that, you have a
explore a setting that tips the balance elements built into the setting by its protagonist. When you then add the
toward swords and sorcery, Robert E. creators: Golarion’s sword and sorcery element of persistence, where that
Howard, and Fritz Leiber. vibe, the grim ironies of Warhammer’s protagonist enters multiple scenarios
I had a ton of fun writing the novel. Old World, Paragon City’s alternate comic over time and grows and changes as a
It brings the tropes of the heist genre to book continuity, Al Amarja’s weird realism. result, you have a story form, whether
fantasy. Playing with those was a blast you meant to make one or not.
– though also very tricky, because you Can you describe Hamlet’s Hit Points Since they weren’t consciously part of
have to give information to the readers in 250 words or less? the plan, it took us a long time to start
by hiding it from them, much like you Hamlet’s Hit Points teaches GMs one examining the form’s story qualities.
would for a murder mystery. very central quality of storytelling When we did, we kept looking at
that is dead obvious when you think them through the lens of accumulated
Where does a novel start for you about but which we have never really gaming tradition without going back
– setting, character, image, theme, incorporated into the story element to fundamentals as practiced in other
a snatch of dialogue, something of RPGs: that stories rivet audience narrative forms.
else? Where did you start with The attention by maintaining a constantly

24 Winter 2011
In what way(s) did you apply the to buy your stuff, when you’re selling
material in Hamlet’s Hit Points to the something outside the boom.
writing of The Worldwound Gambit? The various information revolutions,
I created a map using my original from online community building to print
Hamlet’s Hit Points (HHP) symbols, on demand technologies, are creating a
and Campaign Cartographer (CC) buffer that protects smaller product lines
software, which works well for from the worst of those storms.
diagrams whose elements you need I’ve weathered changes the only way
to move around a lot, even if they’re I know how: by working and thinking
in no way maps. I plotted the major hard to create fresh, well‑crafted games
emotional up and downbeats, just as I and game material that push the form
did for Hamlet, Casablanca, and Dr. No forward. It’s also crucial to be versatile; to
in HHP. This way I could make sure be able to write fiction, develop settings
that there were plenty of reversals and for non-RPG properties, and so on.
that the rhythm of defeats and victories Looming on the horizon is the
never became too uniform. integration of new information
The Worldwound Gambit features an technologies into tabletop gaming.
ensemble cast, so I also created CC From a design perspective the potential
icons for each of the main characters. of tablets as a gaming aid is enormous.
These I placed above the text tag for Whether the business side will align in
each beat, so I could make sure that a way that will realize that potential is
no member of the team went for very another matter.
long without having his or her subplot
further developed. Do you use a tablet when gaming?
At the same time I mapped my Other technologies?
information beats: the pipe that hides The tablet has yet to make its leap
information in plain sight, the questions from object of desire to justifiable
that readers want to see resolved, and business expense. I’m sure that will
the reveals that pay them off. Whenever happen. I do use a laptop, especially
I saw a point that needed setup, I could when play‑testing, as it allows me
go back and insert new beats that laid to immediately make notes in the
pipe or raised questions. evolving rules document. It’s also
useful to be able to fire up Wikipedia
You’ve been working in the gaming when playing a historical game like
industry for a while now. What Trail of Cthulhu. Thus was avoided,
changes in the industry over the last for example, a lengthy period
few decades have caught you off guard? of uninformed speculation about the
What’ve been the hardest to adapt to? start date for X-ray technology.
How’d you handle them? What do you
see looming on the horizon? What’s next for you?
The hobby game industry is in a near I am overseeing Pelgrane’s new fiction
constant state of flux. Despite this there’s imprint, Stone Skin Press. An inaugural
the tendency to think of the state of the anthology will explore the iconic hero
industry when you first got involved in it concept I talked about earlier, with
as its default state. You have to be careful compelling characters and stories from
not to lock that in as “the good old days” a stellar roster of writers. We’re still in
and think of it as dying just because it’s the pre‑announce phase, but watch my
not the way it used to be. Because there blog for tons of exciting news.
is no default state, no way things have
always been done. Lastly, if you could tape a sign over
Boom cycles can be as disruptive on every game table what would that
the downswing as they are invigorating sign say?
on the rise. They can deform the As seen in Robin’s Laws of Good
distribution chain, temporarily cutting Gamemastering: If you’re having fun,
you off from people who still want you’re doing it right. Ω
Magic Items of Golarion

Magic Items of Golarion


12 Official RPG Superstar 2010 Magic Items
By Jesse Benner, Benjamin Bruck, RC Higgins, Brian T. Hoffman, Richard A. Hunt, Matthew McGee,
Sean P. McGowan, Matthew C. Morris, Chris Mortika, Nic Quimby, Andy Sun, and Seth White
Art by Abyssal Inc, Vincent DuTrait, and Christopher Swal

T
hese 12 items were among Description Goblin Skull Bomb
the 32 winning entries in A cacophonous monkey is a fur- by Nic Quimby
covered, grinning, clockwork monkey Aura faint evocation; CL 6th
the first round of the 2010 with brass cymbals stitched to its
RPG Superstar contest at Paizo. Each Slot none; Price 1,200 gp; Weight 1 lb.
hands and a key welded in its back. Description
impressed the judges with its originality, When wound (a full round action),
A glow lights the beady eyes of this
playability, and command of the it animates and jerkily attempts to
blackened, burned-out goblin’s
climb and perch on your shoulder.
Pathfinder Roleplaying Game mechanics. skull. Very brittle, the skull shatters
It clings tenaciously and cannot be if dropped on solid ground. When
We present them here as an inspiration accidentally dislodged, requiring a it breaks, the very last person
and enticement. Why loot regular magic Strength check (DC 13) to forcibly to touch it bursts into a raging
items when you can loot the best? remove. If left unmolested, it does magical flame, suffering 5d6 fire
little aside from occasionally chittering, damage and catching fire (Reflex
peering around, and pawing your DC 13).
Batrachian Helm cheek. It remains animated in this
by Matthew McGee If this damage kills the creature,
fashion for 1 day before winding down.
Aura moderate transmutation; CL 10th its body burns away in 1 round,
It changes this behavior only if you leaving only a pile of ash and the
Slot head; Price 26,000 gp; Weight 3 lb. begin a bardic performance using victim’s blackened, burned out skull
Description Perform (keyboard, percussion, as a new skull bomb. If the target
This oily bronze helm is fashioned in sing, string, or wind). After you survives the effect or doesn’t have
the shape of a frog’s head. As a swift play for 1 round, the monkey a skull (or if the skull is shattered
action 3/day, you may fire an unerring accompanies on the cymbals. You before touching a creature), the
tongue of force at a visible target may cease your performance, and skull bomb is destroyed without
within 20 ft. the monkey’s playing sustains the being replicated.
If the target is an unattended object effect. While the monkey maintains
A skull bomb can be hurled at a
weighing up to 250 lb., it is pulled the effect, those rounds do not
foe (range increment 10 ft. for a
20 ft. toward you. If the target is a count against your daily rounds
Medium or smaller creature’s skull).
creature of your size or smaller, it of bardic performance, and you
On a successful ranged touch
is pulled 20 ft. toward you with a may take any other actions you
attack, the skull shatters against
successful combat maneuver check. desire, including starting a second
and immolates the target; on a
If the target is a creature larger performance. The monkey’s
miss, it dashes upon the ground
than you or an unattended object performance is treated in all other
and the thrower suffers the flames.
weighing more than 250 lb. (including respects as originating from you.
Handling the skull with gloves
structures such as walls), you are The cacophonous monkey can play or handheld tools still counts as
pulled 20 ft. toward the target. for up to 10 rounds/day, though touching it, but it can be safely
A pulled creature (including you) or these need not be consecutive, moved with spells (such as mage
object stops if pulled into a solid and you can command it to hand or telekinesis) or struck with
object or creature. Creatures cease playing at any time. Once ranged weapons.
(including you) pulled in this way do the monkey has played for 10
Goblins love and covet these weapons,
not provoke attacks of opportunity. rounds, it winds down, becomes
but they also delight in watching
inanimate, and cannot be rewound
Construction other goblins drop or fumble them. A
until the next day. Stories claim
Requirements Craft Wondrous Item, dozen goblin warriors might turn each
similar devices function for other
telekinesis; Cost 13,000 gp other to ash while bickering over a
performance types such as a
single skull bomb.
sinuous serpent that aid dancers.
Cacophonous Monkey Construction
Construction
by Sean P. McGowan Requirements Craft Wondrous Item,
Requirements Craft Wondrous Item,
Aura moderate transmutation; CL 16th flaming sphere; Cost 600 gp
animate objects, sculpt sound; Cost
Slot none; Price 18,800 gp; Weight 1 lb. 9,400 gp

26 Winter 2011
Muse of the Solemn Vessel
See acompanying sheet music
From GameMastery Item Cards: Legacy of Fire ©2009 Paizo Publishing, LLC.

From GameMastery Item Cards: Council of Thieves ©2009 Paizo Publishing, LLC.

GoblUseinextreme
Skull caution
Bomb
Cacophonous Monkey
Burn Immediatly! From GameMastery Item Cards: Relics of War ©2006 Paizo Publishing, LLC.

becoming fully animate on the


Muse of the Solemn Vessel Needles of the Ebon Strand completion round. The creature
by Andy Sun by Richard A. Hunt behaves exactly as described in the
Aura moderate enchantment and Aura strong conjuration [evil]; CL 14th summon monster spell.
transmutation; CL 7th Slot none; Price 95,000 gp; Weight — When used actively, you are also
Slot shoulders; Price 10,000 gp; Description under the effects of a sanctuary spell
Weight 1 lb. Somewhat like a pair of thin daggers, (CL 14). Your hands are occupied
Description these exquisite knitting needles of for each full round and only minor
Outwardly, the muse of the solemn tarnished silver can knit a creature free actions are allowed without
vessel is a simple, though beautiful, from shadow during combat. These interrupting the pattern.
mantle made of blue cashmere. sinister needles are sometimes found Construction
Three silver nymphs adorn the belonging to hags, succubi, and Requirements Craft (knitting), Craft
inside of the mantle’s collar, similarly malevolent beings. Wondrous Item, darkness, summon
positioned as though they whisper The needles create a Fine gate to monster VI; Cost 47,500 gp
secrets to you. One of nine mantles the Plane of Shadow from which
of the muse, the muse of the a thin strand of shadowstuff spins Snapleaf
solemn vessel’s providence is the into dusky wool, supplying the
musical voice. You may call on the needles with yarn. Used actively, by Jesse Benner
insight of the muses 3/day to gain the needles knit a pre-selected Aura faint transmutation and illusion;
a +5 enhancement bonus on any creature (see table below) in a CL 5th
Perform (sing) check, make an aid number of rounds indicated by a Slot neck (see below); Price 750 gp;
another action as a swift action, Craft (knitting) skill check. Every Weight —
or if you are a bard, call on the full increment of 5 over the DC reduces Description
power of the mantle to perform the the knit time by 1 round (1 round Found across Golarion in the hands of
aria of sorrows. minimum). Failure by 5 or more Red Mantis Assassins and Nimrathi
The aria of sorrows is a bardic indicates a failure to even activate forest fighters alike, snapleaves are
performance that affects all willing the item. Knitting shadowstuff is a a potent, single use magic item ideal
allies within 30 ft. able to hear you. full-round action. for infiltration, evasion, and escape.
All those affected receive the benefits Craft DC Creature Max Carved from crystal to resemble a
of the sanctuary spell (DC 10 + 1/2 leaf and worn around the neck, a
Rounds
your level + your Cha modifier). snapleaf does not fill a magical slot.
If someone affected by the spell 10 Shadow 3
Activating a snapleaf is an immediate
makes an attack, the effect of the 15 Greater shadow 5 action. Once activated, you benefit
performance ends for all those 20 Shadow demon 8 from the effects of both feather fall
benefiting from it. Maintaining the The needles can also be used and invisibility. While the former
aria of sorrows is the same as a passively. When released into the effect ends when you touch ground,
regular bardic performance although air they work on their own, furiously the latter persists for 5 rounds or
the muse of the solemn vessel is knitting for the number of rounds until you terminate the effect (per the
required to start it. indicated for the creature preselected invisibility spell).
Construction before releasing the needles. With If activated when not falling, the
Requirements Bardic Performance either use, the creature forms as snapleaf grants invisibility for 5
ability, enthrall, haste; Cost 5,000 gp an inanimate blanket of shadow, rounds while the feather fall effect is

Kobold Quarterly 1 6 27
Magic Items of Golarion

Stone of Alliance
Possible choking hazard Sublime Phial
Contact local church for refill
From GameMastery Item Cards: Relics of War ©2006 Paizo Publishing, LLC.

From GameMastery Item Cards: Kingmaker ©2010 Paizo Publishing, LLC.


Steadfast Gut - Stone
Wash before using From GameMastery Item Cards: Relics of War ©2006 Paizo Publishing, LLC.

wasted and cannot be triggered later. of being swallowed or is destroyed, until the creature dies or until either
Construction it crumbles apart and passes the creature or you travel to another
Requirements Craft Wondrous Item, harmlessly out of the body. plane, at which point it crumbles into
feather fall, invisibility; Cost 375 gp Construction a worthless powder.
Requirements Craft Wondrous Item, Construction
magic stone, shield other; Cost 400 gp Requirements Craft Wondrous Item,
Steadfast Gut-Stone shield other, status; Cost 16,750 gp
by Benjamin Bruck Stone of Alliance
Aura faint abjuration; CL 3rd by Brian T. Hoffman Sublime Phial
Slot none; Price 800 gp; Weight 2 lb. Aura faint divination; CL 3rd by Chris Mortika
Description Slot none; Price 33,500 gp; Weight — Aura faint abjuration; CL 9th
This fist-sized chunk of off-white stone Description Slot none; Price 960 gp; Weight 1/2 lb.
seems too large to fit inside your This tiny marble sphere strengthens Description
mouth but may be swallowed with an existing link between you and Using items such as the sublime
ease as a standard action. Once a creature bound to you. You must phial—a smoked glass container
ingested, the steadfast gut-stone activate the stone, and then, you’re that holds 1 pint of holy water—
remains active for up to 1 week, your animal companion, bonded the church of Shelyn guards the
staying within your body to protect mount, or familiar swallows it. The faithful against the horrors of
your vital organs. stone magically remains inside the unlife and the caustic waves of
Any time you might take precision- creature, and you know the distance, negative energies called forth by
based damage (such as from a direction, and general condition of the dark priests. Some phials bear
rogue’s sneak attack), the steadfast creature as if by the spell status. engravings of a rose or Shelyn’s
gut-stone suffers that damage In addition, if you have line of sight symbol. Others are masterworks
instead. All other damage from the to the creature, you may protect it of the glassblower’s art. They are
triggering attack–as well as damage from one successful attack as an typically carried by the faithful as a
–that surpasses the stone’s hp, is immediate action by suffering the full pendant or in a pocket.
applied to you normally. The stone damage and effects yourself. If you are attacked by a wave of
has 10 hp and 0 hardness. Finally, you may remove one of the negative energy while wearing
When a steadfast gut-stone is following conditions from the creature one, the holy water immediately
damaged by a melee weapon attack, as a standard action (1/day): blinded, evaporates and damage from the
you may sacrifice the stone as a dazzled, deafened, fatigued, shaken, negative energy is reduced by 5
free action to damage the attacker’s or sickened. You must be within 30 (minimum damage 0). An empty phial
weapon. Treat this as a regular ft. of the creature, and you suffer the still radiates a dweomer but lacks any
sunder attempt except it bypasses condition for its remaining duration. power until refilled. Only one sublime
weapon hardness, does not provoke Alternatively, you may choose to phial protects a person from any
an attack of opportunity, and deals reduce an exhausted, frightened, wave of negative energy, but wearing
1d4 damage. or nauseated condition to a less multiple phials guards against
You may ingest only one steadfast severe state, but both you and the successive channelings.
gut-stone at a time. Any attempt to creature suffer the lesser condition. Recently, another aspect of the phial
swallow a second destroys both For example, lessening of a has come to light. If you attempt to
stones and forces you to make frightened status leaves both you harm living creatures using a burst
a Fortitude save (DC 15) or be and creature shaken. of negative energy while carrying
sickened for 1 round. If a steadfast The stone remains inside the creature a full sublime phial, those affected
gut-stone is not used within 1 week

28 Winter 2011
Kobold Quarterly 1 6 29
VesselJustofaddthewaterDeep

From GameMastery Item Cards: Relics of War ©2006 Paizo Publishing, LLC.


From GameMastery Item Cards: Adventure Gear ©2007 Paizo Publishing, LLC.

Tankard
Cheerful ofDueltheist WatUseersextremeof Transfigurat ion
Also wash before using care in handling
From GameMastery Item Cards: Hero’s Hoard ©2006 Paizo Publishing, LLC.

creatures who succeed in their Will Description


save take no damage at all. This vial contains a black, inky fluid. Waters of Transfiguration
Construction When poured into at least 20 cubic by R.C. Higgins
Requirements Craft Wondrous Item, ft. of water and the command word Aura faint transmutation; CL 9th
consecrate; Cost 480 gp spoken, the fluid transforms into a Slot none; Price 12,500 gp; Weight
black crystalline vessel resembling a 1 lb.
giant squid. The vessel is identical to Description
Tankard of the Cheerful Duelist a giant squid in size, hp, and defense. This small, lacquered box made
by Matthew C. Morris If reduced to 0 hp, the vessel of the from exotic and colorful woods
Aura faint evocation and conjuration; deep reverts to a cloud of fluid and contains five distinct vials and a
CL 5th cannot be used again for 24 hours. single dropper. Each vial (marked
Slot none; Price 11,500 gp; Weight 1 The vessel of the deep has a 5-ft. as glass, iron, paper, stone,
lb. (empty) hatch at the top and can hold up to and wood) contains a magical
Description six medium or small creatures with a distillation that has the miraculous
This worn pewter tankard often bears capacity of 1,500 lb. The hull of the property of transfiguration.
the symbol of Cayden Cailean, the vessel appears opaque from without One application from a vial
god of drunken freedom. When but is transparent to those within; administered via the dropper as
carried or worn (typically hanging on however, there is no line of effect a full round action to any solid,
a belt), the mug provides a +1 luck through the hull. This vessel can be non-living, non-magical material
bonus to AC. If held in either hand, commanded from within to move permanently transfigures that
this bonus increases to +2. along the surface or underwater object into the material of the
through liquid at a swim speed of selected vial (glass, iron, paper,
In addition, as a swift action (3/day), the
60 ft., traveling 2 miles/hour or 48 stone, or wood). For example,
tankard can change a full tankard of
miles/day. an iron lock treated with waters
wine into a potion of cure light wounds.
This potion must be consumed from The vessel of the deep can be of transfiguration (paper) would
the tankard within 2 rounds (as a move commanded to do one of the become paper instead of iron, with
equivalent action that draws an attack following as a standard action all of the properties associated with
of opportunity), or the potion becomes (1/day): paper (hardness, hp, flammability,
vinegar. This effect is activated by a Grab—The vessel of the deep can and so on).
command word. make a single tentacle attack as a The transfiguration of any object treated
Finally, any alcohol in the tankard does giant squid. If it hits, it can use the by the waters with dimensions of
not slosh or spill, no matter how grab and constrict abilities exactly less than 1 cubic ft. takes place
violently the tankard moves. like a giant squid. instantaneously. On large, solid
Construction
Ink cloud—The vessel of the deep can objects, one application can convert
emit a 20-ft.-radius ink cloud in a up to 10 cubic ft. in 1 round but
Requirements Craft Wondrous Item,
square adjacent to the vessel. The requires 1 hour/cubic ft. beyond the
cure light wounds, divine favor,
ink cloud grants concealment and first to transfigure. Each vial contains
prestidigitation; Cost 5,750 gp
persists for 5 rounds. five applications.
Jet—The vessel of the deep can move Construction
Vessel of the Deep at a speed of 260 ft. for 1 round. Requirements Craft Wondrous Item,
by Seth White Construction fabricate, Creator must have 5 ranks
Aura strong transmutation; CL 13th Requirements Craft Wondrous Item, in the Craft (alchemy) skill; Cost
Slot none; Price 40,000 gp; Weight 1 lb. animate object, summon monster VII; 6,250 gp Ω
Cost 20,000 gp

30 Winter 2011
Kobold Quarterly 1 6 31
The Clockwork Adept

The Clockwork Adept


A Prestige Class of Mechanical Precision
By Jason Sonia
Art by Darren M. Calvert

M
asters of invention, Requirements
clockwork adepts blend To become a clockwork adept, a
precision craftsmanship, character must satisfy all of the
arcane knowledge, and clockwork following criteria.
understanding into a seamless Skills: Craft (Clockworks) 10
art. Whether uncovering ancient ranks, Knowledge (Arcana) 10 ranks,
technologies or designing new forms, Knowledge (Clockworks) 5 ranks
these individuals rely on their highly Feats: Craft Construct, Skill Focus
specialized skills to repair, refine (Craft [Clockworks])
and-in rare cases-animate clockwork Spellcasting: Ability to cast 5th level
devices across Midgard. arcane spells
Very few classes excel at becoming
clockwork adepts like the wizard. The Class Skills
wizard’s ability to cast a wide range The clockwork adept’s class skills
of spells benefits him greatly. By (and the key ability for each skill) are
comparison, a sorcerer’s more restricted Appraise (Int), Craft (Int), Disable
access to spells and a witch’s mysterious Device (Dex), Knowledge (Arcana)
focus on her familiar make this choice (Int), Knowledge (Clockworks) (Int),
of career a more difficult path. and Spellcraft (Int).
Skill Ranks at Each Level: 2 +
Role Intelligence modifier.
A clockwork adept’s role in society is
as varied as his creations. Some choose Class Features
utilitarian paths, incorporating their All of the following are class features of
devices into their villages, cities, and the clockwork adept prestige class.
countries. Others work solely for coin Weapon and Armor Proficiency:
and sell their skills to the highest bidder. Clockwork adepts are proficient
Still others spend their days adventuring, with simple weapons. They are not
using their inventiveness and arcane proficient with any armor or shields.
talent to uncover clockwork mysteries. Spells per Day: At the indicated
levels, a clockwork adept gains
Alignment
Art used by permission, © Jason Sonia

new spells per day as if he had


Clockwork adepts may be of any also gained a level in one arcane
alignment, but most lean toward spellcasting class he belonged to
philosophies honoring order, precision, before adding the clockwork adept
and greater understanding, with lawful prestige class. He does not, however,
neutral being most common. They gain other benefits a character of
display great variety, however, and that class would have gained, except
some of the most inventive individuals for additional spells per day, spells
are the most chaotic. known (if he is a spontaneous
Hit Dice: d6 spellcaster), and an increased effective

32 Winter 2011
Table 1: Clockwork Adept
Base
Attack Fort Reflex Will
Level Bonus Save Save Save Special Spells per Day
1 +0 +0 +0 +2 Command Clockworks +1 level of existing arcane spellcasting class
2 +1 +0 +0 +3 Artificer, Lesser +1 level of existing arcane spellcasting class
3 +1 +1 +1 +3 Clockwork Insight +1 level of existing arcane spellcasting class
4 +2 +1 +1 +4 Command Clockworks, Greater —
5 +2 +2 +2 +4 Clockwork Insight +1 level of existing arcane spellcasting class
6 +3 +2 +2 +5 Clockwork Insight +1 level of existing arcane spellcasting class
7 +3 +3 +3 +5 Artificer, Greater +1 level of existing arcane spellcasting class
8 +4 +3 +3 +6 Clockwork Insight +1 level of existing arcane spellcasting class
9 +4 +4 +4 +6 Clockwork Insight +1 level of existing arcane spellcasting class
10 +5 +4 +4 +7 Ghost in the Machine —

caster level. If a character had more spell 1/day. This resembles the 4th construct as a swift action instead of a
than one arcane spellcasting class level cleric spell imbue with spell move action.
before becoming a clockwork adept, ability, except the construct need not Resourceful Repair 1 – Gain a +2
he must select one class. He adds meet the Intelligence and Wisdom insight bonus to Craft (Clockworks)
the new clockwork adept level to prerequisites and can cast spells from checks to repair a construct and restore
those class levels for purposes of the schools of abjuration, divination, 2d4 hp instead of the usual amount.
determining spells per day. or evocation. Resourceful Repair 2 – Gain a +5
Command Clockworks (Su): As a Clockwork Insight (Ex): At 3rd competence bonus Craft (Clockworks)
standard action, the adept can enslave 5th, 6th, 8th, and 9th levels, the checks to Treat Critical Damage.
animated objects, clockworks, and adept gains special insight into the The adept may repair a construct in
constructs within 30 feet. Constructs and function of automatons, clockworks, this fashion one additional time per
intelligent clockworks receive a Will save and constructs. Whenever the adept 24-hour period. This insight requires
to negate the effect. The DC for this Will gains this ability, choose one of the resourceful repair 1.
save is equal to 10 + 1/2 clockwork adept following insights. Greater Command Clockworks
level + Charisma modifier. Commanding Presence –The (Su): At 4th level, the adept can enslave
Constructs and clockworks that clockwork adept may increase the animated objects, clockworks, and
fail their saves fall under the adept’s number objects or constructs enslaved constructs within 60 ft as a standard
control for 1 hour per point of with his command construct ability action. Constructs and intelligent
Charisma modifier, and they obey so long as their total Hit Dice do not clockworks receive a Will save to
commands to the best of their ability. exceed twice his character level. negate the effect. The Will save DC
When commanded to perform actions Efficient Construction – Building a equals 14 + 1/2 clockwork adept level +
that would endanger them or would construct consumes raw materials equal Charisma modifier.
run contrary to their normal routines, to only one-third of its base price. Constructs and clockworks that fail
they receive a new saving throw to end Intelligent Design – Use the Craft their saves fall under the adept’s control
this effect. (Clockworks) skill to modify a for 2 hours per point of Charisma
The clockwork adept can control construct’s armor. Construct gains 1/2 modifier and obey his commands
any number of clockworks so long of the clockwork adept’s class level as a to the best of their ability. When
as their total Hit Dice do not exceed bonus to its natural armor. commanded to perform actions that
his character level. If a construct or Knowledge of the Machine – Add both would endanger them, or would run
clockwork is under the control of the adept’s Intelligence modifier and contrary to their normal routines, they
another creature, the adept must make Charisma modifier to the Will save DC receive a new saving throw to end this
an opposed Charisma check whenever when using the command clockworks effect at a -2.
the orders conflict. He may use this ability. The adept can control any number
ability 3/day plus once per point of Rapid Response –Using Craft of clockworks, so long as their total
Charisma modifier. (Clockworks), the adept may modify Hit Dice do not exceed double his
Lesser Artificer (Sp): At 2nd a construct to add its Intelligence character level. If a construct or
level, the adept gains the ability modifier to its initiative. clockwork is under the control of
to imbue a construct with a single Receptive Machine – Command a another creature, make an opposed

Kobold Quarterly 1 6 33
The Clockwork Adept

Charisma check whenever the orders set by the GM) for various items are: against AC 10. If successful, the
conflict. The adept can use this ability Simple items DC 15 construct grants one ally a +2 attack
3/day plus once for each point of (toys or simple mechanical motors) bonus against that opponent on the
Charisma modifier. Advanced items DC 20 ally’s next turn. The clockwork or
(music boxes, watches or orreries)
Greater Artificer (Sp): At 7th level, construct must also be programmed
Complex items DC 25
the adept can imbue a construct (analytical engines, automata or with the Attack task.
with additional spells 1/day. This weapons) • Attack (DC 20): On command,
ability functions exactly as the 4th Highly complex items DC 30 the clockwork or construct attacks an
level cleric spell imbue with spell (automata capable of intelligence) enemy. The character may direct it to
ability, except the construct need not Customize: You can customize attack particular enemies as a move
meet the Intelligence and Wisdom existing constructs, clockwork action. Otherwise, the construct
prerequisites and can cast spells from items, and weapons. The DC for attacks the nearest enemy.
the schools of abjuration, divination, individual customizations is listed by • Defend (DC 20): The clockwork
or evocation. and is specific to type (use the Build or construct stands ready defend
Until the construct discharges the DCs). Only a limited number of any specified individual or item
spell, it gains spell resistance equal to customizations can be made to most without requiring a command. The
12 + caster level. Once the construct items. Constructs—including those clockwork or construct attacks any
discharges the held spell, the adept that are intelligent—can accept more creature that attacks the individual
regains that 4th level spell (or slot) customizations. Customizations occupy or item. It also attacks any creature
Ghost in the Machine (Su): At body slots like magic items do. Unlike the protected individual commands
10th level, the adept prepares a special modification, customizations are it to attack.
construct to receive his life force when he generally permanent. • Flank (DC 25): On command, the
dies (including death from natural causes Modify: Use the Craft (Clockworks) clockwork or construct moves to flank
such as old age). The clockwork adept skill to temporarily modify existing an opponent. It will avoid drawing
must permanently sacrifice a prepared clockworks, clockwork items and attacks of opportunity. The clockwork
7th level spell (or slot for a spontaneous constructs. The DCs for these or construct must also be programmed
caster). When this is complete, and individual modifications are specific to with the Attack task.
the construct is prepared, the creator the type of modification and are listed • Gather (DC 15): On command,
instantly awakens in the construct upon accordingly (use the Build DCs). These the clockwork or construct retrieves
death, provided he is on the same plane modifications are generally temporary, something. If you do not point out a
of existence as the construct. lasting a number of hours or days. specific item, it gathers random objects.
Preparing the construct is expensive Program: You can program an • Guard (DC 20): On command,
and time-consuming. The construct’s intelligent clockwork or construct the clockwork or construct stays
body must be built from masterwork to obey specific commands. These in place and prevents others from
materials, gems, and exotic oils costing commands require an hour of approaching a designated individual,
no less than 300,000 gp. Preparing this programming and a successful Craft item, or area. The clockwork or
construct takes 30 days of uninterrupted (Clockworks) check against the DC construct must also be programmed
work (stopping only to eat and sleep) indicated below to successfully install with the Attack task.
and requires a Craft (Clockworks) check them. Clockworks may be programmed • Hold Fast (DC 15): On
(DC 30) one per week. If the adept fails to obey a number of commands equal to command, the clockwork or
this check, he loses that week’s work and one-third of their Hit Dice (minimum construct stays in place. It does not
must spend an additional 30,000 gp to 1) or their Intelligence modifier challenge others but will defend
replace lost materials. (whichever is greater). itself. The clockwork or construct
Constructs obey these commands must also be programmed with the
Craft (Clockworks) (Int) until programmed to do otherwise. Defend task
Craft (Clockworks) is like any other Unless noted in the command’s • Return (DC 15): On
craft skill found in chapter 4 of the description, commanding a construct command, the clockwork or
Pathfinder Roleplaying Game Core is a move action. Clockworks and construct moves to you, taking
Rulebook. Use these rules to create any constructs may be programmed to obey the most direct route. It provokes
clockwork items. Craft (Clockworks) the following commands: attacks of opportunity as normal.
allows characters to perform additional • Search (DC 15): On command,
tasks, including: • Aid (DC 25): On command, the clockwork or construct moves into
Build: You can construct a wide range the clockwork or construct distracts an area and looks for anything that is
of clockwork devices, both simple and an enemy. The construct declares a obviously alive or animate. Treat the
complex. Suggested DCs (ultimately target enemy and makes an attack Search skill check as taking 20.

34 Winter 2011
• Stop (DC 10): On command, Quick Fix: You may use a full A creature can only benefit from this
the clockwork or construct round action to remove the Broken ability once every 24 hours. This check
immediately stops its current action. condition from a clockwork item consumes two uses from an Engineer’s
This command is a free action. for short time. Make a Craft kit. You suffer –2 on your Craft
• Stand Down (DC 15): On (Clockworks) check (DC 10 + hp (Clockworks) check for each use from
command, the clockwork or damage to be repaired). Success means the Engineer’s kit that you lack.
construct breaks off from combat or you may use that item normally for a
otherwise backs down. A clockwork number of rounds equal to your ranks Knowledge (Clockworks)
or construct lacking this program in Craft (Clockworks). (Int; Trained only)
fights until disabled, destroyed or Repair Construct: Repair a construct You possess special knowledge about
until it defeats an opponent. or sentient clockwork. Repairing a clockworks. Not only can you answer
• Tactical Return (DC 25): On construct takes four hours. Make a simple and complex questions about
command, the clockwork or construct Craft (Clockworks) skill check (DC them, you can also identify special
returns to you, taking the most 15 + construct’s HD). If successful, characteristics they might possess.
direct route that avoids attacks of restore 1d4 hp to the construct. If you Weaknesses, strengths, and their uses-
opportunity whenever possible. The exceed the DC by 5 or more, add your whether they are free-willed constructs
clockwork or construct must also be Intelligence modifier (if positive) to or highly complex devices - can also
programmed with the Return task. this amount. be identified with specific checks.
• Work (DC 15): The clockwork or Treat Critical Damage: To treat Answering simple questions about
construct pulls or pushes a medium critical damage, make a Craft clockworks using this skill is a free
or heavy load. Some clockworks or (Clockworks) skill check (DC 20) as a action. Identifying specific information
constructs may be programmed to full round action. Success restores 2 hit about a clockwork device is generally
perform specific types of work, such points per level or HD of the creature. a standard action, but may be a full
as repairing armor or weaving cloth. Successes of 5 or more over the DC round action if much study or deep
They are restricted to work of DC 10 add your Intelligence modifier (if thought is required. Ω
difficulty or less. positive) to this amount.

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Kobold Quarterly 1 6 35
The Royal Order of the Golden Fox

The Royal Order


of the Golden Fox
By Russell Jones
Art by Joseph Jacobs

Campaign Setting

T
racking and killing exotic and above the rest, even while they hide all, and their trophies hung proudly in
dangerous beasts has long been their influence on the world. the order’s halls inspiring others to take
a tradition among the nobility Long ago in the fallen kingdom of up the mantle of the Golden Fox.
of the Grand Duchies of Dornig and Gorenth, hunting for sport became But things took a grisly turn as the
the Electoral Kingdom of Krakova. It such an obsession among the nobility hunter’s bounties began to inspire
also provides the lower classes a way to that some pooled their resources and greed instead of heroism. Bandits used
achieve renown, or simply better pay influence to charter the Royal Order of the hunting craze to turn a profit, and
than hard labor. Those who hunt these the Golden Fox, a society dedicated to when dried children’s hands began
monsters recognize their peers through organizing, informing and rewarding turning up as “goblin paws” the Royal
their scars, stories, and trophies. But hunters from all levels of society. They Order stopped offering bounties. The
one brotherhood of hunters stands took their name from their favorite killing had gone too far, though; the
inn, which also became their first kingdom was wiped out by a combined
Lodge, and they posted rewards for the horde of hobgoblins, goblins, and
most dangerous and rare game around. ogres during the wars that created the
The greatest hunters were revered by western wastes.
Persistent rumors claim the Royal
Order survived.

The Golden Foxes Today


The Royal Order exists today as a loose
society of independent Lodges scattered
across the world. Members are taught
words and signs that are recognized at
all Lodges, but each has its own unique
history and customs. Members can
sponsor bounties posted in each Lodge,
which are regulated by veteran Hunt
Masters. Hunters also trade skills and
services, giving characters access to
more specialized gear and a place to sell
other items they may bring back from
their hunts.
Urban Lodges are more secretive
than their pastoral counterparts
and are very strict about who joins
their ranks. These Lodges are found

36 Winter 2011
The Royal Order of the Golden Fox

in places with high corruption Treasures of the Royal Order Falconstrike Weapon
and often “hunt” particularly These items are given as rewards for Like a diving peregrine, this weapon
heinous and violent criminals, completing hunts or completing other slams into opponents and sends
whether they be lords or peasants. quests for the Order. They are usually them painfully to the ground.
Level 3 +1 680gp
Their Hunt Masters are vigilantes, trophies taken by other hunters, items
Level 8 +2 3,400gp
working quietly with local watch to crafted from dragonhide or other Level 13 +3 17,000gp
identify and eliminate gang leaders, valuable materials, relics dating back Level 18 +4 85,000gp
murderers, necromancers, and other to the founding days of the Golden Level 23 +5 425,000gp
criminals. Because of their vigilante Foxes, or simply gear used by the order Level 28  +6 2,125,000gp
methods and dangerous targets, the to achieve its goals, such as predator’s Weapon: Any ranged.
members of these Lodges conceal hide and dragonslayer weapons. All Enhancement:  Attack rolls and
their affiliation and rarely recruit new full members of a Lodge are given the damage rolls.
members. They fear infiltration by signature item, the mantle of the golden fox. Critical:  +1d6 damage per plus, +1d8
against flying targets.
criminal organizations.
Power (Daily):  Free action. Use this
Mantle of the Golden Fox power when you hit with the weapon.
The Royal Order in Your Game This enchanted fox stole shimmers with The target is knocked prone. If
The Golden Foxes make a good a golden glow in the torchlight of a the target was flying, it takes 1d8
organization to provide side quests hall, but blurs to a muted brown as damage in addition to any falling
you run through the wilds. damage.
for most adventuring groups, both Level 13 or 18:  2d8 damage to flying
Level 9 +2 4,200gp
in the form of wilderness hunts and Level 14 +3 21,000gp creatures.
bounties for local criminals, bandits, Level 19 +4 105,000gp Level 23 or 28:  3d8 damage to flying
and minor villains. They can serve as Level 24 +5 525,000gp creatures.
patrons for rangers, druids, bounty Level 29 +6 2,625,000gp
hunters, or big-game monster hunter Item Slot: Neck Obsidian Fist 
characters. The Order makes a deadly Enhancement:  Fortitude, Reflex, and This crude hammer, made from a single
foil for parties that cause great death Will piece of obsidian, was taken from a
and destruction through their normal Power (Daily):  (Minor action)  Until the berserk salamander and is said to
start of your next turn, you take only a hum when fed blood.
adventuring. In these cases, the Foxes -2 to Stealth checks to remain hidden Level 10 +2 5,000gp
work behind the scenes to discredit after moving more than 2 squares. Level 15 +3 25,000gp
them or even hunt them down as a Level 20 +4 125,000gp
threat to nature or civilization. Weapons Level 25 +5 625,000gp
If a PC is identified as a potential Level 30 +6 3,125,000gp
candidate for the Royal Order they Dragonstooth Blade Weapon: Warhammer
are asked to undertake a hunt with This razor-sharp blade, little more than Enhancement:  Attack rolls and
special conditions, such as one using leather straps around the base of a damage rolls
primitive weapons or in dangerous large tooth, still carries the power of Critical:  +1d6 damage per plus
the beast it came from. Property:  This weapon can be used
terrain. Because these hunters must
Level 3 +1 680gp as a heavy thrown weapon with a
first prove themselves to the Order by Level 8 +2 3,400gp range of 6/12.
deeds and reputation, characters are Level 13 +3 17,000gp Power (Encounter):  Minor Action.
usually approached towards the end Level 18 +4 85.000gp Gain a +2 power bonus to attack rolls
of the Heroic tier. Those who join the Level 23 +5 425,000gp and damage rolls with this weapon
Level 28  +6 2,125,000gp and a -5 to all defenses until the end
Royal Order are given a fox fur stole of your next turn.
dyed gold, meant to be worn at Lodge Weapon: Light blade
gatherings. Most members (especially Enhancement:  Attack rolls and Blackheart’s Judgment 
in urban Lodges) keep these stoles damage rolls
A wicked, crescent-shaped greataxe
Critical:  +1d6 acid, cold, fire, lightning or
hidden, and instead carry an innocuous used by a hobgoblin raider to execute
poison damage per plus (see Special). dozens of innocents.
symbol such as a cloak pin or ring with Special:  The DM chooses acid, cold, Level 10 +2 5,000gp
a fox emblazoned on it. fire, lightning or poison when this
Level 15 +3 25,000gp
PCs can learn about the Royal Order weapon is first found. Any extra
damage such as from a critical hit or Level 20 +4 125,000gp
through a History, Nature or Streetwise Level 25 +5 625,000gp
a class feature like a rogue’s Sneak
check as shown in the sidebar. History Attack deals damage of that type. Level 30 +6 3,125,000gp
informs PCs about the Royal Order’s Power (Daily):  Minor Action. Gain Weapon: Greataxe
past and ideals, while Nature and Resist 10 to the chosen damage type Enhancement:  Attack rolls and
Streetwise help PCs find and contact a until the end of your next turn. Level damage rolls.
16: Resist 20 damage of the chosen
local Lodge. Critical:  +1d12 damage per plus.
type. Level 26: Resist 30 damage.

Kobold Quarterly 1 6 37
Power (Daily):  Free action. Use this bloodied. You gain a resistance to all
power when an attack made with damage equal to the enhancement
Learning about the this weapon reduces a minion’s hit bonus of the weapon until the end of
points below zero. Make a free basic the encounter.
Golden Foxes melee attack against another target
History within range.
Armors
DC 15 – A royal fraternity of
Bane, the Hounding Spear
nobles in a distant kingdom once
Bound with the spirit of a famous Basilisk Scale
banded together under the sign of
hunter’s prized hound, this growling Glimmering with reflective emerald
the Golden Fox to reward hunters
spear has a pack of mastiffs running scales, this armor helps turn aside
of great skill. after a stag carved onto its shaft, and the petrifying gaze of creatures such
DC 20 – The Royal Order of makes sure its master’s prey cannot as the basilisk or medusa.
the Golden Fox exists in secret; hide or escape. Level 4 +1 840gp
its hunts encouraged violence Level 10 +2 5,000gp Level 9 +2 4,200gp
and killings through the fallen Level 15 +3 25,000gp Level 14 +3 21,000gp
kingdom. Today, the Golden Level 20 +4 125,000gp Level 19 +4 105,000gp
Foxes hunt monsters and criminals Level 25 +5 625,000gp Level 24 +5 525,000gp
instead of peasants and boar. Level 30 +6 3,125,000gp Level 29 +6 2,625,000gp
DC 25 – PC knows the Weapon: Spear Armor:  Scale
traditional signs and watchwords Enhancement:  Attack rolls and Enhancement:  AC
used by members of the Royal damage rolls. Property:  You may add this armor’s
Order of the Golden Foxes. Critical:  +1d6 damage per plus. enhancement bonus to defenses
Property:  Attacks made with this targeted by an attack with the gaze
Nature weapon ignore partial cover. keyword.
DC 15 – Monsters and Power (Encounter):  Free action. Use
dangerous animals are kept this power when a target granting Worg Hide
in check by a secret society of combat advantage to you is damaged
hunters. The order uses a yellow by this weapon. The target is slowed This leather armor is covered in coarse,
until the end of its next turn. black fur and is heavy enough that its
or gold fox as its symbol.
Communication:  Empathy, Speech wearers instinctively hunch and run in
DC 20 – Lodges of the Royal a feral, loping manner.
Order of the Golden Fox can Persona:  Bane, the favorite hound of
Herne the Hunter, was bound to the Level 3 +1 680gp
be found where hunters gather. spear after it was mortally wounded Level 8 +2 3,400gp
They offer unique skills and pursuing a dire boar. It is very Level 1 +3 17,000gp
information about dangerous protective and loyal to its wielder, Level 18 +4 85,000gp
game in the region. growling when it senses danger and Level 23 +5 425,000gp
DC 25 – PC finds where the howling as it plunges into battle. Level 28 +6 2,125,000gp
nearest wilderness Lodge is Alignment:  Good       Languages:  -
Skills:  Bane grants a +2 to skill checks Armor: Leather
located, and the requirements Enhancement:  AC
of membership. made to avoid being surprised, and
any checks involving wild animals. Power (Daily):  Free action. Your
Streetwise speed increases by 2 and you gain
concealment until the beginning of
DC 15 – Most major thieves’ Sonsblade your next turn.
guilds have heard rumors about
This elegant and practical sword was
vigilantes who target the more made to protect the sons of noble Ogre Hide
ruthless criminal organizations. houses while they were hunting. It
These vigilantes sometimes paint a This thick, gray armor can take even
has an adamantine basket hilt as well
the most punishing blows.
yellow fox as a warning. as a jeweled sigil on its pommel from
the house that commissioned it. Level 3 +1 680gp
DC 20 – The Golden Foxes are Level 8 +2 3,400gp
bounty hunters who offer rewards to Level 9 +2 4,200gp
Level 14 +3 21,000gp Level 13 +3 17,000gp
people who hunt down the criminals, Level 18 +4 85,000gp
thugs, and killers. They work with Level 19 +4 105,000gp
Level 24 +5 525,000gp Level 23 +5 425,000gp
local authorities in some cases. Level 28 +6 2,125,000gp
Level 29 +6 2,625,000gp
DC 25 – PC learns how to contact
Weapon: Longsword Armor: Hide
the nearest urban Lodge, and the
Enhancement:  Attack rolls and Enhancement:  AC
name of a sympathizer among
damage rolls Power (Daily):  Free action. You
local law enforcement. may use this power when you are
Critical:  +1d6 per plus.
critically hit with an attack that has
Property:  You may add this weapon’s
the Weapon keyword. You gain
enhancement bonus to all your
Resist 10 to the damage from the
defenses when targeted by an
triggering attack. Ω
opportunity attack.
Power (Daily):  Free action. You may
only use this power while you are

38 Winter 2011
f i r e ,
P u t o u t the
p a c k ,
u l d e r your
Sho

n e s s o f
e d a r k
n t e r t h s . . .
e
And e deep wo o d
th

Tales of the Old Margreve contains 8 eerie forest adventures


d Inside you'll find:
for the Pathfinder Roleplaying Game in a unique Old World • Eight adventures for player characters of 1st - 11th level
setting inspired by the medieval folktales and superstitions of • Margreve sites, inhabitants and adventure hooks
Eastern Europe. • 12 unsettling new monsters
In the Old Margreve Forest, heroes trek past crumbled griffon • New spells and incantations
towers, over stiles and shepherds’ fields, to where the lonely road • Unexpected powers of the living forest!
thins and fades under the dark canopy of the trees. Deep in the Whether you choose to take your players into the legendary forest
forest’s misty hollows, you may hear the rusalka’s song rising over near the clockwork city of Zobeck, or adapt its contents to your
the crackle of a midnight fire or glimpse the white flash of a deer own campaign world, Tales of the Old Margreve will challenge your
centaur's tail between the trees. players to thwart the wiles and claws of Old World creatures, to fear
In this place, those who ignore the old ways are never seen again. and ply the power of deep magic, and to earn a place in fireside tales.


Kobold
Open Design, the Open Design logo, and the Midgard logo are trademarks of Open Design LLC. All Rights Quarterly 1 6
Reserved 39
The Curse of the Blue Titchyboo

The Curse of the


Blue Titchyboo
By Willie Walsh
Art by C.L. Dahlstrom

T
he Curse of the Blue Model School where, just like settled Glaark: a small adult who uses his
Titchyboo” is an urban-based humanoids, chicks learn civilized stature and skills to hide among
Pathfinder Roleplaying Game behavior indoors in stuffy, gloomy the children, bullying many of the
mini-adventure suitable for four or classrooms from tengu instructors. brighter chicks who might penetrate
five good-aligned characters of 2nd- his disguise. To ensure the silence of
3rd level. It involves investigating an Adventure Summary the gullible ones, he has told them
insular community of tengu—avian The tengu school is secretly a front that he is the Blue Titchyboo, a tengu
humanoids described in the Pathfinder for nefarious activities. Some students bogeyman. Glaark has grown restless
Roleplaying Game Bestiary and in are training as rogues with four of and started picking pockets on the
“The Ecology of the Tengu” article in the seven staff as their tutors. The city streets, a habit that will bring
Kobold Quarterly #14. authorities currently tolerate the unwanted attention to the school.
apparently innocent tengu school, but Few adult tengu know that the
Adventure Background concerns continue to grow about the school harbors thieves. The majority,
Tengu can be unpredictable. Even number of petty thefts in the city. So including some teachers, think it exists
so, many found it surprising that a far, no one has connected the model to integrate tengu into society or at
flock has begun sending youngsters school and the thieves. least offer honest advantages these
to the newly-created Three Pond The chief villain is a tengu named avian-folk can exploit. Fickle as tengu
are, many may welcome the secret
academy’s exposure; others may be
irritated by the “meddling” PCs.
Drawn to the school because of stolen
goods, the PCs must find clues by
speaking with staff and children.
The adventure concludes with the
identification of one or more of the
rogues and the recovery of the valuables.

40 Kobold Quarterly 16
Adventure Hooks and indiscipline, Cho must rely on the at ease. Several are obviously
The PCs can be victims of the Blue school’s cover story. PCs may explore armed. Smaller, uniformed versions
Titchyboo with a valuable item stolen the school, and Cho hopes that nothing of the adults run here and there.
from them while in town. Hot pursuit incriminating turns up, especially while As you take in the scene, an adult in a
or asking the right questions (and influential parents are about. dark blue cape notices you and bustles
greasing palms) leads them to the gates over saying:
of the school. Introduction “Visitors! Visitors! Welcome
Alternatively, city officials or some It’s assumed that the PCs arrive on to our open day! We’re always
other party employs the PCs to seek school open day. Read or paraphrase glad to show off our Three Pond
the recovery of stolen goods—a vital the following: Model School. I am Headmaster
spell component, gemstone, rare coin, The trail leads to a large Cho. I run this humble
an incriminating document, etc. building in a cobbled yard with an establishment. May I offer you
institutional look about it. To one some refreshments?”
The Adventure side stands a single water tower
When the PCs first visit, they discover He waves to a youngster who
attached to a long, squat, lean-to. immediately runs over carrying a
a contingent of 12 armed tengu parents The sound of children chanting
attending the school’s open day. The tray of live “treats.”
times tables echoes from within
parents become very hostile toward the main building opposite. If the PCs chased Glaark here, Cho
anyone placing children in danger, so claims a boy ran past him into the
the PCs must behave moderately or Several knots of relaxed humanoid school, but he didn’t see who. No one
suffer serious consequences. bird folk stand in the yard, engaged else seems to have noticed. Cho can
Headmaster Cho’s ambition is to train a in small talk. The males wear attempt an opposed Bluff check to
coterie of young tengu rogues that he can comfortable robes, their taloned fool the PCs. If he fails, the characters
rely on as spies among his fellow avians. hands resting casually on the hilts suspect he is lying and trying to
He must appear reasonable so parents of their swords. The females, some distract them.
don’t withdraw their children. Annoyed eating still-wriggling invertebrates If challenged, Cho proclaims: “We
as he is by Scholar Glaark’s bad timing on delicate skewers, likewise seem can settle this easily! I’ll assemble

Staff at the Model School


Rank Name Attitude Class Notes
Headmaster Headmaster Cho % Bumbling, Rogue If found out, denies any involvement with
nervous, “Ha! Ha!” rogues.
School Secretary Peng $ Suspicious, wary, Non-Rogue Loyal to Cho but unaware of rogues.
Secretary tense. Her ledger records frequent “sendings
to Headmaster” of Tenimi, Glaark, and
Sam-Pei.
Low Babies Teacher Mim $ Well-meaning, Non-Rogue Believer in foot painting, crayons, and
disorganized, modeling clay as method of teaching
kindly. personal responsibility.
Low Babies Assistant Teacher Strict, business- Rogue Disliked by the children who claim she
Mawk $ like, cool pinches them.
High Babies Teacher Loo $ Progressive, Rogue Cho’s deputy among rogues, Loo will run
friendly, relaxed. the school if Cho is dismissed. Not above
remarking on Cho’s lack of teaching skills.
High Babies Assistant Teacher Lazy, ungentle, Rogue Doesn’t appear to do much work with
Pin % disinterested. students some of whom have difficulty
recalling his name.
1st Class Teacher Feng % Quiet, respectful, Non-Rogue Physical Education and Swordplay teacher.
serene. Has noticed in the Cloakroom that Glaark
has “breeding plumage” in certain places
beyond his years…

Kobold Quarterly 1 6 41
The Curse of the Blue Titchyboo

the students, and you can pick the Waa-Choo then thrusts the paper quickly lead to the tengu closing ranks
boy out!” He then rings a hand bell, into a random PC’s hand. The paper is against the “outsiders” and may lose the
summoning the faculty to assembly his map of the school. He adds: PCs this chance altogether.
and, simultaneously, sounding a “I know where eggs come from!” If the PCs don’t find Glaark or
warning to discretely hide any thiefly withhold their accusations, a ragged
accoutrements while the tengu line up “Demonstration, Waa-Choo! display of morning exercises and almost
in the yard. No demons here! Ha! Ha!” says synchronized marching follows.
If the PCs arrive peaceably, they are Teacher Cho, waving the youngster When the dust settles, Headmaster
welcome to explore the school like any back into line. The watching Cho rings his bell, and the children
other visitor on open day. To show parents clap politely. disperse, some flocking inside and
them and the tengu parents the school’s PCs trying to detect Glaark are others wandering among the visitors.
benefits, Cho summons the students, hampered by the fact that the avian Use statistics from the Pathfinder
who converge chaotically on the yard children all look rather similar. Roleplaying Game Bestiary to represent
and finally assemble in three ordered Adventurers take a −5 penalty on the tengu parents, plus the apprentice
lines. Only Low Babies betray a sense Perception checks against Glaark’s rogues Tenimi, and Sam-Pei.
of nervousness, except for one or two Disguise skill to see if they can pick
gigglers quickly scowled down by him out. Investigating
Headmaster Cho. Even if they find him, Glaark does If the PCs explain their purpose, Cho
Without preamble, Pupil Waa-Choo not have the filched item on him or agrees to almost any suggestion for
steps forward clutching a piece of anything to identify him as a rogue. He the investigation, especially if it keeps
paper. He chants: wears a concealed short sword, but this things discrete. PCs can interview
“Welcome to our model school is not unusual among tengu sub-adults. children by group or individually with
We hope you like your stay. The PCs must gather further evidence a teacher present. Teachers can be
Please enjoy the demon station before the teachers and parents agree interviewed alone or with Headmaster
That we run today.” to hand him over to the authorities. Cho present. Cho draws the line at
Accusations without such evidence bullying or physically threatening

42 Winter 2011
Children at the Model School
Rank Name Notes Development
Low Babies Chok-Chok % If stressed, throws his beak wide, Says he has seen the glowing blue eyes of
pathetically flapping and begging food. the Titchyboo at classroom window.
Uatasi % Mischievously mimics Teacher Cho. Has secret orders from Glaark to mimic
Cho to provide a distraction.
Tok-Tok $ Likes to sing even when forbidden.

Chok-Kang $ Wears a hawk-eyes medallion under a Believes that school haunted by bogeyman
neckerchief as proof against the Blue living in the (nonexistent) attic.
Titchyboo.
Hameni % Champion at Spitballs.

Wan-Ping % Has an unhealthy fascination with


the Guano room.
High Babies Waa-Choo % Nosy, self-important. Knows where
eggs come from and wants to tell.
Fu-Weng $ Loves to rewrite bloodthirsty versions
of common nursery rhymes.
Wu-lo % Tries to always face people as his tail Saw Tenimi go into Cho’s office one day
hasn’t yet grown feathers. but Tenimi wasn’t there when Wu-lo
entered with a wormy apple for the teacher
moments later.
Nam-Hong $ Blubs a lot. Loudly. Cries very loudly if questioned. Glaark
planted a “missing” ruler in her desk.
Pi-Pi % Cow entrails in his lacquered wooden Has been told Glaark is the Titchyboo.
lunchbox.
Twa-too % A budding ventriloquist. Can be persuaded by PCs to use his skill to
their benefit.
Pa-Kri % In charge of the Nature Table. Has a Has been told Glaark is the Titchyboo.
penchant for seashells.
Hu-Kroo % Imagines he is the Blue Titchyboo Liable to “hop-chop” a PC unexpectedly.
giving strenuous displays of made-up
martial arts as proof.
1st Class Glaark % Rogue level 3, the Blue Titchyboo Says Nam-Hong took his ruler.

Caw-Caw $ Secret snacks pilfered from the Speaks with her mouth full saying Glaark is
wormery. a bully and doesn’t do his homework.
Mai-Chet % Perfecting blueprint of innovative Has been told Glaark is the Titchyboo.
Tengu-sized nestbox.
Su-Lei $ Likes Mai-Chet but scorns his Has been told Glaark is the Titchyboo.
nestbox plan.
Ten-Foo $ Likes Su-Lei and jealous of Mai-Chet Has been told Glaark is the Titchyboo.
whom she’ll blame for anything.
Tenimi % Apprentice Rogue Level 1. With Sam-Pei, Tenimi is a true apprentice
rogue. He is shifty when questioned and
tries to deflect attention to Caw-Caw.
Sam-Pei $ Apprentice Rogue Level 1. Sam-Pei is crafty and unperturbed, trying
to implicate Teacher Mim.
The Curse of the Blue Titchyboo

anyone, and the parents ensure this in 1st Class are student thieves, Concluding the Adventure
doesn’t happen. including Scholar Glaark. If PCs fail to question anybody or if
PCs can also opt to mingle without The school appears as mapped by Waa- they stake the place out over a prolonged
explaining their motives. The GM Choo. Each classroom contains double- time, they eventually notice Glaark on
should encourage them to interact with desks, a blackboard, and a project table or one of his forays or see rogues practicing
the tengu to obtain clues. nature table. Random students proudly climbing skills on the water tower.
Although Cho believes the school show the PCs their various drawings and What they do with the information may
will survive close scrutiny, some of the exhibits on the tables. influence further adventures.
tengu have noticed unusual goings on. Headmaster Cho’s office contains Confronting one or more rogues may
Taken as a whole, their information books on arithmetic, grammars in lead to a violent conclusion in which
may lead the PCs to the conclusion several languages, social customs, and the PCs must take care not to place
that more than just one light-fingered economics. A trapdoor beneath his the children in peril. If the rogues can
student studies here. desk leads to the rogue training facility maneuver, some may try to hold off the
Use the sidebars to introduce individual in a cellar. Detecting the cunningly PCs from the top of the water tower
teachers and children to the PCs. hidden opening requires a Perception while others evacuate the academy.
check (DC 20). The trapdoor has 30 Worried parents may mistake the PCs
The School hp and requires a Strength check (DC for marauders and defend their young or
The school has the capacity for 54 16) to break in. accuse them in front of the city watch.
students but, presently, only 21 are In the cellar, the PCs find target If the PCs discover enough clues to
enrolled. There are six children in Low dummies, masks, robes, feather wigs, illustrate the nature of the school, the
Babies (ages 6–7), eight in High Babies a small case containing glowing blue authorities or concerned tengu may
(ages 8–9), and seven in 1st Class (ages contact lenses, 50 sp, 150 gp, and three close the place down without a combat
10–11), presided over by Headmaster pieces of jewelry worth 100 gp each. on the premises. The rogues or their
Cho with six other faculty staff. Glaark’s 10 daggers are hidden here allies will certainly seek to avenge the
Four of the staff are rogues, including along with anything stolen from the loss of their school on the PCs when
Headmaster Cho. Three of the children PCs or an employer. they can least afford it.

44 Winter 2011
sense +1 Feats Run, Weapon Finesse
Glaark, Tengu Rogue Offense Skills Acrobatics +9, Appraise +6,
A non-descript avian schoolboy, this Speed 30 ft Bluff +6, Climb +6, Disable Device
figure calmly watches the world through Melee +1 spell storing short sword +6 +8, Disguise +6, Intimidate +6,
pale-green bird eyes. (1d6+1/19–20), bite −2 (1d3) Knowledge (local) +6, Sense Motive
Ranged daggers +5 (1d4+1/19–20) +6, Stealth +11, Use Magic Device
Cunning and impulsive in equal +6; Racial Modifiers +4 Linguistics,
measure, Glaark absconds periodically Special Attacks sneak attack +2d6
+2 Perception, +2 Stealth,
Tactics
into the outside world to amuse Languages Common, Goblin, Halfling,
Before Combat Mindful of his lack of
himself with petty thefts. Even if he Tengu
armor while disguised at the school,
survives the scrutiny he has brought to Glaark prefers to fight only if Stealth SQ gifted linguist, rogue talent (fast
can give him an advantage to bring stealth), swordtrained, trapfinding +1
the rogue academy, his days hiding as
sneak attack into play. Combat Gear 10 daggers, lunchbox,
a student may be numbered. The PCs school bag, school books, school
During Combat Glaark has no
might well encounter him again after compunction against placing innocents uniform, +1 spell storing short sword
he is cut adrift by his tutors-perhaps in the way while throwing daggers Special Abilities
seeking revenge on the adventurers he at persistent foes. If forced into Gifted Linguist (Ex) Tengu gain a +4
swordplay, he uses his +1 spell storing bonus on Linguistics checks and
blames for his exclusion. learn 2 languages each time they
short sword with a special bestow
curse spell in it. Anyone hit by the gain a rank in Linguistics rather than
Glaark CR 2 weapon is magically cursed, taking a 1 language.
XP 600 −4 penalty on attack rolls, saves, and Swordtrained (Ex) Tengu are trained
Male tengu rogue 3 checks involving tengu thereafter. from birth in swordplay and as a
Morale If damaged, the rogue flees. If result are automatically proficient with
N Medium humanoid tengu
Init +3; Senses low light vision; escape is impossible, he surrenders sword-like weapons. Ω
Perception +4 and hopes to secure leniency
through the influence of his tengu
Defense
connections.
AC 13, touch 13, flat-footed 10 (+3 Dex)
Statistics
hp 18 (3d8+3)
Str 13, Dex 17, Con 11, Int 13, Wis 15,
Fort +2, Ref +6, Will +2 Cha 8
Defensive Abilities evasion, trap Base Atk +2; CMB +3; CMD 16

Kobold Quarterly 1 6 45
Game Theories

The Ring of Rule-Breaking


by Monte Cook
Art By John Dickson Batten

S
ometimes you don’t need
more rules, you need
less. In a recent
campaign I ran, a player
character obtained a
magical ring very early on. The ring
seemed intelligent and had the power “Dude” and shower. Despite what some of the
to consume other magic items and use used slang party members feared, the ring
the absorbed power to produce other unfamiliar to the didn’t allow Ard to contact some
effects. PCs’ sensibilities evil otherworldly entity, just a
The ring had two secrets, however, like “holy crap,” and gamer interested—as so many of us
one of which the player would “chill out.” When Ard are—in a little power gaming of his
eventually discover, and the other (I called on the ring, the voice own. In my own mind, I always felt
hoped) he never would. The first was always seemed as though Ard had that the ring never believed that Ard
that the ring wasn’t intelligent but a interrupted, as if the voice wasn’t and his friends were real but simply
conduit to an entity that governed paying attention to Ard and his part of a game.
the use of the item and could even friends. Once when Ard called, he The important thing, however, was
provide advice. The second was that seemed to contact someone else, who that the ring talked in game mechanics.
there were no rules governing the said, “Hang on, I’ll get him,” before He referred to Ard’s level and stats
power of the ring. Let me write that he finally reached the usual voice. and whatnot (always accurately, as
again, just to be clear. I included an Strangest of all, however, when the though the computer showed him
item in my game that had no rules. ring would take stock of Ard’s current that information). This proved a nice
The entity that the PC situation, he would say things like, distraction from the fact that the ring
communicated with when he “You guys aren’t high enough level to was the one item in the game for which
mentally “spoke” to the ring proved be here, are you?” The ring referred no game mechanics existed. Ard could
very entertaining: smart, inquisitive, to Ard’s “hit points” and “Armor ask the ring to absorb a magic item
flippant, and perhaps not entirely Class.” These strange words and (almost always out of combat, and
trustworthy. He encouraged the PC concepts, of course, had no meaning almost always being relatively low-value
to investigate interesting sources of for a cleric and his companions treasure or items that no one in the
magical power, and the campaign exploring the underdark. party could use) and it would. Ard’s
was full of such things. To some of The idea, of course, was that Ard’s player kept track of what the ring had
the other PCs, in fact, he seemed ring allowed him to contact a gamer; absorbed. When needed, he could then
a little too interested in sources specifically, a gamer’s cell phone. The ask the ring for help.
of great power. The PC—a cleric gamer (who never gave Ard his name, Usually, this help would come in the
named Ard—proved all to willing preferring to be called “the ring”) form of some powerful offensive assist,
to oblige and indulge the ring; the viewed Ard and his companions like like a big blast of energy that inflicted
perfect set up. computer game characters and saw a lot of damage on Ard’s enemies, or
It got even more intriguing. The what they saw through his computer. something defensive, like a temporary
language the ring—or rather, the The other voice Ard heard was the AC-boosting energy shield around Ard
entity beyond the ring—used was gamer’s girlfriend, who had answered and his friends. A few times, the ring
a strange language. He called Ard, the phone while “the ring” was in the could produce some miscellaneous

46 Winter 2011
effect, like a restoration effect, but this what it really did was fix a DM
rarely came up. mistake; without getting through
The actual effect was always up to the that door, the scenario would have
ring (meaning, up to the DM). This inadvertently come to a premature
allowed me to creatively insert myself and unsatisfying halt.)
into the action and provide an effect This means, in addition to adding
that made encounters or situations mystery and open-endedness to the
more interesting. The players never game, the ring was an all-purpose out
knew what would happen when they for me, a ready-made safety net.
called upon the ring, and I think they All of this extended example
found that entertaining. illustrates that sometimes it’s a
I tried to conceal the fact that good thing to play outside the
there were no rules by pretending to rules. The trick, of course, is to not
carefully consider what the ring had abuse this nor allow anyone else to
absorbed before calculating the power abuse it. For example, Ard’s player
of the needed effect. “A +1 dragon- handled the situation perfectly.
bane dagger, hmm? Well, suddenly Rather than attempt to use the ring
Ard’s arm goes rigid, and his hand over and over, he only called on it
clenches into a fist. A bolt of raw when necessary (the mystery and
energy launches from the ring at the slightly untrustworthy nature of the
hydra. Uh, roll 6d6 for damage, and ring helped reinforce this, I think).
add another 3d6 since the hydra is Likewise, I kept notes on what I
fairly draconic in nature.” It sounded allowed the ring to accomplish
like I had some kind of mechanics, and not accomplish based on what
but I didn’t. I made it up on the fly. it had absorbed so that, all other
Of course, I could have come up things being equal, each use would
with some sort of conversion rules be similar or at least in the same
involving the gp value of the items ballpark. This not only made it
absorbed or something, but that feel like rules actually governed
would have been precisely counter the ring, but it allowed the players
to the point of the item. I wanted enough consistency to manage their
the item to remain open-ended and own expectations.
enigmatic. The players would never I think it important that the players
know what to expect from it. More believed that some kind of rules
than just magical, it was mysterious, governed the ring. I know this is likely
and in a game with lots of hard and controversial, but I never wanted
fast statistics, true mystery is hard to them to feel like the ring could always
come by. get them out of any tough scrape. Not
I always had the freedom to only would that have alleviated any
tailor the effect to the situation. tension and feeling of risk, it simply
For example, a powerful NPC was wasn’t true. The ring wasn’t there to
imprisoned in a magical cell in a save their bacon. It was there to save
remote prison. Another NPC went mine. I doubt they would have seen it
to extraordinary lengths to free that way.
her—it was no simple knock spell; Rules are important, but they are
even a wish wouldn’t have done it. In a tool not a straightjacket. Putting
the course of events, the PCs needed one rule-less element into the
to open that unbreachable cell. game—whether an item, an NPC, a
The ring had, just prior, absorbed location, a god, or what have you—
an item of artifact-level power. So can serve many good purposes.
when Ard called on the ring to Used carefully, the absence of game
bust down the door, it did. This mechanics can be as useful as the
broke all kinds of rules, but it made mechanics themselves. Ω
everything work in that particular
adventure all the better. (In fact,

Kobold Quarterly 1 6 47
Ask the Kobold 

Ask the Kobold


Illusions and Reality
By Skip Williams
Art by Darren Calvert

Can the major image spell emulate heavily armored


the effects of other spells? Most of creatures might
us know the three different types of believe they’re
illusions and that things like major protected from
image can’t deal physical damage the “deadly” arrows. Even in such a
(since that’s the realm of shadow case, I recommend that being caught
spells), but just what kinds of effects in the hail of illusory arrows count as
can be done with major image? interacting with the illusion, so the
Would an illusion of a hail of arrows heavily armored creatures should get
from an unseen source cause those Will saves to disbelieve the illusion.
who failed their saves to believe The major image caster can make the
themselves pierced by a multitude area where the illusory hail of arrows
of arrows and have them collapse in struck look like it’s strewn with spent
unconsciousness? What if you created arrows, but only for as long as the spell
an illusory swarm of fireballs (as with lasts.
the meteor swarm spell)? If you make the arrows look
like they’ve turned something
You cannot use a figment spell such as into a pincushion and that
major image to produce any real effects. something is mobile, keep in mind
Damage—even nonlethal damage—is that the illusory arrows remain only
a real effect. You can use major image so long as they remain with the major
to create an illusory hail of arrows, but image spell’s area, which the caster looks, sounds, and smells like the real
those arrows cannot harm anything. must choose at the time of casting. The thing—assuming the caster knows
They cannot even stick into anything; spell’s area is not mobile. what a meteor swarm looks, sounds,
though you can make them look like Figments are better at fooling and smells like, which might not be
they’re sticking into something. creatures. You could use major the case. You might want the caster
Assuming that the spellcaster knows image to create a hail of arrows that to attempt a Spellcraft or Knowledge
what a hail of real arrows is like (and neatly bracket a creature or group, (arcana) check to duplicate the actual
I expect that most adventurers do), landing just a hair’s breadth away and spell. Skip the check if the major image
the hail of illusory arrows from major thrumming with (apparently) deadly caster actually knows how to cast the
image will look, sound, and even smell potential. In such a situation, creatures spell she’s mimicking. If the major
like the real thing. Creatures who can should not get a saving throw against image caster does not know how to cast
perceive the arrows can hear them the illusion unless they take a moment the mimicked spell but has witnessed
zipping through the air and hear them to examine the arrows (at least a move someone cast the spell, I recommend
striking home. Anyone caught in the action). Since major image doesn’t have a skill DC of 15 plus the spell level of
volley likely will notice the arrows a tactile element, touching the arrows the mimicked spell. If the major image
aren’t dealing any damage. In most reveals the illusion. Just looking them caster has never witnessed the spell
cases, that provides incontrovertible over merits a saving throw for disbelief. being cast make the DC 20 plus the
proof that the illusion isn’t real. An illusory meteor swarm created with spell level.
You can adjust that for the major image would work much like If the check succeeds, the major
circumstances, however. For example, a hail of illusory arrows. The swarm image caster creates a convincing

48 Winter 2011
image. If the check fails, the major So, what divination spells are
image caster creates a flawed image and thwarted by nondetection? The Tweaking nondetection
saving throws to disbelieve the image spell description gives a few clues; One might look at this
gain a bonus equal to the failed check nondetection provides some protection installment’s discussion of the
result subtracted from the DC. For against divination spells directed nondetection spell and ask: “If the
example, a spellcaster who has never against the warded subject or the area key factors in the nondetection
seen a meteor swarm cast tries to create the subject is in. In particular: spell are the scrying descriptor
an image of one. The skill DC is 29. and the spell’s range, why doesn’t
If the caster’s check result is 21, Will • Divination spells with the the spell description just say
saves to disbelieve the image gain a +8 scrying descriptor. that?” And you’d be asking a good
bonus. You can use a similar procedure Clairaudience/clairvoyance is the question. The answer is pretty
simple; when my colleagues and
whenever someone tries to make an best example. If you see the scrying
I rewrote the spell, we just plain
image of an unfamiliar force or object. descriptor right after the spell’s name didn’t realize we could do that.
Use the appropriate Knowledge skill. and school,the divination caster must The full potential built into the
No matter how accurate a figment of make a caster level check for the spell game’s terminology simply hadn’t
a meteor swarm is, it cannot damage to work. sunk in yet.
or burn anything. The major image Long-time students of the game
caster can make the area where the • Divination spells with any range might find my answer to the
illusory swarm struck look and smell entry other than personal or touch. nondetection spell unsatisfactory.
burned, though only for the duration When a divination spell has a After all, the classic illusionist’s
of the spell. range of personal or touch it grants gambit is nondetection combined
the spell recipient some extra ability with greater invisibility (the
My group has divided into two to perceive things and nondetection AD&D Open tournament made
use of this trick one year, much to
camps regarding the nondetection cannot ward its subject against
many players’ dismay).
spell and its usefulness against the spell. When a divination spell It’s simple enough to restore
various divination spells: has a range other than personal or that combination to your
Camp One: Nondetection works touch, the spell must be directed at campaign (if you think it’s
against all divination spells, period. an area or at a specific subject, and worthwhile). Just change the see
If you’re protected by nondetection nondetection is effective against it. It’s invisibility spell from Range:
no divination spell reveals anything worth noting here that scrying spells Personal to Area: emanation with
about you unless the divination user generally have ranges other than a radius 100 feet plus 10 feet/level
makes a successful caster level check. personal or touch. centered the caster. You would
Camp Two: Nondetection Nondetection can affect some still need a clear line of sight
protects only against scrying spells divination spells with a range of touch. to whatever the spell reveals to
actually see it. That is, despite the
(clairaudience/clairvoyance, arcane If the touched subject receives some
distance the emanation reaches,
eye, scrying, and others), locate spells ability to perceive things, nondetection anything that obscures your
(locate object and locate creature), does not apply. If the spell reveals vision also defeats the spell.
detect spells (detect undead, detect something about the touched subject, The rewritten see invisibility
magic, detect evil, and others), nondetection applies. Identify is an spell now falls into the group of
and magical items that duplicate example of the latter kind of spell. divination spells nondetection can
these effects, such as a crystal ball. Here’s a quick (and incomplete) list affect. You could make the altered
Other divination spells, such as see of divination spells that nondetection see invisibility spell’s area larger
invisibility, true seeing, tongues, does not affect: or smaller, but the value I’ve
moment of prescience fall outside arcane sight, greater arcane sight, suggested here should leave the
the protected spell groups, and augury, commune, commune with spell working pretty much as it
nondetection does not thwart them. nature, comprehend languages, contact always did for most campaigns.
Which camp is right? other plane, divination, find the path,
find traps, foresight, guidance, know
The nondetection spell description direction, legend lore, moment of effects of the ward against a specific
could say that it defeats all divination prescience, read magic, see invisibility, spell. Waiving protection in this way
spells (regardless of their descriptors speak with animals, speak with plants, should apply only to a specific casting
or modes of operation), but it does stone tell, telepathic bond, tongues, true of nondetection and a specific casting of
not. Instead, it specifies a broad subset seeing, true strike, vision a divination spell. Ω
of divination spells against which it is In some cases, you may want to allow
effective. Camp 2 has it right. a nondetection recipient to waive the

Kobold Quarterly 1 6 49
Animated Mayhem

Dancing Brooms,
Skittering Sconces
Animated Mayhem
By Michael Kortes
Art by Joseph Jacobs

And at the mystic’s command, the New Construct Traits wooden objects such as chests, statues,
trappings of the chamber rose up: the For an animated object to have any and doors.
statuary, the tapestries, the silvered of these traits, it must have some innate Gemworked (Ex, 3 CP) The object
carts bearing food and drink, the quality linked to the listed trait. For is jewel-encrusted, such as an ornate
braziers of coal, the perse rug, the vases instance, a standard wooden chair goblet, candelabra, or throne. Such
of orchids, the hung banners, and the probably couldn’t be considered barbed, objects harness the ambient magical
candelabras. Then the king, the queen, but a chair found in a torture chamber energies used to animate them and
and all the court knew the avarice might. Suggestions are listed below. gain spell resistance equal to 11 + the
plague was upon them. Aggrandized (Ex, 1 CP) The object’s object’s CR. Ideal for candlesticks,
attacks deal damage as though it was one chandeliers, braziers, and treasures and

A
s a spell of flash and size category larger. Animated objects artworks of all kinds.
potency, animate objects are naturally treated as one size category Reach (Ex, 1 CP) The object’s reach
pales in comparison to its larger when determining slam attack with one of its natural attacks increases
contemporaries. But the spell ranks damage. Ideal for already biggish objects by 5 feet. Perfect for tapestries, carpets,
near the top for sheer versatility: Every such as wardrobes, carts, large dining ropes, nets, and other extensible objects.
abandoned mine, sunken temple, tables, or any object with unusual weight Reinforced (Ex, 1 CP) The object
ruin, and dungeon has objects waiting or leverage when animated. gains bonus hit points as though one
for animation. Agile (Ex, 1 CP) The object gains size category larger. A colossal animated
Animated objects provide an Weapon Finesse as a bonus feat. Only object with this trait gains +100 hit
immediate form of battlefield control. Small or Tiny objects can have this points (instead of +80). Ideal for
Given that most objects found in a trait. Ideal for cutlery, needles, or small reinforced or heavy wood, solid metal
standard adventure scene won’t be any sculptures and jewelry. objects, or tapestries woven with wire.
greater than Large, when the spell first Bladed (Ex, 0 CP) Instead of a slam Rend (Ex, 1 CP) Whenever the
becomes available a single caster can attack, the object has a claw attack object makes two successful claw
quickly populate a room with allies. appropriate for the object’s size. The attacks against the same target in 1
When every stool, shelf, and sconce in additional attack trait adds an additional round, its blades latch onto the flesh
a room jumps to life, retreat becomes claw attack instead of a slam attack. Ideal and deal extra damage equal to the
that much more appealing. for kitchen tools, garden implements, damage dealt by one claw attack
Animated objects gain construct shovels, statues holding weapons, and (of plus 1½ times the object’s Strength
points according to the table in course) animated weapons. modifier. Good match for clawed
the Pathfinder Roleplaying Game Barbed (Ex, 2 CP) A successful chairs, monstrous statues, torture racks,
Bestiary. Construct points are spent claw attack deals 1d3 points of bleed and clawed manacles.
during spellcasting to purchase damage each round. Ideal for fences, Volatile (Ex, 2 CP) The object
abilities and defenses, called ornate chairs, perhaps even sconces and holds some volatile substance. When
construct traits. These additional barbed nets. reduced to 0 hp, the object explodes,
construct traits can help you make Dense (Ex, 1 CP) The object gains dealing 1d6 hp damage per Hit Dice
each item your bard or cleric an additional +2 natural armor bonus. to all creatures within a 10-foot radius.
animates distinctive and surprising. Perfect for stone, metal, and heavy A successful Reflex save (DC 10 +

50 Winter 2011
DEFENSE
1/2 the object’s Hit Dice) halves the AC 18, touch 14, flat-footed 16 (+2
damage. The damage is of an energy Dex, 4 natural, +2 size) The Sweet Spot
type appropriate to the substance the hp 5 (1d10) Except for exceptionally large
object contained. Common objects Fort +0, Ref +0, Will –5; Immune objects, animated objects are most
that qualify for the volatile trait include construct traits
effective on the battlefield at low
Defensive Abilities hardness 0;
alembics, stoves, cauldrons, and globes. Vulnerable sonic to mid levels. As a 6th-level spell,
OFFENSE though, animate objects often
Animated Object Drawbacks Speed 20 ft. doesn’t come into play until high
The following drawback traits can Space 2½ ft.; Reach 0 levels. Here’s a spell to generate
be applied to an animated object Melee slam +5 (1d2-2) animated objects in a lower-level
during spellcasting to gain additional Special Attacks volatile (1d6 fire, DC game.
10)
construction points without increasing STATISTICS
Lesser Animate Objects
the object’s CR. As with construct School transmutation; Level bard
Str 6, Dex 14, Con —, Int —, Wis 1, 3, cleric 3
traits, some common sense should Cha 1
Casting Time 1 standard action
show that the object being animated Base Atk +1; CMB -3; CMD 9
Components V, S
could display the drawback. For Feats Weapon FinesseB
Range medium (100 ft. + 10 ft./
example, a chair composed entirely SQ construction points; Traits agile, level)
fragile, volatile
of wood probably can’t be fragile. An Target one Medium object or
object can have only one drawback. Animated Hearth Tools CR 2 several lesser objects
Duration 1 round/level
Abated (Ex, +4 CP) The base magic XP 600 Saving Throw none; Spell
animating this object is focused N Small construct Resistance no
elsewhere. The object automatically Init +1; Senses darkvision 60 ft., low-
This spell functions as animate
fails all saving throws and has only 3 hit light vision; Perception –5
DEFENSE
objects, but you can target only
points per Hit Die. Any traits purchased one Medium, two Small, or four
AC 16, touch 12, flat-footed 15 (+1
with points from this drawback are Dex, 4 natural, +1 size) Tiny objects, and you cannot
supernatural rather than extraordinary. hp 16 (2d10+10) change the designated target(s) of
This drawback can provide traits that Fort +0, Ref +0, Will –5; automatically this spell.
the object would not normally qualify fails all saves
for. For example, an abated chair could Immune construct traits; Defensive
Abilities hardness 5 Speed 40 ft.
have the volatile trait. OFFENSE Space 10 ft.; Reach 10 ft.
Broken (Ex, +2 CP) The item was Speed 20 ft. Melee slam +9 (1d10+9 plus grab)
broken before being animated and Space 2½ ft.; Reach 0 Special Attacks constrict (1d10+9),
retains that condition. It suffers a -2 Melee 2 claws +3 (1d3 plus bleed) trample (1d10+9, DC 18)
penalty on attack and damage rolls, a Special Attacks bleed (1d3), rend (2 STATISTICS
-2 penalty to Armor Class, and a -2 claws, 1d3) Str 22, Dex 8, Con —, Int —, Wis 1,
STATISTICS Cha 1
penalty on skill checks.
Str 10, Dex 12, Con —, Int —, Wis 1, Base Atk +4; CMB +11; CMD 20
Fragile (Ex, +2 CP) The object Cha 1 SQ construction points, staggered;
is made of glass or similarly fragile Base Atk +2; CMB +1; CMD 13 Traits aggrandized, constrict, dense,
material. It has hardness 0 and gains SQ construction points; Traits abated, grab, rigid, trample Ω
vulnerability to sonic energy. additional attack, barbed, bladed,
rend
Miniaturized (Ex, +1 CP) The
object’s attacks deal damage as though
it were one size category smaller. An Animated Oak
object cannot be reduced below Tiny Apothecary Hutch CR 5
size. Animated objects are treated XP 1,600
as one size category larger when N Large construct
determining slam attack damage. Init -2; Senses darkvision 60 ft., low-
Rigid (Ex, +3 CP) The object has the light vision; Perception –5
DEFENSE
staggered condition.
AC 14, touch 8, flat-footed 14 (+6
natural, -1 Dex, -1 size)
Animated Hooded Lantern CR ½ hp 52 (4d10+30)
XP 200 Fort +1, Ref +0, Will –4; Immune
N Tiny construct construct traits
Init +2; Senses darkvision 60 ft., low- Defensive Abilities hardness 5
light vision; Perception –5 OFFENSE

Kobold Quarterly 1 6 51
Places of Sanctuary

Places of Sanctuary
By Jonathan McAnulty

His heart pounding in his chest, Tarfell a healing aspect often use them while
stumbled into the temple’s sanctum. A light providing succor, withdrawing the
shone above the altar, and the air smelled protection when the healing is done.
heavily of incense. His fear melted away
almost instantly. He was safe. Hirnfal burst Sanctuarial Auras
through the doors only seconds after, but the Any divine spellcaster with sufficient
warrior did not draw his sword. He could power and access to the Healing, Law,
not in this holy place; it was sanctuary. or Protection domains may imbue a
place with a sanctuarial aura through

T
he word sanctuary denotes a prayer, sacrifices, and divine spells.
sanctified or holy place. Many There are different levels of sanctuarial
ancient cultures considered it auras, but each lasts for a year and
imprudent to shed blood in a temple, a day and then must be renewed. auras do not need to be renewed. Auras
and harried men would seek refuge in Renewing an aura is easier and cheaper that are not renewed become dormant but
such places. The Law of Moses codified than creating a new aura. may be renewed at any time.
the idea that those accused of murder To create a sanctuarial aura, you A dispel magic can nullify a sanctuarial
could plead their case if they reached must offer sacrifices each day, cast the aura temporarily, as if it were a magic item.
the altar, the tabernacle, the temple, appropriate spells, and spend the rest of Note that spells and ranged attacks
or the proper city. In medieval times, the day in prayer. The more powerful mmade by creatures outside the aura
English law stated that any individuals the aura desired, the greater the function normally so long as there is a
within the sanctuary of a church could sacrifices required, and the lengthier clear line of sight into the area.
not be arrested. Thus, today, the term the process involved. The nature of the
sanctuary also denotes a place of safety. sacrifices varies by deity, but the costs Sanctuarial Aura, Lesser
In game terms, the 1st-level cleric remains the same. The process lasts for Aura faint abjuration [good]; CL 3rd
spell sanctuary refers only to the idea of 1 day/1,000-gp worth of sacrifices. The Description
safety, for its range is an individual. It costs listed below assume 1,000 cubic Those within a lesser sanctuarial
certainly does not affect an entire site ft. of affected space (10 ft. by 10 ft. aura feel calmer. All fear affects are
removed, and any character attempting
and lasts only a short time. And yet, by 10 ft.). For larger volumes, the cost acts of violence within the aura must
in a fantastical world where the gods increases accordingly: 2,000 cubic ft. succeed at a Will Save (DC 14) each
act through magic in the lives of men, costs twice as much and 10,000 cubic round or combat ends. Characters
such an aura could protect all who seek ft. costs 10 times as much defending themselves need not save
unless they make any attacks.
refuge in the house of their god or even Renewing sanctuarial auras requires Creation
be placed on more portable devices. This the same process as creating them and Requirements Divine Caster (Healing,
area of effect is called a sanctuarial aura. uses the costs listed in the descriptions Law, or Protection domain), calm
While quite common in temples below. Use those costs to calculate the emotions, protection from evil,
promoting peace, safety, or security, not time required for renewal. sanctuary; Creation Cost 10,000 gp;
Renewal Cost 1,000 gp
every religious body favors sanctuarial Any cleric of the faith associated with the
auras. Evil deities in particular find space protected by a particular sanctuarial Sanctuarial Aura
them an obnoxious concept. Some aura automatically succeeds with any Will Aura moderate abjuration [good]; CL 5th
gods of Law approve of them in certain, saves required by that aura. A permanency Description
well-defined instances, and deities with spell may affect any single aura, and such Those within a sanctuarial aura feel

52 Winter 2011
calmer and more at peace with the Construction
world. All good-aligned creatures Requirements Craft Wondrous Item, • The Pilgrim’s Shrine: A church
gain a +2 sacred bonus to Will saves Divine Caster (Healing Domain), dedicated to peace has decided to
inside the aura. Evil-aligned creatures calm emotions, protection from evil, build a temple above a section of
cannot voluntarily enter the aura sanctuary; Cost 25,000 gp the ancient Road of Peace, neatly
unless they make a Will save (DC 18).
Within the aura, all fear affects
negating the need to purchase an
are removed, and any character Post of Safety expensive sanctuarial aura—and
attempting acts of violence must Aura moderate abjuration [good]; CL 5th making passage much safer for
succeed at a Will save (DC 18) each Slot none; Price 320,000 gp; Weight pilgrims visiting their shrine. A
round or combat ends. Characters 15 lb.
defending themselves need not save
church dedicated to discord has
Description
unless they make any attacks. learned of these plans and is resolved
These posts can be made from any
Creation
material, but most are steel rods
to steal the road brick by brick
Requirements Divine Caster (Healing, 12–14 ft. high. A typical sanctuarial before the project can be completed.
Law, or Protection domain), calm aura with a 20-ft. radius surrounds Can the PCs protect the road while
emotions, magic circle against evil, the post when it is firmly placed in
sanctuary; Creation Cost 20,000 gp;
the construction is underway?
the ground. Once embedded, the
Renewal Cost 2,000 gp post cannot be removed without first
Furthermore, a lone hermit,
dispelling the enchantments. cursed with lycanthropy, inhabits
Sanctuarial Aura, Greater Construction the section in question. The aura
Aura strong abjuration [good]; CL 9th Requirements Craft Wondrous Item, suppresses his curse while he abides
Description
Divine Caster (Law or Protection on the road; removing him could
Domain), calm emotions, magic circle
Those within a greater sanctuarial aura have disastrous consequences.
against evil, sanctuary; Cost 160,000 gp
feel incredibly calm and completely • The Perfect Wedding: A powerful
at peace with the world. All good-
aligned creatures gain a +2 sacred The Road of Peace [Artifact] noble is to marry in a local temple
bonus to Will saves within the Aura strong abjuration [good]; CL 9th protected with a sanctuarial aura,
aura. Evil-aligned creatures cannot Slot none; Weight — and the PCs are invited. Weapons
voluntarily enter the aura unless they Description are forbidden within the temple.
make a Will save (DC 22). In dim antiquity, a powerful and
All fear affects are removed within the
The joyous occasion has attracted
wealthy nation constructed an entire
aura, and all curses and detrimental thoroughfare upon which violence
attention, and a trio of assassins
enchantments are suppressed. was virtually impossible. Only has acquired medallions of non-
Suppressed effects resume once remnants of that road remain today, detection. These shield them
affected characters leave the aura, scattered here and there, but the
but the duration of the suppressed
from the aura and plan on using
divine aura still radiates from each
effect continues while within the aura. brick. Each 5-ft. section of contiguous
the event to kill the noble. The
Anyone attempting deception or bricks benefits from a greater PCs must figure out quickly how
violence within the aura must make sanctuarial aura. to save the noble, likely without
a Will save (DC 22) each round or Destruction resorting to violence.
combat ends. Characters defending Removing a brick from the road
themselves need not save unless • The Watering Hole: In a remote
permanently destroys the
they make any attacks. enchantment on that brick and makes wilderness, an ancient post of safety
Creation
the aura that much smaller. still stands near a serene pool of water.
Requirements Divine Caster (Healing, Here predators and prey alike drink
Law, or Protection domain), break
without fear, but the lack of violence
enchantment, calm emotions, magic
circle against evil, sanctuary, zone Adventure Seeds has made this a great breeding ground
of truth; Creation Cost 45,000 gp; • The Bandit’s Refuge: A well-known for vermin. Swarms of rats keep
Renewal Cost 4,500 gp bandit has taken refuge in a church moving through the forests, upsetting
protected by a sanctuarial aura. The the other wildlife, and local druids ask
Sanctuarial Items priests there refuse to drive him the PCs for assistance that does not
away. The PCs must figure out how disrupt the post.
Medic’s Tent to draw the bandit from the temple • The Needs of the Village: A small
Aura faint abjuration [good]; CL 3rd without attacking him. village has an old temple with
Slot none; Price 50,000 gp; Weight • The Post of Memory: Years ago, a dormant sanctuarial aura but
40 lb. brigands slew the daughter of Meldas lacks the funds to renew it. If only
Description
Thrinemauk, a wealthy merchant, on some brave villagers could find a
The interior of this spacious tent (10
ft. by 20 ft.) enjoys the benefits of
a desolate road. Meldas has purchased large treasure cache with which
a lesser sanctuarial aura and can a post of safety and wants the PCs to buy the necessary sacrifices,
accommodate six cots. All Healing to escort him to the spot where his providing a place of refuge for the
checks within the tent receive a +4 daughter perished so he can embed villagers against future attacks by
sacred bonus.
the steel post in the soil there. goblins, orcs, and worse. Ω

Kobold Quarterly 1 6 53
Potion Miscibility

Potion Miscibility
By Scott A. Murray
Art by Rick Hershey

M
ixing potions and elixirs has
a long history, stretching • Potions and Elixirs Only. A
back to the earliest editions potion may mix only with
Potion Miscibility and the
of the game. Mixing potions adds a another potion or an elixir and Master Mixer Feat
layer of excitement, unpredictability, vice versa. Potions or elixirs mixed Characters with the Master
and humorous risk-taking to your with alchemical items destroy Mixer feat roll twice and take
adventures. A DM might also hand out both. For the sake of brevity, this the better result when mixing
mixed potions as treasure. article refers to both potions and potions externally.
The rules for miscibility are presented elixirs as simply ‘potions’ unless
first, followed by a table detailing otherwise specified.
the possible results of combining • External or Internal Mixing. Roll The costs for imbibing two different
two substances. Finally, we provide on the potion miscibility table potions or elixirs at different times
two examples of potion mixing– whenever a creature mixes two are paid normally.
one external, one internal–to help potions by hand or a creature • Always Different. Magical
crystallize the concept. drinks one potion while benefiting substances are unpredictable, and
from the effect of another. Mixing no two brewers use the same recipe
Miscibility Rules in a third potion does nothing, for a given potion. Thus, the result
Potion mixing is subject to six new and the third potion is neutralized of mixing two potions is always
rules: or destroyed. Imbibing a third different and requires a roll on the
potion while benefiting from the potion miscibility table.
effect of two potions likewise • Mixing is Permanent. Once
neutralizes the third potion. mixed, two potions cannot be
• Standard Action. Mixing two separated. A mixed potion is a
potions externally is a standard single consumable item.
action. Despite its increased
volume and effects, drinking When two potions are mixed, either
a mixed potion remains a the DM or the PC doing the mixing
minor action. rolls a d20 and consults the Potion
• Combined Cost. Drinking Miscibility table.
an externally mixed potion
costs 2 healing surges. Sample Mixtures
Drinking a potion mixed External Mixing: Monty, an artificer,
with an elixir costs decides he would like to externally mix
a healing surge and a level 5 potion of spirit into a potion
the use of a daily of healing. He rolls on the chart and
magic item power. gets a 5: the potions are immiscible
Drinking an elixir and are destroyed. However, Monty
mixed with another has the Master Mixer feat, so he rolls
elixir requires the again and gets a 17 – a much better
use of two daily result! Rolling again to determine
magic item powers. which potion is heightened by the

54 Winter 2011
Potion Miscibility Table COMING SOON
d20 Effect FROM
1 Combustion! If mixed internally, the imbiber takes damage 4 WINDS
equal to their bloodied value and is dazed (save ends). If mixed FANTASY GAMING!
externally, creatures in a close burst 2 are attacked (higher potion
level + 3 vs. Reflex). On a hit, the target takes limited fire and
acid damage by level. Both potions are destroyed.

2-4 Poisonous. If mixed internally, the imbiber takes poison damage


equal to their healing surge value and takes ongoing 5 poison
damage/higher potion tier (save ends).
If mixed externally, a 3-by-3 square zone of poison gas forms.
Living creatures entering or starting their turn in the zone take 5
poison damage/higher potion tier. The zone lasts until the end of Inkantations: A Sourcebook of
the encounter or for 5 minutes. Both potions are neutralized or Tattoo Magic & Body Art
destroyed. January 2011

5-6 Immiscible. Both potions are neutralized or destroyed.

7-9 Diluted. One of the two potions (decide randomly) is


neutralized or destroyed. The other functions normally.

10-14 Miscible. Both potions function normally.

15-17 Compatible. Power bonuses and attack rolls for powers granted
by one of the potions (decide randomly) increase by 1/higher
potion tier. Damage rolls and fixed numeric effects, including Tome of Monsters
hit points restored, resistances granted, or new defenses increase March 2011
by 3/higher potion tier. The other potion functions normally.
One-time effects the imbiber has already benefited from, such as
gaining temporary hit points, are not affected.

18-19 Highly Compatible. As ‘Compatible,’ but the effects are


heightened for both potions.

20 Discovery! Any effect granted by either potion that has a


duration greater than one round instead lasts until the imbiber
takes an extended rest. If neither potion qualifies for this effect, Deus ex Historica (superheroes)
treat this result as ‘Highly Compatible.’ April 2011 (not final cover)

www.4windsfantasygaming.com
Bringing unique RPG products to
‘Compatible’ result, he determines the beetle potion. After spending a healing all corners of the world!
potion of spirit is boosted. surge, she rolls a 3 on the chart. The
Pathfinder and associated marks and logos are trademarks
His combined potion costs 2 healing mixture is poisonous: both the elixir of Paizo Publishing, LLC, and are used under license. See
surges to drink, restores 10 hit points and the potion are neutralized, and paizo.com/pathfinderRPG for more information on the
Pathfinder Roleplaying Game.
and grants a +2 bonus to saving throws Eres feels very sick. If she’d rolled a
until the end of the encounter. 19 instead, she would have gained
Internal Mixing: On her last turn, 8 temporary hit points, resist 8 fire
Eres the halfling bard consumed a from the fire beetle potion, and the
level 8 elixir of will, spending the use once-per-encounter effect of the elixir
of a daily magic item power in the would increase her Will defense from
process. This turn, she drinks a fire 25 to 28. Ω

Kobold Quarterly 1 6 55
The Minion Academy

The Minion Academy


Making the Most of Your Minions
By Raymond G. Falgui

O
ne bright morning, Baron Given their lowly condition, the capabilities
Boarstooth the Disemboweler chance for a minion to make an impact of the
found a scroll nailed to the gate on the battlefield seems as negligible adventuring
of his mighty castle stronghold (actually as its 1 hp. But minions are meant to group. Melee-
a crude wooden palisade, but the baron serve as shock troops and cannon fodder heavy parties,
planned an upgrade as soon as the profits for other monsters. Presumably, those for example,
from the latest slave raids came in). cunning and scheming other monsters may be stymied
Reading the scroll, Baron Boarstooth should derive some benefit from sending by minions with the
found himself in complete agreement with their underlings out to die. Distraction or Knee-
its contents: To reflect this, and to emphasize Biter powers. On the
“Tired of being a Big Bad Evil Warlord the pathetic position held by minions other hand, an arcane
with useless minions? in the game, you can deploy a new caster might suddenly grow
“Disgusted at minions that fall like flies set of minion powers. Unlike regular wary about hurling spells
before your enemies – only making those monster powers, they don’t improve into a battlefield filled with
enemies more confident when they go up the combat effectiveness of minions. Explosive Minions.
against you?” For one thing, minions themselves These powers may tempt
“Filled with despair at the thought cannot benefit from these powers. characters to ignore minions,
that, with minions like these, you are For another, almost all of the powers or at least save them for
only one adventuring party away from require that the minion die to trigger last. Given their Combat
having your head stuck on an iron spike its effect. The beneficiaries of all Challenge class feature,
before your own front door? this useful sacrifice are the minion’s for example, fighters can
“If you have answered yes to any of the allies, who will find their opponents easily opportunity attack
questions above, then you need help from hampered even as their combat themselves into defeat
the Minion Academy! effectiveness improves. against Knee-Biter minions.
These additional rules make Of course, if the players
Every proper DM needs options to player characters pay a price for the take the bait and ignore the
improve the effectiveness of minions hordes of minions they slaughter, as minions, they could easily
in play, for making them worth well as reinforcing the storytelling find themselves surrounded,
putting down on a battlemat. The aspect of the game. After all, the cut off, or overwhelmed
best way to do this is to improve the classic villain of fantasy fiction and – thereby providing an
minion’s ability to act in symbiosis film ruthlessly sacrifices hordes of interesting tactical dilemma.
with allied monsters. underlings for some minor goal or Consider battlefield positioning
Fourth Edition introduced the advantage. With these rules, the and monster roles to maximize
concept of monster roles, and the DM has an incentive to continue these powers’ effectiveness. Enemy
minion is perhaps the most interesting this villainous tradition. spellcasters surrounded by Meat-
yet underutilized roles. Potentially Shield minions can soak up a lot of
dangerous if ignored but relatively easy Tactics damage. Meanwhile, enemy soldiers
to kill, minions provide PCs with the A quick glance at the powers or brutes might benefit from having
thrill of cleaving or blasting their way reveals possible combinations. You Because I Ruined Breakfast minions
through hordes of weak opponents. can modify minions based on the fighting at their wings.

56 Winter 2011
Mechanics Meat-Shield
hese powers can be added to
T (when reduced to 0 hit points by an
monsters with the minion role. An area or close attack) ● Healing
individual minion should be limited One adjacent ally that is not a minion
regains 3 hit points.
to only one of the powers provided
The Black Baron ducked behind a
below. Of course, dungeon masters wall of bodyguards just before the
are free to add more powers to an fireball exploded. When the smoke
individual minion, particularly if cleared, there were nine dead
they wish to experiment with certain bodyguards and one chuckling,
unscathed Black Baron.
power combinations.
For each power added to the Confidence Booster
minion, increase its level by one (when reduced to 0 hit points by an
for experience points (e.g. a level ally’s ranged attack)
8 Hobgoblin Warrior with the As a free action, the ally can make a
ranged basic attack with a +4 bonus
Distraction power is worth 100 XP,
to the attack roll.
not 88 XP). The minion does not Irritated at having missed, the drow
receive any other benefit from this sniper took a potshot at a hapless
increase in level. goblin slave. The goblin’s screams
cheered up the drow, and inspired her
to another shot at the pesky halfling.
Powers
Because I Ruined Breakfast
Impale on Enemy’s Sword (when reduced to 0 hit points by an
(when reduced to 0 hit points by an ally’s melee attack)
enemy’s melee attack with the The ally gains 10 temporary hp.
Weapon keyword) The assassin drew his rapier
Until the start of its turn, the enemy andskewered his lackey from
cannot use the weapon to make behind. Turning to the surprised

Kingdoms of Legend
TM
opportunity attacks. adventurers, he said: “One just
The enemy can drop the weapon to end cannot forgive a palate that serves
this effect, but must spend a standard a rare Chateau Millen vintage with
action to recover the weapon. baked beans and alfalfa sprouts. A high-fantasy campaign setting for the
Screaming mindlessly, the goblin Shall we begin?”
Pathfinder Roleplaying Game, set in an
impales itself on your sword.
Pulling the weapon from the Explosive Minion alternate history Earth.
stinking body costs you a few
crucial seconds in combat.
(when reduced to 0 hit points by an
attack with the fire keyword) ● Fire
www.interactionpoint.com
The minion explodes. Close burst
1; deal 1 damage to all adjacent
Distraction
creatures.
(when reduced to 0 hit points by an Though surrounded by zombies, the
enemy’s melee attack) ranger smelled alchemist’s fire, not
The enemy grants combat advantage rotting flesh--and noticed the barrage
against the next melee attack made of flaming arrows headed his way.
against it.
Caught up in slaughtering the ogre who
obligingly marched right up to her, Look At Me, Not At The Boss
Torra failed to notice the ogre magi (when reduced to 0 hit points)
slip in for a killing blow. As an immediate reaction, one ally
within 10 squares can make a
Stealth check.
Knee-Biter
With its death wail, the grimlock
(when reduced to 0 hit points by an provided enough of a distraction for
adjacent enemy’s melee attack) its medusa mistress to slip away.
The enemy falls prone.
If the enemy is already prone, the enemy Slip On My Bloody Carcass
is grabbed until the end of its turn.
If the enemy is already prone and (when reduced to 0 hit points)
grabbed, it is also restrained. Until the end of the encounter, the
square occupied by the minion is ©Interaction Point Games, LLC. Pathfinder
First developed by goblins, this tactic and associated marks and logos are trademarks
requires diving for the enemy’s legs considered difficult terrain.
The evil wizard smiled at the fighter of Paizo Publishing, LLC, and are used under
without avoiding the incoming deathblow.
clumsily trying to push through the license. See paizo.com/pathfinderRPG for more
information on the Pathfinder Roleplaying Game.

Kobold Quarterly 1 6 57
bloody and slippery carcasses.
Hiring a horde of hemophiliac orcs Template: Toady
was neither easy nor cheap, but the Even the lowest of the low judge
investment was certainly worth it. themselves in a hierarchy, and this is
reflected in the Toady template. Toadies are
Moon the Ranger the classic sniveling, whining henchman
(standard, encounter) that no good villain is ever without; they
Range sight; one enemy within range enjoy an exalted status (in relative terms)
can make a ranged basic attack among their fellow minions.
against the minion as a free action.
The reason for this is that Toady powers
If the enemy does not make the attack
or the attack misses, the enemy do not trigger on their deaths. This
takes a -2 penalty to all ranged provides evil leaders or warlords with an
attacks until the minion is killed. incentive not to casually sacrifice the Toady
At first, the elven ranger did not (after all, good Toadies are hard to find).
believe what he was seeing – then
the laughter of his enemies (and
For XP purposes, the Toady counts
allies) convinced him. Drawing an as a minion four levels higher than its
arrow, he vowed he would shoot it original level.
right up that disrespectful goblin’s— Prerequisite: Minion, Humanoid
Defenses: +2 AC, +2 Fortitude, +2 Reflex
Blame the Henchman (immediate
interrupt, encounter)
Trigger: An adjacent ally misses an attack.
Effect: The ally re-rolls the attack. The
ally uses the second attack roll, even
if it’s lower.
“Toadwaaaarrrttt!” – Duke Sigmund Igthorn
Boot-Licking
(standard, encounter) ● Healing
Minion falls prone.
An adjacent ally regains 20 hit points or
can spend a healing surge.

Footstool
At-Will
Move
Minion falls prone.
Any ally occupying the square with the
prone minion adds a +2 power bonus
to all attack rolls.
The wizard stood atop the crouched
ogre. Ah, he thought, the view is
always better from the top. Ω

d20 Monkey

58 Winter 2011
True Hit Locations

True Hit Locations


Monsters With Weak Spots and Tactical Combat
By Matthew J. Hanson
Illustration by Louis-Léopold Boilly

H
ercules had to sever each of hp. Any other effects of the attack— hit location, and whether the monster
the hydra’s heads. Bard of such as stunning or sliding the target— can restore the hit location. A good
Laketown had to find the apply to the creature as normal. Some starting place is to give the location
chink in Smaug’s armor. Myth and hit locations have additional effects hp equal to 10 + the monster’s level
fantasy are full of stories where heroes listed that apply whenever they are hit. for elite monsters or 20 + twice the
strike the monster in a weak spot to When you reduce a hit location monster’s level for solo monsters. This
defeat it, not just whack it repeatedly. to 0 hp, the location is destroyed. hp total means a striker can destroy
Hit locations recreate these battles The monster takes damage (typically an elite’s hit location or bloody a solo’s
in your game and represent a way equal to the location’s hp total) and with an average at-will attack, and
for characters to target specific parts suffers additional effects listed in its most other classes can do so with an
of the monster. Hit locations add description. Some hit locations may encounter power.
an extra tactical wrinkle to combat, be restored. This undoes the effects of Hit locations with more powerful
keeping battles interesting. Not every destroying the hit locations except that effects generally have more hp while
fight should feature monsters with hit it does not restore lost hp. the fewer hit locations the monster
locations, but they can make climactic has, the more hp each should have.
battles more memorable. Creating Monsters Hit locations with restorable hp should
with Hit Locations have fewer hp than locations that
Rules for Hit Locations Because hit locations add complexity to cannot be restored.
You can target a hit location with any the monster, in most cases only elite and Defenses: Most hit locations should
melee or ranged attack that targets a solo monsters should have hit locations. have an AC, Reflex, and Fortitude 1
creature and attacks a defense the hit or 2 higher than the monster’s
location possesses (in most cases, AC, Determine Hit Locations defenses. Most hit locations
Reflex, and Fortitude). If you attack When you create a monster do not have Will defenses
a hit location targeting a defense that with hit locations, the first although, if the creature
the hit location lacks (normally Will), step is to decide how many has multiple heads, each
the attack instead targets the main hit locations the monster might have its own Will
monster. Close or area attacks generally should have and what those defense.
cannot target hit locations. locations are. You rarely want more
Any bonuses that you have to attack than four hit locations, and the
the main monster also apply to the hit more locations a monster has, the
location. Hit locations are considered more similar to each other they
bloodied if either the monster or the should be.
hit location is bloodied. Properties of
the base monsters such as regeneration Statistics for Hit Locations
and resistance do not automatically Hit Points: The total hp of a
apply to hit locations, and some hit hit location depends on a
locations might have resistances that number of factors, such
the monster lacks. as the strength of the
On a successful hit, you damage monster, the number
the hit location, but this does not of hit locations, the
immediately damage the monster’s total effect from losing the

Kobold Quarterly 1 6 59
☀ Lightning Bolt (lightning) •
Resistances and Vulnerabilities: Sample Monsters Recharge 5, 6
As with monsters, hit locations may Attack—Ranged 10 (up to three
be resistant or vulnerable to certain Fourfold guardian enemies); +13 vs. Reflex.
attacks. These need not be the same Guardians of four are ancient Hit—3d8+12 lightning damage,
as the base monster although they constructs created by a fallen empire to and target is dazed until the end of
guardian’s next turn. (See also blue
could be. protect their arcane secrets. They look crystal hit location.)
Damaged: Some hit locations affect like featureless humanoids with four
 Thunder Blast (thunder) •
the monsters any time the locations crystals on their chest in a starburst Recharge 5, 6
are damaged. These effects are weaker pattern. Each time a fourfold guardian Attack—Close blast 3 (enemies in
than destroying the hit locations and uses a power tied to a crystal, that blast); +23 vs. Fortitude.
typically last until the end of the crystal flashes brightly. Hit—3d8+12 damage, and the target
monster’s next turn. is knocked prone. (See also black
crystal hit location.)
Destroy: Destroying a hit location Fourfold guardian Level 10 Solo
MINOR
damages the base monster and always Skirmisher
has an additional effect. Possible effects Large natural animate (construct) XP 2,500
Dimension step (teleportation) •
Initiative +11; Perception +12; At-Will
include eliminating an attack used by Effect—The guardian teleports 10
darkvision
the monster, lowering its defenses, or in squares. (See also violet crystal hit
HP 424; Bloodied 212
rare instances, slaying the monsters. location.)
AC 24, Fortitude 23, Reflex 22, Will 20
Restoration: Some hit locations can Hit Locations black crystal, blue
TRIGGERED ACTIONS

be restored if certain conditions are met. crystal, violet crystal, white crystal ❖ Force Counter (force) •
In most cases, when hit locations are Resist 10 thunder, lightning, and At-Will
force, see also black crystal, blue Trigger—An enemy hits or misses the
restored they return with their full hp.
crystal, white crystal hit locations guardian with a melee attack.
Saving Throws +5; Action Points 2 Attack (Immediate Reaction)—Melee
Altering the Monster Speed 7; see also dimension step 2 (one creature); +13 vs. Fortitude.
Monsters with hit locations generally Traits Hit—1d10+6 force damage, and the
follow the guidelines for creating target is pushed 3 squares. (See also
Solo Stun Resilience white crystal hit location.)
monsters, but there are a few exceptions. Attacks that normally stun the guardian
Str 21 (+10) Dex 18 (+9) Wis 15 (+7)
More and Better Attacks: Monsters daze it instead. Attacks that normally
daze the guardian instead mean the Con 18 (+9) Int 9 (+4) Cha 6 (+3)
with hit locations often have more Alignment unaligned
guardian grants combat advantage to
attacks. Attacks that can be eliminated all attacks and it loses its minor action. Languages Draconic
or weakened by destroying a hit location
Bloodied Alacrity
should be better than those of standard Hit Locations
While bloodied, the guardian acts
monsters. They might do more damage, twice in each round. It takes a Black Crystal
have higher attack bonuses, target more second round of actions on its HP 48; Bloodied 24
enemies, or all of these. initiative count −10. Each time AC 26, Fortitude 25, Reflex 24
the guardian acts, it is considered Resist 10 thunder
More and Better Protection: Monsters
another turn for all purposes (such a Destruction
with hit locations that provide protection recharging powers, making saves, or The guardian suffers 48 damage. It
similarly have these in addition to typical taking ongoing damage). loses thunder blast attack and resist
defenses. These protections normally STANDARD ACTIONS 10 thunder. Fist of thunder no longer
deals extra thunder damage.
do not include the numerical defenses  Fist of Lightning (lightning) •
(AC, Fortitude, Reflex, and Will) but, At-Will Blue Crystal
rather, give the monster abilities such Attack—Melee 2 (one creature); +15 HP 48; Bloodied 24
vs. AC. AC 26, Fortitude 25, Reflex 24
as resistances, regeneration, or the Resist 10 lightning
Hit—2d8+9 damage plus 1d6
insubstantial quality. lightning damage. (See also blue Destruction
crystal hit location.) The guardian suffers 48 damage. It
Final Thoughts  Fist of Thunder (thunder) • At-Will
loses lightning bolt attack and resist
10 lightning. Fist of lightning no
Creating hit locations is both an art Attack—Melee 2 (one creature); +15 longer deals lightning damage.
and a science. You need to make sure vs. AC.
Hit—2d8+9 damage plus 1d6 thunder Violet Crystal
that there is enough incentive for
damage. (See also black crystal hit HP 48; Bloodied 24
characters to attack the hit locations, AC 26, Fortitude 25, Reflex 24
location.)
but at the same time, you do not want Destruction
one lucky shot to end the battle. Also ❖ Two Fists • At-Will The guardian suffers 48 damage. It
Effect—The fourfold guardian makes loses dimension step.
keep an eye on complexity, remember
a fist of lightning attack and a fist
that in the heat of battle you will have of thunder attack, each against a White Crystal
a lot to track. different target. HP 48; Bloodied 24

60 Winter 2011
AC 26, Fortitude 25, Reflex 24 (See also eye hit location.) stunned, it loses one attack while using
Resist 10 force Str 25 (+16) Dex 22 (+15) Wis 12 (+10) hydra fury on its next turn. The hydra
Destruction Con 22(+15) Int 15 (+11) Cha 19 (+13) can be dazed or stunned multiple
The guardian suffers 48 damage. It Alignment unaligned times. Additionally, if the stun or daze
loses force counter attack and resist Languages Elven attack targeted a head hit location, that
10 force. Equipment greatclub, scale armor head grants combat advantage until
the end of the hydra’s next turn.
Fourfold Guardian Tactics
Threatening Reach
Guardians use their thunder blast or Hit Locations
The hydra can make opportunity
lightning bolt whenever possible; they use attacks against all enemies within its
Eye
an action point to attack with both on HP 22; Bloodied 11 reach (4 squares).
their first turn. If these powers are not AC 36, Fortitude 33, Reflex 33 STANDARD ACTIONS
available, they rely on their two fists and Damaged  Poisonous Bite (poison) • At-Will
use their dimensional step to ensure that The cyclops suffers a −2 penalty to Attack—Melee 4 (one creature); +31
attacks until the end of its next turn. vs. AC.
they are always within reach of two targets.
Destruction Hit—3d8+10 damage and ongoing 15
The cyclops suffers 22 damage. It poison damage (save ends).
Olympian Cyclops is blind and cannot use its evil eye
Olympian cyclopses are among the power. The target currently affected ❖ Hydra Fury (poison) • At-Will
most powerful of their kind, and a by evil eye is no longer affected. Effect—The hydra makes a bite attack
Restoration for each head it currently possesses
few even challenge the fomorian’s rule. At the end of each turn, roll 1d6. On (initially 9), but it cannot make more
Some are the traditional two-legged a 5 or 6, the eye regains all of its hp. than 2 attacks against each target.
giants, others have four legs. Thus, the cyclops regains its sight MOVE ACTIONS
and evil eye and is no longer blind.
Lernaean Shift • At-Will
Olympian Cyclops Level 18 Elite Olympian Cyclops Tactics Effect—The hydra shifts 4 squares. It may
Soldier Olympian cyclopses are powerful melee move through enemy squares but must
end it movement in an unoccupied space.
Medium fey humanoid, XP 4,000 combatants, and engage other melee
Initiative +24; Perception +17; Str 30 (+24) Dex 27 (+22) Wis 22 (+20)
fighters. They fight more than one foe Con 28 (+23) Int 6 (+12) Cha 15 (+16)
truesight 6
at a time to maximize the use of their Alignment unaligned Languages —
HP 348; Bloodied 174
AC 35, Fortitude 32, Reflex 31, Will 29 double club and whirlwind smash attacks.
Hit Locations eye If blinded, they either swing at their Hit Locations
Saving Throws +2; Action Points 1 foe’s last known location or pound the Heads (9)
Speed 8 ground with their earth smash. HP 80; Bloodied 40
STANDARD ACTIONS AC 40, Fortitude 42, Reflex 40, Will
Lernaean Hydra 38
 Great Club (weapon) • At-Will
Attack—Melee 2 (one creature); +26 Resist 20 poison; Vulnerable fire 10
The Lernaean hydra is a legendary hydra
vs. AC. Destruction
that is rumored to be the progenitor The Lernaean hydra suffers 80
Hit—3d8+13 damage. of all others. It is nearly immortal, and damage and reduces its maximum
❖ Double Club (weapon) • At-Will when one head is severed, two more hp by 80. It loses one attack from its
Effect—The cyclops makes two great spring up in its place. hydra fury.
club attacks, each against a different If all the heads are destroyed and
target. cannot be restored, the hydra dies.
Lernaean Hydra Level 28 Solo Restoration
 Earth Smash (weapon) • At-Will Brute If a head is reduced to 0 hp by an
Attack—Close blast 3 (creatures in attack that deals fire damage or if
Gargantuan natural beast (reptile); XP 65,000
blast); +23 vs. Reflex. the hydra suffers any fire damage
Initiative +22; Perception +25; all-
Effect—The target is knocked prone. around vision; darkvision before its next turn, the head is truly
 Whirlwind Smash (weapon) • HP 728; Bloodied 364; see also heads destroyed. If the head does not take
Recharge 5, 6 Regeneration 15 (as long as at fire damage, at the end of the hydra’s
least one head remains, the hydra next turn, it sprouts two new heads
Attack—Close burst 2 (enemies in
regenerates, even if reduced to 0 hp); and its maximum hp value is restored
burst that can be seen); +26 vs. AC.
see also heads by 80. The new heads begin with
Hit—3d6+9 damage, and the target is their hp at their bloodied value.
knocked prone and pushed 1 square. AC 40, Fortitude 42, Reflex 40, Will 38
MINOR Hit Locations 9 heads
Lernaean Hydra Tactics
Resist 20 poison; Vulnerable fire 10
☀ Evil Eye • At-Will The Lernaean hydra is so seldom
Saving Throws +5; Action Points 2
Attack—Ranged 20 (one creature). challenged that it has few tactics to draw
Speed 8, swim 16; see also Lernaean
Effect—The target suffers a −2
penalty to attack until the end of the
shift upon other than attacking as many
encounter, until the olympian cyclops TRAIT foes as possible with as many heads as
uses evil eye against a different Many-Headed possible. It uses its Lernaean shift to
target, or until the eye is destroyed. Each time the hydra becomes dazed or reach the greatest number of foes.. Ω

Kobold Quarterly 1 6 61
Beer Run!

Beer Run!
An Adventure of the Northlands
By Christina Stiles
Art by Pearson Scott Foresman and Joseph Jacobs

B
eer Run! is an adventure for 5th- movement to 1/4. The 2-inch sheet PCs’ presence, the six giants inside the
level Pathfinder Roleplaying of ice covering the bridge reduces meadhall are:
Game characters using material movement on it by 2 squares. • Brandr stands to the right of the
from the upcoming Frozen Empires open entrance;
sourcebook. In this great saga, the 1. Gulver’s Bridge (CR 5; 1600 XP) • Randulfr and Sindri stand above
stalwart PCs brave ice and snow to A broad thursir giant named Gulver area 6, watching the pit fight;
complete a seriously important quest in chain mail stands with crossed arms • Kolr and Ásvaldr stand beside
for…BEER! They must retrieve two kegs in the center of the ice-covered bridge the cook pits in area 4, tending
of lavuur ale from Hurthyr’s Meadhall. leading to Hurthyr’s Meadhall. Unless their food; and
Of course, Hurthyr is a ruthless thursir the PCs have another way to cross the • the largest, Hurthyr, sits upon
giant. What could be simpler? Success river, they must deal with Gulver. If he his skull throne (area 8).
brings the PCs great honor, bragging spots the PCs, he readies himself for
rights, treasure, and…beer! battle. “None may pass,” he booms to See the specific areas for their tactics.
The map for this adventure may be them, “lest ye can throw me over this Brandr – thursir beside the door –
found on theinside back cover. bridge or bleed my hide.” attacks immediately if not surprised.
Tactics: Gulver enjoys grappling Creature: thursir giant, hp 66, see
Adventure Hooks opponents and tossing them into the page 64.
The PCs may start the adventure in fast-flowing, icy river. Characters thrown
several ways, such as by: into the water must make a DC 15 Swim 3. Fire Brazier (CR 3; XP 800)
• Recovering a stolen beer shipment or Strength check to keep their heads A 9-ft flame rises from a bronze
for the Ninkash Vaer (priests) above water; those falling in suffer 1d6 brazier, providing heat for the front
• Seeking bragging rights by killing nonlethal damage from hypothermia per of the meadhall.
thursir giants and taking their beer minute of exposure (see "Water Dangers" Creature: A medium fire elemental is
• Questing for Boreas to garner a and "Cold Dangers" in the Pathfinder hiding in the wide brazier’s flames (+15
watcher’s freedom. RPG). A DC 20 Strength check is to Hide), hp 30.
required to fight the current to reach Tactics: The fire elemental attacks
Hurthyr’s Meadhall shore; the current sends failing characters when the characters have moved past
Hurthyr’s Meadhall, a giant-sized down river 20 ft per round. it, leaving their backs to it. It attacks an
structure built from an ancient white If conflict ensues on the bridge, a DC embattled PC first, using its slam attack.
dragon’s bones, rests in a border area 12 Perception check alerts Brandr, the
of Thule just across a fast-flowing river. thursir giant just inside the entrance. 4. Cook Pits & Kegs
Polar bear hides and snow cover the Brandr watches the spectacle and alerts (CR 5; 1600 XP each area)
structure, and one could almost miss the others if Gulver fails to protect the Kolr and Ásvaldr each stand over their
the meadhall—perhaps mistaking it bridge. He doesn’t leave the meadhall. own 6-ft deep, grate-covered cook pit,
for a large hill in the vast whiteness Creature: Gulver, thursir giant, hp 75, roasting two dwarves (former priests of
of the frozen lands—except for see page 64. Ninkash). Seven giant-sized beer kegs
the everburning torches ringing its Treasure: Gulver carries a pouch with rest near their cook pits.
entrance and the presence of a giant- 150 gp in coin and gems. Creature: two thursir, hp 66 each.
guarded bridge over the river. Beer Bombs (Tactics): The giants
Terrain: The snow surrounding the 2. Entrance (CR 5; 1,600 XP) throw the beer kegs at opponents,
meadhall is 3 ½ feet deep, reducing If the giants were not alerted to the dealing 2d6+9 hp damage. They do not

62 Winter 2011
suffer a -4 improvised weapons penalty. Creature: snow leopard, hp 17
Additionally, one keg in each area is (slightly injured); use leopard stats, p. Lavuur Ale
inscribed with a rune of Thur glyph. 40 Bestiary. A holy ale of the Vaer of the beer
The giants may throw these or they goddess Ninkash (see Kobold
leave them as a trap. When any non- 7. Fire Pits (CR 5; 1,600 XP) Quarterly magazine #10, p. 13),
giant comes within 10 ft. of these kegs The pits rest to either side of the steps lavuur heals 4d4 hp per tankard (max.
(marked with an X on the map), the leading to Hurthyr’s throne. They are 10 4 tankards in 24 hours). Poisonous to
keg explodes, dealing 4d6 electrical ft. deep and 10 ft. wide. A medium fire elves, it works for the giants—a fact
damage to all within 15 ft. (see thursir elemental resides in each and prevents the dwarves don’t broadcast.
for rune’s full effects). non-giants from climbing the stairs or
The thursir intercepted a trade
flying toward the thursir leader.
shipment bound for a band of
5. Mighty Wotan Defiled Creatures: 2 medium fire elementals, peaceful stone giants with whom
A statue of mighty Wotan stands in the hp 30 each, page 124 Bestiary. the dwarves of Ninkash trade for
center of the meadhall, his nose-less, rare ore. The thursir took some
stone face staring northward toward 8. Skull Throne of the caravan’s priests and guards
a raised skull throne. His left arm is A dragon’s skull rests on a raised area at for their fighting pit, preferring
missing, and a real horned helmet the back of the meadhall, and Hurthyr to play with their food before
rests upon his head; one horn droops sits on a bone throne in front of it. eating it.
downward. The statue smells strongly This menacing thursir with a braided,
of urine—with dried yellow streaks black beard holds a thur-rune-inscribed Watcher of Boreas
running the length of its body—and of warhammer in one hand and a tankard An ice-covered individual used
by the Avatar of Boreas as a
feces. Feces is piled around its feet and of lavuur ale in the other.
scrying focus throughout his
smeared across the round base, marred Tactics: Hurthyr taunts the PCs lands. Certain spells may free a
here and there by footprints. during the battle, and he rises to watcher, but freeing one without
With a DC 15 Perception check, a protect the stairs only if they defeat his Boreas’ permission garners ill
PC notice the statue can be turned, giants. He whistles for the bears (area fate (see Frozen Empires) and
but it requires the missing spear arm. 10) to aid him. They join the battle guarantees a future visit from
When the arm, which lies in the in one round unless the PCs can close him. Negotiating with Boreas to
bear pen (area 10), is attached, the their cage’s door. procure this freedom avoids the
statue can be turned to soundlessly Hurthyr fights with the tankard in ill fate, but his quests are often
unlock (but not open) the secret hand, trying not to spill it. He drinks quirky…like requiring the PCs to
doors (area 9). the liquid, healing 4d4 damage as soon steal two kegs of lavuur ale from
Any character casting a bless or he takes 10 hp damage. Hurthyr’s Meadhall.
consecrate spell on the statue—or
attempting to clean it—receives a 9. Secret Door
blessing in return. That PC may re-roll The secret trapdoor rests behind the
one dice roll at any time during the throne, under the skull’s eyes, which the
next 24 hours, keeping the higher roll. PCs can notice with a DC 25 Perception
check and open with a DC 25Disable
6. Fighting Pit (CR 2; XP 600) Device check. The statue, with the arm
This pit is 20 ft. deep and 50 wide, and restored, can unlock the secret door.
the sounds of fighting and growling echo Treasure: Inside are two giant-sized
out before the PCs can see into it. Inside kegs of lavuur ale, two Ninkash-
the pit, two bloody, stumbling dwarves marked bags of gold (1,000 gp each),
with daggers battle a snow leopard; and a large sack of mixed coins and
another leopard lies dead beside them. gems (5,560 gp).
Without aid, the dwarves Olaff and
Vermundr fall to the creature in 4 10. Bear Pen (CR 6; 2,400 XP)
rounds after the PCs enter the hall, Two polar bears rest in the open pen.
falling to -2 hp each. The leopard has They join Hurthyr in battle when he
taken scratches from the daggers (2 whistles for them. Inside their strong-
hp). The kidnapped caravan dwarves smelling, messy pen are dwarven bones,
are 1st-level warriors and the last of the Wotan’s arm, and piles of feces.
prisoners. The thursir cooked and ate Creatures: two polar bears (use
the others. grizzly bear stats), hp 42 each.

Kobold Quarterly 1 6 63
Beer Run!

ECOLOGY can create magical metalworks in half


New Monster Environment Cold Mountains the time it would take others.
Organization solitary, gang (2-5), band
Giant, Thursir CR 5 (6-12 plus 35% noncombatants, 1 Rune of Thur (Su) As a standard
cleric of 1st-2nd level and 1-4 wargs), action, the thursir giant can inscribe
XP 1,600
raiding party (6-12 plus 1 cleric of the Rune of Thur on an object. The
NE or LE Large humanoid (giant) 3rd-4th level and 2-7 wargs), or clan rune lasts until the thursir giant
Init +0; Senses dark vision; Perception (21-40 plus 1 cleric of 5th-7th level, inscribes it somewhere else. The
+2 5-16 wargs, and 1 fighter of 7th-8th rune has three possible effects.
DEFENSE level) • Weapon: If inscribed on a weapon
AC 17, touch 9, flat-footed 17 (+6 Treasure standard (chain mail, wielded by a giant, the rune gives
armor, +2 natural) masterwork great hammer; one of the weapon the shock quality. The
hp 66 (7d8+35) which may bear a Rune of Thur) runes explodes if any non-giant
Fort +10, Ref +2, Will +4 SPECIAL ABILITIES grasps the weapon.
Defensive Abilities cast iron stomach, Cast Iron Stomach (Ex) With a • Armor: If inscribed on armor worn
rock catching; Immune Disease; prodigious ability to eat and drink, by a giant, the rune gives the
Resist acid 10, cold 10 a thursir giant can eat up to half its wearer a +2 sacred Strength bonus
OFFENSE weight in food without ill effects. and electric resistance 10. If a
Speed 30 ft. Thursir giants receive a +10 racial non-giant dons the armor, the rune
Melee masterwork great-hammer +15 bonus to saving throws against explodes.
(1d12+13) ingested poison. • Glyph: If inscribed on any other
Ranged rock +5 (1d8+9) surface, the rune acts as a glyph,
Space 10 ft.; Reach 10 ft. Mastersmith (Su) Thursir giants exploding when a non-giant comes
Special Attacks rune of thur have a natural affinity to metals. within 10 ft. An exploding rune
STATISTICS
They produce masterwork quality deals 4d6 hp electrical damage to
metalworks in half the time. all non-giants within 15 ft. (DC 15
Str 28, Dex 10, Con 21, Int 13, Wis 15,
Moreover, they can enchant any Fortitude save halves). Any female
Cha 11
metalwork they forge, though it takes characters take an additional 2d6
Base Atk +5; CMB +15; CMD 25 them twice as long as normal to do hp damage (DC 15 Will negates).
Feats Cleave, Improved GrappleB, Skill so. The giant’s Hit Dice substitute
Focus (craft), Power Attack, Weapon for caster level and the cost of Strength of Stone (Ex) The thursir
Focus (Great Warhammer) enchantment remains the same. giant’s 30 ft. movement rate is
Skills Climb +19, Craft (any one Special: If a thursir giant takes the never modified by either armor or
metalsmithing) +14, Survival +12; appropriate item creation feats, they encumbrance. Ω
Racial +4 craft (any metalsmithing).
Languages Common, Giant
SQ mastersmith, strength of stone

64 Winter 2011
T h e
Tak e
O U N D !
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• New rules for skirmishes and sieges, including siege engine stats
• A ready-to-run military adventure for 4th Edition D&D
• Details of nations and mercenaries in the World of Midgard
• How to run a smart military character or campaign in a fantasy setting
Designer Matt James (U.S. Army, ret.) is a graduate of the American Military University and
recipient of the Purple Heart and Bronze Star. His design skills and service experience combine to
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Kobold Quarterly 1 6 65
Open Design, the Open Design logo, and the Midgard logo are trademarks of Open Design LLC. All Rights Reserved
Clockwork Monsters

Clockwork Monsters
By David Adams
Art by Alvim Corréa

C
lockwork monsters are the stunning strength. This hydraulic Laser
creations of the mad, the force allows a clockwork creature (minor; recharge 4, 5, 6)
desperate, and the deviously to make powerful attacks at a Ranged 10; level + 4 vs. Reflex; 5/tier +
brilliant. Gears and springs replace distance, but once extended the ½ level radiant and fire damage.
muscles and sinew; metal, stone, fist loses some of its dexterity until
or wood usurp bone and flesh. retracted. Only the most expertly- Motorized Rush
Whether wholly composed of these crafted constructs display this level Servo motors provide a burst of
base materials or incorporating of sophistication. enhanced speed to a clockwork
living creatures maimed by deranged This power is suitable for brutes creature. Stronger motors allow a
clockwork monsters are marvels of dark and soldiers. Brutes in particular monster to gain enough momentum
genius and sinister mechanisms. can use the hydraulic fist to potent to barrel over opponents. The springs
The optional powers presented effect, increasing their capacity to powering these motors take time to
below allow DMs to make deal damage and reinforcing their wind, so clockwork monsters can’t rely
any monster into a clockwork staggering ferocity. Melee strikers on this tactic alone.
construction. These creations might might also have use for this power, as Brutes are the most likely
be full automatons deserving of the they can strike targets far enough away candidates for motorized power, since
construct keyword (see the Monster to escape reprisal. they try to overwhelm opponents.
Manual for more on keywords) or Skirmishers and lurkers who rely
a macabre hybrid engineering that Hydraulic Fist on melee attacks can also benefit
uses the living construct keyword. (standard action; recharge 5,6) from this power, and it reinforces
Whatever these creatures’ abilities, The creature makes a melee basic the sense of sheer physical force for
remember that vivid description attack with reach 2. If the attack mechanized monsters.
hits, the target takes an additional
is the most powerful tool for
5 damage/tier and is pushed 3
conveying the imagery associated squares. Until this power recharges, Motorized Rush
with this theme. (See the sidebar of the creature suffers a -2 penalty to (standard action; recharge 6)
descriptive keywords.) climb and grab checks. The creature makes a charge attack,
Skill Modifications: +2 to moving up to its speed + 2 squares. If
the attack hits, the target is pushed 3
Endurance checks. Laser
squares and knocked prone.
A concentrated beam of light and
Attack Powers energy, the laser commonly appears
Clockwork monsters are often on advanced clockwork creatures. The Utility Powers
powerful. A series of complex high energy demanded by this device Most clockwork monsters require
gears or convoluted motorized means it must recharge, but it fires some means of animation. Chemical
components amplify the physical quickly once primed. fuels and batteries abound, but some
strength of these creatures. The laser is a useful power for automatons might rely on steam-
artillery monsters, giving them an belching boilers. They also are easy to
Hydraulic Fist ability to make multiple attacks repair when damaged and often have
Tubes and pistons surrounding from a distance in a single round. imbedded weapons or other visible
the forearm compress liquid to Controllers and ranged skirmishers components that can be damaged
generate incredible pressures or lurkers can also make good use of and disabled.
and fire the mechanized with a laser.

66 Winter 2011
Battery Powered loops, or rub rubber or cloth strips Galvanic Field Generator (
Though time-consuming to produce, against glass rods to generate a field Lightning) aura 5; each creature that
chemical batteries power advanced of static electricity. As the static starts its turn in the aura is pulled 1
clockworks with incredible efficiency. builds, it pulls nearby creatures closer, square. Creatures pulled to a square
adjacent to the creature with this aura
Many of these batteries recharge with discharging suddenly when they take 5/tier lightning damage.
lightning powers, giving the monster a draw too close. These devices often
sudden surge of energy. Creators often sit inside clockwork monsters or are Self Repair and
shield these batteries or install them mounted on their chest or back. They Cannibalized for Parts
internally, but some might be visible tend to attract small, loose metal Because they are creatures more
and thus vulnerable. objects, pieces of fabric, and fine dust of metal and magic than flesh and
The battery powered trait works best or dirt. blood, clockwork monsters are
with traps, terrain, or hazards that The galvanic field generator gives a often easily repaired from damage
deal lightning damage. The temporary creature a great degree of control over during fights. Broken gears and
hit points extend the longevity of a its opponents. Soldiers see the most damaged parts can be removed and
creature only so long as it has reliable benefit from the generator as it helps replaced quickly, refreshing the
sources of damage around to charge its to keep their targets close to them. vitality of a deranged automaton.
battery but work well for monsters of Controllers with melee abilities find the Many clockwork monsters will also
any role. aura can neatly govern the movement scavenge their weaker allies for parts
of their enemies. in order to continue fighting.
Battery Powered
The creature gains immunity lightning.
When the creature is hit by an attack
that deals lightning damage, it gains
temporary hp equal to 5/tier.

Faulty Construction
Many clockwork monsters are
assembled hastily or crafted by a
madman with inexpert skill. Poor
construction, shoddy materials, and
exposed components plague such
creatures and render them vulnerable
to irregularities in combat. An
accidental miss might cause gears to
slip, and a lucky blow might jostle
parts out of alignment.
Adding this trait to a creature gives
it the appearance of vulnerability and
clumsiness. It is particularly suited for
use with large numbers of minions
or other hordes of creatures, as the
creation of such mechanized beasts is
often rushed.

Faulty Construction
If this creature rolls a natural 1 on an
attack roll, it is immobilized until the
start of its next turn. When an enemy
scores a critical hit against it, it is
dazed (save ends).

Galvanic Field Generator


Raised hair and a constant thrumming
betray the presence of a galvanic
field generator. Clockwork parts spin
magnetized stones through copper

Kobold Quarterly 1 6 67
Clockwork Monsters

Self Repair They are the easiest fuels to produce,


42 Descriptive Terms for (Standard; Encounter) * Healing so some see their drawbacks as being
Clockwork Monsters The creature gains a +2 bonus to of little consequence. Others find the
defenses and regains hit points equal explosive nature of their creations a
These creatures require description to 5/ tier + ½ level.
worthy of their clanking, desirable trait all of its own.
ponderous, mechanisms. Here’s Like all powers that trigger at a
a few bits that may impress your Cannibalized for Parts creature’s death, minions are ideal for
players. Combine 1 from column As a move action, this creature can be unstable alchemical fuel (see page 56 for
A with one from column N for immediately reduced to 0 hit points other minion death powers). The fuel
instant technobabble. by an adjacent ally with the Self also showcases the demented nature of
Repair power. When an ally does
this it destroys the creature with this the construct’s creator.
Adjectives Nouns
1 Anodized Actuator trait and recharges the ally’s use of
2 Arcano- Balance Gear Self Repair. Unstable Alchemical Fuel
Chemical (immediate reaction, when this creature
3 Belt-Driven Boiler Steam-Driven is reduced to 0 hit points; encounter)
4 Chain-Driven Claw An internal boiler generates pressurized Close burst 1; creatures in the burst
5 Charging Compressor take 5/tier acid and fire damage and
steam to spin gears and power servos,
6 Compounding Condensor are pushed 1 square.
bringing clockwork mechanisms to life.
7 Condensing Crank
8 Distilling Crucible
While this power source is relatively Vulnerable Weapon Assemblage
9 Double-Acting Cylinder easy to build, cold conditions can Imbedded swords, shoulder-mounted
10 Drilling Driving Gear impair its functioning. At the same crossbows, mechanized limbs: these are
11 Galvanic Expansion time, the fires of the stream-driven all hallmarks of a clockwork monster.
Chamber construct’s boiler are easy to stoke, They are also all vulnerable appendages
12 Hemispheric Frame allowing the creature to be temporarily that intrepid adventurers can cunningly
13 Hydraulic Gearshaft
quickened. attack to foil the creature’s attacks.
14 Load-bearing Piston
15 Overspeed Pressure Valve Skirmishers and lurkers can make the A solid blow against such a device
16 Reciprocating Regulator most use of the steam-driven trait since renders it inoperable and damages the
17 Regulating Reservoir an additional move action facilitates monstrosity wielding it.
18 Rotary Spring their common ambush tactics. Many This trait can be applied to a
19 Structural Stator other roles can also benefit from the monster multiple times, each time
20 Twin-Valve Turbine ability to gain an additional move selecting a different creature capability.
21 Volt Vacuum
Chamber
action on their turn. For enhanced Adding this trait to a creature gives
effect, consider including a steam- it a more obviously mechanized
powered monster in a combat with appearance, which heightens players’
The self repair power allows a another monster that has close or area perception about their opponents
creature heal itself and is most burst attacks with the fire keyword. and actively rewards their creativity.
useful to artillery monsters or It also helps balance out the challenge
ranged controllers. Brutes can also Steam-Driven a monster poses if it has several
make good use of the ability, but The creature gains Resist 5/tier fire clockwork abilities.
their emphasis on melee makes and Vulnerable 5/tier cold. When it is
the use of a standard action for the target of an attack that deals fire Vulnerable Weapon Assemblage
damage, the steam-driven creature
healing somewhat costly. Minions gains a second move action on its Select one power other than an at-will
will see the most benefit from the next turn. When targeted with an basic attack. An enemy can make
cannibalized for parts trait, and attack that deals cold damage, the an attack against the manufactured
creature is slowed (save ends). part of the creature that powers
it can make for some interesting the attack. The assemblage has
strategic decisions on the part of defenses equal to the creature’s +2,
both players and monsters when Unstable Alchemical Fuel cannot be hit by attacks that target
there are numerous creatures in Unstable fuels are the hallmark of Will, and cannot be targeted by burst
or blast attacks.
an encounter that utilize these hasty artificers, those more concerned
If the assemblage takes at least 10 +
powers. Creatures with the galvanic with producing mechanized servitors ½ level damage from a single attack,
field generator aura might draw in en mass than with ensuring their the creature takes 5 damage/tier and
reluctant allies and harvest their survival. The volatility of these reagents cannot use the power linked to this
trait. The assemblage dangles and
parts, while minions with unstable makes them efficient fuels, but when
shows obvious leaking, sparking, or
alchemical fuel might be hazardous a construct is damaged and the fuel is escaping steam. Ω
to disassemble. exposed to the air, it reacts explosively.

68 Winter 2011
Coming Next Issue
The kobolds are preparing for hibernation (well, a long winter's nap), so we really
have no idea what is coming for sure in the wild blossoms of spring.Here's a few
things we might publish next issue...Also, we're hoping for at least one of the
following to happen:

The Right Way to Do Wrong


Like heist and caper flicks? You'll love this in-depth look at roguish scams,
schemes, and complex payoffs. It's everything a Thief Lord might want.
The God Slavers
A god in chains. A priesthood bent on destruction. What exactly is going
on with this mad priesthood?
So We Meet Again
How do you build a great villain and keep him ticking for much of a
campaign? There's many schools of thought and much devious DM knowledge
on this topic. Kortes lays it out with both story elements and rules you can apply
immediately to improve the quality of villainy in your campaign.

Plus we might have other tricks and tips from Monte Cook, an interview with a gaming industry founder, a set
of explo sive new spells and items, poisons and possibly curses, a preview of the Lost City adventure, a set of
drakes and dragons, some friends of Dagon's, and a special sneak peek at the Midgard setting. All coming next
time so long as the Slush Gods are with us!

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Game Content; (f) “Trademark” means the logos, names, Product Identity in Open Game Content does not constitute Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
mark, sign, motto, designs that are used by a Contributor a challenge to the ownership of that Product Identity. The Lance Hawvermale, Travis Hawvermale, Patrick Lawinger,
to identify itself or its products or the associated products owner of any Product Identity used in Open Game Content and Bill Webb; Based on original content from TSR. Kobold
contributed to the Open Game License by the Contributor shall retain all rights, title and interest in and to that Product Quarterly issue 16, Copyright 2011, Open Design LLC, www.
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, Identity. koboldquarterly.com. All rights reserved.

Kobold Quarterly 1 6 69
Book Reviews

Book Reviews
By Ben McFarland and Pierce Watters

characters and plot lines, keeping the


reader on tenterhooks, and never once
fails her audience. She brings everything
together in a rousing conclusion.
Ms. Willis does more than just convey
the emotions of a nation under siege. She
gives the reader an insight into what it
might have been like to live in London
during those times, the terror and anger
and courage. In the end, she presents a
greater understanding of the best things
that human beings can be. This book
deserves the highest of recommendations.

Blackout All Clear


Connie Willis Connie Willis
Ballantine Books Ballantine Books
Hard Cover Hard Cover
491 Pages 641 Pages
$26.00 $26.00

At the middle of the 21st century, Oxford, the publisher divided the novel almost
England, has set up a time travel facility exactly in two and released Blackout and
to let trained historians delve into history’s All Clear several months apart.
great events. This presents few causality In the novel, our historians most
concerns, since current theory holds that carefully observe and note daily life
travelers cannot change the past. in England during the war while
This is not to say there are not doing their utmost not to take any
problems, but the past—through God action which might change the course
or the Cosmos or some other celestial of history. Back in Oxford in 2060,
mechanism—seems to protect itself their boss does his best to see that his Winter Witch
through “slippage.” It is beastly difficult historians remain out of harm’s way. Elaine Cunningham
to travel to moments of the greatest However, problems develop as slippage Paizo Publishing
Trade Paperback
importance, because a traveler might increases, and the individual historians
December 2010
find that he or she has slipped and discover the “drops” that should return 300 Pages
missed the desired place and point in them to their own time will not open. $9.99
time. A few minutes or hours are quite These trapped historians must face World
common, but some slippages might War II, mostly in London, with the Elaine Cunningham’s Winter Witch follows
cover days, weeks, or even more. uncertainty, fear, and hopeless that comes Declan Avari and Ellasif of White Rook
Connie Willis, one of the most honored from not knowing when the bomb with as they journey to the frozen lands of
writers in the history of fantasy and your name on it will hit. Irrisen on a rescue. Declan is an apprentice
science fiction, gives us the story of a Connie Willis has written one of the mapmaker who has sworn off wizardry,
handful of historians studying England in most brilliant novels executed in this and Ellasif is a ruthless spitfire of a
World War II. Originally written as one or the last century. A master of plot, barbarian. It’s an excellent trip alongside
long and incredibly well-researched novel, Ms. Willis expertly handles multiple believable characters who nurse regrets,

70 Winter 2011
laugh and flirt, and both marvel at and fear One of the most famous incidents
the magic in the world. Cunningham does in the history of the Old West is the

Black
an especially effective job with enjoyable gunfight at the OK corral. Awarding-
dialogue that complements an authentic winning writer Mike Resnick takes us
supporting cast. It’s easy to feel regret and back to those days…sort of.

& Read
sympathy when one of the characters In The Buntline Special, the federal
suffers at the hands of antagonists. government has relocated Thomas
All of this well-tailored handiwork Edison to the town of Tombstone to
dresses what is essentially a stock fantasy lead the scientific fight against magic-
novel – which makes sense, given its wielding Native Americans, specifically Your Friendly Local
basis in Paizo’s world of Golarion. We’re
shown barbarians suspicious of anything
Woo-Ka-Nay (aka Hook Nose), of the
western Cheyenne, and Goyathlay of the
Game Store
* Buy
magical, conniving necromancers with Apaches—better known as Geronimo.
devilish familiars, and crafty merchants The western expansion of the US has

* Sell
leading gypsy-like caravans. However, come to a dead stop at the Mississippi
that’s the ticket everyone purchased; river. The government is depending on the
when readers pick up Pathfinder Tales, inventive genius of Thomas Edison, with
they expect to walk through a world the assistance of Ned Buntline, to find a * Trade
Arvada,
first experienced around the game table. way to defeat the powerful Indian tribes.
Anything else would be dishonest. But there is a problem. Someone is
Winter Witch isn’t the novelization of
someone’s campaign notes. It examines
trying to kill Edison and has already
come very close. Wyatt Earp is hired Colorado
Declan’s metamorphosis from reluctant to protect Edison and Buntline.
mage to self-proclaimed wizard and the Earp’s brother Vigil is marshal of the (800) 467-3236
evolution of his feelings for the woman he Arizona Territory and Morgan Earp is
set out to save. It follows Ellasif’s personal a deputy. Wyatt faces formidable foes blackandread.net
revelations on tradition, duty and in Ike Clanton, his brothers, and an
freedom. Overall, readers will find this a assortment of horse-stealing n’er-do-
very entertaining book, with equal parts wells known as the Cowboys. In need
quiet introspection, gut-spilling action, of help, Wyatt Earp sends for friends
and a fantastic setting that promises Doc Holliday and Bat Masterson. Then
adventure and doesn’t disappoint. things get interesting.
Geronimo magically transforms
Masterson into a real bat, and Hook Nose
resurrects Holliday’s arch enemy Johnny
Ringo. Edison has lighted Tombstone
with electricity, he and Buntline run
electric stagecoaches armored with a
super-brass, and Big Nose Kate Elder’s
brothel is populated with human females,
cyborgs, and mechanical hookers. As
tensions build, a new gunfight at the OK
corral becomes inevitable.
Identified variously as “A Weird West
Tale” and a “steampunk western,” the
book perhaps best fits in a genre Joe
R. Lansdale and Pat Lobrutto, with
tongues firmly planted in cheeks,
many years ago dubbed “Cowpunk.”
The Buntline Special Master writer Mike Resnick turns the
Mike Resnick historical gunfight at the OK corral
Pyr Science Fiction & Fantasy into a glorious cowpunk-ish romp
Trade Paperback
through Old West history. The book
December 2010
$16.00 is delightfully illustrated by J. Seamus
322 pages Gallagher. Highly recommended. Ω

Kobold Quarterly 1 6 71
Free City of Zobeck

Banners of Zobeck
By Wolfgang Baur
Art by Olaus Magnus

T
he bright red banner with These then, are the foes and friends
a golden gear of the Free most common to Zobeck that its Zobeck Order of Battle
City’s army flies high from generals see. They know that today’s
• Griffon Knights, 20 flying cavalry
the Citadel walls, and rarely does friend might be tomorrow’s bitter • Zobeck Wands, 25 human
it march against a foe in anger. But enemy, and each nation seeks to expand wizards of the Collegium
Zobeck is surrounded by those who itself at the expense of others. The Free • Green Hussars, 50 human
might demand tribute, bluster with City’s strategy has been to sell weapons light cavalry
outrageous threats, or even compel to all parties, to offer its services as a • Rava’s Legion, 75 gearforged
the city’s submission and fealty. The trusted broker between larger powers, heavy infantry
Free City retains a standing army, and to pay tribute when it must – and • 1st to 5th Companies, 250
though a small one, and cultivates good to use assassination only when others human medium infantry
relationships with some neighbors and force its hand. Over time, it has gained • Volund’s Hammer, 50 dwarven
some prominent mercenary companies. land in the Smolten Hills, and used its crossbowmen
control of trade as a hammer against • Raven Feeders, 100 kobold
archers/light infantry
Bad Neighbors foes it cannot defeat in direct battle.
• The Exiles, cantonal
Zobeck shares borders with five states: mercenaries, 75 dwarven
the dwarven cantons of the Ironcrags Elite Forces heavy infantry/pikes
to the west, the undead princes of The city rarely commands more than • City levy, up to 500 human,
Morgau and Doresh to the north, the 1,000 troops in the city itself, and half dwarven, and kobold
human kingdom of the Magdar to of those come from a levy of the citizens citizen-soldiers
the south, and the difficult legions of to man the walls when its professional
the Duchy of Perun’s Daughter to the soldiers go raiding. For all its wealth—
east, at the mouth of the River Argent. and the bounteous patronage of the Footmen and Mercenaries
Raiding bands of militant ghouls from Gear Goddess Rava—the Free City Infantry is the queen of the battlefield,
the underdark sometimes harry the of Zobeck is smaller than the great and Zobeck has been blessed in
city’s trade, though the ghouls present metropolis of the Seven Cities or this regard. Its citizens willingly
no ambassador to the city. the Mharoti Empire. The gearforged volunteer when needed, and its kobold
Almost as dangerous as those nations are company is still its preferred body of and dwarven folk make excellent
the less organized groups. Bands of centaurs heavy infantry, and its mages from the skirmishers and crossbow troops,
occasionally make their way through the Arcane Collegium are second to none— respectively. The city is also notorious
Margreve Forest to raid the city’s fields and but both groups are relatively small and for its skill in conducting night raids.
outlying villages. Bands of the shadow fey scattered, no matter their individual size. Finally, Zobeck depends on
sometimes harass travelers on the Great The city’s true elites are the Order companies of mercenaries to fill out
Northern Road, though this is rare. of Griffon Knights (primarily scouts, its ranks. Most of these are Ironcrag
Close but not quite bordering lie seven or despite their name) and the Green dwarves or the pikeman of Dornig,
a dozen more states, depending on how the Hussars, a set of ridiculously brave— though Rothenian centaurs serve as
counting is done: the nomadic elves of the some say foolhardy—cavalry. The light cavalry, scouts, and skirmishers.
Rothenian plains, the human principalities Griffon Knights ride their mounts to The city of Zobeck’s main strength
of the Grand Duchy of Dornig, the Free scout the forests and open plains; the has always come from the willingness
City of Salzbach, the small mountain state hussars patrol roads, hills, and woods of her people to fight. Their wealth and
of Burgoyne, the powerful but sharply- in their green jackets and gold braid. skill make them formidable, and her
pressed Electoral Kingdom of Krakova, The hussar’s colorful plumage hides neighbors approach battles with the
and two of the Seven Cities, Melano and hard steel; they burn border villages city warily. Most find it easier by far
Triolo. All have trade relationships and not when needed. The hussars are also to strike a deal with Zobeck than to
infrequently alliances with Zobeck. inordinately fond of dueling. overcome her army. Ω

72 Winter 2011
1 square = 5 ft.
tm

C a m p a i g n S e t t i n g
The Fires of a Singular Task Burn Strong
Until now, you’ve known the world of Midgard in part. You’ve seen the
lost civilizations. You’ve heard the ticking of the clockwork. Your nostrils
burned at the stench of Imperial ghouls on your trail, and you’ve felt the
cold, hard riches of the gold of the Ironcrag Mountains.

Now We Forge a Deep Design Talent


Shared World The project will have multiple guides:
Jeff Grubb will develop a region, as will
The world of Midgard Baur, Brandon Hodge, and others. Seven
– Wolfgang Baur’s own regions will be explored in all—and you
homebrew campaign choose which one we do first!
setting for the last five
years – is opening wide 1) The Crossroads of Zobeck, the Cantons,
the gates. The world and Margreve Forest, and the Magdar Kingdom.
of Zobeck and the Shadow elves and clockwork magic!
Margreve Forest, the world 2) The Dragon Empire of the Mhaloti Sultan and
of vampire principalities his harem assassins, the Flying Cities of Sikkim,
and the Dragon Empire, plus the tombs of the River Lands to plunder.
the cities small and large: 3) The Grand Duchies of the Princes, the ruins of
All of it, revealed in the most ambitious Thorn, the Elven Court of Arbonesse, the Free City
project ever done at Open Design. of Salzbach and its ten thousand riches.
4) The Northlands and Elflands, snowy realms of
But we’re not introducing you to our reaver dwarves and thursir giants, home to Thule
world. You will be introducing all of us to and the Lands Beyond Knowing
yours. 5) The Seven Cities, city states in perpetual
war of poison, guile, and steel, home of a fallen
Secrets Revealed at Last empire, land of oracles and great wealth
The Midgard project continues the 6) The Wasted West, haunted lands of the
shared world tradition of all Open Design wizards’ magocracy, towering horrors on blasted
adventures, starting start with an existing heaths, the wasteland of ruined kingdoms fallen
map and Baur’s campaign notes. Patrons into goblin realms.
can follow those foundations, or take 7) the Tsars and Steppes with their cold gnomish
the world in new directions to add cities, hells, nomadic Rothenian elves, infernal princes,
kingdoms, even villains or pantheons from bloodthirsty centaurs, and crazed slaver despots!
their own home campaigns.
Results
You’ll choose new magic and monsters, When the project is complete, Midgard will
and new characters from cossack centaurs be a seamless whole loaded with dungeon
to the gearforged, the depraved wizards
of Bemmea and the dragonkin, the reaver
sites, characters, and plots. The resulting Choose Your Region
worldbook will be released as a high-quality
dwarves, the river elves and their shadow hardcover with professional editing, art, by February 1!
cousins. layout, and printing. Design and
Midgard offers you rich possibilities for
adventure, for bold new characters and
Patrons who join at the Sponsor level are Brainstorming
invited to join a private Midgard game run by
hideous dangers! the designers at Gen Con 2012. will Begin Promptly.

KoboldQuarterly .com/k/Midgard
tm
tm

Midgard and Open Design are trademarks of Open Design LLC. All rights reserved.

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