Vol 3, Issue 1
Spring 2009

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2 July 2009

"What a roleplaying magazine should be."
Ed Greenwood

The Simple (Yet Epic) Elegance
of Bruce R. Cordell

by Jeremy L.C. Jones

If you’ve played Dungeons & Dragons at all in the last decade, you’ve probably run into Bruce R. Cordell’s work. And if you’ve used his gaming books or run his adventures, you’ve probably noticed that there seems to be some larger—some epic—arc connecting it all.

If you’ve ever met him at a con or online, you probably think he’s a pretty nice guy. He seems as much, anyway.

“My personal theory about Bruce,” said Mike Mearls, co-designer of Iron Heroes and a lead developer on Dungeons & Dragons 4th Edition, “is that he comes off as a nice, low-key guy, because he wants to save all the scary weirdness in his head for the monstrosities he unleashes on the gaming world.”

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Ask the Kobold: Ability Damage

by Skip Williams

What happens to your spells if the ability score that governs them is somehow reduced? Do you lose any spells? If your spellcasting ability is reduced to 0 or less do you lose all your spellcasting ability?

Some of these questions are easy to answer, and some are trickier. Let’s start with the easy answers:

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Halls of the Mountain King
Ships to Patrons

by Kobold Staff

The 3E/OGL release of Halls of the Mountain King has gone to the patrons who supported this project; these patrons both contributed to and funded its creation.

The resulting 175-page saga takes characters from 8th to 12th level as they fight a range of foes in the abandoned halls of a major dwarven holding: everything from giants to secret societies, including a dozen new monsters, great NPCs, and a range of traps and puzzles.

The party explores the Halls from the mountain summit to the deeps in the biggest and best dwarf-centric adventure ever published. If we do say so ourselves.

The primary designers are Tim Connors, Michael Furlanetto, Brandon Hodge, Ben McFarland, and Daniel Voyce. The adventure was developed by Wolfgang Baur and edited by Michael McArtor.

Artists included Malcolm McClinton, Pat Loboyko, and Hugo Solis, and the cartographers include Jonathan Roberts, Sean Macdonald, and Lucas Haley.

Finally, much credit also goes to the patrons for their brainstorms, fine-tuning, playtest results, and suggestions.

Thanks to everyone who contributed! The next Open Design project will be announced in July, and the 4th Edition version of Halls of the Mountain King is still on track for an August release.

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Trapsmith: The Hand of God

by Maurice de Mare

Ultimately, a traps’ function is one of protection. Many things deserve protection; it all depends on the perspective of the traps’ buyer. The altar and its various ceremonial and sacred items are cherished by clerics, and thus they often build the hand of god trap in their temples.

Hand of God Trap
“From the temples’ ceiling, statues depicting the faiths’ saints watch your progress as they clutch their deity’s favored weapon.”

A DC 20 Profession (artist) or Perform check reveals that the statues, while aesthetically pleasing, are slightly too large to fit the scene. A DC 23 Knowledge (religion) check reveals that the statues of the saints all bear symbols of protection.

A cleverly hidden panel at the temple’s pulpit (Search DC 25) arms the trap whenever the chief cleric deems it necessary. When the trap is armed, it attacks anyone entering a 10 by 10 feet area in the temple; this spot is often called the Thieves' Square by the priests. The traps shoots a large harpoon trailing a thick steel chain; this chain is connected to one of the ceiling statues.

If the harpoon hits it deals 2d8 piercing damage, and it immediately begins to tug upwards. The target must succeed on a DC 15 Strength check or immediately be lifted 10 feet towards the temples’ ceiling.

Removing the Lifting Harpoon
If the target makes the Strength check, he may attempt a followup DC 13 Fortitude check. Failing the Fortitude check leaves the target nauseated for 1d3 rounds, while success means he overcomes the pain and removes the barbed harpoon (its barbs inflict 2d8 piercing damage as it is removed).

As an alternative, the target may chop at the chain attached to the harpoon. The chain has hardness 10 and 30 hp. If the target is not lifted into the air, the trap resets and can shoot again in the next round.

Dragged Up to Heaven
Once the target is in the air, the trap yanks the target up 10 feet each round. This deals 2d6 piercing damage to the harpooned target as its barbs tear at the target’s innards. Once the target reaches the statue, the harpoon is violently extracted from the target. This extraction deals 2d8 damage; if the target fails a DC 16 Fortitude save he is also nauseated for 1d3 rounds.

After the harpoon is yanked out, the target must make a DC 15 Reflex save to grab the statue, or else become a victim of gravity and fall to the temple floor. The returning harpoon automatically resets the trap.

If the initial harpoon attack misses, the trap resets itself in 2 rounds, the time it takes to retrieve the harpoon.

The hand of god trap has many variants; the variant described here assumes that the ceiling of the temple is 40 feet above the floor.

Hand of God Trap

CR 4; mechanical; proximity trigger; hidden switch bypass (Search DC 25); automatic reset; multiple traps (harpoon trap, lifting trap, extraction trap, fall); Atk +19 ranged (2d8, harpoon); lifted upwards (2d6 per 10 feet lifted, ceiling is 40 feet high); harpoon extraction (2d8 plus DC 16 Fortitude save or nauseated for 1d3 rounds); DC 15 Reflex save avoids, 40 feet fall (4d6 falling damage); Search DC 24; Disable Device DC 24. Market Price: 25,000 gp.

The statue that hides the trap has hardness 8 and 40 hp. Destroying the statue disables the trap.

Design Notes on the Hand of God Trap

The Hand of God trap is a series of related traps with CR 2 (harpoon), CR 1 (lifting), CR 1 (extraction of the harpoon) and CR 1 (40 feet fall). I have given it a flat CR 4 rating to simplify things.

A Deadlier Hand of God Trap
Turning the harpoon into a magical weapon with the frost, flame, or holy quality can increase the CR by 1 or more. A higher ceiling results in more damage dealt both while lifting the target upwards and also increases the falling distance. Each 20 foot increase in the ceiling height increases the CR by 1.

Love a complex trap? Or got a simple twist you’d like to share? Tell us in comments!

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Monday Monster: Cynoprosopi

by Phillip Larwood

Flying across the arid steppe is a monstrous draconic beast with bat-like wings, a scaled body and legs, and the head of a mangy wolf with a thick goat-like beard. Its scales are a uniform light brown, while its wolf head is dark brown with gleaming red eyes. The dragon-wolf flexes its vicious claws and fire licks from its mouth.

The cynoprosopi or dragon-wolf is a winged dragon with the head of a wolf or hound. Cynoprosopi live in small close-knit packs and dwell in dry steppes or deserts where they hunt gazelles, horses, and buffalo. Despite their bestial appearance and lack of interest in treasure, cynoprosopi are evil and rapacious monsters, and have near human intelligence.

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