Kobold Press

Book Review: Desert Moon

Desert Moon
Novel by Mark Walker

The year is 2341, and Earth has formed a multi-planet confederation. As part of this confederation, Earth is now known as Terra and they have a defense force known as the Terran Defense Force (or TDF). The TDF consists of modern weapons including power-armored tanks and vehicles, which are called CATs. Most of these are manned by genetically engineered troops called Purebreds. These troops are made to be faster, smarter, and bigger than normal humans. Combined with this arsenal of equipment and super soldiers are the Assassins. Surpassing even the Purebreds, the Assassins are faster and stronger, and they have their sense enhanced past their peers. Oh, and there is one other catch: They are vampires. Their need for blood drives them to be some of the most feared killers in the confederation. The only weakness these vampires have is that they crave blood; stakes, garlic, and sunlight mean nothing to them unless the garlic is on bread—then they will eat it.

Sediana, the setting for the novel, is the future’s version of a Native American reservation, and it has vast amounts of bauxite, which is a key component in the manufacturing of things like space ships. The TDF wants to protect the resource, but the locals are getting restless and they have just found an ancient stash of M1A4 Abrams tanks, Bradley IFVs, M-4 carbines, and attack helicopters.

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Gen Con 2014 and Kobold Press

595px-Gen_Con_logo.svgNext week, Gen Con 2014 begins, and we wanted to share with you some of what the fine folk at Kobold Press are doing in Indianapolis (aside from being very Koboldy!). We have many more events being run, but most are sold out at this point. So, the ones you see below are still available—snag a spot as soon as you can!

Thursday, August 14, 2014

10 a.m.: RPG1459612 Madman at the Bridge (4 hrs; $4 Pathfinder, 1st Edition)

Saturday, August 16, 2014

10 a.m.: SEM1459561 Wizards Three: Design 201, Making Magic Exciting (1 hr; $0)
With Wolfgang Baur, Benjamin McFarland, Colin McComb
Blazing rays, clever illusions, and potent incantations! Discuss the black art of Pathfinder magic spell creation. We’ll talk about the unwritten rules and unbreakable guidelines.

Noon: SEM1459562 Creating Pulp Adventure (1 hr; $0)
With Wolfgang Baur
Lost cities? White apes? Why, of course! Freelancers and Publishers discuss what makes an adventure “Pulp” and how it makes a game fun! Tips and tricks from industry veterans.

Booth 2537

And, of course, we hope you will visit us at our booth in the dealer hall. We’ll be hanging out at Booth 2537 with some sasquatches and dire weasels.

Wolfgang Baur, Steve Winter, Wade Rockett, Ben McFarland, and many more Kobolds will be at the convention. Watch this space for more information and updates!

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Collection of Curiosities: Inside the Tree’s Hollow

"Jiro the Kobold" by Pat LoboykoPeople and creatures use the hollows inside trees for a variety of things. Below are some possibilities for your game. You can roll randomly for a result below, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.

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Railroading and Your Campaign

TrainWhen I was a new GM, I had a reputation for running very linear campaigns. I didn’t have enough experience with the rules or with storytelling to handle more than slight changes to a storyline; if presented with a scenario that I hadn’t planned for, I defaulted to saying it wouldn’t work and pressing my players to move on, punishing them in-game if they didn’t acquiesce. It wasn’t until years later, after I had gained a lot of experience and perspective, that I realized that I was railroading my players in those days.

Railroading, to explain to the uninitiated, refers to stories where no deviation from the written story is allowed: the PCs are stuck on a narrative train and they can’t backtrack or get off until the train reaches its destination and the campaign ends. Usually this is enforced by a Macguffin, a plot device that commonly serves no purpose other than to keep the story moving along. The two can be seen separately, but in my experience a lot of new GM’s fall into the rut of using them in conjunction to force a story along where it otherwise would, and should, fall apart. Chances are that you as a player have experienced one or both of these already, and if you haven’t then you will at some point in the future.

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Monster Monday: Furtur Demon

MonsterMondaysThis handsome young hart possesses the athletic torso and arms of a man, the ruffled wings of a destitute archangel, and kingly antlers.

Furtur (CR 15)

XP 51,200
CN Medium outsider (chaotic, demon, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +23

DEFENSE
AC 28, touch 24, flat-footed 18 (+4 deflection, +10 Dex, +4 natural)
hp 200 (15d10+120)
Fort +17, Ref +15, Will +12
DR 10/cold iron; Immune electricity and poison; Resist acid 10, cold 10, fire 10; SR 25

OFFENSE
Speed 40 ft., fly 80 ft. (good)
Melee 2 unarmed strike +20 (1d3+5), 2 hooves +18 (1d3+5), and gore +18 (1d6+5)
Ranged +5 composite shortbow [5] +30/+25/+20 (1d6+10/x3)
Special Attack powerful charge (gore +25, 2d6+15)

Spell-Like Abilities (CL 15th)
Constant – detect chaos, detect evil, detect good, detect law, detect magic, read magic
At-will – greater teleport (self plus 50 lbs. of objects only), gust of wind (DC 16), ice storm, sleet storm
3/day – call lighting storm (DC 17), control wind (DC 17), summon (1 hezrou 75%) 1/day – control weather, fire storm (DC 21)

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