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www.koboldquarterly.com
Earthdawn
®
Kobold Quarterly 9 1
contents
4
Editorial
A Season of New Things
7
Letters
From the Mines
11
Remarkable Magic
22
Arcane Servants Pat Loboyko brings us a vision of a
Unfamiliar Familiars queen of many-colored dragons, and
the kobolds who love her.
By Adam Daigle
More than cats, rats, and bats.
25
Ecology
Ecology of the Maenar
by Matthew Hanson
Reviews
The rage within turns into power without.
Book Reviews 53
31
Kobold Diplomacy by Neal Hebert, Cynthia Ward, and
A Conversation with Dave Arneson Pierce Watters
The man who invented the game we love. Rules Advice
by Monte Cook
42 Kitsune: the 4e Fox Folk Maps of Fantasy
Kobold in Chief
4 Kobold Quarterly 9
®
6 Kobold Quarterly 9
From the Mines
Dispatches and Complaints
Kobold Letters
Hooked on Brawling And if you are interested in additional
4E Ecology articles, we will just mention
Since Dragon went kaput, I’ve been
the new Kobold Ecologies book, available
refusing to look at, think about, or
play D&D out of some strange kind of for preorder now from the KQ Store.
protest. Foolish? Probably. But thanks Rules for a Fluid Environment
to Kobold Quarterly issue #8, I’m
I agree with last issue’s letters that what
hooked again.
makes D&D great is the ability to
The Salvatore interview was first-rate,
generate a strong storyline, character
but the piece that really got me was
development, and the DM’s ability
“Tossing Kegs and Smashing Chairs.”
Since I often play barbarian characters, to weave it all together and improvise When all the rules are followed, they
I enjoy a good brawl perhaps more when appropriate. But I think that come together in a beautiful matrix of
than most. adhering to a strong mechanic and possibilities from which every charac-
Thanks for reminding me how much most, if not all, of the rules is just as ter imaginable can roleplay, story-tell,
fun RPGs are, and thanks for the tips important. develop, and interact in an endless
on how to create a little mayhem, too. The rules represent the boundaries stream of heroic and memorable deeds.
I’ll be looking for more advice, inter- of your world and it is the challenge of All you need is a DM who knows the
views, and fun in future issues for sure. the DM to make the world come alive rules and sets a solid foundation for the
-Ryan G. Van Cleave with action, adventure, and intrigue, players.
to make being a character fun and To me, a great DM knows the entire
Smash a keg for us! We’re always glad to
interesting within those boundar- mechanic and lets the players do the
pull someone back into gaming.
ies. The closer your group follows the improvising. The players tell the story.
Most Impressive mechanics of the game, the more firm Like the timbers of a great theater, the
rules need to be clear and firm to set
(Obi-Wan Has Taught You a foundation the characters have within
the stage where the players will act.
Well, Young Kobolds) the world. Not using the complete
mechanics of the game by saying you Weak rules equal blurred walls and
I just wanted to let you know that I subjective storytelling by the DM. The
recently picked up my first issue of focus on storytelling and roleplaying is
stronger the mechanic, the less blurred
Kobold Quarterly, issue #7, at my not doing the game justice. Rules and
your world is, and the more freedom
local game store. A very impressive issue, roleplaying are not inversely propor-
and fun the players will have as their
and I intend to continue with KQ! tional. You can do both completely.
actions will determine objective and
The primary reason I picked this one By winging it or improvising too true successes and failures.
up was the 4E article on Centaurs, much, you make the game arbitrary If done correctly, a solid mechanic
although there was plenty of non- and subjective. In a group where the creates a fluid environment that allows
system specific content that made it DM doesn’t know the rules very well or players to think less about the rules
worthwhile. isn’t using them; when a character dies, and more about the things that makes
So long as KQ continues to provide how much of that death was decided playing their character so much fun;
engaging content and 4E material, you by the DM? In the player’s mind was each player’s idea of fun being different
have a new reader! he killed fair and square or did the DM and all of them possible with a solid
~Mr. Tori Bergquist calculate that this would be an appro- foundation as a springboard for their
We strive to live up to your exacting stan- priate time for a heroic death. When imaginations.
dards, Lord Bergquist! We promise right the PCs finish the big fight at the -Matt Lawrence
here and now that there will be some 4E end of a great adventure, how much
and lots of engaging content in all future of that victory belonged to the DM’s
Open Design and KQ
issues. opinions? I saw a review of Wrath of the River
King a step or two removed from EN-
You can write to us at letters@koboldquarterly.com or send paper mail to world and am trying to find a location
Kobold Quarterly, PO Box 2811, Kirkland, WA 98083 to order it from. I am working on a
campaign world with close ties to the
Kobold Quarterly 9 7
...is available now! This 224-page,
full color core book gives you all
the rules you need to adventure in
George R.R. Martin’s Westeros.
Designed by Robert J. Schwalb
(Black Company, Elder Evils) and
featuring a brand new game system,
A Song of Ice and Fire Roleplaying is
the fantasy gaming event of 2009!
Kobold Quarterly 9 11
Bard’s Gambit [General] defense. harp)
You twirl and spin your instrument, Prerequisite: 8 ranks in Perform Casting Time: 1 standard action
distracting enemies and opening them up (instrument), bardic music ability Range: touch
to attack. Benefit: While holding any instru- Target: Instrument touched
Prerequisite: Dex 13, 5 ranks in ment for which you have at least 8 Duration: 1 min./level
Perform (instrument) ranks in Perform, you gain a +2 shield Saving Throw: Will negates (harmless,
Benefit: While holding any instru- bonus to AC and a +2 morale bonus to object)
ment for which you have at least 5 saves against fear and mind-affecting Spell Resistance: Yes (harmless, object)
ranks in Perform, you may use its as- effects. The instrument’s music has an eerie,
sociated Perform skill rather than Bluff unsettling quality and discordance
to feint in combat. In addition, you Slip the Hold [General] weaves in and out of the notes. The
may make an offhand attack with the You know how to use an instrument to performer can affect undead creatures
instrument as if it were a light weapon, ward off enemies who get too close, and with bardic music class abilities.
dealing lethal damage equal to your you can use its leverage to escape holds.
unarmed attack. Prerequisite: 3 ranks in Perform Sustain
Hands Off! [Bard] (instrument) Evocation
When foes grab for your precious instru- Benefit: While holding any instru- Level: Bard 3
ment, they had better be prepared for the ment for which you have at least 3 Components: V, S, M (tuning fork)
ranks in Perform, you gain a +4 cir- Casting Time: 1 standard action
consequences.
cumstance bonus on checks to resist a Range: Touch
Prerequisite: 6 ranks in Perform
grapple, and you may use its associated Target: Instrument touched
(instrument), bardic music ability
Perform skill instead of Escape Artist to Duration: 1 min./level
Benefit: While holding any instru-
slip out of a grapple or pin. Saving Throw: Will negates (harmless,
ment for which you have at least 6
object)
ranks in Perform, you gain a +4 morale New Bard Spells Spell Resistance: yes (harmless, object)
bonus to resist disarm attempts and In the right hands, a musical instru- The notes linger and hang in the air,
may make an attack of opportunity ment creates much more than just echoing even after the bard has stopped
against the attacker even if they have beautiful music. It creates magical playing the instrument . The duration
a feat or ability that would prevent song. of any bardic music played on the tar-
such an attack (such as the Improved Greater Countersong geted instrument increases one round
Disarm feat). If you are ever magi- Transmutation per five caster levels.
cally compelled to release or drop your Level: Bard 1 Thieves’ Bane
instrument, you gain a saving throw Components: V, S Evocation
against the affect with a +2 morale Casting Time: 1 standard action Level: Bard 1
bonus (or a second saving throw to Range: Touch Components: V, S
break the effect if already under a spell’s Target: Instrument touched Casting Time: 1 standard action
influence.) Duration: 1 min./level Range: Touch
Saving Throw: Will negates (harmless, Target: One instrument
My Shield and My Strength [Bard] object) Duration: until discharged (D)
Your instrument is not only a tool but Spell Resistance: Yes (harmless, object) Saving Throw: Fort half
also a source of physical and psychic With a perfect pitch and an amplified Spell Resistance: No (object), Yes (see
sound, a bard uses the affected instru- text)
ment to enhance the countersong abil- This spell protects valuable instru-
Bardic Quickdraw ity, granting a +2 bonus to the bard’s
Bards who take the Quick Draw feat ments. If anyone other than the caster
gain the ability to ready their bardic Perform check. The enhancement touches the instrument, the assailant
instrument as a free action instead of stacks with a masterwork instrument’s is dealt 1d6 points of damage and an
a move action. This allows them to go bonus on Perform checks. Addition- additional +1 point per caster level of
from empty-handed directly to using ally, the spell increases the range of any fire, cold, sonic, or electricity damage
one of their bardic music abilities, so bardic music ability by 5 ft. per three
long as the instrument is not entirely (caster’s choice at time of casting). Spell
hidden from view. That is, a bardic in-
caster levels (to a maximum increase of resistance applies. Triggering the trap
strument in a rucksack, bag of holding, 30 ft.). discharges the spell.
or locked case can not be readied with
Quick Draw. However, one tucked into Song of Orpheus Alternate Abilities
a belt, slung over a shoulder, or kept in Necromancy Although it’s called bardic music,
a pouch but with the neck sticking out
can be subject to a quick draw.
Level: Bard 3 there’s nothing in the rules that says
Components: V, S, M (miniature bone a bard must strum a lute or pound
12 Kobold Quarterly 9
a drum to use his class abilities. A Success means the bard cannot use suggestion, but replaces the bard’s other
bard in touch with his soul needs no the joke ability on that creature for 24 class abilities with the following:
instrument. hours. 1st—Think on Your Feet (Su) The
These three variant bards rely on the For every three levels a bard attains bard can use a performance to alter an
spoken word rather than carrying a beyond 1st level, he can target one addi- unfriendly or hostile creature’s attitude.
tune to manifest their powers. To avoid tional creature with a single use of this The affected creature must be within
repetition, they have the following ability. Joke replaces inspire courage 30 ft. of the bard and able to hear and
in common: each requires the same and is an enchantment (compulsion), understand him. If the target fails a
number of ranks in a Perform skill as language-dependent, mind-affecting Will save, its attitude becomes indiffer-
the one it replaces; the Will save DC ability. ent towards the bard and his allies. If
against an ability equals the bard’s 3rd—Lift the Spirits (Su) The bard the bard or his allies threaten the crea-
Perform check; and a successful save can eliminate all fatigue and exhaustion ture, its attitude returns to hostile. For
means the target cannot be affected by from allies (including himself ) with a every three levels a bard attains beyond
the same bard’s ability for 24 hours. single use of this ability. Those affected 1st level, he can target one additional
must be within 30 ft. of the bard and creature with a single use of this ability.
Jester able to hear and understand him as he This replaces the inspire courage ability
Also known as fools and clowns, the tells jokes. Using this ability requires a and is an enchantment (compulsion),
bard who tells jokes and amusing full round of uninterrupted concentra- mind-affecting, language-dependent
stories develops the power hidden tion. Lift the spirits replaces the inspire ability.
in laughter. A jester must have the competence ability and is a language- 3rd—Lovable Rogue (Sp) The bard
requisite number of ranks in a comedic dependent, mind-affecting ability. can really talk himself up. At 3rd level,
performance skill to use the abilities 9th—Satire (Sp) Humor reveals the he can use charm person (as the spell)
described below. He retains fascinate, contradictions of existence. A jester can on a single creature. The effect lasts
countersong, suggestion, song of freedom use this ability on all enemies within for a number of rounds equal to 1 +
and mass suggestion, but gains the fol- 30 ft. who are able to hear and under- the bard’s Charisma modifier if the
lowing new class abilities: stand him. Any target failing a Will target fails a Will save. This replaces
save acts as if affected by a confusion the inspire competence ability and
1st—Joke (Sp) The bard can use a
spell for a number of rounds equal to is an enchantment (mind-affecting),
performance to affect one creature that
1 + the bard’s Charisma modifier. This language-dependent ability.
fails a Will save with hideous laughter
replaces the inspire greatness ability 9th—Save Me! (Su) When threat-
(as the spell). The effect lasts for as long
and is an enchantment (compulsion),
as the bard concentrates and tells jokes ened with harm, the bard can request
language-dependent, mind-affecting
(up to a maximum of one round per aid from a single creature (including
ability.
bard level). Each round requires the an enemy) within 30 ft. that can hear
15th—Truth in Laughter (Su)
bard to make a new Perform check and and understand him. If the targeted
Because all comedy is based on truth,
allows the target a new saving throw. creature fails a Will save, it defends the
a bard’s remarks cut to the bone of life.
bard for a number of rounds equal to
He can use a performance to affect a
1 + the bard’s Charisma modifier. This
single enemy within 30 ft. who can
replaces the inspire greatness ability
hear and understand him. If the target
and is an enchantment (compulsion),
fails a Will save he is stunned for a
mind-affecting, language-dependent
number of rounds equal to 1+ the
ability.
bard’s Charisma modifier. This replaces
the inspire heroics ability and is an 12th—Insult (Su) With a single
enchantment (compulsion), language- performance, the bard can set one
dependent, mind-affecting ability. other creature’s ears burning with a
well-placed verbal jab. The target must
Silver Tongue be within 30 ft. of the bard and be
Some bards possess the gift of gab. able to hear and understand him. If
Words are colors with which they paint the target fails a Will save, he becomes
fascinating scenarios and strange tales, so enraged that he cannot adequately
or use to convince, cajole, and lie. defend himself. He is considered flat-
A bard known as a silver tongue must footed for a number of rounds equal to
possess ranks in Perform (oratory) to 1 + the bard’s Charisma modifier. On
use the bardic music abilities described any round the target is attacked, the ef-
below. The silver tongue retains coun- fect ends immediately afterwards. This
tersong, fascinate, suggestion, and mass replaces the song of freedom ability
Kobold Quarterly 9 13
and is an enchantment (compulsion), 14th, +4 at 20th). If he chooses, the bard
mind-affecting, language-dependent may split the total between enhance-
ability. ment and special abilities. For example,
15th—Betrayal (Su) With a perfor- at 8th level he may grant a weapon a
mance, the bard can convince a single +1 enhancement and the keen special
creature that a friend has become an ability. The effect lasts for a number of
enemy. If the target fails a Will save, he rounds equal to 1+ the bard’s Charisma
attacks a creature of the bard’s choice modifier. This replaces the fascinate
for a number of rounds equal to 1 + ability and is a language-dependent
the bard’s Charisma modifier. The af- ability.
fected target must be within 30 ft. of 3rd—Hero’s Surge (Su) The bard
the bard and able to hear and under- can imbue himself or one ally with the
stand him. This replaces the inspire power of a legendary hero. As long as
heroics ability and is an enchantment the bard recites the appropriate stanzas
(compulsion), mind-affecting, lan- (to a maximum of 2 minutes), either
guage-dependent ability. he or one ally gain a +8 morale bonus
to Strength for the purposes of skill
Storyteller checks, breaking objects, escaping a
The storyteller uses the power con- grapple, or lifting, carrying, and drag-
tained in the ancient sagas to strength- ging items. This replaces the inspire
en himself and his allies. A bard with competence ability and is a language-
the requisite number of ranks in Per- dependent, mind-affecting ability.
form (storytelling) retains countersong, 6th—Brothers in Arms (Su) The
inspire heroics, inspire greatness, and song bard uses his knowledge of the sagas to
of freedom, but he replaces his other improve his own fighting tactics. With
class abilities with the following: this ability, one ally adjacent to the
1st—Champion’s Weapon (Su) The bard who witnesses the performance
bard can bestow the abilities ascribed gains a +2 circumstance bonus to AC
to weapons carried by legendary war- and cannot be flanked; the bard must
riors on a weapon. At 1st level, he can also be able to see his ally. The effect
add an enhancement bonus of +1 to lasts for as long as the bard concen-
any weapon. If the weapon possesses trates and five rounds thereafter. For
an enhancement bonus, the bard may every three levels the bard attains be-
instead choose to add a special abil- yond 6th, he can target one additional
ity to the weapon equivalent to a +1 ally with a single use of this ability.
enhancement. These enhancements This replaces the suggestion ability and
and special abilities can never cause a is a language-dependent ability.
weapon to exceed the magic weapons 18th—Glory of the Ages (Su) The
maximums in the core rules. bard can boost an ally’s defining
Enhancing a weapon is a standard ac- characteristic, much the same way
tion, and the bard must touch the item a legendary hero is identified with a
to be enhanced. At 8th level, and every distinctive trait. With a single perfor-
six bard levels thereafter, the enhance- mance, all allies within 30 ft. who can
ment increases by 1. (+2 at 8th, +3 at hear and understand the bard gain a +4
inspiration bonus to their highest abil-
ity score (bard’s choice in case of a tie).
The effect lasts for as long as the bard
concentrates and five rounds thereaf-
ter. This replaces the mass suggestion
ability and is a language-dependent,
mind-affecting ability.
<
14 Kobold Quarterly 9
Kobold Quarterly 9 15
Demon God
Camazotz,
Bat God
of the
Underworld
By Andrew Hind
Art by Hugo Solis
W
hen night casts the jungle
floor into stygian dark-
ness, death emerges from
the underworld. On silent wings
it hunts, leaving only a string of
twisted husks, completely drained
of life. Entire villages can per-
ish before its thirst is finally sated.
Only then, with the crowing of the
cockerel at dawn, does it reluctantly
retreat to the depths from which
it emerged. With the rising of the
sun, the world can breathe a sigh
of relief, as Camazotz, the bat-god,
sleeps fitfully in the darkness below.
While many stories of lurking mon-
sters and night terrors are simply de-
signed to frighten children, Camazotz
is all-too real. A being of pure savagery
and hatred, he is a vile demon that
holds sway over bats, vampires, and the
Favored Weapon maquahuitl (a heavy for so long, and in time, they had a
underworld. From the deep recesses of
wooden club edged down two sides falling out over who would lay claim to
the earth and the caves connecting to
the surface, he waits restlessly until the with razor-like obsidian blades) dominion over the sun.
slow creep of night begins to engulf the Texcatlipoca, true to form, would
History not negotiate in good faith and instead
land, and he may once again emerge to
At first, there was only darkness, abso- stole the sun, tying it to his waist. In an
feed and spread terror.
lute and unyielding. Tezcatlipoca—the unforeseen twist, his inherent darkness
Camazotz god of chaos and evil, who was as dark partially blocked out the, thus illumi-
Lesser god of bats, vampires, and the as shadow—and Quetzalcoatl—the nating only half the day. Quetzalcoatl,
underworld god of order and goodness—agreed to angered, knocked his rival out of the
Alignment CE put aside their animosity in order to sky with a stick, claiming the sun for
Domains Chaos, Evil, Travel create the world and the sun, which himself.
Typical Worshippers assassins, vam- would enlighten it. However, their mu- Tezcatlipoca, now earthbound,
pires tual loathing could only be contained was determined to steal the sun back
16 Kobold Quarterly 9
though he could not reach it; he zotz lifted them up and made them his Large drums of carved wood with
needed another to do the deed for him. own. heads of dire bat skin play an impor-
Who better than his own son? Because For Camazotz, these nocturnal tant role in rituals. Worshippers beat
Tezcatlipoca was so vile, however, no brethren relayed information, helped on them with human femur bones,
woman would willingly bed with him to attract mortal followers, and sought creating a deep, ominous thrum that
and he had no child. Desperate, Tezcat- out opportunities for advancement. builds to a wild crescendo as the sacri-
lipoca turned to his sister, Tlazoteotl— Camazotz’s power grew rapidly, par- fices are made in an orgy of blood and
the goddess of filth—to bear his ticularly among certain jungle tribes gore. All the while, bat-masked men
child. Their offspring, Camazotz, was where he was worshipped as a true god. and women dance in frenzy.
predictably malformed and debased; an While Camazotz has his own goals and Victims of these rituals are typically
unhealthy boy with rotting wings and motivations, he allows his network of dismembered in death. Organs are
a sinister temperament, skulking and agents, mortal and bat alike, to per- removed from the corpse for ritual
plotting. form tasks for other demon lords for feasting, while particularly notewor-
By the time Camazotz had grown the right price. thy victims are skinned to make body
into a man and could serve his father, Recently, Camazotz stole the fire suits or cloaks for high-ranking priests.
Quetzalcoatl had abdicated his role aspect of the decrepit deity Huhue- Finally, the corpse is thrown into an
as the sun, leaving it to the rain god, teotl, lord of the hearth and the fire of abyssal pit where it is believed Cama-
Tlacoc. But that is not to say he no life. This increased the bat-god’s power zotz will claim the soul as his prize.
longer had a stake in the sun, which and prestige: attracting new followers, Only in the most remote areas do fol-
served as the very foundation of life serving notice to the gods of his ascen- lowers of Camazotz practice their faith
upon the world he had helped cre- dancy, and solidifying his place in the in the open. Instead, most rituals take
ate. When Camazotz finally made his Abyss as a power to be reckoned with. place in deep labyrinths or caverns,
play and was within reach of success, Camazotz is eager to study the response their entrances marked with bat carv-
Quetzalcoatl sent a firestorm to burn to his theft. A decisive retaliation by ings and numerous niches for offer-
the earth, so Camazotz would inherit the gods is expected but not certain. If ings. Shrines are usually high-vaulted
nothing but a blasted wasteland. The they waffle and prove hesitant, perhaps chambers: ceilings are roiling masses of
flames raged to such heights that even the time rapidly approaches when Ca- roosting bats and floors are covered in
the sun was enveloped. Few survived mazotz can fulfill his destiny and claim guano. Though usually small, a large,
the sun for his father….or himself. established cult is a blight on the sur-
the devastation.
rounding land; their savage, nighttime
Camazotz was very nearly among the Cults assaults wipe out entire villages.
countless dead. He tried to fly above Camazotz is a brutal and violent deity, Since Camazotz assumed Huhue-
the flames, but they licked at his heels and his followers are blindly destruc- teotl’s fire aspect, he has taken to
and denied him escape. Camazotz tive and rapacious. His priests spread frightening villages into submission
then tried to outrun the inferno, but pain and horror wherever they go, by causing nearby volcanoes to flash
it was fast and tireless. Just as the fire feed upon the still-beating hearts of with plumes of fire and smoke, or by
was about to consume him, Camazotz their victims, and slaughter innocents unleashing tremors that shake the earth
spotted a gaping cave in the hills below. in his name. Clerics of Camazotz are and hint at an impending eruption.
He flew into it, crawling ever deeper granted the instincts and appetites of Desperate and superstitious villag-
into its darkness, traveling so far that a predator. They appear on the battle- ers light the night-fires and dance the
the flames gave up their pursuit. Cama- field in armor made from the flayed dance of frenzy around soot-stained bat
zotz traveled so far and so long that he skin of captives, wearing masks carved steles. Villages may choose the weakest
eventually emerged in the Abyss. to resemble a bat’s face. They wield for sacrifice, hoping blood will avert
He hid for decades while the maquahuitl, heavy wooden clubs edged his gaze.
firestorm above slowly burned itself with razor-sharp obsidian blades, as
out. Camazotz found kindred spirits favored weapons, ensuring combat is Allies and Enemies
among the denizens of this realm, be- bloody and dismemberment common. Camazotz is paranoid and insular
ings crafted from sin and hungry for More rarely, a morningstar fitted with and has as little to do with gods and
mortal souls. The Abyss warped and a hedge of sharp obsidian stone teeth demons as possible. That said, he can’t
twisted his form, leaving Camazotz may be wielded. completely ignore them; to do so
more beast than man, with bat-like
wings and face and with savage claws. Macahuitl
He also gained an affinity for the
One-Handed Melee Weapon
nocturnal creatures his form emulated.
Weapon Cost Dmg (s) Dmg (m) Critical Weight Type
Where many demons scorned the
Macahuitl 15 gp 1d4 1d6 19-20/x2 4 lbs. Slashing
creatures of the night as filth, Cama-
Kobold Quarterly 9 17
Statistics
Str 30, Dex 22, Con 25, Int 12,
Wis 22, Cha 25
Base Atk +28; Grp +42
Feats Alertness, Deflect Arrows, Dodge,
Exceptional Deflection, Flyby Attack,
Improved Initiative, Multiattack, Power
Attack, Stealthy, Wingover
Skills Balance +29, Bluff +30, Climb
+33, Hide +32, Intimidate +33, Jump
+33, Knowledge (the planes) +24,
Listen +31, Move Silently +32, Search
+24, Spot +31, Survival +29
Languages Abyssal, Common,
Draconic, Ignan, Infernal, Olmec (Mixe-
Zoque); speak with bats,
telepathy 300 ft.
SQ heat mantle
Special Abilities
Fire Breath (Su) Camazotz can
breathe a 30-ft. cone of unholy fire
once every 1d4 rounds: damage 10d8
(half fire, half unholy), Reflex DC 30. A
character that fails to save against this
would leave him open to their machi- Defense attack has his flesh scoured away by
nations. He counts his parents among AC 43, touch 15, flat-footed 37 the unholy fire and takes 1d4 points of
Constitution damage. The save DC is
his allies. Tlazoteotl is by far the more (+6 Dex, +28 natural, -1 size)
Constitution based.
hp 322 (28d8+196)
closely aligned of the two, a result Fort +23, Ref +22, Will +22
Gift of Vampirism (Su) Camazotz
of motherly pride and convergence may, at his discretion, raise those char-
DR 20/cold iron and good; Immune fire,
acters slain by means of his strength
of interests. Camazotz’s bats serve as paralysis, poison, sonic; Resist acid 10,
drain ability as vampires. The character
ideal vessels for delivering disease and electricity 10; SR 37
rises after 1d4 days and is completely
Weakness cold
pestilence to the unsuspecting world, under Camazotz’s control until such
and Tlazoteotl is pleased to devise time as he sees fit to grant it free will.
Offense At any given time, Camazotz may have
new plagues with which her son may Spd 30 ft., fly 50 ft. (average) enslaved vampires totaling no more
bedevil the world of mortals. Melee bite +37 (1d8+15 plus 2d6 fire than twice his own Hit Dice.
Texcatlipoca is a bit cooler towards plus 2d6 Strength drain) Heat Mantle (Su) Camazotz is
2 claws +35 (1d6+10 plus 2d6 fire plus infused with the heart of volcanoes and
his offspring. Though Camazotz has 2d6 Strength drain) inflicts 2d6 points of fire damage when
been useful in the past and may prove Space 10 ft.; Reach 10 ft. he strikes a foe with bite or claw. A foe
so again, Texcatlipoca doubts his Special Attack fire breath, gift of vam- that strikes Camazotz with a natural
pirism, strength drain, summon bats, weapon or unarmed strike also takes
loyalty. He wonders whether his son summon demon 2d6 points of fire damage.
will deliver him the sun, as he has long Spell-Like Abilities (CL 23rd) Having recently taken on the fire
promised, should he ever be successful At will—astral projection, blasphemy, aspect of Huhueteotl, Camazotz has
in claiming it. And with so many inter- deeper darkness, desecrate, detect developed several abilities that were
good, detect law, greater dispel magic, heretofore alien to him (notably his fire
ests overlapping—the night, vampires, greater teleport, nightmare, planeshift, breath, heat mantle, and immunity to
the underworld, and the dead—Tex- shapechange, telekinesis, unhallow, fire). If Huhueteotl ever reclaims his
catlipoca has cause to worry whether unholy aura, unholy blight domain over fire and volcanoes,
Camazotz might make a play for sole 3/day—banishment, haste, symbol of Camazotz will lose these abilities.
control over these domains.
pain See in Darkness (Ex) Camazotz can
1/day—earthquake, shades see perfectly in darkness of any kind,
Huhueteotl despises Camazotz for even that created by deeper darkness.
stealing his fire aspect. While greatly Tactics Speak with Bats (Ex) Camazotz
reduced in power now, the aging god Before Combat Camazotz prefers to can speak with all bats and bat-like
let followers and summoned creatures creatures.
schemes to restore his power and de- do his bidding. Strength Drain (Su) Any creature
stroy the fiend that humiliated him. During Combat If directly confronted, damaged by Camazotz’s bite or claws
Camazotz attempts to remain airborne suffers 2d6 points of Strength damage
Camazotz CR 24 while making darting attacks on its (DC 30 Fortitude halves).
CE Large outsider (chaotic, evil, enemies, breathing fire and turning Summon Bats (Sp) Camazotz can
extraplanar, fire) enemies into vampiric thralls. summon 4d6 dire bats or 2d6 bat
Init +10; Senses darkvision 120 ft., see Morale If confronted with overwhelm- swarms with 100% chance of success
in darkness; Listen +29, Spot +29 ing force, Camazotz flees, using greater once per day. The bats appear imme-
Aura fear teleport or planeshift. diately and serve the demon for up to 1
18 Kobold Quarterly 9
hour. This ability is the equivalent of an said to open up into countless caves on
8th level spell. numerous worlds across the Material
Summon Demon (Sp) Once per day,
Camazotz can summon 4d10 dretches Plane, they do have a core that serves as
of a variety native to his cavernous the seat of the bat-deity’s realm.
realm (pathetic, squat, and blubbery Here, the tunnels open up into a
creatures with clawed batwings for massive underground cavern, possibly
arms) as a standard action with 100%
chance of success. hundreds of miles across and contain-
Telepathy (Su) Camazotz can ing a teaming tropical jungle. The thick
communicate telepathically with any foliage masks a complete eco-system,
creature with a language to a range of
from screaming monkeys whose bite
300 ft.
drives men to madness, to lurking
Appearance and Portrayal panthers that step through shadows
Camazotz may take on several forms, and constrictor snakes large enough
including that of a monstrous gore- to effortlessly crush an ox. The only
caked bat or a simple peddler who animals absent from this realm are
looks normal enough until one notices birds. Instead, Camazotz has ensured,
his pointed, bat nose and clawed feet. these dark skies are the sole domain of
His real form is that of a lean man his beloved bats.
with short-black fur, large membra- At the center of this jungle lies a se-
nous wings the color of coal growing ries of step pyramids: home and crypt
from his back, and a chilling bat head. alike to powerful vampire mages and
His lips are perpetually pulled back the Bloodied Wand, a group of oracles.
in a sinister smile, revealing a mouth After millennia of service, their bodies
lined with crooked, needle teeth, and have become as twisted and degenerate
his eyes glow red like burning embers as their souls. They are aged and with-
of hate. Long arms end in cruel claws ered things, infested with disease and
while his entire body radiates waves crippled by mutation both frightening
of intense heat. Merely looking upon and pitiable. They perform obscene
Camazotz strikes fear in all but the blood rituals atop their pyramids with
boldest mortal enemies. the screams of the dying fuelling the
Quick to anger, he often dispatches Bloodied Wand’s dark auguries.
aspects of his divine might to his Camazotz’s palace looms over the
shrines, as much to display his wrath domain, hanging from the ceiling
and power as for any other cause.
Rarely does he come to the Material In D&D Lore
Plane himself; killing a mortal means Camazotz had been a part of D&D
nothing to him. There is no remorse, lore for 30 years and is a principle figure
but neither is there satisfaction. Only in the pantheon of Greyhawk. He is
in mass slaying is there any sense of ac- occasionally called Zotz and Zotzilaha.
complishment and even that is fleeting. The bat-god made his first appearance
in the 1980 module, the Lost Shrine
Camazotz is a master schemer. He of Tamoachan, later playing a role in
believes everything is interlinked; a Dungeon Magazine’s “Savage Tide”
spark here could become a conflagra- adventure path.
tion there, if you know how to fan it There is some debate surrounding
properly. As in a complex chess game, whether Camazotz and Zotzilaha are
small moves can add up to larger ones, regional names of the same entity or
and Camazotz considers himself a mas- different deities. The editors of Dun-
geon magazine took the former stand,
ter at the game. It’s how he came about claiming the vile bat-fiend was known
humiliating Huhueteotl, after all, and as Camazotz in Hepmonaland and
how he plans to one day steal the sun. Zotzilaha among the natives of the
Amedio Jungle. Dungeon #143 noted
Realm Camazotz had taken on the fire aspect
Camazotz’s realm is a sprawling of Huhueteotl, which is in keeping with
Maya myth that associates the bat god
labyrinth of twisted, lightless caves. with Chamalcan, the god of fire.
Although the subterranean tunnels are
Kobold Quarterly 9 19
high above like a constantly expanding glassy and lifeless, an unmistakable evil skin bat loses its Dex bonus to AC.
mass of stalactites built of humanoid intent glimmers within them as a tooth- The skin bat is hard to remove; it has
skulls. The only entrances are balconies less mouth spreads wide in hunger. a +10 racial bonus to grapple, and to
set in the spires’ sides, ensuring the Skin bats are undead creatures cre- remove it an opponent must succeed
sanctum is inaccessible to those that ated from the skin flayed from the at pinning it. Even then, the creature is
do not fly. A corpse drained of blood, victims of sacrificial rites. They are peeled off reluctantly, taking consider-
face twisted into a grimace of unspeak- given a measure of unlife by a vile ritu- able skin with it (the victim suffers 1d4
able terror, occasionally drops from als involving immersion in the Abyssal hp damage and must make a DC 10
these dark portals to the ground below. flesh vats. They feed on the skin of Fortitude save or suffer a 1 Cha dam-
Camazotz has created flesh vats within living beings, replenishing their own age due to scarring).
constantly rotting skin. Paralysis (Ex) The saliva of a skin bat
these inverted spires that transform the causes paralysis. Victims of a suc-
flayed remnants of sacrifices into un- cessful bite attack must make a DC 13
Skin Bat CR 3 Fortitude save or be paralyzed for 1d4
dead abominations built of skin. These NE Medium undead
skin bats haunt the nighttime skies on rounds.
Init +3; Senses darkvision 60 ft.; Listen Skin Feeding (Ex) An attached skin bat
membranous wings. +3, Spot +3 hungrily feeds on its victim’s skin. Acid
secreted from its own skin dissolves the
Skin Bat Defense epidermis into a paste that is devoured
AC 13, touch 13, flat-footed 10 by tiny feeding tubes on the creature’s
A repulsive, bat-like creature darts (+3 Dex)
from the stygian darkness, appearing to underside. The target takes 1d3 points
hp 19 (3d12) of Charisma damage each round. When
be composed entirely from rotting sheets Fort +1, Ref +4, Will +4 it has drained 10 points of Charisma it
of stolen skin. Though its large eyes are Immune undead traits releases its victim and retreats to digest
the meal.
Offense Steal Face (Ex) When a skin bat re-
In The Real World Spd 10 ft., fly 40 ft. (poor) duces a victim to 0 Charisma (helpless),
A cult dedicated to an anthropomorphic Melee touch +4 (1d3+1) it peels the victim’s face off and places
bite -1 (paralysis) it over its own head and becomes even
deity with the body of a human and the
Space 5 ft.; Reach 5 ft. more terrifying. Creatures within 30 ft.
head of a bat emerged around 100 BCE
Special Attacks attach, paralysis, skin must make a DC 15 Will save to avoid
with the Zapotec Indians of south-west feeding, steal face, summon bats
Mexico. This god was associated with being frightened; friends of the fallen
suffer a -4 penalty on this save. The
night, death, and sacrifice. In time, the Tactics face rots away within 2d6 days.
veneration of Camazotz, or Cama Zotz Before Combat A skin bat prefers to Summon Bats (Ex) The excited, high
(translated as “death bat” or “snatch bat”), drop from the ceiling and attack with frequency cries of a skin bat attract
found its way into Maya lore. surprise. nearby bats of the mundane variety.
In Central American lore, there was no
During Combat They land on victims, Whenever a skin bat enters combat or
paralyzing them, and proceed to feed faces danger, there is a 50% chance
debate as to whether Zotzilaha was
upon the flesh. They leave once sated. that 1d3 bat swarms will arrive in 2d6
another name for the bat god. The Popol
Morale If confronted with a real threat, rounds. These bats are not under the
Vuh, a sacred Maya text, clearly identifies skin bats retreat in search of easier
Zotzilaha as the cavernous “house of bats” skin bat’s command.
prey.
where Camazotz resides, not an entity.
Statistics Environment
The Camazotz myth may have sprung
from a real creature. Fossil records found Str 12, Dex 16, Con —, Int 2, Wis 13, Skin bats can live almost anywhere.
in Central and South America dating Cha 6 In cool climes they tend to take long
back approximately 2,000 years reveal
Base Atk +1; Grp +12 breaks between feedings, since the cold
Feats Alertness, Weapon Finesse
the existence of an abnormally large bat
Skills Hide +6, Listen +3, Move Silently preserves their forms and negates the
with a wingspan of as much as 10 ft. This need to regularly replenish skin. This
+6, Spot +3
super-bat, called Desmodus draculae,
helps explain why they are so fre-
may have co-existed with the early Ecology quently attracted to the dark depths of
Zapotecs and been the source of their Environment any
Camazotz legends. Organization solitary, pair, or flock
ageless dungeons. In hot, wet, tropical
Belief in bat demons is widespread (4-8) climes where their skin decomposes
throughout Mesoamerica: Hik’al, or “neck- Treasure 1/10 magic (rings only), 1/10 more rapidly, they are voracious feeders
slitter,” of Chiapas; Socouyant of Trinidad;
items (rings only) by necessity.
Advancement 4-6 HD (Medium), 7-9
and Tin Tin of Ecuador. Cryptozoologists
HD (Large)
Typical Physical Characteristics
believe that those monstrous may Skin bats vaguely resemble normal
still be alive today, as reports of giant Special Abilities bats, with thin bodies, long trailing
bat-like creatures occasionally surface
throughout Latin America, from the Rio
Attach (Ex) If a skin bat hits with a tails, and large wings of flapping skin.
melee touch attack, it latches onto the
Grande Valley in Texas to Brazil, from victim, pulling its body tight against the
The typical wingspan is 8 ft. Its eyes
Puerto Rico to Mexico. victim and wrapping itself around it in an are large, lifeless and glassy. The color
effective grapple. While attached, the of their skin matches that of their prey,
20 Kobold Quarterly 9
and as a result, a skin bat’s coloration flies among the winged predators of
can change over time. They typically the underworld, reminding the living
weigh about 15 lb. why they fear the night and leading in
the feast upon the weak. The cult of
Alignment Camazotz is rare in the Inner Sea re-
Skin bats are always neutral evil. gion on the continents of Avistan and
They are products of foul necromantic Garund, where it is generally limited to
magic and exist to prey on the unwary tiny isolated pockets in the Darklands,
but they do not develop sinister plots deep underground. Across the ocean,
of their own. though, on the distant continent of
Arcadia, Camazotz’s faith is much more
Society widespread.
Largely unintelligent, skin bats lack a Camazotz rules a tripartite realm,
defined society. They gather in flocks spanning the cavernous ceiling over
of six or more individuals, but coop- the Abyssal pit of Argahoz, the vast
eration is rudimentary at best. In fact, Arcadian Darklands wilderness known
where prey is scarce they compete or as the Land of the Eleven Deaths: this
even turn on flock members. serves as a Material Plane “retreat”
When a skin bat spots prey, it emits where he can physically manifest at THRILLING ADVENTURES
times to interact directly with his fol-
a high-frequency scream that attracts LIE JUST AROUND THE NEXT
the attention of others. The sound also lowers. His palace, the House of the
Bat, exists both in his Abyssal realm of BEND IN THE RIVER!
attracts mundane bats, putting them Campaign Cutouts introduce new material
to flight in a frenzied swarm that may Argahoz and in a strange and distant
for players and game masters to use in their
realm of death known as Xibalba, a
creates the impression that the undead 4th Edition Dungeons and Dragons™ games.
place that some believe to be a distant In each Campaign Cutout, you will find
creatures command them. Flocks usu-
world on the Material Plane and others detailed information about the location and
ally live in isolated, hard-to-reach areas
a hidden and isolated Outer Plane that its inhabitants, new races, paragon paths, new
accessible only by flight or climbing up
exists beyond the known reaches of the monsters, feats, magic items, region-specific
treacherous cliffs.
Outer Sphere. hazards and much more!
Typical Treasure
Domains Animal, Chaos, Darkness, NEW RACES, CHARACTER
Evil, Trickery OPTIONS AND MORE!
Skin bats have no need of magic items
Favored Weapon javelin, maquahuitl The first Campaign Cutout introduces you to
and no concept how to use them.
< the infamous city of Scarrport, a seedy trade
Occasionally, one may find a ring or
port on the banks of the mighty Torberyn
other small piece of jewelry embedded
River where it converges with the Wellspring
in their fleshy folds, an unintended River. Unholy hell spawn roam the rugged
trophy from a past victim that was mountain range, preying on unwary travelers
sucked into its mass along with the and adventurers who seek to make their
skin beneath it. fortunes exploring the countless ruins dotting
the land. Dangerous cults who worship dark
Camazotz in Pathfinder gods riddle Scarrport’s four boroughs, using
Known in the world of Golarion as the city as a base of operations from which
Master of Black Wings and Lord of they spread their influence to other kingdoms.
No place for the naïve, the thieves and grifters
Stolen Blood, the bat god Camazotz
of Scarrport lurk around every corner of this
bustling city, preying on newcomers like a
Skin Bat Lore school of night fang eels on deep water trout.
Characters with ranks in Knowledge (religion) or Knowledge (dungeoneering)
may know about skin bats. Characters making a successful skill check know SCARRPORT:
all the following information up to and including the DC number.
DC Result
CITY OF SECRETS!
15 This is a skin bat, an undead creature that eats the skin of its victims.
20 Skin bats envelop victims, incapacitating them with paralytic secretions
COMING SOON
that reduce victims’ flesh to easily digestible fluids. They were born in the
fleshwarp cauldrons of Camazotz, the dark bat-god.
25 A skin bat will sometimes “steal” the face of a victim, but this is
accidental rather than a conscious act of malice. WWW.REALITYDEVIANTS.NET
Kobold Quarterly 9 21
Arcane Servants
Unfamiliar
Familiars
By Adam Daigle
Art by Arthur Phillip
W
hether channeling eldritch magics or simply master is so strong, these creatures serve as proxies for their
turning pages in tomes, a familiar never strays masters in posthumous trials. They were the closest thing to
far from its master. Early superstitions identified their master in life and carry a spark of their master’s essence
familiars as servants, spies, companions, and more. even after his death.
Throughout history, familiars have been vital accessories for The following creatures are new choices for any class that
supposed magic users, from a witch’s black cat to Agrippa’s can call a familiar and that selects the Improved Familiar feat.
black dog (put down using a silver bullet after its master’s While these selections are stronger than your normal cat, rat,
death). While they span the spectrum from helpful muses to or bat, they are not quite as powerful as an imp, quasit, or
fiendish conduits, familiars always assist their masters, regard- elemental, and their level requirements reflect this. Choosing
less of their inclinations. A familiars’ companionship sparks these creatures brings the use of Improved Familiar into play a
great creativity in their masters, and many tomes of magical bit earlier than usual.
theory and arcane lore have acknowledged their contributions.
Calling a familiar is a very personal ritual and spellcasters take New Improved Familiar Options
these ceremonies very seriously. Some perform the rites with no Arcane
specific creature in mind, trusting to the chaotic underpinnings Familiar Alignment Spellcaster Level
of the universe to provide a suitable companion. Others acquire Arcane Servant Any 3rd
the appropriate animal to serve as the spiritual vessel before- Blink Dog Pup LG 5th
hand. The subsequent connection forged between familiar and Bookmouse Any Chaotic 4th
Clockwork Beetle Any Lawful 5th
Gliding Possum N 3rd
Gaining a Familiar Myna Bird Any Lawful 4th
Calling any of these creatures causes them to undergo Skitterling Any Chaotic 3rd
the same changes that other familiars experience and Symbiotic
Any 6th
requires the Improved Familiar feat. Temporum
Ecology
of the
Maenad
Calm Above the Storm
By Matthew Hanson
Art by Leon Bakst
“Is there some kind of problem?” Lokesh asked.
A huddle of guards whispered around Lokesh’s papers. “You’re not from
around here, are ye?”
Of course not, you moron. The voice within Lokesh seethed. Do
I look like I’m from around here? You waste my time. I should
bash in your skull and waltze through this flimsy excuse for
a gate. I should sack this town. Slaughter you all.
Breathe. Rise Above. “No. Not from around here.”
Finally, the guards returned Lokesh’s papers. “Well... everything seems
to be in order. We don’t want any trouble in town.”
Trouble? Fire, destruction, blood, I bring you death. The
screams of your women, the cries of your children.
Breathe. Ride the wave. “No trouble. Good day.”
Lokesh strode into town. A bite to eat, a glass of water, and a good night’s sleep.
Tomorrow he would be on his way. Rise above. Ride the wave. Just another small town.
M
aenads are a people of lived in a state of constant mania, herself from the cliffs, Evaga returned
contradictions. Rumors intoxication, fear, and lust. Only when home, and while her god slept, she
and legends describe them the god slept, one day each year, did led armies of maenads and foreigners
as raving lunatics, but most who meet the maenads’ minds clear. against those loyal to the deity. In the
maenads find them stoic and reserved. On one such morning, a maenad end, Evaga forced her way into the
In reality, they unite these extremes. named Evaga awoke with blood on chambers of the mad god. She took up
Maenads must maintain constant her hands. While in a mad frenzy the a flail and bashed in the god’s skull.
discipline to contain the wild rage that night before, she had torn her own son With her people liberated from their
brews within. Some maenads have limb from limb. In grief, Evaga threw madness, Evaga got into a small fishing
learned to channel this rage, and they herself from a cliff and crashed into vessel and departed into the waves.
are terrible to behold. the sea below. She did not die, though; She was never seen again, but she left
instead, Evaga awoke in a far off realm, behind her text, which her followers
In the Beginning sheltered from the influence of her called The Way Above.
The origin of the maenads is shrouded mad god. Here, her thoughts turned to While many maenads believe this
in myth. Many philosophers hypoth- revenge. For one year, she honed her myth is the literal truth, scholars and
esize that they were once humans, mind and learned to control the rage theologians debate its accuracy, espe-
altered by exposure to powerful mysti- within. She spent the next year compil- cially the claim that a mortal could slay
cal energies. ing her techniques into a text for other a god so easily. Some see it as a meta-
The maenads tell a different story. maenads to study. In the third year, she phor of how the maenads turned away
Long ago, a crazed god of drink and traveled the strange land, finding allies from their god, while others consider it
revelry created the maenads as his fa- to aid her. nothing but a fairy tale.
vored children. Those ancient maenads Three years to the day after throwing Overthrowing their creator god re-
Kobold Quarterly 9 25
primarily as fisher folk and farmers, most maenads control their anger most
New Feat favoring orchards of olives and figs. of the time, some maenads lose their
Lucid Moment (Psionic) Maenads rarely have their own nations, focus during adolescence. They might
You experience a flash of clarity during but instead, they try to live peacefully run screaming through the streets, only
your rage. within the kingdoms of other races. A to recover hours later feeling intense
Prerequisite: rage class ability significant minority of maenads live shame.
Benefit: By expending your psionic among other races, particularly among Toward the end of adolescence, a
focus, you may take one action humans. Even here, maenads often live young maenad’s training becomes more
normally prohibited while raging, such in secluded enclaves within cities. stringent and resembles a rigorous
as manifesting a psionic power or using Maenads typically incorporate and military regimen, including training
an Intelligence-based skill. blend the styles and customs of their in the maenads’ signature weapon, the
neighbors but with an austere sensibil- flail. After completing this training,
moved the worst of the maenads’ rage, ity. They may take on typical fabrics, maenads become adults.
but turmoil is permanently ingrained colors, and cuts used in the clothes of The Way Above teaches maenads to
into their soul. They cannot completely the more populous races living nearby, control their rage. Maenads understand
quell the rage, so the maenads seek but they eliminate ornamentation, that the rage is more than a mere curse;
to rise above it. Their rage is a power- embroidery, frills, and ruffles. They when properly channeled, it can serve
ful tsunami, impossible to contain. seldom wear jewelry, and men and as a powerful weapon. Those who learn
However, as a boat on the ocean, the women often dress the same. to channel their rage must follow one
maenads train to ride above their In times of peace, most maenad of two primary paths—the Churning
emotions. villages are directed by a council of Mind or the Storming Fist.
elders. There are generally no set rules The path of the Churning Mind
Maenad Physiology for membership in these councils, channels the emotional turmoil into
Physically, maenads are largely similar and each council selects its own new pure psychic energy that psionic mani-
to humans (lending some credence members, inviting the wisest and most festers use to augment their psychic
to the view that they are an offshoot experienced. abilities. The path of the Storming
of humanity). Strikingly different, Maenad settlements also typically Fist teaches maenads to enter a state
however, are the flecks of living crystal have a war leader, who may or may of heightened physical power, similar
covering their skin. The crystals can not be a member of the elder coun- to berserkers in less advanced cultures.
be any color of the rainbow, from red cil. These individuals have almost Though rare, a few maenads, called
to violet, and the pattern and size of unquestioned power in times of war, masters of storms, have learned to
the crystals differ from maenad to though particularly incompetent or combine the paths of the Churning
maenad—a unique fingerprint for power-hungry war leaders are quickly Mind and the Storming Fist.
each. The crystals form just below the disposed of. The Churning Mind and the Storm-
skin and slowly rise to the surface and ing Fist are both fraught with danger.
slough off just as normal skin does. Early Life & the Way Above More than once, those trained to
Many natural philosophers believe As children, maenads show only a harness their rage have turned to the
these crystals help the maenad focus glimmer of the emotional turmoil that Nameless King, returning to the mad-
their psychic energy. haunts the rest of their lives; they soon ness that plagued the early maenads.
The differences between males must learn to tame the emerging fury Thus, only the most disciplined
and females are less pronounced in that will consume their adulthood. maenads train to use their rage in this
maenads that in humans. Both genders This training is referred to as the Way fashion.
are of similar height and weight, and Above, an allusion to Evaga’s teachings.
neither have any body hair. Combined The first stage of the Way Above People of the Sea
with the maenads’ utilitarian dress, is often indirect and disguised as For as long as they can remember,
this often leads humans to perceive games. In one favorite game, called maenads have lived on islands and in
maenads as androgynous. wave standing, each player stands on coastal villages. Thus, it is natural that
Though it rarely happens for social a wooden barrel floating in a large they have become adept at seafar-
reasons, a maenad and human can body of water, trying to be the last one ing. For centuries, the maenads lived
mate and produce young. These chil- standing. Nearly anything is allowed primarily as subsistence fishers. As
dren are essentially human but they are as long as a player does not touch his contact with other races increased,
more likely to manifest psionic powers. opponent. many maenads became sailors on trad-
The true test of a maenad’s training ing vessels. Their maritime skills also
Maenad Society begins at puberty, as the floodgates spawned crews of mercenaries, and a
Most maenad settlements are small within their souls open and a torrent few maenads have hoisted the black
coastal villages. Here they subsist of emotions bursts through. Though flag and terrorized the seas as pirates.
26 Kobold Quarterly 9
Because they are so involved with seldom in unison. Maenad music often of destroying their creator god expect
the sea, water motifs find their way features tight harmonies and layers of them to eschew religion completely,
into many other parts of maenad life. counter melodies. Maenads favor an but this is not the case. Indeed, many
Maenad art often features the ocean, eclectic range of instruments, includ- maenads adopt benevolent deities as
and wave patterns are a common motif ing drums, woodwinds, crystal singing another tool to rise above their anger
in decorations. Many of the most bowls, and song staffs.
and thwart the will of their creator.
popular maenad songs began as sea Unique to maenads, the song staff
shanties. Maenads follow whatever gods are
is a wooden tube attached to a short
Sea imagery is also an integral part prominent in their region. If a di-
length of rope. When a maenad holds
of the training that maenads undergo the rope and spins the tube, air is verse pantheon exists, they gravitate
to control their emotions. Life as a forced through the tube to create an to gods of the sea, lawful gods, and
maenad is like being caught at sea eerie tone. By spinning the tube at those that focus on discipline or self
in a perpetual storm. Only through different speeds, singing tubes produce improvement. Many revere the god-
discipline can the maenads learn to a range of notes (similar to those made slayer Evaga in a form of hero worship,
ride the waves of their rage and prevent by bugles). though only a few fringe cults claim
themselves from drowning in their own The song staff’s similarity to the flail that she has ascended to godhood.
emotions. is no coincidence. Maenad elders use
People of War the instrument to train young maenads The Great Taboo
to use the flail without the children Traditional maenad culture holds
Because the Way Above includes mil-
realizing it. The two have even been a powerful taboo against drinking
itary-style training, a martial attitude
unified, in the form of the singing flail, alcohol. Many believe this is purely
permeates many aspects of maenad
a flail whose head has been modified to because of the way that intoxication
daily life.
produce a tone as it spins. The singing
All adult maenads are trained to use impairs a maenad’s rigid emotional
flail is a favorite of many adventuring
the flail, and the flail serves as a symbol discipline. However, others believe that
maenad bards.
as well as a tool. The flail takes skill to the Nameless King was also a patron
wield, and an untrained wielder is just Religion of drunkenness and that this taboo is a
as like to hurt himself as his enemy. In Many who hear the maenad’s story further act of rebellion.
the hands of a master, the flail is used
not only to crush skulls, but also to
control the battle by stripping a foe of Maenad Flails
weapons and footing alike. Advanc- Martial Melee
ing their military craft, maenads have Weapon Cost Dmg (s) Dmg (m) Critical Weight Type
further developed a specialized longflail Flail, Light 6 gp 1d4 1d6 x2 4 lbs. bludgeoning
and a martial art to go with it. In the
Exotic Melee Weapon
right hands, this style looks more like a
Maenad Longflail 25 gp 1d6 1d8 x2 8 lbs. bludgeoning
dance than a form of combat.
While maenad communities are fre-
Flail, Light: With a light flail, you get a +2 bonus on opposed attack rolls made to
quently small, nearly every adult serves
disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
in the militia. This, combined with the
You can also use this weapon to make trip attacks. If you are tripped during your own
strange rumors surrounding the race,
trip attempt, you can drop the flail to avoid being tripped.
mean that bandits and conquerors usu-
ally leave maenad villages alone. Maenad Longflail: With a maenad longflail, you get a +2 bonus on opposed attack
Despite their training and innate rolls made to disarm an enemy (including the roll to avoid being disarmed if such an
powers, very few maenad settlements attempt fails).
hold aspirations of conquest. However, You can also use this weapon to make trip attacks. If you are tripped during your own
individual maenads living within a trip attempt, you can drop the flail to avoid being tripped.
kingdom often join the military, and A maenad longflail is a reach weapon. If you wield a maenad longflail in one hand
small mercenary companies comprised and nothing in the other, you can threaten adjacent enemies as well as those 10 ft.
of maenads frequently hire themselves away.
out to nations at war.
Flail, Maenad Singing: This specialized flail head can be built into any kind of
People of Music masterwork quality flail. Singing flails can be used as musical instruments, even as the
Maenads have long musical tradition wielder attacks with it in battle.
and, much of their oral history is Singing flails adds 150 gp to the price of the flail.
contained in song. Group singing is
Kobold Quarterly 9 27
The Nameless King Maenads in the Real World greater battles to give them the feel-
ing of control they desperately need.
The true name of the maenads’ creator In Greek mythology, the maenads
Inevitably, these maenads find foes too
god is lost at the dawn of time. He is were the frenzied female followers
great, and their rage is ended by the
known by many epithets, such as the of Dionysus (called Bacchus by
sword.
the Romans), the god of wine and Worse, some turn to evil on their
Lord of Madness and He-Who-Must-
madness. The maenads were wild, adventures. They succumb to the
Not-Be-Named, but most commonly,
intoxicated, violent, and promiscuous. darkness in their heart. Those with
he is called the Nameless King. Ac- After Orpheus refused their advances,
cording to legend, the Nameless King the thirst of war still pick their battles,
a group of maenads tore the legendary but those who have turned to dark-
was killed by his own children. After poet to pieces. ness, however, are wild and impulsive.
the god-slaying, the maenad leaders Maenads were known to the Romans They take what they want, and woe to
destroyed all holy books dedicated to as bacchae and were the subject of those who get in their way. Many take
him, purged references to him from Euripides’ play of the same name. In up worship of the Nameless King—in
all written texts, and even forbade any The Bacchae, King Pentheus forbids spirit and in name.
maenad from uttering his true name, worshiping Bacchus, and as punish-
under penalty of having their tongue
ment, raving women, including his Maenads in Golarion
own mother, rip him apart. In the Pathfinder RPG world of Go-
cut out.
The maenads of mythology baer the larion, maenads live primarily on the
Despite all their efforts to destroy most resemblance to fantasy maenads continent of Casmaron, particularly on
their lord, some shred of the Name- before destroying the Nameless King. the coast of Vudra and the archipelagos
less King’s essence survived, and over If your campaign world bears a con- off its shore. Because of their natural
the millennia, he has secretly gained nection to earth mythologies, Dionysus talent as sailors, maenads often serve
strength. Originally, the Nameless King may be the true identity of the Name- on the sailing vessels of Vudra, includ-
was a less malevolent god as a patron less King. ing those that travel to the colony of
Jalmeray. Nearly 1,000 maenads live
of wine, decadence, and madness. In Maenad Adventurers on the island of Jalmeray, and some of
the ages that he drifted in darkness, the Despite their small population, them have ventured off the island to
Nameless King evolved into something maenads produce a surprisingly large explore the rest of the inner sea region.
far more terrible. Once the patron number of adventurers. Maenads who
of madness, he became mad himself, have completed the Way Above com- Pathfinder Beta Maenad
and his portfolio took on chaos and monly go on a journey of exploration. The following variant maenad is com-
destruction. After spending several years adventur- patible with the Pathfinder Roleplay-
ing, most return to their native home ing Game Beta Edition.
The Revelry or another maenad village to settle +2 to one ability score: Maenads gain
down and raise a family. a +2 bonus to one ability score chosen
As the Nameless King’s power rises,
The adventuring life is popular be- at creation, to represent their varied
a small but growing segment of the nature.
maenad population has embraced a cause it provides an outlet for maenads
Medium: Maenads are Medium crea-
to channel their racial anger. In the
cult called the Revelry. The Revelry tures and have no bonuses or penalties
heat of battle against orcs and trolls,
teaches maenads to embrace their inner due to their size.
their rage can be a powerful asset, and
rage as a gift from the Nameless King. Normal Speed: Maenads have a base
praised by their allies.
They may kiss you one moment and speed of 30 ft.
Though most maenads return after Energy Ray: Maenads know the power
feast on your still-beating heart the their period of wandering, not all energy ray but may only deal sonic
next. are so fortunate. A handful perish or damage with this power. It is accompa-
Except for a few maenads living in simply disappear, and some maenads nied by a tremendous scream of rage.
the wild lands, most Revelers cannot acquire what is called the “thirst of Maenads use their character level as the
follow all these teachings in daily life. war.” While the danger of combat first manifester level for this power.
Instead they meet in seclusion once serves as a release for the maenad, over Naturally Psionic: Maenads begin
time it becomes a necessity. They lose with 2 bonus power points at 1st level
each month to engage in an orgy of
their ability to rise above their rage, and gain an additional power point
alcohol, lust, and violence. Frequently,
and only through battle can they tame at every odd level. They can use these
enemies of the Revelry are captured it. These unfortunate maenads are power points to fuel their energy ray or
alive only to be executed at the next doomed to fight at very oppurtunity. any powers gained through a psionic
gathering, and any who stumble upon Like any addict, these maenads build class.
a meeting suffer a similar fate. up a tolerance, so they seek greater and Sonic Affinity: Maenads add a +1 to
28 Kobold Quarterly 9
the DC of any spell or power with the with the ray, it deals
sonic descriptor. 1d6-1 points of sonic damage
Outburst: Maenads can dampen their per level. The ray ignores an
mental processes for an increase in raw object’s hardness.
power called an outburst. As a result,
they take a –2 penalty to Intelligence 4E Maenad
and Wisdom but gain a +2 bonus to Racial Traits
Strength. The character must spend Average Height 6 ft. 3 in.
one power point at the beginning of Average Weight 220 lb.
each round during an outburst and
may stop an outburst at any time. Ability Scores +2 Constitution,
Inner Rage: Maenads begin play with +2 Charisma
one rage point and gain an additional Size Medium
point at every even level. In addition to Speed 6 squares
using these points for barbarian abili- Vision Normal
ties, characters may use them to fuel
their outburst ability, instead of using Languages Common, Maenad
power points. Skill Bonus +2 Athletics, +2
Ordered Rage: Maenads may take Intimidate
levels in the barbarian class even if they
Maenad Weapon Proficiency
are of the lawful alignment.
You gain proficiency with the
Natural Sailors: Maenads have a +2
flail.
bonus to Swim and Profession (sailor)
Unleash Fury Once per day
checks. In addition, they gain a +2
you can unleash the emotional
bonus to Acrobatics and Climb checks
rage within you. Each time
made on sailing ships.
you use this ability, you may
Weapon Familiarity: Maenads are
choose to release this fury Unleash Fury: Outburst
proficient with flails. Maenads treat
either as a primal scream or Maenad Racial Power
any weapon with the word “maenad”
in the name as a martial weapon rather an outburst. You channel the anger inside you to de-
than an exotic one. liver a powerful strike. The rage remains
Racial Powers within your blood as you fight on.
Languages: Maenads begin play speak- While 4th Edition does not have com- Daily
ing Common and Maenad. Maenads
plete psionics rules, these powers create Standard Action Melee weapon
with high Intelligence scores can
the desired effects for maenads. Targets one creature
choose any of the following: Aquan,
Unleash Fury: Primal Scream Attack Strength vs. AC
Draconic, Dwarven, Elven, and
Maenad Racial Power
Goblin. Hit 2[W] + Strength modifier damage
You release a scream that shatters the
Favored Class: The favored class of Increase to 3[W] + Strength modi-
bones of your enemies.
a maenad is either barbarian or the fier damage at 11th level, and 4[W]
wilder psionic class. This choice must +Strength modifier damage at 21st
Daily • Sonic
be made at 1st level and cannot be level.
changed. Minor Action
Close blast 3 (6 at 11th level, 9 at 21st
Effect You gain a +2 power bonus
Energy Ray level)
equal to melee attack and damage rolls
If you do not use psionics in your Targets all creatures in area
for the rest of the encounter.
campaign, replace the maenad’s energy Attack Charisma vs. Fortitude Increase power bonus to +3 at 11th
ray with the following spell-like ability, level, and +4 at 21st level.
useable once per day. The maenad’s Hit 2d6 + Charisma modifier thunder <
character level equals the caster level. damage, and targets are dazed and
Energy Ray (Sp) You create a ray of deafened (save ends both)
4E Maenad Monsters
sonic energy that shoots forth from Increase damage to 4d6 at 11th level,
To see the maenad as a monster visit
your mouth and strikes a target within and 6d6 at 21st level.
koboldquarterly.com. New monsters
close range (25 ft. + 5 ft./2 levels). If Miss half damage, targets are deafened
posted every Monday!
you succeed on a ranged touch attack until the end of your next turn
Kobold Quarterly 9 29
30 Kobold Quarterly 9
Kobold Diplomacy
If Their Hearts
Are Pure: A
Conversation
with Dave
Arneson
Interview by Jeremy L. C. Jones
“Dave Arneson’s impact on the concept and identity of the later I learned that it was actually a model of a castle in Sic-
role-playing game is profound. His interest in story, setting, and ily. But when I started, I was thinking German.
character development helped RPGs offer players much more After that it just grew and shortly it was too small for the
than endless serial combat, something far more satisfying than a scale I wanted.
tallying of dice rolls and stacked skill modifiers.” But it was a neat kit and I didn’t want to abandon it, so
—James Lowder, editor of the ENnie and Orgins Award-win- the only way to go was down [into the dungeons]. All this
ning Hobby Games: The 100 Best happened a few weeks before the first adventurers caught
sight of it.
Before Greyhawk, there was Blackmoor. Before the Dun- We were doing a historical campaign in Holland so my
geon Master, there was the Judge. Before d20s, there were map ended up with a lot of water. All that water also helped
d6s, and a lot of them. keep the players from wandering everywhere. (Not that that
The seed for what we now know as role-playing games lasted very long.)
(RPGs) was planted in the mind of Dave Arneson during Maps. I love maps. I love to write the stories. The other
a college class when the professor asked Arneson and his paperwork is essential, but a drag. I usually start with the
classmates to role-play historical figures. But it would take maps and then do the story.
many years—and many collaborations--for that seed to grow
into the earliest RPGs. What were some of your favorite times in the Blackmoor
An avid wargamer since he received Avalon Hill’s Gettys- basement?
burg as a child, Arneson was heavily involved with Napole- Arneson: One player wanted to be a Vampire. To the point
onic miniature campaigns when he was struck with a bout of desperation. The other players went out of their way to
of his characteristic mischievousness. What if, he wondered, kill the vampires. Finally, they were put in a situation where
instead of moving armies around, we move smaller com- a “wish” spell was cast. (Generally, I discourage those kinds
mando forces? What if we deviate from historical events and of spells.) The spell was cast and the player wished to be a
make up our own stories? What if, instead of just combat, vampire. They were passing through a garden in the depths
we add “other objectives”? of Blackmoor castle at the time. So he turned into a vampire
The next time he got together with his gaming group, he rose bush. He couldn’t move very fast but often a new player
character would stop to check out the bush and prick his
had a surprise for them in the form of a whole new world.
finger.
And Blackmoor, Arneson’s signature setting, was born.
••••• What was it like in the early days at TSR?
Where did you start with Blackmoor? Arneson: It started out being fun. But, as the money in-
Arneson: See, I had this neat German plastic kit and I just creased the fun decreased...
imagined what sort of fantasy setting it would make. Oddly Pretty much my direct involvement with D&D ended
enough, even though it was actually a German kit, years with 3rd Edition. But even before then I have used the
Kobold Quarterly 9 31
Blackmoor books by Zeitgeist Games Now, the character could move in What role does improvisation play in
and Code Monkey to present my ideas. closer to the action, take on the role game design in general?
Mostly, I have tried to push character of an individual character, and, along Arneson: Lots. The rules cannot cover
development complimented by the with his companion characters, tell his every possibility. And frankly speaking,
story line. or her own story. they shouldn’t. The referee needs the
••••• •••••
What is at the heart of a good game? freedom to keep making the game fun.
Arneson made up the rules “as [they]
Arneson: As far as I am concerned What makes for a really great
went along,” drawing heavily on the
wargames and history he loved. In it is the story. It can make or break a encounter?
those early years in his basement, he game quite easily. Arneson: That the players overcame
introduced many of the formative the obstacle by wit and not muscles.
What do you enjoy most about de-
mechanics of what would eventu- signing games? About playing them? What’s more fun: a horde of weaker
ally become Dungeons & Dragons: Arneson: Watching the players monsters or a pair of powerful
armor class, hit points, experience interact and do things that were not monsters?
points and levels. planned by the poor referee Arneson: Either. But generally one
By going downward instead of across well-played monster is the most fun.
the map, he gave us the dungeon crawl. What do games mean to you?
Arneson: The mental challenges, not Just combat alone is boring a lot of the
And they were no longer campaigns
just rolling the dice. time. But I usually prefer story and
restrained by the events of history.
plot over a lot of combat anyways.
No longer was a player forced to Rules... strict or loose?
stand back and control large groups of Arneson: I like loose so you can What makes for a balanced game?
men from afar. Nor were players en- change things that are not working. Arneson: Challenges. Both mental
couraged to focus mostly on personal I dislike “Rules Lawyers” intensely. I (for the players) and physical (for the
combat. regard them as the enemy. character.)
•••••
For every rock superstar showing off at the front of the stage, there’s at least one guy playing At the second annual GenCon in
bass quietly in the background, and managing the band, and making sure the amps don’t 1969, Arneson met E. Gary Gygax, the
get left behind. For years, Dave Arneson has been one of those quiet guys.
co-creator with Jeff Perren of Chain-
You can learn a lot from quiet guys.
At crowded conventions, it’s easy for gamers—particularly younger gamers, who may
mail, a medieval miniatures game.
have no idea about the history of the hobby and who may be hotly eager for a particular Arneson would eventually invite
product release or a shiny new game—to overlook older, quieter gamers with white hair Gygax into Blackmoor. Gygax and
and beards.
Arneson shared ideas, experimented
“Old guys” who those younger gamers see as grognards who smoke pipes and game by
moving miniatures around a sand-table with measuring tapes.
with ideas, and even wrote a nautical
So they might make a terrible mistake. game together called Don’t Give Up the
The fault of overlooking Dave Arneson, sitting quietly at his booth, selling “old school” Ship! The pair shared an occasionally
roleplaying scenarios that just might be better fun to play through than the latest flashy contentious collaborative relationship
monster race you can play as a character class. resulting, ultimately, in the co-creation
And they might miss out on the stories. The why and how of some of the classic games,
of Dungeons & Dragons (D&D).
adventures, and sourcebooks, D&D and otherwise. From a man who’s worked as a security
guard and a rabbit farmer—and, oh, yes, given us the ongoing campaign setting for The original D&D was sold through
fantasy roleplaying games, the element that makes D&D different from the DUNGEON Tactical Studies Research (TSR) in
boardgame. 1973. The company and the game
For many a GenCon, now, it has been my pleasure to briefly stop and chat with Dave. Not
just out of respect (though “respect” is something many, many of us should practice a bit
evolved over time. Arneson drifted
more often, these days), but because I can learn so much from this man. Not the “right” away from the company by the end of
way to design something or some secret road to gaming success, but about life, and about the 1970s.
balancing things in context, and about how you make games for love and not money.
But his personality remains indelibly
Years back, I sat for more than an hour talking with Dave. And by “talking” I do not mean
telling him about my characters and my great in-game victories. I mean asking him things,
stamped on the role-playing games in
and then sitting back to really listen to the answers. general and D&D in particular. The
We’ve lost Gary Gygax, and many more, too. With every person, their memories, what emphasis, he says, should always be on
they’ve learned in life, is lost to everyone when they pass on. And those of us whose turn character development, story, and fun.
hasn’t come up yet—and it does, for every last one of us—miss the chance to learn. •••••
And to say thanks. Has your understanding of game
Every roleplaying gamer has a lot to thank Dave Arneson for. design changed over the years?
And a lot of fun ahead if they buy his stuff and play it. Arneson: Yes. “All people will play
Don’t miss out on one of life’s best chances.
games. You just have to find the games
–Ed Greenwood
that they like.
32 Kobold Quarterly 9
and directions had to be in Japanese.
Anyone who has had the good fortune
(Fortunately, they gave me a translator to talk with Dave for even a few
to use.) minutes can’t help but recognize
Then we included writing and spell- his passion for good games. He can
ing (in English) and later math. enthuse with equal gusto about
Carcassonne and Zombies!!!, Empire
You have to always figure out encum- of the Petal Throne and HeroClix.
brances. The student/players had to And despite the hard knocks he’s
co-operate to overcome obstacles since endured, the shameful lack of proper
I gave them all different skills. recognition, at heart he still loves the
hobby and thrills to see people gather
So we did language, spelling, gram- around a table and simply have fun.
mar, math and social skills. —James Lowder, editor of the ENnie-
And this was in a non-competitive and Origins Award-winning
What has been your favorite charac- atmosphere and the students did quite Hobby Games: The 100 Best
ter to play over the years? well. and author of Prince of Lies.
•••••
Arneson: A lawful paladin. It is one
of the toughest characters to play since For 40 years, Dave Arneson has been our torches. Then he screamed as if
you have to stay within the restrictions teaching us about games and about a person was dying. He then turned
to do it right. ourselves. From the early days in the the light back on to see what we had
Blackmoor basement, to afternoons done.”
What is your DMing style? signing books at conventions, to his Today, Arneson continues to de-
Arneson: The players are there to many hours in the classroom, Arneson velop Blackmoor and, in associa-
keep the referee amused. If they don’t, has set the standards in game design, tion with Dustin Clingman, to run
he will find a way to make it entertain- game play, and creative collaboration. Zeitgeist Games, the developers of
ing. But seriously it should be fun\ for Most importantly, he has emphasized Dave Arneson’s Blackmoor the Mas-
everyone. story, character, and the importance of sively Multi-Player Role Playing
But still, I do like to keep the game responsiveness. Designers should re- Game (MMRPG). In keeping with
moving along. spond to players. DMs should respond
••••• Arneson’s design philosophy, the
to players and to situations. Games and
Since splitting with TSR, Arneson Blackmoor MMRPG has, according
their rules evolve. Things change. The
has continued to design games, write to the promotional materials, “always
goal is to still have fun.
adventures, and play the games he been of and for the players! In that very
“In the early days of playing Black-
loves. Since the early 1980s he has tradition, the ongoing action of players
moor,” said Greg Svenson, a long
taught and spoken in schools, promot- worldwide is tracked and has signifi-
time friend of Arneson’s, “when Dave
ing the use of RPGs in the classroom. wanted to see how the players would cant impact on the ongoing plotline
Until the summer of 2008, he taught react to a situation he would set it up of the world. Your Actions count! Your
game design at Full Sail University, an so that it would seem like we were in decision may restore the very fate of
arts and design school in Florida. that situation and then see how we Blackmoor from one of destruction to
•••••
react. that of peace!”
Are teaching and DMing similar? “For example, on my first dungeon Arneson is also working on Dragons
Arneson: He-he! That would be tell- adventure, Dave wanted to see what we in the Basement, a film about the first
ing. I give all my students a 20-sided would do when we first encountered ten years of RPGs.
dice when they pass my class. Rubbed, “the blob”, so he took us (there were “The hardest part is,” he said, “to stay
by me, in my hair for luck if their six of us) into the laundry area of the focused and not get distracted by the
hearts are pure. Otherwise, it’s just a basement and turned out the lights nostalgia.”
plain old die. saying a gust of wind had blown out <
What are some of the best uses for
Dave’s one of the all-time great game designers. His contributions to Dungeons &
RPGs in the classroom? Or, put dif-
Dragons defined roleplaying games as we know them, all the way up from the original
ferently, if you were trying to sell a boxed set to World of Warcraft and beyond.
curriculum committee on the use of It’s a damn shame that TSR tried to shut him out of the industry for so many years, and I
RPGs, what would you say? know Dave bore some justified bitterness about this for a while. These days, though, it’s
Arneson: Generally, an RPG should fantastic to see Dave get his due and the acknowledgement he truly deserves.
be structured to account for a number I’ve never had the pleasure of working with Dave, but I have sat on a number of panels
of classes. with him. I always approach such events wondering what I’ve done that would put me
on the same stage with the man, but he’s always as gracious and self-effacing about
In California, a Japanese RPG sharing the spotlight as you would expect from such a class act.
began as part of the students’ Japa- –Matt Forbeck
nese language class. All commands
Kobold Quarterly 9 33
34 Kobold Quarterly 9
New Monsters
I
n our world, dinosaurs went extinct millions of years
ago, long before humans inhabited the planet. The only
evidence of their existence is fossil records, leaving scien-
tists to make their best guess to fill in all manner of details—
everything from whether or not winged dinosaurs could
generate lift or just glided, all the way down to determining
the ecology of the creature such as what they ate and how.
Of course, in a fantasy world there’s no reason at all why
dinosaurs can’t exist alongside humanoids and other crea-
tures. The core rules describe five dinosaurs, and dozens of
other sources have detailed others. Presented here are sta-
tistics for four more dinosaurs. Each also includes a sidebar
Ecology
examining how humanoids might domesticate the animal Environment temperate plains and marshes
and use its unique talents. Organization solitary, pair, or flight (4–7)
Archaeopteryx Treasure none
Advancement 2 HD (Tiny)
This avian ancestor lived during the late Jurassic period. Level Adjustment —
Researchers debate whether archaeopteryx ( “first bird” from
the Greek archaios meaning ancient and pteryx meaning Special Abilities
feather or wing) could produce lift to generate flight or if it Skills (Ex) An archaeopteryx receives a +4 racial bonus on
simply glided. Most agree, though, that archaeopteryx serves Hide checks.
as an evolutionary link from dinosaurs to modern birds.
Ecology
Archaeopteryx CR 1/3 Archaeopteryx is similar in size and shape to a magpie,
N Tiny animal growing to a total of about 1 ½ ft. in length. Despite its
Init +3; Senses low-light vision; Listen +3, Spot +3 advanced flight feathers, it shares more traits with dinosaurs
than modern birds. Many experts consider archaeopteryx an
Defense
AC 16, touch 15, flat-footed 13 example of a “transition” animal—a link between dinosaurs
(+3 Dex, +1 natural, +2 size) and birds.
hp 7 (1d8+3) Archaeopteryx has small, sharp teeth and feeds on small
Fort +2, Ref +5, Will +1 prey such as tiny lizards and insects. In addition to its sharp
teeth, archaeopteryx uses its sharp talons when hunting
Offense larger prey.
Speed 10 ft., fly 40 ft. (average)
Melee bite +5 (1d4–3) and In the Real World
claws +0 (1d3–3)
Space 2 ½ ft.; Reach 0 ft. Archaeopteryx lived in what is now modern day Bavaria,
150–145 million years ago. During this period, that region
Tactics of Europe had a latitude similar to Florida, though much
Before Combat An archaeopteryx takes cover for an ambush. drier. Fossil evidence suggests the region had few trees at the
During Combat When attacking foes smaller than it, an time, indicating archaeopteryx lived either on the ground or
archaeopteryx uses its dangerous teeth; against slightly
larger foes, it opts to attack with its razor-sharp claws. in low scrub bushes.
Morale An archaeopteryx doesn’t hesitate to run away if it
finds itself in a combat it cannot handle. Domesticated Archaeopteryx: Familiars
Arcane spellcasters in areas to which archaeopteryx is native
Statistics
may adopt this dinosaur as a familiar. An archaeopteryx grants its
Str 5, Dex 17, Con 10, Int 2, Wis 12, Cha 4
master +3 hit points. An arcane caster with this creature serving
Base Atk +0; Grp –11 as a familiar often finds himself the target of skepticism in more
Feats Toughness, Weapon FinesseB culturally advanced regions.
Skills Hide +15, Listen +3, Spot +3
Kobold Quarterly 9 35
Compsognathus
Compsognathus (from the Greek kompsus meaning elegant
or dainty and gnathos meaning jaw) is generally well known
because researchers once thought it to be the smallest dino-
saur. It had large eyes, relative to the size of its skull, indicat-
ing it was likely a skilled hunter.
Compsognathus CR 3
N Small animal
Init +4; Senses low-light vision; Listen +7, Spot +12
Defense
AC 18, touch 15, flat-footed 14
(+4 Dex, +3 natural, +1 size)
hp 22 (4d8+4)
Fort +5, Ref +8, Will +3
Offense
Speed 40 ft.
Melee bite +8 (1d6–1)
Space 5 ft.; Reach 5 ft.
Special Attacks pack hunter Special Abilities
Pack Hunter (Ex) Compsognathus hunt prey in packs.
Tactics Whenever three or more are attacking the same creature,
they gain a +1 circumstance bonus to attacks and damage
Before Combat Compsognathus typically hunt in packs.
and a +1 dodge bonus to AC.
They circle their prey and prepare to attack in unison.
Skills (Ex) Compsognathus gain a +8 racial bonus to
During Combat A compsognathus’ pack hunting skills allow
Balance checks and a +4 racial bonus on Spot checks.
it to bring down larger foes. They attack ferociously, running
down prey to the point of exhaustion.
Morale Compsognathus are fierce predators, and rarely will a
Ecology
pack back off from a fight. A compsognathus is about 3 ft. in length and weighs about
6 ½ pounds. It is bipedal with long hind legs and a tail,
Statistics which it uses for balance while running. Its shorter forelimbs
Str 8, Dex 19, Con 13, Int 2, Wis 14, Cha 4 have three sharp claws, likely used for grasping prey. It dines
Base Atk +3; Grp –2
mostly on small vertebrates and insects.
Feats Alertness, Run, Weapon FinesseB
Skills Balance +12, Listen +7, Spot +12
In the Real World
Ecology During the late Jurassic period, Europe was a tropical archi-
Environment tropical plains pelago. Compsognathus thrived in the lagoons common in
Organization pair or pack (5-10) the area. Fossil records indicate compsognathus may have
Treasure none been the top land predator in its region, likely due to its
Advancement 5–8 HD (Small) strong sense of sight and other hunting characteristics.
Level Adjustment —
Euoplocephalus
Euoplocephalus (from the Greek eu meaning well, hoplo
Domesticated Compsognathus: meaning armed and kephale meaning head) lived during
A Hunter’s Friend the late Cretaceous period, roughly 85–65 million years
Hunters value compsognathus’ ability to work together to ago. The creature was discovered in 1902 and first named
bring down prey. Several have taken the time necessary “stereocephalus.” However, that name was already assigned
to domesticate these beasts and teach them to serve as to an insect.
hunting animals. Much like nobles from Europe use hounds
to hunt, so too do hunters use these animals when they’re
available. Euoplocephalus CR 6
Training a wild compsognathus is difficult, though certainly N Huge animal
possible. Domesticating the beast requires one month and Init +0; Senses low-light vision, scent; Listen +9, Spot +9
200 gp, spent evenly over the four-week period. At the end
of each week, the trainer must make a DC 25 Handle Animal Defense
check; if the check fails, the effort—and gold—spent during AC 23, touch 8, flat-footed 23
that week is wasted. At the end of the fourth week, the
(+0 Dex, +15 natural, –2 size)
animal is domesticated enough for the trainer to begin to
teach it tricks as normal. hp 67 (9d8+27)
Fort +11, Ref +6, Will +4
36 Kobold Quarterly 9
Offense
Speed 20 ft.
Melee bite +11 (2d6+7) and
tail +7 (1d8+3)
Space 15 ft.; Reach 10 ft.
Special Attacks devastating blow
Tactics
Before Combat A euoplocephalus prefers to avoid combat
and, if given the chance, will flee before combat begins.
During Combat A euoplecephalus uses its clubbed tail in
self-defense, swinging it at larger predators.
Morale It prefers to flee rather than fight, and does so as
soon as possible.
Giganotosaurus CR 14
Statistics N Gargantuan animal
Init –2; Senses low-light vision, scent; Listen +9, Spot +9
Str 25, Dex 11, Con 17, Int 2, Wis 12, Cha 4
Base Atk +6; Grp +21
Feats Alertness, Great Fortitude, Power Attack, Weapon
Defense
Focus (tail) AC 24, touch 4, flat-footed 24
(–2 Dex, +20 natural, –4 size)
Skills Listen +9, Spot +9
hp 250 (20d8+160)
Fort +20, Ref +10, Will +7
Ecology
Environment temperate plains
Offense
Organization solitary, pair, or herd (3-30)
Speed 40 ft.
Treasure none
Melee bite +24 (4d6+18)
Advancement 10–15 HD (Huge); 16–25 HD (Gargantuan)
Space 20 ft.; Reach 15 ft.
Level Adjustment —
Special Attacks ferocity, improved grab, swallow whole,
trample (3d6+18, DC 32)
Special Abilities
Devastating Blow (Ex) A euoplocephalus’ tail is Tactics
a devastating weapon, especially against objects. It Before Combat A giganotosaurus has a voracious appetite.
ignores the first 10 hp hardness when attacking an object. It charges into combat at the first sign of a potential meal.
During Combat If faced with more than one target, a
Ecology giganotosaurus is well equipped to control multiple threats
Roughly the size of an elephant, a euoplocephalus measures while acquiring a meal, using its varied special attacks. Its
20 ft. long by 8 ft. wide and weighs approximately 2 tons. only goal in combat is the acquisition of a good meal, so it
grapples and swallows a target as quickly as possible before
The creature is low-slung with rear legs slightly longer than moving on to the next course.
its forelimbs. The creature is covered in bands of armor, Morale This terrifying carnivore isn’t accustomed to losing, so
instead of overlapping plates, which makes it surprisingly it stubbornly sticks with a fight even when things badly for it.
dexterous for its size. Most interestingly, it possesses armored
“shutters” that slide down to cover its eyelids. Domesticated Euoplocephalus:
Euoplocephalus is a herbivore and has a well-developed Living Siege Engine
sense of smell. Its limbs end in hoof-like claws, which it uses A euoplocephalus’ ability to easily destroy objects with
to dig up tubers. It also dines on fleshy vegetation. its club-like tail quickly caught the eye of a war-minded
tribesman. At great risk, he acquired several euoplocephalus
In the Real World eggs and raised the offspring, domesticating the world’s
first living siege engine. Special handlers ride the
It lived in what is currently the central plains of Canada and euoplocephalus, directing it to inflict destruction. Its targets
the United States. Originally, researchers believed euoplo- range from carts and wagons up to large buildings.
cephalus were solitary creatures, but the discovery in 1988 Euoplocephalus is easier to train than the feisty
compsognathus. A skilled animal trainer can domesticate a
of a herd of 22 of the young of a related species has led wild euoplocephalus in two weeks with 100 gp, spent evenly
scientists to rethink that. over the two-week period. At the end of each week, the
trainer must make a DC 20 Handle Animal check; failure
Giganotosaurus indicates the time and money spent that week were wasted.
Giganotosaurus (“giant southern lizard” from the Greek Turning the animal into a living siege engine requires that
a skilled trainer teach a domesticated euoplocephalus a
gigas meaning giant, notos meaning south wind, and saurus trick to do so. In order to learn this trick, the animal must
meaning lizard) is one of the largest carnivores to ever already know the Combat Riding general purpose and the
Attack trick. Teaching it to become a siege engine requires
walk the planet. It lived during the late Cretaceous period, an additional trick: Siege Engine (DC 20).
roughly 93 to 89 million years ago.
Kobold Quarterly 9 37
Statistics can try to swallow a grabbed opponent
Str 35, Dex 7, Con 27, Int 1, Wis 13, at least one size smaller than itself by Domesticated
making a successful grapple check.
Cha 6
Base Atk +15; Grp +39 Once inside, the opponent takes 2d8+8 Giganotosaurus:
Feats Awesome Blow, Improved Bull
points of crushing damage plus 10 Weapon of Mass
Rush, Improved Natural Attack (bite), points of acid damage per round from Destruction
Improved Overrun, Power Attack, Track, the giganotosaurus’ digestive juices.
A swallowed creature can cut its way A giganotosaurus is too vicious to
Weapon Focus (bite) truly be domesticated. Many have
out by dealing 20 hp damage to the
Skills Listen +9, Spot +9, Survival +12 tried, and all have met a grisly end.
giganotosaurus’ digestive tract (AC
One tribe, however, didn’t let that
14). Once the creature exits, muscular
Ecology action closes the hole; another
little detail stop it from making use
Environment tropical plains of giganotosaurus during war. They
swallowed opponent must cut its own captured a giganotosaurus and
Organization solitary, pair, or pack way out. A giganotosaurus’ gullet can mistreated the beast, starving it.
(3–6) hold 1 Huge, 4 Large, 16 Medium, 64 After weeks of mistreatment, the
Treasure none Small, or 256 Tiny or smaller creatures. tribe dragged the giganotosaurus’
Advancement 21–35 HD (Gargantuan); Trample (Ex) A giganotosaurus’ long, cage to their enemy’s encampment.
36–70 HD (Colossal) lumbering strides make it a dangerous Once there, they destroyed the cage,
Level Adjustment — foe to smaller creatures. A trample releasing the angered beast among
attack deals 3d6+18 points of damage; their enemies. While extremely
dangerous, this is also quite effective.
Special Abilities those in giganotosaurus’ path of
Ferocity (Ex) A giganotosaurus is a destruction may attempt a Reflex saving Capturing a giganotosaurus requires
throw (DC 32) for half-damage. The a successful DC 45 Handle Animal or
ferocious fighter and acts normally in
save DC is Strength-based. Survival check. Smart hunters ensure
combat even while disabled or dying.
the trap or enclosure is strong enough
Improved Grab (Ex) To use this ability, to withstand a furious onslaught.
the giganotosaurus must hit a creature Ecology
at least one size category smaller than Larger than even the tyrannosaurus,
itself with its bite attack. It can then
giganotosaurus is roughly 43 ft. in In the Real World
start a grapple as a free action without
provoking an attack of opportunity. If it length. Its head alone measures slightly Giganotosaurus lived in South Ameri-
wins the grapple check, it establishes a over 6 ft. in length. It weighs an as- ca, in what is now Argentina, and was
hold and can try to swallow the foe the tounding 6 tons and can reach speeds first discovered in 1993. Some fossil
following round. records indicate these terrible killers
Skills (Ex) A giganotosaurus gains a +4 of 31 mph.
racial bonus on Survival checks. A giganotosaurus is a carnivore and may have lived and hunted in packs.
Swallow Whole (Ex) A giganotosaurus preys on anything it can catch. <
38 Kobold Quarterly 9
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Kobold Quarterly 9 39
Game Theories
Brief Glimpses
A new column on design
by Monte Cook
T
he goal of playing a role- sures. It was not merely a subterranean with. But a brief glimpse creates a
playing game should never structure, but in a fashion the mythic context for which a group can pretend
be anything more than the underworld itself. It wasn’t a simulation that it makes sense, and can make
enjoyment of an evening (or series of of reality, but a fun game environment. decisions based on what seems like fact
evenings). Despite the pundits you’ll That said, D&D didn’t throw realism and logic. It’s the illusion of reality, or
encounter arguing for a strict adher- entirely out the window for the sake at least, of a believable alternate reality.
ence to “old school” gaming, or to a of gameplay. There was a veneer of “If only we had all the facts, of this re-
“story-based” approach, or any of a realism. In other words, believability. It ality, it would make perfect sense. But
number of other methods, there is no achieves this goal not by fully defin- we don’t, so we’ll just take the facts we
absolute right or wrong way to play, ing or explaining everything, and yet have and assume that the stuff we don’t
other than that which you think is not by simple handwaving either. It know about makes sense too.
most fun. That said, it’s valuable some- achieves believability by offering us So it’s not necessary to provide a
times to really examine what’s at stake brief glimpses into the truth of this complete picture and explain or justify
here so that you can make intentional, alternate reality where dungeons and everything. In fact, doing so may be
informed decisions about your own bugbears and reverse gravity traps exist. detrimental. Not only can you address
approach to game play. It’s these brief glimpses that address every concern of the skeptic, but with
Take, for example, the idea of realism the believability issue without allow- complete explanation, you risk losing
in a game. This is a topic often debated ing the game to get bogged down in that sense of mystery and wonder. An
in various forums, the first and fore- meaningless (and probably unfun) enigmatic fantasy world may be a more
most of these being around the game detail. For example, we’re told that enjoyable one for the players and the
table itself. “Is this realistic?” people dungeons become more dangerous the DM. Sometimes it’s a lack of explana-
ask. “Does it make sense?” Often this deeper you go. We’re told that carnivo- tion that makes things fun, but only
issue comes up when someone at the rous apes are found in the company of if the context suggests that there are
table knows a little about ancient or hobgoblins. Bulettes love the taste of explanations for some things.
Medieval history. They’re questioning halflings. These feel like miscellaneous And yet if there’s nothing offered to
some aspect of the game because it facts from some real place about which the players to hold on to, there’s no
does not mesh with what they know we know little else. But they’re facts basis upon which to make decisions. If
about the real world. we can use as both players and Dun- one moment orcs are terrible maraud-
I think that what they’re really asking geon Masters upon which to base our ers and the next they are peaceful sav-
is, “Can I believe in this, even just for decisions. And therefore they make the ages, a player can never learn anything
an evening? Does it strain my credu- whole thing more believable. about orcs. It’s like forcing the players
lity too much?” It all comes down to Imagine that you peer through a (not the characters) to start at 1st level
a suspension of disbelief. The pursuit dirty window into the world outside. with every encounter, because every-
of realism (as opposed to believability) You catch a brief glimpse here and thing might be different.
leads to madness. It’s like chasing the there of people, objects, places, and Likewise, if the encounters aren’t set
horizon—it’s something you cannot activities, but not at all the complete in some meaningful context, you not
reach. A perfect simulation of reality picture. Your mind fills in all the gaps. only lose believability, but you lose this
would be, of course, reality. You get only a fraction of the whole same kind of player ability to make real
But believability is an achievable scene, but you know that the rest is decisions. Some people, for example,
goal. And likely a worthwhile one. there (actually, you assume it, but for don’t believe that a D&D dungeon
If we look to the roots of the hobby, our purposes it’s all the same thing). should have any empty rooms because
we see that Dungeons & Dragons, These brief glimpses don’t explain an empty room is boring. They claim
even in its early days, didn’t strive for everything. They don’t actually allow that every moment at the game table
perfect realism. The “dungeon” of the for a game that makes sense to anyone needs to be filled with action or it’s a
name was filled with strange, unex- with a scrutinizing eye. The more you waste. The first problem with that ap-
plained (and in fact, unexplainable) define, the more someone with a bit proach is, how can we believe in such
challenges, puzzles, and tricks as well as of knowledge, a little logic, or just an a place? As much a strain on credulity
terrible monsters and fabulous trea- argumentative streak can take issue as a D&D dungeon is, providing it this
40 Kobold Quarterly 9
way will break many people’s suspen- fensive, and leads to non-answers like,
sion of disbelief. Not to mention that “Uh, I don’t know. It’s magic!”
it loses much of the flavor of the deep, Instead, the DM should set the
dark, maze-like dungeon occasionally fantastic in a reasonable context. If the
punctuated with dangerous encounters. players ask questions like “How do
Imagine a horror movie with non-stop these giants live down here?” the DM
violence. Such a movie would soon should ask, “How does your character
lose all atmosphere and mood. You go about discovering that?” The impli-
can’t be jolted out of your seat without
cation is that there is an answer, it just
moments of downtime in between the
isn’t immediately obvious—like lots of
jolts.
things in the real world.
But the even worse problem is, it
provides the players with no context. And verisimilitude doesn’t have
In a dungeon where the dragonne lives to mean realistic. The giants in the
right next to the wight-filled crypt, dungeon can be sustained by a magical
which is right next to the drow lair, the spell rather than needing to eat. That
players can’t use their wits to under- provides verisimilitude without being
stand or prepare for the next encoun- at all realistic. (But it only provides be-
ter, let alone believe in it. lievability if the players learn that fact.
At the very least, if the group doesn’t It’s a waste of time providing explana-
want to play through the empty rooms tions, realistic or not, if the DM is the
of a dungeon, a DM should provide only one who ever knows about them.)
some believability with areas devoid of The players are on your side in this
encounters and non-action experiences endeavor (or at least they should be).
and then “fast forwarding” through You doesn’t have to defend or jus-
those portions of the game with a little tify everything that’s going on in the
description, giving the players a “brief
fantasy world, you just have to give the
glimpse” into the larger picture. If you
players a reason to leap into the escap-
want a dungeon with six encounters in
ism and fun with both feet. The players
it, fill in the blanks in between those
encounters with a few interesting look to the DM to open the door—
sentences about what happens in be- they already want to go through. If
tween. Don’t just cram the encounters they didn’t, they wouldn’t be sitting
together, but explain how after the PCs around the table with dice in hand.
fight off the dragonne, they explore a And on the other side of the table,
series of cobweb-strewn chambers and players should maybe try not to look
broken statuary and dusty furnish- too closely at every fantastical situa-
ings before they find the undead-filled tion. They should be generous with
crypt. their willing suspension of disbelief.
Why? Because in that description, At the same time, however, simply
you’ve not only explained that no, the accepting everything that comes with
dragonne doesn’t live right next to a a “well, I guess it’s magic” excuse robs
pack of wights, you’ve also given the you of any context the DM does try to
players a clue that the dragonne doesn’t provide. To truly get into the spirit of
come down this way. Nothing does—
the game, there’s a gooey, ephemeral
so if they hear movement ahead, it’s
middle ground of believability that
something that doesn’t leave its lair…
I think both DM and player have to
ever… or else they would have seen
signs of its passing in the undisturbed cohabit peacefully. Where that middle
empty rooms. They might know to ground actually lies is different for
prepare to face undead. every group. But choosing where to
It’s important to note that when you place it should be a conscious decision
do things like this, you’re not justifying to maintain consistency and ensure
the fantastic or the strange (or even the that everyone around the table is play-
whimsical). Justifying the unjustifiable ing the game they most want to play.
is a mugg’s game. It’s reactive and de- <
Kobold Quarterly 9 41
PC Races 4th Edition
Kitsune
A foxy new PC race
by Scott Gable
Art by Darren Calvert, Utagawa
Kuniyoshi
A
fox is a fox is a fox, right?
Well, you might be surprised
to learn that foxes are as varied
and complex as any humanoid race.
Foxes begin their long lives as the
animals with which you are no doubt
already familiar—intelligent, resource-
ful, charming. These qualities only
increase as the fox matures. By the time
a fox reaches its 100th year, it is at least
as intelligent as a typical humanoid.
The surprises don’t end there, though, are their multiple tails. They start their necessities. However, each kitsune has
for right around a fox’s century mark, transformation with the single tail. As a weakness for baubles—shiny stones,
it undergoes a subtle and important they grow older, they grow additional colorful balls, exotic sachets—and
transformation—it becomes fey and tails. The oldest of kitsune may have up will tend to obsess over a given item.
begins to develop incredible abilities. to 9 tails, and this is the outer limit. Though they tend not to horde many
From the fox’s point of view, it is Contrary to popular belief, the tails items, they are extremely protective of
still a fox and has simply entered a are not the source of or vessel for the the one or two that they have identi-
new stage in its life. However, others fox’s magic; they are merely features of fied as theirs (even if others can claim
typically distinguish this new form age. It is rumored, however, that some ownership). After obsessing over an
with a different name: kitsune. This foxes have learned to better utilize item for years, some kitsune may
is the name of choice among scholars their tails, granting them new abilities simply start obsessing over a new item,
and sages, though the more colloquial and strengthening their spellcasting. replacing the old.
gloom fox is common in folk tales. All foxes can use their tails in place Kitsune are social creatures at heart
The latter is a corruption of an earlier of hands for the purpose of somatic and often live in close proximity to
name, gloam fox, and illustrates that components for spells. other cultures. Whether that culture
these creatures are often viewed only as knows it or not, its members likely
tricksters, thieves, and ill omens. Psychology, Society, and interact with these shapeshifting fey on
Transformation a daily basis. In fact, kitsune sometimes
Typical Physical As your standard fox, kitsune are fall in love with members of other
Characteristics relatively solitary creatures who live as cultures and raise families, all the while
A kitsune’s physical appearance can hunter-gatherers. Achieving their 100th keeping their identity as a kitsune se-
vary widely, but the average specimen year instills in them a sense of com- cret. Children do come of these unions
is 3 feet long (nose to tail) and weighs munity, however, and small tribes start but always appear as the non-kitsune
10-15 pounds. Their coloration varies banding together for friendship and parent; as the child grows, its fey
from red and brown to white, silver, protection. heritage blossoms and grants a special
and gray. An individual’s length and A tribe of kitsune is a simple affair affinity for fox magic.
weight remain the same during the and is really just a bunch of localized
transformation into kitsune; however, dens with no real central leadership. The Inevitability of Trouble
its coloration often becomes more Though they won’t always actively Kitsune do as they please, though the
intense. It is not uncommon, even, to seek a mate, kitsune do mate for life knowledge that their actions reflect on
find specimens with drastically altered and prefer to raise families within the the whole tribe is usually enough to
coloration such as magenta or dark protective environment of the tribe. keep a kitsune’s in line. Self-imposed
blue or black. In general, kitsune don’t need much exile, however, is a common reaction
The hallmark of the kitsune, though, and, while within the tribe, they share when a kitsune incurs the wrath of
42 Kobold Quarterly 9
Kobold Quarterly 9 43
PC Races
other races. Whether caught stealing or eloping with a usually about the time they gain their fifth tail; there are an
youngest daughter, most races have a low tolerance for exceedingly small number of 5-tail kitsune in a given tribe
kitsune escapades. and almost never any older. This stage in their lives demands
Mischief is in their blood; Kitsune simply can’t suppress travel, reflection, and solitude; although mated couples
their mischievous ways for long. Stealing, playing tricks and frequently begin this journey together, the final stage must
just generally confounding other creatures seems to be the always be taken alone.
“reason for being” for most, if not all, kitsune. It never starts The end of the journey—or the Longest Step—is the
with malicious intent; it’s all fun and games—can’t they see transition into the nine tail (or kyubi). Though this stage
that? Unfortunately, “they” rarely do and confrontations promises great power and wisdom, it is dangerous and not
inevitably ensue. While unwarranted attacks on kitsune all kitsune undertake it: perhaps to remain with their mate
by other creatures find swift retaliation by the entire tribe, or perhaps from fear. Of those who dare, not all make the
individual kitsune are expected to take responsibility for any transition unscathed. Those successful become transcendent
ill will they themselves cause. beings: a nine tail. These creatures are not entirely good, and
the successful transformation simply reflects the kitsune’s
The strongest kitsune own up to their actions when those
heart. Those who fail transformation, however, are surely
actions begin to affect the tribe and may exile themselves to
evil, for the kitsune becomes a violent, raging beast which
spare loved ones excess trouble. Others, a not insignificant
seeks to consume and destroy. These nine tailed horrors are
minority, become bitter and vengeful and seek to punish
known as the demon foxes.
those that have taken offense. These destructive kitsune are
often pushed from the tribe (in forced exile) and continue as Delving into Mysteries
loners. An ill omen indeed, small tribes of these destructive The world of foxes is filled with mysteries undreamed of by
outsiders are springing up. non-foxes. Beyond even the winding lifepath of the typical
Following Your Tail kitsune that culminates in the Longest Step, there lie deeper
mysteries still, myth even among the kitsune. A couple of
Gradually, all kitsune leave the tribe. Those that haven’t the principals among these are the kanko and the ghost fox.
already left prematurely in exile will eventually leave anyway, The kanko (also kuda-gitsune or pipe fox) are very small
and long fox-headed creatures that house themselves within
bamboo tubes or pipes. They can fly and possess others, and
they crave knowledge above all else. Their relationship to
other kitsune remains unknown, but they are said to live in
the spirit world. They are seekers and finders and are often
petitioned for their assistance.
Even less is known about ghost foxes, those eternal kitsune
who have tricked death herself.
Racial Traits
Physical Features
Average Length 3 ft.
Average Weight 13 lb.
46 Kobold Quarterly 9
Monsters & Mayhem
Leastlings
by Richard Pett
Art by Michael Jaecks
Description Tactics
Leastlings resemble tiny, vicious looking men covered with Before Combat Leastlings use their size and swiftness to
their advantage, preferring always to attack by ambush.
needles, standing about 1 ft. tall and weighing 4 lb. No part These tactics may, of course, be altered by their master prior
of the leastling exposes anything but needles, and in some to a mission.
tales, they have been likened to curled hedgehogs or por- During Combat No great fighters, leastlings will flee once
cupines; indeed, in some places they are referred to as the they have attempted to deliver their poison attack unless
devils’ porcupines. instructed differently by their masters.
Morale A master will usually specify under which
In Your Game circumstances a leastling should retreat. If such
circumstances have not been specified, the construct will flee
Leastlings make good tools to take the challenge to the PCs. as soon as it is injured.
Perhaps the PCs have angered a local assassin guild, and as
they huddle under their blankets to get to sleep, a tiny least- Statistics
ling slips into one of their rooms with murder in mind. Str 4, Dex 22, Con —, Int 14, Wis 10, Cha 10
Leastlings also make good monsters to defend dungeon Base Atk +2; Grp -11
Feats Stealthy, Weapon Finesse
bosses. Imagine a final confrontation in a chamber filled
Skills Hide +22, Listen +6, Move Silently +14, Spot +6
with bric-a-brac and a dozen leastlings scurrying around
using cover and attacking the PCs from beneath tables, Ecology
books, and rubbish. Environment any
Kobold Quarterly 9 47
Organization solitary, vengeance (2-6) * The CR of a leastling depends on the semble the body parts themselves or
or retribution (7 plus) poison used at its inception. The base pay someone to create the creature.
Treasure none CR is 2 plus the CR of the poison as
per the standard rules on traps.
Creating the creature requires a DC 15
Advancement —
Craft (trapmaking) or a DC 15 Craft
Special Abilities Construction (blacksmithing).
Poison (Ex) A leastling that makes a A leastling is shaped from a thousand After the body is made, it is animated
successful hit with its needle attack needles, the finger-bones of a trio of by means of a ghastly ritual in which
delivers poison; the type of poison
hanged men, horsehair, a yard of fresh the creator crafts the creature in an al-
depends on what its master supplied chemist’s forge, swallows the beeswax-
during its creation. catgut, beeswax, a cat’s or rat’s stomach,
an infusion of poison (see below), and shrouded needle-creature whole, and
Spiny Retaliation (Ex) Anyone who
makes an unarmed attack or tries to births it 24 hours later. When “birth-
a pint of the creator’s blood. The device
grapple a leastling automatically faces ing,” the needle-bodied leastling drags
is completed by the creation of a clock-
an attack from the leastling’s sting. This itself out of the creator’s backside in an
is a free action, which does not provoke work heart made of silver, gemstones,
agonizing process that takes 1d4 hours
an attack of opportunity. and the stirrup bone from a murderer.
and inflicts 5d6 damage to the creator.
The creature’s master may as-
Creating a leastling costs 1,500 gp
plus five times the cost of the poison
Leastling Lore to be infused into the creature. The
Characters with ranks in Knowledge (arcana) can learn more about leastlings. poison cost applies once only, and
When a character makes a successful skill check, reveal the following lore,
including the information from lower DCs.
thereafter, the creature is considered
infused with that poison. The creator
DC Result must be able to cast arcane spells and
10 Made entirely of thousands of animated needles, these tiny manlike forms expends 60 XP plus 1/25th of the cost
are constructed for assassinations, delivering poison on their fingers and
with a shake of their head.
of the poison in XP.
15 The creation of a leastling involves a horrific ceremony during which the Construction CL 7th; Craft Con-
creature is first swallowed and then birthed by its master in an agonizing struct, true strike, poison; Cost 1,500
process that has killed many would-be creators. gp plus 5 x cost of poison used
20 Each leastling has a specified type of poison that is infused into the
creature when it is created. <
25 As hard as steel, the creatures are deadly assassins, able to use their tiny
size to great effect. They are less effective at range, having virtually no
reach and a limited range for their needle attack.
And much more: a set of new maps of fantasy, a double-take on “killing off
the party”, Monte Cook continues his Game Theories column, plus all the rich,
meaty, and shockingly inspiring gaming goodness we can find.
48 Kobold Quarterly 9
Sworn
Never to Be Broken:
Oaths of Magic
by Michael Kortes
O
aths and other acts of prom- Oaths, however, are never available for opponent who made a melee attack
ise binding often hold deep purchase, and they never take up an against her the previous round.
spiritual or ethical significance item slot. Because magical oaths carry One with Blades (Ex) The oath-taker
to those who would enter into such a the added burden of a code of conduct receives a +2 bonus to her skill checks
pact. In fantasy worlds, oaths may be accompanied by the ever-present threat with the Craft (weaponsmithing) skill.
further elevated into powerful magics. of penalties, their costs are generally
These oaths bestow magical benefits lower than their power alone would Consequence of a Breach
on those who swear them. Those normally suggest, similar to the pricing Should an oath-taker ever violate the
taking such pledges, however, should of a cursed item. Swordsman’s Creed, in addition to los-
treat their magical vows with utmost ing the above benefits, she soon begins
seriousness: great woe awaits the oath- The Swordsman’s Creed (any) to curse the very weapons in her grip:
breaker. The House of the Incisive Blade has any slashing or piercing melee weapon
elevated the study of swordsmanship she wields will automatically strike her
Format into the status of a religion. A few se- instead of her opponent on an attack
(Alignment)—Some oaths are only nior masters still teach worthy students roll of 1-4.
available to those with specific align- a near-forgotten oath that, once sworn The curse lasts until the oath-taker
ments. If the sample oath has an aloud, advances the pupil’s skills to a seeks out another warrior of an equal
alignment restriction, the text lists the level beyond what might otherwise be or higher level who has also taken the
required alignment next to the title. attainable. Swordsman’s Creed. She must then
The Pledge—Each oath binds its defeat her opponent in a duel while
maker to a specified code of conduct. The Pledge wielding her (now cursed) sword.
Each example below contains three By reciting the creed, the oath-taker
ironclad rules that the oath-taker must devotes herself entirely to the sword. How Taken
strictly observe. She may never again use a missile A Master of the House of the Incisive
Benefits—As long as the oath-taker weapon, including ranged attacks with Blade typically passes the Swordsman’s
upholds the oath’s pledge, each oath spells. Further, she may never wield a Creed on to a favored pupil as the pair
permanently bestows the magical ben- blunt weapon (other than an unarmed work together to forge a new master-
efits listed in this section. attack). Finally, she must train with at work or magical sword. The student
Penalties—Should an oath-taker ever least one kind of sword for at least one then carves the runes that compose the
break their pledge, the above benefits hour every day, without fail. oath into the pommel of the finished
are lost. In addition, the oath-taker blade as she intones the words aloud.
incurs a dire penalty. How long the Benefits It is a promise made not only to the
penalty lasts will vary and this is set out Veteran Strike (Ex) Three times per legacy of the House of the Incisive
in the individual descriptions for each encounter, the oath-taker may choose Blade but also to the weapon itself.
oath. to take 10 on her attack die roll for one Cost 7,250 gp
How Taken—This section contains of her attacks with a sword. However,
a brief description of the ritual that she may only apply her veteran strike The Shining Oath (LG)
typically accompanies the taking of the ability to a single attack in any given The Incandescent Shuriken is a secre-
oath. Oath-takers cannot bind them- round. tive league of celestial monks dedicated
selves into magical oaths by accident or Calculated Retaliation (Ex) When to training mortals on their path to-
as victims of trickery. the oath-taker takes the total defense wards redemption. Merciful to a fault,
Cost—Magical oaths grant statistical action, during the following round, the patient monks specialize in con-
benefits and, in that sense, are analo- her first attack with a sword receives verting would-be tyrants into agents of
gous to magic items. GMs may wish to a +2 circumstance bonus to hit and the Seven Heavens. New members are
track the equivalent treasure value of damage. The bonus only applies if the inducted into the Shuriken by under-
oaths for the purpose of game balance. oath-taker makes the attack against an taking the Shining Oath.
Kobold Quarterly 9 49
The Pledge How Taken
One cannot turn evil to good if he stoops to its level. The The oath-taker clasps hands with an angel from the Incan-
oath-taker may never ambush a foe. Nor may he ever refuse descent Shuriken as he repeats the oath. A sense of peace
to honor an enemy’s offer of surrender. Finally, as a promise follows and the oath-taker’s memory of that day will never
to ensure his body will remain pure, the oath-taker must recede.
never drink any liquids other than pure or holy water. This Cost 13,500 gp
final prohibition excludes the oath-taker from consuming
magical potions. Pledge to Baal (CE)
Benefits The arch-demon Baal lies entombed in the center of a mas-
Spin like Shuriken (Ex) Whenever an oath-taker moves his sive adamantine asteroid that endlessly bounds through the
full speed during his move action, he receives a +2 circum- plane of Archeron. His human cultists, the Order of Slaugh-
stance bonus to his armor class until the start of his next ter, have prophesied that if they can render an entire sentient
turn. humanoid race extinct, the final death will be the sacrifice
Woundporter (Su) When injured, the oath-taker may in- necessary to secure their demon-god’s release.
stantly, as an immediate action, teleport (as dimension door) The genocidal Council of Baal continually monitors dis-
up to 5 feet for every 5 points of damage taken. ease patterns as it engineers racism and wars, ever watchful
Barrier of Hands (Ex) If the oath-taker has the Deflect for the chance that a race will fall vulnerable to extinction,
Arrows feat, he may further deflect a second missile each awaiting its final push. The Order’s fighting-arm are the
round. Kovash-Nigh, armored hunters that individually specialize
in slaying specific races. Deeply fanatical, before entering the
Penalty secret ranks of the Kovash-Nigh, each hunter swears an oath
Should an oath-taker break his vow, in addition to losing the to Baal, their imprisoned demon lord, who in turn provides
benefits listed above, he becomes heavy with lethargy. His them with the lethal edge to perform their missions.
speed is reduced by 10 ft., and he can no longer benefit from
the Deflect Arrows feat, if he has it. In addition, he suffers a The Pledge
penalty to his armor class as though he were wearing armor The oath-taker must seek out and eliminate at least one
of arrow attraction. The penalties last until the transgressor sentient creature of her assigned species each month. She
completes a cross-planar pilgrimage to the temple of light at must also unquestioningly accept and complete all missions
the base of the Heavenly Mountains and atones by complet- assigned to her by her handler. Finally, she must never spare
ing an undertaking chosen by the Incandescent Shuriken. the life of one of her assigned species.
Benefits
Methodical Purge (Ex) The oath-taker gains the favored
enemy ability, as per the ranger’s class ability, but the choice
is limited to a single humanoid subtype assigned by the
Genocidean Council.
Life Drinker (Sp) The oath-taker may cast death knell
at will as a spell-like ability. The spell will only function,
though, if cast against the oath-taker’s favored enemy.
Gift of Baal (Ex) The oath-taker receives a +2 profane
bonus to Intimidate and Knowledge (the planes) skill
checks.
Consequence of a Breach
Those that fail Baal become prey for their successors. In
addition to losing the above benefits, with each breach she
is immediately subject to the effect of a finger of death; each
instance requires a separate save (DC 16 +1 per consecutive
breach). Should an oath-taker ever fail her save, she is im-
mediately reincarnated as a member of the race that was her
favored enemy.
How Taken
Only the Council may choose who will enter the ranks of
the Kovash-Nigh and receive the ancient incantations re-
quired to invoke the pledge. The newly anointed hunter per-
50 Kobold Quarterly 9
forms the required ritual over a freshly in addition to losing the above benefits,
slain corpse of their assigned species. clerics may turn or destroy the oath-
Cost 8,500 gp taker with positive energy as though
the oath-taker were an undead of
Covenant of the Lich Hunter equivalent hit dice. Good and neutral-
(any non-evil) aligned clerics will intuitively sense
The Locastra are a society of lich the oath-taker’s newfound weakness
hunters dedicated to tracking down upon sight. The effect remains until the
and destroying hidden phylacteries. oath-taker atones by reducing a lich to
The Locastra recite their order’s closely negative hit points.
guarded covenant to fortify themselves
How Taken
against their unliving enemy as they
Handed down orally amongst the
continue their dangerous search.
Locastra, the oath-taker recites the
The covenant also ensures that should
Covenant over the body of a fallen
a lich ever use its magic to force one of
comrade or family member slain by
the Locastra to turn against his broth-
a lich; a brief and morose induction
ers, a built-in magical safeguard will
ceremony typically follows.
fall into place. On rare occasions, the Cost 6,750 gp
Locastra will share their pledge with a
trusted outsider who may further their Adjudicating Oaths in Play
cause. Good roleplaying sessions frequently
The Pledge generate gray areas that require
The endless pursuit of the hidden life thoughtful rulings. It falls to the GM
force of a lich leaves no time for frivol- to determine whether a PC’s specific
ity. The Locastra are grim and dour; actions on a given day have caused the
once an oath-taker partakes in the cov- PC to break her oath.
enant, the oath-taker may never again As a general guideline, GMs should
add skill ranks to Craft or Perform interpret oaths made to lawful sources
strictly and literally while giving greater
skills without breaching his oath.
consideration to the rule’s spirit in the
In addition, the oath-taker may never
case of oaths made to chaotic entities.
cast spells from the school of necro-
Note that oaths can be, and frequently
mancy or use magic items created with
are, violated unintentionally or even
spells from the necromancy school.
under duress. It is not necessary for
Finally, and most importantly, the
the PC to have willfully disobeyed
oath-taker may never do the bidding of
their oath to trigger the adverse
a lich, even if involuntary.
consequences.
Benefit Dispel magic, remove curse and break
Empty Vessel (Su) The oath-taker’s enchantment cannot dispel an exist-
body acts as a ring of counterspelling; it ing oath. Nor can they remove the
may be loaded with a single spell of up associated penalties should an oath be
to sixth level to protect the oath-taker. broken. A limited wish can end an ex-
Pursue Caster (Ex) If a spell-caster isting oath but thepenalties remain. A
who is threatened by the oath-taker wish, on the other hand, can end both
takes a 5-ft. step out of the oath-taker’s an existing oath as well as the penalties
reach, the oath-taker may, as an imme- associated with a broken one. This later
diate action, choose to take a 5-ft. step use, however, may attract the attention
to fill the gap. of the various powers behind the oath
Lich Lore (Ex) The oath-taker gains a and invite recrimination.
+1 sacred bonus to all Gather Infor- Only a single magical oath may bind
mation, Spellcraft, and Knowledge a creature at any given time.
(arcana) checks. <
Consequence of a Breach
If the oath-taker breaks the Covenant,
Kobold Quarterly 9 51
Great Old ONeS
THE SWORD OF RHIANNON
By LEIGH BRACKETT
Introduction by NICOLA GRIFFITH
Greed casts archaeologist Matt Carse millions
of years into the treacherous past of ancient
Mars. Fantastic adventure from the author of
The Empire Strikes Back!
ALMURIC
By ROBERT E. HOWARD
Introduction by JOE R. LANSDALE
The creator of Conan looks to the stars in
one of his very few novel-length adventures!
Murderer Esau Cairn finds himself on a savage
planet of mystery and blood.
52 Kobold Quarterly 9
Book Reviews
All tomes read by candlelight
by Cynthia Ward, Neal Hebert, and Pierce Watters
Chasing The
Grave
by Joshua Stevens
My wife lives inside the requiem lamp, her smile and soft skin held
prisoner by these purple granules and freed only through the reedy
pipe pursed between my cracked lips. Exhaling the violet vapor, I see
her face, a dream within a vision. Floating on a perfect cloud, she
caresses my head just as she did before consumption took her.
My body trembles when I take my leave of the pipe, and all the
world has ceased to shine. I shall hold her again tonight, and every
night, until I smoke the last of my fortune and this pipe becomes my
coffin.
—from Lord Morias Seth’s journals, published posthumously
From Eastern Corpses to Dubbed “requiem” because it allowed fied with spiritual manifestation, den
its users to commune with the dead, proprietors quickly latched onto this
Western Shores the people of Xian’Dao slowly poi- folklore and created candles with
Centuries ago, the peasants of fabled soned themselves with their miracle alchemically treated copper wicks that
Xian’Dao in the Shrouded East drug until imperial edict finally banned produced blue flames.
discovered that bodies left to rot in its use. Entire fields of the Death’s In cities where requiem is contra-
the grain fields sprouted large, purple- Head were plowed under, and the band, dealers will often carry a blue
capped mushrooms that thrive on dead owners of the largest farmsteads were flame about their person—in a lamp,
flesh. Named the Death’s Head, the hanged in public squares. Within a few torch, or even the lit end of one of
mushrooms soon took on important short years, requiem use was violently their cigars—to furtively advertise their
religious connotations due to their stamped out among the people of wares. In cities where requiem use is
psychoactive properties; they saw Xian’Dao. unregulated, “blue-flame districts” can
the Death’s Head as a gateway to the However, Siwali traders were eventu- spring up overnight.
realm of the dead. In a culture already ally exposed to “the devil in smoke” The quality of the requiem available
beholden to ancestor worship and the and offered vast sums of gold in trade. depends on the wealth of a den’s cli-
will of inscrutable spirits, this mush- Seeing the profit potential in cultivat- entele. The drug comes in two grades:
room quickly became central to many ing Death’s Head for export abroad, the premium variety is known as bliss
religious traditions. the Emperor saw nothing wrong with while the cheap stuff is known as clay.
The people of Xian’Dao eventually selling requiem to the pale-skinned Clay is usually scoffed at by those
learned to cultivate the Death’s Head foreigners who begged for it. The first who indulge in the more potent bliss,
seasonally by turning their fields into waves of Xian’Dao and Siwali mer- and those that burn clay often cannot
paupers’ graves. With such widespread chants bearing their strange purple afford even a single dose of bliss, effec-
availability, new methods quickly arose powder and queer pipes came to the tively segregating clientele by wealth.
to better harness the mushroom’s hal- western lands just over a decade ago, This dichotomy becomes even more
lucinogenic qualities: by scoring the with increasing frequency ever since. pronounced in the dens, as those that
ripe caps with a special blade, the caps’ cater to the poor are often filled with
juices can be collected, congealed, and The Requiem Dens scores of the lovelorn, the broken, and
reduced to powder to produce a highly Depending on the city, requiem dens the lost draped about on the ground,
concentrated dose of the mushroom’s either operate in the open or lie hidden with eyes rolled back in their skulls as
hallucinogens. Near the end of their away in secretive back rooms. Accord- they reach for illusory figures that only
life cycle, the mushrooms’ capless stalks ingly, they vary from opulent manses they can see.
can also be boiled to produce a less laden with finery to dirt-floored canvas In sharp contrast, the more discreet
potent but still powerful narcotic. tents. Regardless, the dens can always dens tend to have private rooms, where
With unrestrained use came addic- be identified by the blue votives that gentlemen lounge atop velvet divans
tion, and with addiction came death. burn in their entryways. Long identi- with their every need provided for.
56 Kobold Quarterly 9
Beautiful courtesans carefully wipe Tremors Level 11 Disease
the drool from their lips and dab the
Contracted through addiction to Requiem, this Attack: +15 vs. Fortitude
sweat from their brows. The one rule disease is marked by sweating, vomiting, and un- Endurance improve DC 27
constant across all dens is a sense of controllable muscle spasms. maintain DC 24
privacy; it is considered impolite to worsen DC 23 or lower
stare as one communes with the spirits. The target is Initial Effect The The target is Final State The
Smoking requiem is often referred to cured. ↔target cannot use action points ↔weakened. ↔target goes into a
as “chasing the grave” because its users until cured. The target is dazed coma and cannot
chase after those they have lost while until cured. take actions.
the drug slowly kills them. On enter-
ing a requiem den, the client receives smoking it. It instills a cloying eu- stronger and it makes its first attack
an ornate lamp with a woven tube that phoria and makes its first attack 2d6 1d6 minutes after inhaled. All saving
connects to a long, fluted pipe carved minutes after inhaled. After failing throws made against the tremors result-
from river reed or cedar. the second save 1d4 times, the target ing from smoking bliss are made at a
The pipe’s length requires that any- becomes addicted and is treated as hav- penalty of -2.
one of average height or smaller must ing Tremors (see sidebar). The tremors After smoking bliss, the target can
recline to use it. If clay is smoked, the last until magically cured, recovered summon to their side the spirit of any
host will ball-up a wad of the drug and from, or until the target smokes more single deceased person whose name
give it to the client in a smudge bowl, requiem (which stops the tremors for they know. The spirit takes on the
allowing the client to put as much as 24 hours). physical characteristics it had in life
desired into the lamp. By smoking clay, the target can sum- and may actually touch the target. The
If bliss is the form of choice, the host mon to their side the spirit of any sin- target may speak with the dead (using a
carefully mounds a small spoonful of gle deceased person personally known Diplomacy check instead of a Religion
the purple powder inside the lamp. to them. The spirit’s image can be seen check), and the target may ask triple
Long sulfur-headed matchsticks then and its voice can be heard in whispers, the usual number of questions for such
reach inside to ignite and vaporize the but it cannot touch the target. The magic (minimum two questions).
requiem within the tightly sealed lamp. target is granted the benefits of speak- Finally, the target is may effectively
Experienced users often inhale deeply ing with the dead (using a Diplomacy consult mystic spirits and sages, as the
before slowly exhaling and then suck check instead of a Religion check), and summoned spirit consults with others
the plumes back into their mouths sev- the target is granted twice the number of its kind. This allows it to relay in-
eral times to prolong their high as the of questions normally allowed (mini- formation about a single question that
faces of the dead gently fade into view. mum one question). would otherwise be unknown to it.
Skip Williams is a co-author of 3rd your foe (a free action). If you don’t foe’s cooperation to share the mode of
Edition and the author of the world’s want to release your foe, you’re done movement.
longest-running rules advice column. moving, but you might be able to do Q: Exactly what is supposed to hap-
If you have questions for the kobold, something else that’s a move action. pen when a web spell hits? Are crea-
send them to tsrsage@aol.com. Since you’re limited in what you can tures in the area supposed to be stuck
do while grappling, you don’t have too automatically? What can you do
Q: The grappling rules say that a many options. You could, for example, while stuck? The spell’s saving throw
grappler who wins an opposed check draw a light weapon as a move action; entry says a successful save negates
can move his opponent. How does doing so requires another opposed the spell.
that work, exactly? Is it a move ac- grapple check that you make as part of
tion? Also, how does this apply to the move action you used to draw the How does that play out? If you make
earth-gliding creatures? weapon. If you lose the opposed check, your save, do you avoid the spell
your move action is over and you don’t altogether? How do you move and
For example, a creature without attack inside a web? If you’ve trapped
earth glide (let’s say a human fighter) draw the weapon.
The rules don’t say so, but it stands enemies inside a web spell, is there
is grappling with a creature with anything you can do to attack them
earth glide (let’s say a Large earth to reason that you cannot move while
grappling unless you’re strong enough short of burning off the webbing or
elemental); can the earth elemental waiting for the spell to end? What’s
move the human underground if it to at least drag your foe’s weight. If
there are more that two of you in a with burning a web anyway? How
wins the grapple check? much webbing is there in 5 sq. ft. in
grapple, you must be able to drag
First off, yes, you can move at half everyone else’s combined weights, game terms?
speed if you begin your turn in a grap- though. You and your allies could use The web spell description lays out the
ple and if you win an opposed grapple the delay or ready action so that all of effects and your options pretty clearly,
check. Doing this requires a standard you could move as a group. but the description also is pretty long,
action, so you can do it only once a If you have some special mode of so it’s easy to miss important details.
round, even if you normally could movement, you probably can use it In short, when you’re caught in a web
make multiple attacks. If you don’t win while moving a foe that you’ve grap- spell, you’re covered and entangled in
the opposed grapple check, your action pled. If you can fly, for example, you the sticky strands the spell creates. Note
is over, and you don’t move. can carry your foe aloft provided you that a web effect must have proper sup-
If you win the opposed grapple can get airborne while carrying your port (as noted at the beginning of the
check, you move up to half your speed foe’s weight. However, you cannot spell description) or the effect collapses
as part of the standard action you used move your foe into a place that your and evaporates away without any effect
to make your opposed check. foe could not somehow enter on his at all.
Since moving your foe is only a own.
You are automatically entangled when
standard action, you still have a move For example, you cannot move a
you’re caught by a properly aimed web
action left after moving your foe (or corporeal foe into a solid object, even
spell (that is, in a web that has the nec-
trying to move your foe), provided if you can enter that object yourself.
essary support), but you’re not stuck
that you did not use a move action If you have the power to share your
before the attempt. If you want to unless you fail your Reflex saving throw.
special mode of movement, however,
use that move action to travel over you can carry a grappled foe along with When you’re within a web effect, but
the battlefield, you must first release you, provided that you don’t need your not stuck to the webbing, it takes a
58 Kobold Quarterly 9
whole round of effort to move at all. effects). If there are 5, 10, or 15 ft. of
To actually make progress, you must webbing between you and an oppo-
attempt a Strength or Escape Artist nent, the webbing provides cover (+4
check. You can move 5 ft. through the to AC). If there’s 20 ft. of webbing or
webbing for every 5 full points your more between you and an opponent,
check result exceeds 10. the webbing provides total cover (no
attacks).
For example, if your Strength or Es-
When you’re in a web, you can attack
cape Artist check result is a 15, 16, 17,
so long as you’re not stuck. The spell
18, or 19, you can move 5 ft. If you
description doesn’t say so, but I’ve
manage a check result of 20 to 24, you
always assumed 20 ft. of webbing or
can move 10 ft. If your check result is
more blocks line of sight and line of
14 or less, you don’t get stuck again,
effect.
but you can’t move through the webs.
The spell description says webbing set
No matter how high your check result,
alight burns away at the rate of one
you can’t exceed your speed when
5-ft. square per round.
moving through webbing. Moving or
not, you’re still entangled when you’re Q: Is there any reason wall of thorns
inside a web effect. doesn’t allow an escape artist check
If you fail your reflex save against a to slip through?
web spell, you’re both entangled and
Web and entangle—similar spells at
stuck in place. You cannot move at all
lower level—both do, but not wall of
unless you first spend a round making
thorns. Is it an oversight or just the
a DC 20 Strength or DC 25 Escape
benefit of a 5th level spell?
Artist check to make yourself unstuck.
The spell description doesn’t say so, but I can’t think of a good reason why you
I recommend that a creature stuck in could not worm your way through
a web spell be able to take no actions a wall of thorns using Escape Artist
other than getting unstuck or purely checks. Use the same rules the spell
verbal or mental actions (such as cast- description gives for Strength checks
ing a spell that has no somatic compo- (you move 5 ft. for every 5 full points
nent). A stuck creature isn’t helpless, your check result exceeds 20).
just entangled and immobilized. You still take damage when worming
The final paragraphs in the spell through a wall of thorns using Escape
description cover a web spell’s effect on Artist checks.
combat and what happens when you
set it alight. When a creature is inside a
<
web and adjacent to you, there’s no ef-
fect on combat (beyond its entangling
Kobold Quarterly 9 59
60 Kobold Quarterly 9
Maps of Fantasy
B
andit gangs are a staple of fan- The Waterspout Tavern 3. The Waterfall Hall
tasy adventure, and the better
The bandits are crafty ones, and some- A damp hall is divided by many pillars,
ones always strike from ambush
times, especially with a small group, with the sound of falling water echoing
and then slink away to some remote,
they will put out a sign at the top of among the stone walls.
hidden fortress or woodsy glen. These
the stairs showing a boar’s head spitting
bandits are a bit different; they prefer The pillars here are actually fused sta-
water, underneath which is written
their victims to come to them, and lactites and stalactites. The large table
“Cold Ale and Hot Stew”. In this way
have built their false tavern not far off a and bench are the bandit mess hall,
they bring some tinkers, gypsies, trad-
main trade route. and washing up is as simply as sticking
ers, and even prospectors into their
This issue’s installment of Maps of a wooden plate or a greasy knife into
den—and then rob them and throw
Fantasy offers a perfect lair with two the trickling waterfall here.
them down the pit into the stream.
entryways and multiple points of If the party decides to visit the The bandits keep a set of manacles
defense to challenge any party. With a “Waterspout Tavern”, the guard within connected to an iron ring near the
little luck or a bit of healthy suspicion, the door opens the door wide for the waterfall, where they keep captives. At
the rangers and paladins in a party can first party member or two to come in, the moment, these are empty, but any
bring this bandit gang to justice. then slams the door and throws the captured PC will be found here, cold
bar, effectively locking it shut. and shivering and unarmed. Opening
1. The Stairs and Door the manacles requires the key from the
The door has hardness 5 and 25 hit
At the top of a switchback set of stairs bandit leader, a DC 15+Average party
points, and cannot be unlocked from
is a heavy door with a single barred win- level Escape Artist check, or a DC 25
the outside with Disable Device or
dow; the stairs seem heavily worn, and a Open Lock check.
Thievery; a DC 25 Strength check is
small set of runes read “Waterspout Tav-
ern” next to a bit of blue paint daubed on
required. From the inside, it requires a 4. Leader’s Chamber
moderate Disable Device or Thievery Behind a tapestry is a small, dry room
the stone beside the door.
roll—except that about six bandits with a well-made bed, a small table, and
pressure anyone, and turning one’s a heavy iron chest.
Anyone approaching is easily visible
back to work on the door certainly
from quite a distance, and only a fool
grants flanking or combat advantage to The bandit leader is a woman named
would open the door to foes. The
one’s foes Severina, and she is the only bandit to
bandits do let in one or two visitors to
have her own room with a proper bed,
rob them the first time the party visits. 2. The Lookouts. a tapestry to keep the waterfall damp
They don’t kill their victims, generally, While most visitors notice the door away, a small table and chest. The
though especially charismatic elven and stairs, few see the neatly hidden carpet in the room is likely the most
or half-elven women are likely kept arrow slits high up and behind the valuable treasure in it, as it is a woven
around as servants and slatterns. stairs on both sides, providing a full with crimson and gold threads. How-
If the bandit recognizes the heroes as field of fire across the stairs and the ever the dirt and mud on it obscure its
warriors, the frontal assault is prob- grassy sward below the cliff. In par- value (DC 20 plus party level Spot or
ably a failure. The creature guarding ticular, the arrow slits are aimed at the Perception to notice a glint of gold).
the door might be a human bandit, backs of those at the stairs, so they The chest contains her personal
a hobgoblin, or an ogre, but it is a often catch foes flat-footed. treasures, perhaps fine clothes and a set
certainty that the bandit chieftain has Noticing these slits requires sharp of jewels for when she retires from the
chosen his most suspicious, least trust- eyes and a careful look around; a DC robber’s life. The exact value is up to
ing, and generally irascible guard to 18+ average party level Spot check. The the DM, but several sets of the jewels
keep watch here. Attempts to bluff will inhabitants of both lookout posts have in the chest are those of nobles and
be met with a shout of “Loose bolts!” heavy crossbows and full quivers of merchants whom Severina has robbed
from the guard—which is a signal to bolts; they might be human, evil elves, (but who are too embarrassed to admit
the lookouts. or even gnolls with ranger levels. it). However, most fences or rogue’s
61 Kobold Quarterly 9
guild buyers might be afraid to buy such obviously noble
jewels, or they might feel inclined to report the theft to a
vengeful former owner.
The iron chest is locked and trapped, though it also has
a small slot in the top where one might deposit coins or
gemstones. The trap seems to be a simple alarm spell, but a
second trap is there as well. Once the lock is opened without
first disarming the chest (and only Severina has a key), a
poison gas capsule releases sleeping gas. This requires a DC
25 Fortitude save from anyone within 5 feet, and a DC 15
Fortitude save from anyone in the room. Those who fail the
saving throw sleep for 1d4 hours.
5. The Treasure Vault
A pile of iron-banded chests, a fine carpet, an urn of coins, an
amphora, and more stand here. The air smells of apples, and a
roasted ham hangs from a hook.
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OPEN GAME LICENSE Version 1.0a translate and otherwise create Derivative Material of Product Identity. The owner of any Product Identity used
The following text is the property of Wizards of the Open Game Content. (h) “You” or “Your” means the in Open Game Content shall retain all rights, title and
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trademark clearly identified as Product identity by the of that Product Identity. You agree not to indicate System Reference Document Copyright 2000-2003,
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excludes the Open Game Content; (f) “Trademark” means or Registered Trademark in conjunction with a work Monte Cook, Skip Williams, Rich Baker, Andy Collins,
the logos, names, mark, sign, motto, designs that are containing Open Game Content except as expressly David Noonan, Rich Redman, Bruce R. Cordell, based on
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Kobold Quarterly 9 64
The Free City
Courtiers of Zobeck
By Jeff Grubb
Art by Dariusz T. Wielec
K
obold Quarterly #7 dis- though both artist and patroness usu- over. An occasional afternoon salon at a
cussed the Courtesans of ally choose to deny it. So while no coin distant manor morphs quite easily into
Zobeck and how the husbands changes hands, the artistic courtiers are a weekend long house party.
and sons of the upper merchant class as involved as the courtesans in a trade
wiled away their idle days in the of favors for sustenance. Permanent Salons
company of (ahem) professional young Talent is not a requisite for admission I t addition to the moveable feasts of
women skilled in the arts of conversa- into the cadre of courtiers, though it the individual salons (society life is
tion, beauty, and romance. does help. Many a matron appears at always anticipating the next one), a few
But lest one think that the upper these events with one or more young permanent salons are hosted by a guild
class women of Zobeck were left bravos at her side, with a bright young or individual. Former mansions or
behind, be reassured. They have their magical tutor, or with a fiery young townhouses whose owners have passed
own private society, from which the theologian who wishes to confront a on without issue are the typical venue
men of their economic class are (most- traditional cleric with radical views. (though the Grand Salon of Zobeck
ly) excused, which is just as lustful and The fact that these young men (and the was left to this purpose in its previ-
intrigue-filled as that of the menfolk. occasional young woman) inspire jeal- ous owner’s will, along with a small
Welcome to the salons of Zobeck. ousy from the other matrons is purely endowment to maintain it). Courte-
coincidental. ous servants become familiar faces at
Matrons and Husbands
these salons, and private quarters are
The salons themselves are a state of The Artists available for discreet meetings and
mind, a gathering of artistic individu- and Country Salons consultations.
als and their patronesses. While upper
s for the artists involved, they are an
A The third type of artistic salon is the
class Zobeckian men spend their
ever-changing roster of the talented legendary Salon of the Night, whose
time with gambling, drink, and loose
and handsome. Some appear for a brief time and location are supposedly set
women, the salons are instead host to
season, gaining sufficient support to by precise astrological research, though
poets, artists, and musicians who strive
either establish themselves in their own always after the midnight hour. The at-
to match in their art the beauty of the
craft or to disappear in a flurry of scan- tendees always arrive masked, and both
matrons and elder daughters of the rul-
dal. Some have switched patronesses patronesses and their spouses are wel-
ing houses.
At least, that’s what the matrons several times and have become fixtures come. The fare is considered more dar-
and daughters tell their husbands and in salon society, cattily analyzing and ing and outré then that found in more
fathers. dissecting this season’s crop of talented traditional salons, of a flavor that the
On the surface, the salons exist to young things. And a few have married more conservative clerics would disap-
promote culture and the arts. The stars into the families that have served as prove of. The wine flows freely, secrets
are artists, musicians, and storytellers patrons. fly unabated, and indiscretions become
who present new works or recreate The salons exist in three forms in unavoidable. The most recent Salon of
popular works of previous seasons. Zobeck. The most basic is the after- the Night was particularly scandalous,
A wide variety of arts are presented noon salon, which runs from early when one patroness wooed an aged
in the salon settings, including odes, afternoon into early evening. Matrons war hero, similarly masked, only to
sagas, epic poetry, paintings, sculpture, and artists gather in the front visiting discover that it was her husband.
portraiture, weapon demonstrations, rooms of a house or mansion, either by The salons are the place of gossip and
mock fights, magical crafts, illusions, invitation or as a general invite. Artists daring and are tolerated by the lords
clockwork, tableaux, speeches, and and amateurs alike provide several and husbands only so that they may
short plays. But to many of the atten- readings, songs, and unveilings of enjoy their own activities; attempts to
dants the fine art is secondary to social recent work. Herbal infusions will be crack down on one or the other have
connections and potential liaisons. served on chill days, sorbets on warm usually failed. However, the art and
Many a young bard or craftsman has ones. On larger estates, the salons culture generated by these salons has
been mentored by an older woman, spill over into garden parties, and in helped establish Zobeck as an advanced
powerful in her guild, business, or fam- the more civilized rural manors south and enlightened city, an example to
ily. There is a de facto assumption that of the city, they can run late into the communities leagues away.
such sponsorship comes with a price, night, requiring the participants stay <
65 Kobold Quarterly 9
One Adventure. Two Directions.
Open Design
Halls of the
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Presents
Mountain-King
OG th
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