Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Vol. 1, Issue 1
Kobold-in-Chief: Wolfgang Baur contents
Layout: Wolfgang Baur
Contributing Authors: Scott Gable, Sigfried
Trent, and Wolfgang Baur Editorial
Cover Artist: Darren Calvert 3 Small but Fierce
Contributing Artists: Lucas Haley, Jon
Hodgson, Arthur Rackham, Stan!, and E.K. Ecology
Weaver
4 Ecology of the Derro
Kobold Quarterly™ is published four times a by Wolfgang Baur
year by Open Design, a sole proprietorship. No
part of this magazine may be reproduced
The laughing little dwarves are not your friends.
(except for review purposes) without the
prior written consent of the publisher. Charts and Graphs
Material published herein may not necessarily
reflect the opinions of Open Design, its owner
9 Underdark Monster Table
and patrons, or its contributors, who are not
Princes of Hell
liable for opinions expressed herein. Most
product names are trademarks owned by 10 Titivillus, the Scribe of Hell
the companies that publish those products. by Wolfgang Baur
Use of the name of any product without
mention of trademark status should not be More evil is wrought with the pen than with the sword.
construed as a challenge to such status. Open
Design, Kobold Quarterly, and the KQ logo are Dungeon Design
trademarks of Wolfgang Baur. 14 It’s Not (Always) the Gold
Subscriptions: Please subscribe using by Wolfgang Baur
PayPal at wolfgangbaur.com, or contact
koboldquarterly@gmail.com to send a check
Kobold Diplomacy
or money order. PDF subscriptions are
US$16 per year worldwide. Paper and PDF 17 An Interview with Erik Mona
combined subscriptions are US$36 per year, A few words from the Paizo archmage.
US$40 in Canada, and US$56 outside the
United States and Canada.
25 The Kobold FAQ
Back Issues: Please visit wolfgangbaur.
com or paizo.com to pick up back issues Flashing Blades
of Kobold Quarterly. Single paper issues of
Kobold Quarterly are $6 plus shipping. Single 26 The Ups and Downs of Tripping Attacks
PDF issues are $6. by Sigfried Trent
Advertising: Contact koboldquarterly@
gmail.com. All ads are subject to approval, Cartoons
and I reserve the right to reject any ad for
any reason. It would have to be pretty darn
13 10’ by 10’ Toon
offensive for a kobold to turn it down.
by Stan!
On the Cover
Open Game Content: Kobold Quarterly
contains one item of Open content, the Far
25 Bolt & Quiver Our mascot and all-time
Darrig. No other portion of this work may be
by Stan! favorite creature, Jiro the
reproduced in any form without permission. Grey Wyrm, a kobold
Bestiary drawn by Darren Calvert.
Submissions and Design: Each issue of
Kobold Quarterly is a production of Open
28 The Far Darrig
Design, an adventure and RPG design by Scott Gable
community. Article queries are accepted
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member, visit wolfgangbaur.com and donate
to support the Open Design community.
32 Steam & Sorcery
by Wolfgang Baur
©2007 Wolfgang Baur
Small but
Fierce
I
realize that launching this magazine as Dragon Maga- keeping a balance of crunch and fluff, player and DM focus.
zine’s print era ends is — how to put it? It’s a bit of a kick That editorial voice will take time to discover; it depends on
to the nuts to go from a 100% color, lavishly-illustrated, what regular authors it attracts, what readers like and dislike,
fine-tuned machine to a one-man show with a lot of black and and what works.
white art and a do-it-yourself ethos.
You can help mold the Kobold Quarterly style to suit
On the other hand, it’s kind of liberating. Make no mistake, yourself, just by sending your critique to koboldquarterly@
this is a homebrewed magazine, and (the current issues’s table gmail.com with the subject line “Email to the Editor”. I don’t
of contents notwithstanding) it will lean on the best that know whether I’ll run a letters column, but the magazine will
readers and patrons can offer. Kobold Quarterly will be reflect what you want, and what you’d like to see disappear.
as good as people want it to be, and as good as I can make it The only way I’ll know is if you tell me.
editorially.
Based on your feedback, every issue will publish a mix of
So far, I’ve heard from some great top-shelf freelancers that solid features, a few surprises, a few laughs. This isn’t just a
they will contibute: Ed Greenwood, Nicholas Logue, and DM’s magazine or just a player magazine; it will bring a bal-
many others will (hopefully) soon replace my byline in the ance of in-depth game content, inspirational setting ideas,
table of contents. I’m happy to edit this magazine; I promise and material for both sides of the DM screen.
that the article mix for this first issue is an aberration. There’s
literally no way for me to write and edit the whole thing. Not I realize that attracting readers and subscribers takes time,
without giving up sleep entirely. and that readership must be earned. I’m working to earn that
trust from the readers, and in a year’s time I hope to prove
My guiding principle is that Kobold Quarterly should not just how powerful a community of kobolds can be. Help me
only offer something valuable to the D&D gaming world, by emailing me what you do like and what you hate about
it should do it with attitude. That’s the meaning behind the the issue, and what you’d like to see in the future. I’ll see if
“small but fierce” credo: kobolds may not have the big mar- I can make it happen.For more information on writing and
keting dollars or the massive staff of a multinational corpora- queries, see the Kobold FAQ on the last page.
tion, but we’re also free to do as we please.
Will this kobold survive? Yes! If word of mouth on the first
That was the inspiration. Iit takes more than inspiration to get issue is good, it could easily go to 6 issues a year. The tough-
by. I’m an old industry warhorse, as these things are measured, est time for any new magazine is the first year, and most
and I’ve been thinking about what shape a magazine takes. magazines fail. All the fierceness in the world won’t help
Half of it is what readers demand and what freelancers are in- this kobold thrive if gamers don’t rally to it. Please tell your
spired to write. That half is in your control. friends about Kobold Quarterly. With your support, I
hope to make it a great little voice for independent gamers
The other half bubbles up through the black art of editing. everywhere. Thanks for joining me on this ride. I promise, it
That means choosing wisely, shepherding resources but know- won’t be dull.
ing when to splurge, getting the right artist for an article,
Kobold in Chief
Behold their
glorious
madness!
By Wolfgang Baur
The net fell without a sound,and the svirfneblin caught under it struggled for a moment, screaming, then fell silent. A steady
rain of blue tearssfell from one eye, but the three spike-haired creatures surrounding the net showed no sign of sympathy. “Are
there more of them?” said one.
“I don’t see them. This one is enough.” The derro pulled at the net to tighten it just as an acid-filled dart flew by. It struck
the captive, who twitched and lay still. “Bastard! Find him!” roared the derro, veins bulging against his pale skin. “They
must learn despair!” His voice echoed from the cavern walls. The others scattered to obey.
The hidden svirfneblin saved his companion from a slow, lingering death. It was all he could do.
T
he derro are the only perma- believe that this is part of their megalo- ated by human society. Dwarven society
nently insane species to live in mania; derro believe their superiority is shunned them as abominations and
the underdark. Ropers, scourges, just a fact, and act accordingly, as if they pushed them down into the darkness.
aboleth, and the various aberrations are already ruled the underworld. Most perished quickly; they were eaten
alien but not insane; their thoughts are by ghouls, gobbled by purple worms, or
ordered, if entirely foreign. The fishfolk History of the Derro they simply starved to death. The drow,
are prone to insanity but not all of them In the dark caverns where the River aboleth, and duergar enslaved the sur-
suffer its lash. Even the endless despair Styx presses close to the surface world, vivors. They became a distinct dwarven
of driders and the insatiable hunger of time rolls slowly and history is an illu- race, scarred by their servitude.
the ghouls are understandable, powerful sion. Without day and night, without Over centuries, the derro’s resent-
versions of normal feelings. seasons, time passes marked only by the ment of their pitiful lot led them to the
The derro are different. They survive cycles of sleep, birth, and death. Entire worship the ancient elemental gods and
not in spite of but because of their par- species slip into the worship of dark to enter into pacts with demon lords of
ticularly passionate embrace of madness, gods, into the contemplation of the madness and revenge. Among the drow,
and they thrive on it. Saner species fear dark and empty voids around them, and this distasteful gutter cultism was not
the strange little dwarves because they despair. This is what happened to the considered especially dangerous, or even
seem to believe themselves subject only derro. terribly unusual. They treated the derro
to forces no one else can see. Each derro Long ago, the derro were the bastard as favored idiot children, too foolish to
believes that he and his race are the offspring of humans and dwarves, no worship a proper demon goddess like
masters of the underdark. Other races more loved than half-elves are, but toler- their own.
Kobold Quarterly 1 Summer 2007
Among the aboleth, they were treated deep and forbidden truths, knowledge ally ascribed to their insanity.
with pride as proper acolytes of gods that destroys other races outright. They Derro Anatomy and Appearance
behind most creatures understanding. fear that the derro gods might come Derro are short, stocky creatures with
The duergar simply worked them until back and teach their mad little servants flat white eyes and spiky hair often
they died in place. new tricks. Certainly derro seem able to glued into spikes using bat guano; this
The derro slowly grew in numbers draw on reserves of strength and strange gives them both a strangely wild appear-
and found a place as bullies, slave over- arcane lore that other races lack. ance and a peculiar smell. Many adult
seers, and torturers. Each year a few derro have cataracts that should com-
gave in to their deviant appetites and Derro Knowledge and Craft pletely obscure their vision, yet their
were slain if they raised a hand against Derro are famous for their knowledge of milky eyes can see.
their masters. Over the years, the under- secret lore, their poisons, and their mas- Derro insanity is the defining feature
dark races came to view that as “just the tery of many underdark elements and of the race, but it is not present at birth.
way derro are.” Even the madly violent resources that others do not care to dis- Derro children are all clear-eyed and
ones were allowed to live. cover, such as the proper care of oozes normal, but they are scarred and driven
Gradually, the derro turned from or the divinations to be read from tho- insane by their parents quite deliber-
madness as a refuge from pain, to mad- qqua entrails. The wisest savants often ately, usually at the age of 4, when their
ness as a source of strength. Legends tell have ranks in a wide range of disparate speech and motion are fully-formed.
that some escaped from their masters skills, from Knowledge (Dungeoneer- The ritual used goes by many names,
and built a small settlement of their ing) to Craft (Stone), Profession (Worm again as a matter of preference from
own, where their madness resonated Farmer), and Knowledge (Arcane). If tribe to tribe and even year to year;
more strongly the more of them gath- you use Knowledge (Forbidden Lore) in sometimes they call it Staring into the
ered. The strength and skill they had your game, all derro savants have at least Abyss, sometimes it is the Heartless Fire
learned from the duergar, the forbidden 3 ranks in that skill. or the First Drink of True Knowledge.
lore they had taken from the aboleths, The body of derro knowledge does In every case, the derro child is led
and the tolerance for bitter suffering not come from books or scrolls. Instead, away from the tribe into darkness and
they had learned from the drow all half of it is imparted to those who given a potion brewed by the group’s
came together as they toiled to create a become the derro savants by the tearing leader from centipede venom and hal-
metamagical planar resonating device of the veil, and the other half is learned lucinogenic fungi. The result is vomiting
called “the ship of night”, a piece of through oral repetition. Some claim that and visions, and in many cases the end
engineering combining dwarvish craft, the derro wisdom comes from creatures of the derro child’s life: roughly one
stolen aboleth lore, and the evil of drow. beyond the veil who speak to the derro; in twelve is “taken by the gods”. The
Through the use of its projectors and indeed, careful listening does reveal that derro do not mourn these losses; they
lenses, the derro called forth their gods, savants often mutter to themselves for consider them a blessing by the gods of
creatures from beyond the veil, and took days and hours at a time, with pauses in madness on the child, and the parents
a terrible vengeance on their former their conversations as if something were comfort themselves with the knowledge
masters. Then, legends say, the gods answering them. No one else hears the that their child is spared a long life of
retreated from the world.The derro ven- answers given, and this condition is usu- struggle and want.
geance was complete, but their gods had
abandoned them in the cold and dark.
The gods gave the derro freedom from
Knowledge of the Derro
slavery in exchange for this summoning, Characters with ranks in Knowledge (Nature) can learn more about the derro.
at the price of their minds. No derro When a character makes a successful skill check, reveal the following lore,
was ever sane again. including the information from lower DCs.
Ever since, the derro have followed Table: Derro Lore
a path of cult frenzies, slaughters and DC Result
slow torture to please their demon gods, 10 Derro are monstrous humanoids, the warped crossbreeds of human and
to bring them back, to show themselves dwarf, who live below the earth.
worthy of the rulership of the under- 14 Derro worship gods of madness and despair, and yet they are powerful sor-
dark, their destiny and gift. Torture cerers and clever fighters. They often use poisoned weapons and magic to trap
and madness and despair are the derro’s victims for ritual torture.
pleading worship. 18 Derro are insane, prone to terrible rages and unprovoked violence. They use
Other races don’t fear the derro be- repeating crossbows, nets, and spells to catch their victims.
cause of their military or arcane power. 22 Derro are easily swayed by power; Bluffs work well against them, and they
They fear that the derro madness hold adopt new leaders and new gods frequently. They use incantation magic.
Summer 2007 Kobold Quarterly 1
Their madness makes attempts to affected creature gains 1 rank in Knowl- cal point of view, but the derro insist
get information from them simply by edge (Forbidden Lore) – if it doesn’t die that their hair must also have a way to
asking suspect. They often wander into of the shock. reach the air (and thus create a point of
complex delusional fantasies of personal To part the veil, the caster uses both vulnerability) for their leader’s voices to
power and megalomanical tirades of the symbols drawn on the target’s face and reach them.
injustices visited on them and their clan eyelids, as well as chants and supplica- Derro studded leather armor is often
by outside forces. tions to the elder elemental gods and dyed and decorated much more elabo-
Derro are short-lived, perhaps be- the derro Mother of Madness. rately than most: some suits are simply
cause of the filth and madness that they If the incantation succeeds, the target black with white spots, others have
consider normal. Few reach the age of learns to see normally through multiple swirls in shades of brown, black, and
40, considered the mark of decrepitude dimensions and becomes an adult derro, grey.
and the blessings of elder gods by the doomed to both madness and secret Cave Dragonscale Shields: These size
derro. Persistent tale that derro elders knowledge. Small masterwork dragonscale shields
are sacrificed in powerful blood rituals Failure: If the caster fails two con- weigh 4 lbs, provide a +2 bonus to
have never been confirmed. secutive Knowledge (Forbidden Lore) Armor Class, have a 10% arcane failure
checks, the Parting of the Veil adds one chance, and grant a -1 armor check
Derro Magic to the caster’s ranks in Forbidden Lore penalty. Only derro seem to make them;
Derro magic is most common among and reveals far too much to the target. gluing cave dragon scales to a heavy
the savants, their cultish sorcerers, wiz- The target must make an immediate metal frame requires a special technique.
ards, diabolists, and warlocks. Many if Will save in the face of this knowledge They sell for 250 gp or more when they
not most of them follow schools of divi- or die, their brain unable to correlate are available.
nation, elementalism, illusion, clock- this alien knowledge with their own. Messenger Bats: Some derro have a
work magic, and evocation; relatively Material Component: Using a paste of strange affinity for small cave creatures,
few are transmuters, necromancers, star bat dung, derro savant blood, and rare, typically bats (though sometimes also
and shadow mages, or enchanters. fluorescent minerals, the caster inscribes cave scorpions, rats, or centipedes).
Most derro understand at least a few lines and spirals around the eyes of the Their trained messenger bats do go
incantations and can chant them with a target. where they are told, and carry small
leader to generate form of group magic. Focus: An open grave, a cavern filled messages in tiny scroll cases attached to
These incantations include Parting the with centipedes, and other memento their hind legs. Because they resemble
Veil, Scuttling Wisdom, The Black mori are used to bring the target close to all other cave bats, they are usually a safe
Road, and Calling Forth the Dweller. the veil between planes. way to transmit messages quickly; the
XP Component: 200 XP. bats cover 32 miles per 8 hours flying.
Parting the Veil Backlash: After Parting the Veil, the Messenger bats usually sell for 25 gp.
Enchantment caster is fatigued. Poison Net: The derro have learned
Effective Level: 4th Campaign Use: This incantation is how to weave a complex type of net-
Skill Check: Knowledge (Forbidden purely a tool to reveal starry wisdom ting using a combination of monstrous
Lore or Arcana) DC to the derro childen and ensure their spider silk and fibres from a dried mush-
20, 5 successes eventual insanity. However, the derro room they. They coat these nets with
Failure: Death are ecumenical in their madness, and contact poison such as weeping poison
Components: V, S, M, F, XP will gladly offer to share their wisdom or dragon bile (Fort DC 26, Initial 3d6
Casting Time: 60 minutes with anyone who professes any interest Str, Secondary 0, 1,500 gp), and use
Range: Touch in learning it. it to make it easier to capture living
Target: One creature victims for ritual torture and sacrifice
Duration: Instantaneous Derro Equipment to their dark gods. Any creature caught
Saving Throw: Will (special) Derro gear is rarely well-kept, but some in a poison net must make a poison
Spell Resistance: No of it is surprisingly well-made and saving throw during each attempt to
This incantation open a channel be- inventive. escape the net. Creatures that help a
tween the mind of the caster, the mind Clothing and Armor: Derro wear good victim out of such a net must make also
of the target, and powerful, semi-di- armor and clothes, but care for them make such a saving throw. The poison
vine extra-planar entities who reveal a sporadically. The strangest garment net is almost identical to a normal net,
momentary glimpse of the dimensions common among the derro is their love weighing slightly less (5 lbs) because of
normally invisible to corporeal creatures of bone-inlaid helmets with openings its construction. They are never sold to
of the material plane. As a result, the for hair, ears, and eyes. The eye and outsiders.
target’s eyes turn milky white, and the ear openings make sense from a practi- Weeping Poison: Brewed from a com-
T
he classic underdark modules D1 to D3 introduced Gibbering Mouther MM Great Race of Yith CoC
gamers to the drow, the svirfneblin, and a variety of Ibrandlin MF Scarab Beetle FF
creatures from the common to the exotic. Most are Ineffable Horror U
available in v3.5 sources, and many new terrors of the deep
earth have been created since the original adventures were
Naga, Crown
Ochre Jelly
CC2
MM CR 11
Bone Naga MM2
written. Wraith MM
Golem, Crystal CC
This index compiles the best of the best, including both Maur U
1st Edition creatures and recent ones. Most of the abbre- CR 6 Naga, Bone MM2
viations are familiar, but if not, we’ll post the list online. Giant Slug ToH1 Wraith, Dread MM
Hook Horror MM2
Stone Roper ToH1
CR 1/2 or less CR 3 Varrangoin FF CR 12
Bat MM Bat, Mobat ToH1 Worm that Walks CoC Black Pudding MM
Beetle, Fire MM Derro MM Bonepowder Ghoul EG
Brain Rat ToH1 Purple Worm MM
Dwarf, Deep MM
Fungus, Violet
Gelatinous Cube
MM
MM CR 7 Roper MM
Jermlaine MM2 Giant, Phaerlin MoF Aboleth MM
Shadow Goblin FC Ghast MM Barrow Writher
Bulette
CC3
MM CR 13+ CR
Grell MM2 Whispering Moth FC 13
Gutslinger MGU Cloaker Lord MR
CR 1 Lizard, pack RCS Dracolisk, any OH1 Neothelid XPH 15
Darkmantle MM Lurker Above Drider MM Moonbeast MM2 16
ToH1
Drow MM Lycanthrope, wererat MM Gloura U, Dra 227 Dhole CoC 17
Duergar MM, XPH Neogi MMII/LoM Spectre MM Maulgoth FF 17
Fungus, Shrieker MM Nothic MH Vermin Lord MM3 17
Ghoul MM Pech ToH1 CR8 Crawling Head FF 20
Grimlock MM Rust Monster MM Barrow Worm CC
Ixitxachitl MM2 Shadow Fey CS Bone Collective EG Templates /Variable
Pedipalp ToH1 Solifugid ToH1 Crimson Ooze CC3 Cave Creature AB
Soot Goblin MGU Fire Lizard ToH
Centipede MM
Svirfneblin MM CR 4 Ghoul-Troll FC
Demon, any Any
Troglodyte MM Aballin Landwyrm, Underdark Draco
MF Devil, any Any
Lurker Above CSQ
Bat, Doombat ToH1 Dracolich Drac
CR 2 Beetle, Stag MM Otyugh,
Salt
Lifeleech
Mummy
MM3
MM3
Dragon, Albino FC
Bainligor Dra 227, FC Dark Stalkers ToH Dragon, Cave EG
Shadow, greater MM
Beetle, Scarab Dun 70 Gargoyles MM Dragon, Deep MF
Lich Hound EG Troll MM
Bugbear MM Dragon, Gem MM2
Troll, Cave MM3
Cacogen Minions Lycanthrope, Werebat MF Yochlol FC1
Dragon, Shadow Draco
Cave Fisher ToH1 Otyugh MM Dread Ghoul AB
Cave Moray ToH1 Mimic MM Dread Ghast AB
Phycomid ToH1, Dra 337 CR 9 Earth Elemental MM
Choker MM
Dark Creepers ToH1 Spider, HarpoonMM3, Dun 98 Chwidencha FF Lich MM
Lizard, riding RCS Swarm, Centipede MM Desmodu MM2 Myconid MM2
Kuo toa MM Undead Ooze CC Naga, Hollow CC2 Necropolitan LM
Mole, Giant FC Roper, Prismatic MM3 Phaerimm MF
Necrophidius FF CR 5 Psurlon MMII
CR 10
Phaerlock U Beetle, Carrion EG Rylkar MMV
Rothe, Deep RCS Carrion moth ToH1 Avolakia Skeleton MM
MII Spider MM
Skulk FF Cave Moth DC
Skum MM Cloaker Bat, Sporebat FF Vampire MM
MM Beetle, Knell MM3
Thoqqua MM Deathcap Mycolid Xorn MM
EG Flayed Man FC
Zombie MM
Foulwing CSQ
Summer 2007 Kobold Quarterly 1
Princes of Hell
Titivillus,
the Scribe of Hell
Grinding the blood of
sorcerers into the ink of
the damned
By Wolfgang Baur
I
n the great war between the infernal
and the demonic, devils are out-
numbered, have fewer resources,
and defend vast planar territory. Yet they
manage to defeat demons time after
time. Their secrets are several: training,
logistics, discipline and superior coor-
dination between troops, brigades and
legions.
Demons don’t do paperwork. Devils chased him into the Well of Knowledge the small, wispy-bearded Titivillus is the
track everything, and therein lies the at its base, where Nidhogg guards the one they call.
difference between the creatures of de- waters that Odin once drank from. This is a position of enormous power.
monkind and the creatures of the Nine Seeking to avoid the valkyrie’s wrath, At first, Titivillus was tempted to abuse
Hells. The devil responsible for all pacts, young Titivillus the Imp dunked him- his authority by changing the words that
soul-stealing contracts, and documents self in the well, holding his breath and his superiors spoke, twisting them to the
signed in blood is Titivillus, the devil waiting for the Father of the Linnorm to advantage of Mammon, or to his own
who also creates errors in sacred scrolls chase off the the valkyrie. betterment. Hearing the huge and terri-
and who encourages nodding scribes to It worked. Titivillus lived, and he ble plots of the Princes of Hell, though,
drift to sleep and ruin a fresh page of even swallowed some of the waters of made him cautious. The Leviathan, the
vellum. the well. sorceries of the Witch King Mephis-
Suddenly having grown much topheles, the dangers of Dis and the
History of Baron Titivillus smarter, Titivillus learned to make his lies of Belial and Beelzebub were all too
Titivillus began, as so many devils do, love of writing, of contracts, oaths, and complex and daunting for him to take
as a small time cheat and imp, poking blood inks invaluable to his superiors. any risks right away. He asked questions
at scribes, turning ink to acid, cultivat- He updated hell’s contracts, he brought about his predecessors, and the stories
ing silverfish and bookworms to destroy more souls to Mammon, and he was were not good: almost all of them died
knowledge and learning, and generally soon the Lord Major of Scribes, then for fabrications, fabulations, and altera-
devouring the sacred scrolls of others. the minor Baron of Bargains, and finally tions of the text they wrote and archived
He annoyed a valkyrie enough that she the Arch-baron of Contracts and Scribe for the Princes of Hell.
pursued him, cursing him up one side of Hell. When Asmodeus or Mephis- Titivillus caution served him well.
of Yggdrasil and down the other – and topheles calls for someone to record the He wrote down the records faithfully,
discussions of the arch-dukes of hell, but the urge to manipulate and cor-
10 Kobold Quarterly 1 Summer 2007
rupt them somehow was too strong to Allies and Enemies Appearance and Powers
ignore. But he needed someone between To all outward appearances, Titivillus is Titivillus is a Baron who is unlike most
him and the words he so desperately the most powerful servant of the Arch- of the princes of Hell, in that he does
wanted to rewrite, so he twisted a few Duke Mammon, though in the infernal not appear wealthy, powerful, or even
lemures and some of the bearded devil chain of command his immediate supe- outwardly malignant. He has two forms;
scribes to suit his purposes, cross-breed- rior is Duke Berith (the Duke of False one is a powerful white hellcat marked
ing them, infusing their blood with Coins and the Master of Accounts). In with tightly-written blasphemous texts
sorcery and marking them with great fact, Titivillus is at least as powerful as that resemble stripes on his fur. His
magic, teaching them to write, to lie in Duke Berith, and some believe he rivals second form is a male human with dark
writing, and to play tricks on anyone Mammon himself. However, this is not walnut skin, small satyr-like horns, and
working magic through promises, script, reflected in the public or even the confi- a simple scribe’s robe. This robe seems
or accounts. dential lists of Hell’s feudal order. Titiv- grey from a distance, but is actually a
Soon the ink devils were everywhere, illus is a sort of hidden arch-duke, and white woven garment marked with tiny
keeping Hell’s accounts in better shape that is the way he prefers to operate. letters, describing his history and deeds
(though still riddled with fraud), keep- Titivillus’s great rival is Baron Harut, in Infernal.
ing Hell’s histories (though still rewrit- the patron devil of lawyers, false teach- His powers include astounding skill
ing them to suit his own view of things), ing, and contracts. Both Harut and at persuasion and forgery, as well as a
and even altering Hell’s laws. Other Titivillus claim authority over all con- complete recollection of anything he has
devils didn’t want to waste their time on tracts, Harut as a matter of law, Titivil- ever seen written. His physical prowess
reports, and were delighted to force the lus as a function of the act of writing. is nothing compared to the raw arcane
ink devils to write better and faster. In practice, there is room for both to might of Asmodeus or Mephistopheles,
Confident of their skill, Titivillus set practice their perversions of text, but the but his political power is much greater
his ink devils to making copies of the two try to destroy each other’s servants, than his title might lead one to suppose.
arch-duke’s minutes, and finding ways reputations, and power at every op- It is a subtle, hidden form of power,
to circulate those in ways that worked portunity. The similarity between their the ability to add or remove the word
to his advantage. The ink devils were two spheres of influence simply makes “not” from a document, the ability to
his foils, serving their master somewhat the rivalry more ferocious; both see the denounce his rivals in text without ever
faithfully, just as their master served his. other as horrible intruders on their ter- touching quill to paper, and the power
Titivillus never told them to corrupt ritory, enemies that must be repelled for to smear reputations and create evidence
the minutes, but it was in their nature. fear of a terrible loss of prestige. to support his plans and destroy his
The original records kept in Hell’s Great Titivillus’s allies include the Duke rivals. In many ways, Baron Titivillus is
Library were inviolate; the Baron of Gressil, master of corruption, impurity, a better match for Beelezebub than for
Scribes took them seriously and never sorcerers, and warlocks, who trusts the his master Mammon — but that’s the
dared to change them. But all other Baron of Scribes to help him in subvert- secret of his strength.
records he could touch were changed, ing arcane casters into diabolism and
to glorify Mammon, to glorify his ink black magic. They have long shared the
devils, and to gather to himself all the souls gained by offering diabolic spells,
Baron Titivillus CR 24
knowledge of hell. bound devils, and blood magic to the
Always LE Medium Outsider [Evil,
Extraplanar, Lawful]
Over centuries, small changes to the power-hungry. Init +14; Senses Listen +26, Spot +26;
official records have made Titivillus 120’ darkvision
a greater and greater lord among the
Titivillus in the Real World
Aura fear, trust
devils of Hell, without his ever having Languages Common, Celestial, Draconic,
Titivillus first appears in 1285, in the Infernal, telepathy 120’
lifted a claw in anger, or even having
book Tractatus de Penitentia, by John AC 41, touch 20, flat-footed 31 (+10 Dex,
murdered a rival. Instead, evidence +15 natural, +6 armor)
of Wales. He is the demon patron of
always appears that slanders his foes and hp 379 (34d8+231 HD)
scribes, responsible for tormenting mo-
exonerates him. The great princes of Immune fire and poison
nastic copyists and accountkeepers of all Resist acid 10 and cold 10
hell are always deeply suspicious of their
kinds: anyone with a quill is fair game. Fort +25, Ref +28, Will +24
rivals, the other archdukes, the lesser
He’s a fairly minor devil, as these things Speed 40 ft. (8 squares), fly 60 ft. (good)
dukes below them. They never turn to Melee 2 claws +43/+38/+33/+28 (2d12+4)
go, but he is known to the writerly types
think of their secretary and his scratch- Ranged hellfire bolt +43 (4d10)
in later years: typesetters presumably
ing pen as a threat; and Titivillus makes Base Atk +33; Grp +37
fall under his purview as well. You may Abilities Str 18, Dex 30, Con 24, Int 26, Wis 22,
sure that no written report that reaches
even find some of his handwork in this Cha 17
them ever offers any reason for suspi-
magazine. SA spell-like abilities, devil’s mark, meld
cion or doubt. with text, hellfire bolts
SQ outsider traits, devil traits, see in
Summer 2007 Kobold Quarterly 1 11
any book, scroll, or other written material force.
and remain hidden there as long as
he wishes. If the text is damaged or
destroyed, he is ejected from it without Ink Devil CR 3
Always LE Small Outsider [Evil,
suffering damage.
Trust Aura (Su): Titivillus can radiate a
25-foot-radius trust aura as a free action. Extraplanar, Lawful]
Affected creatures must succeed on a Init +5; Senses Listen -1, Spot -1; 120’
DC 29 Will save or be inclined to listen to darkvision
him speak; as long as he talks, Titivillus Aura fear
is effectively treated as if protected by a Languages Common, Celestial, Draconic,
sanctuary spell (caster level 20th). This Infernal, telepathy 120’
effect ends immediately if Titivillus attacks
AC 18, touch 16, flat-footed 13 (+1 size, +5
a foe physically. Devils are not immune to
Dex, +2 natural)
this aura. The save DC is Charisma-based.
hp 22 (4d8+4 HD)
Fear Aura (Su): Titivillus can radiate a
25-foot-radius fear aura as a free action. Immune fire and poison
Affected creatures must succeed on a DC Resist acid 10 and cold 10
29 Will save or be affected as though by Fort +5, Ref +9, Will +3
a fear spell (caster level 20th). A creature Speed 30 ft. (6 squares)
that successfully saves cannot be affected Melee bite +9 (1d6+1) and
again by the aura for 24 hours. Other 2 claws +4 (1d4)
darkness, devils are immune to the aura. The save Base Atk +4; Grp +1
telepathy DC is Charisma-based. Abilities Str 12, Dex 20, Con 12, Int 20,
120’, summon ink devils, DR Summon Devil (Sp): Titivillus can Wis 8, Cha 12
15/silver and chaotic summon 1d4 bone devils with a 50% SA spell-like abilities, devil’s mark, corrupt
Feats Blinding Speed, Deceptive, Deflect chance of success, or 3d8 ink devils with a scroll, disrupt concentration
Arrows, Empower Spell, Exceptional 100% chance of success. This ability is the SQ outsider traits, devil traits, see in
Deflection, Improved Initiative, Improved equivalent of a 8th-level spell. darkness, telepathy 120’, summon ink
Unarmed Strike, Maximize Spell, Quicken Spell-Like Abilities: At will—greater devils
Spell-like Ability, Scribe Scroll [b], Weapon teleport (self plus 50 pounds of objects Feats Deceitful, Scribe Scroll [b], Weapon
Finesse only), arcane mark, erase, explosive Finesse
Skills Appraise +17, Balance +12, Bluff runes, invisibility (self only), order’s wrath,
Skills Appraise +12, Bluff +16, Craft
+33, Concentration +37, Decipher Script suggestion, veil. 3/day—dominate, mirage
(Book) +12, Decipher Script +20,
+44, Diplomacy +41, Disable Device +31, arcane, modify memory, symbol of pain,
Diplomacy +12, Disable Device +12,
Disguise +35 (+39 acting), Escape Artist symbol of persuasion. 1/day—mage’s
Disguise +10, Escape Artist +6, Forgery
+30, Forgery +46, Gather Information disjunction, unholy word. Caster level
+22, Hide +16, Intimidate +3, Knowledge
+32, Hide +30, Intimidate +7, Jump +10, 20th. The save DC is Charisma-based.
(arcana) +6, Knowledge (history) +6,
Knowledge (arcana) +38, Knowledge Telepathy (Su): Titivillus can communicate Knowledge (local) +6, Knowledge (religion)
(history) +30, Knowledge (local) +30, telepathically with any creature with a +6, Knowledge (the planes) +7, Move
Knowledge (religion) +30, Knowledge (the language to a range of 120 feet. Silently +12, Sense Motive +14, Use Magic
planes) +38, Listen +26, Move Silently Device +8 (+10 scrolls)
Ink Devils
+33, Sense Motive +42, Sleight of Hand Advancement by class level
+34, Spellcraft +42, Spot +26, Survival +6, Level Adjustment +4
Tumble +20, Use Rope +10 “That’s not the way it was!” said the Devil’s Mark (Ex): Ink devils can throw
Devil’s Mark (Ex): Titivillus can throw bearded devil. ink from their fingertips as a ranged touch
ink from his fingertips as a ranged touch attack. If it hits, the affected creature takes
attack. If he hits, the creature takes “That’s what the records show. Pay the
no damage but gains a devil’s mark, a
no damage but gains a devil’s mark, a fine, or answer to the arch-duke!” black, red, or purple tattoo in the shape of
black, red, or purple tattoo in the shape “Not if I catch you first,” said the beard- an arch-duke’s personal seal (most often
of Mammon’s personal seal. Any devil’s
magic performed against the marked ed devil, lifting his trident. Mammon, but sometimes, Beelzebub,
Asmodeus, Dispater or the others). Any
creature gains a +4 equipment bonus due devil’s magic performed against the
to the mark; this includes touch spells, These lesser devils are black as ink, marked creature gains a +4 equipment
innate spell-like or supernatural abilities
(which increase their save DC by 4), and with grey, ink-stained claws and shin- bonus due to the mark; this
includes touch spells, innate
magic drawn from an item by a devil. ing white teeth, eyebrows, and red eyes. spell-like or supernatural
The mark can be removed by a remove They keep the books of Mammon’s gold abilities (which increase
curse cast by a 17th level caster, followed and mark the souls of sinners in each of their save DC
immediately by an erase spell with a
caster check against a 20th level caster. the layers of hell; they weigh the gains
The mark detects as faintly evil and often and losses in the struggle against
shifts its position on the body. Paladins, chaos and against the angels. The
witchfinders, and clerics of an inquisition
may consider such a mark proof that a scratching of their hundred
character has made a pact with a devil. thousand quills is the sound of
Hellfire Bolt (Su): Titivillus can throw Hell conspiring, and taking
eldritch bolts of force from his hands as
a ranged attack with a 120-foot range
through guile
increment. They cause 4d10 damage. what it cannot
Meld with Text (Su): Titivillus can enter win through
12 Kobold Quarterly 1 Summer 2007
by 4), and magic drawn from a scroll or other item by a devil. two small horns, no larger than the tip of a thumb. Their skin
The mark can be removed only by a remove curse cast by a tends toward dark tones, either walnut, indigo, or black as india
7th level caster, followed immediately by an erase spell that must ink. They often wear robes and red hats.
make a caster check against a 4th level caster. They speak Common, Celestial, Draconic, Infernal, and
In addition, the mark detects as faintly evil and often shifts its Abyssal. Ink devils are sorcerers and wizards. Their racial
position on the body. Paladins, witchfinders, and clerics of an preferred class is monk.
inquisition may consider such a mark proof that a character has Alignment: Ink devils are always Lawful Evil. They work hard for
made a pact with a devil. their own benefit, obey their superiors no matter how vile their
Corrupt Scroll (Su): An ink devil can corrupt the magic within orders, and seek to cause suffering to others. Their alliances are
any scroll by touch; any such corrupted scroll requires a DC 16 purely opportunitistic; they have no mercy for other living things.
caster level check to use successfully. If the level check fails, the
scroll’s spell affected the caster (if it is a ranged spell) or affects
the nearest devil (if it is a personal spell).
Society
Disrupt Concentration (Ex): Their sharp, shrill tongues and Ink devils are rarely seen outside the Hells and a few specialized
sharper claws make ink devils more distracting than their own locations where scrolls, books, and other records are common.
combat prowess might indicate. As a swift action, an ink devil can
force a single foe to make a DC 15 Concentration check or suffer Ink Devil Lore
spell failure for a spell cast that round. This is a sonic effect. The Characters with ranks in Knowledge (the Planes) can learn more
check is Charisma based and includes a +2 racial bonus. about ink devils. When a character makes a successful skill
Telepathy (Su): Ink devils can communicate telepathically with check, reveal the following lore, including the information from
any creature with a language to a range of 120 feet. lower DCs.
Fear Aura (Su): Ink devils can radiate a 5’-radius fear aura as
a free action. Affected creatures must succeed on a DC 13 Will Knowledge (the Planes)
save or be affected as by a fear spell (CL 4). With a successful
DC Result
save, a creature cannot be affected by the same devil’s aura for
14 Ink devils are small, nasty creatures always seeking to
24 hours. Other devils are immune. The save DC is Cha-based.
destroy magical scrolls, corrupt holy writings, and tamper with
Summon Devil (Sp): Once per day an ink devil can attempt contracts to increase strife and evil in the world.
to summon 1d4+1 lemures with a 40% chance of success, or
18 The screeching tones of ink devils can disrupt spellcasting
another ink devil with a 25% chance of success. This ability is the
through infernal harmonics.
equivalent of a 2nd-level spell.
22 Ink devil can mark their foes with a permanent infernal
Spell-Like Abilities: At will—greater teleport (self plus 50
stain, a sort of tattoo that shows allegiance to the forces of Hell.
pounds of objects only), arcane mark, erase, invisibility (self
only). 1/day—explosive runes. Caster level 4th. The save DC is
Charisma-based. Typical Treasure
Skills All ink devils gain a +8 racial bonus to Bluff, Decipher Ink devil treasures include double standard scrolls and many
Script, Forgery, and Sense Motive skills. written documents. These often include pacts and contracts for
souls as well as various vile scrolls.
Strategies and Tactics <
Ink devils are talkers and cowards; they prefer to chat and whine
and plead to any form of combat. When they are forced to fight,
they prefer to hide behind other devils. They force lesser devils
like lemures and others of their own kind to fight for them while
they use teleport and invisibility, and their disrupt concentration
ability to harry opposing spellcasters.
They often give strangers a false gift, letters of credit, charter,
or scholarly papers inscribed with explosive runes to start off a
combat. In their favorite twist, the explosive runes are added to a
sacred scroll, sutra, or other churchly writing.
An ink devil’s natural weapons, as well as any weapons it
wields, are treated as evil-aligned and lawful-aligned for the
purpose of overcoming damage reduction.
Ecology
Ink devils are among the lowest ranks of hell, abused and
tormented by all the major devils. They work long and hard
grinding ink powders, formulating text and writing it out, as well as
writing fair copies of accounts, invoices, reports, bills, contracts,
histories, works of praise to the archdevils, and pamphlets of
slander and pure flattery. They are not part of any mortal ecology.
Environment: Ink devils live in libraries and scriptoria in the
hells and related planes. They serve any planar lord who wishes
their help, and their speed and keen vision make them excellent
accountants, recordkeepers, translators, and notetakers. They
cannot be trusted, so even when found among the celestial
planes their work is always confirmed by a second reader.
Typical Physical Characteristics: Ink devils are roughly
humanoid, with a small, pursed mouth and long, thin, bony
fingers. Their nails resemble quills. Their heads are often bald or
fringed with hair in the style of a monastic haircut, and they have
Dungeon Design
By Wolfgang Baur
M The Intangible:
oney is a perfectly good way cosmology or magic system.
to reward adventurers for the While the book appears to be a
risks they take, and players Knowledge & Skills tangible treasure (and can be sold for
love to hear the description of a dragon’s So how do you hand out non-physi- cash), the real value is in its informa-
hoard with heaps of shining gold and cal treasures? It’s not quite as simple as tion in its pages. I’d say that the book is
gems. But sometimes it can feel a little asking for a Search roll, but it’s similar. more memorable if it is named (such as
bit like getting the fantasy equivalent of Treasures that include lore, skills, and the Necronomicon of Abdul Alhazred),
a gift card to Wal-Mart. magical abilities are granted by special unique, and dangerous. Dangerous
circumstances, so make sure that the
DM: “So that’s the dragon hoard. You could mean simply trapped, but a book
party can learn the treasure exists.
can get anything on the Equipment Maybe the PCs know how to shatter a that slowly possesses its reader is better.
list at the major city. Or you can spend soul gem for its power, how to ask for Having the same treasure (informa-
time and feats and XP making some an angel’s blessing (or haggle for power tion) in a character-based way is a better
magic stuff.” from a devil), or even how to bathe in treasure. Instead of a book, imagine
dragon’s heartblood. The blood may that the character is granted a commune
Players: “Wow, that’s some special trea- detect as magical, it may require a skill spell once per week --- and this means
sure right there.” check such as Knowledge (Arcane or that the character has a direct line to the
Yes, players want treasure, magic, and Nature), Spellcraft, or even Survival. DM. The character gains insight into
experience points, but it’s better if the If you want to make these treasures what your world is about, and you gain
treasure feel like more than a paycheck. easier to find, have an NPC mention a platform to explain all that backstory
Heroic rewards should be big, resonant, them before the adventure begins, that usually just sits on a hard drive
and filled with Raw Legendary Power! mention them in a player handout, or somewhere. Information treasures are
To deliver that, you can turn the simply have an NPC help himself to the typically valued by arcanists, divine cast-
Magical Items section in the DMG into treasure if the party doesn’t. Players will ers, and especially bards.
a shopping list, but this leads to two catch on to the intangible rewards very
problems. Game balance falls apart, quickly. Skills
and awarding only charged or one-shot Skills are the trickiest of all, because the
items takes some of the glow off magic Lore value of skill ranks as treasure really var-
in general. The standard knowledge check is a fine ies among classes. Giving a rogue some
Handing out bigger magic and way to pick up some information about skills isn’t a big deal. Extra skill ranks
money is not the way to provide legend- a campaign’s bigger issues, foes, or his- for a barbarian or a sorcerer are more
ary treasure: non-monetary treasures tory, but sometimes characters are look- likely to be appreciated. I don’t recom-
are. You can think about non-monetary ing for particular answers to particular mend giving skill ranks in the core skills
treasures in two groups: intangible re- questions. In these cases, the best trea- of your campaign, the ones that players
wards such as lore and direct character sure possible is a leatherbound books of invest in because they know that Spot
boosts, and social recognition and status ancient lore that help their characters or Heal or Gather Information will be
rewards. understand your villain’s weaknesses, or useful in many adventures. Instead, I
that explain more esoteric topics in your recommend giving ranks in skills that
14 Kobold Quarterly 1 Summer 2007
you know will be useful in a few special maintenance factor: all those servants the fighter wouldn’t mind being the
cases, skills such as Knowledge (Local), and responsibilities can eat into the King’s Champion, and the little gnome
Profession (Miner), or Use Rope. hacking and slaying and adventuring arcanist rubs his hands with glee at the
time. For another, some of these things thought of being appointed Sorcerer-in-
Hit Points should cost the PCs feats (like Leader- Chief. It’s good to hang with the elite.
There’s nothing in the rules that says ship) or money (as in cartloads of gold)
you can’t improve a character’s hit to acquire. If the prince is just handing The Downside of Recognition
points permanently, but I’d proceed out titles, everyone will want a piece of Some players may claim that being de-
with extreme caution: this is the kind the kingdom, right? clared High Priest of Mithras or Baron
of treasure you might award once in a In a way, yes. Social treasure do have of Zobeck is not really a treasure at
campaign. If you do it more often, it’s consequences for your campaign down all, but a burden and a responsibility.
likely to unbalance your game. I’d limit the road: they often lead to even more They’re right, to a point: titles do come
the increase to one level’s worth, rolled “settling down” than adventurers already with expectations and obligations as
randomly, or a flat 3 points (as a bonus do. If you’re well-known in the Red well as perks and power. Players who
Toughness feat). City, why leave? So adventures stay near don’t enjoy a leadership role are more
I recommend this treasure for the their homelands, and the temptation likely to prefer a quiet country fiefdom
characters who have rolled a 1 on their as a DM is just to build the campaign to a cutthroat urban guild war. But most
hit points once too often. How can you around a single locale, since the adven- of all: characters can abdicate a title.
guarantee it will go to the low-Consti- turers (like many parties) are homebod- If a PC just wants to abuse a title,
tution halfling wizard rather than the ies rather than rovers. it’s theirs to screw up; after all, you
massive hit point pile of the barbarian? Despite all this, social treasures are wouldn’t tell a player when or how to
Place it in a form that targets the class worthwhile because they expand the use a charged item, would you? Don’t
you want; for example, a scroll for the scope of your campaign from the fun- pressure your players to “do the right
mage, or a set of lucky charms for the damental “kill and loot” stage to a more thing” with a title: on the contrary, you
superstitious rogue. complex but more rewarding “run the should let them run a position into the
world” stage. Many players find that ground if they want, ignoring all the
Ability Scores class abilities by themselves are great for unrest, unhappiness, murders, heresy,
Sure, characters get bumps every 4th killing monsters, but that the game is or whatever is going on in their fiefdom
level, but why not grant a +1 bonus as a more fun if there’s a deeper purpose to or area of honorary interest. Many me-
treasure sometime? The main objection the use of the class mechanics. Which dieval nobles did exactly this, and PCs
is that ability scores are the foundation is a long-winded way of saying, crunch should be able to as well. If it is truly
of the whole character, affecting every- will only get you so far. You need flavor noxious, you can always run a peasant
thing that character does in mechanical treasures or your campaign will go bust revolt adventure.
terms. But that’s also why they are a eventually.
great treasure: it helps every time some- Sinecure/Honorary Posts
one makes an attack, save, or skill check. Access to Power One step beyond access to the powerful
If the character is already doing well, Used as the crowning reward of a big are the honorary posts and patronage
they probably don’t need the boost. I’d story arc, or even in measured doses for jobs that come with serious perks. Si-
reserve these sorts of bumps to encour- a single adventure, entering the inner necures are positions that require little
age players who aren’t doing well, who circle is a bigger thrill than cash. Don’t or no actual work or responsibility: for
are frustrated with their failures – and believe me? Consider a 10th level party: example, the title of Sorcerer-in-Chief
I’d make them earn it, with a minor would they rather have another 10,000 may come with a manor in the city, ser-
quest, a special deed for a mentor or gp to divide among themselves when vants, and free run of the Royal Library,
patron, or a particularly spectacular or they’ve already looted 70,000 gp on or the title of Chief Huntsman comes
funny action that makes the game more their most recent delve, or would they with land duchy overrun by hobgoblins
fun for everyone. rather be invited to join the rich and – and with access to the Royal Stables
powerful nobles and NPCs? Don’t un- and access to the princess’s private
Social Treasure and Recognition derestimate the power of celebrity, even chapel.
Titles, fiefdoms, servants, and follow- in an RPG.
ers are all aspects of power, but they are Unless your players are more merce- Recognition
social power rather than mechanical nary than mine, I suspect they would When NPCs and powerful forces in the
power in the game. Many players love rather hang out with the celebrities than campaign recognize the PC as a valu-
this stuff, but not many DMs hand it have a little extra cash. The bard would able, powerful figure who improves the
out, for good reason. For one, there’s the give much to bend the ear of the king, image of the guild or kingdom just by
Summer 2007 Kobold Quarterly 1 15
his presence. While it’s basically a pa- might soon become a baron, earl, count, devices on their shields (footsoldiers
tronage position which may come with and so forth, and eventually marry and others traditionally carried the arms
an easy salary. What’s not to like? into royalty – a good time to retire the of their commander, their city, or their
From the DM’s perspective, you are character. You might even want to give principality). If other characters remark
also giving the PC has a sense of respon- the character a free level of Aristocrat if on it (or recognize the character because
sibility and ownership in the people the deeds were truly spectacular and the they’ve heard of his heraldic devices),
who gave him the title. If the Minister character is clearly settling into a role as so much the better. In time, some vil-
of the Treasury comes begging for help a member of the nobles of the realms. lains and their agents will recognize it
from strangers, they’ll ask “what’s in it That level of Aristocrat provides d8 as well, making the character a bit of
for me?”. If he asks the King’s Cham- hit points, 4 skill points, and a +2 on a target. This sort of recognition is es-
pion, the answer is more likely to be the character’s Will save, so you may pecially great for paladins and knights,
“Who needs killing?”. Honorary posts think a free level is excessive. While classes made for high visibility on the
make great hooks for future adventures Aristocrat levels are slightly underpow- battlefield.
– and if the party succeeds in those, ered compared to normal classes, there
their names and fame grow even fur- are ways to make the bump work, by Conclusion
ther, creating a virtuous cycle of deeds adding restrictions on where the skill When you hand out experience and
and recognition that can quickly lead points are spent. As an alternative, I’d gold, don’t forget to also increase the
to even more important titles such as a recommend granting one or two ranks visibility and status of the party over
grant of nobility. in Knowledge (nobility and royalty) to time, especially for those who seek
the newly-titled. It’s a skill that doesn’t knowledge, recognition, and even entry
Noble Titles and Arms get a lot of use, but that can justify a to the corridors of power.
The typical example is a knighthood, little knowledge of the inner workings When the goals shift beyond cash,
so a character is part of the defenders of the kingdom. the players have more for their PCs
of the realm (and must be addressed as At the same time, if you want to give to defend, and they are more likely to
“Sir” or “Lady” by all NPCs – nothing a character to have the feel of nobility explore the wider campaign. For play-
to be sneered at). But he or she can only without all the duties that it entails give ers who don’t value social or intangible
be knighted once, doesn’t mean that him the right to bear a coat of arms. treasures, it’s always easy to hand out a
he can’t move up the ladder quickly. A Knights and others of noble blood were little extra gold.
character who is knighted at 3rd level the only ones allowed to carry heraldic
<
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concepts, themes and graphic, photographic and other original Open Game Content you Distribute.
visual or audio representations; names and descriptions 14. Reformation: If any provision of this License is held to
of characters, spells, enchantments, personalities, 7. Use of Product Identity: You agree not to Use any Product be unenforceable, such provision shall be reformed only to
teams, personas, likenesses and special abilities; places, Identity, including as an indication as to compatibility, the extent necessary to make it enforceable.
locations, environments, creatures, equipment, magical or except as expressly licensed in another, independent
supernatural abilities or effects, logos, symbols, or graphic Agreement with the owner of each element of that Product 15. COPYRIGHT NOTICE
designs; and any other trademark or registered trademark Identity. You agree not to indicate compatibility or co- Open Game License v 1.0a Copyright 2000, Wizards of the
clearly identified as Product identity by the owner of the adaptability with any Trademark or Registered Trademark Coast, Inc.
Product Identity, and which specifically excludes the Open in conjunction with a work containing Open Game Content
Game Content; (f) “Trademark” means the logos, names, except as expressly licensed in another, independent System Reference Document Copyright 2000-2003, Wizards
mark, sign, motto, designs that are used by a Contributor Agreement with the owner of such Trademark or Registered of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
to identify itself or its products or the associated products Trademark. The use of any Product Identity in Open Game Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
contributed to the Open Game License by the Contributor Content does not constitute a challenge to the ownership Redman, Bruce R. Cordell, based on original material by E.
(g) “Use”, “Used” or “Using” means to use, Distribute, of that Product Identity. The owner of any Product Identity Gary Gygax and Dave Arneson.
copy, edit, format, modify, translate and otherwise create used in Open Game Content shall retain all rights, title and
Derivative Material of Open Game Content. (h) “You” or interest in and to that Product Identity. Kobold Quarterly, Copyright 2007, Wolfgang Baur, www.
“Your” means the licensee in terms of this agreement. wolfgangbaur.com. All rights reserved.
16 Kobold Quarterly 1 Summer 2007
Mordenkainen’s
Apprentice
An Interview with Designer and Paizo Publisher Erik Mona
By Wolfgang Baur
E
rik Mona is the author of Expedi- to play that we split off into little groups
tion to the Ruins of Greyhawk and ran our own adventures. I decided that
and, after many years as editor-in- the best adventure to run for 4th, 5th and
chief of Dragon Magazine, he is now the 6th graders would be the Assassin’s Knot.
You know, the one where you just wander
publisher at Paizo. Our kobold interview
around solving a mystery–
captured him near the Paizo offices; he That’s not the one I would pick…
was questioned and released unharmed. The 4th, 5th, and 6th graders viewed every-
thing as a dungeon whether you were actu-
Kobold Quarterly: How did you get started ally in a dungeon or not. There was a black-
in this crazy business? smith in town with a big magic hammer, in
Erik Mona: I was an active D&D player only the way that 1st Edition blacksmiths best D&D experiences of my life. I met
from grade school. I first learned to play had. They decided that since the blacksmith people who played the game the same way I
D&D from my cousin when I was in 2nd was a half-orc, they’d take him down, and did, who were exciting, and who were really
grade or something like that. And then they attacked him. They shot a magic mis- nice people even outside of D&D. That was
when I was in third grade, there was a Dun- sile at his balls, naturally. He soaked up that the beginning of really close friendships and
geons & Dragons afterschool class. damage, because he was about 5th level, and about 10 years of active play in the RPGA.
Did you get credit for this? he took his magic hammer and exacted his I always wanted to work in magazines,
Well, no, it was an extracurricular thing, bitter revenge. so that’s what I went to college for. When I
and it was only for 4th, 5th, and 6th graders. Was that the end of that campaign? got out of college, the Polyhedron magazine
But I had the Basic Set, I already had the It was certainly the end of the balls of the position came up, and that’s what brought
Advanced books, I had already read all that character who shot the magic missile. me out to Wizards of the Coast in 1999 and
stuff, and I considered myself a smart kid. From there, I played D&D just like anyone that eventually has led to me being pub-
(Italian food is ordered, Seattle style. This from junior high to high school; when 2nd lisher of Paizo.
means it came with salmon.) Edition was coming out I was in junior high. Your love of the classic 1st Edition adven-
I had to petition the school to get into I went to college, and my game group disinte- tures and D&D history really comes across
class a year early, and I remember... grated at that point. We had played together in your writing. Are there any Easter eggs
You were a D&D prodigy! for years and years, and that was enormously you’d like to share?
Exactly, and this is the most pathetic part: I difficult for me because I didn’t have anyone Yes, of course! Let me answer that in a very
remember being disappointed because I was at college to play with, at least at first. So I got roundabout way. I was just editing an article
looking forward to being in a class with all involved with the RPGA. for the latest issue of Dragon, called the
these upper classmen, and once I got in, on I never really wanted to go to conven- “Demonomicon of Iggwilv: Demogorgon”,
the first day, we were playing Palace of the tions, but it was better than nothing. And I where James Jacobs has written this big long
Silver Princess. That was the first adventure ended up going. The first convention I went history. As I was editing it and proofread-
I ever legitimately played, and someone to was a disaster, it was terrible. The adven- ing it, every paragraph I was thinking, “Oh
got the bright idea, one of the 5th grade up- tures were horribly written, and I was left is this is a development from something I
perclassmen, thought it would be funny to very embittered about the whole process. did back then,” or “This comes from that
shoot magic missiles at the giant rat’s balls. However! I had entered a drawing at that obscure 2nd Edition source” and it was like
Everyone just howled with laughter, and I convention and won an actual dagger as part seeing the secret map of Dungeons & Drag-
remember as a 3rd grader being just thor- of a special Living City event. So I thought ons come alive.
oughly disappointed at the immaturity of “Oh what the hell! I’ll go back one more Before Iggwilv was a framing device for
my elders in that class. time and give it a try, with this new special Dragon articles, she was a minor character
The story has a happy ending, because magic item that I got.” in Lost Caverns of Tsojcanth, and the mother
by week 10 we’d learned enough about how That second convention was one of the of Iuz. Actually, not that minor a character
Summer 2007 Kobold Quarterly 1 17
but you had to be a Greyhawk fan to know the Ashes era, so nobody ever consulted with In a lot of adventures, when a designer
how she tied into the whole story. him. My impression is that the folks who gets to the edge of the map or runs out of
The magazines have raised her prominence. were driving the setting prior to Carl Sar- ideas, he’ll say “This corridor collapsed and
Exactly, and it brought a lot of attention to gent didn’t really know that much about the you can’t get past it. It looks like a dead
Greyhawk, which was my intention from setting. Before the internet, you had to do a end.” But in almost every campaign that I’ve
the beginning. She is in Expedition to the lot of research and doing that is what made ever played in that’s a big flashing sign for
Ruins of Greyhawk, and you also brought her me fall in love with the setting. players who say “I’m going to dig it out!”
into your Savage Tide adventure. With Gary Gygax and the guys working 99% of the time, there’s nothing to dig up,
When you bring a character like that out in the 1st edition era, all these puzzle pieces that’s just where the designer’s creativity
30 years after she was introduced, you come together and you can start to see a big ended, or where the graph paper ended.
don’t need to do as much foreshadowing. picture. It’s questionable whether that big And so I thought, let’s do something for
That work has already been done by Gary picture really existed because in the early those characters who are going to dig that
Gygax and by people far more prominent days, it was a translation of Gary’s home thing out, but they’re not able to go through
than myself. It’s fun to build on the existing campaign. His game wasn’t always exactly just yet, so that suggests a world larger than
Greyhawk continuity, because people have what wound up in the published setting. just the adventure. With this adventure you
cared about it for a very long time. There’s In any event, this Lord Robilar didn’t had to leave the dungeon to solve the dun-
an emotional connection to those characters make sense. Why would he betray the geon. It wasn’t just start at point A, end at
before that adventure takes place. Circle of Eight? He was Mordenkainen’s point Z.
There’s a ton of easter eggs in the Expedi- best friend, and Rob contended he would Loot every room and you’re guaranteed to
tion to the Ruins Greyhawk adventure. Some never betray him. So I treated Expedition to solve all problems.
of the Age of Worms adventure path charac- Castle Greyhawk as if it were the last product I wanted to start off the Age of Worms
ters make an appearance. Khellek the Seeker I would write that has anything to do with campaign with a true dungeon crawl, in
is in there, and so is Tyra the Thieves Guild Greyhawk whatsoever. I wanted to resolve the 1st Edition sense. There are deadly traps
representative. Incidentally, those characters the Robilar problem. When you think about in there. In some sense I think you can get
came originally from the back of comic Castle Greyhawk as it originally existed in away with deadly, almost unfair traps easier
book ads that Bill Willingham drew. The Gary’s basement, Lord Robilar was the ad- at 1st level than you can later on.
three rival adventurers in the Age of Worms venturer in Castle Greyhawk. Because the characters are fragile.
campaign are the three cartoon characters Often times, he was the only adventurer Not only that, but there’s not as much in-
who explore the castle from the back of and Gary would run an adventure just for vestment in the characters by the players. So
Marvel comics from the 80s. him. I wanted to incorporate him into the a couple encounters in “Whispering Cairn”
So you need to know the ads from Marvel adventure and I think the way I did will are significantly more deadly than what a
comics in the early-to-mid 80s? surprise people and bring some resolution character could deal with. And there’s a rea-
So if you’re trying to figure out where I get to that issue. My philosophy has long been son for that.
my ideas, that’s my secret map. that when you close a door and answer a One of the things that eats a lot of char-
Also, in the level of the dungeon that I question, you best answer it by raising sev- acters in “The Whispering Cairn” is a swarm
co-designed with James Jacobs, the treasure eral more questions. of acid beetles that boil up out of an elevator
chamber of the Company of Seven, which The Greyhawk storylines evolve over de- shaft. That swarm killed a character in our
was Zagig Yragerne’s original adventur- cades. Tell me, what one thing do all good playtest; it’s killed hundreds of characters. If
ing group. You’ve got the Circle of Eight, adventures have in common? you read the Age of the Wyrms Obituaries
which was Gygax’s group, and you’ve got the All good adventures understand that the thread on paizo.com, you’ll see that beetle
elder statesmen to that group, Zagyg and player characters are the main characters of swarm has delivered a nice crotch blow to a
Murlynd and Keoghtom. We had to fill out the story, and that the ultimate decisions wide spectrum of D&D players, and I did
the ranks of that group as well, because it about how the flow of the narrative goes (if that very intentionally.
had not been previously established who ex- indeed there is a narrative), that needs to be There certainly are ways of dealing with
actly the Company of Seven were. So we es- up to the players. the swarm at 1st level. Maybe your wizard
tablished that in the Expedition to the Ruins About Age of Worms, you need to solve a should be packing burning hands. Bring
of Greyhawk, and people may be a little sur- completely different adventure to go back your flask of oil and be prepared is the mes-
prised at some of the choices we made. and complete the first one on the path. sage. By having an encounter that people are
One of the biggest questions about the Sometimes you’re planning arcs reaching frequently unprepared for, and by having
World of Greyhawk since the From the Ashes back into the history of the game, and a character killed very early in the first
era in the early 90s is when Rary betrays the sometimes you’re planning arcs looking adventure, that immediately shows people
Circle of Eight. Rary kills Otiluke, he kills forward. they need to be on guard. I wanted to make
Tenser, and Lord Robilar is with him. Lord You’re talking about “Whispering Cairn.” this a very 1st Edition style dungeon, which
Robilar is hanging out with Rary in the It all started with the image of an arch, means that you could die – at any time.
desert, and not only is that unlikely based which to me conjures images of the Tomb With 3rd Edition and the challenge rating
on Lord Robilar’s character in the books, of Horrors (PDF) and the sort of magical system, there’s an assumption built in of a
but it seems really unlikely based on the arches that were inherent to that adventure. social contract between the player, the DM,
character of Rob Kuntz, who played Robilar. The image of adventurers standing at the and the rules of the game, that the players
It’s always grated on Rob, because he was threshold of a mysterious arch is just very are never going to have anything thrown at
not a part of the design team of the From Dungeons & Dragons. them that’s too difficult.
18 Kobold Quarterly 1 Summer 2007
I hate that whole concept. want to just put a CR 9 encounter in a 1st you need to leave the dungeon and rest after
So do I! It’s all going to be basically what level adventure because you don’t want to each fight. But there is an art to it, and it’s
they need to encounter over about 4 en- be unfair, you want the players to have an got to be cinematic and interesting. Because
counters. Then you sleep, then you go opportunity to succeed. They can’t feel as if you’re just throwing 1d3 gnolls at the
on—and it’s so boring! And it’s so unlike though the deck is stacked against them all party every four rooms to drain resources,
what going into an ancient haunted tomb the time. But anyone going into “The Whis- nobody’s really having fun.
should be like, which is that you should be pering Cairn” thinking that it’s going to be Greyhawk’s Circle of Eight is less promi-
relatively afraid. That’s why 10’ poles used purely a level-appropriate walk in the park is nent now than in 2nd Edition, but they’re
to be such a key item in an adventurer’s disabused of that notion the moment those still one of the classic groups. Is there a
arsenal, and why they really aren’t so much beetles come boiling out of that elevator Circle member that you find especially in-
anymore. shaft, and that was intentional. teresting, or that you identify with?
Putting a deadly encounter in the begin- I’m happy to agree with that philosophy, Well, I like most of them. Part of what
ning rewards the players who know how and I will ramp up the CR for Pathfinder makes Greyhawk so exciting for me is that
to play, and who are prepared, and it puts encounters appropriately. it is hardwired into the D&D rules system.
everybody else on notice that they need to The encounters that people remember and When a player encounters a character like
think about what they are doing, or they’re talk about are the ones with a genuine threat Tenser, for example, he has heard of Tenser’s
going to die. I think D&D is at its best that their character might perish. When floating disk before Tenser himself comes
when there’s a deadly encounter, when the Wizards of the Coast was figuring out how on the stage. The rules foreshadow certain
players are standing up around the table, to design for 3rd Edition, some designers NPCs, and that’s really cool. To some,
they’re so excited that they don’t know said “Yeah, this encounter just drains re- that’s a liability. They say “Well, we’re sell-
what’s going to happen, so that when one of sources from the characters, and the PC vic- ing Forgotten Realms products, why do we
them rolls that 20 and confirms that crit on tory is a foregone conclusion, but maybe the have spell names with Tenser in them and
the big bad end guy, everyone just explodes wizard will fart out a couple of magic missiles what does that mean for a character in the
with excitement. — and then the last encounter is going to Realms?” Which is a big question. My phi-
Because there’s real sense that there’s some- be really fun, because then they’re going to losophy is that I don’t really care, because
thing at stake, as opposed to “Hey, let us have no resources!” I’m not running a Realms campaign, I’m
collect our next round of experience and I’m not certain how much I love that running a Greyhawk campaign.
a neatly-organized set of treasure that’s design philosophy. There need to be en- I like the conjuring power of the names
level-appropriate.” counters that players can defeat, and I don’t of the Circle of Eight. I personally love that
Exactly, and so it’s really tricky. You don’t think all encounters can’t be so difficult that Dungeons & Dragons has been with me since
Clockwork Magic
What makes Zobeck tick? We reveal a few finely-wrought details of this rare form
of magic.
Plus quite likely articles by Ed Greenwood and Keith Baker — if only they don’t
escape from our the mines! Seriously, if we knew which big-name submissions
would arrive at our ore smelter for the Fall issue, we’d tell you. But it’s a mystery.
PDF-only
You save 33% off the cover price by subscribing to the PDF edition: just $16 per year!
Is Kobold Quarterly for DMs or for How can I submit a query for an all gamers; we never publish world-spe-
players? article? cific material other items related to the
Yes, it is. Seriously, I’m trying to print I’m taking queries only from Open De- Free City of Zobeck.
material for both audiences. sign patrons and published freelancers,
because with just four issues and about What’s Zobeck, anyway?
When will a paper edition be available? eight articles each, I have very limited It’s my default setting for the Open
I’d love to offer one from the very start, editorial bandwidth. If the circulation Design adventures. You can learn more
but the sheer difficulty involved in dis- reaches 1,000 subscribers (O joyous day, about it as a patron of Open Design, or
tributing through the magazine chan- devoutly to be wished!), I’ll open the by reading the overview in this issue.
nels is daunting. For now, you can pick queries up to all subscribers.
up a paper copy at lulu.com. Do you publish fiction or poetry?
I’m an artist. How do I submit work? There’s been loose talk about appointing
What’s the Open Design connection? You can submit your work for publica- a Kobold Poet Laureate. The world may
The goal is not just to replace one maga- tion any time, but there’s no guarantee not be ready for his genius.
zine with an identical twin; it’s to do of acceptance and we generally pay only There’s no plans to publish fiction
things differently, and do some things for assigned, commissioned pieces. That just yet. It’s a small magazine, and I
better. said, you do retain most rights to your want to pack it full of gaming goodness.
The Open Design community offers work (we buy first print rights and all
suggestions, feedback, and critique to electronic rights). What about adventures?
adventures and settings I write. The pa- KQ may publish an adventure in a fu-
trons offer topics and direction. I want What kind of article should I query? ture issue if a good one comes along,
to give that community a creative outlet, The kind you want to read. I’m not and circulation justifies it. To do it right
so this magazine will feature some of trying to be glib; the best proposals are would require at least 12 pages and pro-
their work every issue. It’s robust work, ones that authors care about. fessional maps.
peer-reviewed by other gamers. Alternately, you can query for a stan- Right now, I don’t have an adventure
dard features such as the Flashing Blades in hand to publish, so it’s purely theo-
Why is a kobold fierce, exactly? section on combat and feats, or a mon- retical. Chances are, the first adventure
I chose the kobold as a mascot because ster for the Bestiary page. will be short, under 10,000 words, to
the little buggers dislike being stepped Send your query with the subject line fit through our kobold-sized editorial
on by big corporate types who have to “Query” and a short description of your filters.
answer to shareholders. I want to offer proposed article to the mines at kobold-
a wider range of gaming material than quarterly@gmail.com. I love or hate this magazine. Where do
minis-based tactical stuff. Gamers are a I write to praise your genius or com-
creative lot. Will you publish material for my favor- plain about your inscrutable failings?
Kobolds only do well when they ite WotC settings? All email to the editor should include
band together. They may be small, but No, kobolds are penniless monsters with “Kobold Letters” in the subject line, and
they are numerous and fight hard. That lousy treasure hoards, and we cannot should be sent to the deep salt mines at
seems like a good approach. KQ is the afford the licensing fees required. koboldquarterly@gmail.com.
little guy, with all that implies, good and The positive side of this is that all the <
bad. material in Kobold Quarterly is useful to
Summer 2007 Kobold Quarterly 1 25
The Ups
& Downs of Tripping
Knock ‘em Down and Keep ‘em There
by Sigfried Trent
T
ripping is a potentially devas- a winged flying creature, they become spiked chains, flails, guisarmes, hal-
tating combat maneuver, but stalled and must land or fall. If they berds, gnome hooked hammers, kamas,
you need to understand all the cannot land in one round, they fall 150’ scythes, sickles, and whips may all be
mechanics to use it effectively. In d20 and suffer falling damage. Skip Wil- used to make trip attacks.
games, tripping involves grabbing or liams’ “All About Movement, Part V” It is a common misconception that if
hooking an opponent in some way and (on wizards.com) explains the details. you use more than one weapon in a full
then yanking them to the ground. Trip- You may also trip a mounted oppo- attack sequence you suffer the penalties
ping is a special attack, so you can per- nent, but your odds may be poor; they for two weapon fighting. This is not
form a trip whenever you could perform may use a Ride check in place of their true. You only suffer two weapon fight-
an attack. Strength or Dexterity check. If the trip ing penalties when you are taking an
succeeds, the rider falls off their mount. “extra” attack with an off hand weapon.
How does tripping work? You cannot trip a creature which is This is important for tripping because
A trip attack has two steps. First you already prone, stalled, or which is some- you can use a special tripping weapon
must make a touch attack made against how suspended. in one hand, and a damaging weapon in
an opponent within your range or reach. the other or you can make an unarmed
Unless you are armed with a tripping What can you trip with? trip attack, and then use a weapon for
weapon, the trip attack provokes an at- By default a trip is an unarmed attack. a follow up attack, all without invoking
tack of opportunity from your target. If The rules do not specify if you can use any two weapon fighting penalties.
you succeed with the touch attack you your foot to trip someone but it is prob-
may make an opposed trip check against ably reasonable in most situations. Kick- How can you use tripping effectively?
your opponent. ing is a valid unarmed attack, and using The touch attack component of trip is
The trip check is typically an opposed your foot to trip someone is a com- one of its most attractive features. This
Strength check, though the defender mon martial arts technique in real life. means attacks with significant penalties
may use Dexterity instead. This roll has Creatures with natural attacks can use or attacks against well armored oppo-
a few special modifiers. Each creature them to make trip attacks, but they are nents are still very likely to hit. This can
gets a +4 bonus for each category over treated as unarmed attacks and provoke be especially useful to make the most
Medium size, or a -4 penalty for each an attack of opportunity. The same is out of a full attack, where your bonus
size category below Medium. Defenders true for characters “armed” unarmed attacks have a rather low attack bonus.
with more than two limbs supporting attacks like a monk’s or those with the Unlike normal attacks, the trip check
them, or which are especially stable Improved Unarmed Attack feat. has only a few modifiers and they tend
(such as a dwarf ) receive a +4 bonus. Some weapons can be used to make to be smaller than armor class or base
If the defender loses the trip check, a trip attack. A weapon must specify attack bonuses. The outcome of a trip
they fall prone in the space they occupy. in its description that it can be used to roll generally depends on the luck of
If the defender wins, they may in turn trip someone. Tripping weapons either the dice more than other special attacks.
immediately make a trip check against feature a hook of some kind or a flexible For this reason, tripping can be a decent
the attacker, this time with the roles part that can wrap around someone’s option for someone who is outclassed in
reversed. limbs. When making a trip attack with terms of attack and armor class.
a weapon, you do not provoke an attack To trip foes consistently, stack the
Who can you trip? of opportunity. In addition, if you fail deck in your favor as much as possible.
You can trip any opponent using limbs your trip roll and the defender success- The two variables at work are size and
for locomotion and up to one size cat- fully trips you back, you may drop your strength. Any bonus that increases
egory larger than you. When you trip weapon instead of falling prone. Bolas, them will improve your odds. Fortu-
26 Kobold Quarterly 1 Summer 2007
nately low-level spells such as bull’s can only move by crawling 5’ which also increase your size more than two steps
strength and enlarge person offer sig- provokes an attack of opportunity. Your greater than your opponent would also
nificant bonuses in both departments. opponent can choose to stay prone and make you immune. If neither of these
Priests with the Strength domain are fight from the ground with the penal- is an option, to maximize your Strength
especially effective because both their ties, or stand up or crawl away and pro- or Dexterity to increase your odds of
domain spells and domain powers can voke an attack of opportunity. Standing winning the trip check.
aid you significantly. or crawling takes a move action so they Once you are tripped you are faced
The Improved Trip feat is by far your cannot make a full attack that round. with some difficult options: stay there
best option. It requires Combat Exper- Either way, your foe is at a significant and get clobbered, or stand up and risk
tise and 13 Intelligence, but it can turn disadvantage with a limited ability to an attack of opportunity. As a spell-
tripping into one of the most powerful escape. caster, your best bet is to stay put. You
attacks in the game. It eliminates the Having reach further expands your can cast spells while prone and the AC
attack of opportunity tripping provokes, advantage over your opponent. Normal- penalty probably won’t make much dif-
and it gives you a +4 bonus to your trip ly creatures can take a 5’ step to avoid ference against a strong melee opponent.
check. Most significantly, if your trip reach disadvantages, but a tripped op- If your AC is good enough, getting up
succeeds you may make a free follow up ponent can’t do that until they stand up. is probably a good idea. If faced with an
attack on your opponent at the same They have almost no way to close with opponent with the Improved Trip feat
attack bonus as the trip attempt. A suc- you without an attack of opportunity. you are best off staying put. Getting up
cessful trip puts you at a strategic advan- Tripping combines well with both exposes you to extra attacks and chances
tage, and it no longer slows down your Combat Expertise and Power Attack. are good you will be knocked back
ability to deal damage. The follow up While both lower your chance to make down on your foe’s next action – with-
attack is especially strong because your the initial touch attack, most touch at- out slowing down their attack sequence.
opponent is now prone. tacks are easy to make. The trip check Note that if you are tripped you can
is unaffected by the attack penalties and still trip others. The attack penalty isn’t
How do you take advantage of tripped foes? if you succeed the AC penalty your op- so bad when making touch attacks, with
Since tripping does no damage, it offers ponent suffers from being prone make no penalty to the trip check, and you
a purely tactical advantage in combat. further attacks easier to land, offsetting can’t be tripped defensively if you are
A prone foe suffers three disadvantages. the penalty for using these feats. With already prone. Counter-tripping may be
They suffer a -4 AC penalty against Improved Trip this makes for an awe- the best revenge.
melee attacks and a -4 penalty to their some offensive or defensive tactic. A character with a very high Tumble
own melee attacks. They can make skill can stand as a free action with a
ranged attacks only with a crossbow or a How do you defend against tripping? DC of 35, making it easy for them to
shuriken. Being prone provides a +4 AC Your best defense is to make yourself stand up without any attacks of oppor-
bonus against incoming ranged attacks. ineligible for a trip attack. Spells like tunity or using a move action. This is
A prone character who tries to stand levitate or fly make you impossible to a strong defenses against tripping but is
up takes a move action and provokes an trip (since you don’t require limbs for difficult for all but the best tumblers to
attack of opportunity. A prone character locomotion). Anything that would pull off. <
W
ith their penchant for illu- this existence and escape the cycle of Feats Improved Initiative, Spell Focus
sions and tendency to harass life and death to whatever lies beyond. (Illusion)
Skills Bluff +9, Concentration +6, Disguise
travelers, far darrig are best That the far darrig’s intentions are not +9, Hide +10, Knowledge (arcane) +3,
described as tricksters; however, unlike malicious but are artistic and devotional Knowledge (local) +3, Knowledge (nature)
most tricksters they are not malicious gives little comfort to travelers who have +3, Knowledge (the planes) +3, Listen
+4, Move Silently +7, Perform +7, Sense
miscreants. Quite the opposite; they experienced these infuriating creatures Motive +4, Sleight of Hand +6, Spellcraft
take their actions very seriously. To first hand. +5, Spot +4, Survival +3
understand their motivation, one must Advancement by class level
first understand their strange beliefs. Ac- Far Darrig Elder (Paragon 5) CR 5 Spells A far darrig casts spells as a 3rd-
level sorcerer except that their spells
cording to the far darrig, all of reality is Often LN Small Fey known consist of all spells from the illusion
little more than an illusion—a thing to Init +7; Senses Listen +4, Spot +4; low- school appropriate for their level and they
light vision
be molded and shaped. automatically know them.
Languages Common, Sylvan Spells known (6/7; save DC 18 + spell level)
Why all that we know should be AC 14, touch 14, flat-footed 11 (+1 size, 0—ghost sound
an illusion and what lies beyond it, if +3 Dex) 1st—color spray, disguise self, magic aura,
anything, are heatedly debated topics hp 35 (5d6+15 HD) magic mouth, silent image, ventriloquism
Fort +4, Ref +4, Will +10
among the far darrig. While there are Speed 20 ft. (4 squares) Far Darrig Paragon
many opinions, most far darrig trust in Melee Club +0 (1d4-3) Level BAB Fort Ref Will Special
the sanctity of the illusion. They treat Ranged Club +6 (1d4-3) 1st +0 +0 +0 +2 Con +2 +1 sorcerer
their daily interaction with the illusion Base Atk +2; Grp -5 2nd +1 +0 +0 +3 DR 5/cold iron
Abilities Str 4, Dex 16, Con 17, Int 10, Wis 12,
as a deeply devotional and artistically Cha 22
3rd +1 +1 +1 +3 Cha +2 +1 sorcerer
expressive act. Some believe that with SA Magic hat, spells
4th +2 +1 +1 +4 Cha +2 +1 sorcerer
5th +2 +1 +1 +4 SR 10+HD
proper training and sufficient under- SQ DR 5/cold iron, low-light vision, SR 15
Hit Dice and skill points as fey. Class skills
standing, they can ultimately disbelieve Weakness Magic hat (see below) as above.
28 Kobold Quarterly 1 Summer 2007
Far Darrig as Characters less for all others and does not radiate illusions can be created anytime by a far
Far darrig characters have the following magic. However, if lost or destroyed, darrig with sufficient skill.
racial traits. the far darrig loses all supernatural and Far darrig can be affable, but it’s rare
• -4 Strength, +2 Dexterity, +2 Consti- spell-like abilities and cannot cast illu- to know one very well. Even if you can
tution, +2 Charisma sion-based spells even if obtained from convince one to stop harassing you with
• Small size: +1 bonus to Armor Class, class levels. The far darrig must perform illusions long enough to chat, their
+1 bonus on attack rolls, +4 bonus on a month-long ritual to create a new hat view of the world can become quite
Hide checks, -4 penalty on grapple before he regains his abilities and spells. disconcerting.
checks, lifting and carrying limits ¾ As long as the far darrig possesses the They occasionally dabble as rogues,
those of Medium characters. hat, its powers work. druids, or clerics of the Trickery
• A far darrig’s base land speed is 20 A far darrig without a hat is ignored domain, but their preferred classes are
feet. or “disbelieved” by his tribe until the sorcerer and phantasm.
• Low-light vision new hat is completed, so a far darrig
• +4 racial bonus on saving throws goes to great lengths to protect his hat. Alignment
against illusions Despite the red hats, far darrig are very Far darrig are typically Lawful Neutral.
unlike their blood-thirsty cousins the While their lawful bent may seem odd
Instinct for Illusions (Ex): A far darrig’s redcaps, and the far darrig do not color given their trickery, the far darrig are
effective caster level is +1 for spells of the their hats using blood. very methodical and deliberate, with a
illusion school.
Magic Hat (Su): A far darrig’s hat
It is rumored that the far darrig can reason for everything they. With regard
allows the far darrig to access various perform rituals to increase the power to their reactions to others, it’s difficult
supernatural abilities as they advance in of their hats and that certain rogue far to spare much love or hate for illusions;
level. The benefits are cumulative. Caster
level is equal to ½ Hit Dice and all DCs are
darrig have experimented with necro- to them, every PC is just an illusion
based on Charisma. mantic powers—a magic school that the they haven’t disbelieved yet.
1st 1/day—By reaching into the hat, the far darrig normally shun.
far darrig can pull out a creature. This
ability functions as shades emulating Society
summon nature’s ally I and similar to a Environment The far darrig’s tribal culture centers
bag of tricks. At every odd character level
of the far darrig, the hat can emulate
Far darrig typically live tribally in heav- around clusters of villages. Within each
a correspondingly more powerful spell ily forested areas in small villages. Their village, the hierarchy reflects age and
culminating in shades emulating summon thatched-roof huts are completely il- requires displays of respect; everyone
nature’s ally VIII at character level 15.
lusory. In fact, aside from those tools shares in the village work. The village
2nd 1/day—By jumping into the hat, the
far darrig (and hat) become invisible. This deemed essential, it is rare to find any- elders form a council to make major de-
functions as invisibility, but the duration is thing of physical substance in a far dar- cisions. All villagers are treated as family,
1 hour for every 2 character levels. rig village. That is not to say that they and when not exploring, days are typi-
9th 1/day—The hat acts as a portal to the
Plane of Shadow. The far darrig may jump live dull lives – the illusion of vibrant cally spent playing illusory games.
into the hat to enter the Plane of Shadow; wealth is ever-present. Few far darrig even try to understand
the hat goes with him. He may also 1/day why one would be interested in magic
use the hat to return to the Material plane.
Alternately, the far darrig can make a
Typical Physical Characteristics not dealing with illusions.
touch attack with the hat on a single target. But for the pale-red cast to their skin
If the target failis a Will save (DC 23), it is and the ever-present red, floppy hat on Strategies and Tactics
transported to the Plane of Shadow. The
hat can be readied against a charge. their heads, far darrig appear very much Far darrig rarely use lethal force when
Automatic Languages: Common, Sylvan. like lean gnomes. Their name actually interacting with the world and other
Bonus Languages: Elven, Gnome, Terran. means “red man,” and this serves as creatures. They seek to understand the
Favored Class: sorcerer or phantasm a colloquial name for these fey. Their illusion of the world through interac-
(new class, see below).
Level Adjustment: +1 resemblance to gnomes may be more tion; however, sometimes understanding
than merely cosmetic, as some scholars only comes with drastic actions.
believe that present day gnomes are dis- When exploring, far darrig spend
Magic Hat as Arcane Fetish
tantly related to the far darrig and re- much of their time invisible. This allows
The red hat of the far darrig is more lated fey—such as redcaps and cluracan. them to better control each encounter
than simply a tradition—it is the key to Far darrig rarely carry more than a or experiment. Being seen might unduly
their magic. It has been ingrained with- walking stick when they go wandering. bias the results. They have a wide variety
in far darrig culture for so long that they They enjoy exploring for its own sake of favorite tricks and tactics; a few are
depend on it and cannot perform their and to further their understanding of listed here.
illusions without it. It acts as an arcane the Illusion, but take little interest in 1st level spells: Ventriloquism creates a
focus for their power; the hat is power- collecting physical baubles. Equivalent call for help from the bottom of a well
Summer 2007 Kobold Quarterly 1 29
that is the home of a testy water elemental. Magic mouths sistent image, seeming, shadow evocation, shadow walk
in a bedroll recite dirty limericks are irksome. Several magic 6th—permanent image, programmed image, project image, veil
mouths leading the party in circles with the directions to a fig- 7th—mass invisibility, greater shadow conjuration, screen,
ment treasure can stall the party for hours. simulacrum
A silent image can be a defense, a large dragon standing 8th—scintillating pattern, greater shadow evocation
sentinel on a cliff top, or they can be a lure, such as an image 9th—shades, weird
of a jeweled necklace dangling on a branch over a ravine.
2nd level spells: Invisibility affects objects and invisible doors Weapons and Armor Proficiencies: A phantasm is proficient
are annoying. While having a colleague suddenly disappear with simple weapons but is not proficient with any armor or
due to invisibility can be disconcerting to the rest of the party, shields.
in combination with silence, it becomes somewhat terrifying.
3rd level spells: The shock of watching a companion die hor- Level BAB Fort Ref Will Special
ribly can be terrible, but it’s maddening when it is a major 1st +0 +0 +0 +2 Eschew Materials
image. Likewise, several major image combatants can shift the 2nd +1 +0 +0 +3 Detect illusion
tide of a battle. 3rd +1 +1 +1 +3 Force of personality
4th level spells: Illusory wall is an easy way to split parties up. 4th +2 +1 +1 +4 Tenacious illusion (CL +1)
5th level spells: Persistent image has lead more than one party 5th +2 +1 +1 +4 Spell Focus (Illusion)
to overhear plans to assassinate the king 6th +3 +2 +2 +5 Ingrained metamagic, Force
6th level spells: Waking up to a party of silent trolls in your of personality (AC)
camp can make for a rough day until you realize that they are 7th +3 +2 +2 +5 Mad eye 1/day
your colleagues affected by a veil and a silence spell. 8th +4 +2 +2 +6 Master of illusion
Along the same lines, seeing a small girl brutally tear 9th +4 +3 +3 +6 Uncertainty field (10 feet)
through a well-armed party is disturbing. It is really a bulette 10th +5 +3 +3 +7 Sense illusions
under a veil. 11th +5 +3 +3 +7
7th level spells: Seeing a small, ghostly army amass near a 12th +6/+1 +4 +4 +8 Master of illusion
small city due to screen can have long-lasting effects on city 13th +6/+1 +4 +4 +8 Uncertainty field (15 feet)
planning. 14th +7/+2 +4 +4 +9 Mad eye 2/day
15th +7/+2 +5 +5 +9 Tenacious illusion (CL +2)
Far darrig will often split large parties up to make things more 16th +8/+3 +5 +5 +10 Master of illusion
interesting. They place weaker, easy-to-find illusions on top 17th +8/+3 +5 +5 +10 Uncertainty field (20 feet)
of more powerful illusions to catch people off guard. Though 18th +9/+4 +6 +6 +11 Immunity to illusions
true seeing is a potent weapon against far darrig, if they catch 19th +9/+4 +6 +6 +11
you with a silence, you may not have the opportunity to use it. 20th +10/+5 +6 +6 +12 See illusions
If things go even slightly awry, far darrig feel no shame
about retreating. At the end of the day, all far darrig are dif- Spells: A phantasm casts arcane spells of the illusion school;
ferent, and while one may pursue more subtle trickery, the indeed, their spell list consists of the entire illusion school.
next will be more interested in gruesome images and big A phantasm knows all of the spells available at a certain level
explosions. when they gain access to that level. Phantasms cast spells like
sorcerers.
Phantasm Eschew Materials: At 1st level, a phantasm gains Eschew Ma-
The phantasm class is unique to the far darrig. It focuses on terials as a bonus feat.
the mastery of illusion and warping perceptions, and casts Detect Illusion: At 2nd level, a phantasm can detect illusions
spells per day as a sorcerer of the same level. at will. This ability functions identically to detect magic but
only detects illusion spells.
Spell list Force of Personality: At 3rd level, a phantasm can apply their
0—ghost sound charisma modifier to their Will save. At 6th level, a phantasm
1st—color spray, disguise self, magic aura, magic mouth, silent can apply their charisma modifier to their AC. This bonus ap-
image, ventriloquism plies to both touch and flat-footed AC.
2nd—blur, hypnotic pattern, illusory script, invisibility, minor Tenacious Illusion: At 4th level, a phantasm’s effective caster
image, mirror image, misdirection, phantom trap, silence level for illusion spells increases by +1. At 15th level, this
3rd—displacement, invisibility sphere, major image bonus becomes a +2.
4th—hallucinatory terrain, illusory wall, greater invisibility, phan- Spell Focus (Illusion): At 5th level, a phantasm gains Spell
tasmal killer, rainbow pattern, shadow conjuration, zone of silence Focus (Illusion) as a bonus feat, or Greater Spell Focus (Illu-
5th—dream, false vision, mirage arcana, mislead, nightmare, per- sion) if they already have the first.
Ingrained Metamagic: At 6th level, a At 16th level, the phantasm applies tasms perform the actions his colleagues
phantasm reduces the cost of metamagic all three metamagic feats to their spells, perform. If no other foes are present,
spells by one spell slot. Additionally, the so a 16th-level phantasm’s illusions are the subject sees one illusory phantasm
phantasm does not suffer from an in- all automatically silent, still, and ex- in the opposite direction of the invis-
creased casting time. tended without increased spell level or ible real phantasm, doing whatever the
Mad Eye: At 7th level, a phantasm gains casting time. phantasm does. The fake phantasm dis-
a gaze attack. For 1 round, any living Sense Illusions: At 10th level, a phan- appears once the target leaves the field.
foe within a 15 foot radius of the phan- tasm automatically knows if there are At 13th level, the radius of the field
tasm that meets the its gaze must suc- illusions present within 60 feet. extends to 15 feet. At 17th level, it ex-
ceed on a Will save (DC 10 +1/2 CL + Uncertainty Field: At 9th level, a phan- tends to 20 feet.
Cha modifier) or be dazed for 1 round. tasm radiates an aura of uncertain and If foes enter the uncertainty field
This effect is not limited by target’s HD. shifting imagery in a 10 foot radius. while the phantasm is invisible, they
At 14th level, a phantasm can use Foes in this area must make a Will save make only the secondary save. The
this ability 2/day. (DC 10 +1/2 CL + Cha modifier) or the phantasm can dismiss the field as a free
Master of Illusion: At 8th level, a phan- phantasm is treated as effectively invis- action.
tasm chooses one metamagic feat to ible. Affected creatures do not make an- Immunity to Illusions: At 18th level, a
permanently enhance their illusions: other save unless they leave and re-enter phantasm is immune to all spells from
Silent Spell, Still Spell, or Extend Spell. the field. the illusion school.
The feat’s effects are added, for free, to Those who fail the save must make See Illusions: At 20th level, a phantasm
every spell the phantasm casts. At 12th a second Will save (DC 10 +1/2 CL can discern any illusion on sight. This
level, the phantasm can choose a second + Cha modifier) or see all of their col- includes the ability to see invisibility.
metamagic feat. leagues as the phantasm. These phan- <
The Free City
Z
obeck is a city without peer, a the city and of the collegium, for wind- Zobeck’s Kobolds
place of adventure that is free of lasses at the docks, and at some of the
The Free City is home to at least 2,200
feudal rulers and rich in magic. smithies and ironworks, where steam
kobolds, though only a few hundred
From its steam gates to the squabbles powers triphammers. Steam aeolipiles
are ever present in the city at one time.
of the Arcane Collegium, its citizen are powerful, but with the exception of
They are the city’s miners, diggers in
see themselves as separate from lesser a single dwarven steamwagon, they are
the Vilgau silver mines to the north of
metropolises, and superior to them. much too large to be moved around the
the city, and the Tromburg iron mines
Not since Castle Stross and the griffon city.
to the north and east. When they come
towers were seized in the Great Revolt The more mobile and interesting
to the city, they have money to spend
has any citizen of Zobeck knelt to swear difference in the city is the presence
and a willingness to drink their wages
fealty to an overlord. They are proud of clockworks, machines based on
away from sunset to midnight or later.
people. everwound springs, memory registers,
Drunken kobold miners pick fights,
But proud of what, exactly—what hydraulic and gravity-driven limbs; the
and they especially hate gnomes, none
makes Zobeck different from any other more advanced even have emotive gears.
of whom live in the city walls for fear of
city? The citizens are always happy to Typical examples include clockwork
assault. Why does the city tolerate such
tell you. scullions (whose silence as servants is
evil, disruptive creatures?
guaranteed), autoscribes, spider thieves,
Half the answer is that few creatures
Steam and Clockworks clockwork steeds, brass men, sorting
are as willing to work dark, wet, tiny
The two main things that make Zobeck- beasts, golden songbirds, and even
mines for as little pay as kobolds are.
ers feel superior to their neighbors are nimblewatchmen, a form of guardian
The iron, silver, and lead they pull from
the steam power of the aeolipile and the clockwork.
the earth is valuable for Zobeck’s smith-
clockwork gearing they developed to The many styles of clockwork devices
ies and foundries. But that is only half
harness that power. makes them popular status items, but
an answer.
Steam power is only used for large they are expensive. They are frequently
Small but strong, the kobolds of
mechanical systems, like the raising and stolen and ransomed back to their
Zobeck walk the city streets in large
lowering of the Puffing Bridge, one of owners. Anyone with skill in making
groups every night, visiting the vari-
the first such devices. It is also used as a and repairing such items has a lifetime’s
ous taverns to spend their coin. Most
defensive measure at the Steam Gates of employment in the Free City.
of them are miners from the silver and