Kobold Quarterly Issue 11 Fall 2009

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Fall 2009 Issue 11

Unholy Monstrous Mayhem


A Magazine of Kobolds & Dragons

4th Edition
Wish
Spells
Ecology of the
Vampire
Broken Minds:
Pure
Madness
Pro Designer
Roundtable:
Mearls,
Bulmahn,
100% Official Content
6.99

Perkins & More


US $7.99 CAN $10.99 EURO

Monte Cook’s Game Theories / The Philosopher’s Stone / How to Torture PCs /
Pathfinder Ranger Options / Bugbear, Hobgoblin, and Minotaur PCs / John
Wick’s Hardworking Dwarves / Treasure Tricks and Tips / The Howling City
www.koboldquarterly.com
D. Christopher Dawson (order #1747754) 7
Undead Rule
The long-awaited Imperial Gazetteer has arrived! This 4th Edition sourcebook reveals the secrets of an undead
kingdom, the Imperial Principality of Morgau and Doresh. While its priests and wizards are powerful, it is
a dangerous place to visit, from its living slaves to its chilly stone palaces, from these Princes above, and the
Empire of the Ghouls below.
This sourcebook provides a full accounting of its society and its debaucheries, including:
  Ghoul PC Race
  The Ghost Knights of Morgau
  Cult of the Red Goddess, Mother of Lust and Lies
  The Princes and their Ghoulish Allies Below the Earth
  Grandmother Baba Yaga and her consort, Koschei the Deathless
  More than 30 New Monsters of the Underworld
The Princes of Murder and Death await your visit. Pick up the Imperial Gazetteer today.
What is Open Design?
Written with frequent feedback and critique by the patrons, game books from Open Design are not shaped
by a corporate branding strategy—they offer what players and DMs really want. That’s Open Design.
To become a patron, please visit koboldquarterly.com.

It's Your Game.

Fall 2009
Open Design is a trademark of Open Design LLC.

D. Christopher Dawson (order #1747754) 7


Earthdawn
®

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D. Christopher Dawson (order #1747754) 7


contents

4
Editorial
It's Good to Win

7
Letters
From the Mines

10
Expand Your Game
A Broken Mind
by Scott Gable
Even heroes have their limits.


17
Wicked Fantasy
Uvandir: The Pride of Craftsmen
by John Wick and Jesse Heinig
Dwarves are tougher than you. You gotta problem?

22
PC Races
Howling Werebeasts
by John E. Ling, Jr.
Two-Faced PCs can be a good thing.
On the Cover
27
Ecologies
Ecology of the Vampire Richard Clark's "Advance of the Death
by Tim and Eileen Connors Knights" brings some real carnage to
The classic seducer gives up his secrets. the cover this issue.
Kobold Diplomacy
33 Running Across the Screen
by Christopher L. Dinkins and Jeremy L. C. Jones

Game Theories Reviews


43 Haunted by the Spirit of the Rules Book Reviews
by Cynthia Ward and Pierce Watters
39
by Monte Cook
Arcane Studies Cartoons by Stan!
46 Wishing Well 10' by 10' Toon 46


by Garrett Baumgartner
Tools of the Trade
Bolt & Quiver 25
50 Whack Jacks and Harpy Nets
Maps of Fantasy
Farragum,


by Adam Daigle, Stefan Happ, Tim Hitchcock, and Michael Kortes
GM Options
the Howling City
by Dan Voyce
70
54 Torture and Fear on the Tabletop The Free City
by Hank Woon Road and River
by Wolfgang Baur
76
Phat Lootz
56 Same Rules, Different Treasure
by Ken Marable
PC Races
58 Monstrous Paragons
by Phillip Larwood
Artifacts
62 Mysteries of the Philosopher’s Stone
by Mario Podeschi
Flashing Blades
66 The Spell-less Ranger
by Marc Radle

Kobold Quarterly 11 3

D. Christopher Dawson (order #1747754) 7


It's Good to Win
Editorial

T
here are a whole lot of Kobold Quarterly writers •  Open Design has just launched its next three patron
who should be very proud of themselves; this projects. Fastest off the blocks is our first official Pathfinder
magazine won the prestigious “Best Writing” project, From Shore to Sea, with Brandon Hodge at the
ENnie award this year at GenCon. And not just any ENnie; helm. He’s busily writing up the glories of Golarion and the
we won the Gold! secrets of Azlant, and this one will be published by Paizo
That felt pretty good, so let’s say it again: next year. All patrons get a copy of the print edition as part
Kobold Quarterly won the 2008 Gold ENnie Award for of their patronage.
“Best Writing!”
•  Hot on that project’s heels are the 4th Edition Courts of
We also won the Silver ENnie for “Best Web Site” and the Shadow Fey and our very first Call of Cthulhu project,
another Silver ENnie for “Best Aid or Accessory.” That’s Red Eye of Azathoth.
great news, and makes it clear that the work invested in this
magazine by our writers and editors has really paid off in the •  Right about now, you’ll be seeing the Imperial Gazetteer,
last year. I hope you agree. a new standalone sourcebook describing Morgau & Doresh,
On top of that, Tales of Zobeck, the limited-edition patron the undead realms to the north of Zobeck for 4th Edition.
adventure from Open Design, won the Silver ENnie for
•  Early next year, we’ll continue our Pathfinder support
“Best Electronic Book.” It seemed a shame not to share that
with the Sunken Empires sourcebook.
project with the wider gaming public, so we have opened
up the limited edition and made Tales of Zobeck available to There’s so much to celebrate, and yes, it’s more than a little
everyone and anyone who wants to see what all the fuss is crazy around here. Please join us in our glorious madness
about and has a little cheddar to keep your friendly kobolds’ this month—this issue is packed with werewolves, vampires,
mousetraps in working order. If you are interested in seeing and the ruins of broken minds. Bring on the san checks,
it, it’s available from the Kobold Quarterly store. we’re ready to run amok!
Thank you to every one of our writers, patrons, artists, and And now—if you’ll excuse me—I’m going back to try to
subscribers in 2008 who made those awards possible. We are earn your vote for next year’s awards.
pleased and deeply honored by your support.
Proud as I am of all that KQ and Open Design have
achieved in the last year, there are even bigger goals for the
year to come, and I just want to share a bit of it with you.

Kobold in Chief

4 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


Meet Morlock AMbrosius—stAteless person,
MAster of All MAgicAl MAkers, deAdly
swordsMAn, And hopeless drunk.

BLOOD OF AMBROSE THIS CROOKED WAY

James Enge James Enge


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Cover illustrations © Dom


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inic Harman
Joseph Mallozzi

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also available from


Cover illustrations © John Picacio

WORLD’S END DARKEST HOUR ALWAYS FOREVER

Mark Chadbourn Mark Chadbourn Mark Chadbourn


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A dragon firebombs a freeway. Shape-shifters stalk the commercial district. The deadly
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An Imprint of Prometheus Books


Kobold Quarterly 11 5
Toll Free: 800-421-0351 • Fax: 716-691-0137 • www.pyrsf.com

D. Christopher Dawson (order #1747754) 7


Fall 2009 Volume 3, Issue 2

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 of Open
Design, its owner and patrons, or its contributors, who are not liable for
opinions expressed herein. Most product names are trademarks owned
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Cover Design: Richard Clark Subscriptions: Please subscribe at koboldquarterly.com, or send a
check or money order to PO Box 2811, Kirkland WA, 98083, USA.
Consulting Editor: Jeff Grubb PDF subscriptions are US$16 per year, €11 in Europe. Paper and PDF
Assistant Editor: Scott Gable combined subscriptions are US$36 per year in the United States,
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Contributing Authors: Garrett Baumgartner, Wolfgang
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current rates. All ads are subject to approval, and KQ reserves the right
Christopher L. Dinkins, Scott Gable, Stefan Happ, Jesse
to reject any ad for any reason.
Heinig, Tim Hitchcock, Jeremy L.C. Jones, Michael Kortes, Phil
Open Game Content: The Open content in this issue includes the
Larwood, John E. Ling, Ken Marable, Mario Podeschi, Marc
monster statistics in the the “Werebeasts” article, feats in the "Uvandir"
Radle, Dan Voyce, Pierce Watters, Cynthia Ward, John Wick article, and the "Whack Jacks and Harpy Nets" article. All other material is
Cover Artist: Richard Clark Product Identity. No other portion of this work may be reproduced in any
form without permission.
Contributing Artists: Darren Calvert, Martin Disteli,
Lucas Haley, Tim Hitchcock, Ben Hodson, Kraig Horigan, Submissions and Design: Each issue of Kobold Quarterly Magazine
supports Open Design, an RPG design community. Article queries are
James Keegan, Pat Loboyko, Sean Macdonald, Olaus Magnus,
accepted from freelancers, from KQ subscribers, and from Open Design
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©2009 Open Design LLC

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6 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


From the Mines
Dispatches and Complaints

Kobold Letters
Playing the field ourselves we wanted out of a ruleset,
and to an extent, its implied setting.
First of all, thank you for providing We found ourselves yearning for the
icons indicating the appropiate edition flexibility of yore, balance be damned!
at the top of your articles. We are now readying our first
I wanted to touch briefly on the foray into the Pathfinder RPG rules,
subject of editions without warring and we’re extremely glad to see it
about it. When 4E was first announced represented in this magazine, along
and the early previews were trickling with the other editions that have
out, I was giddy with anticipation. Not brought us a wealth of memorable,
because I didn’t like 3.5E—I had been not to continue my subscription as KQ
enjoyable, and sometimes downright integrates more 4E content. I have no
playing it solidly since its release, after hilarious situations over the years.
all—but because it would allow my interest in 4E and, likely, never will,
Keep up the good work!
players and I a tabula rasa, a fresh start and I have empathy for those who are
—Frank Reding
with fewer preconceptions about how concerned that this valuable resource
Norwich, England
this or that worked. for 3E will change over completely.
Every game system has its flaws. Those However, I am bothered by the
Now, about a year later, we have
of 4E are more visible now than when letters that announce they are ending
been playing a 4E campaign every
it was shiny and new. Those of the their subscriptions if there is any 4E
week, have bought most of the books,
Pathfinder RPG will become apparent content in the magazine. Many of
and have greatly enjoyed it. Change
in time as well. What we like to see is these folks seem to be old timers like
didn’t come without its hiccups, but
the enthusiasm and joy that new rules me who subscribed when the print
we found plenty of nuggets of gold in systems bring to gamers. I’m personally
the new edition. I proclaimed loudly versions of Dragon magazine went
quite excited by my new copy of Reign, away.
that I would forsake publications not and an also considering giving Burning
supporting the de facto edition of my Pulling out one of my issues of
Wheel a run. Dragon at random, I happened to
most popular game and slammed my Looking over at the kobold bookshelf,
virtual fist down. grab #73. It has about 96 pages,
I see a growing collection of 3E, 4E, and much of that taken up by ads
But I did secretly continue to buy Pathfinder… and Call of Cthulhu,
3.5E books and PDFs: soecifically (which I actually like in my gaming
Delta Green, L5R, The Mountain magazines). More importantly, I find
Pathfinder and other third-party Witch, Mutants & Masterminds,
publications specifically. I told myself that on page 26 there is an article
Nobilis, Paranoia, Unhallowed on nobility in Traveller, followed
that I was buying them for the graphic Metropolis, Unknown Armies, and
design (true), the art (yes), the stories immediately by a two-page article
many more. The point being, there’s no on photographing miniatures. Pages
(absolutely), and that I could always reason we can’t just enjoy games for the 66-68 are on developing your character
convert the material (somehow sake of enjoying games.
for Champions, then some fiction, an
forgetting how lazy I was). So no worries, we’ll have Pathfinder
article expanding a Tom Wham board/
Now that the Pathfinder RPG is content for you AND we’ll have 4E
card game that appeared in the last
out, I am once again giddy with articles for those who are sticking with
issue, a review of two science fiction
anticipation. Why this sudden change that edition. (And we promise not to tell
games, and the proud announcement
of heart? anyone if you read a 4E article!)
of the “Gamer’s Guide,” basically an
In my defense, I would say that now,
Remember when… expanded block of adverts.
having played 4E avidly for over a year,
I loved this magazine back then
the cracks have started to show: not I’m a subscriber, and like many, I’ve
and bought it eagerly, knowing that
in the new rules but in what we told been forced to think about whether or
a large block of the material in it
You can write to us at letters@koboldquarterly.com or send paper mail to would have not only no bearing on
Kobold Quarterly, PO Box 2811, Kirkland, WA 98083 my own 1E campaign but no links
to D&D whatsoever. In later years,
Kobold Quarterly 11 7

D. Christopher Dawson (order #1747754) 7


8 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


Dragon became a bit more “pure,” but an auto-renewal service with PayPal, but letter from a soldier in Kuwait that
the magazine was still worth it back it wasn’t a great service, so we dropped it. mentioned the Adopt-a-Soldier Pro-
in the days when you’d never know However, rather than drop subscribers gram. I wanted to give you props for
how much Gamma World or Top from it en masse, we figured it was that. Thank you for helping out some
Secret content would be in any issue. better to give people the option to stay of our young soldiers, sailors, airmen,
Throughout later issues, you’d find on. Occasionally, though, PayPal just and marines feel just a little more con-
Alternity, FASA’s Star Trek games, etc. randomly cancels them, usually when a nected to the world back home. Many
There is likely a point at which there credit card expires. are on their first deployment and are
is so much 4E and so little 3E in KQ scared and lonely and even a small
that it will no longer be worth it to No Stopping Me thing like that can help a great deal.
me, but to completely cancel when a I have read a few issues of KQ, and I I’ve been playing D&D since 1980-
single article is not aligned with 3E is, really love your magazine. I like it so ish, but I’ve been out of the gaming
in my opinion, expressing nostalgia for much that I would love to write some hobby since I returned to the National
a past that never actually existed. articles for it. I read the guidelines on Guard a few years ago. I hope to return
—Jim Todd your site. to it once I finish my tour and get back
Coloma, MI Before I send you anything, I need to normal life. I am glad to see that
to ask you a few questions. First, is someone has stepped in to fill the void
Thanks for reminding us that “edition
the one cent per word that you list for a magazine dedicated to D&D.
purity” has always been a myth, and
on your site the most that you pay I find it a little disheartening to see
thanks for the short trip down memory for an article, or are you willing to some people saying they will cancel
lane. We do hope that KQ isn’t just a pay someone more after he’s “proven” their subscriptions just because you
voice for edition partisans and that it himself? What are your deadlines? are not writing material solely for their
speaks to all lovers of sword-and-sorcery, Also, what are your policies with particular version of the game. Pen &
steampunk, and even horror gaming copyright? Would I have to sign over paper gamers have always been a small
(especially in October!). all rights to my submissions to you? community. A quality magazine that
If it’s about better gaming, we’ll cover Is there a contract involved? I don’t is dedicated to only one third of an
it. And given the success of Pathfinder, I mind, I just want to know before already small community will not be
think that the 3E coverage will continue I write anything. Sorry for all the quality for very long, I’m afraid. We’re
for quite some time to come. Or at least, questions, but these are things I’d feel usually creative people and just because
it has inspired a wave of Pathfinder more comfortable knowing before I an article isn’t for your particular
articles, if the query pile is any way to start writing. version of the game doesn’t mean you
judge. Thanks for your time. I look forward can’t modify it a little or steal a few
to possibly writing for you soon! ideas for yourself (or even just enjoy
Bad email. Bad! —Jarrod Pratt reading a well written article about
I just received an email saying my your favorite pastime).
Thanks for writing, and I’m glad you
subscription to KQ was canceled. Anyway... keep up the good work.
like the magazine! In response to your
I thought I had already prepaid for I’ll probably buy my son a subscription
questions:
another year. Is my subscription still once I get back to the world (soon...
The 1 cent/word rate is a minimum,
good, and if so, for how long? very very soon!) and start to pass on
not the only rate.
Thanks, and by the way, we really the hobby.
We only offer deadlines to approved
love KQ!  —SGT Rob Jacobs
queries.
—Matt and Holli Lawrence Camp Taji, Iraq 
Rights vary; for Zobeck material, we
Columbus, Ohio
buy all rights. We pay less for first rights Kobold Quarterly is very proud to
Thanks for writing, and glad you like than for all rights, of course. offer the Adopt-A-Soldier program.
KQ! The cancellation didn’t come from us There is a contract if an article is Any readers interested in sponsoring a
but rather from PayPal. KQ used to offer accepted. First step is getting a query soldier’s subscription should check out the
approved. KoboldQuarterly.com web site.
Dan Cole We look forward to seeing a query from <
Photographer’s Credit you soon.
A photographer’s credit was left off
Keep on rocking
the Jeff Grubb interview in issue #10;
I picked up your last two issues of KQ
the first photograph was by Dan Cole
at the PX on Camp Taji, Iraq. Good
of ArenaNet. Kobold Quarterly regrets
job getting your publication on the
the error.
shelves here. In the last one, I saw the
Kobold Quarterly 11 9

D. Christopher Dawson (order #1747754) 7


A
S
Broken Mind
M D
anity and ental isorders

By Scott Gable
Art by Cory Trego-Erdner

U
sing sanity in a fantasy game can be tricky. It’s Your Mind is treated as a seventh ability, receiving its own
not the real world, so where do you draw the modifier as appropriate. Because it is derived from other
line between the mundane and the hysterical? ability scores, you need not put points into it; determine
Adventurers in D&D are supposed to bravely go forth and your standard six-ability array first using whatever method
kill monsters. That’s a bit more difficult if every creature you you typically use. Its value is decided at character creation
see makes you turn tail and run, so a line has to be drawn. by choosing the highest of your Intelligence, Wisdom, or
Certain creatures need to be assumed common enough that Charisma.
sanity doesn’t come into the question at a mere glance. After character creation, your Mind is no longer linked
For these rules, that line is the “natural world” as defined directly to this other ability score. You may increase your
by the cosmology of 4th edition. That means that some Mind as you gain levels just as with other ability scores
really creepy monsters won’t affect your characters the way (such as at 4th level, 8th level, etc).
they might you or I in real life; they are part and parcel of Your starting Sanity—the primary currency of madness—
the natural environs of this fantasy world. Those monsters— is equal to five times your Mind score (or 5xMind).
such as the bulette, the dragon, and the otyugh—will just Skills. Perhaps counterintuitively, it is knowledge that
have to resort to old-fashioned techniques of brutalizing limits your sanity. As you understand more about the
adventurers. multiverse around you, you are potentially less capable
That line I drew? Wonderfully, it’s movable. Whenever you of coping within it. Your starting Mind is permanently
need to ramp the craziness up or down, it’s easy to adjust decreased by 1 point for each of the following skills you are
which monsters are just part of the “landscape” and which trained in: Arcana, Dungeoneering and Religion. If you
ones simply melt the sanity from your head. become trained in one or more of these skills later in your
adventures, you take the penalty to Mind at that time.
Starting Mind & Sanity Example: A deva avenger with an 18 Wisdom (the character’s
You start adventuring with a Mind ability score and a pool highest score of Charisma, Intelligence, and Wisdom) would
of Sanity. have an 18 Mind and a 90 Sanity. With training in Arcana
10 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


Expand Your Game 
and Religion, the avenger’s Mind drops Making a Sanity Check skill of Arcana, Dungeoneering,
to 16 and Sanity to 80. or Religion. If the Heal check is
When your Sanity is threatened, you
Forbidden Tomes. Reading successful, you regain 1d3 Sanity.
must make a saving throw (called a
forbidden tomes can also directly affect If the Heal check fails, you gain no
Sanity check). A success means you
your Mind (see Forbidden Knowledge Sanity. If the Heal fails by 10 or
take no or minimal Sanity loss; a
below). more, you permanently lose 1 point
failure means you automatically suffer
Strength of Mind Feats some Sanity loss. of Mind as the memories resurge;
You gain a bonus to Sanity checks your maximum Sanity will need to be
Deep Wisdom
equal to your Mind modifier. (You do adjusted accordingly.
Your Wisdom shores you against what
not add half your level to this.) Despite the resiliency of the mind
threatens to break your mind.
Your Sanity check is often more and its capacity for growth and
Benefit: Your Mind is permanently
difficult than a standard save; penalties repair—or at least blocking out
increased by your Wisdom modifier.
abound. You suffer a -1 penalty to the awful bits of memory—not all
(Your maximum Sanity will need to be
Sanity checks for every 5 points of creatures are equally good at it. Natural
recalculated since it is 5xMind.)
Sanity you are below your maximum creatures, though most fragile, have
Dark Thoughts the most flexible of minds and regain
Sanity. For example, if you have 90
Though it’s knowledge that likely got Sanity normally as detailed above.
maximum and are currently at 70
you into this mess to begin with, you Those with other origins, however,
Sanity, you suffer a -4 penalty (90-70
perversely have greater access to the secrets have minds slower to both break
= 20, divided by 5 is 4). In addition,
of the multiverse. and mend: fey and shadow creatures
you suffer a -2 penalty to Sanity checks
Benefit: When you are suffering regain 1 point less per die (regaining
if you are currently afflicted by a
from temporary or indefinite insanity, a minimum of 1 point) from drugs,
temporary disorder and a -5 penalty
you can use your Intelligence modifier healing and victory rewards, and
to Sanity checks if you are currently
in place of other ability modifiers when elemental and immortal creatures
afflicted by an indefinite disorder.
making skill checks. For skills that regain 2 points less per die (regaining a
If you have 0 Sanity remaining, you
already use your Intelligence modifier, minimum of 1 point).
automatically fail all Sanity checks.
it is doubled.
Mental Armor
Regaining Sanity Losing Sanity
Your Charisma provides your last, best There are a handful of ways to regain As you perform or witness certain
defense against the coming madness. lost sanity, and each has its own level acts, encounter certain creatures or
Benefit: Treat your Charisma of risk and reward. learn certain knowledge, you risk
modifier as temporary Sanity points. Mind. If your Mind increases during losing your mind.
Temporary Sanity points function for adventuring, your maximum Sanity
increases accordingly (but not your
Atrocities
Sanity just as temporary hit points
current Sanity). All creatures benefit Any sufficiently horrible, disgusting,
function for hit points, except that
equally from Mind increases. gruesome or disturbing act can trigger
they last until you take an extended
Victory Rewards. You regain Sanity a Sanity check. These acts can be per-
rest (not just a short rest). In other
when you defeat creatures that you’re formed by any kind of creature—even
words, you gain your Charisma
not inured to: 1d4 Sanity regained natural ones. There is no Sanity loss for
modifier in temporary Sanity points
for defeating elemental, immortal succeeding these saving throws, but a
for each day.
and undead creatures and 1d6 Sanity
Maximum Sanity regained for defeating aberrant Current Sanity
The highest Sanity you can ever have creatures. It is possible that I am mad now, at
is five times your current Mind (or Healing. Call it what you those times when the gulfwardsliding
5xMind), barring a feat such as Deep will—convalescence, spirit healing, tide of memory sweeps me away;
Wisdom that increases your sanity witchcraft, exorcism, or (more those times when I am lost anew in the
beyond its normal limit. If your Mind modernly) therapy—you occasionally tracts of dreadful light and unknown
increases or decreases, your maximum need a bit of assistance in recovering entity that were opened before me by
Sanity is adjusted accordingly. your faculties. Once per week, you can the last phase of my experience. But I
Your Sanity (and to a lesser degree try to regain your lost sanity in this was sane at the outset, and I am still
your Mind) will likely fluctuate way. The entire week must be a respite sane enough to write down a sober
constantly as you adventure. It is from adventure, in convalescence with and lucid account of all that occurred.
primarily decreased by failing Sanity another character who is trained in  —Clark Ashton Smith,
checks and increased by various Heal. That character makes a single  “A Light from Beyond”
rewards and healing. Heal check opposed by your highest
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second saving throw may be required if creatures with successful Sanity checks: are automatically inured to natural,
encountering a creature engaged in an sometimes one, sometimes two, fey and shadow creatures. They are
atrocity. Further, PCs do not become sometimes three. Once inured, you no also automatically inured to others of
inured to sufficiently horrific experi- longer need to make a Sanity check their own origin but only those of their
ences. A few examples: simply on encountering that creature. own tier or lower: the elemental and
Witnessing a murder (1d4) Once inured to a creature, you immortal planes are much too diverse
Discovering a river of blood (1d6) may also be inured to others of its for anything more. Elemental and
type, providing they’re of the same immortal creatures can inure to other
Being compelled to attack a friend
tier and origin. For instance, if you elemental and immortal creatures with
(1d6)
become inured to one skeleton, you one successful Sanity check.
Witnessing a friend’s or loved one’s would likely also be inured to another (Note: Devas are immortal creatures
murder (1d8) skeleton of the same origin and tier, and so are inured to other immortals
Being forced to commit an evil but you would have to make additional of their tier or lower.)
deed (1d10) Sanity checks against skeletons of Undead Creatures (1d8). The
Failing a death saving throw (1d10) a different origin or a different tier. undead are a breed apart. No
Undergoing torture (1d10) This is not a hard rule, however, for normal living creature is completely
you would certainly not be inured comfortable around them. No matter
Being buried alive (1d12)
to all demons or all abominations, the origin, there’s just too many
Discovering a cavern of flesh for example, just for inuring to one
(1d12) disturbing thoughts and emotions
specimen because these groups are so that arise from one’s proximity to
Witnessing a friend or loved one broad and divergent. death. Encountering undead—of any
rising from the grave (1d12) (You origin—triggers a Sanity check.
do not need to make a follow-up By Origin
Natural Creatures. The creatures Only shadow and aberrant creatures
Sanity check for seeing an undead are automatically inured to undead
creature as detailed below. Also, the of the natural world do not
intrinsically trigger Sanity loss: they creatures. Other creatures inure to
sanity loss should be halved if the undead with three successful Sanity
PC is responsible for bringing the are automatically inured to their own
kind. Natural creatures define the checks.
creature back to life through ritual Undead creatures are inured to
or otherwise, but in a true horror- normal warp and weft of reality.
Fey and Shadow Creatures. The fey everything. This means that intelligent
styled game, it is recommended ghouls, revenants, and other possible
that some sanity always be lost for and shadow worlds are inextricably
linked to our world and share many undead PC races are never affected by
witnessing the dead rise.) Sanity losses other than atrocities.
similarities in landscape and peoples.
Witnessing someone being eaten Aberrant undead are treated as
While they are still quite different,
alive (1d20) aberrant creatures.
they do not intrinsically trigger Sanity
loss in natural creatures. Aberrant Creatures (1d12).
Creatures Natural creatures are automatically Aberrant creatures define madness.
Two key factors determine which inured to fey and shadow creatures. They are nightmare made whole.
creatures trigger Sanity loss and how Fey and shadow creatures are Aberrant creatures trigger Sanity
much Sanity is lost: their origin and automatically inured to natural checks in all other creatures (other
their tier. creatures and to other fey and shadow than aberrant and undead creatures).
Generally, creatures of increasingly creatures. Even on a successful Sanity check
alien composition and disposition Elemental and Immortal Creatures involving an aberrant creature, you
strain your faculties and, possibly, force (1d8). The elemental and immortal take at least 1 point of Sanity loss.
you to make Sanity checks when you worlds are extremely different from the Other than aberrant and undead
encounter them. natural world. Simply encountering an creatures, no creature can become
Sanity Loss. If you fail a Sanity elemental or immortal creature triggers inured to aberrant creatures.
check, you take the Sanity loss listed a Sanity check. Aberrant creatures are inured to
after the creature type below. Natural creatures can become inured everything.
If you succeed a Sanity check, you to elemental and immortal creatures,
may still take some minimum Sanity but it requires two successful Sanity By Tier
loss: you take 1 point of Sanity loss for checks. Fey and shadow creatures The Sanity loss a creature can cause
each tier the creature is greater than can become inured to elemental and you is multiplied by every tier it is
you are and you take 1 point of Sanity immortal creatures with only one higher than you are. For this purpose,
loss if the creature is aberrant. successful Sanity check. creatures higher than level 30 are
Inured. You can become inured to Elemental and immortal creatures considered a fourth tier.
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Therefore, creatures of your own go permanently insane, and you are can act normally again.
tier and lower gain no Sanity loss bound for retirement to a nice, padded Unfortunately, the effects return
multiplier; creatures one tier higher cell. Choose a disorder randomly or as during the next encounter. Once the
than you multiply any Sanity loss appropriate from the incomplete lists 2d8 day duration is over, however, you
caused by two; creatures two tiers below or create a new disorder. no longer suffer from the disorder.
higher than you multiply any Sanity Temporary insanity lasts 2d8 days. These disorders continue to affect
loss caused by three; and creatures Indefinite insanity has no defined characters outside of combat and most
three tiers higher than you multiply timeframe. It is not something you certainly guide character decisions, but
any Sanity loss caused by four. can just slough off. You will have to this must be guided by roleplaying.
try to live with it or take great effort Design Note. Madness saves are
Minions to find a cure. A cure might be a standard saving throws (not Sanity
Minions are never that threatening forgotten ritual buried in a forbidden checks), so do not add your Mind
to Sanity; a single Sanity check covers tome, years of therapy and meditation modifier. The temporary disorders
all minions of the same origin in an to come to terms and control the
function identically to conditions,
encounter. For instance, a group of underlying problem, or addiction to a
except that a save suppresses instead of
16 zombie minions generates only dangerous drug or artifact laden with
ends.
one Sanity check. If a single vampire unwanted side effects but capable of
accompanies them, two Sanity checks suppressing the disorder for as long as Afraid Temporary Disorder
are required. you’re willing to indulge. A cure could The fear takes you, as well as the urge to
come in many forms, but it is always at flee.
Forbidden Knowledge You must try to move at least 5
a steep cost.
Magic. A little knowledge can be While you are temporarily or squares away from enemies.
seriously detrimental to your well-
indefinitely insane, you are not You can only move while within 5
being. Generally, though, standard
immune to additional sanity loss, but squares of any enemy; you cannot
magic—whether through powers,
you can have only one temporary attack until you are more than 5
rituals, or items—should not trigger
disorder and one indefinite disorder at squares away.
Sanity checks. Simply stated, it’s too
a time. If you have one of each and a
abundant in the game. However, there Berserk Temporary Disorder
conflict arises between the two, follow
are always exceptions. Die! Die, die, die!!!
the indefinite disorder; if necessary,
As example, rituals that have you You use up all of your daily powers
the GM should couple disorders that
contact or witness other creatures as quickly as possible before mov-
work well together. If you lose enough
or events should be treated as if you ing on to encounter powers and
sanity to develop a second temporary
actually encountered the creature or finally at-will powers.
disorder, instead add an extra 1d8 days
witnessed the action.
duration to the existing one. You cannot spend healing surges
Forbidden Tomes. The truly horrible
The Remove Affliction ritual can be during an encounter.
and best-left forgotten knowledge that
used to remove temporary insanity
is typically reserved for dusty tomes is Bloodthirsty Temporary Disorder
but not indefinite insanity. For this
most appropriate to artifacts, eating Does that hurt? How much does it hurt?
purpose, the disorder is considered the
your sanity as you indulge in every Ha ha ha!
same level as the character afflicted.
last page. Typically, these tomes will You must attack every round
The ritual does not restore lost Mind
grant you bonuses to knowledge and, if possible.
or Sanity.
perhaps, access to new powers and You must perform a coup de grace
rituals, but it’s always at a cost. These Temporary Insanity During on any helpless enemy.
artifacts most commonly reduce your
Combat You ignore bloodied foes.
Mind directly—by either a set or a
variable number—instead of simply When you go temporarily insane, Compelled Temporary Disorder
reducing your Sanity. you develop temporary disorders as That monstrosity must die, and soon!
conditions. While so afflicted, you
You focus on the closest enemy to
Mental Disorders begin any encounter suffering its
you and can make no attack that
Of course, losing Sanity has conse- effects. However, with a successful
doesn’t include that target.
quences. If you lose 5 or more points Madness saving throw, you can
of Sanity from a single roll, you go temporarily suppress the condition’s You take a -10 penalty to Percep-
temporarily insane. If you lose a fifth effects until the end of the encounter. tion checks, except against your
(1/5) or more of your current Sanity That is, the madness affects you focused target.
in 1 game hour, you go indefinitely for a few rounds at the start of the You grant combat advantage,
insane. If you lose all your Sanity, you encounter, then the PC masters it and except to your focused target.
14 Kobold Quarterly 11

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Campaign Setting Sourcebook
October, 2009
terrasolgames.com
Kobold Quarterly 11 15

D. Christopher Dawson (order #1747754) 7


TM

presenTs
Reckless Temporary Disorder Melancholic Mania Indefinite Disorder
I am invincible! I dare you to strike! You careen back and forth between the
The Red Eye of You must enter melee at any dizzying heights of mania and times of
dismal loneliness and self-loathing.

Azathoth
opportunity, charging directly in
the fray Effect You cycle between mania
You grant combat advantage. and depression; roll 1d2 each day to
You take a -2 penalty to all determine (1 is depression, 2 is mania).
The Stars are Wrong... defenses. (Depression) You gain immunity to
The End is Nigh. Indefinite Insanity
psychic damage; you are slowed; you
only receive two death saving throws
When you go indefinitely insane, you instead of three
develop an indefinite disorder. There is (Mania) You can perform move
no clear-cut cure for it, and you can’t actions as minor actions; you require
simply suppress it with a saving throw. half the sleep, but you can only
Design Note. These disorders are recover half your healing surges;
intended to roughly be a wash for their each consecutive day of mania adds a
total penalty and benefit, providing cumulative -1 penalty to saving throws
primarily a fun mechanic to help flavor (including death saving throws)
a character. For more gritty and grim Memory Loss Indefinite Disorder
adventuring, it is easy to ramp up the You just can’t seem to remember certain
penalties or ramp down the benefits. things.
Compulsion Indefinite Disorder Effect You gain a +5 bonus on all
You cannot help repeating yourself with Charisma-based skills and a +5 bonus
some difficult or frequent behavior. to saving throws against fear effects;
Choose a small set of behaviors; each encounter, you randomly “forget”
you must perform these at least daily; one of your powers and can’t use it
failure to perform the behaviors (even an at-will power, if picked,
regularly leaves you incredibly can’t be used for the entire encounter;
distracted until you perform them, a daily power lost in this fashion is
The Red Eye of Azathoth usable in another encounter during the
suffering a -4 penalty to all rolls
is a Call of Cthulhu anthology same day—assuming you don’t keep
Fear Indefinite Disorder
of 5 disturbing adventures forgetting it)
You are irrationally and intensely afraid
written by industry professionals Obsession Indefinite Disorder
of something.
and senior patrons. Effect When in the presence of your
Your mind is filled with anxious and
• Combat horrors as reincarnated
intrusive thoughts, triggering your com-
trigger, you gain an extra move action,
heroes from the age of the Vikings pulsive behaviors.
but you take a -2 penalty to attack rolls
to the legends of the Old West. Effect Casting times on rituals are
and a -5 penalty to Perception checks
doubled but so are durations; you take
• Uncover a 1,000 year plot to cause made for any reason not associated
a -10 penalty on passive Perception
the red comet to awaken Azathoth. with your trigger; you always take a -5
checks, but you gain a +5 bonus
• Struggle against a mad prophet penalty to saving throws against fear
on active Perception checks and on
of the stars, endlessly reborn effects Thievery checks (actively using these
throughout the ages. (Trigger) You have a specific trigger skills takes twice as long as usual); you
that sets you off; if you successfully take a -5 penalty on initiative checks
• Discover an amoral and secret
contend with your fear in an encounter
occult organization that will stop at Paranoia Indefinite Disorder
or skill challenge, you gain 1d12
nothing to prevent Azathoth from You are convinced that certain
awakening. Sanity and an extra milestone
individuals are coming for you.
Hallucinations Indefinite Disorder
• Attempt to stop Armageddon. Effect You gain a +5 bonus on
Your mind is a jumble of disorganized Insight and Perception checks and a
Become a Patron today! thought, and those ideas are frequently +10 bonus on initiative checks; you are
intractable with what’s real.
koboldquarterly.com Effect You gain a +10 bonus to
automatically hit by all fear effects and
fail associated saves
Open Design is a trademark of
defenses against charm effects and a <
Open Design LLC. -10 penalty to defenses against illusion
effects.
16 Kobold Quarterly 11

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D. Christopher Dawson (order #1747754) 7
Wicked Fantasy 

Uvandir: The Pride


of Craftsmen
By John Wick and Jesse Heinig
Art by James Keegan

Never call them “dwarves.” That’s one sure way to get yourself
killed. Maimed, at least. That’s a human word and dwarves—I
mean, “oo-van-deer”—do not like that word. I’ve worked
with many oo-van-dir, and I can tell you what they would say.
“’Pride is a tiny, little fragile human word and too small to
describe van-dir-too-val-din.”
Yeah, I had to learn that word the hard way. Had a dwarf
hold me down and slap me across the face every time I said it
wrong until I finally said it right. And let me tell you: they’ve
got damn hard hands.
—Luca Adrente, human street thief
One word in the uvandir tongue is key to understanding the
relationship between them and us. “Oo-man” is the uvandir
word for “pig.” Soft, fat, pink, and stupid.
—Adrotus Valus, human scholar
Why did the haffuns go to meet humanity first? To sweeten us
up for the uvandir.
—unknown
***

I
f you’ve seen one, you’ve seen them all. They have big,
thick beards and eyes as wide as saucers. They’re almost
as wide as they are tall. And their hands… those hands
are big enough to hold your head. Hands that can squeeze
stone until it shatters. Just one of them is strong enough
to lift three men on his shoulders and carry them 10 miles
before breaking a sweat.
But they always smell like work. No matter how much you
wash them, no matter how you perfume them, no matter
what oils and soaps you use, an uvandir always smells like
work.
Like their haffun cousins, the uvandir have found a place would have never escaped. The cunning of dwarven mining
in human society. A curmudgeonly place. The haffuns opened up veins of iron, gold, and other metals that
brought service, the gnomes brought their gardens and humanity never dreamed existed. Metalworking unknown
the dwarves brought invention and innovation. Their skill to humans. Craftsmanship unseen by humans. Skills
at mechanics and mathematics amazed human scholars, undreamed of by humans.
advancing human knowledge by generations. Of course, The uvandir never miss an opportunity to remind humans
the dwarves did not give up such knowledge easily. While of this.
there are human clockmakers in the cities, none can deny Ever.
the craftsmanship and artistry of a dwarven—ahem,
uvandir—masterpiece. Vandirtuvaldin
It was this innovation that brought the underfolk to This word has many meanings and cannot be completely
humanity in the first place and without the uvandir, they translated into the human tongue. The best attempt was
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D. Christopher Dawson (order #1747754) 7


made by the scholar Adrotus Valus: uvandir, it is a matter of plain fact. Digging for Their God
“We do not rest.” (Apparently, this got Uvandir do not rest because they
The uvandir love to tell stories. They
him kicked in the knee; the slightest need no rest. Let that be said of men.
will go on and on and on about any
injury a human has ever received from
a dwarf while attempting to translate Vandra given topic, throwing in seemingly
their language.) irrelevant details… until the story ends
At the same time, uvandir recognize
The uvandir do not sleep. They do and all of it makes a kind of strange
virtue in others—even other races.
not eat. They do not drink. They work. sense. But one story the uvandir
While no other race is equal to the
They always work. Always making, tell, they only tell to themselves.
uvandir, sometimes a fratha (non-
always crafting, always always always. Themselves and those who are found
uvandir) earns the right to be called worthy to hear it, that is.
Uvandir do not get bored. In fact, “friend.”
it has been noted that uvandir who The uvandir word is vandra. Back when the world was very young,
are kept from keeping their hands A vandra is not only someone you see, Sky and Earth were brother
busy complain even more than usual. who demonstrates remarkable virtue and sister. (Adrotus Valus has pointed
Almost as if a secret pain inflicts their
but also shows a respect for uvandir out that the “brother and sister”
blood.
superiority. Uvandir show vandra a relationship is odd for an uvandir
But vandirtuvaldin means more
modicum of respect, even going as far story, considering their complete lack
than just a need for work. It is, for
as protecting him if necessary. of gender.) They loved each other more
lack of a better word, a kind of racial
You are not uvandir, but you are also than any brother and sister in all the
pride. The uvandir know they are
better than men. They know they are no longer fratha. world. At night, Sister Sky danced for
better than haffuns. They know they him with all her children: the many,
are better than any of the races. This,
The Last of Their Kind many lights of the night sky.
they know. They are stronger. They One thing humans noticed after a But Father Sun did not approve of
are cleverer. They are masters of art few months with the uvandir was a their love and he separated Sister Sky
and craftsmanship. They are better. curious fact: there were no women.
and Brother Earth from each other.
And they don’t tolerate being told Not one. Of course, no human would
He put her high above the clouds and
otherwise. dare to ask an uvandir about it—for
the blue curtain of the world where she
Let a man make a better clock. Let fear of getting his hair ripped out
could not see her brother. He banished
him try. and shoved down his throat—but no
Brother Earth deep within the soil
Let a man tell a better story. Let him female uvandir has ever been seen by
where he could not see his sister.
try. human eyes.
And then, to further punish Sister
Let a man dig as we have dug. Let This is because there is no such thing
Sky, he set her to dance forever. For
him try. as a female uvandir.
Let a man walk until he drops. Let us The uvandir are what they are. They
if she ever ceased dancing, all her
see how far he goes. are not male, they are not female. They children—the Lights of the Sky—
It isn’t a matter of belief. For the are uvandir. They are androgynous. would fall to their deaths to the world
They have no sexual reproductive below. Sister Sky started dancing. She
ability whatsoever. The very idea of danced and danced and danced. But
The Uvandir and Beer “male” and “female” confuses them. soon, her legs grew weak and she fell.
And about that drinking part… well, They are uvandir. That is what they And when she fell, her children began
let’s just say they didn’t drink until are. falling from the Heavens. And she
they encountered humanity. For some Unfortunately, this also means the wept to see it: all her beautiful children
reason or another, it seems the uvandir uvandir cannot reproduce. All the plummeting to their doom.
have an overwhelmingly powerful uvandir are all the uvandir. There will When Brother Earth heard her
aching in their bellies for beer. never be another. This means each weeping and saw her children falling,
They love beer. They drink it and drink uvandir that dies brings them closer to he went to his great forge. He took a
it and drink it. Unfortunately, their extinction. jewel of each color and created an arc
anatomy has no means of disposing of to hold across his shoulders. And then,
Also, uvandir do not seem to age.
it, so often, it comes back up the way it he lifted the Arc on his shoulders—his
The only distinction a human can
went down. Not a very pretty sight, but Arc of Lights—and held up the heavens
make about an uvandir’s age is his
most tavern owners and innkeepers
beard. The longer the beard, the older so they would not fall down upon the
have converted large spittoons and
the uvandir. It could be that uvandir world.
other vessels for “uvandir drinking
never die of old age… but no human And that is why when Sister Sky
binges.”
could ever confirm that. weeps, Brother Earth puts up his great
18 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


Arc of Lights. He holds up the heavens is disguised as stone also counts as an uvandir, you must kill it
so she may rest for a little while before unusual stonework. An uvandir who +2 racial bonus on Appraise checks
she must begin her dance again. merely comes within 10 ft. of unusual related to stone or metal items
And once in a great while, Sister Sky stonework can make a Search check +2 racial bonus on Craft checks
sends one of her children down to the as if he were actively searching, and a related to stone or metal
world. It smashes into the soil and seeks dwarf can use the Search skill to find Automatic Languages: Common and
out Brother Earth. And he takes the stonework traps as a rogue can. A Dwarven; Bonus Languages: Phutuula
child into his hands—still hot from dwarf can also intuit depth, sensing (“Haffun”), Undercommon (Like
the heavens, but nothing may burn his his approximate depth underground as gnomes and haffuns, many dwarves
hands—and he puts it upon his forge. naturally as a human can sense which know the strange “Undercommon”
way is up.) tongue that seems to be ubiquitous in
And there, he hammers out a child
Tireless: Unaffected by any effect that the lands of the Enemy.)
of his own. Forged from the sky and
would normally cause fatigue; an effect Favored Class: Fighter
earth. Uvandir.
that would cause exhaustion causes
The uvandir dig. They create great fatigue instead (For instance, uvandir Vandirtuvaldin Feats
mines the likes of which the world has never suffer from fatigue due to As befits a race of tireless stone
never seen. And they dig for a purpose. barbarian rage or forced marching.) hewers, some uvandir display extreme
Not for gold or jewels or gemstones. DR 5/lethal: nonlethal damage— devotion to particular crafts or a
They are digging to find lost whether from a sap, an unarmed strike, level of dedication beyond even that
brothers. They are digging to find their or hunger or thirst—has almost no of other dwarves. A dwarf who can
god. effect whatsoever on dwarves; to stop muster the greatest levels of personal

Uvandir Racial Traits


+2 to Wisdom and Constitution, -2
Charisma: Uvandir are extraordinarily
resilient in both mind and body, like
the rock from which they are carved.
They are extremely forthright and
prone to irritability, though, and have
a strong sense of personal superiority
to other races.
Medium in size
20 ft. movement (Uvandir can move
at this speed even when wearing
medium or heavy armor or when
carrying a medium or heavy load.)
Darkvision 60 ft.
Sleepless: uvandir do not require sleep
(Magical sleep effects do not function
on uvandir. An uvandir still requires
rest to prepare spells or replenish
special abilities, as usual, but such
time is usually spent working on small
personal projects or knick-knacks,
sharpening weapons, repairing armor,
or reading about esoteric engineering
technologies.)
Stonecunning: +2 racial bonus on
Search checks to notice unusual
stonework (Examples include
sliding walls, stonework traps, new
construction—even when built to
match the old—unsafe stone surfaces,
shaky stone ceilings, and the like.
Something that isn’t stone but that
Kobold Quarterly 11 19

D. Christopher Dawson (order #1747754) 7


fortitude garners respect and even usual stonecunning racial ability. You Benefit: You gain light fortification,
reverence from others of his race, automatically sense natural mineral which grants you a 25% chance to
who seek to emulate his example. deposits within 60 ft. (but not already negate the extra damage from critical
The idealized dwarf, to the uvandir, is worked metals or cut gemstones ); hits and sneak attacks. Additionally,
always in motion, always considering you can tell from the surrounding you are immune to any effect or
new possibilities, always in pursuit of stone what sorts of deposits might be attack that severs limbs (including the
a task. found in the area. You can also sense head) unless it is performed with an
the presence of other uvandir within adamantine weapon (or equivalent
Clever Fingers [Vandirtuvaldin]
60 ft. Earth and stone do not block attack by a creature with special
Your understanding of clockwork
this sensory ability. This detection is attacks). You still suffer damage
and engineering is second to none, and
intuitive and automatic; it does not normally from such attacks, but
your crafty fingers and clever hands you do not lose limbs or become
require concentration or the use of an
can manipulate nearly any device. decapitated when attacked with a
action.
Prerequisite: uvandir; Craft (any) 4 vorpal weapon, a trap that maims
Earthen Flesh [Vandirtuvaldin]
ranks, Disable Device 2 ranks limbs, and so on. You are affected
Your hardened stony skin deflects all
Benefit: You gain a competence normally by attacks that disintegrate
manner of attacks.
bonus equal to your Wisdom modifier parts of your body, such as a sphere of
Prerequisite: uvandir; Constitution
annihilation trap.
(minimum +1) to all Craft checks, 15, base Fort save +4, Stone Brother
Disable Device checks, and Open Benefit: You gain a natural armor Vandra
Locks checks. You may take 10 on bonus of +1 for each Vandirtuvaldin Your dedication has earned the
these skill checks even when under feat you possess. This is a base natural grudging recognition of the uvandir,
stress or distraction. armor bonus, not an enhancement who may actually refrain from berating
bonus, so it stacks with magical items or beating you when you try to learn
Deep Digger [Vandirtuvaldin]
or spells that grant an enhancement their ways and use their language. As
You are accustomed to digging deep
bonus to natural armor. one of the vandra, you are actually
beneath the earth, and you can find worthy of consideration to the uvandir.
many valuable things far below the Stone Brother [Vandirtuvaldin] Prerequisite: non-uvandir; Craft (any)
sunlit world. Like the very rock from which you or Profession (any) 6 ranks, speak
Prerequisites: uvandir; Profession were hewn, you are timeless and uvandir (dwarven)
(miner) 4 ranks, Clever Fingers unmalleable. Benefit: You gain a +4 competence
Benefit: You gain additional intuition Prerequisite: Uvandir; Constitution bonus to all Charisma checks and
about earth and stone beyond the 13, base Fort save +2 Charisma-based skill checks to interact
with uvandir and a +4 competence
bonus to all ability checks or saving
The Long Marches of the Uvandir
throws to resist any effect that
Given a destination, you will reach it and you will never stop unless you are somehow
would cause fatigue. You may learn
totally destroyed.
vandirtuvaldin feats as if you were
A few of the uvandir, those with a Constitution of 17 and the Stone Brother and
uvandir.
Earthen Flesh feats, are tireless when they set their mind on a journey.
<
Such uvandir may choose a specific destination—a location that they have visited
before, or one seen on a map, through scrying, or described in great detail. Once they
set out to that destination, they may not stop until they arrive, and they must take
the most expeditious route to that destination without any delays (although they may
defend themselves or adjust their route if a local hazard makes the path no longer
viable). While traveling to the destination, they automatically move at forced march
overland speed with no penalties.
Furthermore, they do not become staggered if reduced to 0 hit points, do not
become disabled when below 0 hit points, and do not die if reduced to -10 hit points
or less. They suffer the effects of lost hit points when they finally arrive at their
destination. They can also be killed by ability damage or drain, level drain, death
effects, and effects that totally destroy the body, such as a disintegrate spell, unless
other protections or immunities defend them.
Once an uvandir has completed a Long March, they cannot undertake a new one for Wicked Fantasy is a re-invention of the
at least one month. That span of time is traditionally spent resting and composing a core fantasy races by unorthodox de-
“March Song”, which is sung on the anniversary of the day. signer John Wick. Put some wicked spin
on your next character or campaign.
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Uvandir in 4E Additionally, you can sense natural
mineral deposits but not already
By Scott Gable
worked metals or cut gemstones. This
Racial Traits ability is not blocked by any material.
Average Height 4 ft. 3 in.—4 ft. 9 Earthen Flesh [Vandirtuvaldin]
in.
Prerequisite: uvandir
Average Weight 160—220 lb.
Benefit: You can shift your defenses
around by subtracting from one
Ability Scores +2 Constitution, +2
or more defenses what you add to
Wisdom
another. For each Vandirtuvaldin
Size Medium
feat you possess, you can shift by 1
Speed 5 squares
point. For example, if you possess
Vision darkvision
4 Vandirtuvaldin feats, you could
reduce your Will by 3 points and
Languages Common, Dwarven
your Fortitude by 1 point while
Skill Bonus +2 Endurance, +2
increasing your AC by 4 points. You
Perception
may shift your defenses once per day
Earth Child You do not need to
outside of combat; an extended rest
drink, eat, or sleep. You never make
resets your defenses.
Endurance checks to resist the effects
of starvation or thirst. All other Stone Brother [Vandirtuvaldin]
conditions and effects affect you Prerequisite: uvandir
normally. Benefit: You are immune to any
Indomitable You gain one saving effect that severs head or limb.
throw at the beginning of your turn, Though you still take suffer any
before suffering any effects. You retain associated damage or condition, you
your normal ability to make saving retain your body parts. Additionally,
throws at the end of your turn. you can use stone brother.
Sleepless You do not sleep. Instead, Stone Brother Feat Power
you enter a state of inactivity for Daily Immediate Interrupt
4 hours, gaining the benefits of an Personal
extended rest. You are fully aware of Trigger An enemy scores a critical
your surroundings while in this state. hit on you
Unstoppable You move at your Effect Until the end of the
normal speed even when encumbered encounter, all critical hits against you
by armor or a heavy load. In addition, are turned into normal hits
you gain a +2 racial bonus to saving Special You must take the Stone
throws to avoid being slowed. Brother feat to use this power.
Vandirtuvaldin Feats Vandra [Vandirtuvaldin]
Heroic Feats Prerequisite: non-uvandir (non-
dwarf ), speak dwarf
Clever Fingers [Vandirtuvaldin]
Benefit: You gain a +2 feat bonus to
Prerequisite: uvandir, trained in
all Charisma-based skill checks when
Thievery
interacting with uvandir (dwarves),
Benefit: You can attempt Thievery
and you gain a +2 feat bonus to
checks that normally require standard
saving throws against being slowed.
actions (i.e. disable traps, open locks,
In addition, you now qualify for
pick pockets, sleights of hand) as
Vandirtuvaldin feats.
minor actions.
 <
Deep Digger [Vandirtuvaldin]
Prerequisite: uvandir
Benefit: You automatically
sense the presence and location of
other uvandir within 10 squares.

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PC Races 

Howling
Werebeasts
How to Play Lycanthropes as PCs
By John E. Ling, Jr.
Art by Kraig Horigan

Even a man who is pure in heart and says his prayers by


night, may become a wolf when the wolfbane blooms and the
autumn moon is bright.
—Jenny Williams in The Wolf Man

L
ycanthropes have bedeviled player characters since its
earliest incarnation. It wasn’t until the advent of 3E,
however, that this terrible curse could be a boon to
characters.
No longer is the curse of lycanthropy a death sentence. In-
stead, this terrible supernatural illness has become a benefit
to the point that some intrepid characters actively seek the
something that developed over time, not gaining solid foot-
affliction. There’s no arguing with the power gained from
ing until the Lon Chaney movie The Wolf Man in 1941. In
infection: increased ability scores, damage reduction, and
that movie, the werewolf is defeated by a silver-tipped cane.
improved natural armor are just the beginning. The costs for
In 1944’s House of Frankenstein, in which Chaney reprises
such powers are equally varied: loss of control, racial hatred,
his famous role, the first instance of the werewolf being
and a steep level adjustment work to counterbalance the
discharged with silver bullets appears.
benefits.
Modern tales, including the Harry Potter series by J. K.
A Brief History Rowling and the film An American Werewolf in London,
The oldest werewolf tale dates back to Greek myth. Lycaon, continue this rich tradition.
the first king of Arcadia, was a depraved tyrant not the least
bit concerned about slaughtering people for gain. Zeus
The Player’s Perspective on Lycanthropy
looked down from Mount Olympus with great concern In that climactic battle, you were bitten by the lycanthrope
until Lycaon sacrificed a child in his name on Mount Ly- before you could skewer it with your rapier. Now what? The
caeus. The deity then had enough. For this gruesome crime, clock is ticking. If you’re lucky, your party’s healer has a sprig
Zeus transformed Lycaon into a wolf. of belladonna. If you’re real lucky, the poisonous plant cures
The Romans, too, had tales similar to modern werewolf you without killing you. If you don’t have belladonna—or
legends. Ovid’s Metamorphoses tells of men transformed into don’t want to risk the poison—your next chance is to find a
wolves roaming the woods of Arcadia. Pliny the Elder also cleric capable of casting remove disease or heal as a 12th level
related two tales of lycanthropy in his various works, quot- caster. For this remedy, you have 3 days. Those are the easy
ing stories told by Euanthes and Agriopas. cures; otherwise, you’re stuck with your infection until the
Werewolves appearing in fiction go back at least as far as full moon.
the year 61 CE, when Gaius Petronius penned the Satyricon. During the full moon, a healer can attempt a remove curse
Various other tales appeared throughout the middle ages, or break enchantment spell to remove your affliction. The
including Thomas Malory’s Le Morte d’Arthur (1485). The spell grants you a Will save (DC 20) to remove the curse. Be
genre finally came into its own in the Victorian era and has forewarned, though—if you reach this stage of the affliction,
flourished since with the subject matter being taken up by expect your friends to tie you down to prevent you from
such authors as Alexandre Dumas, Arthur Conan Doyle, causing any harm. Hey, don’t blame them; you’re the one
Rudyard Kipling, and Ambrose Bierce. who let the lycanthrope bite you in the first place.
Over time, werewolf tales evolved from the ability to But what if you don’t want to be cured? What if you like
shapeshift—often a gift from the devil—into the curse of the idea of being a lycanthrope? You wouldn’t be the first
lycanthropy. The lycanthrope’s weakness to silver, too, is to make that decision, and you certainly won’t be the last.
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Before you decide to head down that path, though, there are animal form, and your hybrid form. Increasing in level
a few things you need to know alters all three character sheets. Even something as seemingly
Pain. Let’s face it, changing from a human into a wolf isn’t trivial as an increase in your ability scores has a ripple effect
comfortable. Bones reshape, ligaments and tendons twist throughout all your character sheets.
and contort, muscles grow suddenly, organs shift. Chang- Guilty by Association. Even if you’re not infected, just
ing shape is stressful on your body. Your GM might enforce associating with somebody who is makes you guilty in the
rules to account for this, causing you some damage when- eyes of many. You made a conscious decision to associate
ever you change shape. with a monster, so you have to accept the consequences.
The Hunted. Lycanthropes are primal hunters, seeking Hunters on the prowl for your friend probably don’t mind
prey simply for the thrill of the hunt. But they’re also the taking you down, too. After all, how can they be sure you
hunted. Many a skilled hunter dedicates his life to finding aren’t infected? Better to just kill you now rather than wait
and eradicating lycanthropes. These hunters have various to find out.
reasons, but whatever they are, the moment you become Is it worth it? Only you can answer that question. Some
infected you’re a target. people accept power at any cost. No friends? So what.
I Hate You. Don’t be surprised if people stop associat- Everybody hates you? Big deal. That painful transformation?
ing with you. Innkeepers who know your dirty little secret Yeah, it hurts, but nothing’s free, right?
probably won’t rent you a room; they simply can’t risk their Or maybe, after thinking it over, you’ll eat the belladonna
clients becoming your next meal. Merchants, vendors, and risk the poison’s effects, even if you don’t know if that
farmers—all of them will despise you. Sure, you might be wererat’s bite actually infected you. Hope you have a friend
able to hide your curse from some of them, but word of your who’s a cleric. You’re going to need it.
disease will undoubtedly spread. That’s the price you have to
pay for such great power. The GM’s Perspective on Lycanthropy
I’m Not Me. Perhaps the worst thing about lycanthropy is Lycanthropes make wonderful villains, especially when
the lack of control you have over your body. The worst mo- they have control of their shape. Just when the PCs think
ment is the first full moon. On that night, you become an the gang leader is a two-bit thug, he shifts into hybrid form
animal. You lose all sense of identity. You lose access to most and becomes a deadly foe. PCs afraid of lycanthropy back
of your abilities. And you’re stuck this way until the morn- away, wary of getting too close for fear this perceived com-
ing. After that, things get worse. Not only does the light of mon thug will bite them. Of course, if one of your players
the full moon cause you to transform, but any damage you wants her character to become inflicted, you might become
suffer also triggers your transformation. You better hope you the wary one.
don’t stub your toe on the corner of the bed or cut yourself As GM, you always have the ability to say no. Sometimes,
while sharpening your sword. The absolute worst part? It’s though, it’s better to grant the desire. Players should be
extremely difficult to learn to master this transformation. careful what they wish for. You can arm yourself with tools
You need a powerful mind and supreme self-control. And to make players reconsider ever wanting the curse and send
you probably don’t have either—at least not yet. So I hope them scrambling to find a cleric.
you like becoming a dirty, thoughtless animal every time Infection. The rules are silent on what it feels like to
you stub your toe.
Alignment Shift. As if the lack of control over your
body isn’t bad enough, you also have to contend with
Roleplay It!
losing control of your mind. When you lose control and There’s no doubt that the lycanthrope template gives your
character awesome power. But don’t discount the roleplay
become an animal, your alignment shifts to that listed on
potential as well. Whether you’re actively seeking infection,
the template. If you value your good alignment, you’ve got
desperately searching for a cure or just learning to deal with
problems. You’re likely to become a mass murderer during
your new abilities, you have some wonderful opportunities at
these moments. What’s worse, your subconscious, fueled by
the gaming table. A werewolf might, for example, intersperse
the curse, enjoys it. Even if you have a semblance of control
growls into his speech. A wererat might nervously look around,
over your shapeshifting, every moment you spend in animal
always scanning the immediate area. A werehyena might have
form shifts you closer to that alignment. Can you really risk
a habit of sniffing everybody who comes near her.
a permanent shift to chaotic evil if you’re a wererat or were-
If your GM uses the alternate rules in this article, you can
wolf? Will your party members abandon you? Will an order
roleplay the painful transformation process. You can yelp
of paladins feel obligated to destroy you before you spread
in pain or grimace in anguish as yet another uncontrolled
your evil? Can you risk it?
transformation overtakes your body.
Bookkeeping. From a metagame perspective, playing
Whatever the mindset your character has, you’ll have
a lycanthrope requires more paperwork than a standard
opportunities to create roleplaying moments your friends will
character. While most players have only one character to
talk about for years to come.
fret over, you have three—your “normal” character, your
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become afflicted. No symptoms appear until the first full Whichever way you handle the moment, the real key
moon, but that doesn’t mean the bite isn’t more painful. is to take control away the player. It’s an oft–overlooked
There’s nothing wrong with treating the wound a bit dif- detail, but it’s truly one of the steepest costs associated with
ferent than other wounds. Make it clear that the character lycanthropy. You can leverage that cost to illustrate the true
is uncomfortable, even if that discomfort has no actual horror to all your players.
mechanical effect. Slow, Simmering Hatred. Word of a monster on the
Alternatively, you might treat it like any other wound. loose has a way of spreading quickly. Before long, everybody
Once healing has been applied (whether by rest or magic), it in town learns about whatever rampage the PC experienced
slips from the player’s mind completely. No outward symp- the prior evening. If evidence points to the PC, a lynching
toms mean you have an opportunity to spring the curse on mentality may take hold. Sure, the PCs can take on a couple
the player unexpectedly. of townsfolk pretty easily. Can they take on a dozen? Two
Adjudicating Control. How should you handle that first dozen? If the PCs are in a large enough town, they might
fateful night? The player should have no say at all as to what find themselves running away from dozens of angry villagers
takes place—even if the infection was intentional. Instead, with pitchforks and torches.
you should determine the character’s actions based on the But that’s not the end of it. In a world steeped in magic,
animal’s alignment. You have two basic paths to follow: play it’s not at all unreasonable for word to spread beyond the
out the evening or hand wave through it. immediate area quickly. PCs might be able to subdue—or
If you opt to play out the evening, the player who controls murder—the entire hamlet of Nowhere. But word of the
the infected character might be bored with nothing to do. slaughter will spread to larger population centers. It’s even
That may not be a bad thing, if you keep the evening short. possible, in some circumstances, for word to reach the next
A player who doesn’t want infection can have the horror of community before the PCs. What happens in that case?
the situation driven home by hearing about all the ghastly Maybe the lord wishes to speak to them, to ascertain what
things her character did in animal form throughout the happened. Maybe the constable forbids them entry, fear-
evening. Other players, too, may face a tough dilemma: do ful there’s some connection. Before long, the PCs’ names
they attack their friend to bring an end to the reign of terror should, effectively, be mud.
or do they try to subdue her instead?
Alternatively, you can simply hand wave the evening. Lycanthropic Progressions
There’s little doubt that a werewolf, for example, could One of the mechanical problems with the lycanthrope
kill the bartender, four barmaids, and the bevy of farmers template is that you gain a lot of power in a very short
drinking in the tavern. Rather than describing the scene as period of time, with extra HD and a level adjustment of +2
it happens, your group awakens the following morning to for afflicted lycanthropes (or +3 for natural). If you take the
the carnage. The afflicted PC, of course, should have clear entire bonus, a GM has to deal with a player who’s signifi-
evidence of what happened. Tattered clothes and blood- cantly more powerful than the rest of the party. On the flip
stains are good indications that something is terribly wrong. side, you have to go several levels—ranging from 3 for a
Certainly, don’t hesitate to slaughter an NPC the player was wererat up to 8 for weretiger or werebear—without gain-
close to. Little drives home the point more than seeing a ing any further benefits. You gain a large power increase up
dead lover or mentor. front and then sit by watching your teammates gain levels.
There is an alternative, though. The animal HD and the
Alternate Rules template’s benefits can be split into a level progression—a
series of levels that treat the benefits as a class. Once you
As discussed in the player’s section, the transformation
begin taking levels in the lycanthrope progression, you must
process is painful, and normal people refuse to associate with
the infected. If you’d like to add some mechanics to those
effects, here are some rules you can try out. Control Shape
Pain. Whenever you undergo a transformation, you must To a lycanthrope, this skill may be more important than even
make a DC 18 Will save. If you fail, you suffer 1d6 damage gold. While the skill can be attempted untrained, a lycanthrope
as well as 1 point of Constitution damage. For every 5 ranks who wants complete control of the situation quickly pumps up
in Control Shape, you gain a +1 circumstance bonus on your this skill, often foregoing other skills in the process.
saving throw. If you’re using these progressions, the Control Shape skill
Hatred. Townsfolk who are afraid of lycanthropes are unlikely does not become available to the character until after the
to want to do business with you. You suffer a -5 circumstance final level of the progression (or at the DM’s option, after
penalty on all Charisma-based checks, except for Intimidate, two levels). From that point onward, the character always
for which you receive a +3 circumstance bonus instead. has access to Control Shape as a class skill, and can begin the
Remember, this rule only applies when targets are aware of process of taming the beast within. The Control Shape skill is
your condition. described in the MM, in the Lycanthrope entry.

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proceed to the end, foregoing any other class levels in the animalistic features.
meantime. Lycanthrope levels never incur a multiclass pen- Changing to or from animal or hybrid form is a standard
alty, and only levels which grant an increase in HD affect action.
your number of feats and ability score increases. If slain, you revert to humanoid form. Separated body
Here are three different progressions: wererat, werewolf, parts retain their animal form, however.
and werebear. These progressions use the level adjustment of Skills You may use either your Strength or Dexterity for
afflicted lycanthropes. Climb and Swim checks.

The Wererat The Werewolf


Class Skills Your class skills (and the key ability for each Class Skills Your class skills (and the key ability for each
skill) are Climb (Str), Hide (Dex), Listen (Wis), Move skill) are Hide (Dex), Listen (Wis), Move Silently (Dex),
Silently (Dex), Spot (Wis), and Swim (Str). Spot (Wis), and Survival (Str).
Ability Scores At 1st level, you gain a +2 racial bonus to Ability Scores At first level, you gain a +2 racial bonus to
Wisdom. Wisdom.
Bonus Feats At 1st level, you gain Iron Will as a bonus Bonus Feats At first level, you gain Iron Will as a bonus
feat. At 2nd level, you gain Weapon Finesse. feat. At 2nd level, you gain Track.
Scent (Ex) Shortly after being bit, your senses improve. Scent (Ex) Your senses improve shortly after being bitten.
You gain the scent ability. You gain the scent ability.
Low-Light Vision (Ex) If you did not already have low- Low-Light Vision (Ex) If you did not already have low-
light vision, you gain it at 1st level.
light vision, you gain it at 1st level.
Natural Armor (Ex) At second level, your skin toughens
Natural Armor (Ex) At 2nd level, your skin toughens
slightly. You gain a +1 bonus to your natural armor. At 4th
slightly. You gain a +2 bonus to your natural armor.
level, the bonus increases to +2.
Damage Reduction Starting at 2nd level, your metabolism
Damage Reduction Starting at 3rd level, your metabolism
alters such that normal weapons inflict less damage. You alters such that normal weapons inflict less damage. You
gain DR 5/silver. gain DR 5/silver.
Alternate Form (Su) At 3rd level, your transformation is Alternate Form (Su) At 3rd level, your transformation is
complete. You gain the alternate form class feature. You can almost complete. You gain a limited form of the alternate
shift into animal form as though using the polymorph spell, form ability. You can shift into animal form as though using
though your gear is not affected, you do not regain hp for the polymorph spell, though your gear is not affected, you
changing form, and only a dire rat form can be assumed. do not regain hp for changing form and only a wolf form
You do not assume the ability scores of the animal but, can be assumed. You do not assume the ability scores of the
instead, add the animal’s physical ability score modifiers animal but, instead, add the animal’s physical ability score
(+6 Dex, +2 Con) to your own ability scores. You also can modifiers (+2 Str, +4 Dex, +4 Con) to your own ability
assume a bipedal hybrid form with prehensile hands and scores. At 3rd level, you can only change shape into a wolf

The Wererat
Base
Hit Attack Fort Ref Will Skill
Level Dice Bonus Save Save Save Points Special
1st — +0 +0 +0 +0 +0 +2 Wis, Iron Will, low-light vision, scent
2nd 1d8 +0 +2 +2 +0 2 + Int mod +2 natural armor, DR 5/silver, Weapon Finesse
3rd 1d8 +0 +2 +2 +0 +0 Alternate form, racial skills

The Werewolf
Base
Hit Attack Fort Ref Will Skill
Level Dice Bonus Save Save Save Points Special
1st — +0 +0 +0 +0 +0 +2 Wis, Iron Will, low-light vision, scent
2nd 1d8 +0 +2 +2 +0 2 + Int mod +1 natural armor, racial skills, track
3rd 1d8 +1 +3 +3 +0 2 + Int mod Alternate form, DR 5/silver
4th 2d8 +1 +3 +3 +0 +0 +2 natural armor, Improved alternate form

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or back to your normal form. Starting at 4th level, you can Feats At 5th level, you gain the Iron Will feat as a bonus
also assume a bipedal hybrid form with prehensile hands feat.
and animalistic features. Natural Armor (Ex) At 6th level, you gain a +2 bonus to
Changing to or from animal or hybrid form is a standard your natural armor.
action. Damage Reduction (Ex) At 7th level, you gain DR 5/
If slain, you revert to humanoid form. Separated body silver.
parts retain their animal form, however. Alternate Form (Su) At 6th level, your transformation
Skills You receive a +4 racial bonus to Survival checks is complete. You gain the alternate form class feature. You
when following a scent. can shift into animal form as though using the polymorph
The Werebear spell, though your gear is not affected, you do not regain
hp for changing form, and only a brown bear form can be
Class Skills Your class skills (and the key ability for each
assumed. You do not assume the ability scores of the animal
skill) are Hide (Dex), Listen (Wis), Spot (Wis), and Swim
(Str). but, instead, add the animal’s physical ability score modifiers
Low-Light Vision (Ex) At 1st level, you gain low-light vi- (+16 Str, +2 Dex, +8 Con) to your own ability scores. You
sion if you don’t already have it. also can assume a bipedal hybrid form with prehensile hands
Scent (Ex) At 2nd level, you gain the scent ability. and animalistic features.
Ability Scores At 3rd level, you gain a +2 racial bonus to Changing to or from animal or hybrid form is a standard
your Wisdom score. action.
Skills At 4th level, you gain a +4 racial bonus to Swim If slain, you revert to humanoid form. Separated body
checks. parts retain their animal form.
<
The Werebear
Base
Hit Attack Fort Ref Will Skill
Level Dice Bonus Save Save Save Points Special
1st 1d8 +0 +2 +2 +0 2 + Int mod Low-light vision
2nd 2d8 +1 +3 +3 +0 2 + Int mod Scent
3rd 2d8 +1 +3 +3 +0 0 +2 Wis
4th 3d8 +2 +3 +3 +1 2 + Int mod Racial skills
5th 4d8 +3 +4 +4 +1 2 + Int mod Iron Will
6th 5d8 +3 +4 +4 +1 2 + Int mod +2 natural armor
7th 5d8 +3 +4 +4 +1 0 DR 5/silver
8th 6d8 +4 +5 +5 +2 2 + Int mod Alternate form

26 Kobold Quarterly 11

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Ecology
of the
Vampire

By Tim and Eileen Connors


Art by Pat Loboyko and Marc Radle

O
n the dark side of a mountain, a small shack hides in a diminish as blood lust slowly reels the cord-strangled soul
forest of evergreens. The sweet smoke of boiling sap rises back into its corpse.
from its chimney and joins the night. Inside the cabin, One to four days after the victim’s death, a new vampire or
a woman licks blood from her fangs and rises from a dying vampire spawn rises as a mist around its grave. A victim with
man on the floor. Blood trickles from the twin puncture wounds less than 5 HD rises as a vampire spawn. A victim of 5 HD
at his neck. Somewhere outside, wolves announce a midnight or more rises as a vampire.
hunt. And solitary birches, thin and pale, bleed their sap into Vampires may also be born. A pregnant woman who
buckets. survives a vampire bite has a 25% chance of birthing a
The woman smiles. A perfect night. dhampir—a free-willed half-vampire child. Because dhampir
have a penchant and ability to kill vampires, most vampires
When darkness falls, vampires rise from their graves to
gorge themselves on the blood of the living. Their fountain are careful to shun pregnant victims. For this reason, vam-
of youth flows through the veins of men, and their immor- pires find the scent of a menstruating woman particularly
tality comes with the curse of a doomed soul. These are crea- attractive.
tures from the Old World. They took our ancestors by the Male vampires who are fully fed may mate and sire chil-
throat. And tonight, they eye our children from the mist. dren with a living female. This happens infrequently because
the female must not only conceive willingly but must also
Becoming a Vampire survive a difficult and bloody labor and supplement the
When a humanoid or monstrous humanoid dies from a babe’s milk with her own blood. Vampires who sire in this
vampire’s bite, the curse of vampirism quickly corrupts the fashion are often new vampires who, within days of their
corpse. The silver cord that ties the victim’s soul to its body own “birth,” return to their homes and mate with their liv-
does not snap as it should, and the soul remains tethered ing wives. Babies are invariably dhampir. These half-vampire
to the dead vessel, slowly filling with blood lust. The soul children grow into their powers over time. While young,
struggles against the cord and reaches for the afterlife, but most do not realize the significance of the bats that nest in
its silent screams are in vain. The gates of heaven and hell their attics or the wolves that shadow them in the forest.
Kobold Quarterly 11 27

D. Christopher Dawson (order #1747754) 7


Ecology 

Physiology DC/week). The first successful blood drain attack reduces


exhaustion to fatigue. The second removes fatigue.
Before a vampire rises for the first time, any maggots or bac-
Not just any blood will strengthen a vampire. Dried
teria infesting the corpse erupt through the skin, shrivel, and
blood, bottled blood, and the blood of a dead creature do
die. Wounds close and heal. When the “newborn” vampire
not sustain a vampire. These sources no longer carry the
emerges from its grave, it easily passes for the living creature
necessary component—vitality. Vital blood is adrenaline-
it once was. Indeed, it appears at least as healthy as it did the
rich blood that the victim’s heart pumps directly into the
day it died. This allows many new vampires to masquerade
vampire’s mouth.
as living humanoids and move unnoticed among the popu-
Taste derives from the strength, passion, and emotional
lace. The act of feeding reveals the charade, however; the
state of the victim. Some vampires swear that blood suffused
creature grows its fangs and snarls like a predatory wolf.
with love is liquid ecstasy. Others prefer to terrorize their
With the exception of their hair and nails, vampires never
victims—sometimes for days—before digging their fangs
grow, gain weight, or age. A boy turned into a vampire at
into a vein coursing with adrenaline and flavored with fear.
age 6 appears remarkably unchanged four centuries later.
Vampires can survive on live animal blood, but it lacks the
Nevertheless, vampires are not timeless. Decay devours
sweetness that the blood of an intelligent creature, capable
them with patience. In another four centuries, the child
of deep emotion. On the other hand, the blood of a raging
vampire’s skin tightens over a bony frame, his eyes shrink
lion far exceeds the vitality of that of an infirm human. This
to opals, and his nose blackens and sloughs off. He stands
is why vampires hunt rather than farm bedridden humans.
supernaturally still, and a chill precedes him when he moves.
It is, also, why vampires do not prey on the same victim
At this stage in his unlife, no creature would mistake him
repeatedly. The blood sours as the victim’s strength ebbs.
for anything other than the undead predator he has become.
The powerhouse of every vampire is a heart that never
Psychology
beats. Capillary action carries consumed blood along con-
stricted veins to the heart. Here, tongues of negative energy A new vampire reflects on its living memories as through
lap it up and vomit raw power through the vampire’s arteries the blackest of moods. Vampirism connects the creature to a
to its muscles. Well-fed vampires enjoy prodigious strength, gestalt evil, perverts the creature’s personality, and crushes its
lightning fast reflexes, keen intellect, sharp senses, and ir- moral compass. Every character flaw, weakness to tempta-
resistible charm. tion, and evil proclivity heightens and fills the void left
To keep its negative energy at peak levels, a vampire must by virtue. The vampire lives unchecked by conscience and
feed daily or succeed on a Failure to Feed roll. This DC 15 driven by its lusts. The noble, romantic vampire of bardic
Fortitude save must be made every day the vampire goes song may exist, but far more common are hateful creatures
without blood (cumulative +1 DC/day). Once fatigued, willing to tear the heart out of any maiden they meet.
the Failure to Feed DC increases to DC 20 and the check Vampire personalities vary from bestial to aristocratic, and
is made once per week to avoid exhaustion (cumulative +1 many vampires can operate at both ends of the spectrum.
Every vampire considers itself superior to living creatures.
Those of the bestial persuasion become apex predators.
Those with aristocratic backgrounds revel in finery and de-
bauchery under the guise of charismatic nobility. Occasion-
ally, haughtiness leads a vampire to underestimate the living,
but most often, its sense of superiority is entirely justified.
Blood lust gnaws into every aspect of a vampire’s psychol-
ogy. A vampire can never conquer or quell its need to feed,
and the constant urge for blood distracts the vampire and
forces him to live in the moment. Only well-fed vampires
can contrive and execute plans that do not involve feeding
or protecting or expanding their blood territory. Centuries
of blood addiction eats at their minds the same way decay
ultimately consumes their bodies. Even the most successful
vampire eventually goes mad from blood lust.
Vampires have no fondness for change, and they endure
the passage of time as a necessary evil. Venerable vampires
have little patience for novelties such as automatons or
clockwork magic, and the vampire hunter can exploit such
ignorance. Old World vampires dress in outdated garb and
follow the old ways. To look in their thirsty eyes is to see
ancient cities long blown to dust.
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Society established traditions and territories. Detecting a Vampire
Like crime families, each clan claims
A new vampire lives under the com- Vampires rise from their graves and
one or more of the world’s major
mand of the vampire who sired it and travel in mist form, neither disturb-
remains enslaved until the sire’s de- cities as its blood territory. The clans ing their gravesites nor leaving tracks.
struction. Each enslaved vampire can ally, challenge, and avenge each other Vampire hunters must rely on second-
sire and enslave vampires of its own, frequently, and vampire wars unfold in ary clues. A cemetery with its holy
creating a pyramid of control called the shadows of urban centers. symbols thrown down, laden with
the Tree of Chains. ground-hugging fog, or devoid of birds
A free-willed master vampire com- Clan-Specific Powers and may harbor a vampire. But which
mands his entire Tree of Chains with Weaknesses grave holds the vampire? To find out,
as little or as much direction as he Vampire clans often enrich their lines different villages follow their own folk
pleases. His tree’s growth is limited by passing traits to their spawn. Just traditions with varying degrees of suc-
only by the fact that no vampire can before the potential child loses con- cess. In the Margreve, a naked virgin
enslave more than twice its own HD sciousness from blood loss, the vampire male rides a white stallion over the
worth of “children” at any one time. opens one of his own veins—usually gravesites. Wherever the horse bucks
Any child that would exceed this limit on his chest—and forces the victim to wildly, a vampire is sure to lie.
rises as a free-willed vampire or vam- drink. Days later, the risen child enjoys Coffins. Not all vampires rest in
pire spawn. A vampire can voluntarily one of his sire’s at-will abilities (equiva- coffins or sleep buried in graveyards.
free an enslaved child to make room Any box that blocks sunlight, keeps
lent to the power of a 3rd level spell or
for a promising new child, but more out running water, and lies atop the
less for unwilling victims and a 4th level
frequently, the ruling vampire kills the vampire’s native soil suffices. Urban
spell or less for willing victims).
existing child and all of that child’s vampires lair in sewers, abandoned
progeny to reduce territorial competi- Through this ritual, the Blackcloak
warehouses, attics, and any other dark,
tion. This pruning temporarily reduces Clan has granted countless generations
infrequently visited nook. Vampires
the tree’s strength but promises stron- with the ability to fly. Woes betide who live in perpetually dark areas and
ger future growth. the manor that discovers a swarm of who do not prepare spells have no
The Tree of Chains and blood terri- Blackcloaks wheeling about its towers. need to retire to their coffins daily.
tory play key roles in vampire society. The Northwinds Clan moves inside icy Some vampires carry their coffin in a
The lowest vampire caste includes new clouds of fog that freeze and shatter soil-lined bag of holding. A vampire
free-willed vampires with no Tree and foliage as they pass. And once a Shad- hunter has little hope of finding the
no territorial claims. Such vampires owlicker has tasted a person’s shadow, resting place of such a vampire directly.
typically grow their Trees on the fring- it can enter the person’s residence with- Magic. The Silverblood Dhampirs, a
es of vampire society or in uncommon out the normally required invitation. society of vampire-hunting clerics, lo-
territorial niches. A coffin among the
boxes of a gypsy caravan might quickly Living under Vampire Rule
grow into a Tree of Chains composed
North of the Margreve, in the Imperial Principality of Morgau and Doresh, vampires
of the entire gypsy band, or a group of
roam openly and rule proudly. Depravity, decadence, and the worship of dark gods
outlaws might find they hunt for blood
abound. Here, the living are little more than property, drained and dispatched as the
rather than coin.
vampires see fit.
Such a tree represents the next lower
Many living slaves long for their masters to drain them of blood, so they can escape
caste in vampire society—a master
the “tortures of the living” and gain social status as vampires. Vampire masters
vampire whose territory cannot sup-
occasionally grant such rewards. If the slave is clever, he makes some plans before he
port his tree. To secure fresh blood,
receives the death-bite, such as hiring assassins (or do-good heroes) to kill his sire after
the master vampire must branch into
the planned death-bite. This frees the slave-turned-vampire from mental enslavement
a populated area, and that means
on the master’s Tree of Chains.
challenging another master vampire
The Imperial Principality frequently hosts hunts in its hills and forests and stages
for territory. These challenges rarely
gladiatorial fights in its cities. In these spectacles, living combatants clash, and
succeed, because most populated areas
vampires cheer and salivate at the blood that sprays into the stands. This foreplay lasts
are controlled by the next and highest-
for hours before culminating in a vampire’s blood drain of the winner and the lucky
level caste—master vampires with
winner’s rise into the ruling class.
Trees of Chains large enough to defend
Once a year, tradition demands that a vampire elder free the winner rather than kill
their territory but lean enough and
him. An arcane tattoo forever marks the champion and grants him perpetual freedom
disciplined enough not to outgrow it.
from all vampire predation. One of these lucky souls recently emigrated to the Free
The highest-level caste includes the
City of Zobeck where he runs a gladitorial pit under the kobold ghetto.
ancient vampire clans, who have long-
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cate vampires by starting at the grave- pernaturally quiet footfalls and having but they do not thwart a vampire
yards. If the Silverbloods are lucky terrible halitosis. A watchful hunter who is determined to take a particular
enough to find a vampire spawn, they can notice these signs with a success- victim. Such a vampire need merely
kill it and then cast speak with dead to ful Spot of DC 15 + the CR of the make a Will saving throw with DC
find out who the spawn’s sire was. In vampire. Even under overcast skies, 20 for garlic, DC 24 for rose oil, or
this way, they slowly climb the Tree of vampires infrequently appear during DC 19 for rowan berries to bypass the
Chains until ultimately confronting daylight hours. barrier; even with a successful save, the
the master vampire. vampire takes 2d8 damage for passing
Reflection and shadow. Like heaven Repelling a Vampire such a barrier.
and hell, light refuses to recognize the For all their power, vampires have Conviction. More powerful apo-
vampire’s cursed soul and does not significant, exploitable weaknesses. tropaic objects include mirrors, holy
honor the vampire’s presence with re- Alchemy. Vampires cannot toler- symbols, and religious relics. When
flection or shadow. To avoid detection ate the smell of garlic, wild roses, or someone presents these objects with
and the bitter reminder of their cursed rowan berries and will not enter an conviction as a standard action (with a
existence, vampires shun environments area laced with them. In vampire- successful Knowledge (religion) check
with mirrors, pools, or sources of plagued villages, wreaths of garlic bulbs of DC 15 + the CR of the vampire),
bright light. hang on doors, and villagers perfume the vampire recoils with a hiss of dis-
Odd conditions and traits. Other themselves with concentrated rose oils dain. The vampire may not touch, en-
gage in melee, or come within 5 ft. of
vampire traits include wearing of for the fortnight following a funeral.
someone brandishing such an object.
foreign or old-fashioned garb, never These protections encourage a brows-
Vampires in this situation use their
eating or drinking, walking with su- ing vampire to go to the next house,
domination ability to crush the will of
the presenter. If successful, the vampire
Vampires in the Real World forces the presenter to throw the object
Dr. John Polidori’s The Vampyre published in 1819 introduced and popularized the aside and attack his comrades instead.
charismatic, sophisticated vampire that continues to dominate contemporary fiction. Authority. Vampires cannot enter
The historical vampire that had entire nations staking and beheading corpses was quite a home or other building without
a different beast. first being invited by someone with
Prior to the acceptance of germ theory, many people blamed vampires for the the authority to do so. Once invited,
sudden deaths of multiple family members. The first to die must have become a future visits require no further invita-
vampire, for why else would the family be chosen to suffer a similar fate? Hard-hitting tion unless the owner sells or otherwise
diseases such as tuberculosis that plagued victims with pallor, fatigue, and night relinquishes the property to another
sweats—sure signs of a vampire’s work—fanned the flames of vampire hysteria. party.
In 1190, William of Newburgh wrote in Historia rerum Anglicarum that “one would Consecrated land. Despite popular
not easily believe that corpses come out of their graves and wander around, animated folklore, vampires may enter conse-
by some evil spirit, to terrorize or harm the living, unless there were many cases in crated areas. For instance, in what
our times, supported by ample testimony.” Indeed, the idea of vampirism was so later became known as the Blood of
powerful, widespread, and enduring that it survived the Enlightenment, when the the Empty Mass, villagers in Godfrey’s
West discounted so many other creatures and folktales. Hollow slew their parish priest after
In Eastern Europe, communities took time-honored steps to prevent or thwart they discovered him retiring to a coffin
vampirism. Corpses were buried upside down so that they would dig down instead of
beneath the rectory.
up. Pottery emblazoned with “Jesus Christ conquers” was placed on the corpse’s chest.
Running water. Vampires cannot
Gypsies drove iron needles into the corpse’s heart. As recently as the 19th century,
cross running water unless carried
Romanians placed garlic in the deceased’s mouth and shot bullets through the coffin.
across in their coffin or conveyed by
For resistant cases, they dismembered and burned the body, mixed the ashes with
ship. Folk magic descended from
water, and administered the concoction to family members as a cure-all.
elvish vampire lore suggests that this
After Austria gained control of northern Serbia in 1718, officials noted the locals’
is because running water is pure and
practice of exhuming bodies and testing them for vampirism. If the cadaver appeared
incapable of holding magic or curse.
well-fed (plump with decomposition gases), displayed lengthened nails or teeth
The desert preachers of the Golden
(receding cuticles and gums), or showed signs of blood drinking (bled from the mouth),
Goddess teach that baptism through
the corpse deserved a vampire’s death. Someone, often a relative of the deceased,
running water is the door to Heaven—
took up a mallet and drove a stake through the corpse’s heart, puncturing its bloated
a door forever closed to the vampire.
chest and releasing a violent burst of foul gas and blood. To be absolutely certain of
Communities have long exploited
the vampire’s destruction, they severed the knee tendons, beheaded the corpse, and
this vampire weakness to great effect,
spiked the body to the earth.
banishing vampires to islands when
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they cannot be killed. In the Northern destroyed. Once at rest in its coffin, and at the top of each of their Trees of
Wastes, meltwaters flowing around ice the gaseous vampire lies helpless for 1 Chains sits a Vampire of Legend. These
caves form effective vampire prisons. hour, after which it gains 1 hp, reacti- vampire lords were ancient when half
And until the recent quake, the Vaults vates its fast healing, and is no longer the world’s religions were new. Holy
of al-Kupa were lined with shelves helpless. relics melt against their foul skin, and
of glass globes, each composed of Staking the heart. Pounding an running water stagnates and blackens
a mantle of holy water everflowing ashwood, hawthorn, or rowan stake before they ever step foot in it. Skies
around an imprisoned ancient vampire through a vampire’s heart instantly darken in their presence, and every
in gaseous form. slays the creature. The late vampire light source grants them a shadow that
hunter Frangorn Nith gained fame moves, detaches, and attacks as they
Saving Souls for using a unicorn horn with equal command. Stakes splinter against their
When someone dies from a vampire success. Vampires are well aware of the chests.
bite, friends and family have little time danger that staking poses and many Like major artifacts, each Vampire
to save their loved one’s soul. If they wear breastplates or employ stone- of Legend has a specific means of
destroy the sire before the deceased skin to protect themselves. Advanced destruction. With a bit of creativity,
rises as a vampire in 1-4 days, vam- gargoyle vampires and others with sig- enterprising GMs can develop entire
pirism never settles on the corpse nificant natural armor are particularly adventures or even campaigns based
and the deceased’s soul remains free. difficult to stake. around the destruction of but one of
However, if their loved one rises as a Staking a vampire slays it but does these Vampires of Legend. enterprising
vampire, no mortal magic can break not destroy it. The vampire returns to GMs can develop entire adventures or
the curse of vampirism. The family has life if the stake is removed, even after even campaigns based around the de-
only one choice. To save their loved the body has long reduced to dust and struction of but one of these Vampires
one’s soul, they must first destroy him. blown away. More than one adventurer of Legend.
has regretted removing a curious stake <
Slaying a Vampire from its wedge between the flagstones.
When a vampire is destroyed, the To prevent the vampire from return-
silver cord binding the soul to the ing, wise vampire slayers decapitate the
undead body unravels and snaps. The creature and fill its mouth with garlic
curse of vampirism dissipates, and the or holy wafers.
freed soul passes on. Thereafter, resur-
rection and true resurrection can recall Vampires of Legend
the soul to life if the soul is willing. Twelve clans descend directly from
Immersion. Immersing a vampire the ur-Vampire Lucien Twice-Fallen,
in running water reduces its hp by one
third of its normal total per round.
Once immersion reduces the vampire
Vampire Lore
to 0 hp, the vampire is destroyed. Characters with ranks in Knowledge (religion) can learn more about vampires. When
Sunlight. A vampire exposed to a character makes a successful skill check, reveal the following lore, including the
direct sunlight teeters on the agoniz- information from lower DCs.
ing cusp of destruction. It may take a Table: Vampire Lore
single move or standard action. If the DC Result
10 Vampires are cursed undead creatures with an insatiable thirst for blood. They
vampire does not escape the sun’s rays
avoid mirrors, garlic, rowan berries, and wild roses.
in the next round, it is destroyed. The
15 A vampire can be destroyed by sunlight, decapitation, or a stake through the
Grisal dwarves, who defend the Iron-
heart.
crag’s northern border from vampires,
20 When reduced to 0 hp, a vampire becomes a mist that floats back to its coffin.
harness the sun’s power in another way.
Here, it reforms into its physical body and lies helpless for 1 hour.
Their Sun Axes, empowered daily with
25 Vampires infrequently travel more than 9 miles from their coffin, because this is
the dawn’s first rays, are said to slice
the maximum distance they can travel as mist.
through vampires like razors through
30 Many vampires have clan-specific powers, weaknesses, or traditions.
butter.
35 The PC learns a clan-specific trait for the clan being researched.
Damage. When a vampire is reduced
40 Vampire society is organized into a “Tree of Chains,” in which the greater and
to 0 hp, it automatically assumes gas-
elder vampires dominate a succession of spawn down to the newly spawned.
eous form and attempts to escape. If it
To follow this chain to its head, clerics use speak with dead on destroyed newer
does not reach its coffin home within
vampires.
2 hours (or 9 miles), the vampire is
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Kobold Diplomacy

Running Across
the Screen
A GM Roundtable
By Christopher L. Dinkins
and Jeremy L. C. Jones
Photos by permission of subject

“The Dungeon Master has many hats to wear in the course Game Masters (GMs) aren’t like the rest of us. They’re
of a game session,” writes James Wyatt in the Fourth Edition different. They know things. They seem to sit closer to the
Dungeon Master’s Guide. “The DM is the rules moderator, the source of RPG magic. No matter how collaborative the
narrator, a player of many different characters, and the primary game may be, the GM holds a special place at the table.
creator of the game’s world, the campaign, and the adventure.” If the GM isn’t committed to the game—if he’s grumpy,
disorganized, flippant, ego-maniacal or lazy—if the GM isn’t
Maybe he’s the only one standing at the table. He paces a fully, one hundred percent into it, then the whole gaming
little, rolls a few dice behind a shiny new screen. He points session just might fall apart.
to the map drawn on the board behind him and shifts a few “A good GM looks like an idiot to anyone not
NPC minis on the mat in front of him. He’s word-painting participating in the game, because he is making faces,
a picture so vivid you can feel it on your skin. Nervous speaking in character, and snarling like a monster,” write
energy comes off him in pulses, as though he really were Will Hindmarch and Jeff Tidball in Things We Think about
summoning Cthulhu. Games. “A good GM is not afraid to look like an idiot.”
Or maybe he is a she, sitting behind the screen and Below we talk to 16 game-masters, all of whom are also
shuffling papers. This is the fourth encounter of the professional game designers and writers.
night, and the party of PCs is pretty beat up. It’s the They also are not afraid to look like idiots for the sake of a
climactic moment. Life or death for either the PCs or the good time at the table.
necromancer she’s been channeling for the last 30 minutes.
She’s about to say something but a cell phone goes off. The Game Masters
Again! It’s nothing big and loud. It’s on vibrate, but still… Cam Banks works as a managing editor at Margaret
“Look,” she says, “either you turn that damn thing off right Weis Productions and writes novels, such as the recent
now, or I’m taking it away from you.” The Sellsword. He was also a designer on the Dragonlance
She tosses the dice. She’s not giving anything away. There’s Dungeon Master’s Screen.
no telling what she rolled… until she peers over the screen Jason Bulmahn is the Lead Designer on the Pathfinder
with an evil grin. Roleplaying Game for Paizo Publishing. Bulmahn was the

Monte Cook Jason Bulmahn Robin D Laws


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coordinator of Living Greyhawk, Press’ variant rules for heroic combat. what does being a Game Master
the world’s largest organized D&D Chris Perkins is a designer at mean to you?
campaign, before he joined the Paizo Wizards of the Coast who got his start Bulmahn: Being a GM means that
team. freelancing for Dungeon magazine. you are a player with the responsibility
Monte Cook wrote the Third edition Today, he works on the Star Wars to ensure that the game is fun and
Dungeon Master’s Guide while at roleplaying game line and Dungeons & runs smoothly. It’s a lot more than just
Wizards of the Coast. He and his wife Dragons 4th Edition. preparing a fun adventure, though.
currently run Malhavoc Press. Chris Pramas left Wizards of It involves figuring out your group
Will Hindmarch worked as the Coast to start Green Ronin dynamic and tailoring the game to fit
the developer of White Wolf Publishing, the company responsible their style. It means being generous
Game Studio’s’s World of Darkness for the True20 system and Mutants & and relaxed, and stingy and tough,
Storytelling Game before founding Masterminds. Pramas has also worked when the situation calls. Above
Gameplaywright Press with Jeff extensively on material for Warhammer all though, it means that you are
Tidball. RPG. responsible for the entertainment of
Jim C. Hines’ novels and short Matthew Sprange is a novelist and both yourself and a group of friends.
stories are often flavored by a life-long game-designer, as well as the co- That can take many forms, but I think
love of gaming, especially his Goblin founder of Mongoose Publishing, the that is what it really boils down to.
Quest trilogy. United Kingdom’s largest role-playing Hines: When I first started running
game publisher. games 20 or so years ago, being a GM
Kenneth Hite is a game designer
Greg Stafford is the founder of meant power! I was finally the one
and regular contributor to Weird Tales
Chaosium and Issaries, Inc. He is the pulling the strings, setting the traps,
magazine. His recent setting for Savage
cackling gleefully to myself behind my
Worlds and the Hero System, The Day designer of Pendragon and the co-
makeshift screen . . . and if my little
after Ragnarok is a blades-and-bullets designer of RuneQuest, for which he
brother copped an attitude, I could
romp through post-apocalyptic 1948. created the world of Glorantha.
drop a dragon on his head.
James Jacobs is the Editor-in- Greg Stolze is the designer
Needless to say, I wasn’t a very good
chief of the Pathfinder line at Paizo responsible for such games as Unknown
GM back then.
Publishing. Jacobs also worked on the Armies and Reign. He has worked for
These days, I tend to think of the
team that developed the Third Edition such companies as White Wolf and
GM as the storyteller. In a lot of ways,
Dungeon Master’s Guide II. Atlas, though these days he uses the
it’s trickier than being an author,
Robin D. Laws is a novelist and Ransom Method. because the game is a collaborative
game-designer known for his work Harley Stroh is the Dungeon Crawl story. I provide the framework and
on such games as Feng Shui and Classics line editor at Goodman Games the antagonists, but I try to give the
HeroQuest. He was also a designer on and writes for a variety of lines and players room to create their own plot.
the Third Edition Dungeon Master’s companies. Like the storyteller, I think the GM’s
Guide II and is the author of Robin James Wyatt is a novelist and game job is ultimately to entertain. (Sure,
Law’s of Good Game Mastering. designer at Wizards of the Coast. He sometimes one of my traps is more
Mike Mearls was a lead developer wrote the 4th Edition Dungeons Master’s entertaining to me than to the poor
on the 4th Edition of Dungeons & Guide. dwarf who finds himself plunging into
Dragons at Wizards of the Coast. an underground river in full plate mail,
Mearls wrote Mastering Iron Heroes, The Questions & the Answers but as long as one of us is entertained,
the gamemaster’s guide to Malhovoc All right, let’s start basic and broad: right?)

Jim C Hines Cam Banks Chris Perkins


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Stafford: It is the chance to be an it for your PCs. Only you can do that. Pay attention to the mood of the group
entertainer. A lead entertainer, really, Tailoring an encounter to the PCs and during play. The responses players
in an on-going “radio drama.” An on- their idiosyncrasies, their capabilities, articulate afterwards are often very
going radio drama with many players, and their limitations is often what much at odds with how they behaved
of which I am only one, and though makes the difference between a during play. As members of the geek
Director as well, my games now are moderately fun encounter and a really tribe we have a tendency to overthink,
pretty much impromptu group efforts. memorable one. so the unconsciously revealed response
I get to show off my skill at narration Hindmarch: Since the GMing in the moment is much more telling
and dialogue and my knowledge of experience involves doing a lot than the verbalized one after the fact.
King Arthur or Glorantha. of things at once — juggling the When running a combat encounter,
Stroh: When I step into the role big picture and the small picture, speed is of the essence. It’s the
of GM, five players are offering me adjudicating the individual situation equivalent of picking up your cues
eight hours of their finite lives, and while respecting the overall needs of when delivering lines as an actor. Tiny
that’s a heavy responsibility. It doesn’t the group’s good time, and so on — pauses between moments add up to
matter how great the adventure is, how it’s tricky to pull out any one trick a lot of dead air over the course of a
well I’ve crafted the NPCs and their or skill to put on top of the toolbox. session. Look for the spots that break
backgrounds, or how much the players For designing an encounter, it’s vital down and find ways to zoom through
“ought” to be enjoying the game—if at to remember that you’re devising them. Find your best initiative tracking
some point players start stacking dice something like an attention-keeping system to know who goes next. Don’t
or reading comic books, I’ve failed in bit of playground equipment; a be afraid to be a bit of a traffic cop.
my role. situation, not an outcome. Keep the overall energy up. When
I’m the sort of GM that is exhausted When running an encounter, it’s a rules question arises, it’s better to
by the end of the session. If I’ve done essential to remind yourself that you’re be fast than right—you can always
my job right I’ve poured my every there to serve the specific instance discuss it afterwards and choose to rule
ounce of energy and imagination into of that encounter that best delights otherwise when the situation arises in
the game, keeping the players engaged or challenges the players who are future.
at every turn. actually present; don’t worry about Pramas: You have to be flexible.
If I’m spent, and the players are things that matter to people you’re There are many things that are not
begging for more, I’ve done my job. not playing with at the moment. Your under your control, from the number
Laws: A GM is a traffic cop on the job isn’t to attain the platonic ideal of players that shows up on a particular
road to fun, armed with funny voices, of the encounter but to maximize the night to the way the players respond to
illusory authority and a ragbag of actual play experience for the people in the encounter. You can plan for what
possible plot twists. attendance. you think might happen, but you must
What is the most important thing Laws: On the design front, know be prepared to think on your feet when
for the GM to know about designing what happened in your previous things go in an unexpected direction.
or running an encounter? encounters. Remember what was Sprange: Remember the players
Cook: He needs to know the PCs. awesome, and strive to replicate that. are supposed to be the heroes—make
This is the one thing that the GM can Recall which bits became flat or them feel heroic!
always do better than a professional draggy, and find ways to rectify them. What’s the hardest (or most chal-
game designer. When I’m writing an If you have trouble taking mental lenging) part of GMing?
adventure for publication, I can’t write notes after a session, take actual ones. Mearls: One of the hardest parts

Mike Mearls Greg Stolze Kenneth Hite


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is keeping focused. It’s easy to let it’s in play. I do a pretty good job of my game and mix them with premade
some weird new idea intrude on the preparing for stuff, piling up the big parts. I will admit that sometimes it is
campaign, or to pine for a plot or slabs of backstory and the handouts also about the illusion of choice. This
adversary that doesn’t fit the campaign’s and the ideas before the first session, comes back to knowing your group.
current spot. I ran a disastrous but once we’re two or three sessions If you know what motivates them,
campaign in college, the only one in and events are moving in new you can often present the problems in
I tried to run back then, where the directions, I find it hard to prepare as such a way that the choice that suits
story seemed to shift week after week, much every week. And sometimes that their needs and desires is the one that
I barely paid attention to what the works out just fine. Keeps my “winging you can plan for. It does not always
players wanted, and I kept trying to it” skills sharp and my BS production work, but as a group comes together,
force the PCs on to the “right” path. I abilities intact. it becomes easier and easier to predict
forgot that the best stories run across Wyatt: I’ve seen some great examples their likely course.
the GM’s screen. They don’t rest solely of DMs who manage to keep the story Jacobs: My philosophy is that if
on one side or the other. going even in the thick of combat. the adventure’s interesting enough,
I get around this by keeping a I’m playing in a game that Jeremy the players will want to go on the
notebook of ideas, and letting myself Crawford is running right now, and adventure. If you can present things so
chase down ideas as far as they want he’ll pause the initiative order for that the players are making the exact
to go. For instance, I had a real urge minutes at a time to give historical choices you want them to make, but in
to stock the classic D&D module In background to the fight or narrate a way that the PCs think they’re driving
Search of the Unknown using 4e, even some weird event going on. I love the plot, that’s perfect. I generally find
though it didn’t fit into my campaign. his DMing style, and I try to keep that it’s only when the GM either gives
I just went ahead and did it in my free reminding myself to lift my head out the PCs no input or too much input
time, rather than look for ways to use of the back and forth of combat to that the players tend to go off the rails.
it in my campaign. The nice thing is keep narration going. That’s my big Present one compelling plot to them
that I have two or three adventures like challenge to myself right now. and they’ll usually take it. If they don’t,
that, adaptations of older adventures a good trick is to turn it back to them
How do you balance the needs of the and let them decide what they want
or exercises in design purely for fun, adventure with the free will of the to do, but once they decide, just run
that I can pull out when I want to run players and their characters? In other the same adventure you were going to
a one shot. words, how do you get the players to run, only describe things differently. If,
Hite: The hardest part is changing stick to the script without railroad- for example, you had a raid on a cave
up my game. The downside of giving ing the characters? And as a possible full of bandits and goblins planned,
your players what they want is that follow-up: how do you plan an arc? and the PCs instead decide they want
they get pretty familiar with the menu. Banks: Sandboxing is almost to board a ship and go to the crazy
Some of my current group have been an essential element of most non- hermit’s island to buy a magic weapon
gaming with me off and on for 20 published campaigns. You should from him, just have the hermit be
years, so they know my reflexes cold. always know more or less what’s going kidnapped by a group of bandits and
It’s hard for me to abandon something on around the PCs so that even if goblins when the PCs get there. Or
that is proven to work, just because they go off the path, the world doesn’t just use those bandit stats to represent
the players can all see it coming a mile screech to a halt. There are times when a group of pirates that attack the PCs’
away. the PCs don’t want to head toward one ship on the way to the hermit’s island.
Hindmarch: For me it’s simple scene or another, or simply miss the It all goes back to being adaptable.
stage fright, which comes from not point altogether. When that happens, As for planning a story arc: I
practicing what I preach. I routinely a swift redirection of the plot in their generally do so in vague outlines, with
worry about things like players having direction is usually a good thing. the roles of the key villains (along
good things to say about the story after In fact, if the players start offering with names and often their stats)
the session, or about staying true to the their own understanding of what’s mapped out, along with key types of
vision of the game designer, or about going on and it sounds better than lairs. Then, I’ll sift through my huge
demonstrating some special insight, yours, there’s no shame in simply collection of adventures and piece
and those things all get between me throwing out your version and them together in a way that makes
and the simple thrill of putting on a rewarding them for being “smart.” sense for those villians and their needs;
good show. I GM best when I stop Bulmahn: It’s all about choices. I the plots of the adventures supply
worrying and focus on the players who prefer to present problems and let the themselves, and often the way those
are in front of me. players decide how best to overcome plots work together helps to build
Stolze: The most challenging part them. This suits my GM style rather an overall campaign plot. It’s a little
is staying abreast of the game once well as I prefer to ad lib portions of different building an adventure path
36 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


completely by scratch, of course—in An adventure should be flexible them. If they throw themselves into
that case I’ve found it easiest to come enough to allow the PCs to meander conflict with a powerful thieves’ guild,
up with the first idea for the basic plot a bit, and if the players veer off in a the ripples of that battle might be felt
and write it down. Then you just start completely unexpected direction, my later in the campaign when the heroes
building on that plot, hanging more job as the GM is to say, “OK, what are approached by former allies and
and more details on it until you have a can I introduce into the adventure enemies of the destroyed guild.
whole campaign mapped out, at which that might steer them in another In addition to campaign arcs,
point you go in and write each part of direction?” or “What can I add to there are character arcs. These are
the specific adventures. the adventure that makes this new usually inspired by the players as a
Cook: Well, that’s an easy one, as I direction an exciting experience for the means to involve their characters in
don’t require the script. I’ve had PCs in players?” more personal stories. These arcs can
the middle of an adventure just decide At the start of a new campaign, I be small (ending after one or two
to leave to go do something else, and try to come up with three (and no adventures) or quite broad.
I’m OK with that. Sometimes, if an more than three) big campaign arcs One of the smaller arcs in my current
adventure’s too tough or too easy, that’s to keep in the back of my mind while D&D campaign involves a PC fighter
the right thing to do anyway. In most designing encounters and adventures. named Garrot, played by Mat Smith,
campaigns I run, I’ve got so many plot (Not that every adventure ties to a who stole a magic ring from a sea
threads that it’s not just okay that the campaign arc, but many of them have captain. Mat included the idea as part
PCs don’t follow up on all of them, it at least a tenuous connection.) In my of his character’s backstory at the start
would be almost impossible to do so. current 4th Edition campaign, one of of the campaign, which led me to
I’d rather have the players really feel the campaign arcs involves an empire create an arc involving the sea captain
the freedom to do what they want than that splits into two opposed factions. catching up with Garrot at some point
to make sure all my carefully laid plans At some late point in the campaign, and demanding the ring’s return. I
come to fruition. the characters might come face-to-face waited until the start of paragon tier
To put it another way, I’d rather the with the secret force of evil responsible for the arc to surface, mostly because
players developed a plan and followed for the divide, but I don’t expect that I’d pegged the sea captain as a paragon-
it rather than followed mine. will come to light for quite some time. tier threat and wanted Mat to forget
Perkins: The adventure has no Instead, I focus my thoughts on ways about it for a while, thus increasing
“needs” other than to entertain the for the arc to insinuate itself into the the surprise and drama when the sea
players, and if the players feel like PCs’ lives: rumors of a war brewing, captain finally showed up.
they’re on a railroad or if they’re bored interactions with NPCs who support Wyatt: Ultimately, the adventure
silly, then the adventure isn’t worth one side or the other, opportunities to doesn’t have needs to balance. The
the trouble. The important thing is thwart villains on one side or the other game has needs, but those are
to know what motivates the players (knowingly and unknowingly), and so primarily the needs of the players—
and their characters, or, conversely, on. they’re there to have fun. The easiest
the extent to which the players will Other arcs arise as a consequence of way to keep the players on track is to
allow their characters to be nudged the players’ actions or decisions, once make sure that the adventure is fun!
in a specific direction. As long as the I get a feel for what drives the various <
adventure goals align with the group’s characters. If the characters want to
motivations, things should go fairly be embroiled in politics, then I try to
smoothly. create some political arc to entertain

Greg Stafford James Wyatt Will Hindmarch


Kobold Quarterly 11 37

D. Christopher Dawson (order #1747754) 7


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38 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


Book Reviews
All tomes read by candlelight
by Cynthia Ward and Pierce Watters

the older, forbidden, and lost blood


magick from the time before Xhum
Y’Zir destroyed the world with the
seven spells of Cacophonic Death and
created the Churning Wastes.
Canticle takes us into the Churn-
ing Wastes to find a lost library, over
the seas to an island where blood
magick is indeed still practiced, and
into the hearts and minds of the main
characters: Petronus, last Pope of the
now-defunct Androfrancine Order;
the aforementioned King Rudolfo;
Winteria, the too-young Queen of the
perfidious Marshfolk, the beautiful Jin
Li Tam, wife of Rudolfo, mother of
his heir, and daughter of the self-exiled
Vlad Li Tam; Vlad Li Tam, himself,
master manipulator and father to
a vast and powerful clan; and Neb,
Canticle Homeseeker and beloved of Winteria. has four more books planned.
(The Psalms of Isaak) And, of course, there is the sad robot, Erikson writes, “Night of Knives
Isaak, who wept at the destruction marks the first installment of the
Ken Scholes
of Windwir, the greatest city in The shared world that we had both
Tor Books, October 2009
Named Lands. envisioned.”
Hardcover, $25.99, 384 pages
In this series, there is much mention So, Night of Knives is a prequel of
Review by Pierce Watters
of Whymer Mazes and the Queen’s
sorts. It is set on the island of Malaz
Ken Scholes began his 5-book “Song Game. The intrigue and suspense in
for which the Malazan Empire was
of Isaak” series by hitting the ground Canticle is masterful. The answer to
named. As the novel begins, Malaz has
at a dead run. The first in the series, each question, when it comes, is often
been relegated to the backwaters of the
Lamentation, was a critical and popular the beginning of another question.
Empire. Soon, things will no longer be
success, and he continues in a similar Well done and recommended.
quiet.
fashion with this second novel in the Excepting the very beginning and
series. Night of Knives: A Novel
the very end, all of the action in Night
Canticle begins at a fever pitch and of the Malazan Empire of Knives takes place in a single night.
the suspense rises and falls in all the Ian C. Esslemont It is the night of the Shadow Moon.
right ways as Scholes plays the reader Tor Books, May 2009 This only occurs once every 50 years
like a fine musical instrument. An an- Trade Paperback, $14.95, 282 pages or so. It is a time when the worlds of
cient robot appears out of the Churned Review by Pierce Watters the Warrens, “Other realms/worlds
Wastes with a warning. Following In 1982, Ian C. Esslemont and Steven from which mages draw their power,”
this, at the childbirth feast for King Erikson created the Malazan Empire intermingle with the mundane. And it
Rudolfo’s first child, invisible scouts as a GURPS campaign. Then, the co- is happening on Malaz, this very night.
burst in past the formidable Gypsy creators decided to write fiction set in Powerful characters from all over the
scouts of Rudolfo’s army. These assail- their fictional empire. To date, Erikson Empire gather, seeking to use the
ants overpower everyone and murder has written eight novels using this Shadow to Moon to their advantage.
two kings at the feast, mysteriously setting with two more planned. After a Night of Knives is richly populated
sparing Rudolfo. The earth magick long wait, Esslemont has now jumped with interesting and fully drawn
of Rudolfo’s scouts was overcome by into the fray with Night of Knives. He characters. Most of the action is seen
Kobold Quarterly 11 39

D. Christopher Dawson (order #1747754) 7


through the eyes of Temper and Kiska. daughter of the Arquali ambassador,
Where did the idea for
Temper is a soldier in hiding, running is the intended bride who will bring
your novel come from?”
is a question that writers from the Claw: sorcerer-assassins peace between Arqual and its dread
traditionally dread. Simple loyal to Surly, would-be Empress of enemy, the Mzithrin Empire. But
answers are dull and trite, Malazan. Kiska is a young woman Thasha is not going quietly, and peace
serious answers interminable. who aspires to join the Claw or do is not the real reason for this voyage.
But The Red Wolf Conspiracy is anything else that will get her off of the Instead, it may result in the release
an exception. Its genesis was of an ancient evil. Pazel Pathkendle,
too strange to forget.
boring island of her birth. The various
characters are fascinating and too one of the Chathrand’s tarboys, has an
The year was 1993, and the unusual gift of language. He joins with
place was Argentina. More numerous to describe, but my favorite
is the Edgewalker, a creature doomed Thasha and her protectors in the fight.
specifically, Peninsula Valdés,
a huge, largely uninhabited to walk the shadow realm forever. Author Robert V.S. Redick has been
almost-island midway down the If you like sword and sorcery fiction likened by Terry Brooks to Phillip Pull-
Patagonian coast. I’d come as and love gaming, this is an incred- man. You might find hints and sniffs
part of a research trip looking
ibly enjoyable novel. It can be a little and tastes of Jack Vance and Mervyn
at park ranger training, before Peake as well. The myriad characters
going on to the Andes and confusing in spots, as if the reader will
populating the Chathrand are mostly
the subtropical jungles of the naturally know the world as well as
quirky, odd, and unique. This includes
northeast. the author. Newcomers to this world
a tribe of pixie-sized folk; a sentient
Valdés is a nature lover’s should at least glance at the glossary
rat, brave and resourceful; a witch and
Elysium. Penguins and sea before beginning. Recommended.
lions and elephant seals by
her cat; the cruel ship’s captain, Nilus
the thousands calve on its The Red Wolf Conspiracy Rose; assorted assassins, magicians, and
beaches, and whales give birth Robert V.S. Redick madmen; and my favorite, Ramachni,
in the coves. You can literally sorcerer from another plane who ap-
walk along the cliffs and watch pears as a jet-black mink.
the southern right whales Chathrand, in her immensity, has
rolling and playing at your feet. many hidden nooks and crannies, and
One morning I set out to do hiding places reminiscent of Gormeng-
just that and encountered hast. And while the fey characters may
heavy fog. This made for
a ghostly seascape, with
remind one of Jack Vance, make no
snatches of rocks and surf mistake, Redick is his own man and a
appearing for instants in the fine writer.
mist, and everywhere the This is the first book of a trilogy.
sound of invisible breakers. It is hoped book two will be arriving
And it was while trying to soon, for the adventure has just begun.
pierce this billowing fog that I Recommended.
suddenly imagined a gigantic
and ancient sailing ship
careening towards shore, and
The Strain: Book One
smashing with terrible violence of the Strain Trilogy
against the rocks. Guillermo Del Toro and
Who crewed that monster, Chuck Hogan
and how had they come to William Morrow, June 2009
such a pass? It would be years Hardcover, $26.99, 401 pages
before I’d find answers to such
questions—I spent eight years
Review by Cynthia Ward
on a novel set in Argentina Del Rey, April 2009 It’s a routine flight, until Regis Airlines
first—but the image never left Hard Cover, $26.00, 450 pages Flight 753 touches down at John F.
me, and my curiosity about it
only grew.
Review by Pierce Watters Kennedy International Airport. Then
it goes dark and sits, immobile and
Those years in Latin America Chathrand, a merchant ship of the
didn’t take me down the career
nonresponding, on the runway. The
Empire of Arqual, is the last of her passengers and crew are dead. How
path I once envisioned. But
kind. She is enormous, dwarfing all could more than two hundred people
they did flood me with stories—
fantastic and otherwise—that other ships. In The Red Wolf Conspiracy, die peacefully in moments?
I’ve only begun to explore. Chathrand sets sail on a secret mission Dr. Ephraim Goodweather finds
—Robert V.S. Redick, for the Emperor. On board is an a handful of survivors. They don’t
Del Rey Online amazing assortment of characters, remember what happened, they just
including Thasha and Pazel. Thasha, know they’re thirsty and their necks
40 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


Award winning director Guillermo lem, which is now also Dresden’s: he’s
(Pan’s Labyrinth) Del Toro and Ham- being stalked by a vicious and virtually
mett Award winning author Chuck omnipotent shapeshifter. If all that isn’t
(Prince of Thieves) Hogan. The Strain enough, the vampires appear to be in-
is a genuine collaboration between volved in the assassination. Everything
its authors, and not a double-byline, points to the unthinkable, a turncoat
single-author novel outlined by the Big in the White Council —in the group
Hollywood Name. It’s also a genuinely that secretly governs the wizards of
exciting thriller, melding the horror the world and protects the unknowing
and medical genres to present a scary, public from black magic. If Dresden
believable (and sometimes repulsive) can’t uncover the traitor, not only will
new twist on the vampire. And, as they he and Morgan be executed by the
deploy their large cast with its numer- White Council, but the world will
ous viewpoint characters, Del Toro and erupt in supernatural war.
Hogan keep the prose smooth and hit In his genre-bending series, the Dres-
every beat. den Files, Jim Butcher artfully blends
The Strain isn’t flawless. The vampire urban fantasy, horror, action-adven-
ecology doesn’t make sense (shouldn’t ture, and hardboiled detective fiction.
humans be long extinct? perhaps a He tops them with a fast pace, high
sequel will clarify). The love interest tension, and sympathetic characters,
ache. They check themselves out of the is dispensable while the other females then spices it all with humor, romance,
hospital, thereby becoming vectors of exist to be victimized. Dr. Goodweath- sharp dialogue, and unpredictable
an incurable, deadly disease. er isn’t entirely convincing as either a plot turns. In short, he’s created an
They’re not the only vectors. The divorcing father or a recovering alco- irresistible recipe for reading plea-
two-hundred-odd bodies rise up and holic. And the presence of a character sure. No surprise, his Dresden novels
escape from the morgues of New named Palmer Eldritch will catapult a consistently hit the New York Times
York. As the mysterious virus mutates lot of SF fans right out of the book.
bestseller list.
them, the undead attack the living. Still, you’ll stay up all night to finish
In Turn Coat, the latest Dresden
And every time one drinks blood, the The Strain...even though you’re terri-
novel, Butcher ratchets the excite-
victim becomes a new vampire.... fied that day is gone.
ment to new levels, even as he finds
The Strain is the first volume in a
Turn Coat  new depths in his hotheaded yet loyal
new dark fantasy trilogy by Academy
young wizard. The shapeshifter, a
The Dresden Files, Book 11 Native skinwalker, is a fantastically
I wanted the magic of the Jim Butcher dangerous and scary foe. And Dres-
Dresden Files to be simply Roc, April 2009
a part of the story universe,
den’s dilemma of saving another hated
Hardcover, $25.95, 420 pages enemy from a grave injustice makes
a source of energy just
Review by Cynthia Ward
like heat or electricity, and
one that obeyed certain Life’s been looking up for Chicago
universal laws that governed wizard Harry Dresden. Once under a
its interaction with reality. I death threat from the White Council,
didn’t want Dresden to be a
he’s become one of their Wardens.
mystic, shamanistic wizard. I
wanted him to be a plumber,
He’s found a smart and beautiful lover.
a carpenter, an engineer. Only He’s teaching a powerful and talented
instead of working with water, young apprentice. And he’s discovered
wood, or physics, he was he has a half-brother.
working with magic. Things start going downhill, how-
It all comes in somewhere, ever, when the Warden Morgan,
though it’s hard for me to point Dresden’s old enemy, turns up at his
out exactly what has gone door. Though Morgan was found at a
where. I had the whole thing murder scene with the weapon in his
formed in my head when I hand, he claims he’s being framed for
started writing, and it just kind
the assassination of a White Council
of started breathing on its own
as the first story got rolling. member. It’s a claim that Dresden,
with his relentless drive for justice,
—Jim Butcher, interview with
BittenByBooks.com, April 2009
cannot ignore.
And Morgan has a second prob-
Kobold Quarterly 11 41

D. Christopher Dawson (order #1747754) 7


the novel even more compelling.
That being said, the “whodunit”
won’t long remain a mystery for the
astute reader. However, the novel has
so many bad guys, plot twists, and
extreme threats, most readers won’t
mind. In fact, they’ll enjoy Turn Coat
thoroughly.

Who Fears the Devil?—


The Complete Silver John
Manly Wade Wellman
Introduction by Mike Resnick
Planet Stories/Paizo, November 2009
Trade Paperback, $15.99, 340 pages
Review by Cynthia Ward
A modern minstrel wanders Appala-
chia with only the clothes on his back
and his silver-strung guitar. The land is
wild, its people poor. But the minstrel because it’s the right thing to do. He’s
gets by, singing for his supper, collect- old-fashioned, you could say, and his
ing and composing songs, and facing first-person narrative voice is a lyrical
both the supernatural evils of the old Appalachian dialect. But he’s as
ancient mountains and the evil in the important to modern fantasy as his
hearts of some men and women. The literary son, the urban wizard Harry
minstrel calls himself simply John, but Dresden, and he’s just as deserving of
others know him as John the Balladeer your acquaintance. The best place to
or Silver John. meet him is in the new Planet Stories
John roves across the years and release of Who Fears the Devil? —The
decades of the Twentieth Century, Complete Silver John, which, at 21
learning the strange, dangerous secrets tales, is the first genuinely complete
of the hill country. Starving in “Sin’s edition. It includes, for the first time,
Doorway,” he takes on the awful the first two Silver John stories.
burden of the sin-eater’s existence. <
Magic lures him nearly to his own
destruction in “Call Me from the Val- Manly Wade Wellman got his
ley” and “Nine Yards of Other Cloth.” start in the quarter-of-a-cent-
Sometimes, he travels to answer an a-word pulps, and you could
old friend’s summons, as in “Old be forgiven, seeing some of
Devlins Was A-Waiting.” Other times, his stuff from the 1930s and
as in “The Desrick on Yandro,” John early 1940s, for thinking he
accompanies someone else drawn to was just another hack pulpster,
perhaps a little more talented
a dreadful doom. Occasionally, as in
than most. But then came the
“The Little Black Train,” he derails the Silver John stories, and the
deadly fate bearing down on another field realized there was a true
soul, though that soul earned the curse literary artist inside Manly, one
upon it. that had just been waiting for
The protagonist of Manly Wade the right market (the Magazine
Wellman’s collection Who Fears the of Fantasy and Science
Devil? isn’t just a minstrel. Silver Fiction) to come along. Am I
John is a knight in shining armor, exaggerating? He remains to
this day the only science fiction
though his suit is worn working-man’s
writer ever to be nominated for
clothes and his sword and shield are a Pulitzer Prize in any field of
a guitar. He’s a type not often seen in literary endeavor.
recent fiction: he’s a genuinely decent —Mike Resnick
person, who does the right thing
42 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


Game Theories

Haunted by the
Spirit of the Rules
By Monte Cook

I
remember running a game at a a combination of race/class/feat/item/ something or to provide a fun game
convention once. I had just started whatever that no one has ever seen— experience (or, most likely, a bit of
at TSR, and it was my first time and you win. both) – is the gamer’s friend, not foe.
running the world’s most popular After more than 30 years of gaming, Looking for the shortcomings ruins
roleplaying game at a convention. and more than 20 years of professional the fun. Or, at the very least, allowing
This would have been around 1994, game design, I’ve got to say, I find that the shortcomings to actually affect the
so it was 2nd edition—not that it really approach ultimately pointless. I mean, game ruins the fun.
matters. One troublesome player you can play however you want, but Imagine if I’d allowed the water
seemed to have adopted as his goal to I’m a little bewildered by any appeal it breathing guy to take out the dragon.
prove that he knew the game better offers. The rules are just guidelines to Everyone at the table including me
than I did. Frankly, he probably did, help you have a better game. They’re would have walked away thinking,
for I hadn’t played much 2nd Edition not there to oppose you, they’re there “Well, that was kind of lame.” The
since about 1988. to help you have fun. If you break the point of the game is to have fun. In
Anyway, we got to the climactic game, you don’t win. You lose. effect, we all would have lost that
encounter that I designed with a big What’s more, it’s not even an particular round. Perhaps worse, we all
red dragon. He announced with a interesting challenge. No rules system would have gone home and played in
look of snide pride that he casts water can cover every situation and no our local campaigns and told everyone,
breathing on the dragon, that it gets game designer can conceive of every “This game is kind of stupid. There’s
no saving throw, and that it dies of combination. You can’t expect a a 3rd level no-save death spell.” That’s
suffocation. End of scenario. I told game writer to outthink the entirety the kind of thing that just gets people
him to look up the spell and show me of his audience. Finding exploits in to stop playing altogether.
where it said that the dragon couldn’t virtually any game isn’t hard. The rare When you sit down at a table to play
also breathe air while under the effects exception is usually a game so abstract a roleplaying game—as opposed to
of the spell, knowing full well that or so imprecise that you can’t pin it some other kind of game—with your
it didn’t say that. But then I told down which is one reason why some friends, you’re engaging in a kind of
him that even if it did say that, I still designers and gamers tend to lean social contract that extends beyond
wouldn’t allow it because it wouldn’t be toward such games later on in their the rules. If you’re playing Scrabble,
in keeping with the spirit of the rules. careers. you use the rules of the game and the
Water breathing wasn’t meant to be an I suppose it’s like going to a special chosen dictionary to define how you’re
offensive spell. effects-laden movie to look for the going to play, but a roleplaying game
He looked at me like I was insane. wires, or reading historical fiction is bigger than that because it uses your
There will always be someone out just to find the anachronisms. It’s a imagination as well as the game’s rules.
there who looks at a roleplaying game strangely cynical and negative pursuit. With a roleplaying game, you’re
as something to win and who thinks It’s also entirely missing the point. working together to build something:
that the GM is an opponent to beat. an adventure, a story, or just a series
Over time, when both of these goals The Point is to Have Fun of challenges. The rules facilitate this
grow old and likely seem a little silly, The spirit of the rules is far more endeavor. They’re a starting point, a
the rules themselves become the important than the letter of the rules. framework, and a shared reference,
opponent to beat. Find a loophole that The intent of the rules – whether to but that’s all they are. From there, the
you can exploit within the rules—find provide a believable simulation of group (usually, primarily the GM)
Kobold Quarterly 11 43

D. Christopher Dawson (order #1747754) 7


does what it needs to do to get the needs to be a clear reason why not. If Gathering, chess, or whatever. It’s
experience that they all want. If this the GM makes an ad hoc ruling that antithetical to roleplaying games.
means ignoring bad rules, glossing over climbing a cliff is harder now than it It should hardly need to be said, but
complicated rules, or changing the was before, not only does the game sometimes, I think a reminder is in
rules as needed, so be it. lose believability, it removes the player’s order for some players (and GMs): no
I’m neither denying that some RPG ability to make meaningful choices. one wins an RPG. There’s simply no
rules systems are better or worse than Without either of those things— upside to finding a way to “win” an
others nor contending that no one particularly the latter—what’s the point unwinnable game. The game has no
should criticize poorly done RPG of playing an RPG at all? victory conditions and offers no reward
rules. It’s certainly not an excuse for But the issue here is not really just for winning. Roleplaying games reward
RPG designers to ignore exploitable a rules issue. It’s a rules-as-channeled- fun, story, simulation, believability,
loopholes or rules problems; the less through-the-rulings-of-the-GM issue. cooperation, interaction, overcoming
often the GM has to make a house There’s a reason why the title is Game challenges, and character development
rule or a judgment call that overrules a Master and not Game Read-Out- (all to varying degrees, depending on
game-breaking predicament, the better. Louder. There’s more to it than just the game).
Designers should worry about the reading the rules out loud. The GM’s Whether you’ve sat down to play this
letter of the rules, but gamers should duties involve interpreting the rules, game because you wanted 1) a shared
worry about the spirit of the rules. managing the game, and keeping storytelling experience or 2) a tactical
They should focus on intention things fun and playable. The rules are simulation of combat with monsters
behind what’s on the page and, more a good tool for this, but so are things and other challenges (or a bit of both),
importantly, the intention of the like a good sense of fair play and the it’s the spirit of the rules that will get
people sitting around the table. Look ability to make things enjoyable for you what you want. If someone were to
at it this way: if an RPG is a play, the all concerned. Someone with those ask you, “Why do you play this game?”
letter of the rules is the rigging, the qualities isn’t going to allow a simple your answer lies the heart of the spirit
lights, the stage, the curtains, and the goof in a rulebook to ruin the game. of the rules. It can vary from game to
sound system. This is all extraordinarily game, but whatever it is—that’s what’s
important, but it is all the stuff you’re More than just the GM important. Don’t let the letter of the
rules distract you from that.
really not supposed to pay attention to. However, the responsibility of
Thus, interpreting the spirit of
The spirit of the rules is woven into the keeping things enjoyable shouldn’t
the rules is far more important than
story, the acting, the costumes, and all fall only on the shoulders of the GM.
keeping to the letter of the rules. If
the other things that you’re supposed Everyone sitting around the table
some quirk of the game allows weaker
to pay attention to—the reasons you should focus on the spirit of the rules
characters an equal or better chance
came to the performance in the first and the real point of the game. When
to break open a locked box than
place. a player comes to the table with a
strong characters, for example, the
character that doesn’t fit, either because
Consistency players and the GM should all find a
of theme or because the rules-as-
way around that situation. It’s clearly
Hopefully, at the very least, the rules written make the character unbalanced
not what was intended (unless there’s
are good enough that the group can with everyone else, no one—not that something purposefully odd going
develop some kind of consistency. player nor anyone else in the group— on), and everyone should either simply
Constant rules changes work against should complain if the GM requests ignore the problem or come up with
all the reasons for having them in the some changes be made. A good player a solution. The solution might be an
first place. The GM’s role is that of should want to fit in with the rest of ad hoc ruling from the GM or a house
final arbiter, but the arbiter should be the group, with the setting at hand, rule everyone agrees on. The best rule
anything but arbitrary. and with a set of mutually-agreed upon of thumb is, if it’s likely to be a one-
Players need to make intelligent rules that everyone can enjoy. time, corner-case situation, ignore it. If
decisions over the course of play, and Getting one over on the GM, on it’s clearly going to be a problem later
the only metric upon which they can the rest of the players, or on the too, work something out.
weigh their options is with the rules. If game itself, is a pointless and rather If you then feel the need to go to the
a PC climbed a steep cliff two sessions immature goal. It’s not a formula internet and point out how foolish the
ago and it wasn’t too difficult, he has to for long-term play. Everyone in the designer is, that’s fine. The important
be able to use that information when group should not only avoid this kind thing is, it doesn’t ruin your game.
deciding whether or not to climb a of behavior but should discourage it <
steep cliff again location somewhere in others. That attitude comes from,
else. The rules for those two similar and is appropriate to, competitive
situations need to be the same or there gameplay. It’s great for Magic: the
44 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


get Caught up

• Barghest by Nicolas Logue


This set of all-new and revised Ecology • Centaur by Wolfgang Baur
articles from Kobold Quarterly • Cloaker by Paul Leach
magazine compiles a dozen creatures • Derro by Wolfgang Baur
with rich backgrounds, lore, and • Golem by Ross Byers
diagrams—all in one place to make • Half-Giant by Clinton Boomer
it easy to find the details you need to • Homunculus by Joshua Stevens
inspire your next adventure—or your • Lich by Richard Pett
next campaign! • Maenad by Matthew Hanson
• Phantom Fungus by Scott Gable
• Retriever by Matthew Banach &
Print ($14.95) Clinton Boomer
PDF ($9.95) • Revenant by Joshua Stevens

ORDER YOUR COPY AT KOBOLDQUARTERLY.COM Kobold Quarterly 11 45


Open Design and the Kobold logo are trademarks of Open Design LLC.
D. Christopher Dawson (order #1747754) 7
Arcane Studies 

Wishing Well
By Garrett Baumgartner
Art by Olaus Magnus

W
ords have undeniable power. So ingrained are value of a wish, reducing its effective level by 1 each for the
concepts like the power inherent in a name or purpose of pricing it. Minor restrictions, like wishes usable
the authority vested in a command, it is only only while bloodied or by moonlight, don't merit reductions
natural that the first thing most people think of when magic because it's too easy to meet the requirements. Multiple
comes to mind is elaborate ritual speech. To speak and have minor restrictions are still minor and don't merit a reduction
reality conform to your words is the very essence of magic. together, unless their demands conflict or otherwise become
That is the power of the wish. onerous.
Wishes have a long tradition in fantasy, and with the No amount of restrictions can reduce a wish's effective
right tools, they can play a vital role in your game. After all, level by more than 2.
what would an Arabian Nights campaign be without wish-
granting genies? Adjudicating Wishes
Using a wish is a minor action. When invoking a wish, the
Awarding Wishes player should describe what is desired, and you as the GM
For each of the three tiers—heroic, paragon, and epic— should fulfill that request to the extent that it lies within
there is a corresponding tier of wishes. The first and least the wish's power. Wishes made “in character” and free of
powerful is Limited Wish (at heroic tier), usually referred metagame language should be encouraged and favorably
to in character as a boon. It is joined by Greater Wish (at interpreted, despite being inherently less precise. Where
paragon tier), or marvel, and True Wish (at epic tier), or applicable, a wish has a range of 20 squares as a boon, 10
miracle. Collectively, however, they are all referred to simply miles as a marvel, or anywhere in the multiverse as a miracle.
as wishes. Line of sight and line of effect do not apply—you need only
Though wishes are powerful and versatile, mitigating accurately describe the intended target(s).
their impact on your campaign is easy. They are equivalent Many things a wish can accomplish are detailed below.
to treasure and can be awarded as such, taking the place of Rather than separate lists for boons, marvels, and miracles,
money or magical items when you prepare treasure parcels. this list contains the kinds of effects a wish might enable.
When no restrictions on their use are in effect, a boon is Differences between tiers are listed in each section.
equivalent to a 10th level permanent item (5,000 gp), a
marvel is equivalent to a 20th level item (125,000 gp), and Ability and Skill Checks
a miracle is equivalent to a 30th level item (3,125,000 gp). A boon can grant a result of 40 on a single ability check
However, many if not most wishes do come with some kind or skill check. Alternatively, it can grant a 30 on up to 5
of strings attached. separate checks needed to advance or resolve a skill challenge
Some wishes are less useful. Any wish that must be used or similar situation.
immediately, such as one granted by a fey lord to the mortals A marvel grants as above with a +10 bonus, and a miracle
whom save him, is less flexible than one that can be reserved grants as above with a +20 bonus.
for a desperate moment.
Some wishes are dangerous. Any wish that always has the Extra Power
worst possible effect, twisting the exact words used to invoke A boon can permanently grant access to an extra encounter
it against the wisher, is a double-edged sword and therefore attack power, daily attack power, or utility power of 10th
hard to use. level or less that you have access to and are high enough in
Some wishes are costly. Any wish that you must expend level to use but do not presently know. This functions like
an action point to invoke or must sacrifice a magic item of a wizard's spellbook. After an extended rest, you choose
at least the same tier to empower is expensive to use. what powers to have available in your available “power slots”
Major restrictions like the examples above impact the of that type and of that level or higher. For example, at 7th
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level you could know three 3rd-level up a body slot, while a miracle can do the abilities of the new race in their
encounter attack powers and prepare the same for paragon-tier items. You stead, while also exchanging any feats,
any two—one in your 3rd-level slot and can hold one item per tier in this way. paragon paths, or other features based
another in your 7th-level slot. Remember that enhancement and on the old race. With one wish, you
A marvel grants a power of 20th level other named bonuses don't stack. can swap two ability scores, exchange
or less, as specified above. Alternatively, Weapons and implements so invested one class feature for another (such
you can learn an extra 1st-level at-will are treated as being held in additional as dragon sorcery in place of storm
attack power, which you must prepare hands generated for this purpose, and sorcery), and change up to 5 powers
to use as noted above. when you attack, you can treat the or feats as a boon could. Other changes
A miracle grants any power of 30th weapon or implement you attack with are per GM discretion.
level or less as noted above, even if as having the powers and properties of A miracle can rewrite any or all
does not come from your own race, one of these invested items in place of of your character sheet on the spot,
class, paragon path, or epic destiny. its own, regardless of item type. granting the benefits of an extended
Unlike a wish made for personal rest in the process. The GM is
change, as described later in the article, Luck encouraged to restrict this use to
the power gained in this way is not If you wish for luck before making an between sessions unless the player has
immediately available. You must take attack roll or a single saving throw, already made the new character sheet
an extended rest and contemplate ability check, or skill check, you get in advance. The new character must
your expanded abilities before you can a +5 bonus from a boon, +10 from a still be legal, with some exceptions. Up
prepare the new power. marvel, or +15 from a miracle. You to 5 feats and powers per miracle may
retroactively take 10 on the roll if it is be taken from any class with the same
Generating Wealth less than 10. power source (such as arcane) or role
A boon can create up to 1,000 gp in You can wish for luck on a skill (such as leader) without regard to racial
any combination of money, objects, challenge as well. In this case, the prerequisites, if all other prerequisites
construction, residuum, and other bonus is +0 for a boon, +5 for a marvel, are met. Up to 1 class, paragon path,
property, including mounts and magic or +10 for a miracle, but the bonus or epic destiny feature per miracle can
items of up to 5th level. If more is applies for up to 5 related checks, as be exchanged with the same strictures,
wished for, the wisher becomes aware does the ability to retroactively take 10 but a “feature” with multiple named
of the direction to the nearest treasure on those checks. “sub-features”—such as a sorcerer's
of that type. dragon magic—is actually treated as
A marvel can produce up to 25,000 More Wishes multiple separate features.
gp, including mounts and items up to A marvel can grant up to 5 boons
15th level. Wishing for more informs which are held in reserve to be used Ritual Casting
the wisher exactly where to find the whenever desired. A miracle can be A boon can duplicate any ritual of
nearest treasure of that type and, at the used similarly to gain 5 marvels, which 10th level or lower other than Enchant
wisher's option, opens a Linked Portal at the wisher's option can be dis- Magic Item, assuming the combined
to its nearest teleportation circle for tributed among up to 5 beneficiaries cost in gold to both purchase and cast
5 rounds; this decision must be made anywhere in the multiverse. the ritual doesn't exceed 1,800 gp.
immediately or the opportunity is lost. More generally, a marvel can produce Healing surge costs must still be paid
A marvel can also transform existing the same effects as up to 5 boons by the wisher. The wish costs a daily
wealth or items of any value into other simultaneously to resolve a complex item power use if the emulated ritual
desired objects of equal or lesser value. wish, while a miracle can emulate 5 usually takes an hour or longer to cast.
A miracle can produce up to 625,000 marvels at once. The ritual's effects are enacted instantly
gp, including mounts and items up with a result of 30 on any required
to 25th level. Wishing for more gives Personal Change skill checks.
complete information about the A boon grants one instantaneous revi- A marvel is as above but emulates up
nearest qualifying treasure, including sion of any sort that you can legally to 20th level rituals with a check result
knowledge about its owners and make when your player character gains of 40 and costs limited to 45,000 gp;
guardians and can, if desired, open a a level. Expended powers changed in a miracle emulates up to 30th level
True Portal directly to its location for 5 this way are recharged. rituals with a check result of 50 and
rounds. A marvel can change a major aspect costs limited to 1,125,000 gp.
of your character. You can change your
Innate Magic paragon path or epic destiny, replacing Simulated Powers
A marvel can give you the powers all dependent powers and features. A boon can duplicate the effect of any
and properties of a non-consumable You can change your race, losing the character, item, or monster power of
heroic-tier magic item without taking features of your birth race and gaining 10th level or lower or simultaneously
Kobold Quarterly 11 47

D. Christopher Dawson (order #1747754) 7


unleash two 1st-level at-will attack Implement (Holy Symbol) glow according to the number of wishes
powers. It gets a result of 30 with each Enhancement Attack rolls and damage remaining within it.
attack roll. It never gets a critical hit. It rolls
has all ability modifiers at +5 to resolve Critical +1d6 damage per plus Item Slot Ring 425,000 gp
Power (Consumable, Daily) Minor Power (Daily) Minor or greater action.
damage and other effects. Your wish
takes the same action (usually stan- action. Break the charm, destroying Make a wish, which is granted as a
dard) as the powers emulated. it, and make a wish granted by the marvel, and deduct 125,000 gp from
deity it represents. If you have been the value of the ring. When you reach
To copy a daily power or a solo
a faithful servant of that god and the a milestone, this power recharges.
monster's encounter or recharge
wish advances the interests of that god, Once all three wishes have been
powers, the affected PC must expend
the wish is granted as a boon. Even a expended, the ring is a nonmagical art
a daily item power use. You can copy
object worth 50,000 gp.
a sustainable power but must use your non-worshipper's wish may be granted
own actions to sustain it. A monster's if aligned with the god's goals, such as Wishmaster
aura can be wished for as a minor keeping its followers alive. If you are The legends and lore of many cultures
action and lasts until the end of your an enemy of that god or your wish is feature beings granting wishes to mor-
next turn unless sustained as a minor offensive to it, you are struck with a tals. Sometimes they do this because
action. 10th-level curse bestowing a -2 penalty they have been bound to do so, and
A marvel can emulate up to 20th- on all attack rolls, saving throws, and sometimes they do it in the service of
level powers, or make 1st-level at-will checks (which lasts until Remove their own inscrutable desires and goals.
attacks as if it was 21st level, or create a Affliction is cast). Otherwise, there is One common thread, however, is that
heroic-tier aura or sustained power and no effect. the mortal who would bargain with
freely sustain it for 5 minutes. It gets Level 20 Wish is a marvel, curse is such a being must be careful indeed,
attack totals of 40 and has all ability 20th level and -3 penalty especially if the creature was yoked to
modifiers at +7. Level 30 Wish is a miracle, curse is its task unwillingly. Such entities are
A miracle copies up to 30th-level 30th level and -4 penalty renowned for twisting poorly worded
powers, emulates up to four 1st-level wishes into curses their erstwhile mas-
Elixir of Omnipotence Level 28 ters quickly come to regret.
at-will attack powers at once, or
sustains up to 20th level powers. It gets Distilled from the commingled blood of a Wishmaster is a template you can
attack totals of 50 and has all ability god and a primordial, this incandescent apply to any non-minion creature of
modifiers at +10. red philter grants a measure of supreme non-natural origin and at least 5th level
power to even the lowliest mortal. that can understand language. Most,
Other Effects but certainly not all, are genies, devils,
At the GM’s discretion, any other Potion 2,125,000 gp angels, and fey. As no wishmaster
effect might be granted that is in line Power (Consumable) Minor action.
can grant their own wishes, they are
with the above. Imbibe this potion to fall into a deep typically found with allies who can
trance from which you cannot be benefit from their power in battle.
Symbols of Power roused by any means; even mortal You should plan ahead as to whether
Rare though they are, objects exist injury will not suffice to wake you. any requests for magic items will be
which can grant to a mortal will the A powerful vision comes upon you, made by the creature's allies. These
power over pure possibility. Following which you must describe to the GM. become loot when the party triumphs,
is only a small representation of the If still alive 24 hours later, you wake and should be accounted for in your
relics that a character might stumble with the benefits of an extended rest, assignment of treasure parcels. Don't
across. In most campaigns, creating and your vision is fulfilled to the best worry about consumable items, since
such items is the province of creatures capabilities of a miracle at the GM's they are weaker than permanent items
beyond mortal ken, and PCs cannot discretion. and will mostly be used against the
make them. If you do not wish to fall asleep, party anyway.
you can attempt a saving throw with
Charm of Favor Level 10+ a +5 bonus. On a success, you remain Wishmaster Elite Any (Leader)
Wrought of sacred materials, some awake but receive only a marvel, which Any non-natural XP Elite
whisper that these relics are crafted by the must be used immediately as a free Saving Throws +2
hands of the gods themselves. action. Action Points 1
Lvl 10 +2 5,000 gp Hit Points None additional
Ring of Three Wishes Level 23 Wish Granting (free action, once per
Lvl 20 +4 125,000 gp
This ring of mithral and celestial gold is round when a creature within 20
Lvl 30 +6 3,125,000 gp set with three chaos rubies, which squares makes a wish as a minor or
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other action appropriate to the wish; pay for the new treasure—perhaps the
at will) beneficiaries cleverly wished for it to be
The wish is fulfilled in any way the irrevocable—the old treasure must be
wishmaster desires within the limits of found and destroyed the hard way.
its power, but it must obey the exact No single creature can ever have
wording of the wish. The wishmaster is more than three wishes granted by
not obligated to fulfill the spirit of the the same wishmaster. Any attempt by
wish; even one who willingly grants an that wishmaster to grant a would-be
ally's wish may interpret it differently beneficiary's fourth wish results in the
than was intended, if it chooses. A immediate termination of all ongoing
wishmaster of 5th to 14th level can effects of that creature's wishes.
grant boons, one of 15th to 24th level The wishmaster elite power cannot
can grant marvels, and one of 25th be granted as a simulated power by a
level or above can grant miracles. boon, marvel, or miracle.
A wishmaster cannot maintain more <
created treasure in existence than the
price of a magic item of its level. When
a wishmaster creates treasure past this
limit, earlier items disappear. If not
enough treasure can be unmade to

Kobold Quarterly 11 49

D. Christopher Dawson (order #1747754) 7


Tools of the Trade 

Whack Jacks and Harpy Nets


New Weapons for Old Monsters
By Adam Daigle, Stefan Happ,
Tim Hitchcock, and Michael Kortes
Art by Tim Hitchcock Gouters

Nail Biters

Whack Jacks

T
hough monsters have vastly different attributes and
even appendages, they frequently arm themselves
with the same weapons brought to the field of war
by humans, elves, and dwarves. Often, a monster wields a
variation of a classic weapon. Perhaps the blade is larger or
Harness Lance
the spear is made from bone, but the weapon itself is still
essentially the same. Over time, however, monsters develop
unique weapons that better match their individual combat time. Each extra shot adds a cumulative +2 volley bonus to
attributes and reflect the monsters’ alien cultures. the giant’s attack roll (up to a total of a +10 bonus when the
These 10 weapons are specifically designed for use by giant lets loose with the entire supply). A full-round action
monstrous opponents. With new weapons to inspire new is required to re-load each shot individually.
tactics, even the most classic of monsters may soon provide Cost 175 gp; Weight 100 lb.; Damage 2d10+2 per shot
new combat challenges. (maximum +12) (L); Critical x3; Range Increment 200
ft. Type piercing; Special creature must be Large or greater
Giant’s Arbalest (martial, ranged, two-handed) with a minimum 25 Strength
Taking advantage of the giant's size and strength, this six- Suggested Wielders fire giant, frost giant
stringed mega-crossbow fires 6-ft. barbed bolts either six at a
time or one at a time. Monstrous bowyers cut down young Gouters (martial, as base weapon)
yew trees and bend them to an incredible draw strength. Made from sharpened hollow reeds, wood, or even metal,
They then stack them up next to each other, vertically these 1-ft. spikes can be fitted into a club, the end of a spear
aligned, and connect the whole bow with strong oak and shaft, or a similar device. The attacker then attempts to
fine steel windlasses. pound them into the opponent’s flesh.
With their long fingers, the giants may engage all six trig- On a critical hit, the device detaches, becoming stuck in
gers at once or selectively fire the individual bows one at a the target's flesh and forcing the wound open. The target
bleeds like a sapped maple tree. The victim takes 2 points of
damage per round until the gouter is removed with a suc-
cessful DC 20 Heal check. Removing the device otherwise
deals an additional 1d8 points of damage.
Cost 5 gp; Weight 1/2 lb.; Damage same as base weapon;
Critical same as base weapon plus 1d2 per round until
removed; Type piercing
Suggested Wielders bugbear, gnoll, grimlock, ogre, orc,
troglodyte

Harness Lance
Giant's Arbalest (exotic, melee, no hands required)
Rather than wield lances in their arms, centaurs and other
equine creatures may don this steel and leather harness and
load it with a pair of war lances so that they spear out in
front of his body. When using the charge action, a centaur
may make a free attack against a single opponent with one
of the war lances in the harness and still make a regular
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melee attack against either the same or Nailbiters
an adjacent opponent without penalty.
Unlike a true lance, the harness lance
(simple, melee, light)
does not have reach, though an equine Similar to the specialized spurs used
creature using the harness treats itself in cockfighting, sometimes villains
as “mounted” and inflicts double provide their guardian beasts with dis-
damage on a successful charge.
Necksnapper tinctive form fitting weapons as well.
Cost 175 gp; Weight 25 lb.; These weapons sheathe a creature’s
Damage 1d8 (M); Critical x3; Type natural weapons with exotic materi-
piercing; Special creature must have Necksnappers als such as adamantine or alchemical
four legs and a torso to wield (exotic, melee, two-handed) silver allowing those attacks to bypass
Suggested Wielders centaur, lamia, appropriate types of damage reduction.
These insidious devices resemble a sin-
lammasu, manticore Nailbiters are only fashioned for claw,
gle giant wooden manacle attached to
talon, and bite attacks. Nailbiters, like
a short metal chain. Favored by large,
Massacre Mace brutish creatures, the attacker wields
any other weapon, may be enchanted.
(exotic, melee, one-handed) the cuff as a bludgeoning weapon,
While using these, a creature may not
This club has a hollow core filled with benefit from any spell or effect that
striking at the neck of a creature at
magnesium shavings. Small pores enhances their natural weapons such as
least one size smaller. If the attacker
enable the powder to escape when magic fang.
beats the smaller defender’s armor class
smashed with force. Whenever the Cost 15 gp plus special material;
by 5 or more, the wooden cuff deals
mace successfully strikes an armored Weight 2 lb.; Damage as natural
damage and then slams shut, locking
opponent or a metal shield there is weapon damage; Critical x2; Type as
around the victim’s neck.
a 10% chance that the shavings will natural attack
The following round, with a solid tug
spark, igniting a brilliant flash (treat as Suggested Wielders chimera, giant
of the chain (a successful trip attack),
a burst from a shield of blinding). praying mantis, girallon, gray render
the wielder throws the victim to the
Once spent, the mace cannot flash ground causing a second plate within
again until it is reloaded, requiring a
Razornets
the cuff to slam down, potentially (martial, melee, two-handed)
full-round action. Because the blinding snapping the victim’s neck. The victim
flash affects friend and foe alike Harpies and other intelligent flying
must succeed at a Fortitude save equal
(including the wielder), the massacre creatures occasionally weave slender
to the damage dealt. If the victim fails
mace has only found favor among nets with long strands of sharpened
the save, the damage is tripled and
blind warriors such as grimlocks and metal and stone. These devices are
the attacker knocks the victim prone,
other creatures not dependent on sight. used by suspending them between two
trapping him in the manacle.
Cost 36 gp (+50 gp for each load of individuals during flight. As a flyby
Anyone trapped in a necksnapper
magnesium); Weight 35 lb.; Damage attack, they swoop down and, like a
manacle is entangled and cannot
1d6 (S) 1d8 (M); Critical x2; Type fishing-trawler, scoop up creatures on
stand until they first escape (DC 25
bludgeoning the ground, entangling and lacerating
Break, DC 20 Escape Artist, or DC
Suggested Wielders grimlock them while lifting them back into the
15 Open Lock). If the victim succeeds
at their Fortitude save, the attacker
still knocks the defender prone and
traps them in the manacle, though
the attacker only inflicts normal
damage. On successive rounds, until
the victim escapes the necksnapper,
the attacker inflicts regular damage
with an opposed grapple check. Once
the wielder triggers the cuff’s plate, the
Massacre
Mace
wielder must use a full-round action to
reset the necksnapper for use against
another opponent.
Cost 85 gp; Weight 8 lb.; Damage
1d10 (L) 2d8 (H); Critical 19-20/see
Razornet
text; Type bludgeoning
Suggested Wielders athach, ettin,
hill giant, ogre, troll
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air. Of the two attackers, use the one bludgeoning, piercing, and slashing
with the highest base attack bonus to Suggested Wielders aboleth, grey
determine the success of the attack. ooze, ochre jelly, otyugh
If the net hits, the attackers entangle
their opponent and can lift the victim Wrapping Chain
into the air delivering 2 points of (martial, melee, two-handed)
damage per round. While entangled, This 5-ft. staff is topped with a 10-ft.
the victim suffers a -2 penalty to attack length of chain. The stick provides
rolls and a -4 penalty to Dexterity. extra leverage to whip the chain,
The victim can attempt to free himself enabling an attacker to make trip
from the net with a DC 15 Strength attacks up to 10 ft. away. Wrapping
check; however, the victim may take chains are popular with pack hunt-
falling damage. ers: if two wielders both flank a single
Cost 20 gp; Weight 10 lb.; Damage target of a size equal to or smaller than
see description; Critical —; Type Warcage themselves, and they both manage to
piercing and slashing; Special requires strike the target in the same round, in
two flying attackers attacker’s Strength bonus each round addition to taking the listed damage,
Suggested Wielders avorial, erinyes, by succeeding on an opposed grapple the target also gains the entangled con-
gargoyle, harpy, vrock check. The attacker itself, however, is dition. If three or more attackers each
not considered to be in a grapple and successfully flank and strike the same
Warcage suffers no associated penalties. target, the victim is trapped between
(martial, melee, two-handed) Cost 450 gp; Weight 300 lb.; their interposing chains, reducing the
Frustrated by particularly mobile op- Damage see description; Critical x2; victim’s speed to 0 ft. To move again,
ponents, some giants will carry this Type bludgeoning; Special creature the trapped victim must succeed in an
massive barred cube into battle for must be Huge to wield; this weapon is opposed Strength check against the
their opening assault. The cage has a ineffective indoors or against targets on strongest attacker (as a move action).
single open side. This enables the giant stone surfaces Once the attackers have trapped their
to slam the cage over top of a Medium Suggested Wielders athach, cloud victim, they can choose to either vol-
or smaller opponent, trapping his giant, titan untarily retract their wrapping chains,
victim inside as the bladed poles of the ending the trap as they strike again,
cage spear into the dirt. The giant can Whack Jacks or maintain the trap, automatically
either leave an imprisoned opponent (simple, melee, light) inflicting half damage each round as
for a future meal or step on the cage they slowly pull their victim apart.
These deviously barbed implements
Cost 15 gp; Weight 12 lb.; Damage
and pound it into the ground, crush- resemble deranged children’s toys or
1d4 (S) 1d6 (M); Critical x2; Type
ing the victim into a pulp. caltrops chained together in a strand
bludgeoning
To trap an opponent, an attacker or web. Masters of crypts, dungeons,
Suggested Wielders gnoll,
needs to make a successful attack temples, and ruins keeping guard-
hobgoblin, kobold, lizardfolk
against the target’s square (AC 5). ian oozes and aberrations outfit their
If successful, the target must make often-mindless minions with these
<
a Reflex save equal or greater than weapons. Some intelligent creatures
the attacker’s attack roll. If the target found ways to employ these weapons
succeeds, the target escapes, moving by securing them to their tentacles.
to the nearest space of choice outside Whack jacks deal damage one die
of the cube. This movement does larger than the creature’s normal slam
not draw an attack of opportunity. If or tentacle attack.
the attacker traps the target, the cage In addition, the attacks deal piercing,
covers the target’s square, making slashing, and bludgeoning damage,
it impossible for the target to exit allowing the creature to bypass specific
without first succeeding on an opposed types of damage reduction. Craftsmen Wrapping
grapple check against the attacker (or a occasionally construct whack jacks Chain
DC 30 Escape Artist check to squeeze from special materials and even
out between the warcage’s bars). By enchant them to enhance the creature’s
squishing the cage down on top of attacks.
the target further, the attacker can Cost 35 gp; Weight 15 lb.;
inflict 1d10 points of damage plus the Damage see text; Critical x3; Type
52 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


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D. Christopher Dawson (order #1747754) 7
GM Options 

Torture and Fear


on the Tabletop
By Hank Woon
Art by Martin Disteli and Marc Radle

G
ame Master: With an ominous chuckle, the tiefling slim margin is what a player must decide against: talk or
throws back the soiled cloth, revealing an array of take a chance and roll?
savage instruments with reddish-brown stains that In the above situation, let’s assume the tiefling is applying
coat the sharp, jagged steel and betray their sinister purpose. moderate torture to the obstinate character:
You squirm against your bindings as she lifts a pincer-like Game Master: With an ominous chuckle, the tiefling throws
instrument with a measured slowness, grinning widely at your back the soiled cloth, revealing an array of savage instruments.
reaction. (Tosses the moderate torture chart down before the player.)
“Now my stubborn friend, you will tell me everything I want
to know,” she purrs softly while approaching, snapping the Player: Ummm…. (sizing up the chart)
pincers open and shut with a menacing cadence. Game Master: “Now my stubborn friend, you will tell me
Player: Whatever, I have 80 hp left. Bring it! everything I want to know,” she purrs softly while approaching,
snapping the pincers open and shut with a menacing cadence.
There are many great dramatic moments throughout
(GM holds out a d12 for the player to roll, should he choose
cinema and literature where a hero is faced with the
not to talk.)
unspeakable evils of torture, pitting willpower, conviction,
and resolve against the antagonist’s cruel imagination. Player: Ummm…. (Listens as the other players in the group
Recreating such moments in an RPG, however, often frantically toss out their advice) I’ll… I’ll roll! (Snags the die
proves to be far less exciting. Typically, a GM finds himself and rolls a 4.)
suddenly playing the role of a director attempting to deal
Game Master: Ouch! You suffer 2 points of ability drain to
with a stubborn character actor:
your Charisma. The tiefling brutally yanks out your two front
Game Master: No, no, no! You’re in a lot of pain! That would teeth with her cruel pliers!
hurt so much you wouldn’t be able to think straight!
Player: Aaagh!!!
Player: But I still have 40 hp! What’s my motivation? Pfft, this
is ridiculous. I’ll be in my trailer, calling my agent! Game Master: “Are you ready to talk, my darling?” she asks
sweetly. (GM holds out another die.)
Roleplaying mechanics are often at odds with the
recreation of such grim simulation. The rules presented here, While the ultimate goal of the NPC is to get the player to
compatible with the Pathfinder Roleplaying Game, are crack, this method allows players to participate in torture
designed to give GMs a tool to facilitate the sense of fear through their rolls as well as their decisions
and anticipation between the moments of the torturer’s to heroically brave the odds. If they are lucky,
demand and the actual torture. obstinate characters might be fortunate enough
The first step when subjecting a character to torture is to pass out from accumulated nonlethal damage
deciding on its severity: mild, moderate, or severe. The exact before suffering too much permanent damage.
methods are left purposely abstract, allowing the use of any GMs are encouraged to create their own
technique. For example, you may deem flogging as merely torture tables, though in order to elicit the
mild torture and the rack as moderate while some insidious desired psychological
form of magical torture is severe. reaction from players,
Once the method of torture is revealed to the character, it should be noted that
place the torture table before the player. The message is the tables must not seem
simple: talk or roll. impossible to beat—
Each table presents a number of various consequences; there should always be
among them, some that are relatively innocuous, indicating the sense, no matter how
the character’s chance of resisting the torture effectively. This minor, of hope.

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Mild Torture
Roll 1d10 Effect
1 2 points of Strength drain1
2 1d10 points of nonlethal damage
3 1 point of Constitution damage
4 1 point of Dexterity damage
5 1d10 points of nonlethal damage
6 Deafened or blinded (GM’s choice) for 1d3 days2
7 1d10 points of damage
8 1 point of Strength damage
9 1 point of Dexterity drain1
10 1d10 points of nonlethal damage
Moderate Torture
Roll 1d12 Effect
1 1d12 points of nonlethal damage
2 1d12 points of damage
3 2 points of Intelligence damage
4 2 points of Charisma drain1
5 Permanently blinded2
6 2 points of Strength drain1
7 1 point of Constitution damage
8 1d12 points of nonlethal damage
9 2 points of Dexterity drain1
10 2 points of Wisdom damage
11 1 point of Charisma damage
12 1d12 points of nonlethal damage
Severe Torture
Roll 1d20 Effect
1 4 points of Dexterity and Strength drain1, 3
2 2 points of Constitution damage
3 2 points of Wisdom drain1
4 4 points of Strength drain1, 3
5 3d4 points of nonlethal damage
6 Right or left hand permanently destroyed2, 3
7 3d4 points of damage
8 1 point of Intelligence drain1
9 2 points of Strength drain1
10 2 points of Charisma drain1
11 Permanently blinded2
12 1 point of Constitution drain1
13 4 points of Charisma damage3
14 Permanently paralyzed from the waist down2, 3
15 4 points of Dexterity damage3
16 Permanently mute (tongue or voice box destroyed)2
17 2 points of Constitution drain1
18 Permanently deafened2
19 2 points of Intelligence drain1
20 3d4 points of nonlethal damage
1
Drain can be healed with spells such as restoration (Pathfinder RPG p.555)  2Reroll if already rolled
3
The player must succeed at a DC 19 Fortitude save or pass out for 1d6 hours.

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Phat Lootz   

Same Rules,
Different Treasure
By Ken Marable
Art by George Roux

W
ith a game that has been played for decades, specific magic items based upon the slot.
sometimes that classic magic wand or potion
can suddenly seem ordinary, losing the awe Items of Smoke and Shadow (Umbral Legion)
and wonder hoped for in a fantasy game. To breathe new The Umbral Legion operates in secret throughout the world,
excitement into your magic items, you can create items that guided not by any hierarchy but by secrets hidden within
function the same but have drastically different looks and darkness and flame. Divining their missions from seemingly
style. meaningless patterns of smoke, they are difficult to predict
and oppose. Even the members of the Umbral Legion
Looks Matter themselves do not understand what force guides them and
One way of changing things a bit is to describe the items to what purpose. Still, they operate in the dark corners of
as obviously race-specific. Magic weapons, for instance, society, harnessing the power of shadow and flame to explore
are more memorable when the longbow is covered in elven the secret meaning behind these signs.
script or the warhammer is made of a blessed stone from Obsidian Orb (orb/wand)—A fiery image of eye,
the wall of the fallen dwarven Hammerfist Hold—“By hand, face, or other frightening visage flares up within
these stones true, let us never forget.” Or perhaps the flail is this obsidian orb when active. If it has limited charges, it
embedded with the bone shards of the gnolls’ victims and develops cracks as charges are expended, until crumbling to
the daggers cobbled from the goblins’ filth-covered scrap dust when fully discharged.
metal. Silk Gloves (staff)—These black silk gloves have subtle
Adding a little character can go a long way to making patterns woven into them, signifying their magical power.
those bracers of armor more interesting than a simple Despite their delicate appearance, they also function as
bonus number. Players might even be encouraged to seek spiked gauntlets.
out (or avoid) items that fit a theme: a barbarian might Shadow Tube (tome)—A series of stacked rings creates
only wear orcish items to use her enemy’s magic against a hollow tube that light can shine through. Each ring has
them or an eladrin noble might never lower himself to use several spikes of various sizes and angles, so as the rings are
dwarven-crafted items. It can also lead to interesting clues turned and light shines through, the shadows form magical
and backstory. When the kobolds wield gnomish wands sigils revealing hidden knowledge.
and staffs, there is potentially more happening than what Smolderstones (boots/gloves)—These small smoldering
appears. Are they stolen? Does an evil gnome lead them? stones are warm to the touch and can be strapped onto
Did several kobolds witness gnomish crafting as captives? your hands or feet. When activated, a stone flares up and
produces a semi-solid smoke that encircles and trails behind
Reinventing the Item Completely the limb.
You can also take it a step beyond just cosmetic changes. It’s Monocle (ring)—This smoky glass monocle glows bright
possible to completely change what the item fundamentally red when activated.
is while leaving most, if not all, rule mechanics unchanged. Ash stick (potion)—This rune-covered piece of burnt
As an example, look no further than psionic items. Changes wood can be crumbled into fine ash and inhaled to gain its
can appear dramatic but actually be quite superficial. Crystal magical benefit.
dorjes are nothing more than wands under a new name and Brazier (scroll/ritual)—When the proper incantation is
shape. Although no longer doubling as a weapon, psicrowns spoken, this powder ignites, releasing the magic contained
are reworked staffs, and even the bizarre living tattoos are within.
mechanically identical to potions.
Below are three new examples of changing the flavor of Organic Items (Kraelcean Order)
magic items but leaving the mechanics largely unchanged. The ancient and secretive Order of Kraelcea explores the
Any mechanical differences are noted and are relatively forbidden magic of biomancy—the growing and shaping
minor. Listed with each is the item slot it occupies. So from of lifeforms for magical purposes. Kraelceans have kept this
the scyphoza of power (staff of power) to the giant eagle skull form of magic alive in which simple symbiotic organisms
(helm of the eagle), you can apply these general themes to are bred to act as magic items. Although disturbing to many,
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D. Christopher Dawson (order #1747754) 7


biomancy is not inherently evil, and Bone Fetish (rod)—This large for the maximum of two. Whether it
these items function identically to thighbone is covered in feathers. is hands, ears, eyes, arms, or even left/
other magic items. Tepoztopilli (staff)—The head of right sides, determine some reason
Giant’s Eye (orb)—Gazing into this this wooden spear has frighteningly for the two-ring maximum. This
massive preserved eye grants visions sharp pieces of obsidian embedded limitation may not be physical but,
beyond normal sight. along the edges. It functions as a spear instead, could represent a “power
Tentacle (rod)—This sickly grey- when used as a weapon. overload” or some other explanation;
green appendage covers your hand, Clay Disk (wand)—This series of however, physical limitations are
writhing and pulsing when in use. small clay disks dangle on a rope. typically the simplest and easiest to
Scyphoza (staff)—This dully When broken and the proper words grasp.
glowing jellyfish attaches itself to your spoken, the spell contained within Potions and scrolls are consumables.
arm, allowing you to channel the each disk is released. Potions should be usable by anyone,
magic bred within it. Its tentacles wrap Skull (head)—The skulls of various and scrolls should have some obscurity
around your hand and twist into a giant animals are painted with sigils to their function. Therefore, make
thick mass that can be used as a club. allowing it to be enchanted as a helm. them both something that is destroyed
Palm Beetle (wand)—This 6-inch Piercing (ring)—From small or used up when activated: incense,
rainbow-hued beetle latches onto your splinters of bone to iron spikes, these candles, snapping a carved bone, for
palm. are worn pierced through the ears, example. Potions should be clear in
Crab Shell (bracers)—Whether nose, lip, and various other body parts. how they are activated.
large enough to be a shield or merely Eggshell (potion)—This shell is Furthermore, each magic item slot
bracers, these crab shells are bred to be hollowed out and filled with a magical need not have a unique style. You can
extraordinarily strong. powder. Breaking it open casts the pick a single theme for all items. For
Spare Eye (eye)—Often reptilian, spell. example, the monks of the Platinum
this eye fuses itself into your skull, Knot (scroll/ritual)—These lengths Lion order tie ribbons inscribed with
allowing improved sight. of rope are knotted in intricate celestial words of power to their arms,
Second Heart (necklace/amulet)— patterns that carry meaning only to legs, and forehead. In addition, some
This disturbingly human-like heart is those trained in the magical arts.
duergar clans enchant gemstones that
covered in small tentacles that burrow attach to their skin; the kind of gem
into your flesh to hold it in place and The possibilities are endless. To create
determines its item slot.
transfer its power. your own, simply keep these guidelines
When developing a new style of
Fingerbugs (ring)—This in mind:
magic items, you can take an existing
multicolored millipede wraps itself Staffs best double as some sort of
exotic culture within your campaign
weapon. This should be kept to simple
around a finger interlocking its legs setting and explore how they might
weapons unless you extend proficiency
securely. Different color patterns reveal use an entirely different style of magic
with them to wizards and other classes
its power. item. Alternatively, you can work in
that are frequent staff users.
Health Worm (belt)—This long the opposite direction and develop
Depending on the edition of the
pale worm wraps around your torso a unique version of magic items and
game you are playing, wands are either
and draws out blood while secreting then figure out what sort of culture
a utility for all of a character’s magic,
chemicals into your flesh that grant would create such items. Why did
or have limited charges. Therefore, an
you extra health and strength. they devise such items? Are they still
item that gets used up over time can
Runic Ooze (scroll/ritual)—When around? What do other cultures think
convey this idea well.
stretched, magical runes appear within Body slots are best left as wearable of these items?
this leathery ooze. items, although the physical location As long as the magic items
Stinger (potion)—This palm-sized does not need to be as important as function the same, you can let your
bladder injects its foul-smelling the theme. For example, neck items do imagination run free to all sorts of
contents through a large stinger. not necessarily have to go around the possibilities. From clockwork items
characters’ necks, but should somehow where interlocking gears are adjusted
Primitive Items exemplify the theme of boosting to release spells, to draconic taxidermy
(Lost Tribes of the Moltec) defenses. Alternative waist slot items where the magical nature of the
After the fall of the Moltec Empire, should fit a theme of boosting strength dragons is carried on in their scales,
the survivors became xenophobic and and healing regardless of where it talons, teeth, wing skin, and internal
isolated. They have carried on their is worn. Whether you explain it as organs. Even something as extreme as
traditions and avoided technological chakras or arcane interference, two miniature 3-inch tall semi-intelligent
advancements such as blacksmithing. items of the same body slot do not demons that cling to you and cast their
Therefore, their magic items are function together even if they are magic on your behalf can function as
cruder and far more primitive yet still physically worn in different places. magic items. Anything is possible.
powerfully enchanted. Rings should have some explanation <
Kobold Quarterly 11 57

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PC Races 

Monstrous Paragons
By Phillip Larwood
Art by Ben Hodson

W
hile most paragon paths are exemplars of a
particular class, some are specifically designed
for a particular race. Most of the standard
races have existing racial paragon paths, the more exotic or
unsavory races, such as the bugbear and minotaur, do not.
So shine as a member of your race. Not only are you
unusual because you are an adventurer, but you also
represent the very peak of what your race can achieve,
making you an exemplar of monsterkind. Many of your race
will not understand your heroic behavior, but some might Blood of Asterion Powers
be inspired by your efforts.
Furious Bellow Blood of Asterion Attack 11
Blood of Asterion
I am no mere dumb beast or demon’s slave, human. I have the You let loose a terrible rumbling cry that knocks your enemies
blood of Asterion flowing through my veins. off their feet and empowers you at the same time.
Prerequisite Minotaur Encounter  Thunder
Before the minotaurs turned to the demons of the Abyss Standard Action Blast Close blast 3
for worship when their race was still young, they were led Target All creatures in blast
by an ancient and noble king named Asterion. Asterion was Attack Constitution vs. AC
one of the first minotaur kings and dwelt within a huge
Hit 2d6 + Constitution modifier damage, and the target is
labyrinth with his followers. However, Asterion’s kingdom
knocked prone
was lost to the annals of history when the bull-king was
Effect You gain one additional use of your goring charge
slain by a treacherous human prince. Though nothing racial power until the end of the encounter.
remains of Asterion but ashes and memory, some minotaurs
still carry his noble blood in their veins, and these rise above
Asterion’s Blessing Blood of Asterion Utility 12
the evil deeds of their fellows.
You carry Asterion’s ancient legacy in your blood, and Asterion’s spirit momentarily invests your body with the power
others can see it in both your bearing and countenance. As to shrug off an injury and to cancel any condition that would
you travel the path of the blood of Asterion you develop a slow your charge.
furious bellow that can knock over your enemies, a drastic Daily  Healing
increase in size, and a range of mystical powers associated Minor Action Personal
with labyrinths and mazes.
Effect You can spend a healing surge to end any condition
Blood of Asterion Path Features that specifically impedes your movement (such as slowed,
Cunning Charge (11th level) Whenever you use your immobilized, or restrained); this power does not allow you
goring charge racial power in combat, you can shift a number to end a grab, and it does not stop you from being pushed,
of squares equal to your Wisdom modifier after the attack. pulled, or slid.
In addition, any target struck by your goring charge racial
power is also pushed a number of squares equal to your Blood Maze Curse Blood of Asterion Attack 20
Wisdom modifier.
Mazewalker (11th level) Whenever you spend an action You carve a bloody swathe across your enemy’s flesh, slicing a
point to take an extra action, you also gain the phasing maze-like rune onto its body that forces it to move about as if
ability until the end of your next turn. navigating through an invisible labyrinth.
Scion of Asterion (16th level) Your size increases to Large Daily  Weapon
and gain Reach. In addition, you also gain a +10 bonus to Standard Action Melee Weapon
skill checks to determine direction, follow tracks or navigate Target One creature
while within a labyrinth, maze, or similar location. Attack Strength vs. AC
58 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


Hit 3[W] + Strength modifier damage, and you carve a Dragonseeker Powers
mystical rune into the target’s flesh (save ends); while so Dragonmaw Glyph Dragonseeker Attack 11
afflicted, you can choose to cancel any movement made
by the target, and as an immediate interrupt, you can slide You point at the floor and create an invisible glyph. As
the target a number of squares equal to your Wisdom soon as an enemy walks upon the glyph, it flares to life, and
modifier. a draconic maw of elemental energy appears to deliver a
Miss Half damage, and the rune lasts until the end of your fearsome bite.
next turn. Encounter  Varies, Zone
Dragonseeker Standard Action Ranged 10
“My tribe weeps, bereft of its dragon, so I pursue a new one.” Effect You create a zone with an invisible glyph of
Prerequisite Kobold elemental energy in an unoccupied square of your choice
within 10 squares; the glyph lasts for a number of rounds
Kobolds revere and serve dragons, treating them as if
equal to 1 + your Constitution or Dexterity modifier (if
they were living gods. Indeed, many tribes of kobolds go the glyph is not triggered before the duration expires,
out of their way to acquire a dragon overlord, not only it dissipates without effect); against the first enemy that
for protection and better lodgings but, also, for prestige. enters the zone, you can make the following attack
And not all kobold tribes favor chromatic dragons—tales Attack Constitution or Dexterity +4 vs. Reflex
of unaligned or good kobold tribes worshipping copper or Hit 1d8 + Constitution or Dexterity modifier acid, cold,
silver dragons is not unheard of. fire, lightning, or poison damage
Level 21—Constitution or Dexterity +6 vs. Reflex
Sometimes a tribe of kobolds loses its dragon due to
Sustain Minor You can slide the glyph 1 square.
unforeseen circumstances and sends out one or more of Special When you gain this power, choose Constitution or
its members to acquire a new one. This search can often Dexterity as the ability you use for attack and damage rolls
take a long time, and those kobolds that face the trials of with this power and for determining the power’s duration.
the search for an appropriate dragon often earn the title Each time you use this power you must choose whether it
dragonseeker. deals acid, cold, fire, lightning, or poison damage.
You are a dragonseeker, a kobold champion whose powers
Shelter of Scales  Dragonseeker Utility 12
lie in locating and bringing back a dragon for your tribe. As
a dragonseeker, you possess the ability to sniff out dragons, Just as you are about to be struck by a blast of energy, a dome
composed of translucent magical scales forms over your body to
create magical traps and snares, and protect yourself from
protect you from harm.
dragons that may take your intentions the wrong way. Of
course, you may also turn your skills toward destroying Encounter
Immediate Interrupt Personal
dragons for profit or vengeance, but this is likely to gain the
Trigger You are targeted by an attack that uses the acid,
enmity of any other kobolds you meet.  cold, fire, lightning, or poison keywords.
Dragonseeker Path Features 
Dragonseeker Defense (11th level) When you spend an
action point to take an extra action, you gain a +4 bonus to
all of your defenses against blast and burst attacks, and you
become immune to powers with the fear keyword until the
end of your next turn.
Egg Hunter (11th level) You gain a +2 bonus to
Diplomacy, Knowledge and Perception skill checks when
dealing with dragons or reptiles. In addition, you gain a +2
bonus to saves against fear effects and a +1 bonus to your
defenses against blast and burst attacks originating from a
dragon or reptile. 
Wyrm Taker (16th level) Your skill bonus from egg
hunter increases to +6. In addition, any dragon or reptile
struck by one of your encounter or daily powers is also
immobilized until the end of your next turn.
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Effect You gain resist 5 + your Dexterity modifier against around conflict. If anything, hobgoblins are happiest when
the incoming attack. If the attack originates from a dragon they have a battle to fight or a war to wage, and some even
or reptile, you instead gain resist 10 + your Dexterity worship the art of combat as a cleric might his god.
modifier against the incoming attack. As a minister of wrath you are dedicated to the principles
of combat and warfare, worshipping them with deep
religious fervor. You treat every combat as a religious rite,
Net of Radiant Bonds Dragonseeker Attack 20
and you proselytize to your companions and enemies in the
You fling a net of shimmering force and radiant light at your midst of combat, granting your allies various benefits or
foe, hoping to entangle and subdue it. If you fail to hit the filling your foes with supernatural dread. Often these powers
target, the net withdraws back into your hands, so you can will turn the tide of battle in your favor, and certainly, war is
fling it once again. always sweetest for the victors.
Daily  Force, Radiant, Reliable Minister of Wrath Path Features
Standard Action Ranged 5 Wrathful Readiness (11th level) Your racial bonus to
Target One enemy initiative checks increases to +6. In addition, you never
Attack Constitution or Dexterity vs. Will grant combat advantage to enemies in the first round of
Hit 4d6 + Constitution or Dexterity modifier force and combat or during a surprise round.
radiant damage, and the target is restrained (save ends) Wrathful Act (11th level) Whenever you spend an action
Aftereffect—The target is slowed (save ends) point to take an extra action, you also grant a bonus to your
Sustain Move While the target is restrained, you can allies’ damage rolls equal to your Charisma modifier until
pull it a number of squares equal to your Constitution or the end of your next turn.
Dexterity modifier Battle Saint (16th level) Whenever you score a critical
Special When you gain this power, choose Constitution or hit, a single adjacent ally can make a melee basic attack
Dexterity as the ability you use when making attack and against the same target as an opportunity action. Your ally
damage rolls with this power and for determining how gains a bonus to this attack roll equal to your Charisma
many squares you can drag the target. modifier.
Minister of Wrath Powers
Minister of Wrath
War is the greatest trial of the spirit. It is the forge which makes Hymn of Wrath Minister of Wrath Attack 11
or breaks the soul, and I offer it my prayers. Your words ring with power, filling your enemies with despair
Prerequisite Hobgoblin as you point out all their flaws and failings.
Hobgoblins are bred for war; their entire lives revolve
Encounter  Fear
Standard Action Close burst 3
Target Each enemy in burst
Attack Charisma vs. Will
Hit The target is dazed and takes a penalty to its attack
rolls equal to 1 + your Charisma modifier until the end of
your next turn

Prayer to Arms Minister of Wrath Utility 12


You say a prayer over your companions, rallying them to your
side and briefly boosting their combat prowess.
Daily
Minor Action Close burst 5
Target Each ally in burst
Effect You pull target 2 squares, and target gains a +2
power bonus to attack rolls until the end of your next turn.

Castigating Eulogy Minister of Wrath Attack 20


As one of your enemies falls in battle, you deliver a shocking
eulogy which lays the blame for its death squarely on its allies’
shoulders and fills them with such shame they cannot bear to
face you in battle.
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Daily  Fear Hit 3[W] + Strength or Dexterity modifier damage, and
Immediate Reaction Close burst 5 you can shift 1 square and become invisible to the target
Trigger An enemy is reduced to 0 hp within 5 squares of until the end of your next turn.
one of its allies. Special When you gain this power, choose Strength or
Target Each enemy in burst Dexterity as the ability you use when making attack and
Attack Charisma vs. Will damage rolls with this power.
Hit The target is pushed 5 squares and immobilized until
the end of its next turn. Hunter’s Vision Shadowfur Hunter Utility 12
Effect Until the end of the encounter, if an enemy is Your senses sharpen to match those of the finest predator.
reduced to 0 hp, you can push the target 2 squares, and the
Daily  Stance
target is immobilized until the end of its next turn
Minor Action Personal
Shadowfur Hunter Effect Until the stance ends, you gain darkvision and
I am the hunter, and you are the prey. What more is there to blindsight 5.
know?
Prerequisite Bugbear Stalking Shadow Strike Shadowfur Hunter Attack 20
Like your fellow bugbears, you are a hunter, but while
they are fit only to hunt lesser animals, prancing elves and You strike a telling blow. From then on, whenever your enemy
human rabble, you have a greater calling. You are a hunter finds itself in darkness, you can approach to strike it once
unlike any other—a hunter of giant monsters, deadly more.
wizards and fearsome fiends, a hunter as silent and deadly as Daily  Weapon
the most fearsome apparition. You are the hunter that other Standard Action Melee Weapon
bugbears can only dream of becoming. Target One creature
As a shadowfur hunter, you develop supernatural powers Attack Strength or Dexterity vs. AC
of stealth, becoming almost translucent in areas of dim
Hit 4[W] + Strength or Dexterity modifier damage
light or darkness, and you can vanish from your enemies’
Miss Half damage
sight altogether. Like a rogue, you rely on powerful and
Effect If the target begins its turn in an area of dim light or
deadly strikes to take down your enemies, and relish the
darkness, you can shift a number of squares equal to your
opportunity to attack someone when they least expect it.
Dexterity modifier toward it as an immediate reaction (this
Shadowfur Hunter Path Features movement must always move you closer to the target). If
Hunter’s Vigor (11th level) You use d8’s instead of d6’s you end your movement adjacent to the target, you make a
when determining the extra damage for your predatory eye melee basic attack against it as a free action.
racial power, and you gain a +4 racial bonus on Stealth Special: When you gain this power, choose Strength or
checks. Dexterity as the ability you use when making attack and
Predation (11th level) Whenever you spend an action damage rolls with this power.
point to take an extra action, you also gain combat
advantage against all enemies within 10 squares until the
<
end of your next turn.
One with the Shadows (16th level) You can make Stealth
checks while moving your full speed without penalty. In
addition, when you end your movement in an area of dim
light or darkness, you become insubstantial until the end of
your next turn.
Shadowfur Hunter Powers
Fading Shadow Strike Shadowfur Hunter Attack 11
You strike out at your enemy then disappear into the shadows,
leaving your enemy unable to determine your exact location.
Encounter  Weapon
Standard Action Melee or Ranged Weapon
Target One creature
Attack Strength or Dexterity vs. AC

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Artifacts 

Mysteries of the
Philosopher’s Stone
By Mario Podeschi
Art by David Teniers

T
he Great Arcanum has made him master of gold and
light, which fundamentally are one thing; he has
solved the quadrature of the circle; he directs perpetual
motion; and he possesses the philosophical stone. Those who are
adepts will understand me.
—Eliphas Levi, The History of Magic
Critical +4d6 damage
The philosopher’s stone has fascinated alchemists since
the 16th Century. This fabled reagent, they said, could Property You gain a +5 item bonus to identify potions and
transmute lead into gold or conquer death. For many, alchemical items.
the stone became an unhealthy obsession, as enigmatic a Property You are considered 3 levels higher when creating
mystery as squaring the circle. Dozens of texts addressed the items with the consumable keyword
creation of the stone, and they contained not only formulae
but also meditations on the nature of science, alchemy, and Power (Daily  Arcane) Standard Action
You perform a ritual to create an item with the consumable
religion.
keyword, but you must still provide the necessary reagents
Tales of the philosopher’s stone rarely focus on the stone
itself; rather, it is the quest to create the stone that makes up Goals of the Hermetic Arcanum
the story. Yes, the stone is an interesting and powerful item,
 Empower the mortal races to choose science over the
but it lacks the permanence that artifacts do. To destroy the gods
stone, one needs only to expend it. In this way, it lacks the
fictional weight of iconic fantasy artifacts.  Encourage its owner to master the arts of alchemy
The Hermetic Arcanum is the solution to this fault. This  Create the philosopher’s stone
artifact focuses on the quest to create the philosopher’s
stone rather than the stone itself. The magical tome grants Roleplaying the Hermetic Arcanum
alchemical insights along the way, tempting its owner with The Hermetic Arcanum goes unheard by all but its current
a dangerous, counterintuitive shortcut to power. Eventually, owner. Within its dizzying array of footnotes and commen-
its owner can attempt to construct the Stone, gaining an taries is a voice both terrifying and brilliant, mad yet coldly
epic level reagent, the philosopher’s stone. rational. It is incomprehensible to the outside observer, and
While detailed for 4E rules, this artifact should prove any attempt to explain its secrets are invariably discarded as
inspirational for many other settings as well (see sidebar). gibberish.
The Hermetic Arcanum (Artifact) Despite being a paragon-level item, the Hermetic
The Hermetic Arcanum is appropriate for paragon-level Arcanum is essentially an incomplete epic ritual. Truly epic
characters. creatures—gods, archmages, and the like—quickly dismiss
it as nonsense, a circuitous route to a power already within
The Hermetic Arcanum Paragon Level their grasp and a dangerous shortcut to a destination they
Wizards are warned from an early age that the philosopher’s have already reached.
stone is a dangerous myth. The formulae used in its Only paragon-tier arcanists have the appropriate mix of
construction are fundamentally flawed, defying some of naïveté and expertise to be drawn to the Hermetic Arcanum.
the most basic principles of magic. This leather-bound Its owners have been many, and each has added to it in
collection of essays and research notes provides a serious yet some way through their recorded mathematical calculations,
incomplete description of its creation; its numerous authors epiphanies, and dangerous experiments.
offer profound commentary on the stone, alchemy, and the The ultimate goal of the Hermetic Arcanum is the creation
nature of magic itself. of the philosopher’s stone, an epic reagent. Many authors
The Hermetic Arcanum is a +4 tome. have contributed to this task, recording their meditations
and experiments in margins and appendices. Collectively,
Enhancement Attack and damage rolls these alchemists are known as the philosophers—partly
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D. Christopher Dawson (order #1747754) 7


spiritual, partly scientific researchers who have also tasted be the one to unleash its perfection.
the obsession that the stone represents. Property The Hermetic Arcanum’s enhancement bonus
Not only a collection of formulae and trials, the Hermetic increases to +5.
Arcanum is also a philosophical treatise that dismisses the Property You can create alchemical and magical items as
gods as beings whose superior power does not make them if you have the Alchemist and Ritual Caster feats. If you
worthy of worship. “If we praise the gods for making the already have these feats, you instead gain a +2 item bonus to
world,” one alchemist writes, “then why not build worlds your Arcana skill.
ourselves?” The stressing of human ingenuity over divine Property You are considered 5 levels higher when creating
power makes it a strictly agnostic document, and priests items with the consumable keyword.
of most religions view it as a work of blasphemy. Even Normal (5 –11)
normally sympathetic faiths, such as those of the gods of “This text is either a work of madness or genius. Perhaps it is
secrecy and of knowledge, are strangely silent on whether both.”
the Hermetic Arcanum should be allowed to exist. When first discovered, the Hermetic Arcanum is fascinating
but obtuse. You understand that the text is dangerous even
Concordance
though it promises great power.
Starting Score 5
Unsatisfied (1–4)
Owner gains a level +1d4
“Though this is a fascinating text on alchemical processes, its
Owner publically ridiculed for his belief in the central argument seems like a childish dream. The stone itself is
philosopher’s stone while refusing to recant +2 likely a hoax.”
Owner creates a consumable item of his level or You approach the Hermetic Arcanum with a healthy dose
higher (maximum 1/day) +2 of skepticism, keenly aware of how it dismisses magic’s most
fundamental rules.
Owner has the Alchemist feat +1 Property You must spend an action point to use the
Owner has the Ritual Casting feat +1 Hermetic Arcanum’s daily power.
Owner rationally discusses the Hermetic Arcanum Property You are considered 1 level higher when creating
with an epic level creature trained in Arcana -1 items with the consumable keyword.

Owner uses a power from a divine power source Angered (0 or lower)


(maximum 1/day) -1 “The sages were right: these formulae are utter nonsense.”
Reading the Hermetic Arcanum is a painstaking task, and
Owner successfully casts a divination ritual
you consider the philosopher’s stone to be a myth and nothing
regarding the Arcanum -2
more.
Pleased (16–20) Property You must have passed at least one milestone to
“I have discovered the deepest secrets of the philosophers.” use the Hermetic Arcanum’s daily power.
At this point, the formulae have been all but mastered Property You no longer gain any level bonus when
with many corrections and new insights added by you. The creating items with the consumable keyword.
final experiment has taken shape in your mind, as well as
Moving On
the risks involved.
“I have mastered the secrets of the philosophers, and it is time
Property The Hermetic Arcanum is also considered a Craft
for greater truths.”
Philosopher’s Stone ritual scroll. You cannot make scrolls of
If the Hermetic Arcanum is perfected, it becomes a Craft
this ritual nor can you attempt to teach it to others by any
Philosopher’s Stone ritual scroll. The process is specific to
means other than giving the Hermetic Arcanum to another
person. The ritual can be attempted only once, at which you, however, and each owner must create their own version
point the artifact moves on (see below). of the ritual. The ritual can be conducted only once, and
Property You are considered 30th level when creating any attempt to replicate the process quickly prove fruitless.
items with the consumable keyword. Once the ritual is cast (successfully or unsuccessfully), the
text’s concordance score is permanently set to 0 with regard
Satisfied (12–15) to you, but you can still use it as an implement until a better
“The secrets are at last becoming clear. My mastery of alchemy is one comes along. At this point, it is a valued part of your
unmatched in the mortal realm, yet still, I feel unready for the library, a reminder of your successes along the path to more
final challenge.” traditional arcane practices.
The ritual for creating the philosopher’s stone has taken a “I have burned the Hermetic Arcanum, and its madness has
tangible shape in your mind, and you have begun recording died with it.”
your experiments and commentaries. You sense that the The Hermetic Arcanum is a contagious idea that the minds
work is an unfinished masterpiece and suspect that you may of mortals refuse to part with. It can be burned, ripped to
Kobold Quarterly 11 63

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shreds, or even disenchanted as a 16th level magic item. useful tool to any arcanist.
Indeed, several similar works have suffered such a fate in Lvl 20 5,000 gp
the past. However, a new treatise inevitably surfaces, found Reagent
by yet another arcanist seduced by its mysteries. If the item Power (Consumable) Free Action
is destroyed, a new text of different name but identical Expend this reagent when you conduct a ritual of up to
properties will surface somewhere in the world. The 17th level. You can ignore the component cost of this ritual.
Hermetic Arcanum has thus far avoided such a fate. Power (Consumable) Free Action
Craft Philosopher’s Stone (Ritual) Expend this reagent when you use an attack power with
You distill the elements into their most pure form, creating a the arcane keyword of up to 17th level, and make two attack
reagent of tremendous power: the philosopher’s stone. rolls, using the better result.

Level 30 Component Cost 125,000 gp Quest Ideas


(see text)  A speaker at a wizard’s gathering is publically ridiculed for
Category Creation Market Price None his belief in the philosopher’s stone. He confides his secrets
Time 1 hour Key Skill Arcana with a PC shortly before his death.
Duration Permanent until consumed  The owner of an alchemist’s shop starts stocking his shelf
with drastically more powerful magical items, going
You attempt to create one philosopher’s stone. Your Arcana
hungry to pay for his overhead.
check determines your degree of success or failure.
 A PC wizard assembles the Hermetic Arcanum as part of a
Arcana skill challenge in a ruin of ancient wizards.
Check  An aging alchemist seeks undeath to continue his study
Result Effect of the Hermetic Arcanum.
 A servant of the goddess of knowledge and magic finds
9 or lower You die, and no item is created
the Hermetic Arcanum in an evil mage’s library. Though
You take damage equal to your maximum hp, she knows her faith’s policy on the text, the idea of
10–24 and no item is created burning any book is abhorrent to her.
You take damage equal to your bloodied •  A genie hosts an auction to sell a flawed philosopher’s stone
value, and you create a flawed philosopher’s created by his deva confidante.
25–39 stone <
40 or You take damage equal to your healing surge
Hermetic Arcanum in World of Darkness
higher value, and you create a philosopher’s stone
The Philosopher’s Stone, as an archaic real-world obsession,
Instead of paying the component cost, you can substitute fits well into present day settings. For White Wolf’s New World
five consumable items, one each with the following of Darkness, it fits very well as a unique artifact. The follow-
keywords: acid, cold, fire, lightning, and thunder. ing are several recommendations for adapting the Hermetic
You can cast this ritual only once and only from a ritual Arcanum into a Mage: The Ascension campaign.
scroll. It can be neither mastered nor reproduced in any way.  The Hermetic Arcanum represents the Invisible Truth of
Mastigos’ enlightenment.
Philosopher’s Stone Level 30  The Philosopher’s Stone is an alchemically created Tass, the
Crafted only by mad alchemists, the philosopher’s stone is per- physical form of quintessence.
haps the most powerful reagent in existence.  Unlike most magic that deals with raw quintessence, the
Lvl 30 125,000 gp Stone is created using Forces, not Prime. For most Mages,
Reagent this is considered heresy, foolishness, or both.
Power (Consumable) Free Action  The Hermetic Arcanum grants +1 die to any Forces magic
Expend this reagent when you conduct a ritual. You can that attempts to change one energy type into another.
ignore the component cost of that ritual and treat all checks  To magnify the ramifications of the Stone’s hubris, the
needed for the ritual as a natural 20. quintessence itself could be polluted, causing great strain on
Power (Consumable) Free Action those who absorb and manipulate its magic.
Expend this reagent when you use an attack power from  The sacraments necessary for the extended spellcasting are
an arcane power source up to 27th level, and treat your Tass that take the form of the four elements.
attack roll as a natural 20. You may spend a healing surge  The ritual to craft the Stone uses Intelligence + Occult +
and you immediately gain an action point. Forces vs. a complex TN.
 Casting the ritual requires a roll of 5 paradox dice with para-
Flawed Philosopher’s Stone Level 20
dox effects from Bedlam to Branding.
A poor imitation of the ultimate reagent, this is, nonetheless, a
Kobold Quarterly 11 65

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Flashing Blades 

The Spell-less Ranger


A Pathfinder Roleplaying Game
Base Class
By Marc Radle
Art by Ben Hodson and Marc Radel

“Aragorn Didn’t Cast Spells”


The Pathfinder ranger is an excellent take on this popu-
lar class. There remains, however, one element of the class
which some feel just never quite fit: Spells.
The following variant class has no spell casting ability. To
compensate for this, the class gains specialized ranger talents
(similar to Rogue talents) and a stealth attack which can be
used only in a favored terrain or against a favored enemy. A
few additional class abilities are also included, most notably
nature’s healing, which allows the ranger to use his Heal skill
with better results when in a favored environment.
Finally, new ranger feats and a Ranger Tracking Sheet
are also included. While these are obviously designed for
use with this alternate ranger class, both the feats and the of the Pathfinder Roleplaying Game.
Tracking sheet also work well with the standard Pathfinder Stealth Attack If a ranger can catch an opponent when
ranger or 3.5 ranger. As an added bonus, thanks to the new he is unable to defend himself effectively from his attack, he
Pathfinder unified animal companion rules, the animal com- can strike a vital spot for extra damage. The ranger’s attack
panion side of the ranger tracking sheet could just as easily deals extra damage any time his target would be denied
be used for a druid’s animal companion, a paladin’s mount a Dexterity bonus to AC (whether the target actually has
or even a wizard’s or sorcerer’s familiar. a Dexterity bonus or not), or when the ranger flanks his
Alignment any target. This extra damage is 1d6 at 2nd level, and it increases
Hit Die d10
by 1d6 every four ranger levels thereafter. Should the ranger
Class Skills score a critical hit with a stealth attack, this extra damage is
not multiplied. Ranged attacks can count as stealth attacks
The ranger’s class skills are Acrobatics (Dex), Climb (Str),
only if the target is within 30 ft. Stealth attacks are possible
Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate
only when the ranger wears light or no armor. A ranger may
(Cha), Knowledge (dungeoneering) (Int), Knowledge
only use this ability while in a favored terrain or against a
(geography) (Int), Knowledge (nature) (Int), Perception
(Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival favored enemy.
(Wis), and Swim (Str). Combat Style Feat (Ex) See the “Ranger” section in Chapter
Skill Ranks per Level 6 + Int modifier 3 of the Pathfinder Roleplaying Game.
Endurance See the “Ranger” section in Chapter 3 of the
Class Features Pathfinder Roleplaying Game.
All of the following are class features of the ranger. Nature’s Healing (Ex) Beginning at 3rd level, the ranger
Weapon and Armor Proficiency A ranger is proficient gains a +2 bonus to Heal skill checks. If he can beat the
with all simple and martial weapons and with light armor appropriate Heal DC check, the ranger heals an additional
and shields (except tower shields). 1d6 hit points of damage plus 1 for every three ranger levels.
Favored Enemy (Ex) See the “Ranger” section in Chapter 3 Nature’s healing can only be used when a ranger is in one of
of the Pathfinder Roleplaying Game. his favored terrains. A ranger does not need a Healer’s Kit in
Track (Ex) See the “Ranger” section in Chapter 3 of the order to use this ability.
Pathfinder Roleplaying Game. Favored Terrain (Ex) See the “Ranger” section in Chapter 3
Wild Empathy (Ex) See the “Ranger” section in Chapter 3 of the Pathfinder Roleplaying Game.
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D. Christopher Dawson (order #1747754) 7
Hunter’s Bond (Ex) See the “Ranger” terrain, a ranger with this ability can
section in Chapter 3 of the Pathfinder use the Perception skill to locate traps
Roleplaying Game. (see rogue).
Ranger Talent As a ranger gains ex- Trackless Step (Ex) When desired, a
perience, he learns a number of talents ranger with this ability leaves no trail
that aid him in combat and help him in natural surroundings and cannot be
survive in the wilds. tracked. A ranger can also track others
At 4th level, a ranger gains one rang- possessing the Trackless Step ability
er talent. He gains additional ranger when in one of his Favored Terrains,
talents as he increases in level. A ranger but suffers a -10 to the check.
cannot select an individual talent more Improved Nature’s Healing (Ex) A
than once. ranger with this ability uses his total
Additional Animal Companion (Ex) ranger levels to calculate additional hit
A ranger with this ability may select an points healed, instead of the standard
additional animal companion. In ad- one hit point per three ranger levels.
dition, the ranger’s effective druid level Improved Tracking (Ex) A ranger with
when selecting this companion is equal this ability adds his ranger level to Sur-
to his ranger level. vival skill checks made to follow or iden-
Low-Light Vision (Ex) A ranger with tify tracks. If he exceeds the DC by 10 or
this ability gains low-light vision. If he more, he can learn additional informa-
already has low-light vision, this ability tion about his prey (including number
has no additional effect. and type of creatures tracked etc.)
Favored Enemy Critical (Ex) When Ranger Feat Instead of a talent, the
scoring a critical threat on one of your ranger may choose a feat that he quali-
favored enemies, gain +4 bonus to the fies for from his chosen combat style
roll made to confirm the critical. or from the following list : Additional
Trap Finding (Ex) When in a favored Favored Terrain*, Additional Favored

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Enemy*, Animal Affinity, Athletic, New Ranger Feats Favored Terrain Expert
Dodge, Diehard, Favored Terrain You are especially at home in a specific
Additional Favored Terrain
Expert*, Nimble Moves, Run, Self-Suf- favored terrain.
You have additional favored terrains.
ficient, Stealthy, Toughness (an asterisk Prerequisite favored terrain class
Prerequisite favored terrain class
* indicates a new feat outlined below). ability
ability
Fast Movement (Ex) When in a Benefit You may specify one of your
Benefit You may choose one addi-
Favored Terrain, a ranger’s base speed favored terrains. While in that terrain,
tional favored terrain. All bonuses are
increases by +10 ft. at 5th level. At 12th you gain an additional +2 bonus to ini-
at base amounts but may be increased
level, this bonus increases to +20 ft. tiative and to Knowledge (geography),
following the favored terrain ability
These bonuses apply only when the Perception, Stealth, and Survival skill
rules.
ranger wears light or no armor. checks.
Woodland Stride (Ex) Ω Additional Favored Enemy Ω: See the “Ranger” section in Chapter
Swift Tracker (Ex) Ω You have additional favored enemies. 3 of the Pathfinder Roleplaying Game.
Evasion (Ex) Ω Prerequisite favored enemy class <
Quarry (Ex) Ω ability
Camouflage (Ex) Ω Benefit You may choose one addi-
Improved Evasion (Ex) Ω tional favored enemy. All bonuses are
Hide in Plain Sight (Ex) Ω at base amounts but may be increased
Improved Quarry (Ex) Ω following the favored enemy ability
Master Hunter (Ex) Ω rules.

The Spell-less Ranger


Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +2 +0 1st favored enemy, track, wild empathy
2nd +2 +3 +3 +0 Combat style feat, stealth attack 1d6
3rd +3 +3 +3 +1 1st favored terrain, endurance, nature’s healing
4th +4 +4 +4 +1 Hunter’s bond, ranger talent
5th +5 +4 +4 +1 2nd favored enemy, fast movement +10 ft.
6th +6/+1 +5 +5 +2 Combat style feat, stealth attack 2d6
7th +7/+2 +5 +5 +2 Ranger talent, woodland stride
8th +8/+3 +6 +6 +2 2nd favored terrain, swift tracker
9th +9/+4 +6 +6 +3 Evasion, ranger talent
10th +10/+5 +7 +7 +3 3rd favored enemy, combat style feat, stealth attack 3d6
11th +11/+6/+1 +7 +7 +3 Quarry, ranger talent
12th +12/+7/+2 +8 +8 +4 Camouflage, fast movement +20 ft.
13th +13/+8+/+3 +8 +8 +4 3rd favored terrain, ranger talent
14th +14/+9/+4 +9 +9 +4 Combat style feat, stealth attack 4d6
15th +15/+10/+5 +9 +9 +5 4th favored enemy
16th +16/+11/+6/+1 +10 +10 +5 Improved evasion, ranger talent
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight
18th +18/+13/+8+/+3 +11 +11 +6 4th favored terrain, combat style feat, stealth attack 5d6
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry, ranger talent
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy, master hunter

Kobold Quarterly 11 69

D. Christopher Dawson (order #1747754) 7


Maps of Fantasy 

Farragum, the Howling City


By Dan Voyce
Art by Sean Macdonald

I
yearned mightily to enter this fasci- the throngs of derro, mad-eyed war there, at least for a while. The cavern’s
nating yet repellent city, and besought beasts are provoked to berserk rages, chill air, stagnant water, and infesta-
the bearded man to land me at the caged savants are nursed by crooning tions of rabid bats, rats, and plague
stone pier by the huge carven gate…; cloakers, and enchanted anvils cry out scorpions all foster disease. By far the
but he gently denied my wish, saying, in shame at the blasphemous artifacts most dangerous threat is the preter-
“… Therein walk only daemons and being hammered into shape. Demons natural wind, which roars ceaselessly
mad things that are no longer men, and lurk in shadowed corners hoping to throughout the cave.
the streets are white with the unburied be the next fad god, while ghouls and
bones…” worse things trade secrets of forbidden The Wailing Wind
—H.P. Lovecraft, “The White Ship” lore. 3.5E—All sane characters become
shaken if they spend more than 1 hour
Among the tenebrous tunnels of Getting There exposed to the wailing wind and must
the lands below lies a cave whose very Derro travel to and from Farragum make a Will save each subsequent hour
air seems to wail and scream. Winds by the Black Road—an extradimen- of exposure (DC 15 + number of hours
drawn down from distant skies are sional tunnel of shrieking darkness (see exposed) or suffer 1d4 wisdom dam-
funneled through hairline cracks, Kobold Ecologies); however, this method age. If you use the Knowledge (for-
producing a demoniac keening that is not recommended for travelers who bidden lore) skill in your game, then
drives both man and beast insane. Here want to stay sane. The alternative is every 6 Wisdom points lost grants the
the derro make their home in a riot of squeezing through a claustrophobic character 1 rank.
frantic madness and deafening cacoph- labyrinth of cracks and crevices or 4E—The Wailing Wind is treated
ony that they call Farragum, the howl- braving the icy waters of the Bleak like a disease. It makes an attack roll
ing city. They claim their abode is the Angor, a subterranean river that laps every hour that a PC spends exposed
jewel of the underworld, a metropolis sluggishly at the city before converg- to the wind and can spread via psychic
of transcendent wonders still echo- ing with the baleful waters of the Styx damage dealt by infected creatures.
ing with their victory cry when they somewhere below. Infiltrating the city
conquered the world… but then, derro itself means braving the Road of Bones It’s difficult but not impossible to
have always seen things differently. or a stealthy creep through the city’s make a life among the derro. Though
Half-flooded with stagnant water that fungus fields and fetid, silt-clogged they are violent and megalomaniacal,
ripples in uncanny patterns, Farragum lake. enough of them understand the need
huddles on several stalagmite islands for trade and diplomatic relations, and
and in maze-like warrens in the pitted Adventuring in Farragum most derro glimpse so many strange
walls. Howler packs splash through Danger awaits all who brave the howl- and unreal things in their lives that
its puddle-filled alleys, cloakers flutter ing city but it’s possible to survive they often ignore visitors who keep a
above, and aboleth roam the surround-
ing waters; most other races avoid the Madness of the Wailing Wind Level 16 Disease
place except for brief trade excursions. The insidious wind whistles in your ears, whispering Attack: +18 vs. Will
Set into the walls, trumpets harness the blasphemous secrets impossible to ignore. Endurance improve DC 31
eternal wind and stone faces gibber— maintain DC 26
worsen DC 25 or lower
the lost souls of derro, entombed in
rock. The target is Initial Effect The target is The target is Final State The
cured. The target is distracted by dazed. Hallucina- target is driven
Despite all this, the city teems with
deafened. hallucinatory tions interfere mad.
life. Its arena echoes with bloodthirsty enemies, taking with almost every
cheers, its shrines with babbled prayers a -2 penalty action, inflicting a
to hundreds of dark and terrible spirits. to attack rolls -5 penalty on at-
Traders jostle in its markets, selling and becoming tack rolls and skill
booty from a dozen subterranean races vulnerable 5 checks.
and meat of unknown origin. Between psychic.

70 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


low profile. Curious cave dragons, ghouls from the Empire, ers prefer to travel by ferry. The trouble is not the bridges'
aboleth sages, and even stranger creatures venture here from rickety planks, but rather the gangs that extort bridge tolls
time to time. Most are at least half-mad from the wail- from all who pass.
ing wind but all have suffered at the hands of their hosts. 5. Floating Shanties
Shrewd adventurers might find help or a bolthole among Pontoons cut from tar-coated mushroom stalks cluster at the
these unlikely allies. base of each stalagmite island. They form a maze of floating
1. The Road of Bones bars, brothels, and bazaars chaotic even by the standards of the
The quay is a crudely carved spur of rock bedecked with ani- howling city. Here, visitors can find all manner of wild promises
mated skulls that chatter and moan. A causeway of packed mud and bloodstained booty: Demonic servants, abhorrent weapons,
and bones leads to the nearest stalagmite island, though the necromantic compounds, and other goods forbidden in sane and
path leads between the splayed ribs of some gigantic beast. Flags civilized lands are all sold openly in Farragum.
of purple worm hide decorate the ivory columns, snapping and Thugs threaten and beat any non-derro visitors who try
fluttering in the endless breeze. to make their home on the stalagmite isles, so most stay in
Rafts and barges moor here but the docks also cater to the floating shanties. Skum merchants serve masters in the
aquatic visitors. There is no gate or wall to bar entrance to waters below, rubbing shoulders with ghoul traders, troglo-
the city, but dozens of derro mob any approaching party not dyte slavers, kobold merchants, and drow epicures with an
large or tough enough to frighten them off. interest in the perverted and extreme.
2. Fungus Fields 6. Methor’s Galleon
Clumps of luminescent mold grow in unwholesome runic The skeletal wreck of a majestic surface galleon is listing half-
shapes, sharing the spongy ground with a forest of giant mush- sunk in the lake, most of its valuable timber stripped off long
rooms. The air is full of spores: some fine as dust, others large ago. Panels of fluttering leather provide privacy to its current
enough to choke on. occupants.
A wide crescent of silt-encrusted rock rises out of the No one knows exactly how or when this ship arrived (it is
brackish water, dotted with large fungi—variously poison- far too big to sail the subterranean river), but for as long as
ous, hallucinogenic, or edible (and some all three). The anyone remembers, it has been home to Methor, an aboleth
air is laced with spores that conjure up phantasmal killers sage and merchant from their enclave of Idoret. The broken
from the dark recesses of the mind. The derro send masked hull allows him easy access from the depths of the lake while
slaves to harvest the fungi and dispose of bodies in the providing land-bound visitors with relatively comfortable
nutrient mulch. There, they also cultivate ropers, otyughs, surrounds. Slime-dripping servitors guard the wreck from
and phantom fungi as a defense against intrusion, and the further pillaging, but desperate derro try to steal wood daily.
cave wall is honeycombed with passages leading off into the Methor trades in primeval lore and claims to care noth-
underworld. ing for the Prophet-Consort’s orders. For the right price, he
helps visitors (and escapees) travel safely through the city.
3. Lake Angor Those who cannot pay his fees find themselves bound to the
The lake is like a mirror of obsidian reflecting the ceiling above. aboleth’s service. His usual tasks include recovering treasures
Tiny luminescent shapes can be glimpsed in its black depths, from the deep recesses of the earth or striking at his main
obscured from time to time by larger silhouettes. rival in the city, a glabrezu known as Abbas of the Violet
Aboleth sometimes visit the stagnant waters, but they Eyes.
aren’t the primary danger. Swarms of electric eels call Lake 7. Arena
Angor home, drawn to the foodstuffs that derro scatter on At the summit of Farragum’s central isle stands a coliseum
the water daily. Eel flesh graces many a dinner-plate and the where baying crowds slaver over gladiatorial events. These events
derro harness their lightning charge in countless rituals and are often extremely one-sided, little more than public exhibi-
strange inventions. Occasional aquatic oozes also haunt the tions of torture and murder. Devotees of Bandegreb—the derro
water. Even the largest derro rafts are sometimes dragged torture god—hold sway, pitting beasts and prisoners against
below. each other and elaborate death-dealing devices.
4. Stalagmite Islands The arena’s outer slopes are home to the city’s most color-
With most of Farragum flooded, its inhabitants must cram onto fully eccentric derro. Many work as entertainers and they
whatever dry land is available, and the derro live in packed create a grotesque and violent atmosphere when major
squalor. Shacks and lean-tos cover each island, many hiding games are held.
tunnels into the rock. There are no streets or roads—in many 8. Raider Bivouacs
cases derro simply clamber across the roofs. Mud and filth is The cry of tortured beasts rises over the wind, issuing from cor-
everywhere. rals scattered throughout this assemblage of tents and campsites.
Crumbling bridges link the stalagmites, so many travel- Sullen derro rove the area, their hands never straying far from
Kobold Quarterly 11 71

D. Christopher Dawson (order #1747754) 7


their weapons. Consorts claim that its notes harness not just the cavern’s
Derro with a love of battle muster here in preparation wind but the deranged ululations of Addrikah herself.
for their next raid. Duels and challenges are common but The engine’s tones can deafen and disorient, fascinate
otherwise the camps are surprisingly disciplined and orga- and instill hypnotic suggestions, or focus into a destructive
nized. The scattered corrals hold semi-domesticated howlers, blast to keep rebellious districts in line. They also regulate
otyughs, giant carrion beetles, and other animals in training the city with a roughly 24-hour day and night cycle. The
as arena champions and living war machines; their roaring engine regularly emits such awful sounds that even the mad-
and snarling forms a constant backdrop. Occasionally beasts dest derro is driven to ground for a few hours. During this
manage to escape and run amok. curfew howler packs roam the streets, adding their croon to
9. Blasphemous Forges the clamor and tearing apart anyone they find. The relative
The hot crimson glow of forges warms the forge quarter, and quiet once they slink away marks the beginning of each
the ringing of hammer on anvil and the hiss of quenching steel derro day.
almost drowns out the wailing wind. The streets seem com- 12. Cloaker Aerie
paratively peaceful, but paranoid artisans glare out from every
Dark shapes flit around a cluster of stalactites dotted with dark
doorway.
openings. Immature derro dangle in brass cages set beneath these
Derro smiths combine dwarven skill with insane mysti- holes. Every now and again one of the dark shapes alights on a
cism and spells stolen from the drow to craft horrific and cage to croon at its resident.
bizarre weapons: poisoned iron and gibbering steel, ghoul
muzzles, enslaving chains, and fearsome alchemical bom- The cloaker race seems to find the wailing wind as
bards. The artisans guard their secrets carefully, always comforting as others find it torturous, and a considerable
ready to test their weapons on those who pry into their number make their home in the cavern’s ceiling. Derro
affairs. (See Dwarves of the Ironcrags for details of derro children dangle in cages near the aerie, exposed to cloaker
technology.) moaning since the day they were born. Most die or descend
10. The Prophet’s Pillar into catatonia, but the survivors become feral mystics whose
Brute strength and madness are the city’s only laws, but Far- potent mental powers burn out their shriveled bodies all too
ragum is not quite in anarchy. The lunatic masses are ruled by quickly.
the derro chosen as Prophet-Consort, sacred representative of In exchange for the creation of these caged savants, the
Addrikah, Mother of Madness. The Consort steers the populace cloakers are permitted to carry off derro for their own pur-
using crude but effective demagoguery and bribes of food and poses. Indeed, the creatures swoop down to snatch victims
weapons, but his reign is typically brief. If madness or mis- off the streets without attracting much attention.
chance doesn’t do a Prophet-Consort in then some charismatic <
rabble-rouser inevitably usurps the throne.
Farragum’s leader lives in a hollow stalagmite devoid of Farragum and the Halls of the
the usual mass of housing but crawls instead with savants, Mountain King
supplicants, and pretenders to the throne. The “palace” is Farragum lies beneath Mount Rygar, far below both citadel
little more than a series of interconnected torture chambers, and mines in the Ironcrag Cantons. It’s here that the forsaken
where horrors both real and imaginary are called up from muster for assaults on the upper halls, watching the strug-
the dark. gling dwarven visitors with hungry eyes. Adventurers reach
At the heart of this maze, the Mother’s Stair spirals down the howling city via an offshoot of the poisoned passage (see
into lightless depths. Each Prophet-Consort must descend Halls of the Mountain King) or one of the thoroughfares lead-
these steps learn the mysteries of Addrikah’s cult, emerg- ing from the Trochil Gate. If they do not feel up to exploratory
ing even more deranged yet always with the fiery charisma spelunking, NPCs like the Watcher can guide them to the city
necessary to direct the derro horde. (see Dwarves of the Ironcrags).
11. Screeching Engine Other events can send the PCs to Farragum in several ways.
Crowning the stalagmite is a massive engine that looks like Perhaps derro raiders snatch vital provisions and a daring
the crossbreed of a pipe organ, giant bagpipes, and the dark- expedition could steal them back, or the pipes around the
est of dreams of Limbo. Its carved trumpets resemble howling Hearthforges start to echo with diabolical music from the
demonic faces, each emitting a different discordant note that sets screeching engine. If a fight in the halls goes badly, the PCs
your teeth on edge. may be brought to Farragum as slaves. Many enemies in the
halls are greedy enough to sell captive heroes to Farragum’s
The Prophet-Consort wields the Screeching Engine as
arena, sparing their lives. Of course, this is no mercy; the party
a whip to drive his people. Perched on the summit of the
is condemned to a messy death before cheering crowds – un-
Prophet-Consort’s palace, its pipes jutting out in all direc-
less they escape.
tions like the bent points of a giant crown. All Prophet-
72 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


Kobold Quarterly 11 73

D. Christopher Dawson (order #1747754) 7


Black
& Read
Your Friendly Local
Game Store
* Buy
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74 Kobold Quarterly 11

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Dwarves
TM

Ironcrags
TM

of the
PRESENTS
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by Wolfgang Baur
RAIDERS, BRAWLERS & TRADERS

Dwarven Secrets Revealed


History and Society of the Ironcrags
Dwarven Gear and Rune Magic
Secret Prestige Class
Gearforged of Zobeck
Rituals for Gearforged PC
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Six Dwarf-centric Monsters
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D. Christopher Dawson (order #1747754) 7


The Free City

Road and River


By Wolfgang Baur
Art by Olaus Magnus

T
he commerce of a trade city sounds glamorous: silks
and spices, mithral and magic, relics and lore, all
the things changing hands between locals, visitors,
and sharp-eyed wanderers. Everything seems sweeter when
minstrels sing about it—largely because they go easy on the
sweat and donkey shit. But the Crown square merchants expected to pull at the oars. Forests crowd the riverbank for
know the truth of it: “There’s no such thing as easy money.” long miles, hiding elven bandits and worse. And the river
itself is often filled with snags, shifting sandbars, and other
Mercenaries and House Guards bargemen whose cargo may have been stolen. Some barge-
The traders and stevedores make their coin because someone men turn to banditry in their despair; they pretend friend-
has to actually move all the iron, wheat, silver, ale, wool, ship and then turn pirate.
and timber that Zobeck deals in. The traders take a whip
The Road South
hand to kobolds or humans who load and unload the city’s
The Magdar Kingdom is a fine and reasonably stable king-
barges, oxcarts, mule trains, and haywagons. Once the trip
dom of insanely ambitious and scheming barons, dukes, and
begins, the costs rise in time, toil, fodder, and (all too often)
bastard princes. They all spend their time vying for the Eagle
blood—someone has to defend the cargo against the robber
Crown of the kingdom, though there have at times been
knights, the ravaging ogres, and the grasping petty lordlings
as many as 12 Immortal Kings of the Magdar within 18
who close their bridges until tolls are paid.
months. Despite their politicking and scheming and poison-
Rava may command the hearts of priests and dwarves,
ings, t they do appreciate the trade goods that flow through
but to the rest of Zobeck commerce is king. The Free City
their kingdom, for they pay for the rarest poisons and the
spurns no opportunity to increase its coffers by even cop-
priciest assassins.
pers; many are the merchants who most prize the most
These goods themselves are carried in oxcarts, and that
uneventful and short trade routes, often to Cronstadt or means they travel very slowly indeed. Twelve miles is a good
Hammerfall. There are always specialists, though, rare day. There are at least two good reasons for this: Oxen are
and spectacular: the Templeforge airships down from the cheap and pull well; and ox carts can be drawn into a circle
Ironcrags; the Flying Cities of Sikkim, charging the air with like a small fortress each night. The latter’s importance
their alluring spice; even the Shadow Road of the Ban Sidhe, cannot be understated—the White Mountain Marches are
connecting the Free City to the courts of the Shadow. As nothing but a nest of robbers, and the raiders from the Mah-
all good traders must learn, everyone wants something and roti Empire take whatever they can.
everything wants someone—meaning that you must always Travel south is always full of opportunities for advance-
be ready to adjust with the market and read its vagaries. ment: half your guard company will be dead by the time you
reach Harkesh.
River Traffic
The “easy money” is getting on a barge and floating down Magic of the Crossroads
the river to Srevresta and the Duchy of Perun’s Daughter. So why do so many trade houses put their trust in Zobeck
Certainly, pulling an oar is easier than marching up a moun- and her guardsmen? Why pay more to ship it through
tain, but the work’s not so easy that guards are tripping over Zobeck when the passage through the Goblin Wastes is
one another volunteering for it. The river gods are fickle, shorter? Perhaps Mammon smiles on the city. Perhaps, the
especially in spring, and a pack of river trolls can capsize a people of the Free City take less for granted and work a little
barge no matter how heavily it is laden. Worse, the songs of harder than those of Doresh, Magdar, or Mahroti. Perhaps
the lorelei can distract a pilot, and hill giant bandits can sink a little magic happens where the river crosses the Great
a cargo and loot the wreck with a few well-placed boulders. Northern Road.
And, of course, if the cargo doesn’t go through, the guards Fair weather or foul, rich cargo or poor man’s clay, there’s
don’t get paid. Say what you want about the stink of a mule always something shipping in Zobeck. Where you headed,
train, at least you won’t drown in your armor. muleskinner? Oh sure, I know that road. Take me with you;
If the barge arrives at the Duchy, the tough customers I’m sure you’ll need another sword.
will find plenty more work going back upriver. Guards are <
76 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


Cartographer: Jonathan Roberts

Kobold Quarterly 11 77

D. Christopher Dawson (order #1747754) 7


78 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7


FIRST FAVORED ENEMY SECOND FAVORED ENEMY THIRD FAVORED ENEMY
Type (Sub type): Type (Sub type): Type (Sub type):

Skill Attack / Damage Skill Attack / Damage Skill Attack / Damage


Bonus Bonus Bonus Bonus Bonus Bonus
Total Skill Bonus Notes: Total Skill Bonus Notes: Total Skill Bonus Notes:
Bluff Bluff Bluff
Knowledge Knowledge Knowledge
Perception Perception Perception
Favored Enemies

Sense Motive Sense Motive Sense Motive


Survival Survival Survival

FOURTH FAVORED ENEMY FIFTH FAVORED ENEMY SIXTH FAVORED ENEMY


Type (Sub type): Type (Sub type): Type (Sub type):

Skill Attack / Damage Skill Attack / Damage Skill Attack / Damage


Bonus Bonus Bonus Bonus Bonus Bonus
Total Skill Bonus Notes: Total Skill Bonus Notes: Total Skill Bonus Notes:
Bluff Bluff Bluff
Knowledge Knowledge Knowledge
Perception Perception Perception
Sense Motive Sense Motive Sense Motive
Survival Survival Survival

FIRST FAVORED TERRAIN SECOND FAVORED TERRAIN THIRD FAVORED TERRAIN

Terrain: Terrain: Terrain:

Skill Initiative Skill Initiative Skill Initiative


Bonus Bonus Bonus Bonus Bonus Bonus

Total Skill Bonus Notes: Total Skill Bonus Notes: Total Skill Bonus Notes:
Know. (Geog) Know. (Geog) Know. (Geog)
Perception Perception Perception
Favored Terrains

Stealth Stealth Stealth

Survival Survival Survival

FOURTH FAVORED TERRAIN FIFTH FAVORED TERRAIN STEALTH


ATTACK *
Terrain: Terrain:

NATURE’S HEALING **
Skill Initiative Skill Initiative
Bonus Bonus Bonus Bonus Heal Skill Additional Damage
Bonus Healed
Total Skill Bonus Notes: Total Skill Bonus Notes:
Know. (Geog) Know. (Geog)
Perception Perception MOVEMENT
Stealth Stealth BONUS **

Survival Survival * When against a Fovered Enemy or in a Favored Terrain


** When in a Favored Terrain

Kobold Quarterly 11 79

D. Christopher Dawson (order #1747754) 7


Animal Companion
COMPANION TRICKS
NAME
Bonus Tricks Total Tricks
Animal Type Age

Alignment Size

Hit Dice (d8) WOUNDS / CURRENT HP

Hit Points

Character Class Level

STR / DEX Bonus

Space Reach SKILLS


BASE SPEED SWIM TOTAL ABILITY RANKS MISC
SPEED SKILLNAME BONUS MOD. MOD.

Acrobatics (Dex) = + +
FLY MANEUVERABILITY CLIMB BURROW Climb (Str) = + +
Escape Artist (Dex) = + +
Fly (Dex) = + +

ATTRIBUTES Intimidate (Cha) = + +

SCORE MOD. MISC. Score MOD. MISC.


Perception (Wis) = + +
Stealth (Dex) = + +
STR INT Survival (Wis) = + +
DEX WIS Swim (Str) = + +
= + +
CON CHA
= + +
= + +
SAVING THROWS = + +
= + +
BASE ABILITY MAGIC MISC. TEMP.
TOTAL SAVE MOD. MOD. MOD. MOD.

Fortitude = + + + + SPECIAL QUALITIES & ABILITIES


Reflex = + + + +

Will = + + + +

COMBAT
DEX MISC. MISC. MISC.
TOTAL MOD. MOD. MOD.

Initiative = + +

ARMOR CLASS
ARMOR DEX SIZE NATURAL MISC. MISC.
TOTAL BONUS MOD. MOD. ARMOR MOD. MOD.
FEATS
= 10 + + + + + +

MISC.
Touch Flat-Footed

BASE ATTACK DAMAGE, SPELL, ENERGY RESISTANCE

BONUS
STR SIZE
TOTAL BAB MOD MOD MISC. MOD

CMB = + + +
DEX SIZE
TOTAL BAB
STR
MOD MOD MOD NOTES
CMD = + + + +10

ATTACKS / DAMAGE

80 Kobold Quarterly 11

D. Christopher Dawson (order #1747754) 7

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