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Gnasty Gnolls: Vulturists in AGE

GnollGnolls have slaughtered their way to gaming infamy, and they are a favorite of gamemasters (GMs) and players alike. This article can be used by GMs to round out this age-old monster, or players can use it to create new characters. The following gnoll variant is formatted for AGE—though you can convert the material to your preferred system easily enough—and is specific to the Midgard campaign world.

Gnoll Vulturist

South of Siwal and deep in the Vulture’s Quarter exists a gnoll kingdom. This kingdom is ruled from a little-known city called Olum Kuleleri, where a gnoll said to be twice the size of any other sits upon a throne of bone. Olum Kuleleri is primarily subterranean, with vast natural and hewn Underdark levels housing armories, gnoll pup nurseries, slave barracks, and meat repositories that are guarded by trolls.

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Gnasty Gnolls: Sand Dancers and Slavers in AGE

GnollGnolls have slaughtered their way to gaming infamy, and they are a favorite of gamemasters (GMs) and players alike. This article can be used by GMs to round out this age-old monster, or players can use it to create new characters. The following gnoll variant is formatted for AGE—though you can convert the material to your preferred system easily enough—and is specific to the Midgard campaign world.

Gnoll Sand Dancer

Indigenous to the Sarklan Desert, where their tribe is called the Kum Firtinasi, Sand Dancers roam the vast empty, having adapted to harsh desert life. These nomads prey on traders and travelers by night, and they go wherever the slaughter takes them, pitching tents made of skin to shelter from hot days. Sometimes hired to protect caravans, Sand Dancers sport gray robes that make them difficult to spot, and they are adept at ambushes, utilizing dunes and dust storms to conceal their approach. It is said that Sand Dancers drain and drink a victim’s blood for moisture, and this rumor has spawned tales that the Sand Dancers are actually vampires. Sand Dancers are hygienic for gnolls, burying their scat in sand banks and taking dust baths that reduce their stink. Sand Dancers have an affinity for bastard swords and crossbows.

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Gnasty Gnolls: Cultists and Guardians in AGE

GnollGnolls have slaughtered their way to gaming infamy, and they are a favorite of gamemasters (GMs) and players alike. This article can be used by GMs to round out this age-old monster, or players can use it to create new characters. The following gnoll variant is formatted for AGE—though you can convert the material to your preferred system easily enough—and is specific to the Midgard campaign world.

Gnoll Cultist

Gnoll cultists have little patience for rituals, viewing torture and slaughter as ritual enough. Often, their devotion belongs to their assumed creator, the demon Mordiggian (also known as Vardesain), patron god of the ghouls. Other cultists revere Anu-Akma, Aten, Bastet, Horus, Ninkash, and Thoth-Hermes, and they seek out converts, prey, and slaves. Cultists wear symbols of piety, such as the eye of Mordiggian, the sistrum of Bastet, or the wedjat eye of Horus, and they use appropriate weapons, such as the flail for followers of Mordiggian and daggers for others, with many of the cult’s warriors having affinities for axes.

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Gnasty Gnolls: The Avenger in AGE

Gnoll

Gnolls have slaughtered their way to gaming infamy, and they are a favorite of gamemasters (GMs) and players alike. This article can be used by GMs to round out this age-old monster, or players can use it to create new characters. The following gnoll variant is formatted for AGE—though you can convert the material to your preferred system easily enough—and is specific to the Midgard campaign world.

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Midgard Mayhem at MACE 2012 and MACE West 2013

Midgard Campaign SettingLast fall Christina Stiles approached me about participating in an event she was organizing for MACE 2012 entitled Midgard Mayhem. The event was designed to showcase the just released campaign setting of Midgard by Wolfgang Baur by running adventures set in it. The idea sounded cool and I agreed to run a couple of adventures for the event.

The first scenario I ran was The Forgotten King’s Tomb by Mike Franke adapted to Green Ronin’s excellent AGE system. The premise of the adventure is that the adventurers are members of an elite cadre of kobold irregulars sent to seek a tomb with supposedly enchanted writing that their Akinji (dragonkin lord) Shard had discovered during an expedition into the Sands of Sorrows many years prior.

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