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Inside the Kobold Mines: A Conversation with Richard Pett

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It’s no secret that I’m a huge fan of the Southlands. And one of my favorite designers for that setting is Richard Pett. Now he’s back with a new one, An Enigma Lost in a Maze. In it, characters are sent into the insane maze in the ruins of the city of Roshgazi. Roshgazi was of course the heart of the Moon Kingdom of Tes-Qamar until it was sacked three hundred years ago by the Mharoti empire. Now the maze’s madness has grown to such an extreme that minotaurs in the city are being driven out of their minds. They appeal to the players to brave the journey into the labyrinth and heal the Heart of Roshgazi, but a dragon named Nacissa has come to the city with an army of kobolds, and she seeks the heart as well. Or she kind of does. Maybe she just wants to be entertained and well fed. An Enigma Lost in a Maze is a delve into the First Labyrinth, the world maze where all mazes connect, so it’s natural that, as with everything Richard Pett pens, it’s going to be anything but straightforward. And it’s going to be a lot of fun. I caught up with Richard for a chat about Enigma, the Southlands, Midgard, and maybe a touch of David Bowie.

Unraveling the Enigma

Lou Anders: It just so happens you wrote the first Midgard adventure that I ever played. My group’s introduction to Midgard was Cat and Mouse. We were down a frequently absent player over a winter break, and I was looking for a one-shot to keep all that holiday time from going to waste. The rest of us ran through it and fell absolutely in love. We ended up playing in the Southlands for months after that and went nearly a year before I could drag them back to finish our other campaign. It was our first urban adventure, and we all loved the way that there are so many NPCs with competing agendas. It’s certainly possible to fight your way through every interaction, but you can probably talk, threaten, beg, or bribe your way through them too. And An Enigma Lost in a Maze is no different. I think this is a staple of your work. Would you agree?

Richard Pett: That’s great to hear. Thank you. Introducing anyone to the Southlands is my absolute pleasure. I’ve been lucky enough to be involved in the setting from early on. I have a very soft spot for Per Bastet, in particular, as it reminds me of Fes in Morocco, which is a place I’ve been lucky enough to spend some time, so in many ways, whenever I’m writing about the City of the Everlasting Cat, I’m actually taking another trip back to that amazing, chaotic, ancient city—in my mind at least. I love Midgard too, by the way, if that’s not already apparent enough. Yes, I agree wholeheartedly, and it is very deliberate for a particular style. When people are kind enough to spend their hard-earned cash on something I’ve written, I obviously want to give them the maximum return I possibly can, so having something that can run for every eventuality and style of play is something I always strive for. It’s always great when people say at conventions or online how a particular adventure went for them—perhaps multiple times if they GM it—and how different groups approach it in different ways. Having grayer NPCs with wider motivations helps with that, and if I can provide NPCs that could actually populate GMs’ own future adventures, that’s particularly enjoyable.

Lou Anders: With Enigma too, you get to play with one of the big history pieces from the Midgard Worldbook, specifically healing the maze in the ruins of Roshgazi and potentially aiding the time-lost minotaur Senator Evadne. I’m curious what happens behind the scenes when an adventure factors into a big piece of the lore. How did this story come about? Is it something you wanted to play with or did the Kobolds come to you?

Richard Pett: Ah, that’s the wonderful Wolfgang! He made some suggestions about where he’d like an adventure to take place, and then I just let my imagination run with it. Kobolds were an obvious choice as Wolfgang is their world chief, and I know he has a soft spot for them. The chance to run some intimate, ongoing roleplay with kobolds (which I’d last done in the Dungeon Magazine adventure “Devil Box” a long, long time ago) was greatly appealing, but of course, kobolds are pretty weak, so having a truly troublesome ally seemed a good way to go forward.

Lou Anders: Speaking of troublesome allies, Nacissa the dragon is wonderful! Where did she come from? In you, I mean. Also, I love the way the two aspects of the insane maze, Broken and Poet, appear and speak to the party. It reminded me a bit of the way David Bowie’s face is hidden throughout the landscape in Labyrinth. Were you thinking of that at all? Although I suppose Broken and Poet should be minotaur faces, shouldn’t they?

Richard Pett: Ah, now you know I’m a massive Bowie fan, Lou. My secret’s out. That’s all just an example, though, of a very cool throwaway idea from the genius Wolfgang Baur. (The whole Poet/Broken thing, of course, is just a page or so in a book with 300 extremely beautiful pages.) I honestly could spend years writing stuff for the Southlands. It’s teeming with spiffingness!

As for Nacissa, she was originally called Nacissistia but was shortened in edits. I have no idea where she came from. I guess from the whole kobold dragonkin thing, the setting (which was destroyed by dragons 300 years before), and—you know what?—I don’t do dragons that often and felt like I should go with one for a change. I love her. I really do love her. It’s so great when an NPC makes you smile with possibilities.

Lou Anders: Ah, massive Bowie fan here as well. (I caught the David Bowie IS exhibition in Chicago and got to see the Goblin King costume firsthand too.) I love too that Enigma can be run as a followup to the Warlock Lairs “Mad Maze of the Moon Kingdom” by Richard Green, and of course, it also has a reoccurring character from your own Grimalkin. I think part of not doing a “kill everything” dungeon crawl is you get these wonderful reoccurring NPCs that give a setting a sense of life beyond the immediate map.

Richard Pett: Good to hear, Lou. He’s been around me all my life. I can remember old top of the pops shows in the 70s and thinking, “Who is this crazy man?” I bet that was great. So sad he’s gone, but I’m still finding stuff in his back catalogue. Hey, I’ve not read “Mad Maze of the Moon Kingdom” yet. Richard is a great writer—and that’s a cool tie in!

Lou Anders: So is the face of Broken and Poet a human face or a minotaur one?

Richard Pett: Oooo, good question, but got to be minotaur although Broken is mad…

Lou Anders: I confess I pressed on that question because I think I’m going to have to make terrain for this. Which brings me to my next question: there are some lovely maps in this adventure, but with the way it’s structured and with the mad maze moving things around and reconfiguring itself, a GM could keep this really loose and open, couldn’t they? I mean, you can just play the mazes exactly as they’re mapped, using the encounters that you detail, or you could throw it up in the air and pull all sorts of things in to it that Broken has snatched from other mazes around Midgard, right?

Richard Pett: Exactly! It could be a dungeon feast, and it could, of course, resurface in future adventures with the PCs suddenly whisked away. This is one where if a GM has a maze or dungeon they want to throw into the mix—or LOTS—they could. I need to see pictures of that terrain.

Lou Anders: It is a great feature of the adventure, which somehow manages to be really rich and packed full of ideas while at the same time lending itself to customization. I think we’ve managed to chat without spoilers! Care to hint at what you’re working on now?

Richard Pett: I’d be delighted. I’m going to self-publish, for the first time ever, an adventure called Crooksmile, set in a very creepy pleasure pier in a place called Between, which I’ve used in writing and gaming before—basically a bloated caricature of reality. It’s very dark and full horror. I’m just doing final edits, and then it goes to Meagan. Should be out early summer. I’m very excited about it. It’s the first time I’ve done this, and I’ve lots of ideas if it takes off.

I’ve just also finished a novel called Goblins! The Adventure of the Wise Wench, which is a funny fantasy about a woman who knows everything and is never wrong (the Wise Wench herself) and a goblin king who thinks he’s in charge and never mistaken. Great fun! In fact, I did a live reading yesterday at a local book festival. It was great to jump out of my comfort zone.

Oh, and I’m working on a card game with the working title of Farmyard Alien Invasion that could be really great fun… lots of alien chickens from beyond, goats from space. It’s brill!

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Lou Anders is the author of Frostborn, Nightborn, and Skyborn, the three books of the Thrones & Bones series of middle grade fantasy adventures, as well as the novel Star Wars: Pirate’s Price. You can find out more about him and his works at www.louanders.com and visit him on Facebook and on Twitter @LouAnders.


Warlock’s Apprentice: Treasure Vaults of Midgard

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Many are those needing to store wealth, information, and other odds and ends they’d prefer not fall into the hands of thieves. All across Midgard, special repositories are built to this end: difficult to locate and access and often featuring traps and guardians to destroy intruders. Here are detailed but a few of those.

Bemmean Wandering Vault

The Wandering Vault is a semi-sentient construct that roams the Magocracy of Allain. The hexagonal building measures 40 feet on each side and is 20 feet tall. It is invisible and can become ethereal (rendering all creatures and objects within ethereal as well) for 10 rounds as a reaction, so it escapes the notice of most. It crawls on a thousand pairs of metal, millipede-like appendages, giving it a speed of 150 feet. It has a fly speed of 50 feet, and it can take an action to teleport up to 1 mile if an unauthorized creature attempts to breach it. The vault can take an action to attack with its appendages, making up to two attacks per creature within 10 feet of the building (Walking Appendage. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d10+9) bludgeoning damage).

Very few people outside of the nine archmages of Allain have Bemmean key wands that unlock the vault. A successful DC 18 Intelligence (Arcana) check fools the locking mechanism into unlocking while a successful DC 20 Dexterity check using thieves’ tools bypasses the locking mechanism. On a failure by 5 or more, the creature making the check is targeted by disintegrate as though cast with a 9th-level spell slot.

Entering the vault is easy compared to exploring it. The layout forms a variety of sigils, each of which terminates at the beginning of a new sigil. The confounding paths created by these sigils sometimes overlap, incorporating portions of other sigils and making it difficult to walk each sigil perfectly as required. A successful DC 18 Intelligence (Arcana) check discerns the path of each sigil, which terminates at the beginning of a new sigil. A creature that fails to follow the path must make a DC 18 Dexterity saving throw, taking 55 (10d10) acid, cold, electricity, or fire damage (determined randomly) on a failed save or half as much damage on a successful one.

Six iron golems patrol the vault’s halls and are not required to follow the path of the sigils. The golems challenge all visitors to the vault, but presenting a Bemmean key wand to a patrolling golem allows the bearer and all creatures designated by the bearer to pass freely. A successful DC 18 Intelligence (Arcana) check using an object that requires attunement by a spellcaster simulates the key wand. Alternatively, a successful DC 22 Charisma (Deception) check tricks the golem into believing the character presented a key wand. Failure on either check causes the iron golem to attack. It fights to the death and pursues creatures until they leave the building. (Note, also, that creatures failing to follow the path of sigils take damage as above.)

The vault is rumored to hold dangerous, powerful magic items and artifacts from the Great Mage Wars as well as ancient grimoires containing horrific knowledge, usually pertaining to the terrible entities roaming the Wasted West. The vault’s extreme protections and difficulty to locate support the notion that it contains items the Magocracy does not want to fall into the wrong hands.

Dragon Empire Vaults

Most dragons in the Dragon Empire prefer their hoards easily accessible, either in buildings they own or on their own person, so they can admire their accumulation of wealth. However, paranoid or ostentatious dragons sometimes commission vaults where they store their hoards. Distrustful dragons consider the cost of a vault worth the protection granted by the structure. Flashier dragons see these vaults as a representation of their wealth and practically dare thieves to attempt to break into their vaults and loot them.

Regardless of the purpose for the vaults, the dragons commissioning them also hire kobolds to build diabolical traps. They also bring in drakes to serve as guardians with the promise of a reward (or fulfilling a term of punishment) upon completion of their service. Coin drakes enjoy living in coin-filled hoards and often protect vaults merely for the pleasure of swimming in the coins contained within.

A vault in the dragon empire typically contains material wealth in the form of coins, gems, and jewels. Powerful dragons also sequester magic items—either items they take a liking to or those capable of harming dragons—in their hoards.

Spike Spike Trap. Kobolds created this two-step trap, which triggers when a creature opens the trapped door or chest. Each spike makes a ranged attack with a +8 bonus against up to four random targets within 20 feet of the trapped item. (The spike does not need to see a creature to attack it.) A target that is hit takes 11 (2d10) piercing damage and must succeed on a DC 15 Dexterity saving throw to avoid being impaled by the spike. A creature can take an action to remove a spike with a successful DC 12 Strength check. Regardless of the check’s success, pulling the spike out inflicts 3 (1d6) damage to the target.

One round later, on initiative count 10, a volley of spikes magnetically attracted to the first group of spikes launches from the other side of the chamber. All creatures within the chamber make a DC 15 Dexterity saving throw, taking 22 (4d10) piercing damage on a failed save or half as much on a successful one. Creatures impaled by a spike in the previous round have disadvantage on their saving throws.

Prevention: A successful DC 15 Wisdom (Perception) or Intelligence (Investigation) check notices holes in the trapped object. A successful DC 15 Dexterity check using thieves’ tools disarms the trap, disabling the firing mechanism. A failure on this check triggers the trap.

Another successful check spots the holes in the opposite side of the chamber. A successful DC 17 Dexterity check using thieves’ tools disarms the second part of the trap. A failure on this check only triggers the second part of the trap.

Coin Drake

Layers of coins of all description cover this draconic creature’s head, body, and tail. Its teeth and claws appear to be coins filed down to a fine point.

Living Treasure. Coin drakes are their own hoard. When adult drakes produce an egg, they find a suitable pile of coins in which to place the egg. As coin drakes grow older and larger, they add more coins to their bodies and replace coins of lesser value with those of greater value. Coin drakes not associated with another dragon’s hoard must constantly replenish coins they lose in combat. When they are killed, they collapse into a heap of coins.

Watchful Wardens. Coin drakes among a pile of coins become attuned to the coins and can sense movement of those coins. This makes them excellent guardians of coin-filled hoards belonging to more powerful dragons who don’t mind the loss of a handful of coins to drakes who must rebuild themselves after a fight.

Coin Dependent. Coin drakes measure 3 feet long and weigh 50 pounds with most of that weight coming from coins. Plucking individual coins from the drakes is difficult, but it sheds them when it engages in vigorous activity. A “naked” coin drake often dies within an hour of losing its last coin, prompting a desperate search for replacements.

Coin Drake

Small dragon, neutral
Armor Class 15 (natural armor)
Hit Points 82 (11d6 + 44)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 19 (+4) 12 (+1) 13 (+1) 15 (+2)

Saving Throws Dex +6, Cha +5
Skills Perception +4, Stealth +6
Damage Resistances acid, cold, fire, lightning
Condition Immunities charmed, frightened, paralyzed, unconscious
Senses passive Perception 14
Languages Common, Draconic
Challenge 5 (1,800 XP)

Coin Sense. The coin drake has advantage on Wisdom (Perception) checks that rely on vibrations when a creature comes into contact with coins within 20 feet of the drake.

False Appearance. While the coin drake remains motionless, it is indistinguishable from a pile of coins.

Actions

Multiattack. The coin drake makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.

Hurled Coins. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Molten Gold (Recharge 5–6). The coin drake expels gold heated within its body in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage or half as much damage on a successful one. A creature that fails its save is restrained by the rapidly cooling gold. As an action, the creature can make a DC 15 Strength check, breaking free of the gold on a success…

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Tome of Beasts: Fext

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Taut dead skin, adorned entirely with tattooed fish scales, covers this woman’s face and hands. She wears scaled armor, sea green like verdigris on copper and wields a strange sword. Her pale eyes stare, unblinking.

Undead Warlock Slaves. Ancient and powerful beings across the multiverse grant magical knowledge to mortals through dangerous pacts. Those bound to these pacts become warlocks, but the will and force of their patron is borne by more than just those who strike bargains for sorcerous power. A fext is a former warlock who has become wholly dedicated to their patron—mind, body, and soul—and functions as enforcer, bodyguard, and assassin. They are powerful undead slaves to the will of their otherworldly patron.

Linked to a Master. Each fext is a unique servant of their patron and exhibits the physical traits of its master. The eyes of every fext are tied directly to their patron’s mind, who can see what the fext sees at any time. The fext also possesses a telepathic link to its patron.

The process a warlock undergoes to become a fext is horrendous. The warlock is emptied of whatever morality and humanity he or she had as wine from a jug, and the patron imbues the empty vessel with its corruption and unearthly will. Whatever life the fext led before is completely gone. They exist only to serve.

Outdoing Rivals. Scholars have debated about how many fext a patron can command. The more powerful and well-established have at least 100, while others have only a handful. Where there is more than one fext, however, they maneuverings amongst themselves to curry favor with their powerful lord. Each fext is bound to obey commands, but they attempt to carry them out to the detriment of their competitors. Scheming is common and rampant among them and they try to work without the aid of other fext as much as possible.

Undead Nature. A fext doesn’t require air, food, drink, or sleep.

FEXT

Medium undead, any alignment
Armor Class 17 (natural armor)
Hit Points 60 (11d8+11)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12(+1) 14 (+2) 12 (+1) 18 (+4)

Saving Throws Dex +6, Wis +4, Cha +7
Skills Perception +4
Damage Resistances bludgeoning, piercing, and slashing damage with nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages the languages spoken by its patron
Challenge 6 (2,300 XP)

Innate Spellcasting. The fext’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

  • At will: hex
  • 3/day each: counterspell, fear, gaseous form
  • 1/day each: hold monster, true seeing
  • Magic Resistance. The fext has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The fext’s weapon attacks are magical.
  • Patron Blessing. A fext is infused with a portion of their patron’s power. They have an Armor Class equal to 10 + their Charisma modifier + their Dexterity modifier.
ACTIONS

Multiattack. The fext makes two melee or ranged attacks.

Eldritch Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 16 (3d10) force damage.

Eldritch Fury. Ranged Weapon Attack: +6 to hit, range 60/200 ft., one creature. Hit: 25 (4d10 + 3) force damage.

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But this is where we must stop for now, my friend. My mind, it wanders so at times. Do come see me again, though, for more of the wonders and surprises of Midgard. (OGL)

This creature comes from the Tome of Beasts. You can continue on this adventure in the Midgard WorldbookMidgard Heroes HandbookCreature Codex, and Creature Codex Pawns!

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Out of the Frying Pan: Point and Counterpoint

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Encounters have consequences. Every slain bandit has friends who will want revenge, and every devil banished back to the Eleven Hells reports its failure to its dark lord. What happens when the PCs’ daring deeds come back to bite them?

The following encounter chains are more than just random conflicts. Each event flows organically into the next, sometimes without giving PCs the chance to catch their collective breath. Each link in the chain subsequently ups the stakes and the complexities of an encounter, thereby giving characters a sense of… out of the frying pan, into the fire!

ENCOUNTER 1: Interrupted Introductions

Recommended Levels: 3–5

Triolo is a city renowned for opportunity, adventure, and intrigue. A hub of international trade and politics, her vast harbor is a swaying forest of creaking mastheads and wind-snapped canvas. Her tangled streets and alleyways resonate with a multitude of the languages, smells, and sounds of people, beasts, and industry from all across Midgard.

Pursuing leads—regarding “Lucrative maritime opportunities, benefits, profit sharing, and exotic travel await!”—PCs find themselves in the Saltmost district, a squalid, water-front ghetto sprawled amid the fog-damp shadows of Triolo’s great southern gate. Locating a dingy and crowded drinking hall near the wharves called the Broken Bollard, PCs proceed inside to inquire after one Donaldo Vaile, master of the Kammaean merchant ship Grey Gull.

The weathered, worm-chewed exterior of the Broken Bollard does not disappoint. Its interior is equally dismal. Crowded and oddly boisterous for the hour, the guttering torches and flickering table-lanterns afford little light. Fortunately, your future benefactor is easily spotted among the gloomy fisherfolk, dockworkers, and Illyrian refugees. Donaldo Vaile is handsome and fit, well dressed and well spoken. He is clearly out of place here although the scarred knuckles and notched scimitar in his sash show clearly that this is no “city-soft dandy.” After sitting for drinks and negotiations over a voyage from Triolo to Candano, the already-vigorous bustle of this rough-and-tumble establishment escalates. A commotion erupts down the bar and then shouting and shoving elsewhere, crashing pottery and fisticuffs near the kitchen door…

A successful DC 14 Wisdom (Perception) check allows a glimpse of one of four rum gremlins (see Tome of Beasts), lurking and cavorting in the smoke-hazed rafters above, and prevents PCs from being surprised. The gremlins and their Aura of Intoxication have already agitated this volatile situation, and now they whip things into a full-blown, magic-and-alcohol-fueled bar brawl (see Creature Codex).

While within range of a rum gremlin’s Aura of Drunkenness, the bar brawl’s recharge for Liquid Courage is 4–6. For more powerful PCs, the temporary hit points gained from Liquid Courage (2d6) can be multiplied by the number of rum gremlins within 20 feet.

The gremlins try to remain within 20 feet of the bar brawl, “feeding” it with their auras and keeping the “fun” loud and lively until their accomplices can complete Phase Two of the assignment.

Sometime (GM’s discretion) after beginning round two of combat, PCs are alerted to Donaldo Vaile’s newest plight. Amid the chaos, their would-be-benefactor has been overcome, and his senseless body is being drug away under the PCs’ noses. A trio of diminutive, hooded figures in tattered robes are making off with the incapacitated merchant-captain. By the time a PC raises the alarm, Donaldo’s bootheels are disappearing around the doorjamb.

At this point, any surviving rum gremlin will attempt escape through a window, down a drain, or out a stovepipe. Characters able to Disengage or otherwise disentangle from combat may give chase; otherwise the brawl goes on until “defeated” or until “dissipating” automatically 1d4 minutes after the last rum gremlin is slain or escapes.

Developments. PCs outside can question (or be informed by) bystanders attracted by the commotion. Onlookers excitedly describe “ragged little men” dragging a larger, apparently unconscious man into an alleyway. The tiny trio was cursing and struggling mightily with the senseless captive and the storm drain they were trying to shove him into. Then something assisted from below, and “… that poor man’s body disappeared like a snake down a hole.” And in a flurry of rags and leather, the diminutive threesome also vanished into the dripping darkness.

ENCOUNTER 2: Taking the Low Road

The press-gang consists of four ratfolk mercenaries (see Creature Codex), their gang-boss roachling scout (see Creature Codex), and four rum gremlins. PCs of Medium size or larger, venturing into the cramped, slime-slick tunnels, suffer disadvantage on Dexterity-based checks and attack rolls until the tunnels widen somewhere (GM’s discretion) to the southwest.

Tracking the kidnappers through the tide-washed tunnels is surprisingly easy. PCs can hear the faintly echoing gang members splashing and struggling with their burden down a nearby tunnel branch.

After several minutes, the tunnel splits again, one route sloping up to dryer footing. PCs approaching within 30 feet of the intersection are ambushed, four ratfolk mercenaries and any surviving rum gremlins lunge from concealed alcoves (disadvantage to detect, advantage on initiative). One ambusher (GM’s discretion) is armed with the blowgun which felled Donaldo (poison: DC 14 Constitution save or become paralyzed for 3d20 minutes; 2 blowgun darts remain). The ratfolk fight until dead.

Developments. Once the ratfolk are slain, survivors attempt to flee up the dry passage. PCs investigating will easily note drag marks and tracks, and a successful DC 13 Wisdom (Perception) check reveals a faint smell of incense and the sound of surf further ahead.

ENCOUNTER 3: I See Your Offer…

The dry passage rises quickly to sea level. As PCs advance, it widens into a naturally formed cavern. Spare weapons and stacked supply crates crowd one corner; maps of the city, disguises, and tools hang from the walls; a wide fissure in the westernmost wall reveals a beach beyond. In the center of the cave, Donaldo Vaile’s limp form lay at the feet of a dragonborn elementalist (tide) (see Creature Codex) and his pet shoreline scrapper (see Creature Codex), nearby a swolbold (kobold) (see Creature Codex) and dragonborn edjet (see Creature Codex) stand ready. A junk shaman (kobold) (see Creature Codex) and the roachling scout gang boss hide amid the pile of crates and casks near the fissure (DC 16 to detect). If PCs do not immediately attack, the dragonborn elementalist speaks: “Hold heathens! What care you for this mammal? Are you aware of its vile nature? Has it offered you gold, station? Hah! I am called Norixias Sprayscale and perhaps I too have an offer!”

Developments. If PCs parlay, the elementalist reveals Donaldo as a longtime corsair, rebel, and war criminal whose plan was “undoubtedly” to shanghai PCs into his crew of plunderers and assassins. Explaining that as an enemy of the Mharoti Empire, Captain Vaile is of some value to maritime authorities there. Were PCs to cooperate, perhaps even join Norixias’s mission, much could be done by way of reward and valuable contacts and status within the Dragon Empire. A successful DC 14 Wisdom (Insight) check reveals the truth in Noriaxas’s words.

PCs accepting the dragonborn’s offer will before moonrise find themselves on a rowboat with their new associates beside them and Donaldo Vaile bound and squirming at their feet. The rowboat pulls for a small, darkened ship hidden nearby and soon bound for the Dragon Empire.

Otherwise combat is inevitable.

If the party is low level, GMs might revive Donaldo Vaile, using stats for city watch captain (see Tome of Beasts) or reduce the number of dragonkin.

If PCs win the day, returning with a revived Captain Vaile, he gratefully offers them a tidy reward and junior officer positions anytime they’re aboard “one of his ships” and teaches them secret signs that mark them as friends of the corsairs, granting the safe passage feature (from the Sailor background) for 1 year.

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Check out the Tome of Beasts and Creature Codex for these monsters and many more!

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The Far Side of the Table: Narrative Mistakes

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Leaning over the large mahogany table in Lord Boler’s war room, Strass, Azreal, and Kara surveyed the various maps and plans laid out across it. Nearby, Val’s body lay on a low bench, a bone-white sheet draped across his still form. A heavy silence hung in the air, the only sound being the steady drum of Kara’s fingers on the tabletop. After a few minutes, the door to the room opened, and Lord Boler entered, dressed in crisp military attire, breaking the silence as he said, “I’ve got it! I know where the gem is.”

Welcome to the table! In our latest session, the heroes learned the location of a magic item that could help bring back their fallen ally. Acting as an NPC, I told the players where the magic item was hidden, forgetting that in an earlier session I had told the players it was hidden in a different location. Today, let’s talk about narrative mistakes and what their effect is on the game.

What are examples of narrative mistakes?

Lord Boler jabbed at one of the maps with his dueling cane, emphasizing a half-drawn hunting trail as he said, “My spies informed me that this trail leads straight to the Greywater Caves. Only a few hunters used the trail, and apparently the last of them disappeared recently.” As Lord Boler paused for breath, the heroes shared a glance.

As I discussed in an earlier article, “Analyzing GM Mistakes,” narrative mistakes are problems that affect the plot, character development, and/or continuity of the game. Common examples that may appear in the game are: poorly managed notes, forgotten characters or events, and inconsistencies in either plot or characters—or both. Narrative mistakes are often highly nuanced and situational with a variety of ways to address them in and out of the game. Additionally, both GMs and players can make narrative mistakes.

How do narrative mistakes affect the game?

Behind Lord Boler, Strass took in Val’s covered form. Lord Boler was the man who sent them into that trap, though he apologized for failing to predict it. Now he wanted to send them into another cave in search of a gem that might return Val to life. Launching a barrage of questions, the heroes asked, “We have different information saying that the gem isn’t in Greywater but to the east, in the Spire. How reliable are your spies, Boler? Should we believe them or our earlier contacts?” The characters saw a flash of surprise flit across Boler’s face.

When considering a narrative mistake, ask whether it is immediately noticeable to the players and/or whether it will alter the pace and flow of the game. Often narrative mistakes can be passed over, hidden or adapted to suit the needs of the game. If you accidentally contradict yourself, as I did during the session, or let slip a piece of valuable information that you were saving for a climactic moment, pausing and letting the players talk it out with each other can help reveal whether that mistake will be something problematic or possibly useful. Often, the players will rationalize the contradictory information. Reminding yourself to pause, watch, and listen can yield really fun and fantastic results.

While some narrative mistakes can pass unnoticed, others may slow down the game or bring the game to a halt. During this session, the players started arguing among each other about the information they were given, and while I paused to see how the players were going to interpret what they were learning, I realized that the players were getting stuck. A few minutes after the start of their conversation, the players turned to ask me whether or not the information they had was correct. This was a pivotal moment for the game. In this instance, neither the players nor the scene could find a solution for the contradictory information. As a result, the game slowed down, and the players grew frustrated. In making this mistake, I was potentially harming the players’ experience and the trust the players may have in the NPCs. In this moment, I decided to tell the players that I screwed up and help lay to rest the confusion.

How can you fix or prevent narrative mistakes?

Whether you’re new to RPGs or have been playing for years, narrative mistakes can be a common occurrence. Usually they pass by unnoticed and sometimes they can surprise everyone at the table. As a GM, developing habits of notetaking and being prepared to let the players talk through a confusion can help mitigate narrative mistakes and may lead to great ideas for your game.

Players also have a role in noticing and fixing narrative mistakes. When a mistake occurs, take a moment to consider how to adapt the mistake to best serve the game as a whole. Perhaps a narrative mistake creates opportunity for roleplaying, or maybe the GM made a mistake and hasn’t noticed it yet. Speaking to the GM outside the game and offering possible ways to fix a narrative mistake may help the GM solve the issue quickly.

Finally, keeping in mind that GMs and players are not infallible can go a long way. During this session, when I decided to just admit to the players that I screwed up and confirmed that the players were right, it helped keep the game moving. Furthermore, it helps reinforce a trust between the NPC, Lord Boler, and the characters, which was one of the goals I had in mind during this session.

After a lengthy conversation with Lord Boler, which revealed that the lord’s spies were, in fact, wrong about the gem’s location, the heroes started their journey to the east and the Spire. A renewed sense of confidence settled on their shoulders. They had a chance to bring back Val, and now Lord Boler owed the heroes a favor for the many mistakes he’s made.

Let’s sum up:

  • Narrative mistakes come in many forms. If you feel like something is wrong with the narrative, write it down and keep a list so that you can keep a keen eye for those kinds of mistakes.
  • As a GM, pauses can yield great results. Taking a break or letting the players talk through their understanding can help generate ideas for the story, fix slip-ups, or resolve confusion without GM intervention.
  • Some mistakes are just mistakes. Being honest and transparent with the players helps keep the game running smoothly and reminds the players that GMs are fallible.

See you at the table!

<<PREVIOUSLY

Empire of the Ghouls Wallpapers

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It’s almost May! So here’s a set of wallpapers for your computer, your smartphone, or whatever electronic device you’ve got. This month, we’re teasing the upcoming Empire of the Ghouls, with art by Craig Spearing.

Let’s raise the dead, adventurers!

 

 

 

 

 

~ ~ ~ ~ ~

Please, click on the image you want to download to expand it into a downloadable image.

Empire of the Ghouls Kickstarter

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A ghastly, green fire flickers in a long-forgotten tomb. From within comes a thunderous crash as the lid of a stone sarcophagus is contemptuously flung aside, followed by the clank of armor and the dread sound of footsteps. Something ancient and evil is coming to claim the night. That ancient evil is none other than Empire of the Ghouls—the new 5th Edition Kickstarter from Kobold Press! We’re thrilled to announce that the funding campaign is up and running. Follow the link below to see the rich rewards that await backers and join their ranks!

Back EMPIRE OF THE GHOULS now!

~~~

 

Warlock’s Apprentice: Treasures of Perun’s Daughter

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Oft threatened by raiding centaurs, dragon legions, and the bandits of the Ruby Despotate, the Duchy of Perun’s Daughter doesn’t take kindly to outsiders too curious about what lies in Perunalia’s vaults and armories—especially those who gawk at the duchy’s leadership of powerful women. Societies dominated by men are dominated too by their rampant emotions: envy, greed, rage. Waging war to capture the coveted treasures of their neighbors seems ridiculous to the matriarchal Perunalians despite its common practice. They believe it’s much more sensible to nurture a legacy of culture, education, and invention. This rare peek at Perunalia’s bounty has been pieced together by accounts from the Crossroads’s noble daughters who’ve attended Perunalia’s academies and Zobeck merchants who’ve crossed paths with Perunalian traders.

Daughters of War and Thunder

Perunalia is ruled by the demigod Vasilka Soulay, the daughter of Perun, god of war and thunder. Although Vasilka is a woman of wisdom and learning, she is also a goddess of great courage, and Perunalia’s warrior women—whether paladins of the Order of the White Lions or archers for whom Perunalia is famed—are quite adept at defending the duchy. Their natural and trained skills are aided by masterfully crafted items and by relics discovered in Sephaya, the current capital city and former ancient city of the elves.

Ancient Sephayan Bow

Weapon (longbow), uncommon

Perunalian historians believe these longbows uncovered in the trees of Sephaya were crafted by elves who lived in an ancient city on the same land. The wood does not match any found in the plentiful gardens of Perunalia’s capitol city, and the true origins of these bows—flexible and light yet sturdy and strong—remains a mystery.

This longbow does not have the heavy property.

Arch of the Tempest

Weapon (longbow), legendary, requires attunement

Some say the master bowyers of Perunalia gained the knowledge to craft these longbows as a gift from Perun himself. Others say the boldest women of Perunalia stared into the heart of the storm without fear and learned to harness its power themselves.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a target with the longbow, it takes an extra 3d6 thunder damage.

Righteous Lightning. The longbow has 3 charges. When you make a ranged attack roll with this weapon, you can expend a charge to cause a stroke of lightning 5 feet wide to blast after your arrow in a straight line ending at your target. Each creature in the line, including your target, must make a DC 17 Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save or half as much damage on a successful one. The longbow regains all expended charges at dawn.

Avatar of the Storm. When the longbow is fully charged, its power manifests in a 10-foot-radius sphere around you, such as swirling winds or crackling dark clouds above you. When you are hit by a melee attack and the attacker is within this sphere, you can use your reaction to deal 3d6 lightning damage to the attacker.

For Perunalia! Only those native to Perunalia can wield this weapon freely. If you are not native to Perunalia, when you attune or break attunement to this bow, you must make a DC 17 Constitution saving throw or take 100 (10d10 + 45) thunder damage or half as much damage on a success.

Arrow of Grabbing

Weapon (arrow), very rare

This arrow has a barbed head and is wound with a fine but strong thread that unravels as the arrow soars. If a creature takes damage from the arrow, the creature must succeed a DC 17 Constitution saving throw or take 4d6 damage and have the arrowhead lodged in its flesh.

A creature grabbed by this arrow cannot move farther away from you. At the end of its turn, the creature can attempt a DC 17 Constitution saving throw, taking 4d6 piercing damage and dislodging the arrow on a success.

As an action, you can attempt to pull the grabbed creature up to 10 feet in a straight line toward you, forcing the creature to reattempt the saving throw. If the creature fails, you can move it.

Arrow of Seeking

Weapon (arrow), rare

An arrow of seeking will continue to hunt its prey even if you miss your mark. If you miss your target when using this arrow to attack, you can make a ranged attack roll as if with the same weapon at the start of your target’s next turn. If you miss, the arrow falls to the ground and ceases to follow the target.

Arrow of Unpleasant Herbs

Weapon (arrow), rare

Perunalia is known for its botanists who use their skills to beautify the duchy’s many gardens and to create healing and helpful potions and poultices. But their discovery of more “unpleasant” herbs doesn’t go to waste. Handle these arrows carefully. Their arrowheads are rubbed with poisonous leaves.

If a creature takes damage from the arrow, it must succeed a DC 15 Constitution saving throw against poison. On a failed save, the creature spends it next turn retching and reeling.

Bloodbow

Weapon (longbow), rare, requires attunement

A fresh bloodbow is carved of a light, sturdy wood such as hickory or yew, but to reach its full potential, a bloodbow must be stained in the blood of creatures it has slain. You’re more likely to see a bloodbow in a deep maroon hue, lacquered and aged under layers of sundried blood and sometimes embellished with dragonborn teeth, centaur tails, or other battle trophies. Perunalians use these weapons to make their enemies’ blood boil into madness.

Bloodbows affect creatures of the type with whose blood the weapon was last soaked. When you make a ranged attack roll with this magic weapon against a creature of that type, you have a +1 bonus to attack and damage rolls. If the attack hits, your target must succeed a DC 13 Wisdom saving throw or become enraged until the end of your next turn. While enraged, the target suffers a short-term madness effect.

Bloodbows most commonly are soaked in the blood of bandits, dragonborn, and other humanoids. If you soak this weapon in the blood of a different creature type, the bloodbow immediately ceases to affect the previous type. The bow affects the new type after a long rest.

Cloak of the White Lions

Wondrous item, rare (requires attunement)

This cloak is woven with crisp white and shining silver threads to create the image of a roaring female lion’s head. While wearing this cloak, you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and isn’t incapacitated.

While wearing the cloak, you can use your action to cast polymorph on yourself, transforming into a lion. While you are in the form of the lion, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.

Gauntlets of the White Lions

Wondrous item, uncommon (requires attunement by a paladin)

The female paladins of the Order of the White Lions defend their lands against the onslaught of warring men. These gauntlets—steel cast in the shape of lions’ heads and polished to a nearly white gleam—strengthen their divine powers for this cause.

While you wear these gauntlets, when you hit a creature with a melee weapon attack and use your Divine Smite feature, the damage increases by 1d8 if the target is an evil humanoid, to a maximum of 6d8.

Perunalian Training Bow

Weapon (shortbow), uncommon

For girls in Perunalia, beginning one’s archery training is a rite of passage at the age of 14. Families send their daughters to the best archery schools throughout the lands, and mothers traditionally gift their daughters’ first bows and arrows at this age.

This bow has 5 charges. When you make a ranged attack roll with this weapon and miss the target, you can expend 1 charge and reroll the die. Alternatively, when you make a ranged attack roll with this weapon, you can expend 3 charges to forgo rolling the d20 to get a 13 on the die. The bow regains 1d4 charges daily at dawn.

Perunalian Training Quiver

Wondrous item, uncommon

The wealthy families of Perunalia ensure their daughters are equipped with everything they need before sending them away to archery academies. In addition to holding your standard arrows, these training quivers have extra adventuring gear any young warrior might need.

As an action, you can reach into the quiver and request adventuring gear worth up to 50 gp. Roll 1d100. If you roll higher than the numerical value of the cost of that item, you find it in your quiver. For example, if an item costs 5 cp, you must roll 6 or higher. If an item costs 50 gp, you must roll 51 or higher. The quiver cannot be used in this way again until the next dawn.

Once you’ve pulled 5 items from the quiver, it becomes a non-magical quiver…

___

Read more of this and other great articles in Warlock, only on Patreon!


Welcome to Midgard: Crossroads Mercenary Companies

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Mercenary life seems full of plunder and easy money when the recruiters come around. Most of the time, it involves a great deal of boot leather and a life spent in tents and camps. The lucky recruits do get paid, find rich plunder, and retire to a manor house filled with sweet scents, rich tapestries, and obedient servants to erase memories of slaughter, death, and burnt-out villages. Most mercenaries are not that lucky.

Argent Rats: Originally bandits who plagued the northeast of the Magdar Kingdom, the Rats have tried to legitimize themselves under new leadership. At first a group comprised fully of kobolds, they operated along the Argent River and disrupted trade. Now their ranks are filled with ratfolk, dust goblins, and other races; they favor short folk, since their specialty is stealth and getting into places others cannot. To their credit, they even have a number of halfling members, though others mistake them for young humans. The Rats are oddly distrustful of gnomes and will not allow them into their ranks, giving no more reason than a bad deal in the past.

Black Brotherhood: Composed of disciplined soldiers from throughout Midgard, the Brotherhood’s diverse ranks are bound in together by their faith in Mavros, god of war. For this massive mercenary army, war transcends nationalistic affiliations and even business interests. Blazing the trail of war is a warrior’s lifelong pilgrimage. Every battlefield is a living holy site emerging from moments both grim and great.

Veteran campaigner Captain Laurius Nuno (N male human fighter 13) heads the company pavilion, which can be found at a different Crossroads location every season. The pavilion sets up near a city expecting conflict, thus offering abundant employment opportunities—Nuno’s most recent service was against the Mharoti. Though the captain might arrange meetings between company captains and prospective employers, he seldom intervenes in the employment of individual units. Separate war companies have even ended up facing one another on opposing sides of a conflict. Such is the way of war.

Hogar’s Horribles: An accomplished eldritch warrior, Harmund Hogar (NE male tiefling wizard 11) would have been a natural successor for his Dornig father’s mercenary company and minor estate. His relatives did not view the half-breed Harmund as worthy of the honor. Maneuvering swiftly after the elder Hogar’s passing, they capitalized on ancient but active laws to seize the Hogar holdings.

Ostracized by his blood relatives, Harmund embraced his heritage and found kin of his own choosing in fellow half-breeds, forming a mercenary company working out of the Crossroads. Willing to tackle the most dangerous jobs with their strange talents and abilities, this small group of mostly half-bloods includes elfmarked, hellbred, demonmarked, and even dragonkin. Harmund dubbed his motley band “the Horribles” only once in jest, but the name stuck. They don’t make it a point to live up the moniker, at least not often. Hrothgar’s Marauders: This band of competent yet somewhat feral gnoll mercenaries from the Rothenian Plain are led by Hrothgar Torn-Ear, a savage warrior with a penchant for wearing the teeth of his enemies in his trophy necklace. The Marauders are superb rangers and scouts, highly skilled with bows, and excel as lightly armored skirmishers. Hrothgar keeps his troops in line as he searches for those who wiped out his pack on the steppes in between jobs.

Hrothgar doesn’t realize that a demon possessed him one night and he massacred everyone in his camp before collapsing into unconsciousness. The demon lays dormant deep inside his head, but it will return if the gnoll ever discovers the truth.

Huginn and Muninn’s Company: This company of Northlanders sells its services for gold and steel, always with an oath to Wotan (because all its members are fervent followers of that god). Huginn and Muninn are Wotan’s ravens, and two birds fly on the company’s banner. This small army has at least three strongholds in the North, and three times that number in outposts, which are both lucky numbers for the Northlanders.

Almut Shield-Breaker leads the company, and his troops reverently refer to him as Wotan’s Son. Almut is a berserker who believes that the ravens must be fed on a regular basis, and he resorts to banditry and pillage to honor them if peace lasts for too long.

The Raven’s Sons: A small company of about 50 humans, ravenfolk, and centaurs, these soldiers have fought for the Despot of Reth-Saal, the Master of Demon Mountain, the Tsar of Vidim, and once for Lucan, the king of the Greater Duchy of Morgau. They are cynical and cruel, fiercely loyal within their fraternity and mocking of all others. Their commander is Festering Ferdzik, a male darakhul born in Krakova. Company legend says he abandoned the Ghoul Imperium for a life on the surface.

The company contains skilled and dangerous officers, including Bogmila Cahliana (LE female human cleric 9 [Vardesain]), Silver Pyoran the company treasurer (N male ravenfolk rogue 7), and Kostyan Syromakha (CN male human barbarian 4), a Khazzaki who leads the company’s charges.

Most other mercenary companies consider the Raven’s Sons to be dangerous predators and plunderers who cannot be trusted. Rumors of cannibalism in its ranks are not uncommon.

Skadi’s Sons: This small group of rangers specializes in alpine or winter warfare. They are either excellent climber or skiers (often both), and all are assuredly lethal archers. A few barbarians, some fighters, and a handful of assassins, rogues, and casters complete their ranks. The company numbers no more than 200 members, including approximately two dozen women.

These ladies were formerly called Skadi’s Daughters but are now collectively referred to as Skadi’s Sisters, having proven on many occasions to be wilder than their male counterparts. The most notorious deeds of this company include the assassination of Brandur the Snow Skald in his mountain retreat, and the slaying of a curious creature called the Stag Lindworm near Wolfheim. Their current commander is Wulfnoth Blue-Beard (CG male human ranger 12), but the women have their own leader, Mist (CN female human rogue 5).

The Thunderbolts: A crossbow company led by a charismatic priestess of Perun named Thalia Regenbock, the Thunderbolts excel because they train daily and follow orders (a trait rarer than might be expected among mercenary companies). They number from 40 to 100, depending on the season, with a core of Septime and Dornig sergeants and veterans. The Thunderbolts operate well in storms, fog, or rain, since their best scout, Monfried Aldous-Donner, is an elfmarked arcane archer who can see though foul weather.

Thalia claims to be the dispossessed heir of a minor house of Dornig, though she lacks the manners of a noble and curses like a muleskinner. Her simple goal of raising enough cash to retake her manor house was abandoned once she realized that Perun favored her leadership, and she has a knack for negotiating good pay with Magdar and Zobeckers alike. She hates the Mharoti and has earned grudging respect from some cantonal dwarves.

Trollhaugen Pikes: Originally formed to fight the trolls of Trollhaugen, these warriors now find employment as a private army or as housecarls to a particular noble. As their name implies, Trollhaugen Pikes are well versed in the use of pikes. However, they typically use polearms only when facing larger opponents (like trolls) where reach is important. Where polearms would be unwieldy, opponents quickly find that Trollhaugen Pikes are equally expert with halberds, swords, and other weapons.

Their rigid training and discipline allows Trollhaugen Pikes to ignore taunts and baiting. However, in combat they fight aggressively, preferring attack over defense. They do not use shields, favoring two-handed weapons or multiweapon fighting. Not surprisingly, their leader is Meshko Stubblehide (N male trollkin barbarian 7), who hates trolls and giants with particular vehemence…

___

But this is where we must stop for now, my friend. My mind, it wanders so at times. Do come see me again, though, for more of the wonders and surprises of Midgard. (OGL)

You can continue on this adventure in the Midgard WorldbookMidgard Heroes HandbookCreature Codex, and Creature Codex Pawns!

<<PREVIOUSLY

Cult Activity: The Cauldron of Rebirth

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Bemmean Wizard
Bemmean Wizard

Bemmean WizardLegends tell of an oversized cauldron made of black metal that evil creatures can use to turn the corpses of their foes into obedient undead allies. The price of using such an item is steep, but the power to be gained is significant. Of course, using a powerful evil artifact might disrupt the fabric of the multiverse. Such a shockwave attracts attention, and such attention has led a few innovators to try and create lesser cauldrons in an attempt to gain the same benefits but avoid the notoriety. Whether those attempts have been successful or not is open to debate, but when scholars discuss a cauldron that creates zombies, they certainly mean the dreaded Cauldron of Rebirth.

Like any artifact, this item shouldn’t be inserted into a campaign lightly. It is intended more as a plot device than a magic item, and you could focus a sequence of adventures or even an entire campaign around its discovery, use, and eventual destruction. Given the challenge of permanently destroying the cauldron, it could even be the focus of two separate adventure chains or campaigns.

The Cauldron of Rebirth

Wondrous item, artifact (requires attunement by a creature of evil alignment)

An artifact so vile its very mention sends chills down the spines of those who know of it, the Cauldron of Rebirth (known by many names through the centuries) is a prize for those with the blackest of hearts and a target for the pure. Forged of black iron and said to have been fabricated in the darkest heart of Shadow or within the Negative Plane itself, the Cauldron of Rebirth is infused with the antithesis of life. Its purpose is to mass-create undead slaves from the husks of what were once free-willed intelligent creatures.

The Cauldron of Rebirth is roughly ten feet in diameter and stands a full six feet tall from the bottom. It is rarely used, even by those able to find and control it, for such action is an affront to the forces of life and invariably draws the attention of extraplanar beings both holy and profane. Evil creatures desire the artifact’s power while good creatures seek its destruction or at least its quarantine.

The Cauldron of Rebirth is activated by tossing the corpse of a Large, Medium, or Small creature into it. After one minute, the corpse rises as a cauldron-born abomination—use the statistics of a zombie (for Medium or Small creatures) or the statistics of an ogre zombie (for Large creatures) with Intelligence score of 7. A cauldron-born abomination is under the control of the creature attuned to the cauldron at the time the cauldron-born abomination is created and obeys the attuned creature’s verbal commands without questions. The attuned creature can issue commands to any or all cauldron-born abominations within 30 feet; a cauldron-born abomination outside that range will continue performing the last command it was given until that task is complete or can no longer be performed, at which point it will attempt to return to the Cauldron of Rebirth by the most direct route possible.

All cauldron-born abominations created by the cauldron are immediately destroyed if the cauldron is shattered (see below).

Random Properties. The Cauldron of Rebirth has the following random properties:

  • 2 minor beneficial properties
  • 2 minor detrimental properties
  • 2 major beneficial properties

A creature that desires attunement to the Cauldron of Rebirth must be of the vilest nature. Whenever a non-evil creature attunes to the Cauldron of Rebirth, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil. A creature that has attuned to the Cauldron of Rebirth is forbidden from ever entering the Upper Planes.

Using the Cauldron of Rebirth sends out a psychic shockwave throughout the multiverse. When the first abomination rises from the cauldron, a feeling of intense dread briefly overtakes all good creatures on the same plane as the cauldron, and any good creature that succeeds on a DC 20 Wisdom check understands that a powerfully unholy artifact has been activated. A character who then succeeds on a DC 25 Intelligence (Arcana) or Intelligence (Religion) check realizes that the artifact is the Cauldron of Rebirth.

Increased Charisma. After you become attuned to the Cauldron of Rebirth, your Charisma score increases by 2 to a maximum of 22. You lose this benefit immediately if you cease to be attuned to the cauldron.

Nimbus of Evil. While you are attuned to the Cauldron of Rebirth, it emits a hallow effect with a 100-foot radius as long as you are within 10 feet of it. This effect prevents celestials, elementals, and fey from entering the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area.

In addition, any creature hostile to the you who enters the Nimbus of Evil for the first time on a turn or starts its turn there must make a DC 20 Charisma saving throw or become vulnerable to necrotic energy while within the area. A creature that succeeds on the saving throw ignores this effect until it leaves the area.

Destroying the Cauldron. The key to destroying the Cauldron of Rebirth is agency—the cauldron shatters into tiny fragments if a living creature willingly places itself within the cauldron of its own volition. However, the cauldron reforms in 1d4 × 1d100 years unless it is shattered within Shadow or in the Negative Plane.

<<PREVIOUSLY

Gen Con 2019 Schedule for Kobold Press

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Are you going to Gen Con? Planning what games you want to get in? Kobold Press is here to help with 62 tables of delicious gaming goodness to feed your need. We’re offering mostly 5th Edition of the world’s most popular RPG but also a smattering of 1st Edition Pathfinder and 13th Age to taste. Here’s the full schedule of upcoming games from Kobold Press at Gen Con. Short descriptions follow below. Pregenerated characters will be available, but organized play characters of the appropriate levels are welcome. Do you have questions about our games at Gen Con? Reach out to playtest/GM wrangler and designer extraordinaire Ben McFarland by email, brickk (at) gmail (dawt) com or in the comments below, and he’ll do his best to answer your questions to the best of his ability. Can’t wait to see you at the four best days of gaming!

Don’t like lists? If you’re logged into the Gen Con site, this link should show you all of our games too!

RPG19155914 Midgard: Tomb of Tiberesh   Thu @ 9:00 AM

RPG19155926 Midgard: Madman at the Bridge        Thu @ 9:00 AM

RPG19156064 Midgard: Last Gasp    Thu @ 9:00 AM

RPG19156101 Midgard: Last Gasp    Thu @ 9:00 AM

RPG19156124 Midgard: Necropolis of the Mailed Fist         Thu @ 9:00 AM

RPG19156173 Midgard: Necropolis of the Mailed Fist         Thu @ 9:00 AM

RPG19156285 Midgard: Gristle for Grisal     Thu @ 9:00 AM

RPG19155930 Midgard: Madman at the Bridge        Thu @ 10:00 AM

RPG19155954 Midgard: Madman at the Bridge        Thu @ 10:00 AM

RPG19156029 Midgard: Mhalmet Heist        Thu @ 10:00 AM

RPG19156019 Midgard: Mhalmet Heist        Thu @ 2:00 PM

RPG19156078 Midgard: Last Gasp    Thu @ 2:00 PM

RPG19156246 Midgard: Upside Down Sunset          Thu @ 2:00 PM

RPG19156289 Midgard: Gristle for Grisal     Thu @ 2:00 PM

RPG19156301 Midgard: Star Beneath the Sands       Thu @ 2:00 PM

RPG19155960 Midgard: Madman at the Bridge        Thu @ 3:00 PM

RPG19156263 Midgard: Under The Devil’s Thumb  Thu @ 3:00 PM

RPG19156021 Midgard: Mhalmet Heist        Thu @ 7:00 PM

RPG19155916 Midgard: Tomb of Tiberesh   Fri @ 9:00 AM

RPG19156024 Midgard: Mhalmet Heist        Fri @ 9:00 AM

RPG19156066 Midgard: Last Gasp    Fri @ 9:00 AM

RPG19156139 Midgard: Necropolis of the Mailed Fist         Fri @ 9:00 AM

RPG19156167 Midgard: Necropolis of the Mailed Fist         Fri @ 9:00 AM

RPG19156258 Midgard: Atop the Warring Blasphemies       Fri @ 9:00 AM

RPG19156291 Midgard: Gristle for Grisal     Fri @ 9:00 AM

RPG19155967 Midgard: Madman at the Bridge        Fri @ 10:00 AM

RPG19156247 Midgard: Upside Down Sunset          Fri @ 10:00 AM

RPG19156264 Midgard: Under The Devil’s Thumb  Fri @ 10:00 AM

RPG19156305 Midgard: Star Beneath the Sands       Fri @ 10:00 AM

RPG19156022 Midgard: Wreck of Volund’s Glory    Fri @ 2:00 PM

RPG19156088 Midgard: Last Gasp    Fri @ 2:00 PM

RPG19156294 Midgard: Gristle for Grisal     Fri @ 2:00 PM

RPG19156303 Midgard: Star Beneath the Sands       Fri @ 2:00 PM

RPG19156265 Midgard: Under The Devil’s Thumb  Fri @ 3:00 PM

RPG19156214 Midgard: To Wake War           Fri @ 7:00 PM

RPG19156248 Midgard: Upside Down Sunset          Fri @ 7:00 PM

RPG19156306 Midgard: Star Beneath the Sands       Fri @ 7:00 PM

RPG19155919 Midgard: Tomb of Tiberesh   Sat @ 9:00 AM

RPG19156104 Midgard: Last Gasp    Sat @ 9:00 AM

RPG19156142 Midgard: Necropolis of the Mailed Fist         Sat @ 9:00 AM

RPG19156163 Midgard: Necropolis of the Mailed Fist         Sat @ 9:00 AM

RPG19155984 Midgard: Madman at the Bridge        Sat @ 10:00 AM

RPG19156030 Midgard: Mhalmet Heist        Sat @ 10:00 AM

RPG19156229 Midgard: To Wake War           Sat @ 10:00 AM

RPG19156251 Midgard: Upside Down Sunset          Sat @ 10:00 AM

RPG19156292 Midgard: Gristle for Grisal     Sat @ 10:00 AM

RPG19156304 Midgard: Star Beneath the Sands       Sat @ 2:00 PM

RPG19156257 Midgard: Atop the Warring Blasphemies       Sat @ 3:00 PM

RPG19156268 Midgard: Under The Devil’s Thumb  Sat @ 3:00 PM

RPG19156295 Midgard: Gristle for Grisal     Sat @ 3:00 PM

RPG19156221 Midgard: To Wake War           Sat @ 7:00 PM

RPG19156307 Midgard: Star Beneath the Sands       Sat @ 7:00 PM

RPG19156269 Midgard: Under The Devil’s Thumb  Sun @ 8:00 AM

RPG19155921 Midgard: Tomb of Tiberesh   Sun @ 9:00 AM

RPG19156031 Midgard: Mhalmet Heist        Sun @ 9:00 AM

RPG19156144 Midgard: Necropolis of the Mailed Fist         Sun @ 9:00 AM

RPG19156161 Midgard: Necropolis of the Mailed Fist         Sun @ 9:00 AM

RPG19156293 Midgard: Gristle for Grisal     Sun @ 9:00 AM

RPG19155933 Midgard: Madman at the Bridge        Sun @ 10:00 AM

RPG19155938 Midgard: Madman at the Bridge        Sun @ 11:00 AM

RPG19156236 Midgard: To Wake War           Sun @ 11:00 AM

RPG19156271 Midgard: Under The Devil’s Thumb  Sun @ 12:00 PM

Midgard: Atop the Warring Blasphemies: Plunge into the madness of the Western Wastes in a pulp-action, escape adventure for 1st level characters. Pregens provided! PFS Characters welcome. Our only Pathfinder 1st Edition offering this year, by Tim Connors.

Midgard: Gristle for Grisal: A series of crackling blue pillars of light erupt from the peaks of the Grisal Marches, lighting up a hundred mile string of summits. What could it mean? By Michael Turbé

Midgard: Last Gasp: The situation turns desperate when the ancient defenses seal the heroes inside a tomb! Wits & blades must be equally sharp before they breathe their last. By Dan Dillon.

Midgard: Madman at the Bridge: Someone’s sabotaged Zobeck’s Puffing Bridge, can you stop them & restart the bridge before it explodes? By Wolfgang Baur.

Midgard: Mhalmet Heist: Your goal: rob the famed Lounge of a Thousand Whispers, a pleasure salon catering to the rich. Your reward: everything you can carry! By Greg Marks.

Midgard: Necropolis of the Mailed Fist: A necromancer claiming to be the Mother of the First Queens entered & raised the dead with her occult magic. The PCs, as the scions of royalty, must go lay their ancestors to rest. By Sersa Victory.

Midgard: Star Beneath the Sands: A new temple has been uncovered deep in the sands of the Sarklan desert, and it bears the marks of the heretic pharoah, Tiberesh! What secrets lie within? By Jerry LeNeave, third in the Tiberesh adventures.

Midgard: To Wake War: As the party retraces the deserted mountain pass, dust goblins attack. What are the creatures trying to wake here in the Wastes? By Kelly Pawlik.

Midgard: Tomb of Tiberesh: Uncover the secrets of a lost city & explore a funerary complex filled with fiends left stirring from their magical slumber. By Jerry LeNeave, first in the Tiberesh adventures.

Midgard: Under The Devil’s Thumb: Cultists of Nakresh have the city under their thumb. Explore the underbelly of Highgate, unravel its secrets, & dark personas. Infiltrate the cult & procure their most prized trophies or die trying. By Jerry LeNeave, second in the Tiberesh adventures.

Midgard: Upside Down Sunset: A group of zealous rebels strike back against the dictatorial regime and the PCs are caught in the middle. By James Haeck.

Midgard: Wreck of Volund’s Glory: Fleeing across the Wasted West with a stolen artifact, the dwarven airship Volund’s Glory crashed in Ghost Goblin sacred ground, infested with magic-warped abominations. Our only 13th Age offering this year, by Wade Rockett.

 

 

Expanding Codex: Leonino

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The Expanding Codex series fleshes out monsters from the Creature Codex, giving GMs ways to modify the existing monsters to surprise well-prepared players or to introduce monsters to a campaign.

Alternate Traits and Actions

The following changes allow GMs to alter a leonino without modifying its challenge rating:

Favored Messenger. While the leonino is delivering a message, it has advantage on saving throws against spells and other magical effects.

The leonino doesn’t possess the Evasion trait.

Resplendent Wings. The leonino’s wings are vibrantly colored, and it has advantage on Charisma (Persuasion) checks against creatures that can see its wings.

The leonino doesn’t possess the Silent Wings trait.

Rodentsense. The leonino can detect the presence of rats and other rodents within 30 feet. This allows it to sense a shapeshifting creature that has at least one rodent-like form (such as a wererat), even if the creature is not in that form. Additionally, the leonino has advantage on Wisdom (Survival) checks to track rodents.

The leonino does not possess darkvision.

Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., on target. Hit: 5 (1d4 + 3) slashing damage. The leonino grabs the target. If the target is a Tiny or smaller creature, it is grappled (escape DC 10). Until this grapple ends, the target is restrained. A larger creature is not grappled, and it can use an action to remove the leonino with a Strength (Athletics) or Dexterity (Acrobatics) check at the same DC. While the leonino has its target grabbed, it deals 5 (1d4 + 3) slashing damage with its rear claws.

This attack replaces the leonino’s normal bite attack.

New Magic Item and Spells

The following magic item and spells are inspired by a leonino’s abilities:

Leonino Wings

Wondrous item, rare (requires attunement)

This cloak works similarly to wings of flying, but using an action to speak its command word transforms the cloak into a pair of leonino wings. The wings give you a flying speed of 50 feet, and you have advantage on Dexterity (Stealth) checks made while flying in forests and urban settings. Additionally, when you fly out of an enemy’s reach, you don’t provoke opportunity attacks.

Aloofness

2nd-level enchantment (bard, sorcerer, wizard)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a leonino whisker)
Duration: 1 hour

This spell causes the creature that you touch to project an air of detachment in all its social dealings. All other creatures that attempt to make Wisdom (Insight) checks to determine the target’s intentions have disadvantage on those checks.

In addition, a creature that interacts with the target for the duration must make a Wisdom saving throw. On a failed save, the creature attempts to curry favor with the target, and the target has advantage on Charisma (Persuasion) checks against that creature for the duration, provided a check is made to benefit the target in some way.

Evasive Maneuvers

1st-level abjuration (bard, paladin, ranger)
Casting Time: 1 reaction, which you take when you are subject to a spell or effect that allows you to make a Dexterity saving throw to take half damage
Range: Self
Components: S
Duration: Instantaneous

Upon casting this spell, you gain an innate sense of how to avoid the worst of a damaging spell or effect. If you succeed on the Dexterity saving throw, you take no damage. You only take half damage if you fail the saving throw.

Leonino’s Mark

1st-level enchantment (bard, sorcerer, wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a leonino claw)
Duration: 1 day

You mark a creature you can see as an enemy to cats. The creature must succeed on a Charisma saving throw, or felines become hostile toward the creature for the duration. Felines have advantage on Wisdom (Perception) checks against the target, and they have advantage on saving throws against effects that would cause them to become frightened of the target. Felines always attack the target in preference to all other creatures, but will not risk their lives to reach the target.

If you can see the target and a feline in combat, you can end the spell, and the feline has advantage on its attack rolls until combat ends. This does not compel the feline to continue fighting the target.

Leonino Adventure Hooks

  • A leonino has been hunting a particular wererat for the past couple of months, but the wererat has continuously thwarted its pursuit. Desperate for help, the leonino deigns to ask the PCs for assistance with its hunt. It has very little treasure to offer, but it promises to serve as a familiar to a PC after they have successfully dealt with the wererat.
  • An elf offers a generous reward for the return of its leonino pet. While the elf reasons someone has kidnapped the leonino, the truth is the elf has been abusing the creature and it managed to escape.

If you have any requests for monsters from the Creature Codex for future installments, please let me know in the comments, and I’ll make sure to add them to the queue.

<<PREVIOUSLY

Inside the Kobold Mines: A Conversation with Matt Corley

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Midgard is my favorite campaign setting, and Tales of the Old Margreve is poised to be my favorite campaign book. Quite apart from my own contributions to the Player’s Guide—about which, more in a later article—I was able to playtest a lot of this in my own Midgard campaign, and it’s just deliciously chock-full of content, from a detailed campaign setting to a host of incredible adventures. With the release of Tales of the Old Margreve right around the corner, I chatted with lead designer Matt Corley about this fantastic project, how he came to be involved with it, and how we both see the vast, leafy green intelligence that is the Old Margreve.

Into the Deepwoods: An Interview with Tales of the Old Margreve Lead Designer Matt Corley

Lou: So… I can’t think of a time I’ve been more excited for a project than Tales of the Old Margreve. There really isn’t anything like it. In my mind, the Margreve is Mirkwood on steroids. But how would you characterize it?

Matt: Grimm’s fairy tales and the Black Forest come to life. I’m so happy with it. The original book is classic, and to be able to bring it to 5E is literally a dream come true. The Margreve is full of firsts for me:

  • My first fiction work.
  • My first adventure.
  • My first time including my girls in my writing.
  • My first Kickstarter.
  • My first time working with legends of the industry.

I still can’t quite believe that Wolfgang gave me the chance. I wondered for a while if he thought I was a different Matt.

Lou: Well, that begs the question question—why did he?

Matt: I like to believe that he saw the short encounter that I wrote for Scott for the Kobold Press blog, and I just happened to ask at the right time. Sometimes that’s all it takes. Asking a question and seeing what happens. The worst you can get is a no, which is where you are if you don’t ask.

Lou: Wow. So you went from that to this with nothing in between?

Matt: I wrote professionally for a nationally syndicated Brazilian jiu jitsu magazine for about three years, but sort of kind of, yes? I offered to convert “The Hollow” for the blog, and it blossomed from there. I was asked to do things, and I did them. I never missed a deadline; I never ignored an email. I treated this job like I do my day job. And that paid off enormously.

Lou: Oh, and you wrote the Rogue’s Gallery piece on the Kobold blog, Ga’rok Tok. He was a brilliant villain. That was when you and I started talking, right?

Matt: It was. And that may actually have been what Wolfgang saw too, now that I think about it. It was one of their most shared/popular posts. At least at the time. I love writing characters and NPCs, but it’s also very hard for me. Ga’rok and Eagehrt, from Vengeful Heart, are two of my favorite creations. For Eagehrt especially, I wanted the players and GM to hate him.

Lou: Ga’rok Tok rocks! We added him to our Southlands campaign. But to get back on message, what is your favorite part of Tales? It was working with me, right?

Matt: It was definitely one of the highlights.

Lou: I asked one of my players, “When you think of the adventures that we have played in the Margreve forest, what do you think is the defining tone that sets it apart from other sessions?” He said, “I think it’s the fairy tale atmosphere. I’ve never played in a game like that.” What do you think?

Matt: The stories and feel of the Tales of the Old Margreve definitely harkens back to an era of storytelling and folklore older than what many RPGs use as their point of reference. I really liked how ancient and alien the forest itself is. It’s very Lovecraftian.

Lou: Lovecraftian? Do you think the forest is evil? It can certainly be hostile although it does reward players for a lot of good deeds they could potential do.

Matt: “Alien in its motivations, actions, and perspective” would be more accurate. I wouldn’t say it’s innately evil at all. But it’s definitely selfish from the sense that it will do what it must to survive and pursue its own goals. I don’t think it’s wrong to think of it as a body and then take that analogy as far as you’d like. Your player that said “fairy tale” definitely has the right idea, just not the Disney version of a fairy tale.

Lou: Well, maybe the forest in Snow White. Do you have a favorite part of the book?

Matt: That’s tough! You’re asking me to choose between my babies!

Lou: It’s the Player’s Guide, right?

Matt: Since I have two daughters, you will get two answers: “The Vengeful Heart” and the encounter tables.

Lou: Oh yeah, those encounter tables are awesome. My group, as you know, is midway through “The Vengeful Heart,” and it is incredible! [Note: We finished it after the interview, and it was phenomenal! Also, we had our first PC death.]

Matt: I think that something folks need to realize with Tales is that while it’s technically a conversion of old adventures, there’s much more new content that old. There are more links and sinews holding them together too for GMs that want to make it a sandbox style campaign.

Lou: So much new. I have the Pathfinder version. This is greatly expanded and lavishly illustrated. The art is beautiful.

Matt: The art is amazing. One way to think of it is to remember that a lot of the original book was Pathfinder statblocks and creatures already in Tome of Beasts or Creature Codex. We kept the duplicates to a bare minimum and converted everything to the more succinct 5e statblock. And in doing so, that 111-page book is now two books with more than 250 pages.

Lou: And there’s some amazing contributors: Wolfgang Baur, of course, and James Introcaso, Ben McFarland, Jon Sawatsky… and what a coup getting Dennis Sustare!

Matt: They’re all very talented, and having Dennis write a druid subclass in the Player’s Guide was tremendous. He’s the guy that actually created the first druid class in AD&D.

Lou: It’s such a fantastic product. The Bluebell Coaching Inn is worth the price alone. And that’s just one small part.

Matt: The one thing that I’ve tried to use in my own Margreve games is that the forest is an integral part of the story. It moves, breathes, and interacts as much or as little as it wants to, and any time I heard a player say something like, “I wish I could just fireball here, but there are too many trees,” I felt like I did my job reminding them who’s really running the show so to speak.

Lou: Well, the forest is old, and ancient…

<<PREVIOUSLY

___

Matt Corley is the Lead designer of Tales of the Old Margreve and Deep Magic: Combat Divination (Kobold Press), Ghoul Island (Petersen Games), and Lamp’s Light Sanitarium (self-published). He is currently working on a several secret projects with Kobold Press and Petersen Games. Follow him on Facebook and on Twitter: @matthewdcorley

Lou Anders is the author of Frostborn, Nightborn, and Skyborn, the three books of the Thrones & Bones series of middle grade fantasy adventures, as well as the novel Star Wars: Pirate’s Price. You can find out more about him and his works at www.louanders.com and visit him on Facebook and on Twitter @LouAnders.

Tales of the Old Margreve Now Available

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Tales of the Old Margreve takes your 5th Edition game deep into the ancient, magical forest, with new spells, monsters, magic items, and wondrous locations, a monster appendix, and twelve adventures for heroes level 1–10. Over 200 pages of adventures and forest secrets!

  • “Hollow” by Richard Pett
  • “The Honey Queen” by Jonathan McAnulty
  • “The Vengeful Heart” by Matt Corley
  • “Challenge of the Fang” by Dan Voyce
  • “The Griffon Hatchling Heist” by Michael Fulanetto
  • “Gall of the Spider Crone” by Tim Connor
  • “Blood and Thorns” by Dan Voyce
  • “Grandmother’s Fire” by Ben McFarland
  • “The Vengeful Dragon” by Steve Robert with Wolfgang Baur
  • “The Fingers of Derende, the Tongue of Derende, and the Heart of Derende” by Jon Swatsky

Sharpen your blade and hoist your pack—it’s time to head into the forest!

And then dive into the Margreve Player’s Guide for 5th Edition give you everything you need to journey into the deep, dark woods and come out again alive—or achieve a hero’s death worthy of story and song! Here you’ll find:

  • Three new playable races from the deep woods: Alseid, Erina, and Piney
  • New barbarian primal paths for bearfolk characters: Hive Tender and Shadow Chewer
  • Forest-themed class options for clerics, druids, rangers, rogues, warlocks, and wizards, including the Circle of Oak druid and the Griffon Scout ranger
  • 13 new companion beasts, including everything from alligators and falcons to a giant mongoose, forest hounds, and rare stags
  • 6 new feats, and a new Forest Dweller background with a feral variant
  • 45 new spells, including shadow tree, legion of rabid squirrels, mark prey, and revive beast
  • New magic items, including bracelet of the fire tender, circlet of holly, and sickle of thorns

The gods speed you on your quest, heroes. Stay to the path! Beware the human‑sounding whispers from the shadows! And never, ever light a torch after midnight…

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Pick up your copy of  Tales of the Old Margreve, Margreve Player’s Guide, and the Margreve Pawns now!

Tome of Beasts: Xhkarsh

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Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom.

Dimensional Travelers. The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible to—possibly even incompatible with— creatures of this reality.

Tamper with Fate. The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends—but what those ends might be, only the xhkarsh know.

Foes of Skein Witches. Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk.

XHKARSH

Large aberration, neutral evil
Armor Class 19 (natural and mystic armor)
Hit Points 133 (14d10 + 56)
Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 21 (+5) 18 (+4) 15 (+2) 16 (+3) 15 (+2)

Saving Throws Cha +5
Skills Insight + 6, Perception +6, Stealth +8
Senses darkvision 60 ft., tremorsense 120 ft., passive
Perception 16
Languages Common, Deep Speech, Undercommon
Challenge 8 (3,900 XP)

ACTIONS

Multiattack. The xhkarsh makes two claw attacks and two stinger attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Stinger. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target’s fate can be restored by a dispel evil and good spell or comparable magic.

Seize Strand. The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh’s consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh’s presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target’s fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time.

Invisibility. The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it.

<<PREVIOUSLY

___

But this is where we must stop for now, my friend. My mind, it wanders so at times. Do come see me again, though, for more of the wonders and surprises of Midgard. (OGL)

This creature comes from the Tome of Beasts. You can continue on this adventure in the Midgard WorldbookMidgard Heroes HandbookCreature Codex, and Creature Codex Pawns!


Inside the Kobold Mines: The Forest of Old

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“And into the forest I go, to lose my mind and find my soul.”

―John Muir

“Tom’s words laid bare the hearts of the trees and their thoughts, which were often dark and strange, filled with a hatred of things that go free upon the earth, gnawing, biting, breaking, hacking, burning: destroyers and usurpers. It was not called the Old Forest without reason, for it was indeed ancient, a survivor of vast forgotten woods; and in it there lived yet, ageing no quicker than the hills, the fathers of the fathers of trees, remembering times when they were lords.”

―J.R.R. Tolkien, The Fellowship of the Ring

A Deeper Look at Tales of the Old Margreve

“The Old Margreve Forest is an ancient place, already old when most of the gods were young.” So begins Tales of the Old Margreve, these words (and an apropos quote from H.P. Lovecraft) kicking off two hundred pages of combination campaign setting and adventure collection. The Margreve is, of course, the great and sentient forest of the world of Midgard, a vast, slumbering intelligence home to all manner of magical flora and fauna, which exists to the west of the city of Zobeck. Drawing equal parts from Germany’s Black Forest (the setting for the tales of the Brothers Grimm) and the Mirkwood of Middle Earth, the Margreve is the ur–magical woods, a place of bright enchantments and dark shadows where one might encounter an alseid or bearfolk, spot a treant, or cross paths with the Iron Teeth of Baba Yaga. Even Grandmother herself or one of her daughters might show up beneath the forest’s boughs.

The world’s most popular role-playing game has never seen anything like this. An aura of ancient myth permeates the setting portion of the tome while the adventures contained within draw to mind not so much 20th- and 21st-century fantasy epics as they do older works of folk and fairy tale. A literal “anything can happen” vibe permeates these woods and makes for a tabletop experiences unlike that found elsewhere.

The book itself contains 56 pages of campaign setting information and 135 pages of adventure. It opens with a mesmerizing “Gazateer” that sets the tone for the GM before going on to discuss optional rules for determining character status in the Margreve—yes, the forest has an attitude toward every character, and its attitude matters—then notes on the life and powers of the forest, thoughts on customizing the experience to your table, and the most amazing random encounter tables. The encounters are broken into separate charts for the Great Northern Road that bisects the woods, fey encounters, and day and night encounters on the outskirts verses the interior of the forest versus the forest’s “heart.” Many of these encounters are fabulous story hooks as well. Just take this one example: “The Moonlit King (see Tome of Beasts) strolls into camp with a satyr. He produces empty cups for each member of the party and invites you all to share a drink and tell tales.”

Next up is “Sites, Inhabitants, Adventure Hooks,” which covers history and geography, details all the Coaching Inns along the Great Northern Road, and features places like the Meadow of Fey Revels (actually in the Margreve’s sister forest, the Arbonesse), the Dancing Stones, and the Bluebell Coaching Inn. The Bluebell is a treant-owned establishment where mortals can mingle freely with fey alongside the magical denizens of the Margreve. It occupies over 5 pages of the book and includes a beautiful map of the inn.

“Magic in the Margreve” is exactly what it sounds like. New spells tailored for leafy-green environs: Porevit’s mantle and snap the leash are particularly interesting.

And then we come to “Hollow” by Richard Pett, the first of 12 adventures that can be played on their own or as an entire campaign, 1st to 10th level. Following “Hollow,” we have “The Honey Queen” by Jonathan McAnulty, “The Vengeful Heart” by lead designer Matt Corley, “Challenge of the Fang” by Dan Voyce, “The Griffon Hatchling Heist” by Michael Furlanetto, “Gall of the Spider Crone” by Tim Connor, “Blood and Thorns” by Dan Voyce, “Grandmother’s Fire” by Ben McFarland, “The Vengeful Dragon” by Steve Robert with Wolfgang Baur, and the tryptic “The Fingers of Derende,” “The Tongue of Derende,” and “The Heart of Derende” by Jon Sawatsky. Of these, my own table has playtested “The Honey Queen” and “The Vengeful Heart,” and we’ve used the status rules, encounter tables, and other bits from the setting as well as the related “The Bramble King” adventure from Warlock Lair 23. And none of them disappointed in the slightest.

Finally, the book ends with 14 pages of new forest monsters and creatures (though others as well as a host of NPCs are found in the pages of the adventures).

Obviously, anything here could be pulled out and happily dropped into another campaign setting, either official or homebrew. But this amazing work by so many talented designers and artists combines to make a place that feels as real as the world outside, as resonant as any traditional folklore, and as alive as the woods beyond your door. I for one to plan to spend a long time inside the leaves of this tome and to explore it thoroughly. I’m sure you’ll want to do the same.

 

<<PREVIOUSLY

Pick up your copy of  Tales of the Old MargreveMargreve Player’s Guide, and the Margreve Pawns now!

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Lou Anders is the author of Frostborn, Nightborn, and Skyborn, the three books of the Thrones & Bones series of middle grade fantasy adventures, as well as the novel Star Wars: Pirate’s Price. You can find out more about him and his works at www.louanders.com and visit him on Facebook and on Twitter @LouAnders.

 

Tour of the Empire: The Throttle, a Darakhul Outpost

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A ghastly, green fire flickers in a long-forgotten tomb. From within comes a thunderous crash as the lid of a stone sarcophagus is contemptuously flung aside, followed by the clank of armor and the dread sound of footsteps. Something ancient and evil is coming to claim the night. That ancient evil is none other than Empire of the Ghouls—the new 5th Edition Kickstarter from Kobold Press…

THE THROTTLE

This wide, rough-hewn cavern has been set as an outpost by the Ghoul Imperium. The Throttle, as the ghouls call it, is a checkpoint on the safest route from the Free City of Zobeck to Darakhan, the darakhul capital.

Cavern Features

Ceiling. The uneven cavern ceiling ranges in height but stretches to a maximum of 90 feet. Large stalactites loom ominously from the ceiling like giant icicles formed of rock, making it appear almost as if the cavern is melting.

Walls. The sides of the cavern are uneven. In some areas, jagged rock protrudes from the stone walls, and in others, smaller stalactites drip from the walls.

Uneven Ground. The floor of the cavern is littered with rocks, pebbles, and pieces of broken cave formations. Stalagmites protrude from the cavern floor at uneven intervals. The area is difficult terrain, other than the road down the middle of the chamber.

The Travelled Path. Due to the travels of Ghoul Empire soldiers, the center of the cavern has been worn into a useable path. Stretching 10 feet wide in most areas, the ground here is mostly smooth and free of rocks and debris.

Light. The cavern stands in darkness. Near either end of the cavern, strange spots of luminescence, created by glow worms, light up the high ceiling like stars on a clear evening. In the centre of the cavern, only a few single dots appear. The illumination is too dim to allow creatures without darkvision to see.

Sound. Noise carries in this expansive stone cavern. Creatures attempting to move stealthily through it have disadvantage on Dexterity (Stealth) checks. Loud noises cause showers of pebbles to fall from the ceiling.

Barricades. At its widest point, the cavern stretches a mile, and here the gaps between the stalagmites have been stuffed with debris, creating two high shelf-walls with an opening between them to allow traffic through. Located on a main branch of tunnels, this choke point is intended to slow down those who use it.

Hazards. The cavern is strangely resonant. Any attack, spell, or other effect that deals thunder damage in this area has a 25% chance of causing stalactites to fall from the ceiling, dealing 10 (3d6) bludgeoning damage to creatures standing below. Succeeding at a DC 15 Dexterity saving throw halves this damage. Each of the imperial ghouls has a single crossbow bolt enchanted to deal 3 (1d6) thunder damage to all creatures within 10 feet of its target. If one of these bolts strikes within 10 feet of the massive stalactites around the choke point, they will collapse, blocking the road and dealing 20 (6d6) bludgeoning damage to all creatures beneath them. This damage is halved with a successful DC 15 Dexterity saving throw. If the path is blocked in this manner, it takes four creatures eight hours to clear it enough to pass through.

Sentries

Two pairs of imperial ghouls make their way between the barricade and the entrances to a maze of narrow tunnels leading off the main area. They often travel along the main path, but there is a 25% chance they divert their course and patrol the outer area of the chamber.

Pairs of darakhul patrol both sides of the wall at all hours. A total of four groups of three imperial ghouls keep watch from the top of the walls, two groups on each side, ready to fire their crossbows at intruders attempting to scale the rocks or attack their companions.

Warren of Tunnels

Creatures hoping to dispatch the sentries and avoid the darakhul outpost by navigating this warren are faced with five large black puddings. The creatures move about the narrow tunnels, often climbing walls and the ceiling before dropping on their victims.

Navigating the maze of tunnels in order to re-enter the large cavern on the other side of the barricade takes a DC 17 Wisdom (Survival) check. Failure results in wandering the caverns for one hour before returning to this cavern on the side they entered. Failure by more than 5 leads the party out of this area and down winding tunnels in the opposite direction.

Spotted!

The primary purpose of the Throttle is to prevent enemies of the Imperium, which is almost every intelligent being, from accessing the capital city. Its secondary function is to capture food and slave stock for the emperor.

When travelers pass through, the darakhul manning the stalagmite wall hail them, asking their names and the purpose for their travel. While they do this, the darakhul who typically patrol the wall attempt to slip into position unnoticed. As the imperial ghouls end their questioning, the darakhul strike. Attempting to subdue their foes, the darakhul knock their enemies out once they reach 0 hp. Failing that, they stabilize their fallen foes once battle has ended. Prisoners are relieved of their weapons and moved to a permanent structure in the camp for questioning.

The Camp

The bases of the two walls to either side of the 60-ft. opening are lined with collapsible tents and small permanent structures. Here the remaining darakhul stand watch, discuss strategy, and await orders. Darakhul messengers riding giant spiders pass through the outpost to deliver messages from larger darakhul settlements.

The commander of the outpost is Pryor Ellsmark, an iron ghoul. His right hand Dru Wytchlight, a darakhul shadowmancer, is never without her two shadow skeletons.

A total of twenty imperial ghouls and six darakhul ghouls are based at this outpost.

Prison

One of the small permanent structures in the camp serves as a prison. Intruders taken captive are stripped of their weapons, armor, and tools before being brought here for questioning by Pryor Ellsmark and Dru Wytchlight. Once the pair have finished assessing the prisoners, weak ones are consumed at the outpost while stronger specimens, or ones who have withstood their torture, are hooded and led to the capital for the emperor and his bureaucrats to question further or otherwise decide their fate.

Food given to the prisoners consists of musty-tasting fungus, small portions of cave lizard or giant spider, and fetid water collected from the dripping stalactites.

The prison currently houses Heinrek Klaussen, a spy for the Blue House in Zobeck, and Zylanthea, a shadow fey guardian from Corremel, City of Shadows.

Barsella, Jailer for the Throttle. The jailer is an imperial ghoul named Barsella, after the city she originates from. She collects dice and will show small kindnesses, such as an extra scrap or two of food or a rumor of goings-on in the ghoul capital, to prisoners who give her a die or two.

Pryor Ellsmark’s Quarters

This small chamber looks more like a war room rather than living quarters. An unevenly shaped but perfectly flat slab of stone stands in the middle of the room. Maps of the area, both above and below ground, take up the majority of the tabletop. A small, lacquered chest holds missives and orders from the capital. Commander Ellsmark endlessly works and reworks his plans for the defense of the outpost from this room.

Pryor Ellsmark, Commander of the Throttle. In life, Pryor was the mediocre captain of a mediocre mercenary company operating near the Free City of Zobeck. When his company was wiped out in a skirmish with reaver dwarves, the captain was gravely injured. Left for dead with the corpses of his former unit, Pryor had few options but to consume their decomposing flesh. Despite this, Pryor succumbed to his injuries but woke the following day as a darakhul. Finding his way into the company of other darakhul, Pryor was commissioned into the army and fought in several notable battles during the taking of Krakova. Command of the Throttle was granted to Pryor for his deeds during the war, and he is desperate to prove himself, unaware that his second is already plotting his overthrow.

Dru Wytchlight’s Quarters

A large, silk-covered divan occupies much of the space in this room with plush, silken cushions scattered about the rest of it. A small, round-topped table stands near the divan, piled high with books on surface world customs, history, and religion.

Dru Wytchlight, Second-in-Command. Assigned to provide arcane support to the commander of the Throttle, Dru Wytchlight seethes to take control from Pryor Ellsmark. She is currently using her time questioning Zylanthea to instead learn about the Shadow Realm and which of its power players might ally with her in overturning Ellsmark’s command and turning the outpost to her own purposes.

Back EMPIRE OF THE GHOULS now!

Con Report: PaizoCon 2019

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And what a delightful weekend was had. Much excitement, much gaming… much friends! The latest PaizoCon did, of course, not disappoint. Thank you to everyone that stopped by and made this another wonderful year, and thank you to Paizo for putting on the wonderful show.

Kobold Meagan Maricle was on hand and snagged some photos of the action, putting herself in harms’s way to bring us enjoyment. Witness Stephen Radney-Macfarland wandering behind the booth (behind the booth!) with Kobold-in-Chief Wolfgang Baur and Kobold designer Brian Suskind. (No one got hurt! But a game session broke out.)

And wonder at the glory that is Wayne Reynolds at his art panel talking about drawing fantasy armor to fit real medieval armor standards. According to Meagan, “He’s super into medieval armor, fighting, and history, and I loved the panel! (He’s also my favorite artist, so I might be biased.)”

And and and… plushies!!!

Were you there too? Did you have a blast? Tell us about it.

Out of the Frying Pan: Weaving Words, Silk, and Steel

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Encounters have consequences. Every slain bandit has friends who will want revenge, and every devil banished back to the Eleven Hells reports its failure to its dark lord. What happens when the PCs’ daring deeds come back to bite them?

Weaving Words, Silk, and Steel

The following encounter chains are more than just random conflicts. Each event flows organically into the next, sometimes without giving PCs the chance to catch their collective breath. Each link in the chain subsequently ups the stakes and the complexities of an encounter, thereby giving characters a sense of… out of the frying pan, into the fire!

ENCOUNTER 1: The Page Flies

Recommended Levels: 2–4

The port of Methony is as much citadel as settlement. Densely populated, stoutly walled, and high-towered Methony is a bustling international shipping hub and home to substantial naval fortifications.

Wandering the streets of Methony, PCs might be compelled to enter Thalavar’s Rare Books, Scriptoria, and Scribe Shop. A character might have financial, travel, or legal documents in need of copying, authenticating, or notarizing. Or they may wish to buy or sell scrolls or maps, rare books, or esoteric writings. Perhaps they’re simply lost and seek directions.

The interior is long (60 feet) and crowded with mismanaged bookcases, scroll racks, and shelves of ink pots and pigments, quills, blotters, and charcoals. Disorderly stacks of books, tied sheaves and reams of paper, vellum, and parchments crowd and spill out from piled, dusty corners. Immediately upon entering, you hear, “Welcome, welcome noble folks! How may I enrich your day?” You see the proprietor already moving, having seemingly anticipated your entrance. He now strides keenly toward you, his demeanor friendly but rushed, almost overeager, and his warm smile seems to harden some, becoming more lascivious as he draws nearer…

Allow PCs to make a DC 12 Wisdom (Insight) check; success indicates a PC cannot be surprised by Thalavar’s first “helper.” After all the PCs have entered, Melianthus (cult fanatic) shrieks wildly, “Remember, we need two of them ALIVE!” Then the shop door slams, and Thalavar unleashes his paper golem swarm (see Creature Codex) and attacks. The wild-eyed shopkeeper becomes quickly unnerved by the PCs’ prowess, and at some point after round one of combat ends (GM’s discretion), Thalavar (if alive) quaffs a potion of invisibility and bolts toward the building’s far end, his voice again shrieking, “Blotch, help! Help me, and I release you from your contract! I am undone. They are too strong. Let me through!” The door can be seen (or heard) quickly opening and closing.

PCs pursuing Thalavar or approaching within 20 feet of the workshop door must succeed on a DC 14 Wisdom (Perception) check or be surprised by the scrivener’s second wave of “bodyguards.” Two paper drakes (see Tome of Beasts) silently unfold themselves from atop bookcases and rise to the attack while five map mimics (see Tome of Beasts) begin flying off the shelves from either side.

Developments. PCs winning through and advancing to the workroom door proceed to Encounter 2. PCs opting against continuing may loot the meager cashbox and perhaps find a valued document or low-level scroll and Thalavar’s unused potion if he’s dead. Otherwise, waiting for a short rest or leaving and returning even within the hour (with or without authorities), they will find Thalavar’s shop utterly bare of anyone or anything interesting except the secret cellar (see Encounter 3), the walls of which radiate traces of powerful void magic if detected.

ENCOUNTER 2: The Inking Room

Characters succeeding on a DC 12 Wisdom (Perception) check hear harried sounds of papers shuffling and books slamming beyond the door. If Thalavar survives, muted sounds of two voices arguing are also overheard. Opening the door reveals a printing and inking room. A nearby desk area and bookkeeping space appears looted. Atop the desk, stooped and pale as parchment, Blotch the ink devil (see Tome of Beasts) stands leering. Gripped under one arm, the diminutive devil holds a stack of ledgers and documents. Its other hand clutches an inkwell. Across the room, kneeling amidst scattered papers and ledgers, the now mostly harmless, completely mad Thalavar weeps, raves, and pounds at a trapdoor. The ink devil will throw its inkwell, releasing ink guardian ooze (see Creature Codex) before casting spells. Thalavar behaves as if affected by confusion, his already weakened mind finally shattered after months of interaction with folk of Leng and the constant, mind-twisting, gaslighting “counsel” of his diabolical servant-turned-manipulator.

Blotch was overjoyed when diabolical superiors referred it to X’nog and G’nox, two folk of Leng brothers, career criminals currently seeking discreet workshop locations and distribution houses for their newest venture, Marean silk smuggling. Knowing such an otherworldly partnership would end swiftly in disaster for weak-minded Thalavar, Blotch gleefully finalized all arrangements. Blotch fights until Thalavar is slain. If Thalavar dies before reaching the workroom door, Blotch senses its freedom and gathers any documentation it can carry, releases its ink guardian ooze to await PCs, and teleports away.

Developments. Defeating the ooze, the ink devil (and possibly Thalavar) leaves PCs with the trapdoor and any ledgers and documents held by Blotch (failing his escape). A DC 14 Intelligence (Investigation) check locates Thalavar’s journal (see Developments) amid the confusion of papers and printing supplies. PCs now notice an eerie blue light leaking from around the trapdoor.

ENCOUNTER 3: The Spinning Room

Those lurking below are aware of the PCs and cannot be surprised regardless of how stealthily the locked (DC 12) trapdoor is bypassed. Lifting the door prompts immediate attack from a Marean weaver (see Warlock #4), bursting through the portal and attempting to grapple a PC and drag them below.

Defeating the weaver affords a view to the cerulean-lit cellar 15 feet below. There, two folk of Leng (see Tome of Beasts) and three more (GM’s discretion) Marean weavers are seen hastily piling skeins of fine yarn, thread spools, and bolts of fabric near a strange device casting a sickly blue light throughout the chamber. The folk of Leng attack from range while the weavers skitter across ceilings and walls to engage PCs descending or attacking from above.

Developments. The folk of Leng flee (via etherealness) saving themselves and their device if any of the following occurs before 1 minute (10 rounds) of combat elapses:

  • The metal device (ethereal amplifier: AC 15, hp 45) takes over 30 hp of damage, disabling it
  • Either folk of Leng is killed or incapacitated (disabling the amplifier)
  • Two or more (or 50%) of weavers are slain or incapacitated
  • Both folk of Leng are reduced to under 30 hp

If after 1 minute none of the above conditions are met, a blinding flash fills the room, incinerating any remaining Marean weavers and transporting the wicked Leng brothers, their device, and the pile of silken contraband to places unknown. PCs are briefly dazzled but otherwise unaffected. Searching the area uncovers little although a successful DC 16 Intelligence (Investigation) check reveals a Marean silk cloak (see Warlock #4) buried beneath a rubbish pile.

If PCs force the folk of Leng into early retreat or triumph utterly, they have captured the strange “hoard.” A successful DC 13 Intelligence (History) check reveals the pile of textiles before them contains highly valuable (GM’s determination) and highly dangerous contraband: Marean silk in both raw and refined stages. Silk that if found in possession of anyone of less than akinji rank is grounds for imprisonment and often execution throughout the empire.

Thalavar’s journal relates the summoning and binding of Blotch and later details Blotch’s introduction of their horrifying new “partners,” now paying the scribe handsomely and providing him authority over a menagerie of magical “pets.” Thalavar’s job was simple: maintain and expand his criminal network while regularly luring strays into his shop to keep the newly hatched weavers well fed. Meanwhile, the folk of Leng acquired raw silk through coercion, bribery, and blackmail of the few corruptible slaves, kobolds, and dragonkin within Mistras-Marea. Once transported, processed, and wound into skeins by Marean weavers (hatched from stolen eggs), the silks were smuggled out and off to black-market buyers in Kyprion, Capleon, and Zagora.

Blotch “handled” the operation’s bookkeeping, including contact lists, caravan and shipping schedules, and naval patrol routes, which if recovered (the bundle under its arm) and combined with the journal may be a haul even more dangerous and just as important than any stolen Marean silk.

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Check out the Tome of Beasts and Creature Codex for these monsters and many more!

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Designing with Style: Ability Checks and Saving Throws

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The Designing with Style series breaks down the official 5th-edition style guide to help designers create content that’s well-written, polished, and precise. The exact language for rules and mechanics is extremely specific for a reason: to avoid ambiguity, the enemy of elegant design and easy play.

Understanding the style guide is the key to creating content that’s usable, elegant, and professional. Adventures expect player characters to use ability checks and saving throws to interact with the world, and these mechanics are some of the best examples of highly specific language in D&D.

Ability Checks

Describing an ability check is so often botched that it falls under the “Common Pitfalls” section of the official D&D House Style Guide (emphasis mine):

“Don’t mistake making an ability check, a saving throw, or other roll with succeeding on it. The following sentence gets it right: “You must succeed on a DC 15 Strength check to clamber up the wall.” Don’t write, “You must make a DC 15 Strength check to clamber up the wall,” unless that sentence is immediately followed by a description of what happens on a success or failure.”

As described in the example above, an adventure can call for a generic Strength check, but you could also require a more specific Strength (Athletics) check. At the risk of stating the obvious, it’s worth noting that skill checks are always written as [Ability Score] ([Skill]).

Do. “You must succeed on a DC 12 Intelligence (History) check to recall the story of the gazebo.”

Don’t. “You must succeed on a DC 12 History check to recall the story of the gazebo.”

What about the part regarding “a description of what happens on a success or failure”? There’s standard language for that too. If the consequences for failure are complicated or go beyond “not success,” you can use one of the following options. Pick the one that works best for the situation you are trying to describe.

Option 1.  “You must succeed on a DC 15 Strength check to clamber up the wall. On a failure, you slip and fall into molten lava, taking 18d10 fire damage.”

Option 2. “You must make a DC 15 Strength check. On a success, you reach the top of the cliff safely. On a failure, you slip and fall into molten lava, taking 18d10 fire damage.”

Checks with Multiple Options

If you want to describe a situation where characters can succeed with more than one ability or skill check, you can use one of the following options. Pick the format most appropriate for your situation.

Option 1. “You must succeed on a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check to escape the ogre’s over-enthusiastic hug.”

Option 2. “You must succeed on a DC 12 Charisma (Deception or Persuasion) check to convince the guard that you have permission to attend the coronation.”

Option 3. “You must succeed on a DC 15 Wisdom (Survival) check or a DC 18 Intelligence (Nature) check to determine that the mushrooms are poisonous.”

If there are more than two possible skills to use in a situation, you probably want to pick at most two for the sake of brevity and elegance. A GM can always allow a character to try another skill if appropriate.

Non-Standard Checks

Occasionally, you might want to describe a non-standard skill check, like a Strength (Intimidation) check instead of a Charisma (Intimidation) check. In this case, the character would add their Strength bonus instead of their Charisma bonus to the check. The language is the same, but this is a great example of why specifying the ability score before the check is important. This should be done sparingly in formal adventure writing, but it’s also a fun option for your home game.

Saving Throws

As with ability checks, the key to describing a saving throw is to keep in mind conditions of success and failure.

Do. “To avoid falling off the cliff, you must make a successful DC 15 Dexterity saving throw.”

Don’t. “To avoid falling off the cliff, you must make a DC 15 Dexterity saving throw.”

Again, you can describe success and failure outcomes separately if appropriate. For example, you could say, “Any character who reads the cursed tome must make a DC 17 Wisdom saving throw. On a success, they learn the location of the lich’s phylactery. On a failure, they take 4d6 psychic damage and are incapacitated for 1d4 hours.”

Are you ready to make those Intelligence (Style Guide) checks with advantage? What other style conventions do you find confusing? Roll some Charisma (Persuasion) checks in the comments to suggest topics for future posts.

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