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descent into the depths

Kobold Quarterly
A tiny little magazine of Kobolds & Dragons Fall 2007 Issue 2

Ecology of the Barghest


Ed Greenwoods City
Wayne Reynolds Q&A
Paladins & Assassins
$7.99 Print
$5.99 PDF

Skip Williams Ask the Kobold > The Hidden Life of Aristocrats
Bonded Weapons & Guardian Angels > Empire of the Ghouls
contents
Editorial
3 Shared Worlds
Letters
Fall 2007 Vol. 1, Issue 2 4 From the Mines
Kobold-in-Chief: Wolfgang Baur Princes of Hell
Layout: Wolfgang Baur
Contributing Authors: Tim and Eileen 8 Belphegor, the Baron of Laziness and Invention
Connors, Ed Greenwood, Jeff Grubb, John by Tim Connors
E. Ling, Nicolas Logue, J. Robert Schwalb,
Sigfried Trent, Wolfgang Baur, and Skip
Why is Belphegor so very French? All is revealed.
Williams
Cover Artist: Aaron Acevedo Dungeon Design
Contributing Artists: Aaron Acevedo, Shelly
Baur, Kent Burles, John Carimando, Lucas 12 On the Streets Where Heroes Live
Haley, Jon Hodgson, Jonathan Kirtz, Hans by Ed Greenwood
Makart, Stan!, and the fine folk at Ubisoft
Ad Manager: EP Healy
How to make players care about whats over Yonder.

Kobold Quarterly is published four times a year by


Open Design, a sole proprietorship. No part of this
Kobold Diplomacy
magazine may be reproduced (except for review
purposes) without the prior written consent of
17 King of All Monsters: Wayne Reynolds
the publisher. Material published herein may not The tight-lipped master of the monstrous lets slip a few words.
necessarily reflect the opinions of Open Design, its
owner and patrons, or its contributors, who are not
liable for opinions expressed herein. Most product Character Design
names are trademarks owned by the companies
that publish those products. Use of the name of 20 Assassins: the Core Class
any product without mention of trademark status by Robert Schwalb
should not be construed as a challenge to such
status. Open Design, Kobold Quarterly, and the KQ logo 32 From the Outside In: Character Generation
are trademarks of Wolfgang Baur.
by Sigfried Trent
Subscriptions: Please subscribe using
PayPal at wolfgangbaur.com, or send a check Ecology
or money order to PO Box 2811, Kirkland
WA, 98083, USA. PDF subscriptions are
28 Ecology of the Barghest
US$16 per year worldwide. Paper and PDF by Nicolas Logue
combined subscriptions are US$36 per year Half goblin and all mean. On the Cover
in the United States, US$40 in Canada, 36
in Europe, and US$56 elsewhere. Yes, there is a picture of a
Flashing Blades nightwing in your MM.
Back Issues: Visit wolfgangbaur.com or
paizo.com to pick up back issues of Kobold 26 Ask the Kobold: Q&A That image is dead to us
Quarterly. Single paper issues of Kobold by Skip Williams now; throw it away and
Quarterly are $8 plus shipping. Single PDF
issues are $6, available at paizo.com. 34 My Kingdom for a Horse use Aaron Acevedo as-
tounding cover rendering
by John E. Ling
Advertising: Contact the staff
admanager@wolfgangbaur.com for rates. All
at
36 Joining the Noble Classes of the nightwing instead.
ads are subject to approval, and I reserve the by Jeff Grubb
right to reject any ad for any reason. It would
have to be pretty darn offensive for a kobold Open Design Preview
to turn it down.

Open Game Content: Kobold Quarterly contains


40 Empire of the Ghouls: the Avatar of Hunger
three items of Open content, the Belphegor article, by Wolfgang Baur
the Ecology article, and the Avatar of Hunger article.
No other portion of this work may be reproduced
in any form without permission.
Cartoons by Stan!
12 10 by 10 Toon
Submissions and Design: Each issue of Kobold
Quarterly supports Open Design, an RPG design
community. Article queries are accepted from
25 Bolt & Quiver
freelancers and from all Open Design members.
To become a member, visit wolfgangbaur.com and the Free City
donate to support the Open Design community.
42 Griffon Towers of the Margreve
2007 Wolfgang Baur by Wolfgang Baur
Fall 2007 Kobold Quarterly 2 
Editorial

Shared
Worlds

T
he heart of the tabletop roleplaying world is a place
where everyone shares the stage: players, DMs, and
designers alike. In that vein, Im happy to announce
that with this issue, Im stepping back from writing quite so
many articles as I did last issue. Theres a world of talent out
there, and its time to share some of it here.
To start things off, the kings of shared worlds are here, Ed
Greenwood and Jeff Grubb. Greenwoods Realms are well
known, of course, as are his novels and more recent Castle-
mourn. Grubbs role in creating the Realms, Al-Qadim, Guild
Wars, and many other worlds is likewise part of gaming his- evil ronin J. Robert Schwalb, this is a rock-solid take on the
tory. This issue, he picks up on an idea from issue #1 and class of scum who kill for a living. Lest you mistake this for
runs with it, explaining how to add noble levels to your PCs condemnation, I say that as a major fan of assassins. Schwalb
and social status to your campaign. Its wonderful to welcome clearly has high friends in low places.
these talents to the kobold universe, and I hope to present At the opposite end of the alignment spectrum, the
their thoughts to you again in future. assassins nemesis is the worthy paladin. Relative newcomer
Then theres Nicolas Logue, who contributes this issues John Ling shows us how paladins can trade in their mounts
Ecology article. You may recognize him from his Eberron for new class abilities. I expect well hear more from him in
work and from his outstanding adventures for the late, la- future issues.
mented Paizo incarnation of Dungeon magazine. Fellow Finally, theres one piece from someone whose name may
Paizo veterans Tim and Eileen Connors offer up a devil full not be familiar (yet), the redoubtable Sigfried Trent from
of sloth. Its not easy to make laziness compelling, but theyve Open Design. He discusses how to make your next PC more
done it with style, compiling hooks and tactics usable in any memorable, and provides great tips for getting traction with a
campaign. new character.
In addition, I am very pleased that Skip Williams, who I hope you enjoy the wide range of voices this issue. I
co-designed 3rd Edition and who got his start in the industry think youll notice Ive bumped up the page count quite a bit
with TSR in Lake Geneva, now graces these pages. Hes taking to make room for that extra gaming content. Yes, were at 40
questions for our first regular column, Ask the Kobold. If pages, and still very light on ads.
you have ever wondered about weapon size, the various condi- I hope to retain that higher page count next issue, but as
tions of undeath, or the triggers for traps and the point of the always it depends on what articles arrive and whether the
Balance skill, give him a shout. circulation numbers grow. If you enjoy Kobold Quarterly
Im pleased to present two polar opposites in character and are as pleased with the freelancers presented here as I am,
classes, or at least they were in 1st Edition: the paladin and please tell your friends and broaden this shared world a
the assassin. The Assassin core class is a preview from Green little further.
Ronins d20 Freeport Companion. Written by that dastardly

Kobold in Chief

 Kobold Quarterly 2 Fall 2007


Kobold Letters

from the Mines

You can write to us at koboldquarterly@ opportunity or not, but it is listed as a free


gmail.com or send paper hate mail to action, and free actions never provoke at-
Kobold Quarterly, PO Box 2811, tacks of opportunity so far as I am aware.
Kirkland, WA 98083. Quicken Spell is a good example of this; Random Encounter in a Box
making it a free action removes the attack I just finished reading your first issue of
Tripping Error of opportunity normally associated with Kobold Quarterly and it was
The tripping article in Kobold Quar- the action. great! I purchased the PDF from Paizo
terly contradicts a rule in Complete This wouldnt be the first time Ive seen and on seeing the quality I am
Adventurer. different versions of the same rule in dif- positive that I need a hard copy.
On page 27, KQ#1 said: ferent WotC sources. The general principle I liked all of the articles. I was most
A character with a very high Tumble is to use the most recently printed version. interested in your interview with Erik
skill can stand as a free action with a The Complete Adventurer would seem to Mona, and it was excellent. I read your
DC of 35, making it easy for them to override, but when writing for OGL you FAQ and it is understandable that ad-
stand up without any attacks of oppor- have to put on blinders regarding anything ventures may not appear in this maga-
tunity or using a move action. published outside the OGL banner. zine for a while. However, it would be
On page 103, Complete Adven- The rules lawyer in me would tend to interesting if you could do a 1 or 2-page
turer says Free Stand: With a DC 35 say it provokes an attack of opportunity encounter. Maybe featuring a creature
Tumble check result, you can stand up due to the conflicting rules policy WotC introduced in the issue with the en-
from prone as a free action (instead of promotes, but it seems odd to me that any counter. Not a simple you-run-into-an-
as a move action). This use of the skill free action would provoke an attack of op- orc-and-you-fight encounter.
still provokes attacks of opportunity as portunity since 1) a free action essentially Something requiring puzzle solving
normal. takes almost no time, 2) an attack of op- or a unique combat scenario (where
Notice the contradiction regarding portunity represents you doing something the combat requires the PCs to think
provoking attacks of opportunity. that leaves you vulnerable, and 3) because their way through the battle). Basically
~Alan in almost all cases making an action a free a random encounter in a box that I can
action stops it from provoking attacks of throw at my PCs as they are travel
Author Sigfried Trent replies: Thanks opportunity. overland or wander through a dungeon.
for reading the article and taking the Good Gaming, ~Liam Whalen
time to mail Kobold Quarterly about Sigfried Trent
it. I mostly stuck with the d20 Hypertext Devoted to the Best of S&S
SRD when researching my article. I also Question About Derro Nets Not long ago, I was revisiting my Dragon
used the WotC FAQ to answer some of the I have a confusion about the derro collection, and looked at the Dragon
stickier rules issues. poison net and the weeping poison. Rumbles section of Dragon 1.
Regarding the use of Tumble to stand as It states that the weeping poison is an That mission is to publish the best
a free action, thats from the Epic material injected poison. How does it then work magazine devoted to Sword & Sorcery,
included in the SRD, where it is listed as on the net? Fantasy, Science Fiction and Role Play-
one of the Epic uses of the Tumble skill. ~Keith Unger ing gaming.... We actively encourage
My understanding is that you neednt be your suggestions, criticisms, or whatever.
epic level to attempt the epic skill uses, You caught us, if youll forgive the pun. We can adequately serve you, the gamer/
although with the very high DC targets We could pretend that the nets are set with reader, only if you let us know what you
it certainly helps. The SRD listing doesnt barbed hooks, but really, the weeping poi- like/want.
indicate whether you provoke an attack of son should be a contact poison. That was 1976. I was only 4 years

Fall 2007 Kobold Quarterly 2 


old, and it wouldnt be until the summer of 1980 that I
would get my first D&D set. I am too young to remember

CAPTURE
those times, and my memories of a pre-WotC D&D are also
memories of childhood, which tend to be at times unduly
romantic. Still, whether correctly remembered or not, I could
SWEAR I remember a time where the relationship between
LOST profits and product were a little more favorably matched.
When the game producers were the biggest enthusiasts.

KOBOLDS! Somewhere between 1976 and 2007, I think the mission


shifted, and the dialog between the franchise holder and the
gamer was lost.
Reading your publication, I was almost glad Dragon
Back issues of Kobold Quarterly are folded. Kobold Quarterlys first issue reminded me that
you dont need the trappings of a large business to put out
available to right-thinking Humanoids, good gaming material, and that a DIY spirit is at the heart
Giants, and Outsiders of all subtypes. of roleplaying. I felt as though I were reading a Dragon
magazine that didnt have the worries of a large publication,
ISSUE 1 ISSUE 2 a magazine that had thrown off the worries that come with
being a business, and was getting back to putting fun first and
foremost.
Im going to miss Dragon. But I am glad that people like
you are back in the drivers seat. Im more excited about the
hobby than I have been since I was a teenager, and I cant wait
to see what the next few years bring.
About the magazine itself: I enjoyed every article. I appre-
ciate the mix of DM and player attention, and it is a relief to
Ecology of the Derro Ecology of the Barghest
Prince of Hell Baron of Hell see the Ecology of the... series kept alive. If I were to choose
Erik Mona Interview
Steam & Sorcery
Wayne Reynolds Interview
Creating Better Characters
a favorite article, it would be Its not (always) the gold. I
SOLD OUT AVAILABLE really like practical advice that can be applied directly. The
IN PRINT NOW! underdark monster table will be useful if I ever want to write
an adventure for the underdark (not likely, but a good idea).

PDF Back Issues Finally, the Titivillus article was just fun.
The production value of the periodical is very nice I was
$6 at paizo.com. anticipating something much less polished.
I know that you put a lot of yourself into this, and the

Print Back Issues hard work shows. After seeing the first KQ, a weight I had
been feeling since the announcement of the demise of Dragon
$8 + shipping* lifted, and I really, really want to thank you for doing that to
Issue 1 SOLD OUT me.
Issue 2 x + shipping = $ ~Allen Hunter
Total = $
Name: Thanks for the kind words: I may just need to get them framed
and placed in the office for a rainy, flame-war-filled day.
Address:
Im honored to scurry in Dragons illustrious shadow, and hope
City: State: to keep printing as long as readers enjoy paper. While games are a
ZIP Code: Country: business, they have to be a fun and adventurous businss.I learned
Remit funds by PayPal to: koboldquarterly@gmail.com. that from Roger Moore, Dragons editor during another era, and
Send check or money order to: Kobold Quarterly I hope to carry that spark forward in years to come.
PO Box 2811
Kirkland, WA 98083, U.S.A.
*Shipping is $3 (US), $4 (Canada), and $6 (everywhere else). A Little Wobbly, but Wow
Being a first issue, the magazine is as expected of any first
Kobold Quarterly and Open Design are trademarks of Wolfgang Baur. All magazine a little wobbly, still finding its feet. But I officially
rights reserved. 2007. Dont make us gnaw your ankles in rage. do not regret spending the money. What Ive seen so far was
great. Especially the interview with Erik Mona: Hands down,
my favorite part of this issue. I cant re- edge (Forbidden Lore), and the feat Intrigued
member the last time someone made a Blinding Speed. I got a copy of your first issue and I am
reference about a rats balls in Dragon Second, the Underdark Encounters intrigued. It looks like something I and
Magazine, and Im still laughing about didnt include a key to the abbreviations. my group might be interested in. What
that one. I only own the MM, MM2, and FF, so type of content do you see as a regular
Another particular favorite was the I was lost when you mentioned ToH1, feature?
article on Trip Attacks. Its always nice MGU, CS, U, Minions, and other ab- My interest would be in articles that
to see someone get back to the nitty breviations. I usually play FRPGs with clarify rules found in the core game.
gritty of battle tactics, as well as more my 10-year-old son and his friends, and Just tonight my group had questions
clarity as to the nature of special at- my three-year-old daughter usually takes about combat movement and how turn
tacks, in addition to the usual fluff. The up time Id rather spend poring over the undead effects work (is it a cone or a
glimpse at the City of Zobeck intrigued latest FRPG supplements. So circum- radius effect?). Id like a regular column
me to learn more about the related stances conspire to keep me dedicated dedicated to clarifying muddy rules so
setting. to (mostly) core rules. Non-core details that my players and I have a better un-
Additionally, what true nerd doesnt without some iota of explanation frus- derstanding of their use.
fantasize about a job in the gaming trate me. I am not as keen about published
industry? Gaming sounds like a (most Now the kudos: the layout is very adventures because I find even the ge-
likely) thankless, but at the same time professional and eye-pleasing. The neric ones have a hard time fitting in
fantastic career, and Id love to know choice of artwork was better than what campaigns. Or they just dont apply,
more about how the industry works. Im can be found in the most popular since my players are at one level and the
not talking about an article on Heres FRPG magazine. I particularly enjoyed adventure is for another.
how to get a job writing D&D, but the classical fantasy artwork and the Id rather learn how to make my
more Here is how our little world mix of color and black & white images. games better or how players can better
actually lives and functions. Maybe The features were exceptional, a per- play the game. Ideas on how to create
behind-the-scenes, or more interviews, fect mix of crunch and fluff. Finally, good cities or NPCs, or tips on knowing
insights, and observations of infamous the choice of features was excellent. your character and roleplaying would
figures of the industry? Im a big fan of devils and underdark be great. I know my players always have
Thanks again for providing us with creatures as antagonists, and I love small real trouble being creative when trying
some great info, and a voice to go with variations or in depth explorations of to come up with character histories and
it. Im looking forward to many future standard game mechanics like rewards feel it is more of a chore than something
issues of KQ! or combat options (tripping). they are excited about. Could you pub-
~Mycheal Kelly To sum up: Youve got an excellent lish an article to get them motivated?
periodical, but to keep my business, ~Brendan Flood
Thanks for your letter! Yes, Open Design keep it core or explain the non-core
does pry open some behind-the-scenes as- stuff. Kobold Quarterly will offer new
pects of design in its design essays (which One last thing: please include let- tactics, mechanics, and player-friendly ar-
currently arent reprinted anywhere else). ters to the editor in future issues. I love ticles every issue, as well as DM advice in
And of course the project patrons see some to hear what other players have to say the Dungeon Design column.
of that in the writing process. If theres a about the hobby. As to rules questions, I think thats a
demand, the essays may appear here as ~Joel Rodda great idea. 3rd Edition co-author and long-
well. Tacoma, Washington time sage Skip Williams answers some this
The KQ interviews will mine a similar issue, and you can submit your questions
vein. Ill be asking the patrons soon about Letters, you say? Wish granted. Ill defi- to yesage@aol.com. Our kobolds are stand-
who theyd like to see interviewed next. nitely be better about the references in ing by.
future; sometimes its a tough choice with It turns out that Sigfried Trent has
Non-Core WotC Material? limited space, but I should have put the written an article character generation
I bought your periodical and have read key in for Unearthed Arcana and the and histories in this issue.
it through. Its great! There are a few de- others. Thanks for all your letters and emails.
tails that bothered me, and as they say, That said, the easiest way to find Open Even if we dont print them all here, every
The devil is in the details. First, there content like the incantations, domains, one does get read and many have shaped
was a lot of non-core content that wasnt feats, and skill you mention is in the the content of the current issue. KQ will
explained in your e-zine. From the first Hypertext SRD at www.d20srd.org; its continue to be your magazine first and
half of the e-zine some examples are searchable and very useful for finding foremost.
incantations, non-core domains, Knowl- WotCs Open material.

Fall 2007 Kobold Quarterly 2 


Princes of Hell

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Belphegor, the Prince of Laziness
1
Idleness is the Dead Sea that swallows all the virtues, 0%
&
and the self-made sepulchre of a living man.
- Francis Quarles, English poet and devotional writer (1592 - 1644)

By Tim and Eileen Connors


Art by Aaron Acevedo

T
he Archangel reprised his arguments to Belphegor. If men Belphegor is hells unsung hero.
produce nothing, how shall we see whether they burn for good or Though he gathers more souls to the
for evil? The laziness you preach smothers their works. Remove Nine Hells than any other devil of
your influence take your bushel from over their candle. equal rank, he employs a very subtle
charm: Laziness.
My dear Remiel, I assure you that they burn. The devil suppressed a Most mortals are quite aware of
grin. Hearken to your brothers toll: Laziness is the mother of invention, what actions lead to damnation, but
the motivator of magic and science. What see you immoral in seeking the fewer realize the spiritual peril of inac-
shortest, most efficient way in all things? It is simply the mark of the clever tion and procrastination. By corrupt-
man. ing mortals with laziness, Belphegor
prevents their virtuous plans from
There is no shortcut to Heaven, Baron Belphegor.
ever coming to fruition. Evil deeds
Yes, well, that concerns me not at all.
 Kobold Quarterly 2 Fall 2007
go unchallenged. Charitable works go Belphegor slipped into the most prom- sharp schemes.
unfulfilled. In the cool shade of laziness, ising group of devils. He contributed With expanding knowledge of Hells
a world of good intentions withers to little to the groups schemes, but, as vast web of politics, Belphegor rose ever-
nothing more than excuses. planned, shared equally in their suc- higher by subtly encouraging his masters
Belphegor offers the temptation of cesses. Eventually, his partners shed his to miscalculate their positions at critical
the easy road. He presents many vi- dead weight, but he had already ridden moments. This proved quite easy.
sions of fast fortunes, helps the virtuous their coat tails to low-level power. To some, he counseled laziness in
monk fall asleep at vespers, or tempts Belphegor turned his newfound the guise of caution, advising them to
the poor laborer to turn to thievery power to the wholesale corruption of take no action when a preemptive strike
rather than work. But his hallmark is mortal souls. He had an inventive, even would have been decisive. To others, he
to tempt mortals with ingenious in- elegant, plan that required little effort. appealed to greed or pride, saying, The
ventions that will make them rich and It started when a fame-seeking human meager reward isnt worth the effort,
famous. Whether it is a masterful design named Agrippa summoned him, and or Rest easy, for the threat is nothing
for longer-range siege engines, an in- Belphegor feigned subjugation. to your power. One after another, his
sightful way to concoct poisons, or an Put to the question by Agrippas sor- superiors fell to their own inaction, and
inspired con game, Belphegors tempta- cery, Belphegor confessed that diabolists the well-positioned Belphegor took their
tion always matches the tempted. Even of all kinds could escape from paying place under a new, more powerful devil.
at the cost of their souls, many embrace their portion of a pact with devils -- or Asmodeus eventually noticed Belphe-
his offer eagerly. at least, pacts with himself. Delighted, gors casual coups. He laid waste to the
Belphegors primrose path to power, Agrippa promptly produced a diabolist fools currently in the lesser devils sway
glory, and happiness is the way of least book on the subject and gained world- and focused Belphegors considerable
resistance. To find it, one must simply wide fame. Finally, his book claimed, talents back at an old target: mortals.
be inventive or have an inventive mortals could command a devil to work From his secret scrying chamber in the
teacher. Belphegor is always the inven- magic, win love, and find treasure, all depths of Hell, Asmodeus showed Bel-
tive teacher, happy to point the way to without risk to their souls. phegor the whole of humanity and bade
Hell and speed mortals on their way. Escaping damnation was simple: the him, Name the power and the license
diabolist must share copies of the book you require for their seduction.
History of Belphegor with two or more others and convince Belphegor replied, My lord, I need
While all devils bow to the tenets of them to enter similar pacts with Belphe- only grant them comfort to bring them
Hells rigid caste system, none of them gor. When one mortal signed out, two to you. Asmodeus smiled, and he ap-
are content with their particular place signed in. Belphegor sat back and for a pointed Belphegor his Baron of Lazi-
in the machine. Like the rest, Belphegor long stretch, rose quickly atop his pyra- ness, with the charge to seduce human-
was born with a burning desire for more mid scheme. ity through sloth.
power and greater influence. He wanted Years later, Heaven spearheaded an
to rule; he just didnt want to work for angelic purge of the popular book. But Allies and Enemies
it. despite the angels diligence, one can As one of Asmodeuss direct appointees,
In his early days as an imp, Belphe- still find copies of On the Subjugation of Belphegor is officially unassailable. Nev-
gors slothful nature prevented him from Devils in the dark shelves of unsavory ertheless, he no fool, and does not trust
accomplishing much at all. He put a scriptoria or the sealed archives of war- solely in the Arch Devils protection. In
few devotional writers to sleep at their locks and fiends. Belphegors current Hell, no one has friends, only tempo-
inkpots and encouraged village priests power status renders these rarities espe- rary alliances with betrayers.
to trot out dull, timeworn sermons. But cially potent and dangerous tools. By making himself valuable to the
Belphegor spent most of his days lying The angelic intervention brought Bel- powerful, Belphegor has gained impres-
about, observing the politics of Hell and phegors name to the attention of more sive allies. His greatest is Archduke
wondering at his ambitious brethren. powerful devils who recognized his in- Dispater, the careful schemer. Dispater
He watched brazen devils fail to seize genuity and sought him out for advisory values Belphegors ingenuity and, mis-
power by force. He watched cunning positions. Mistaking his laziness for lack taking the Barons laziness for caution,
devils ply politics and duplicity for cen- of ambition, they considered him the trusts Belphegors counsel. Belphegor
turies, often to no effect. Considering perfect subordinate. In fact, his demean- brings thousands of souls to Mammon,
the paltry, successful few, Belphegor or was so non-threatening that many the Archduke of greed and selfish-
sighed. Surely there must be an easier spoke of intrigues and machinations ness. He seduces mortals with instant
way. well above his station in his presence. gratification, directing their basest
In time he found one. During a reor- After all, they thought. Belphegor was cravings and enlarging the domains of
ganization of lesser diabolical fiefdoms, too dull to make much of their razor- Mammon.

Fall 2007 Kobold Quarterly 2 


old, grey devil with a potbelly and wavy horns. What little
hair sprouts from his largely bald head hovers near his fleshy,
pointy ears. A beard drains from below his overlarge mouth,
and when hes not twisting and pulling that beard with his
You dont need it but you know you want it. long claws, hes sitting, lost in thought, holding his lions tail.
To please and distract his summoners, Belphegor sometimes
appears as a beautiful, young girl or naked woman.
Detailed reviews of the best accessories While Belphegors physical prowess is no match for his
that role-playing has to offer today. princely brethren, he rarely has to worry. He has an uncanny
ability to go unnoticed, even in plain sight.
When disappearing into the crowd wont work, Belphegor
Truly, a pimptastic site of phat gamer loot.
Wolfgang Baur
relies on persuasion, diplomacy, and politics. He stands close
to his detractors, exposing them to his overpowering aura of
apathy and resignation. Like Asmodeus, Belphegor operates
Know what youre getting into on a grand scale, but also relishes focusing on a single target.
before you spend your filthy lucre.
Baron Belphegor CR 23
Always LE Medium Outsider [Evil, Extraplanar, Lawful]
Smart writing and a keen eye for detail. Its a fun read. Init +2; Senses Listen +47, Spot +47; 120 darkvision
gaygamer.net Aura apathy, unnoticed
Languages Common, Celestial, Draconic, Ignan, Infernal,
Undercommon, telepathy 120
www.gamer-bling.com AC 28, touch 12, flat-footed 26 (+2 Dex,
+15 natural, +1 Armor Skin)
hp 353 (34d8+170+30 HD)
Immune fire and poison
Resist acid 10 and cold 10
Fort +28, Ref +21, Will +29
Speed 40 ft. (8 squares), fly 60 ft. (good)
Melee 2 claws +37/+32/+27/+22 (2d12+4)
Belphegors enemies are devils of action and diligence. Ranged numbing blast +36 (4d10)
Those in the frontlines of Hells ongoing wars have no time Base Atk +34; Grp +37
Abilities Str 16, Dex 15, Con 20, Int 28, Wis 30, Cha 24
for Belphegor, Baron of Armchairs. His very existence dis- SA spell-like abilities, numbing blast, flash
gusts the ever-vigilant Archduke Bel and his military-minded of insight, halt
vassals. The Barons philosophy and purpose utterly escapes SQ outsider traits, devil traits, see in
them. If it werent for Asmodeus, they would have assassinated darkness, telepathy 120, summon
Belphegor long ago. devils, DR 15/silver and chaotic
Feats Armor Skin, Empower Spell-like Ability (orders
wrath), Epic Fortitude, Epic Reputation, Epic Skill Focus
Belphegor in the Real World (Bluff), Epic Toughness, Improved Unarmed Strike,
Magical Aptitude, Negotiator, Persuasive, Quicken
In Numbers 25, the Israelites have illicit relations with the Spell-like Ability (waves of fatigue), Skill Focus (Bluff),
Moabite women and make sacrifices to their god, Baal-Peor, a Tenacious Magic (temporal stasis)
name later corrupted to Belphegor. Up until the 16th century, Skills Bluff +63, Decipher Script +46, Diplomacy +58,
Disguise +44 (+48 to act in character), Forgery +46,
Belphegor was associated with licentiousness. Gather Information +48, Knowledge (arcana) +46,
In 1589, the same year Galileo began his revolutionary ex- Knowledge (architecture and engineering) +46, Knowledge
periments on bodies in motion, the bishop and witch-hunter (history) +46, Knowledge (religion) +46, Knowledge (the
Peter Binsfield published Binsfields Classification of Demons, planes) +46, Listen +47, Search +46 (+50 to find secret
doors), Sense Motive +49, Spellcraft +52, Spot +47, Use
an authoritative list of demons and their associated sins. Of Magic Device +46 (+50 to use scroll)
the seven deadly sins, Binsfield assigned sloth to Belphegor. Numbing Blast (Su): Belphegor can throw numbing
In 1863, Collin de Plancy published Dictionnaire Infernal. blasts of cold from his claws as a ranged attack with a
120-foot range increment. They cause 4d10 damage.
That volume describes Belphegor as a demon of discoveries Flash of Insight (Su): Three times per day, Belphegor
who seduces people to evil by suggesting to them ingenious can instill a willing subject with a flash of insight, effectively
inventions that will make them rich. granting them owls wisdom, foxs cunning, and eagles
splendor. If the subject has made a pact with Belphegor,
he also enjoys the benefits of vision (CL 20).
Appearance and Powers Apathy Aura (Su): Belphegor can radiate a 25-foot-radius
Compared to the well-muscled torsos, pitch skin, and chiseled apathy aura as a free action. Creatures in the area of
effect must make a DC 34 Will save or be inclined to do
features of many of the other Princes of Hell, Belphegor is an nothing, effectively dazed, for as long as they remain in

10 Kobold Quarterly 2 Fall 2007


the area. This effect ends immediately if Belphegor attacks a gious connotation it once had. Not only are more and more
foe physically. Devils are not immune to this aura. The save mortals consumed by sloth, many dont even consider it
DC is Charisma-based.
Unnoticed Aura (Su): Belphegor can radiate a 25-foot- intrinsically evil, let alone a deadly sin. They see it as mere la-
radius unnoticed aura as a free action. Creatures in the area ziness, a perfectly natural inclination, and a common reward
of effect must succeed on a DC 34 Will save or not notice for accomplishment.
Belphegors presence for as long as they remain in the area.
Treat Belphegor as under the effects of invisibility, pass Encouraged by his success with the masses, Belphegor set
without trace, and silence. This effect ends immediately if his sights on keystone souls, high-profile men and women
Belphegor speaks or attacks or if an unaffected creature who often serve as the foundation of local moral standards.
purposefully draws attention to him. Devils are not immune
to this aura. The save DC is Charisma-based. By bringing a revered bishop into the fold, Belphegor en-
Summon Devil (Sp): Belphegor can summon 2d4 imps or sures that his faithful flock either follows him blindly or
3d8 comfort devils (q.v.) with a 100% chance of success. retire from the church, orphaned and embittered. Belphegor
This ability is the equivalent of an 8th-level spell. aims to fill every parish priest with apathy and resignation,
Spell-like Abilities: At will greater teleport (self plus 50
pounds of objects only), orders wrath, plane shift (Hell to/ and he targets every head of state for paralyzing preoccupa-
from the Prime Material Plane only), sanctuary, suggestion, tion with comfort, sin, and baubles. In many nations, Bel-
unseen servant. 3/day deep slumber, moment of phegor has already claimed the majority of nobles.
prescience, symbol of persuasion, waves of fatigue.
1/day magnificent imprisonment*, mind blank, temporal
The Baron does not achieve this corruption without help-
stasis, unholy word, grant up to three wishes (to ers. His syrupy blood runs through the veins of hundreds of
nonoutsiders only). Caster level 20th. The save DC is thousands of specialized imps, finely attuned to his philoso-
Charisma-based. phy and wishes. These are Belphegors comfort devils, and
Telepathy (Su): Belphegor can communicate telepathically
with any creature with a language to a range of 120 feet. theyre everywhere.

* As imprisonment, but instead of the spell holding the victim


in suspended animation in a sphere at the center of the
Comfort Devils
earth, the spell traps the victim (who may move) within a Brother Accul is furious that you missed lauds. You may
permanent instance of mages magnificent mansion that is be our most promising acolyte, but he says, once more and
contained in an amber gem on Belphegors person. To free
one of the maximum twelve creatures that Belphegor may be hell remove you from the Order.
holding in the mansion at once, one must cast freedom on I must have fallen back asleep. It was so cold this morn-
the gem rather than at the imprisonment locale. When bored,
Belphegor imprisons mortal enemies just for fun. ing. I thought you were going to wake me up, not pull up
my blankets.
Cults and Followers I didnt pull up your blankets. Your cell door was
Belphegor has few active mortal followers and still fewer or- locked, and I tried in vain to wake you from without.
ganized cults. Those groups that exist use the donkey, a slow- Brother, the devil couldnt rouse you.
moving and lazy creature, as their symbol.
Comfort devils work to fulfill Belphegors promise to Asmo-
deus. Insidious and subtle, they keep mortals distracted from
Accomplishments and Goals good and charitable works, ignorant or indifferent to the
Belphegor counts among his greatest accomplishments chang-
worlds evils, and focused on lifes simplest comforts rather
ing the worlds attitude toward sloth as a sin. In a matter of
than its highest ideals. As tempters to lifes easy roads, they
mere centuries, he quietly stripped sloth of the negative, reli-
have an encouraging hand on every ad-
dicts shoulder, every swindlers sleeve,
Comfort Devil Lore and every pirates wheel.
Characters with ranks in Knowledge (the Planes) can learn more about comfort
devils. When a character makes a successful skill check, reveal the following lore, Statistics
including the information from lower DCs. Comfort devils are imps and share the
physical description and statistics of all
Knowledge (the Planes) of that breed. Comfort devils of five
DC Result or more hit dice differ slightly due to
14 The devil Belphegor, Prince of Laziness and Invention, has thousands of Belphegors investment of power. To
imps at his command. continue the pretense of their assumed
18 Belphegors imps, called comfort devils, foster worldwide evil by forms, these advanced devils do not
distracting otherwise virtuous individuals with lifes comforts and by revert to their natural form when killed,
tempting them with lives of ease and fortune. but retain their disguises even in death.
22 Comfort devils are ubiquitous, but due to their ability to assume other Strategies and Tactics
more pleasant forms, remain largely unnoticed throughout the world. Many comfort devils enjoy success as
the imaginary friends of children. By encouraging innocents to locate victims. As good-time friends, they keep their
away from their chores, the devils foster laziness at an early victim happy and ignorant of the worlds evils. They put the
age. To encourage immorality, they distract children from re- bottle in the ex-alcoholics hand and excuses in the layabouts
ligious education and moral tales with their own whispered, mouth. As teachers, they advocate isolationism to keep their
often scandalous, stories. victims from the good fight. As clerics, they preach divine
Some comfort devils play dual roles in a household. They but deferred justice, leaving it to gods to vanquish and
introduce themselves as superficially injured cats or dogs, punish evildoers.
and once they become the familys beloved pet, they distract Laziness of a different sort best tempts some victims. For
child and parent alike with playful demands for attention. fame and fast fortunes, these ambitious and shortsighted
They are particularly vivacious during prayer and seem to fools will pay anything so long as it is paid later. To these
have a sixth sense for detecting and preventing religious alone, comfort devils appear in their natural, infernal form.
epiphanies great and small. Woe to the monastery who takes They hand treasure maps to thieves and love potions to
in one of these fiends. women who marry for money. More commonly, they com-
In rural areas, comfort devils exchange their bat wings, mune with Belphegor to provide ingenious insight into
barbed tails, and horns for the gracious forms of kindhearted magic and science, enough to bring their victims the worldly
fey. In this form, the adorable creatures fluff pillows, draw gold and respect they so desperately seek. The victims are
warm baths, and pantomime curious stories, emphasizing delighted to gain such luxury, for the bargain price of their
simple pleasures. They use their suggestion ability to encour- souls.
age families to think of them as rewards, even entitlements, The most talented comfort devils, called Old Boys, work
from Heaven. directly with Belphegor to collect keystone souls. They spend
In the worst cases, an isolated village may become utterly a mortal lifetime posing as humans in the upper crust of so-
preoccupied with the little status symbols. Envious villagers ciety. Old Boys are trendsetters and socialites, leading secret
gossip about their unworthy neighbors and secretly put out societies and founding annual parties. They serve as the advi-
dishes of milk or honeyed water to draw the desirable pixies sors that a keystone soul needs to gain influence and realize
to their door. his dreams.
Belphegor permits particularly clever comfort devils to This advice comes from a poisoned well. These imps use
assume the form of a humanoid. These devils use detect good suggestion to convince their victim to take action only from
a position of power a position attainable only through the
imps notoriety and shady connections. Over time, Old Boys
tempt or blackmail their victims away from their former,
virtuous paths.

Society
Comfort devils spend their entire lives amongst mortals.
Because they rarely assume their natural form, they confirm
suspected brethren through their commune ability.
Occasionally they work together to maximize their influ-
ence. In one notorious case, they masqueraded as humans
for more than a decade to orchestrate the fall of a wealthy
kingdom. While a few of them convinced fellow peasants
that they deserved relief from carrying the lazy ruling class
on their backs, the others convinced fellow aristocrats that
the lazy, peasant ingrates were undeserving of their valuable
protection. The subsequent revolution featured unspeakable
atrocities.

Typical Treasure
Most comfort devils have no treasure. However, advanced
comfort devils have treasure appropriate to their disguise
and station in mortal society.
<

12 Kobold Quarterly 2 Fall 2007


Dungeon Design

On the Street
Where Heroes Live
Bringing Towns to Life in a Fantasy Campaign
by Ed Greenwood

Tired of dungeons? Well, then; turning it into a grim-foreboding, over- them to rise and walk. With the local
the-top Hollywood movie set. innkeeper or tavern master installed as
head into town, where the action
is! The Basics the tale-teller, complete with colorful
First, consider the bones of the place: looks and accent to match, theyll see
The grizzled caravan mer- the main-streets map and major indus- the hook and be out of town by sunrise.
chant grins, displaying decayed tries. Creeks, wells, and horseponds; Yet if theres no fog nor chase, youll
bridges; mills; market square; major certainly need more. Look and feel, for
brown teeth, and points down one thing: what does the place smell
intersections; castles or grand buildings
the road. Just the other side of of any sort; and notable landmarks such like? Whats the skyline? Is Yonder a
yonder ridge, waits . . . yet an- as gibbets, leaning tavern signs, sites of small forest of smoke-belching forge-
chimneys, or is it a cluster of overgrown
other town. How is this one any never-failing magical motes of light that
dance or appear to burn, and haunt- shacks clustered around a way-stables,
different? a shrine, and an all-goods shop? Are
ings. Name an inn or other place to
stay, note the bed rates, stabling, what the streets dirt, cobbles, or something
Right now, the new town in in the more formal? Do they wind as if they
campaign is just a name on a map: a food and drink the PCs can get and the
name and looks of who will serve it, and grew that way, or are they laid out in
place where the PC adventurers want to a deliberate design? Are they deserted,
resupply, get healing, buy some better start playing. Its not subtle, but on rare
occasions sufficient, unless the PCs are or bustling, or bristling with uniformed
weapons, and see if they can somehow lawkeepers?
sell six basilisk scales and a severed being chased through it at top speed by
something deadly. Think up a few faces and names of
leucrotta paw that doesnt smell any too those lawblades or shopkeepers. Unless
good. The DM wants to hit them with The only way to shirk these basics is
to enshroud the place in impenetrable this is a ghost town or everyone is over-
The Secret of the Fanged Temple, in a grown with the same mysterious fungus,
magazine he bought at the last conven- fog, install an officious local watch to
keep PCs from exploring, and provide youll need some descriptions, at least
tion. a name and a single defining trait for
Obviously the town is a necessary the PCs with just exactly what they
most need (imagine a handy inn next each.
place, but it is still just a name on a
map. Lets call it Yonder. Despite the door to a temple of priests waiting to
waiting nastiness of that fanged temple, heal). If thats what Yonder provides and The Locals
you tempt the party with at least one The deeper, too-often-neglected stuff
the GM secretly wants the PCs to stay
local treasure tale, the adventurers wont that shifts Yonder from being just a
for a bit, so he doesnt have to franti-
stay long. The tale might be Folk are name on a map to being a place people
cally map and create faceless town after
being murdered by a flying knife that call home: the locals. Who dwells in
faceless town along this road they insist
can get into the most tightly-locked Yonder, and what do they do for a liv-
on riding along, no matter what, head-
chamber or The kings zombie-chas- ing? Are they happy? Rich? Poor? Why?
ing nowhere in particular.
ers are here, destroying the undead that Where do they get their food? Is the
How can he make Yonder come to
keep crawling out of the ruined castle place a simmering cauldron of feuds,
life? It should be memorable enough
and looking for whoever keeps causing or does it stand on the howling edge of
that the PCs will want to tarry, without

14 Kobold Quarterly 2 Fall 2007


open bloodshed (just waiting for PCs A sitcom, to be precise. Character- of winter and the middle of the night,
to come along and tip things into open based, rather than having Yonder be the once a year, to meet privately with
warfare)? Does a faith or faiths domi- blurry, plastic-to-plot-needs backdrop Arondur, leaving him gray in the face
nate town life? (And if the clichd secret for the antics of just one violent or crazy and shaking when they depart?
cult is operating behind all those bland- family or group of bitchily competing Arondur, who can read books peddlers
ly smiling faces, why is it still secret neighbors, or the setting for endless offer him, from lands beyond the sea
until the PCs blunder along?) Why are murders that have to be solved through whose names even they cant pronounce.
the local crazies considered crazy? Is the intrepid forensics interspersed with car Arondur, who is unmarried but keeps
place growing, or dying? (Which leads chases. an outland girl in his bedchamber who
again to why: why are people dying off has been blinded and had her tongue
or leaving, or aching to come here?) The Trick of Subplots cut out. Those who get a glimpse say she
Back to the folk who are here right Yonder needs subplots. Feuds between is covered in strange tattoos that seem to
now, standing with hands on hips neighbors, disputes about who will host be writing of some sort.
watching the PCs ride in. Are they smil- the fall harvest festival or be named the Arondur seems more than a bit over
ing (pleasantly or otherwise)? Scowling next mayor or May Queen, and the the top, staggering through game ses-
in dislike? Or looking wary or fearful? little mysteries of whos stealing garters sions with such a load of secrets on his
Again (to quote little Cindy Lou Who) or horses or prize turnips, whos setting broad, bowed shoulders. Yet Yonder
Why, Santy Claus, why? outhouses afire in the dead of night, could have a dozen Arondur-types in it;
Every local inhabitant is either drift- and who is leaving beheaded crows on characters who have secrets and pasts
ing along through life, or working too certain doorsteps. and varied interests, both personal
hard to look up and thinkor they What makes books memorable is the and business. Who in town is Yonders
have aims and dreams and goals. Things big scenes of battle or confrontation enemy, or at least rival?
they want to achieve, and opinions or heroismand the characters. What For that matter, who in town quietly
about what should happen in future makes television series memorable tends or openly stands in league with who
(and what probably will happen, in- to be, yes, the characters. From soaps to else? Not every cabal is sinister. From
stead). In other words, if PCs are openly hospital shows to countryside comedies gossips who meet over tea in farm
serving or on the side of the king or the of manners, its the characters. kitchens to the men who drift down to
local lord or temple, they may be hated, the stables to smoke pipes and grumble
feared, or welcomed, depending on about taxes, citizens anywhere will form
recent past events and the resulting at-
A Cornerstone Character groups of friends or allies-of-necessity
So Yonder needs characters. Not just
titudes of the locals to authority. who band together to get certain things
that old innkeeper at the Broken
accomplished. From preventing the new
Wheel but Gustable Arondur, owner
Answering the Questions and master of The Broken Wheel Inn
mayor from building his own tavern
Truly, Yonder is a place of many ques- hard by the bridge, to buying up all the
and Fine Table, who limps and aches
tions; herewith, lets have a stab at some turnip crop so prices will soar and they
in damp weather and stares longingly
answers. Not that there are necessarily can sell at a handsome profit, locals
at every red-haired woman he sees,
any right answers, but for every town will work together until the inevitable
because... Well, yes, the GM needs to
a GM is detailing there are answers that disagreements arise. That is when ac-
know what in his past aroused this long-
go well together with other answers, to cidents sometimes happen that cost a
ing; it might feature in play, or might
make Yonder seem believable; there are Yonderman or Yonderwoman a barn,
not, but the DM must know. Arondur,
also answers that make Yonder seem ap- a horse, a wagonload of goods, or even
who is in awe of elves. Arondur, who
pealing as a home or at least a base from their life.
despises warriors in the army of the local
which adventurers sally forth to adven- Which brings us to another question:
king but a score-and-more years back
tures elsewhere (but want to return to); who will investigate such a crime? Not
was a hero in that same uniform, win-
and there are answers that make Yonder just the town watch, with certain stats
ning battles hereabouts for the king who
come alive and generate ongoing player and weapons and numbers, but are we
was father to the present king.
interest in local events. talking bullies? Easygoing, thickheaded
Why does he never talk of those days,
Let us step back for a moment from buffoons? Eager-for-promotion zealous
and treats todays soldiery so curtly?
Yonder, sprawled in its green, leafy, suspicious-of-everyone sorts? Rulebook-
Arondur, who owns all three rooming-
vaguely medieval fantasy-campaign followers? Can they think their way out
houses in town and the brothel, too,
valley, and consider it as the setting of a of a one-seater outhouse, unaided? Are
yet dresses simply and never spends a
long-running television show. they competent or merely cruel?
coin he doesnt have to; where is all the
Yes, a TV program. Done shudder- money going? And who are the masked
ing? Right, onward. women who ride into town in the dead

Fall 2007 Kobold Quarterly 2 15


The Law and the Lively happening. Their involvement generates OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and
The nature of the law changes a place. If humor, a sense of place (Oh, aye, were is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights
Reserved.

Lawcudgel Uldroon is a buffoon or lazy in Yonder, all right!) and eventually 1. Definitions: (a) Contributors means the copyright and/or trademark

drunkard, is there an Arondar in town player knowledge about who to trust owners who have contributed Open Game Content; (b)Derivative
Material means copyrighted material including derivative works and

who will quietly enact real justice? Is with secrets, advice, or directions. translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work
this vigilante feared, and a man of un- Player knowledge provides a useful may be recast, transformed or adapted; (c) Distribute means to
reproduce, license, rent, lease, sell, broadcast, publicly display,
known identity (That demned elusive gauge of success. When players around transmit or otherwise distribute; (d) Open Game Content means the
game mechanic and includes the methods, procedures, processes

Pimpernel)? the gaming table start independently and routines to the extent such content does not embody the Product
Identity and is an enhancement over the prior art and any additional

The law may or may not have the sup- suggesting their characters go see Aron- content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and

port of the citizenry. Is Arondar operat- dar or Uldroon or old Lady Looseskirts derivative works under copyright law, but specifically excludes Product
Identity. (e) Product Identity means product and product line names,
logos and identifying marks including trade dress; artifacts; creatures
ing alone, or can he call on a band of at the brothel to ask for rumors, rather characters; stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions, likenesses,
like-minded supporters? If he has a mob than asking the GM out-of-character formats, poses, concepts, themes and graphic, photographic and other
visual or audio representations; names and descriptions of characters,

or a network of whispering opinion- who in town they should go see, the spells, enchantments, personalities, teams, personas, likenesses and
special abilities; places, locations, environments, creatures, equipment,

makers, they may cause every mans GM has done it: Yonder has come alive. magical or supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and
hand to be raised against a criminal, which specifically excludes the Open Game Content; (f) Trademark

Getting It Right
means the logos, names, mark, sign, motto, designs that are used
or even against a notable local who has by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g)
escaped formal justice. When players look forward to oppor- Use, Used or Using means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open
Game Content. (h) You or Your means the licensee in terms of this
tunities to roleplay just sitting down in agreement.

My PCs Fought the Law


2. The License: This License applies to any Open Game Content that
a Yonderian tavern to talk to locals and contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice

Adventurers by their nature tend to visiting peddlers over a tankard or two, to any Open Game Content that you Use. No terms may be added to
or subtracted from this License except as described by the License

run afoul of, or at least end up watched Yonder has reached the stage of help- itself. No other terms or conditions may be applied to any Open Game
Content distributed using this License.

closely by, local lawkeepers. As a result, ing to generate new adventures, and the 3. Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.
most GMs have a vague idea of what trick is done. 4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royaltyfree,
the law looks like in town. Yet faceless Now, none of this is new. Veteran non-exclusive license with the exact terms of this License to Use, the
Open Game Content.

professionals in uniform are inherently GMs have been doing it for decades (in 5. Representation of Authority to Contribute: If You are contributing

less interesting than a constable with a my case, 30 years), and every roleplayer original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient

name, failings, and hobbies. knows or senses it. Yet a reminder is rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE


Officer 32 may evoke just as much always worthwhile: unless PCs ride away portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or
fear as old Uldroon, but only the locals from Yonder, never to return, spending distributing, and You must add the title, the copyright date, and the
copyright holders name to the COPYRIGHT NOTICE of any original

know that old Uldroon makes his own an idle handful of minutes detailing Open Game Content you Distribute.

dandelion wine, loves roast boar and something interesting about the cast 7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly

sugared rhubarb-pies. If he also secretly of recurring NPCs in Yonder is always licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility
or co-adaptability with any Trademark or Registered Trademark in
wears silken underthings made for ladies worth the time. conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner
of a certain size and high social stand- Recurring characters provide fertile of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the

ing, Uldroon becomes undeniably more ground for adventure ideas to spring up, ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in

interesting. and new plots to come to mind: could and to that Product Identity.

Moreover, both players and GMs can old Angrath in the corner be sick and 8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
Game Content.
find ways to exploit the wine or love of tired of these adventurers? Could he be 9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version
piesthat is, for those traits to feature thinking of ways to get them blamed of this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.

in adventures. Officer 32 is little more for something and banished from town? 10. Copy of this License: You MUST include a copy of this License with

than a stern or shouting force to arrest, Yonder, deep and rich and colorful, be- every copy of the Open Game Content You Distribute.

slay, or keep order, but Uldroon is comes a place that matters to players, a 11. Use of Contributor Credits: You may not market or advertise the
Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
alive. From his belches to his socks that place worth fighting for when dragons
12. Inability to Comply: If it is impossible for You to comply with any of
need darning to his inability to cook or marauding armies or raiding orcs the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then

any meat without setting fire to some- come to town. You may not Use any Open Game Material so affected.

thing in his kitchen, Uldroon sticks in One last question: what is more valu- 13. Termination: This License will terminate automatically if You fail
to comply with all terms herein and fail to cure such breach within 30

memory as a real person. able in life than something or someone days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.

Just like Arondar, and the handful of we care enough about to want to fight 14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
other Yonderians the DM has really de- for? necessary to make it enforceable.

tailed. The best Yonderiansback to the GMs, when you create a Yonder, you 15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

sitcomkeep showing up, episode after are crafting a treasure. Make it valuable. System Reference Document Copyright 2000-2003, Wizards of the

<
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
episode, or rather session after play ses- Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
based on original material by E. Gary Gygax and Dave Arneson.
sion, to stick their noses into whatevers Kobold Quarterly issue 2, Copyright 2007, Wolfgang Baur, www.
wolfgangbaur.com. All rights reserved.

16 Kobold Quarterly 2 Fall 2007


King ofAll
Monsters
An Interview with Artist and Impresario Wayne Reynolds

By the Open Design Inquisitors

W
ayne Reynolds is the defining environment. Im much more creative some of the characters might look like.
artist for the Pathfinder and work longer hours when left to my Unfortunately, I still havent read the
series of books, as well as de- own devices. novel and have no idea of the location
fining much of the look for Wizards of the or characters other than the physical de-
Coast settings such as Eberron. Naturally, Do you work on multiple projects scription I received.
we asked him about football. at once, or do you finish one after
another? Do you remember the first piece of art-
Kobold Quarterly: Which is your fa- I usually have three or four projects ac- work that you sold to a rpg company?
vorite of your Wizards of the Coast art tive at any one time, though I work on Your first cover?
pieces, and why? them in a rotation that is normally dic- My first game commission was for a
Wayne Reynolds: My favourite pieces tated when the deadline for each com- Play-By-Mail game called The Keys
of art are usually the most recent ones, mission is due. of Medokh. The first RPG game I il-
as Ive yet to spot the mistakes. I always Unless its an emergency, I never lustrated were internal images for Pagan
paint an image to the best of my abili- break off one image to work on another. Shores by Chaosium. I think my first
ties at the time, but it is a curse that Once I begin pencilling or painting cover was the silver anniversary edition
most artists are never happy with their an image, I will finish what Im doing of L3 D&D Deep Dwarven Delve by
own work as they are constantly trying before moving on to the next image. WotC.
to find ways to improve their skills.
If I had to choose, it would prob- Do you include any easter eggs in Can you recall any artists that really
ably be either the cover illustration to your work? had an impact on you and your deci-
D&D Eberron Secrets of Xendrix or Sometimes. (We followed up. Hes coy.) sion to pursue your career? Are they
D&D Eberron Secrets of Sarlona. I like still in the business?
Secrets of Xendrix because I got to paint I really enjoyed the Black Company Some of the artists that really influenced
a huge fire giant. I like Secrets of Sarlona cover. Can you describe how that me when I was younger were Boris
because of the movement I managed to painting came about: Did you read the Vallejo, Larry Elmore, Clive Caldwell,
capture in the illustration somehow novels? Did Green Ronin give a sketch? Jeff Easly and Keith Parkinson. British
making the colors and composition Can you reveal the location and identi- comic artists such as Alan Davis, Mike
just right. Im not sure how I did this ties portrayed? McMahon and Cam Kennedy also
exactly. I wasnt familiar with Glen Cooks nov- heavily influenced me.
els before working on the Black Compa- When I created painted artwork, I
What kind of work space do you ny cover illustration. Green Ronin pro- tried to paint like the artists I admired.
prefer? vided me with a written excerpt of the My own style of work is now the result
I have a relatively small work space lo- scene describing the location and events of imperfect attempts to emulate those
cated in one of the rooms in my house. that is depicted in the cover image. artists.
I prefer to work from home on my own I was given visuals of the existing
rather than in a shared office or studio novel covers as a guideline to what When youre asked to draw a new mon-
Fall 2007 Kobold Quarterly 2 17
Youve redefined goblins, which is quite Nearly all of the artwork I produce is
a trick. Any hints about what the giants commissioned imagery, but I consider
in Pathfinder #4 will look like? myself lucky that I thoroughly enjoy il-
No comment due to my Non-Disclo- lustrating most of the images I am asked
sure Agreement. (Hey, we had to ask!) to create. Its not often I get any time to
illustrate something for myself. Though
I know you paint over your sketches, there are images Id certainly like to do
but do you ever photograph or share a for my own pleasure.
sketch? I have plenty of preliminary sketches
Every sketch is scanned or photocopied. and ideas of paintings Id like to work
I can then place a copy of the sketch be- on in the future. Many get abandoned
side the actual piece of artwork during as the next idea comes along. Maybe
the painting process. I can then refer to one day Ill get time to do a series of
it if any sections or details of a particular illustrations, but Im keeping them to
illustration are lost beneath the opaque myself for the time being.
layers of paint (Which they often are).
Whats your favorite of your own
paintings?
Being my own worst critic, its hard
to say which is the favorite of my own
work. Its usually more recent artwork.
Im quite fond of the Pathfinder
artwork, and Im also pleased with some
unreleased trading card illustrations.
Valeros, iconic fighter of the Pathfinder My current favorite is one of those few
series, shown in the original sketch with images I actually had time to create for
helmet, a revised sketch, and final version.
Used by permission. myself. Its probably because I was able
to indulge myself that I like the image
ster (or new interpretation) how much plus I really enjoy illustrating snow-
input do you have with the design?
Essentially, you take the writers descrip-
tion and create the look of the beastie.
There are various interpretations of
descriptive elements, as long as the fin-
ished creature looks like what has been
described.
For instance, if the creature is de-
scribed as having six eyes. There are a
number of ways you can illustrate those
eyes, unless there is a specific description
of what the eyes actually look like and
unless the creature is specified as having The finished image can also vary
six glowing red eyes theres a certain from the original sketch. The first
amount of creative latitude how you sketch of the Pathfinder Fighter shows
might depict the monster. him wearing more armour, including a
helmet.
You have defined the look of the new The fighter needed to be more light-
Pathfinder series, essentially setting weight so his helmet, greaves, tassets
up the visual style for the entire set- and chainmail vest were removed. I
ting. Was there a set of concept work slimmed him down to make him look
involved? Or is each painting largely more nimble.
standalone work?
Each painting is a standalone work but What would be your ideal painting?
each piece pertains to the series. Are there works that you do mostly for
yourself, rather than on a contract?
Valeros final art for Burnt Offerings.

18 Kobold Quarterly 2 Fall 2007


scenes. The image was inspired by the high praise. But thank you all the
recent work Id been doing illustrating same.
a number of creatures from Inuit folk- I never had any idea that my art-
lore in conjunction with Inhabit Media work would become popular. Im
based in Nunavut, Canada. Id found really just a regular guy who likes
the project extremely fascinating (as I drawing. I consider myself fortunate
have an interest in folklore and legends) that I have a job where Im able to do
and wanted to do something similar for something I really enjoy. Im just glad
myself. that the imagery I create seems to be
The finished result is Inuit Girl appreciated and hopefully inspires
(shown on the right). I used it as the the imaginations of the viewers.
design for my 2006 Xmas card.
Finally, I had no idea you were Eng-
Whats your favorite artwork from a lish! Do you support Leeds United
colleague that impressed you recently? FC? How will they cope with relega-
There are hundreds of artists whose tion to League One?
work I really admire. Too numerous Im not really a big sports fan at all,
to list them all. Artists such as Todd though I am always pleased when my
Lockwood, Greg Staples, Kev Walker, home team wins. I am concerned
Paul Bonner and Steve Prescott regu- about Leeds Uniteds relegation to
larly produce some truly outstanding League One because it will impact
illustrations. the citys revenue. A city as large as
Among some of my favourite images Leeds should have a team in the
are Corum by Jon Foster, and Gun- Premiership.
slinger or The Lost Shrine by Brom.
As far as we kobolds are
Lately you have become the new hot- concerned, Mr. Reynolds
ness, with excellent work on many is in a league of his own. <
covers and big projects. Hows it feel
to be the New Turk in the fantasy art You can find Wayne Reynolds work
business? online at http://www.waynereynolds.
com/ onlinegamescompany.com/war/
My modesty makes me question how gallery.htm. He will attend GenCon
deserving I am of such exceptionally Indianapolis in 2008.

Coming Next Issue


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power an aerial fleet of kobold commandos!
Kobold Quarterly
Revealed
A tiny little maga
zine of Kobolds
& Dragons

Arbeyach, Lord of the Locusts


Winter 2008 Issue
Prince of Plagu 3
es
Keith Bakers
Noir Tips
by Ari Marmell Ed Greenwood
Arcane Specta
Q&A
cular
Buzzzz! The master of famine, decay, and bureaucracy strikes down his
foes like a plague. Or possibly a swarm. Is there a plague template?

Star & Shadow Magic


The secret school of Zobeck magic, found nowhere else! The heavens
part, the stars descend, and we reveal the secrets of this uniquely
Zobeckian form of magery.
$7.99 Print
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Skip Williams
Ask the Kobold
Unfamiliar Fam > Better Magic
iliars and Clockw Items for Bards
ork Magic > Ara
bian Nights

Plus very possibly an article by Keith Baker if only he doesnt escape from
our nets this time! Seriously, if we knew which big-name submissions would
arrive at our smelter for the Winter issue, wed tell you. Would kobolds lie?
Cmon, their Bluff scores suck...

Fall 2007 Kobold Quarterly 2 19


The Assassin
by Robert J. Schwalb
Art by Jonathan Kirtz and Kent Burles

Ubisoft. Used by permission.

Its a good thing Freeports nobles their training so they can get back to the skills. Wisdom is also important since
business of killing for gold. Of course, it reflects her ability to perceive her sur-
are all cowards. Otherwise, Id be rounding, spot hidden guards, and hear
an adventurers life is often the perfect
out of a job. cover for the assassin: It gives her access the sounds of approaching foes. Intelli-
Red Alice, Assassin to powerful people, a steady stream of gence is another key ability as it aids the
revenue between jobs, and a means to assassin in crafting poisons, sabotaging
The assassin is a killer for hire, a ruthless slip out of town if a job goes sour. equipment and devices, and helping her
and remorseless agent whose purpose is learn more about the target she is after.
to rub out the opposition. The assassins Creating an Assassin
main strengths come from the element Races
The assassin is a master of surprise and
of surprise, because she has no interest Any race with the capability to murder,
stealth, of cunning and underhanded
in a fair fight. Such nonsense gives her to harness the inherent evil of the act,
tactics. She does not have the strength
prey the chance to react and poses a risk can become an assassin. Of the com-
of a barbarian or fighter, the versatility
of the mission failing. The best assassins mon races, humans and half-orcs are the
of a bard, or the breadth of skills of a
can set aside their misgivings and elimi- most likely. Humans, for all their mer-
rogue, but she combines a potent array
nate any target, no matter the age, the its, are capable of great cruelty and thus
of combat abilities and skills, augment-
gender, or the status. produce some of the most infamous
ed by special talents to give her the edge
An assassins life is no easy thing and assassins in the world. Half-orcs, with
she needs to survive.
many missions they undertake can lead their natural tendencies toward evil, find
them to distant cities, into the bowels it easy to kill for money, a fact especially
Abilities
of the earth, and just about any place true for those who endured unhappy
An assassin does her job by using the
else adventurers might go. Rare is the upbringings, enduring the scorn of hu-
element of surprise, and she needs
assassin who pursues adventure for the manity or the cruelty of orcs.
abilities to augment her stealthy skills.
standard reasons: gold, fame, or noto- Other races are less likely to produce
Dexterity is by far her most important
riety. Instead, they see such expeditions assassins, though when they do, they
ability, as it is vital to her combat capa-
as a means to end, a mission to advance are exceptional. The natural stealth and
bilities as well as many of her subterfuge

20 Kobold Quarterly 2 Fall 2007


cunning of elves make them ideal kill- Table 1: The Assassin Hit Die: d6
ers, but rare is the elfexcepting, of
course, the drowwho can stomach the Base
business of cold-blooded murder. Half- Attack Fort Ref Will Poison
elves find it easier to follow this path, Level Bonus Save Save Save Special Save
but even then, they are rare. 1 +0 +2 +2 +0 Ambush, contract, reputation +1
Dwarf, gnome, and halfling assas- 2 +1 +3 +3 +0 Backstab +1d6 +1
sins have a number of advantages over 3 +2 +3 +3 +1 Poison use, tools of the trade +1
their rivals. A dwarf s natural resilience 4 +3 +4 +4 +1 Shadowspawn +2
to poison reduces the risk of acciden- 5 +3 +4 +4 +1 Backstab +2d6, death attack +2
tally poisoning himself, and his natural 6 +4 +5 +5 +2 Uncanny dodge +2
hardiness and combat capabilities make 7 +5 +5 +5 +2 Ruthless, tools of the trade +3
him especially effective in combat. What 8 +6/+1 +6 +6 +2 Backstab +3d6 +3
gnomes lack in speed in strength, they 9 +6/+1 +6 +6 +3 Greater poison use, stalker +3
make up for in magical talent and hardi- 10 +7/+2 +7 +7 +3 Improved ambush, uncanny sniper+4
ness. They share the dwarf s inherent 11 +8/+3 +7 +7 +3 Backstab +4d6, tools of the trade +4
toughness, and also can spin illusions 12 +9/+4 +8 +8 +4 Improved uncanny dodge +4
with incredible skill, masking their ap- 13 +9/+4 +8 +8 +4 Hide in plain sight +5
proach until they are ready to strike. 14 +10/+5 +9 +9 +4 Backstab +5d6 +5
Finally, halflings natural athleticism 15 +11/+6/+1 +9 +9 +5 Poison use mastery, tools of the trade +5
and awareness give them a slew of ad- 16 +12/+7/+2 +10 +10 +5 Crippling strike +6
vantages when taking down their oppo- 17 +12/+7/+2 +10 +10 +5 Backstab +6d6 +6
nents. In all cases though, none of these 18 +13/+8/+3 +11 +11 +6 Blindsense 10 ft. +6
races are noted for the mercilessness 19 +14/+9/+4 +11 +11 +6 Shadow strike, tools of the trade +7
required by this grim profession. 20 +15/+10/+5 +12 +12 +6 Backstab +7d6 +7
Class Skills (6 + Int modifier per level, 4 at 1st level): Balance, Bluff, Concentration, Craft, Disable
Alignment Device, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (local),
The assassins objective, even when justi- Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Tumble, and Use
Rope.
fied, is firmly rooted in evil. Murder,
no matter what the reason, can never Ambush (Ex)
contract when they or their immediate
be construed otherwise, and so assassins You are particularly skilled at striking
masters are threatened.
are never good and nearly all are evil. targets unawares. Whenever you attack
Starting Gold: 5d4 10 gp (125 gp)
In exceptionally rare cases, an assassin a flat-footed opponent, you may add
Starting Age: As rogue
might be neutral, but such characters your Intelligence bonus (if any) to your
tend to employ different tactics and may
confront their prey head on rather than Class Features attack and damage rolls. Constructs,
All of the following are class features of elementals, oozes, plants, undead, and
skulking about and slipping a knife be- creatures immune to critical hits are im-
tween the ribs. the assassin.
mune to this extra damage.
Chaotic assassins are paranoid loners,
unable to keep their homicidal urges in Weapon and Armor Proficiency
You are proficient with all simple weap- Contract (Ex)
check and often ruin their own cover As an assassin, you earn income by ac-
by acting on impulse. Lawful assas- ons, plus the hand crossbow, rapier,
shortbow, and short sword. You are cepting commissions to kill a particular
sins follow a strict code of who may be creature or creatures. Whenever you
killed and when. They despise slaughter proficient with light armor, but not with
shields. successfully complete a mission for
for its own sake, and kill only outside a which you were contracted, you earn
an amount of money equal to your op-
ponents Challenge Rating minus your
Assassins and Assassins class level 100 gp (minimum 100 gp
The assassin class presented here is intended to replace the assassin prestige class in or the max gold of the community).
the DMG, since both classes fill the same niche. This said, the differences between However, you must enter into a con-
the assassin prestige class and the base class here are enough that you could retain tract to gain this gold; simply butcher-
the prestige class in your games. If you do so, it is recommended that you fit the ing commoners will not earn you extra
assassin prestige class into a larger organization, such as an elite group of killers income. To get a contract, you must
trained in sorcery to aid them in their missions. name a price and then make a special

Fall 2007 Kobold Quarterly 2 21


with the encounter. As well, you should it increases by +1d6 every three levels
Table 2: Contracts
be aware that the contract ability can thereafter. Should you score a critical hit
Community Max. gp give the player more spot-light than you with backstab, this extra damage is not
Size DC per Job Modifier may be comfortable with giving. If this multiplied. Ranged attacks can count as
Thorp 50 10 gp 1 becomes a problem, you can handle backstabs only if the target is within 30
Hamlet 45 25 gp +0 such assassination attempts off-screen feet.
Village 40 50 gp +1 for minor characters with a simple With a sap (blackjack) or an un-
Small town 35 200 gp +2 class level check against a DC 10 + the armed strike, you can use backstab to
Large town 30 700 gp +3 targets CR, consulting the Assassination deal nonlethal damage instead of lethal
Small city 25 3,500 gp +4 Results chart to see what happens. damage.
Large city 20 10,000 gp +5 Reputation (Ex): Your reputation as a Constructs, elementals, oozes, plants,
Metropolis 15 25,000 gp +6 ruthless killer lends you a great deal of undead, and creatures immune to
street credibility and helps you land the critical hits are immune to this extra
Alignment DC Modifier lucrative jobs. At 1st level, you begin damage. You must be able to see the
Lawful good +15 with a reputation modifier of 0. Every target well enough to pick out a vital
Neutral good +10 five levels you attain in this class increas- spot and must be able to reach such a
Chaotic good +5 es your reputation by +1. You may apply spot. You cannot use backstab against
Lawful neutral +10 your reputation modifier on Gather a creature with concealment or when
Neutral +5 Information checks to find work. In striking the limbs of a creature whose
Chaotic neutral +0 addition, you may add your reputation vitals are beyond reach.
Lawful evil +5 modifier as a competence bonus on your Extra damage from backstab stacks
Neutral evil +0 Intimidate checks. with similar types of extra damage in-
Chaotic evil 5 cluding sneak attack damage.
*Freeport is considered a neutral small city, Poison Save (Ex)
while Libertyville counts as a chaotic neutral Your extensive work with poisons and Poison Use (Ex)
village. Zobeck is a Lawful Neutral city.
toxins has given you some natural resil- At 3rd level, you complete your training
ience to their effects. At 1st level, you in a variety of poisons and you are never
Gather Information check adding your
gain a +1 competence bonus on Forti- at risk of accidentally poisoning yourself
reputation (see following) to the roll.
tude saves against poison. This bonus when applying poison to a weapon.
This check requires 2d10 days minus
increases by one at 4th level and every
the communitys size modifier. The DC
three levels thereafter as indicated on Tools of the Trade (Ex)
depends on the size and alignment of
Table 1. On attaining 3rd level, and at every four
the community, as shown on Table 2:
levels thereafter, you gain a special abil-
Contracts.
Backstab ity of your choice from among the fol-
Even on a successful check, a target
By catching an oppenent when he can- lowing options. You may only gain each
worth the price you set may not be
not defend himself effectively, you can one once.
available. The GM is the final arbiter
strike a vital spot. Your attacks deal extra Bonus Languages: You gain fluency in
of the possible marks and it may take
damage whenever your opponent is de- a number of languages equal to your In-
several days before you can track down
nied his Dexterity bonus to AC (but not telligence bonus (minimum 1 language).
the target. Once you get a contract and
when you flank your opponent). This These languages are in addition to the
eliminate the mark, you must wait 1d20
extra damage is 1d6 at 2nd level, and extra languages you gain for having a
days minus the communitys size modi-
fier before you may seek out another. Table 3: Assassination Results
Check Result Outcome
Adjudicating Assassinations Success by 10+ Target eliminated. Assassin gains +1 reputation for 1d6 months.
Handling assassinations on the fly can Success by 5+ Target eliminated. Assassin gains +1 reputation for 1d4 months.
be tricky, requiring you to whip up Success Target eliminated. Sloppy work.
stat-blocks, locations, and all the other Failure Mission failed. Assassin can attempt again, but at a 2 penalty.
minor details with little or no prepara- Failure by 5+ Mission botched. Assassin injured, reduced to 50% hit points.
tion. This may be more than you, as the Assassins reputation suffers a 2 penalty for 1d4 months. May
GM, are willing or able to handle in not try again against same target until reputation improves.
the middle of a game session. If a player Failure by 10+ Mission utter failure. Assassin captured and imprisoned. Reputa-
wishes to pick up a job, feel free to tion suffers 4 penalty for 1d6 months. May not try again against
put off resolving the scenario until the same target until reputation improves.
next session when youre ready to deal Natural 1 Assassin slain.

22 Kobold Quarterly 2 Fall 2007


high Intelligence score.
Deep Cover: If you spend at least one
day preparing a disguise, you gain a +10
competence bonus on Disguise check.
Empower Poison: When crafting a
poison, you may increase the poisons
Craft DC by 10 to increase all variable
numeric effects by one-half so that the
poison deals half again as much initial
and secondary damage as it normally
would. This tool of the trade does not
affect non-variable effects such as blind-
ness, death, and paralysis.
Extend Poison: When crafting a
poison, you may increase the poisons
Craft DC by 5 to delay the onset of
the poisons initial effects by up to one
hour after the targets initial exposure.
You decide the time at the time of the
poisons crafting. This tool of the trade
has no effect on the poisons secondary
damage, which occurs one minute later
as usual.
Maximize Poison: When crafting a
poison, you may increase the poisons
Craft DC by 20 to modify all of the
poisons variable numeric effects so that
the poison deals the maximum possible
value. This tool of the trade does not
affect non-variable effects such as blind-
ness, death, and paralysis.
Poison Focus: Choose one type of
poison from any of the followingcon-
tact, ingested, inhaled, or injury. When class skills. You gain a +5 competence Death Attack (Ex)
using a poison of this type, you increase bonus on all checks using that skill. When you reach 5th level, you have
the save DC to resist its initial effects by Talented Poisoner: When manufactur- learned how and where to strike an op-
+1. ing drugs or poison, for every +5 you ponent to kill or paralyze her with a sin-
Preternatural Instincts: You may add add to the Craft (poison) check DC, gle attack. To use this ability, you must
your Intelligence bonus (if any) as a you may increase the save DC by 2. study your victim for 3 rounds and
competence bonus on all initiative Weapon Focus: You gain Weapon then make a sneak attack with a melee
checks. Focus as a bonus feat. weapon. If the attack deals damage, the
Quick Change: You may now make a sneak attack has the additional effect of
Disguise check in 1d3 10 rounds by Shadowspawn (Ex) possibly either paralyzing or killing the
taking a 5 penalty to the check or in You are adept at striking from the target (your choice).
1 round by taking a 20 penalty to the shadows, emerging unseen to deliver a While studying the victim, you can
check. deadly blow and then melting back into undertake other actions so long as your
Quicken Poison: When crafting a the darkness. Starting at 4th level, you attention stays focused on the target
poison, you may increase the poisons increase the benefits of concealment and the target does not detect you or
Craft DC by 25 to force a target ex- derived from low or no illumination recognize you as an enemy. If the victim
posed to the poison to suffer both the by 10%, so that your opponents miss of such an attack fails a Fortitude save
initial and secondary effects at the same chance when attacking you while in an (DC 10 + 1/2 your class level + your
time. The target is still entitled to a sep- area of shadowy illumination is 30%. Int modifier) against the kill effect, she
arate saving throw to resist both effects. In areas of no illumination, the miss dies. If the saving throw fails against the
Skill Savant: Select one of the assassin chance increases to 60%. paralysis effect, the victim is rendered

Fall 2007 Kobold Quarterly 2 23


helpless and unable to act for 1d6 rounds plus 1 round per two
class levels. If the victims saving throw succeeds, the attack is
just a normal sneak attack. Once you have completed the 3
rounds of study, you must make the death attack within the
next 3 rounds.
If a death attack is attempted and fails (the victim makes
her save) or if you do not launch the attack within 3 rounds
of completing the study, 3 new rounds of study are required
before you can attempt another death attack.
Uncanny Dodge (Ex): Starting at 6th level, you can react to
danger before your senses would normally allow you to do so.
You retain your Dexterity bonus to AC (if any) even if you are
caught flat-footed or struck by an invisible attacker. However,
you still lose your Dexterity bonus to AC if immobilized.
If you already have uncanny dodge, you automatically gain
improved uncanny dodge (see below) instead.

Ruthless (Ex)
At 7th level, you no longer provoke attacks of opportunity
when making coup de grace attacks. You are quick and
business-like when snuffing out a foes life. In addi-
tion, you can kill your opponent brutally. This func-
tions exactly like a normal coup de grace attack,
but you provoke attacks of opportunity as normal
and the DC to resist this attack increases by 5.

Greater Poison Use (Ex)


By 9th level, you have learned to apply poison more
quickly to your weapons. You may apply contact or
injury poisons to a weapon as a move action. Al-
ternatively, you may apply these poisons as a swift
action, but the save DC to resist these toxins de-
creases by 5.

Stalker (Ex)
Also at 9th level, when hiding and moving
more than half but less than full speed, you
take no penalty to your Hide checks. When run-
ning (but not when attacking or charging), the
penalty to your Hide checks drops to 10.

Improved Ambush (Ex)


Starting at 10th level, you may add your Intelligence bonus
(if any) to your attack and damage rolls whenever you flank
an opponent as well as when you are attacking a flat-footed
opponent. In addition, when making a death attack, you may
sacrifice 1d6 points of backstab to increase the save DC to re-
sist the attack by 2.

Sniper (Ex)
Whenever you have successfully hidden from an opponent
thats at least 10 feet away, you can make one ranged attack
and then immediately make a Hide check to conceal your
position. You take a 10 penalty to this check instead of the
normal 20.
24 Kobold Quarterly 2 Fall 2007
Improved Uncanny Dodge (Ex) your blows weaken and hamper them.
At 12th level, you can no longer be An opponent damaged by one of
flanked. This defense denies another your sneak attacks also takes 2 points of
rogue the ability to use sneak attack Strength damage. Ability points lost to
against you when he flanks you, unless damage return on their own at the rate
he has at least four more rogue levels of 1 point per day for each damaged
than you have assassin levels. ability.
If you already have uncanny dodge
(see above) from another class, you Blindsense (Ex)
automatically gain improved uncanny On attaining 18th level, your senses be-
dodge instead, and the levels from the come so acute that you can now notice
classes that grant uncanny dodge stack things you cannot see. You usually do
to determine the minimum rogue level not need to make Spot or Listen checks
required to flank you. to pinpoint the location of a creature
within range of your blindsense ability,
Hide in Plain Sight (Ex) provided you have line of effect to that
Beginning at 13th level, you can use the creature.
Hide skill even while being observed. As Any opponent you cannot see still
long as you are within 10 feet of some has total concealment against you, and
sort of shadow, you may hide yourself you still has the normal miss chance
from view in the open without having when attacking foes that have conceal-
anything to actually hide behind. You
cannot hide in your own shadow.
ment. Visibility still affects your move-
ment. You are still denied your Dexter-
Rule as the
Poison Use Mastery (Ex)
ity bonus to Armor Class against attacks
from creatures you cannot see. sultan rules!
Open Design is seeking a handful of
At 15th level, you may apply poison to a
weapon as a swift action without reduc- Shadow Strike (Ex) patrons for an Arabian Nights series of
ing the poisons save DC. In addition, Finally, at 19th level, whenever you suc- mini-adventures: visit the flying harems
if you spend a standard action to apply cessfully kill, disable, or reduce an oppo- of the caliph, fight demon pirates, visit
poison to a weapon, the weapon retains nents hit points below 0, you may make storytellers in the ghul necropolis,
its virulence for two successful hits or a Hide check as a swift action and move charm twice-damned djinn, outfox the
two touches. up to 10 feet in any direction. To use Red Oracle, and much, much more!
this ability, you must be within 10 feet You can influence the adventure
Crippling Strike (Ex) of a shadow. As with hide in plain sight,
design, request changes, playtest the
Starting at 16th level, you can sneak at- you cannot hide in your own shadow.
results, or just sit back in regal splendor
tack opponents with such precision that < and watch the process unfold. To join,
visit wolfgangbaur.com today.

Fall 2007 Kobold Quarterly 2 25


Ask the Kobold

Ask the Kobold


Miss Chances and Design Strategies
by Skip Williams

Skip Williams is a co-author of 3rd Edi- during the design process. Check out
tion and the author of the worlds lon- the sidebar for the details. down to thisCharisma affects too
gest-running rules advice column. We are many aspects of a characters abilities.
delighted to welcome him to the pages of The SRD says that Charisma mea- It needs to be retooled. Do you agree?
KQ. If you have a question for the kobold, sures a characters force of personality,
send it to yesage@aol.com. Well share the persuasiveness, personal magnetism, I dont agree that Charisma has too big
most relevant or interesting ones here. ability to lead, and physical attractive- an effect on characters or on play. Un-
ness. It also says Charisma represents less you have a character with a class
Why does concealment, with its as- strength of personality, not merely how that depends on it (such as a sorcerer or
sociated miss-chance, use a different others perceive one in a social setting. paladin), Charisma is your dump stat.
mechanic (that is, a percentage chance Why then are dwarves, half-orcs and That is, your lowest score usually goes
rolled with percentile dice) than the myriad monsters shackled with Cha- into Charisma. That suggests to me that
core combat mechanic (that is, 1d20 risma penalties? Charisma doesnt have enough impact
with a bonus or penalty)? I would not argue that traditional on the game.
Would there be anything wrong dwarves, for instance, are lacking in I think Charisma belongs in the
with converting the percentage miss this department. They are a driven race, game. As things stand now, a characters
chance into an equivalent bonus to the hardly something that begets weak mental makeup has three parts, just
targets Armor Class? For example, a personalities. as the characters physical makeup has
20% miss chance might become +4 Every race responds differently to three parts. Youll note that Im treating
bonus to Armor Class for the target. persuasion. A human might find a Charisma strictly as a mental stat. Physi-
smooth tongue or a warm personality cal attractiveness seems to have been
A miss chance represents a situation in persuasive, but a tiefling might respond lumped into Charisma simply because it
which an attacker faces some extra dif- better to a swift kick in the pants. wont fit anywhere else.
ficulty or stumbling block for which the Among humans, the tiefling might not In any case, pairing force or personal-
attackers skill just cant compensate. A be very persuasive, but when interact- ity to the ability to channel magic or
miss chance gives virtually every attacker ing with others of his kind, the tiefling divine power seems like a natural to me.
the same chance for an outright miss. might have a distinct advantage. (If your personality is weak you ought
Characters who manage to overcome Any Charisma penalty translates not to be so good and projecting or
the miss chance are allowed attack rolls. into a penalty to the characters Leader- shaping magical energies.)
While theres nothing wrong with ship score. Why would a dwarf make As for the racial list, first consider tra-
replacing a miss chance with an attack a poor leader? Im sure there are races dition. Literature and myth (at least in
roll penalty or Armor Class bonus, you (the drow come to mind) where a pen- Western tradition) have always depicted
would no longer simulate the same kind alty might be applicable, even among dwarves as gruff and off-putting or
of situation. A sufficient amount of skill their own kind. But a blanket reduc- worse. The socially dysfunctional group
(as represented by the attackers attack tion makes no sense. of dwarves presented in the Disney
bonus) always could render the increase Im ignoring the reference to physi- movie Snow White certainly helped
in difficulty moot. And in any case vet- cal attractiveness, since it just makes no cement that notion in most peoples
eran characters would be less likely to sense. minds. Half-orcs have always been just
miss than neophytes would. Things get worse when you consider plain hard to abide.
This question touches on a brief, Charismas effect on sorcery and on a Also keep in mind that a deficit in
but fairly intense debate that occurred clerics ability to turn undead. It comes any area of Charisma tanks the whole

26 Kobold Quarterly 2 Fall 2007


score. In the case of dwarves, they lose The Secret History
out in persuasiveness (most dwarves
dont bother to persuade, they hold their
of Miss Chances
The debate over an extra mechanic the designers chose the fog bank. Heres
truths to be self-evident) and personal
for just plain missing with your attack why:
magnetism (same basic problem, some
became quite heated at one point, and Our friend Robin Hood has a talent
folks might find dwarves endearing, but
the idea was not guaranteed a place in for hitting even very small targets at
arent really attracted to them). Id agree
the core rules. Heres the thought ex- even great distances, provided that he
that dwarves are driven, but that doesnt
periment that convinced us that the can account for all the variables in-
help their Charisma scoresnobody
game needed such a mechanic: volved. In that case, hes likely to hit you
likes a workaholic.
Suppose youre traipsing through if you have even one eye exposed. In
Half-orcs are just plain all over crude.
the fields one day and Robin Hood short, no matter how difficult you make
They have an animalistic nature thats
starts shooting at you. Robin Hood, the shot, say 12 or even 20 for nearly
off-putting.
you may recall, is deadliest archer total cover, Robin is skillful enough to
In either case, the characters asym-
merry olde England. In the tradi- shoot you anyway.
metrical personality lacks strength and
tional legend, Robin was able to split a The fog, however, is a real equalizer.
force, persuasiveness, or the power to
willow wand in half at 300 paces, and Robins arrows go where he aims them,
manipulate magical forces in the same
that was with a wind blowing. In a so the best defense is to make sure he
way that a lopsided pitcher proves hard
more popular version of the tale (with cant aim properly. Even if youre wear-
to use.
Errol Flynn playing the sharp shooting ing a cowbell, so that Robin can hear it
You, might, however, give a small
archer in a movie), Robin aimed his and guess about where you are, he still
bonus (say +2) on interaction checks
shot so precisely that it split another doesnt know which way youre facing or
involving characters of your own race.
arrow which already had made a per- even if youre standing or sitting. When
This would include Bluff, Diplomacy,
fect bulls-eye in a target. Clearly, this shooting into an opaque fog, even the
and Gather Information checks. Once
is a fellow whose arrows land where he vaunted Robin Hood must trust to luck.
upon a time, the game included a big
aims them. So, the miss chance was born. It
table of racial preferences that provided
Knowing all that, where would represents any condition where sheer
a big range of interactions modifiers.
you hide from Robins arrows? You chance takes the upper hand and skill
Humans, elves (except drow), and
have two choices: behind a stone wall takes a back seat. Robin, no doubt, has
half-elves did the best there. Drow and
or in a bank of pea-soup fog. Obvi- a wealth of experience when shooting
half-orcs did the worst. You could recre-
ously, youd pick the wall if it covered in bad conditions, and might well know
ate that table to bring a whole range of
you from head to toe. Its tough for just how to shoot that arrow so that it
modifiers into play, say as much as +4
even Robin Hood to drill through a hits something, whereas a novice archer
on interaction checks for members of
stone wall with an arrow. But sup- just shoots and hopes. Thats covered
preferred races and as much as 4 for
pose this wall was only chest high and by the attack roll Robin gets to make if,
interactions with hated races. < you didnt have time to duck down through good fortune, he overcomes the
behind it? Does the fog bank seem like miss chance.
a better bet? After some discussion,

Fall 2007 Kobold Quarterly 2 27


Ecology
of the Barghest

Looks like a goblin.

Kills like a fiend.

By Nicolas Logue
Art by John Carimando

a
grey shadow darts from tree Myths and Origins ants, whose entire civilizations fed the
to tree, and low snarls echo In a time before men immortalized barghest overlords of old. The carnage
softly through the snow- their deeds with written word, when the the barghests wrought was well known
laden forest. No tracks mar the white shape of the planes were less well de- among demons, angels, and the great
shroud of freshly fallen snow, but fined, the first barghests came into exis- races of the multiverse, and the sight of
fiery eyes burn in the misty woods: tence. Great goblin kings of old served a barghest became synonymous with
abominations of Gehenna with more desolation and death. Even to this day,
Barghests. Vicious fiends in the guise
than just their swords and strength; they they remain a horrific portent of doom
of worgs, their appearance spells to all unfortunate enough to meet one.
also mixed their blood with worg pack-
doom to onlookers. Their ravenous appetite was their
lords, creating the potent bond between
These wolfish monsters run the two species. undoing. With nothing left to eat, the
through glades leaving no trail for These mixed-blood outsiders were the great barghest packs turned on one an-
the ranger to track. By taking the first barghests, great overmasters of the other. The barghests devoured enemies,
form of simple goblins, these sinis- goblin and worg races who cut a swath allies and kin alike in a brutal civil war,
ter shapechangers mask their darker of carnage and terror across the planes. a time called the Bitter Feast.
nature and prey on the unwary. They Their hunger could not be slaked, and Many packs fled the planes, and
appear by magic, terrorize their foes, entire races were erased from existence, others were forced to make alliances
and then gorge themselves on flesh devoured in their entirety by great packs with other powerful entities and organi-
of demon-dogs and leaving behind zations to survive. These barghests made
ripe with the taste of fear. Once both
nothing but stones. dark compacts, binding themselves to
flesh and souls are devoured, the bar- other powers to avoid enslavement at
Many of Gehennas native species
ghests vanish into the night. the hands of devil princes and demon
were culled, and the barghests glut-
With every victim they devour, tony brought them victory after victory. lords. Some even swore service to
their infernal power grows. Planar travelers returned with tales of powerful mortal warlocks and wizards
vast realms, emptied of all inhabit- among House Stross, or to the undead

28 Kobold Quarterly 2 Fall 2007


princes of Morgau. appear only after the age of 10, when teeth. These triangular fangs are per-
During this hungry war of attrition, young goblins go on their first raids. fect for flensing muscle and crunching
their goblin and worg minions fled A fiendish patron or pack leader bones. With its unhinged jaw, a bar-
their masters sides, most ending up in often leaves a young barghest with a ghest can consume a humanoid victim
the Prime Material Plane. Many goblin community of goblins to foster the in a matter of seconds (typically, 1 full
clans still worship their dark ancestors. child. A barghest typically does this by round action is all that is required).
Most goblin tribes and worg packs pay stealth. To make room, the fiend de- A barghest absorbs the essence of
homage to patron spirits in the form of vours a young goblin and leaves its own its devoured foe, fueling itself with
their ancient kings the first barghests, pup to be raised by the goblin family; the souls of their victims. Particularly
including Tordaccan the Vile and Mis- goblin mothers are either enchanted or potent barghests absorb their preys
trokesh, the Ravening King. intimidated into accepting the child as souls into their own, trapping their
For this reason, few goblinoids and their own. T spirit for all eternity, unless the barghest
worgs can resist the call of a barghest, The whelp grows normally until who consumed them is slain. The sight
and often bow down in servitude to around age 10 or 11, when it develops of a barghest feeding is disturbing,
these fiends when they appear. Fewer in into a hideous monstrosity with the both in its speed and its intensity. Even
number now, most of the remaining un- body of a wolf, a goblin-like face and seasoned veterans have been known to
bound barghests hide from their many long cruel-taloned hands growing from flee in terror at the grisly sight, and the
enemies. Rather than lording it over the its forelimbs. At this time the whelp bone-gnashing cacophony, of a barghest
planes, they appear only rarely to herald discovers its infernal abilities, and rarely devouring human prey.
death and feast on souls. hesitates to devour its foster guardians. If forced to flee from barghests or
The young barghests hunger also grows even goblins, wise adventurers do not
Physiology unnatural at this age; it can eat without leave any wounded or fallen comrades
Barghests are shapechangers able to as- pause for hours or even days. behind. They will be devoured, making
sume two forms: that of a larger speci- Barghests are eating machines. Their it difficult to return them to life. In the
men of goblin, or a wolf with a feral hu- fiendish anatomy is suited to their case of a barghest this happens quickly,
manoid visage. These two guises allow ravenous appetites, and it allows them but goblins following barghest custom
a barghest to infiltrate groups of either to devour foes in their entirety. To do often consume foes as well, as a tradi-
wolves or goblins, catching the party off so, the jaws of a barghest open wider tion with roots in barghest feasting.
guard and unprepared to face so formi- than any wolf s, to reveal a gaping maw In either case, a comrades body is
dable a foe. A few telling differences can is filled with row after row of razored completely consumed. Raise dead spells
save a group of heroes lives. In gobli-
noid form, barghests have a stronger Knowledge of the Barghest
build than mundane goblins, and a dis- Characters with ranks in Knowledge (the Planes) can learn more
tinct shade of skin. Young barghests in about the barghest. When a character makes a successful skill
humanoid form have the greenish skin check, reveal the following lore, including the information from
of their goblin relations, but as they age, lower DCs.
their skin darkens to a deep blue.
In wolf form, barghests resemble DC Result
wolves physically. However, they are 10 Barghests are evil wolfish creatures whose appearance is said to bring
much more aggressive, and they retain death or ill luck.
vaguely humanoid faces. In either form, 15 Barghests are shapechangers who can assume either goblin or wolf
the creatures eyes glow with a hellish form. They live on a distant plane of war.
red fire, especially when they are excited 20 Barghests have powerful spell-like abilities, and the greater barghests
at the prospect of a kill. are much more powerful than lesser barghests. Both are difficult to
A greater barghest is easy to distin- harm without magical weapons. The PC can also identify a
guish from its brethren. In humanoid barghest in natural wolf-goblin form, though not in goblin form.
form the greater barghests are much 25 Barghests grow in power by consuming the bodies of their foes; lesser
larger than any goblin, standing around barghests may become greater barghests this way. Barghests can
eight feet tall. They often weigh over pass without trace, and are often sent to the Material Plane in
500 pounds, and run to fat. hunting packs to hunt victims and gain power. These victims must
While young, barghests stay in their be weaker (less HD) than the barghest.
hybrid, goblin form most of the time. 30 The PC is familiar with all the specific spell-like abilities of barghests
Whelps in this form appear no different and greater barghests and can distinguish a barghest from a goblin
from a common goblin; wolvish features or wolf even at maximum Spot range.

Fall 2007 Kobold Quarterly 2 29


will not restore them and their fellow the barghest has control of a tribe it uses they must roll twice and take the lower
adventurers are forced to resurrect them. its goblin pawns as fodder, forcing them of the two results.
When faced with a barghest with the to track down and waylay individuals
Soul Feed feat, even this is impossible. powerful enough for the fiend to feed Harbinger of Death [Monster]
off. Barghests are often responsible for The blood of your ancestors flows strong
Psychology and Society unexplained disappearances. When in you. Where you lead death follows,
Barghest society is hierarchal and or- adventurers investigate a rash of bizarre and you terrorize foes.
ganized into packs. This stratification kidnappings and goblinoids are in- Prerequisites: Greater Barghest, Portent
stemmed the feeding frenzy that culled volved, they should be wary of possible of Doom, 20 Cha, must have advanced
so many of them during the Bitter Feast. barghest activity. 5 HD by feeding.
Pack lords oversee every barghest pack; Barghests hiding among goblins or Benefit: You add the following spell-like
these are greater barghests of extreme worgs sacrifice many of their minions abilities to your list:
power who require utter subservience simply to lure a party of adventurers At willdeathwatch, doom.
from they lead. Pack lords rule through into a false sense of security. Once the 1/daydeath ward, nightmare, slay
fear and are watchful of their charges. heroes are certain they are facing a pa- living.
They make examples of agitators by de- thetic rabble of goblins and worgs, the
vouring them in full view of the others. fiends pounce. The barghests often use Howl of the Worg King [Monster]
A barghests only means of advance- invisibility to observe the fray, and when Your fearsome howl inspires fear in foes
ment is to kill and consume its superior. the party is sufficiently weakened by and calls worgs to your defense.
These cruel monsters have no sense of their minions onslaught, the slavering Prerequisite: Barghest.
family, loyalty, or compassion. Barghests fiends close in for the kill. Benefit: While in wolf-like form, as
do not hesitate to devour their own a standard action, you may raise your
young if they feel the children are a Barghest Feats head high and howl fiercely into the
threat to their power. Soul Feed [Monster] night. Any foe within 60 feet must im-
The greatest rite of passage for young By devouring a foe, you absorb their mediately make a Will save (DC equals
barghests is the transformation to great- very soul into your being, feeding off 10 plus half your Hit Dice plus your
er barghest. Elders place several whelps their spirit as well as their flesh. Charisma modifier) or become shaken
into loose hunting parties and send Prerequisites: Greater Barghest, gained for 1d4 rounds.
them to the Material Plane to engage at least 3 HD through feeding. All worgs within 1 mile hear this call
in the Great Hunt. One or more of the Benefit: When you feed on an oppo- and must make the same Will save or
pups will consume enough victims to nent, their soul is trapped in your own travel to your side by the fastest pos-
make the transition to greater barghest. spirit, and the victim cannot be resur- sible route to defend you against your
The strongest or most cunning barghest rected unless you are first slain. If the enemies. Worg allies who hear the howl
proves itself and dominates the group. victims hit dice are equal to or greater gain +2 to attack, damage, and saving
Its commanding position becomes than your own, you immediately gain a throws until the encounter ends.
permanent when it becomes a greater death knell spell-like ability. These bene-
barghest. It then forces the rest of the fits are in addition to the normal results History of the Barghest
barghests to do its hunting and bring of the Feed ability. The myth of the barghest originated in
suitable victims for it to consume. England, most notably in Yorkshire, though
Lazy by nature, barghests retain min- Portent of Doom [Monster] legends of black dogs of death, and spectral
ions to serve their needs. They make The sight of you speeds onlookers to- hounds exist in several cultures the world
over. The words origin may be derivative of
good use of their charm monster ability wards their doom.
north Englands pronunciation of the word
to secure human, goblin, or even ogre Prerequisites: Greater Barghest or 10 ghost as guest, naming this ghostly black
servants who can find meals for them ranks in Intimidate. dog as a burg-guest (town ghost). It may also
or investigate an areas power structure Benefit: Anyone who beholds you must sprout from the German berg-geist (moun-
without attracting undue attention. immediately make a Will save (DC tain ghost) or Bar-geist (bear ghost) in allu-
Barghests on the Material Plane are equal to 10 plus your hit dice plus sion to its alleged appearance as a bear.
known to subjugate entire tribes or even Charisma modifier). If they succeed, Britain is rife with these death dealing
nations of goblins to serve them, claim- they are immune to this power for 1 fiendish goblin-dogs, and the barghest of
ing to be deities or powerful heroes of day. If they fail, they immediately feel York is joined by the Demon of Tedworth,
legend in order to gain their loyalty. If deaths claws tearing their soul from the Black Dog of Winchester, the Lancashire
Striker, and the Padfoot of Wakefield. In
this fails, the barghest simply devours their body, becoming shaken for 1
each case this large, usually black, wolf or
the tribal elders and assumes control. round. In addition, the next time they dog with huge fangs and claws is a reputed
Whether through force or guile, once make a saving throw vs. a death effect, omen of death and ill luck.

30 Kobold Quarterly 2 Fall 2007


In Jersey folklore, the Black Dog of Death is a phantom whose
appearance presages storms. Smugglers may have spread the story
to discourage people from leaving their homes at night and wit-
nessing illegal transport of contraband.
The barghest makes an appearance in several works of litera-
ture, most notably in Sir Arthur Conan Doyles most famous
Sherlock Homes story, The Hound of the Baskervilles, the supposed
phantom dog of which is no doubt is inspired by barghest tales.
The Grim of Harry Potter and the Prisoner of Azkaban, is a nod
at Englands classic ominous ghost-dog tale. Sirius Black trans-
forms into a black dog and is named for one; his nickname just
happens to be Padfoot (of Wakefield perhaps?).

Greater Barghest: Vralgor Szarn


Vralgor rose to power by ambushing and consuming a pow-
erful priest and his paladin guards during a Great Hunt.
Vralgor moved the hunting party into the sewers below the
Free City of Zobeck. Now Vralgor and his lessers feed on
the city folk at their leisure.
The greater barghest curtails any threat to his position
as pack leader by devouring lesser barghests. Vralgor has
charmed the guildsmaster of a small rogues guild, and he
uses the rogues as his private spy network. With plenty of
victims delivered to his waiting maw, Vralgor grown too
huge to leave the sewer tunnels without using his dimension
door ability. His ring of x-ray vision helps him keep tabs on
the streets above.

VRALGOR SZARN CR 10
Male advanced greater barghest rogue 2
CE Medium humanoid (shapechanger)
Init +4; Senses darkvision 60 ft., scent, Listen +27, Spot +27
Languages Abyssal, Common, Giant, Goblin, Infernal, Worg
AC 23, touch 9, flat-footed 21
hp 205 (17 HD); DR 5/magic, evasion
Fort +16, Ref +14, Will +16
Spd 40 ft.
Melee +27 large adamantine greatsword (3d6+20/19-20) and
+23 bite (2d6+4), or +25 bite (2d6+9) and 2 claws +23 (1d8+4)
Base Atk +16; Grp +29
Atk Options feed, Harbinger of Death, Improved Sunder,
Portent of Doom (DC 26), Power Attack, sneak attack +1d6,
Soul Feed
Spell-Like Abilities (CL 17):
At willblink, deathwatch, doom (DC 19), invisibility sphere,
levitate, misdirection (DC 20), rage (DC 21)
1/daycharm monster (DC 22), crushing despair (DC 22),
death ward, dimension door, mass bulls strength, mass
enlarge, nightmare (DC 23), slay living (DC 23)
Abilities Str 29, Dex 14, Con 24, Int 22, Wis 24, Cha 26
SQ alternate form, trapfinding
Feats Harbinger of Death, Improved Sunder, Multiattack,
Portent of Doom, Power Attack, Soul Feed
Skills Bluff +28, Climb +19, Concentration +25, Diplomacy +22,
Disguise +18 (+20 acting), Hide +18, Intimidate +30, Jump +23,
Listen +27, Move Silently +22, Sense Motive +27, Spot +27,
Survival +20, Swim +19, Tumble +19
Possessions +2 large adamantine greatsword, +3 amulet of
mighty fists, +4 bracers of armor, minor cloak of displacement,
ring of x-ray vision, a human skull studded with sapphires
(1,200 gp), map of Zobeck tunnels and town above, sack with
235 gp. <
Fall 2007 Kobold Quarterly 2 31
From the
Outside in,
Creating
Vibrant Characters
by Sigfried Trent
Art by Shelly Baur

E
ven experienced gamers What we have here is an interesting and only on dramatic moments. From there you
can find it challenging to dramatic back story for a new character. can easily add layers of nuance as you play
create vivid characters, It has plenty of intrigue and mystery. It the game and discover how your basic per-
the kind that everyone grounds the character in the gameworld, sonality interacts with the unfolding story to
talks about.Most gamers are imaginative and it has that cool factor. Unfortunately, it become a rich and lively character that you
and full of interesting ideas, but sometimes doesnt tell you what Kale Dranor is like as and others will remember.
when you sit down at the table you arent a person. We dont know how he behaves,
sure exactly what to do. You may have what his motivations are, or what he does Start with a Theme
trouble making the character in your imagi- on a day to day basis. Much like good art, a good character has an
nation come alive for everyone else. You Many role players start the character overall theme or central idea they embody.
may just want to play a variation from your building process by creating a back story It can be almost anything, but a good theme
usual PC. like this. Its a useful tool for the DM to can be summed up in very few words.
Some players are blessed with more work them into the story and to spark their Themes can come from the characters role
charisma and acting skills than others, but imagination. It can also help you decide on in the party, an emotion, a philosophy, an
you dont need those talents to create and your characters basic personality, but it is image, and so on.
portray a memorable character, a character not exactly direct. For instance, Kale Dranor If you are stumped, just pick a compel-
that others will talk about. If you find your- could be harboring an evil god and unwit- ling word and think about what it means to
self struggling to shine in your games, heres tingly doing its bidding. He could be evil you. This is the starting point for your char-
how to bring your characters to life. and simply fooling everyone. He may have acter and will guide you when making fur-
no taint at all and simply has nightmares of ther decisions. Once you have a theme se-
his birth. He may have a split personality.
The Outside-In Approach The story itself doesnt really tell us who he
lected, write it down in big letters to remind
Kale Dranor was born ase the vessel of a you where you are going if you get lost.
is, only offers possibilities. Sample Themes: The loner, hope, bas-
dark and terrible god. His parents were When you meet someone for the first
chosen for their beauty and power. His tion of law, the innocent, lust for power,
time, be it in real life or in a story, you dont quest for truth, party girl, big dumb fighter,
birth coincided with the alignment of the know their life history. What you experience
proper stars. But on the night of his unholy indestructible, hero, lost and confused, re-
is their general appearance, mannerisms, venge, passion, money, hunting, harmony,
baptism, agents of the Kings Watch at- and whatever they talk about. If you were
tacked the cult. All the adults were killed, growing old, glory, responsibility, decent
to later describe them you would pick out into madness, finding purpose, underdog,
but the small nameless child was given their most distinguishing and unusual fea-
to the Tirenian monks. The monks raised guilt, darkness, duty, fire, hairy, Jack Nicol-
tures, the things that make them distinct. If son, friendship, stuttering, cats, cooking
him in their orphanage, unaware of his asked to imitate them you might adopt their
sinister origins. Under their watchful
posture, mimic their accent, and cover their
eyes Kale reached adolescence and showed topics of conversation.
Establish your Appearance
amazing skill in unarmed combat and The outside in approach to character
Generally the first thing you do in a game
surpassing insight into the path of lotus building starts with first impressions and
is describe what your character looks like.
wisdom. A true prodigy, he joined the then works inward from there. You decide
Imagining their appearance connects you
order at age 17 and showed great promise how your character behaves in the most
to who they are. Because role playing is a
as a warrior against the forces of darkness. common situations rather than focusing
game of language, words are a good place to

32 Kobold Quarterly 2 Fall 2007


start. Pick some simple adjectives that de- buy clothes, help others, become closer to bad habit of spilling his drinks at the table.
scribe your character and mix them with the god, stay in control Dont go overboard with these. Start with
nouns for your sex, race, and class. just one or two and develop new ones based
For instance, Rake is a tall, athletic Talking the Talk on things events during the game.
young man with broad shoulders, dark hair Accents and voices are often the first things Sample Quirks: Stares, must use the
and a sinister smile. You dont need to go people think about when portraying a char- bathroom often, takes notes, hates a certain
into great detail, your mind will automati- acter. While they can add flavor, they are food, whistles in combat, has an imaginary
cally sketch out an mental image based on far from essential. It is better to simply tell friend, grunts, likes to smell things, con-
your description. Words like young and everyone your character speaks in a high stantly cleans his gear, hugs people, steals
sinister imply a range of ideas and details lilting voice than to do a bad job portraying small things, collects stones, likes reading,
without the need to specify them. it. Players can easily imagine the voice you hates cats, loves horses, forgets names.
Once you have the broad strokes of your describe so long as you remind them from
characters appearance, come up with a few time to time. If you can pull off a consistent Putting It All Together
features that really stand out. These will set voice or accent it can be a lot of fun, but it Using this outside in method you can
you apart from every other party member is usually best to stick to ones you are well quickly create memorable characters that are
and serve as an icon for your character. practiced at. easy to play. Here is a quick example of a
Mention these when describing what the What your character says is at least as new character.
character looks like, and remember that the important as how they say it. Nothing es- Theme: Innocent youth
character may be proud of these features or tablishes a character quite so well as dialog. Appearance: A strapping teenage lad with
may be self-conscious about them. You need not speak word for word as your messy red hair and freckles. He seems a bit
Sample Features: Big nose, limp, nearly character if you find it difficult to invent awkward, as if still getting used to his grow-
bald, prominent tattoo, unusual piercing, dialog on the fly. You can simply say that ing body.
square jaw, huge braided beard, runny nose, your character says something. For instance Motivations: Always eager to prove himself,
especially fat, bony fingers, bug eyes, large you might say, Grognar insults the kings especially to women. He wants people to
breasts, mono-colored clothing, strange hat, mother by comparing her to various herd think he is an adult. He is tempted by for-
bad hygiene, unusual armor, pouty lips, un- animals. Everyone can imagine how that bidden fruit.
usual hair color, huge feet, prominent scar. sounds without actually hearing the words. Speech: He says umm a lot when asked
People often repeat themselves or use questions. He says did you see that? when
Consider Motivations specific words in conversation. Coming up he is successful at something. He likes tell-
A big part of who you are is what you do. with a catch phrase, favorite word, subject, ing stories about his baby sister Angelica. He
Motivations are possibly your most impor- or story can help define your character for tends to pick up on words his companions
tant consideration. Every action your char- others. You might want to practice this a use, but uses them out of context.
acter takes is driven by some motivation. little. Start talking about any subject and Quirks: Sings himself to sleep, doesnt trust
One of the big differences between playing work in your word or phrase as much as you bards, yawns a lot when others are talking.
and role playing is acting on your characters can without sounding like a broken record.
motivations rather than your own. If you If you have a favorite subject, try to Final Thoughts
find yourself wondering what to do in the introduce it whenever something even re- Dont be afraid to borrow ideas from your
game, consider what your character wants motely related comes up in the game. When favorite actors, literary characters, or even
and how they can go about getting it. other players groan or tease you about your your real life friends and acquaintances.
Motivations can range from very specific characters obsessions, you know you have These are excellent starting points and you
goals, to very broad attitudes. Both types made an impression with your character. can simply mix and match interesting traits.
are extremely helpful when portraying your The key is to not get too hung up on de-
character. Be sure to record your motiva- Finding your Quirks tails and minutia. Remember that a couple
tions on your character sheet to remind you Everyone has unusual behaviors that set of simple words can be far more defining
any time you feel directionless. Just pick one them apart. Coming up with a few character than a whole bunch of detailed description.
of them and try to satisfy it in the current quirks can help define your character and It is often much easier and more effective
situation. While motivations can change as make them unique. A good quirk strikes a to simply say you look sad than describe
you play, select a few to start the game with. balance between being unusual and being exactly how and why you look sad. Dont
Sample Motives: Become rich, find a relevant. If a quirk is too obscure you might be afraid to let your own personality infect
wife, avoid working hard, achieve fame, never use it, but if it is too mundane it your character; that can add a lot of depth
make the world better, eat tasty food, dis- wont stand out. Contrast is a powerful tool to them. Just remember your characters
cover a new species, learn about the world, here; you might benefit by finding a quirk stated motivations at all times during the
change your profession, get more sleep, that goes against your characters theme. game, and it should keep you on track.
learn to paint, make people laugh, get at-
tention, be desired, get revenge, live forever,
For instance, your character may be very <
sophisticated and well-mannered but has a

Fall 2007 Kobold Quarterly 2 33


A Kingdom
for My Horse Heavy armor; sword and shield; warhorse.
These are the defining, iconic symbols of a
paladin, her tools to fight evil, suppress tyr-
anny, and protect the innocent.
For various reasons, though, not every
paladin uses the stereotypical tools of her
trade. In particular, the paladins mount
Paladin Alternate is not always a viable option. Paladins
who spend their careers crawling around in
dungeons tainted by evil or smashing evil
Class Abilities temples quickly learn their trusted mount
typically doesnt fit in these places. For some,
the summoning of beasts for any purpose is
forbidden, as some orders consider it tanta-
mount to slavery.
For these paladins, the three alternate
by John E. Ling, Jr. class abilities presented here provide interest-
ing options. In addition, the article presents
Art by Vittorio Carpaccio feats to further allow a paladin to develop
these alternate abilities. They all become
available at 5th level and all replace the abil-
ity to summon a special mount.

The Bonded Weapon Holy power infuses a bonded weapon, roll to avoid the disarm.
In place of her celestial mount, a pala- making it sturdier and more durable Focus of the Master (Su): The holy
din may undertake a ritual to strike a than other weapons of the same type. bond between you and your weapon
holy bond between her soul and her Add this amount to the weapons hard- is strong. You may use your bonded
weapon of choice. This bond grows as ness and hit point totals. weapon as a divine focus component
the paladin increases in power. Light (Sp): You can opt to have your any time one of your spells requires one.
Benefit: You form a holy bond with a weapon shed light, as the light spell. Merciful Strike (Su): Paladins make
weapon of your choice. In order to forge Activating and deactivating this ability amazing displays of mercy, even when
this bond, you must spend 24 hours in is a standard action. The caster level is facing hardened criminals. When wield-
quiet meditation and prayer. Should equal to your paladin class level. ing your bonded weapon, you may
you ever lose your bonded weapon, or Tightened Grip (Ex): The process of strike for nonlethal damage without
if it is ever destroyed, you may undergo bonding with your weapon allows you incurring the normal -4 penalty.
the ritual again. A bonded weapon may to maintain a grip on the weapon that Sacred Defense (Su): Power from the
be enchanted with magic abilities as others find extraordinary. Whenever celestial realms infuses you and protects
normal. The special abilities are cumula- you are defending against a disarm at- you. Beginning at 8th level, you gain
tive based upon your level; the hardness tempt, you gain a +4 sacred bonus. At a +2 sacred bonus to your armor class
and hit point values are not cumulative. 13th level, the bonus increases to +8. against evil foes. At 16th level this bonus
Improved hardness and hit points: This bonus only applies to your opposed increases to +4.

34 Kobold Quarterly 2 Fall 2007


Undeads Enemy (Su): Holy power level (10th, 15th, 20th), you may either Prerequisites: Resistance of the heav-
suffuses you when you wield your increasing one resistance by 5, or add a ens special ability, Spellcraft 5 ranks,
bonded weapon. Against undead foes, new element. Resistances gained from Wisdom 17+, paladin level 12th.
your bonded weapon does 1d6 holy this ability cannot rise above 20. Benefits: You gain spell resistance
damage and is a good-aligned weapon For example, at 5th level the paladin equal to your paladin level plus 5, to a
for the purposes of overcoming damage Drusai selects this class ability in place maximum of 25.
reduction. If your weapon has the holy of his special mount; he chooses elec-
Sundering Wave [General]
ability, this bonus damage stacks. At tricity as his energy type. At 10th level,
Those who attempt to sunder your
17th level, your bonus to damage from he can either select to gain resistance 5
bonded weapon suffer the same fate to
this ability increases to 2d6. to cold or acid, or he can increase his
their own weapon.
Improved Smite (Su): A paladin with existing electricity resistance to 10.
Prerequisites: Bonded weapon special
a bonded weapon is devastating against These resistances do not stack with
ability, paladin level 12th.
evil. Whenever you use your smite evil those gained from other sources, such as
Benefits: When a foe tries to sunder
ability with your bonded weapon, you the celestial or half-celestial templates.
your bonded weapon, the weapons holy
gain a +4 sacred bonus to both your
attack and damage rolls. Special Feats power reverberates, causing the same
The following feats further improve on amount of damage to the attackers
Guardian Archon the abilities presented here. weapon as your weapon takes.
You forge a strong bond with an archon, Beacon of Hope [General] Superior Defense [General]
who agrees to protect and aid you. Your bonded weapon improves your abil- The holy power of your bonded weapon
Benefit: Through prayer and sup- ity to boost the courage of your allies. protects you or an ally.
plication, you form a special bond with Prerequisites: Aura of courage, Bonded Prerequisites: Bonded weapon, pala-
a lantern archon (MM, page 16). The weapon, paladin level 10th. din level 14th.
archon agrees to aid and protect you a Benefits: While wielding your Benefits: Your sacred defense abil-
number of rounds per day equal to your bonded weapon, you grant great cour- ity bonus increases by +2, and you may
paladin level. These rounds need not age to your nearby allies. Your aura of grant your sacred bonus to an allys AC
be used consecutively. However, if your courage ability doubles to a 20 foot instead of your own. The ally must be
guardian archon is slain, you cannot radius, and the bonus granted by that within the radius of your aura of cour-
summon it again for 24 hours, regard- ability increases to +6. Your allies must age ability and must see both you and
less of how long you have remaining. be able to see you and your bonded your weapon.
The lantern archon is in no way weapon to gain this increased bonus, This bonus applies only to attacks by
under your control when you summon and your weapon must be unsheathed. evil-aligned foes.
it from the celestial realms; it uses its
own judgment to determine how to best Improved Guardian Archon [Epic] Superior Spell
protect you. It arrives with hit points The most powerful of archons agrees Protection of the Heavens [Epic]
equal to one half your normal amount, to aid you in your fight against evil. Your holy bond with the celestial realms
and it is treated as though it had hit dice Prerequisites: Guardian archon spe- is pure and deep.
equal to your character level. The lan- cial ability, paladin level 21st. Prerequisites: Resistance of the
tern archon may use any of its abilities Benefits: You may forge a bond Heavens, Spell Protection of the Heav-
normally while in your service. with a trumpet archon (MM, page 18) ens, Spellcraft 10 ranks, Wisdom 21+,
This spell-like ability has a caster level in place of your hound archon guard- paladin level 21st.
equal to your paladin level. ian. The duration, hp, hit dice, and Benefits: The spell resistance gained
At 12th level, a hound archon replaces other benefits of your class ability are from your Spell Protection of the Heav-
your lantern archon. All other benefits unchanged. ens feat increases to paladin level plus
(HD, hp, etc) remain the same. 10. This spell resistance has no upper
Spell Protection of the Heavens [General] limit.
Resistance of the Heavens Your bond with the celestial realms <
Like a celestial being, you can shrug off grows stronger.
some elemental damage.
Bonded Weapon Table
Benefits: Your deep bond with the
celestial realms grants you resistance to Paladin Improved Improved
Level Hardness Hit Points Special
energy damage, which increases as you 5th7th +2 +2 Light, tightened grip, focus of the master
become more powerful. At 5th level, 8th10th +4 +4 Merciful strike, sacred defense
you gain resistance 5 to acid, cold, or 11th14th +6 +6 Undeads enemy
electricity (your choice). At every fifth 15th20th +8 +8 Improved smite

Fall 2007 Kobold Quarterly 2 35


Joining the Noble Classes
Using Aristocrat Levels as PC Rewards
by Jeff Grubb
Art by Hans Makart

In Kobold Quarterly #1, Mr. Baur sug- above-average stats. Not a bad little haul While these honorary levels do not
gested that noble arms and titles are for bumping off the local dragon and count against multiclassing penalties,
suitable awards for player characters, saving the monarchs first-spawn. they dont contribute to effects that
and he mentions that a free level of the After the first level of Aristocrat the depend on the total level of the charac-
Aristocrat NPC would be a suitable benefits slack off just a bit, but increased ter (so you cant get around a sleep spell
bonus to that award. base attack bonus, saving throws, skill through aristocratic entitlement). Hon-
Maybe. points, and new available skills are noth- orary levels do not count when figuring
Granting such a title is more than ing to sneeze at. The last is particularly maximum skill points, and they offer
a mere welcome-to-the-kingdom gift, attractive to classes that are limited as to no added protection to level-draining
and the importance of these two grants their potential skills, such as the Fighter. attacks. True, you still have better hit
should be reversed. The level of aristo- But how do these NPC levels work points when you drop to 1st level, but
crat is the cool award; the noble title in connection with the real levels having honorary levels will not keep you
that goes with it a potentially nasty fish- (where real means earned the hard alive. They dont count when figuring
hook that the DM can use as a spring- way with experience points)? Do you your bonus feats for levels. You can lock
board for further adventures. have to worry about the penalties for in previously awarded honorary levels,
The first level of Aristocrat is fairly multi-classing? Does an encounter with making them real, but more on that
butch; it provides +1d8 hit points, four a vampire remove aristocratic levels that wrinkle later.
skill points, and a +2 on the Will save. have been awarded? Having sorted out what these honor-
In other words, imagine a magical hat Any NPC levels presented as a reward ary NPC levels do, the next big question
that gave you the Feats of Toughness, should initially be considered honorary is who gets to make these cool aristo-
Negotiator, Persuasive, and Iron Will in nature. The base attack bonus, saving cratic awards, and what must I do to get
in one fell swoop. Actually, its better throw bonus, and new skill points of them? The answer is that rulers who are
than the magic hat, since you control the non-heroic levels would be in place, themselves not ruled may grant them,
where the skill points go, and both they but the honorary levels are not counted and they themselves do so under limita-
and the hit points may be increased by when dealing with total character levels. tions. The ultimate price may give some
Summer 2007 Kobold Quarterly 1 36
36 Kobold Quarterly 2 Fall 2007
adventurers pause about accepting the with lifetime job descriptions, such as by the aristocrat level, your character
levels and entering into the bare-knuck- tribes, magocracies, or theocracies. A also gains access to the monarchs ear
le politics of the local noble court. republic would have as many available or rather, more access than those
levels as its initial chief executive, plus hoi-polloi adventurers who clutter up
The Kings The Thing one per year (since the ruling politicians the court. A noble PC can expect to
The local supreme ruler can promote in- may change over time). As a republic, be called in on matters that threaten
dividuals of merit by awarding titles and they may be even charier of giving the kingdom, particular those matters
making them peers of the realm. Treat out aristocratic titles. Regardless, such which require your special talents.
this as a royal bonus feat that the local awards are not given lightly. Knights, regardless of level, are ad-
monarch gains when he reaches the So what influences such awarded dressed as Sir or Madam, while
top of the heap, whether through con- titles, in particular the awards beyond Barons and higher are greeted as My
quest, by ability, or after Dad, the old the initial knighting? Service to the Lord or My Lady (finer points may
king, kicks off. Other royal feats might crown is foremost. While the local exist for your campaign). Within the
include declaring war, raising taxes, or queen may be happy to grant knight- pecking order of the court, aristocratic
summoning vassals to fight, but that hoods to those who performed an level does matter, and a level 8 Aristo-
would be another article. extraordinary act, additional levels will crat always enters the room first, sits
come only if the individual hangs about closer the head of table, and speaks first,
GRANT PEERAGE [ROYAL] at the crowns beck and call. over his level 7 (and lower) brethren.
You have the ability to award honorary Any monarch worth his rule will Among the levels, there is a marked
levels in the Aristocrat NPC class. demand fealty from those he admits difference between real and honorary
Prerequisites: Rulership of the land to knighthood. The recipient swears levels. Your fighter may be 14th level,
without being vassal to a greater power. to serve the monarch before any other but with only two levels of aristocrat,
Benefits: You may award honorary ruler (hence the limitation on awards you may offer your advice only after
NPC Aristocrat levels to others. You to those carrying awards from others). any real Knight Minors. Worse, you
may award as many levels up to your This makes for an easy springboard for are probably seated at the royal banquet
total (Aristocrat and other) levels over adventures, but often the throne holds below the salt. (Note that if multiple
the entire span of your rulership. You the reigns just a touch tight. knights hold the same level, the indi-
cannot award titles to an individual who viduals who have held their titles longest
already holds another title from another The Making of Lists are given precedence).
ruler unless than individual rejects his So youve gained a title what is it and All this creates some friction be-
previously awarded title and with that what does it mean? tween newly promoted adventurers and
the honorary aristocrat levels so gained. The nature of the titles will vary ac- those who received their titles the old
You cannot award honorary levels to an cording the particular kingdom and fashioned way (by inheriting them).
individual beyond half your total levels. campaign, but heres a good list for your The newcomers additional real levels
Normal: You may award any number typical western fantasy setting. makes things even more interesting.
of fancy-dancy titles you want, but they Not all the established nobility view the
have no effect on game play. So there. Aristocrat newly entitled with pleasure, and plenty
Note that the monarch has a limited Levels Title of backstage politicking may be involved
number of these plums to pass out, and 1 Knight (Banner Knight) to get the adventurers to leave court, to
he will do so with an eye towards his or 2-3 Knight (Knight Minor) embarrass themselves, or to fall out of
her own goals. The Royal Heir is prob- 4-6 Knight (Knight Major) the monarchs favor.
ably due for a goodly number of these 7-8 Baron or Baroness
(up to maximum of half the total levels 9-10 Count/Earl or Countess Land and Permanent Nobility
available). This makes the competition 11-12 Duke or Duchess One thing that title does not grant is
for the remainder even dicier. Your 12 13-14 Grand Duke, Grand Duchess land. One can be an unlanded noble,
level Aristocrat monarch will probably 15+ King, Rajah, Emperor, Kaiser or one can hold land in the name of the
hold onto 6 levels for her son, leaving 6 crown without holding any title, as a
levels as favors. They wont be passed out From this list, you can gather that most castellan. Land is a separate matter, and
as door prizes but saved for real awards, awarded and honorific levels are in the customs vary from kingdom to king-
and your local royalty will want some- knight category. Only if one has a par- dom. Some rulers grant land when they
thing in return. ticularly powerful lord (and is beloved would rather not spend titles, or chose
While this example assumes the local by that lord) can you gain easy entry to grant a title to those brave souls who
realm is a monarchy, the same principle into the Baron or Duke levels. conquer a particular monster-populated
and the royal feat can apply to any state In addition to the abilities provided chunk of territory.

Fall 2007 Kobold Quarterly 2 37


But how does one gain a real title? sidered class skills (unless you have the granting of titles to oneself must stay
By taking a level of aristocrat when one appropriate class). If you swear fealty to within the limitations of the monarchs
gains a level (with the DMs approval, another lord and gain new aristocratic initial level, but it is good to be King.
but since he was ultimately respon- levels, you gain additional skill points
sible for that first level, he should be only after you rise above the previous, Support Your Local Monarch
good with the idea). NPC titles are, now-lost levels. The presence of an established, feudal
pound for pound, weaker than their You suffer the same penalties if you organization within a game filled with
player character equivalents. However, voluntarily foreswear your lord (You powerful, high-level adventurers sud-
if a character is granted four honorary cant fire me, I quit!). This leaves you denly makes more sense. A powerful
levels, and then the player takes a fifth free to swear new allegiances, such as office which hands out free levels, even
level of his own volition, all five levels to the lord leading that invading army. within limited resources and restric-
are suddenly locked in and become real In voluntary withdrawals, the monarch tions, is nothing to sneer at.
levels. They count toward total levels gains all the levels back to re-award else- Similarly, the local nobility may be
for spell effects and maximum skill where. Note that this may create times quite willing to support this office in
levels, and they are real class levels for when a disenchanted ruler may seek to the hope of a free level or two for little
the purposes of multiclassing. You may force an unwanted noble out. or no work (Or as they would call it
get a bonus feat out of the deal. At this After a characters (permanent) death, Long and invaluable service). They
point, the granting monarch cannot half the deceaseds aristocrat levels may certainly look askance at the barbar-
take away the previously awarded levels pass to an heir as honorary levels. These ian who threatens to roll in and upset
(see below). They still count against the follow the inheritance laws of your the applecart (Or as they would call it
monarchs available total for his reign. campaign. The other half (rounding up) The long, proud heritage of the peer-
Making the honorary levels real sends return to the Crown. One reason that age). The exception is when a higher-
up a flare to the established nobility titles can be kept in the family. level noble seeks to seize the throne, and
that a new contender intends to hang If the monarch dies, all honorary needs a cats-paw.
around. The nobles figure this out fast titles revert to the throne. They may Adventurers are drawn to the re-
the monarch knows, and gossip spreads be re-awarded, at no cost to the new wards as well, but unless they make this
quickly through the upper classes. And monarch, to the individuals who held kingdom their base of operations (and
they may not like the change. them previously, or they may be kept deal with the local politics), those free
and added to the NPC levels the new levels can come with a hefty price tag.
The Good King Giveth, and monarch may later dispose of to his It is suddenly in their best interest to
favorites. For those who have served the
the Good King Taketh Away crown (and the new head that wears the
keep the royal family healthy and happy,
Great, the king gives you a shiny title lest their boon evaporate. Wise and
crown), this re-awarding is automatic, good rulers give their vassal knights a
and an honorary NPC level. You give
though it may involve a ceremony long leash, approve extended leaves of
him hearty thanks and ride off, looking
where fealty is sworn anew. For others absence, and make few demands. Less
for new adventures, right?
who may have crossed the heir, the wise rulers need their knights nearby,
Well, wrong.
former monarchs death may lead to a and they have an annoying habit of
The king gives you a level and the
re-evaluation of the adventurers contri- starting a war at inopportune times.
king can take it away from you if you
bution to the kingdom. Nobles are more than willing to tol-
dont show up for work, or jump to his
If your monarch is conquered, or erate a few talented upstarts with a level
commands, or if he just doesnt like
forced to swear fealty to another, greater or two of honorary aristocrat, as long as
your attitude. Usually he will provide
king, the honorary titles are similarly re- they know their place and dont track in
a warning, but he can pull his awards
viewed by the new ultimate ruler. One any mud. But as soon as they start rising
at any time. Only half of those levels
nice bonus of attacking the kingdom in levels (or, gods forfend, make those
return to him for grants to someone else
next door is you gain a raft of new hon- levels permanent), there may be more
(rounded up), so it is not something he
orary levels to shower upon your loyal skullduggery afoot.
will do on a whim, but its a very real
generals and captains. The result is a series of springboards
possibility for misbehaving nobles.
If the awarded aristocrat levels have providing new directions for the adven-
If your feudal lord gives you the
been locked in by a character gaining turers or for political intrigues within
heave-ho, you lose the BAB bonus im-
a real aristocrat level, the crown cant the castles. They accepted the reward of
mediately. Hit points from honorary
get them back, except if the individual a grateful crown, knelt, and were tapped
levels that are pulled become temporary
holding them dies. upon the shoulders by their local mon-
hit points once lost they cannot be
And before you ask, yes, the throne arch and then the fun really begins.
regained. You keep any skills gained,
may grant additional titles to itself. This <
though those skills are no longer con-
38 Kobold Quarterly 1 Summer 2007
38 Kobold Quarterly 2 Fall 2007
The
Avatarof
Hunger
Hidden Origins
of the Ghoul Empire
by Wolfgang Baur
Art by Kraig Horigan

T
he history of the Ghoul Im- cave dragon in its prime. Its darkness extremely lethal.
perium is a recent one, an filled the tunnels, and its jaws devoured As he created ghoul followers, Dar-
explosion of undead power ghouls by the dozens. rakh and the priest learned that the
from a direction unlooked-for: the Strengthened the Death Gods bless- form of ghoul fever the dragon carried
lowly ghoul raised from a skulker in the ing, one ghast struck a crucial blow with was magically strengthened. Darrakh
graveyard to a force that destroyed the its paralyzing claw, and the dragon was has always claimed he bathed in the
mighty drow stranglehold on the un- rendered immobile for a dozen heart- River Styx and struck a bargain with
derdark, and brought many underearth beats. The frenzy that followed infected Charon the boatman. The terms seemed
civilizations to the brink of annihilation. the dragon with ghoul fever. The rest of to be that to return to the mortal world,
the ghouls and ghasts died before the he would raise up a race of followers of
Children of the Hunger God dragon could be slain, but the priest of the Death God. That story is among the
How did it happen? The ghouls them- the Death God survived and became secret lore of the Imperial priesthoods.
selves do not know for sure, and a great the ghoul-dragons minion and chief Its truth depends on what one thinks of
deal of myth, legends, and sacred lore servant. The dragon grew powerful in the veracity of the undead and the trust-
has grown up around the topic. Some undeath. Though its growth stopped, its worthiness of dragons. Most are sure its
of these stories claim divine interven- power was greater than any others of its sheer puffery.
tion by the Death God or Hunger God, kind. Darrakh himself manipulates his
other elements drawn from a pact with ghoul followers shamelessly, both those
the derro, other tales claim demons were Charon and Darrakh of the Death God (whom he seems to
somehow responsible. All make it clear So was born Darrakh, Father of Ghouls, regard fondly) and those of the Hunger
that a magical strain of ghoul fever was the Great and Unending Devourer. Of God (who seem to annoy him). The
the catalyst for the Empires rise. None all dragons below the earth, he is the noble ghouls who know of him serve
know the truth. greatest. He recieves ghoul petitioners him out of fear; the priests do so out
The ravenous hunger and ambition in a deep cavern perpetually wrapped in of joyous devotion. The ghoul-dragon
that define the Empire of the Ghouls darkness, and when he is displeased, he could play merry havoc with the em-
come from a hunting expedition 200 dines on the flesh of the ghouls, his fol- pires holdings if it were ever provoked.
years ago. A priest of the Death God lowers and children. The majority of the Empires popu-
led a pack of ghouls and ghasts into the The cult of the Hunger God re- lation, though, think of Darrakh as a
underdark in a hunt for new sources of veres him as an avatar of their diety, an legendary figure long dead, a demi-god
meat. The hunters met and devoured earthly manifestion of the endless gnaw- rather than a living presence. He may
a few of the weaker residents of the ing need that drives ghouls to consume be both; some believe he dwells near the
deep lands, but then met a horror they corpses. Darrakh is fast, tough, and gates to the underworld because it is a
were woefully ill-prepared to fight, a powerful and as an undead dragon, good place to acquire divine power.

40 Kobold Quarterly 2 Fall 2007


Darrakh, Father of Ghouls caster of 7th level. Its preferred combat spells are poison
and armor of darkness (from D&DG and in the Hypertext
Darrakh is an eyeless, heavy-winged dragon with many pro- SRD). Its domains are Knowledge and Darkness.
jecting spines and a hide of dark brown, much the shade of Darkness and Deeper Darkness (Sp): Darrakh can cast
many cavern walls. He speaks with a whispering menace. Dar- darkness and deeper darkness 3 times per day.
Ruff Spikes (Ex): As a free action, a cave dragon can
rakhs vestigial wings serve as an additional set of legs, and his block movement using its many feelers and spikes within
narrow snout can poke into narrow passages which his tongue 5 feet of its body. This includes attempts to withdraw,
scours free of bats and edible vermin. flank, or spring attack.
Darrakhs cavern is a place of echoes and darkness, so black Blackness Aura (Ex): Darrakh can generate an aura
of darkness with a 60-foot diameter. This is always
that no living creatures eyes have ever seen it. Liches, ghoul centered on the dragon itself and prevents normal vision,
lords, and others visitors attest to the layered bones and coins darkvision, and lifesense from working. Blindsense still
that cover the floor. More than100,000 bats who live there, a functions normally. Light spells cast into the area must
overcome the dragons SR +4, or they fail.
swarming group who act as his sacred animals and familiars. Earth Glide (Su): A cave dragon can glide through stone,
All others stumble through it very carefully, and are happy to dirt, or almost any other sort of earth except metal as
walk out alive. easily as a fish swims through water. Its burrowing leaves
behind no tunnel or hole, nor does it create any ripple or
other signs of its presence. A move earth spell cast on
Darrakh, Adult Darakhul Cave Dragon CR 18 an area containing a burrowing cave dragon flings the
NE Large Darakhul Undead dragon back 30 feet, stunning the creature for 1 round
Aura darkness, fear DC 27 unless it succeeds on a DC 15 Fortitude save.
Init +6 (+4 Imp Init, +2 Dex); Senses blindsense 120 ft, Darakhul Fever (Su): Magical diseasebite, Fortitude
Listen +32, Spot +32 DC 30, incubation period 1 hour, damage 1d6 Con and
Languages Darakhul, Derro, Draconic, Infernal, Undercommon 1d3 Dex. Requires a DC 16 level check to cure magically.
AC 44 (-1 size, +2 Dex, +29 natural, +4 deflection), touch A creature which dies while infected with darakhul fever
15, flat-footed 31 may become a more powerful form of ghoul (see Empire
hp 186 (24d12+30 HD); DR 10/magic and daylight of the Ghouls for details).
Immune sonic, acid Paralysis (Ex): Those hit by Darrakhs natural weapons
must make a Fortitude save (DC 30) or be paralyzed for
Fort +14 Ref +16 Will +20; SR 18 1d4+1 rounds. Elves are immune to this paralysis.
Speed 40 ft. (8 squares), burrow 20 feet Turn Resistance (Ex): Darrakh has turn resistance +4.
Melee +43 bite (4d6+24+1d4 Con from Devour*) and Damage Reduction (Ex): Darrakh has DR 10/magic and
+43/+43 claws (2d6+8+paralysis) and daylight.
+43/+43 wing (1d8+8) and Weakness: Darrakh is vulnerable to daylight and suffers
+43 tail (2d6+8) a -4 penalty to attack and saving throws when in full
Space 10 ft Reach 5 ft (10 ft with bite) daylight. Even a daylight spell inflicts a -2 penalty.
Base Atk +24; Grp +44 Skills: Darakhul have a +8 racial bonus on Climb,
Spell-Like Abilities (CL 7) at will darkness, deeper Intimidate, and Knowledge (Dungeoneering) checks.
darkness
Special Atk breath weapon 12d6 (DC 33), spells
Abilities Str 42, Dex 14, Con , Int 24, Wis 21, Cha 27
SQ blindsense 120, immune to sonic and acid, darkness
aura, earth glide, ruff spikes, +4 turn resistance, paralysis,
darakhul fever, DR 10/magic and daylight
Weakness daylight
Feats Cleave, Devour* [Monster], Epic Toughness, Great
Cleave, Improved Bull Rush, Improved Initiative,
Improved Multiattack [Monster], Improved Natural Attack
(bite), Iron Will [b], Multiattack [b], Power Attack, Track [b]
Skills Appraise +34, Bluff +35, Climb +24, Concentration
+27, Intimidate +43, Listen +32, Move Silently +29,
Knowledge (Arcana) +34, Knowledge (Dungeoneering)
+25, Knowledge (Religion) +34, Search +34, Sense
Motive +32, Spellcraft +28, Spot +32, Survival +32

Breath Weapon (Su): Darrakh breathes two types of breath New Feat: Devour [Monster]
weapon, a cone of pure black poison whose toxic stew
of minerals burns and destroys any target, and a line of Prerequisite: Corporeal undead, Str 13
invisible sonic energy bolt that stuns foes. Creatures within Benefit: Whenever you successfully damage your opponent
the poisonous cone must succeed on a DC 33 Fortitude with a bite attack, they must make a Fortitude save (DC 10
save or suffer 1d8+3 initial and 1d4+3 secondary Strength
damage. The sonic line blast causes 12d6 sonic damage + half their HD + their Strength bonus) or suffer an addi-
and stuns all those it strikes for 1 round if the victim fails a tional 1d4 Con damage.
DC 33 Reflex save. Special: Creatures immune to critical hits are immune to
Deeper Darkness (Sp): Darrakh can cast deeper darkness this feat. If you have the Eater of the Dead feat, you regain
3 times per day.
Spells: An Adult cave dragon casts spells as a divine 1d8+5 lost hit points when your victim suffers Con damage.

Fall 2007 Kobold Quarterly 2 41


The Free City

Griffon Towers
of the Margreve
Forests, Hunters, and Miners
by Wolfgang Baur

T
he city of Zobeck is House Stross built the towers for its contains a treasure cached here by ad-
defined by its river, the griffon riders, an elite company of cou- venturers who never returned. Unfortu-
great forests, and the riers and shock cavalry. The parsimoni- nately, centaur bandits have discovered
wide moors to its north. ous council of the Free City has done this particular tower and claimed its
Long the private property of House away with that tradition in recent years. goods for themselves. Their leader, Radu
Stross, the Margreve Forest retains a cer- Now the Margeve griffons run wild, Voinod, is using the money to buy kegs
tain hushed atmosphere of wild decay and they come in both black and speck- of ale from the kobold miners near
and noble privilege. Travellers go quietly led varieties. Knowing the difference is Shadowcrag to reward his followers.
through the deepest woods, seeking to important. The black griffons are more If the party takes some of the cash,
avoid throat-slitting bandits, howling aggressive and very fond of horseflesh; the centaurs have excellent tracking and
barghests, and even kobolds bitterly de- some claim they are faerie steeds. The ambushing skills, and will try to cut
fending their secret mines. speckled ones are shy, tameable, and can off their escape at several points in the
At the same time, the untamed serve as animal companions to suitable forest.
regions of the Margreve are under as- heroes. 2. Hunting Party. Though the forest
sault by Zobecks lust for wealth. The is dangerous and the undergrowth is
forest provides the timber that drives its Griffons for Adventurers very thick, a few young, rich and stupid
barges, fuels its smithies, and braces its With griffon eggs for the taking, ad- sons of the Zobeck merchant houses
kobold silver mines. The noise of kobold venturers often wander the Margreve, always try to prove themselves by hunt-
miners, timber-cutters, and merchants sure they can make their fortune. These ing Margreve deer, boar, or the fabled
rumbling along the great northern road expeditions rarely end well. White Hart. To guide them on these
grows each year. Silence returns only in The problems are severalfold. In a hunts, they usually hire a ranger, barbar-
winter. vast forest, landmarks attract atten- ian, or druid adventurer.
The northern road is the only pass- tion, so the towers are always inhabited Once the young hunters set out, they
able route to the rich cities of the Red by men or monsters. The towers are make a mess of things and often lose a
Queen and the undead princes of more than 50 feet tall, and half that horse to a boar attack. In the worst case,
Morgau and Doresh, not to mention wide. Most have no easy way up; their a hunting party may be led astray by the
the Bemmean magocracy. The road is wooden staircases are long since rotted shadow fey, who resent this poaching on
the second source of wealth for the city; or burnt away. their lands. The moment of truth comes
connecting that land route with the The griffons themselves are vigilant when arrows shot to kill a deer are re-
river route makes Zobeck a fortune as a about who or what may approach a turned with interest by the fey folk.
trade center. Naturally, the road is de- tower during nesting season. The mer- 3. The Margreve Witch. Stories tell
fended by castles and towers. chants who travel the great northern of a hag of the greenwood who helps
The most famous of these are the road know this all too well, and many travellers caught in rainstorms or stuck
dozen Griffon Towers. Eight of them are refuse to travel there in spring. Griffon in the moors and mires of the wetter
on the road itself; others guard hunting attacks are common; pikes are the pre- sections of the road. This help usually
lodges, mines, or powerful wellsprings ferred weapons to keep them at bay. involves bringing them to her modest
of magic. Most people assume that they hut and feeding them a hot meal, while
got their name from the griffon blazons pleading for help against the kobold
carved in their walls, but that is merely Tower Encounters bandits who plague her life as an herb-
the mark of the Stross border guards. Here are three encounters for PCs
alist. In fact, she is quite familiar with
The towers themselves have a much exploring a Griffon Tower in the
monkshood, hemlock, and other poi-
closer connection to the animals, as Margreve.
sons, and usually attempts to kill one or
their stables, roosts, and shelters. 1. Easy Money. An abandoned tower
more of her guests during the night.

42 Kobold Quarterly 2 Fall 2007


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