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		<title>Lost City Playtest Preview: Malsalix, the Tainted Plant</title>
		<link>http://www.koboldpress.com/k/front-page7951.php</link>
		<comments>http://www.koboldpress.com/k/front-page7951.php#comments</comments>
		<pubDate>Wed, 22 Dec 2010 19:12:53 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
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		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=7951</guid>
		<description><![CDATA[The patrons and designers have completed the first drafts of the The Lost City of Kadralhu patronage project, and now is a great time to jump on if you’re curious but haven’t yet signed up. This week, we present pages from Logan Bonner, Michael Furlanetto, Tracy Hurley, and Quinn Murphy. We tried to choose sections that were as&#8230; <p><a href="http://www.koboldpress.com/k/front-page7951.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><span style="font-weight: normal; font-size: 13px;"><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2010/12/Shen-Shichong-1616-Man-and-Servant-Beneath-Trees.jpg"><img class="alignright size-medium wp-image-7952" style="margin: 10px;" title="Shen Shichong (1616), Man and Servant Beneath Trees" src="http://www.koboldquarterly.com/k/wp-content/uploads/2010/12/Shen-Shichong-1616-Man-and-Servant-Beneath-Trees-248x300.jpg" alt="Shen Shichong (1616), Man and Servant Beneath Trees" width="248" height="300" align="right" /></a>The patrons and designers have completed the first drafts of the <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=87">The Lost City of Kadralhu</a> patronage project, and now is a great time to jump on if you’re curious but haven’t yet signed up. This week, we present pages from Logan Bonner, Michael Furlanetto, Tracy Hurley, and Quinn Murphy.</span></p>
<p>We tried to choose sections that were as spoiler-free as possible, but if you’re planning to play this adventure, you should probably not peek.</p>
<p>Now, we present a few details of the tainted plant malsalix.</p>
<p><em>[<a href="http://www.koboldquarterly.com/k/front-page7928.php">previously</a>]</em></p>
<p><em>__</em></p>
<p>Originally found in the dark recesses of the fey realms, the malsalix is well known in certain circles for its penchant for stealing abilities. Since its introduction to the waterworks, the plant has grown quite comfortable in the dark environs&#8230;<br />
<span id="more-7951"></span></p>
<h3>Life Cycle</h3>
<p><strong>Spores:</strong>The plant begins its life as small spores. The spores interfere with the ability to remember things, especially positive emotions such as friendship and love.</p>
<p><strong>Slime:</strong><strong> </strong>When the spores settle in a nice moist place, they grow into sheets of interwoven strands. These slimes can steal abilities, such as powers.</p>
<p><strong>Seedlings:</strong><strong> </strong>The strands grow thicker and take on a wood-like appearance. They stretch upward, and the plant appears much more humanoid and can even walk upright.</p>
<p><strong>Mature Plant:</strong><strong> </strong>The original vines harden, and the number of tendrils increases.</p>
<p><strong>Elder Plant:</strong> If the plant lives long enough, it can join with others of its kind to create an elder. Their vines intertwine, and they use each other as support to grow much larger.</p>
<h3>Clearing the Taint (Skill Challenge)</h3>
<p><strong>Level:</strong><strong> </strong>15 (6,000 XP)<br />
<strong>Complexity:</strong><strong> </strong>5 (12 before 3)</p>
<p>Kadralhu’s water is full of spores and other bits of the tainted plants. Unless the water is cleaned, the plants always re-establish themselves, and the madness will, eventually, strike again. As the PCs travel through the city and deal with the malsalix infestation, their actions determine if they eradicate the plant or just buy themselves some time.</p>
<p><strong>Approach 1: Filter the water (max 4 successes).</strong></p>
<p>The waterworks has a series of filters. Excess plant material clogged these filters, and the crash broke a few. Fixed filters help the PCs clear the water.</p>
<p><strong>Primary skills:</strong><strong> </strong>Arcana, Dungeoneering, Thievery<br />
<em>Arcana (DC 15)—</em>You know the filters use arcane magic to work.<br />
<em>Dungeoneering (DC 22)—</em>You find materials to help fix the filters.<br />
<em>Thievery (DC 22)—</em>You apply the fixes.</p>
<p><strong>Secondary skills:</strong> History, Thievery<br />
<em>History (DC 20)—</em>You recall a contraption or story from elsewhere that may help. Gives a +2 bonus to a primary skill.</p>
<p><strong>Approach 2: Defeat mature plants.</strong></p>
<p><em>Special—</em>Each successful encounter against one or more mature plants counts as 1 success.</p>
<p><em>Special—</em>The encounter against the elder plant counts as 4 successes. PCs can use the successes from that battle to buy back failures. If they do not defeat the elder plant but are successful in the overall challenge, count it as a failure but with 8 successes, and tell them which faction is planning this.</p>
<p><em>Special—</em>Deciding to help or ignore certain NPCs of the lost city counts as successes or failures. In particular, see the <strong>Waterworks Master</strong> and the <strong>Kidnapped Artificer sections</strong>.</p>
<p><strong>Success:</strong><strong> </strong>The plant is eradicated from Kadralhu.</p>
<p><strong>Failure:</strong><strong> </strong>Effect determined by number of successes:<br />
<em>8 or More Successes—</em>A faction recognizes what the PCs are doing and attempts to save part of the plant for re-infection in 1d4+12 months.<br />
<em>6–8 Successes—</em>A plant is successful at leaving its spores behind. Re-infection will occur in 1d4+6 months.<br />
<em>Less than 6 Successes—</em>Some of the plants find a crevice to hide in and will re-infect the city in 1d4 months.</p>
<p><strong>Trying again:</strong> If they try again after re-infection, they keep half of their previous successes as a starting point.</p>
<h3>Additional Uses</h3>
<p>Skilled artificers and arcane casters use the malsalix plant to craft certain magical items. Two of the best known are paralyzing nets and memory pots.</p>
<h3>Paralyzing Nets</h3>
<p><em>Woven from malsalix vines, these nets both immobilize their victims and remove the ability to think clearly.</em></p>
<p><strong>Level:</strong> 16 (+4)<br />
<strong>Price:</strong> 45,000 gp<br />
<strong>Weapon:</strong> Any<br />
<strong>Enhancement:</strong> Attack rolls and damage rolls<br />
<strong>Critical:</strong> +1d6 damage per plus</p>
<p><strong>Property:</strong> On a hit, the target is immobilized (save ends).</p>
<p><strong>Power (Encounter):</strong> While entangled in the net, the creature cannot use any powers other than basic attacks.</p>
<h3>Memory Pots</h3>
<p><em>These ordinary-looking clay pots hide malsalix slime, allowing the user to steal powers from afar.</em></p>
<p><strong>Level:</strong> 14 (+3)<br />
<strong>Price:</strong> 800 gp<br />
<strong>Alchemical Item</strong></p>
<p><strong>Property:</strong><strong> </strong>The user of a memory pot must first create a psychic connection with the pot, requiring 5 minutes, and can be connected to only one pot at a time.</p>
<p><strong>Power (Consumable):</strong><strong> </strong>Standard Action. Make an attack: Ranged 5/10; Targets one creature; +17 vs. Will; on a hit, steal one power from the creature. Determine the highest level of power that may be stolen using the attack die roll and these guidelines:<br />
<em>Natural 2–14—</em>At-will power.<br />
<em>Natural 15–19—</em>Encounter power.<br />
<em>Natural 20—</em>Daily power.</p>
<p>You gain the stolen power and use it with the statistics for the power from the originating creature. After an extended rest, the ability returns to the originating creature. <em>Miss—</em>Area burst 1, centered on the creature; +17 vs. Reflex; on a hit, the target…</p>
<p><strong>Find your way to <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=87">The Lost City of Kadralhu</a> today by becoming a patron—and perhaps a playtester as well!</strong></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Lost City Playtest Preview: Oklu Roles and Imprint Themes</title>
		<link>http://www.koboldpress.com/k/front-page7928.php</link>
		<comments>http://www.koboldpress.com/k/front-page7928.php#comments</comments>
		<pubDate>Tue, 21 Dec 2010 07:12:51 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[4e D&D]]></category>
		<category><![CDATA[open design]]></category>
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		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=7928</guid>
		<description><![CDATA[The patrons and designers have completed the first drafts of the The Lost City of Kadralhu patronage project, and now is a great time to jump on if you’re curious but haven’t yet signed up. This week, we present pages from Logan Bonner, Michael Furlanetto, Tracy Hurley, and Quinn Murphy. We tried to choose sections that were as&#8230; <p><a href="http://www.koboldpress.com/k/front-page7928.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><span style="font-weight: normal; font-size: 13px;"><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2010/12/Green-tree-monitor-lizard.jpg"><img class="alignright size-medium wp-image-7929" style="margin: 10px;" title="Green tree monitor lizard" src="http://www.koboldquarterly.com/k/wp-content/uploads/2010/12/Green-tree-monitor-lizard-300x205.jpg" alt="Green tree monitor lizard" width="300" height="205" align="right" /></a>The patrons and designers have completed the first drafts of the <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=87">The Lost City of Kadralhu</a> patronage project, and now is a great time to jump on if you’re curious but haven’t yet signed up. This week, we present pages from Logan Bonner, Michael Furlanetto, Tracy Hurley, and Quinn Murphy.</span></p>
<p>We tried to choose sections that were as spoiler-free as possible, but if you’re planning to play this adventure, you should probably not peek.</p>
<p>Tomorrow, we’ll show you the section about the tainted plant Malsalix. Now, though, we present themes for the new <a href="http://www.koboldquarterly.com/k/front-page6807.php">oklu</a> race.</p>
<p><em>[</em><em><a href="http://www.koboldquarterly.com/k/front-page7921.php"><em>previously</em></a></em><em>]</em><em></em></p>
<p><em>__</em></p>
<p>Oklu all fit different roles as dictated by their caste. Within each caste are different groups, each with their own specific function and duties. To create oklu with various roles within each caste, use the appropriate statblock and then replace the default imprint ability with the desired power from this list&#8230;<br />
<span id="more-7928"></span></p>
<h3>Salaa</h3>
<p>The salaa caste is charged with defending society from without and within. Hunters are trained to forage and kill animals for the settlement. Assassins quietly dispatch unruly oma who make trouble. Last are soldiers, who police and defend the oklu communities.</p>
<p><strong>Soldier, Tre-Salaa:</strong> Tre-salaa defend oklu to the limit of their ability. Even if defense takes the tre-salaa’s life, it is seen as a worthwhile sacrifice. The soldiers of oklu society also use their strength of arms to enforce laws and maintain peace when no external enemies threaten the settlement. </p>
<p>Tre-salaa use the statblock for kagash on page XX. Typical tre-salaa hues are earthen reds and brown. Typical tre-salaa names: Sonus, Jollu, Gafto, Rutte, Kade, Genna.</p>
<p style="padding-left: 30px;">TRE-SALAA IMPRINTS<strong><br />
[M] Imprint of Aggression </strong>(weapon)<strong> • At-Will<br />
</strong><em>Trigger—</em>A creature adjacent to the soldier hits with an attack.<br />
<em>Attack (Immediate Interrupt)—</em>Melee 1 (the triggering creature); +15 vs. AC.<br />
<em>Hit—</em>2d8+6 damage.</p>
<p style="padding-left: 30px;"><strong>Imprint of Preservation • At-Will<br />
</strong><em>Trigger—</em>An ally adjacent to the soldier is hit with an attack.<br />
<em>Effect (Immediate Interrupt)—</em>The attack is resolved against the soldier instead.<strong></strong></p>
<p><strong>Hunter, Gra-Salaa:</strong> Gra-salaa have the most dangerous position in oklu society. Hunters must confront the brutal, unpredictable world outside the northern and western walls in search of food for the settlement. The danger they confront dwindles their numbers each day, until few remain.</p>
<p>However, those few are hardened and deadly. The skill these oklu use every day to survive is overwhelming and fatal to their enemies. </p>
<p>Gra-salaa use the assassin statblock on page XX. A gra-salaa’s hue is gray stone. Standard gra-salaa names: Hefad, Jaree, Thena, Awa, Zani, Yiir.</p>
<p style="padding-left: 30px;">GRA-SALAA IMPRINTS<strong><br />
[M] Imprint of Precision • At-Will<br />
</strong><em>Trigger—</em>An enemy or ally within 10 squares gains a bonus to an attack roll.<br />
<em>Effect (Immediate Reaction)—</em>The hunter gains a +2 power bonus to attack rolls until the end of its next turn.<strong></strong></p>
<p style="padding-left: 30px;"><strong>[M] Imprint of the Predator • At-Will<br />
</strong><em>Trigger—</em>A creature within 10 squares scores a critical hit.<br />
<em>Effect (Immediate Reaction)—</em>Until the end of its next turn, the hunter’ next hit is an automatic critical hit.</p>
<p><strong>Assassin, Que-salaa:</strong> Fewer in number than even the gra-salaa, the assassins of the oklu possess lethal arts and knowledge that place them outside normal oklu society. </p>
<p>There is very little for que-salaa to do unless some outsider has trespassed against the oklu. Otherwise, they typically are left to practice in their quarters. When time does come to use their services, however, it is impossible to turn them away from the target. </p>
<p>Que-salaa use the assassin statblock on page XX. Que-salaa skin is black, but few see this outside of the assassin’s training site. Assassins frequently take the color of another role within oklu society. Standard que-salaa names: Iden, Muden, Mudon, Tiden, Wedon, Loden.</p>
<p style="padding-left: 30px;">QUE-SALAA IMPRINTS<strong><br />
[M] Imprint of Travel </strong>(teleportation)<strong> • At-Will</strong><br />
<em>Trigger—</em>An enemy within 10 squares of the assassin shifts multiple squares, charges, runs, or teleports.<br />
<em>Effect (Immediate Reaction)—</em>The assassin shifts an equal number of squares.</p>
<p style="padding-left: 30px;"><strong>[M] Imprint of Pain </strong>(necrotic)<strong> • At-Will<br />
</strong><em>Trigger—</em>An enemy within 10 squares of the assassin is bloodied.<br />
<em>Effect (Immediate Reaction)—</em>The assassin makes a basic attack against a valid target.<strong></strong></p>
<p style="padding-left: 30px;"><strong>[M] Imprint of Shadows • At-Will<br />
</strong><em>Trigger—</em>An enemy within 10 squares of the assassin gains concealment from the assassin or an ally of the assassin.<br />
<em>Effect (Immediate Reactions)—</em>The assassin gains concealment against all enemies until the end of its next turn.<strong></strong></p>
<h3>Iness</h3>
<p>Oklu within the iness caste form the backbone of the society in Kadralhu. The iness include the laborers (known as burdens), craftsmen, and merchants in oklu society. Iness use the burden statblock on page XX.</p>
<p><strong>Burden, So-Iness:</strong> Seeing to repairs and physical labor required in Kadralhu are the so-iness, the “burdens” and laborers. With bigger frames than typical oklu, burdens are well adapted for the strenuous labor each day brings. There is too much work for the burdens to ever keep up with, which means the city is deteriorating at a pace just beyond the oklu ability to repair it. </p>
<p>Over time, this puts the viability of oklu existence into question, but to burdens, it matters not at all: they labor tirelessly regardless. So-iness skin is dark green. Typical so-iness names: Gremma, Jobi, Femma, Bodi, Mysh, Rodi.</p>
<p style="padding-left: 30px;">SO-INESS IMPRINTS<br />
<strong>Imprint of Endurance • Encounter<br />
</strong><em>Trigger—</em>A creature within 10 squares is healed.<br />
<em>Effect (Immediate Interrupt)—</em>The burden gains temporary hit points equal to half its bloodied valued.<strong></strong></p>
<p style="padding-left: 30px;"><strong>Imprint of Power • At-Will<br />
</strong><em>Trigger—</em>A creature within 10 squares makes a successful saving throw.<br />
<em>Effect (Immediate Reaction)—</em>The burden can make an immediate saving throw.<strong></strong></p>
<p><strong>Craftman, Ku-Iness: </strong>The burdens are the backs and legs of the oklu, and the ku-iness are the hands, working skillfully at forges or weaving fabrics. The many trades passed down and imprinted on these oklu keep them occupied through the majority of their days. Oklu use no currency, so they often trade products of their craft for other needed services or donate them for the common good. The ku-iness that  the raw resources the burdens extract and put them to use by other oklu. The Ku-Iness hue is sea green.</p>
<p style="padding-left: 30px;">KU-INESS IMPRINTS<strong><br />
Imprint of Skill</strong><br />
<em>Trigger—</em>An enemy within 10 squares of the craftsman makes a successful skill check.<br />
<em>Effect (Immediate Reaction)—</em>The craftsman gains a +2 to all defenses until the end of its next turn.<strong></strong></p>
<p style="padding-left: 30px;"><strong>Imprint of Talent<br />
</strong><em>Trigger—</em>an enemy within 10 squares uses an ability that is an encounter, daily, or has a recharge.<strong><br />
</strong><em>Effect (Immediate Reaction)—</em>The craftsman gains a +4 power bonus to<strong> </strong>damage on its next attack until the end of its next turn.<strong></strong></p>
<h3>Lothaa</h3>
<p>Teachers, scholars, scientists, and advisors of the oklu people, the lothaa caste is devoted at once to the preservation of traditions and to the discovery of new information. It is with this group that any progress can be hoped for as scientists and sages explore and experiment, bringing new knowledge and information to the oklu communities. Those lothaa devoted to science in particular are devoted to progress and evolution of the oklu.</p>
<p>There are no sub-factions of lothaa; each member of this caste is responsible for learning and teaching multiple subject matters, so a lothaa’s role is more a matter of the individual’s abilities and knowledge. Lothaa skin is various shades of blue, adorned with sigils that represent the knowledge that oklu has mastered. Common lothaa names: Hivo, Thiir, Yoki, Goyu, Riyo, Cintu.</p>
<p style="padding-left: 30px;">LOTHAA IMPRINTS<strong><br />
Sorcerous Imprint • Recharge 5</strong><br />
<em>Trigger—</em>The maester hits an enemy.<br />
<em>Effect (Immediate Reaction)—</em>Deal 2d6 extra damage of a type dealt by the last creature who hit with an attack.<strong></strong></p>
<p style="padding-left: 30px;"><strong>Imprint of Progress • Encounter<br />
</strong><em>Trigger—</em>An ally within 10 squares hits an enemy<br />
<em>Effect (Immediate Reaction)—</em>The maester gains a +2 power bonus to attacks until the end of its next turn.</p>
<p><strong>Find your way to <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=87">The Lost City of Kadralhu</a> today by becoming a patron—and perhaps a playtester as well!</strong></p>
]]></content:encoded>
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		<title>Lost City Playtest Preview: Trignotarbs</title>
		<link>http://www.koboldpress.com/k/front-page7921.php</link>
		<comments>http://www.koboldpress.com/k/front-page7921.php#comments</comments>
		<pubDate>Mon, 20 Dec 2010 07:12:17 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
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		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=7921</guid>
		<description><![CDATA[The patrons and designers have completed the first drafts of the The Lost City of Kadralhu patronage project, and now is a great time to jump on if you’re curious but haven’t yet signed up. This week, we continue to present pages from Logan Bonner, Michael Furlanetto, Tracy Hurley, and Quinn Murphy. We tried to choose sections that&#8230; <p><a href="http://www.koboldpress.com/k/front-page7921.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><span style="font-weight: normal; font-size: 13px;"><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2010/12/Parasitic-wasp.jpg"><img class="alignright size-medium wp-image-7922" style="margin: 10px;" title="Parasitic wasp" src="http://www.koboldquarterly.com/k/wp-content/uploads/2010/12/Parasitic-wasp-300x225.jpg" alt="Parasitic wasp" width="300" height="225" align="right" /></a>The patrons and designers have completed the first drafts of the <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&amp;cPath=5&amp;products_id=87">The Lost City of Kadralhu</a> patronage project, and now is a great time to jump on if you’re curious but haven’t yet signed up. This week, we continue to present pages from Logan Bonner, Michael Furlanetto, Tracy Hurley, and Quinn Murphy.</span></p>
<p>We tried to choose sections that were as spoiler-free as possible, but if you’re planning to play this adventure, you should probably not peek.</p>
<p>Later this week, we’ll show you themes for the new <a href="http://www.koboldquarterly.com/k/front-page6807.php">oklu</a> race and the section about the tainted plant Malsalix. Now, though, we present the trignotarbs.</p>
<p><em>[<a href="http://www.koboldquarterly.com/k/front-page7880.php">previously</a>]</em></p>
<p><em>__</em></p>
<p>Long thought extinct by even the eldest eladrin sages, trignotarbs are queer amalgams of parasitic wasps and webless spiders. They embed their larvae in living hosts, who are drained of both knowledge and life by the insectile parasites. The larvae then molt into gardeners, hunters, and savants with the most powerful eventually attaining the rank of queen. Other castes may exist yet unknown to scholars&#8230;<span id="more-7921"></span></p>
<h3>Trignotarb Larval Myriad (Level 16 Minion Lurker)</h3>
<p><em>Thousands of larvae lurk on every trignotarb, and they even haunt the ground on which trignotarbs have perished. The larvae hunt for living creatures, sapping their prey of life as they burrow. Once the prey is weak enough, the trignotarb takes over its mind. </em></p>
<p>Medium natural beast (swarm); XP 350<br />
<strong>Initiative</strong> +20; <strong>Perception</strong> +12; darkvision</p>
<p><strong>HP</strong> 1; a missed attack never damages a minion<br />
<strong>AC</strong> 29, <strong>Fortitude</strong> 29, <strong>Reflex</strong> 27, <strong>Will</strong> 26<br />
<strong>Speed</strong> 0<br />
<strong>Immune</strong> disease; <strong>Resist</strong> 5 all, half damage from melee and ranged attacks</p>
<p>TRAITS<br />
<strong>Parasitic Possession</strong> • Aura 1<br />
<em>Attack—</em>+19 vs. Fortitude.<br />
<em>Hit—</em>The target loses one healing surge. If it has no healing surges remaining, it is dominated by the larva.</p>
<p><strong>Alignment</strong> unaligned; <strong>Languages</strong> —<br />
<strong>Str</strong> 15 (+10)         <strong>Dex</strong> 27 (+16)       <strong>Wis</strong> 18 (+12)<br />
<strong>Con</strong> 15 (+10)       <strong>Int</strong> 18 (+12)         <strong>Cha</strong> 21 (+13)</p>
<h3>Larvally Controlled Creatures</h3>
<p>A creature that falls victim to a trignotarb larva spends its first day dominated. Next, it progresses to the <strong>recently infected</strong> stage. Add the following trait to its statblock.</p>
<h3>Recently Infected</h3>
<p>TRAITS<br />
<strong>Emergence from the Swarm</strong><br />
The larvally controlled creature gains a +1 on all attacks for every other larvally controlled creature within 5 squares of it.</p>
<p><strong>Alignment</strong> unaligned; <strong>Languages</strong> Trignotarb</p>
<p>After 1 week, the larva within a <strong>recently infected</strong> creature progresses to the <strong>nearly mature</strong> stage. Replace the appropriate elements of the host creature’s statblock with the following. Retain two powers—one of which should be an at-will power—using the original damage and effects. Remove the other powers and traits.</p>
<h3>Nearly Mature</h3>
<p><strong>Minion</strong></p>
<p>HP 1; a missed attack never damages a minion<br />
<strong>Immune</strong> disease; <strong>Resist</strong> 5 all<br />
<strong>Action Points</strong> none</p>
<p>TRAITS<br />
<strong>Emergence from the Swarm</strong><br />
The larvally controlled creature gains a +1 on all attacks for every other larvally controlled creature within 5 squares of it.</p>
<p><strong>Alignment</strong> unaligned; <strong>Languages</strong> Trignotarb</p>
<p><strong>Find your way to <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&amp;cPath=5&amp;products_id=87">The Lost City of Kadralhu</a> today by becoming a patron—and perhaps a playtester as well!</strong></p>
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		<title>Lost City Playtest Preview: The Forbidden Archive</title>
		<link>http://www.koboldpress.com/k/front-page7880.php</link>
		<comments>http://www.koboldpress.com/k/front-page7880.php#comments</comments>
		<pubDate>Thu, 16 Dec 2010 07:12:38 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
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		<description><![CDATA[(Illustration by Darren Calvert) The patrons and designers have completed the first drafts of the The Lost City of Kadralhu patronage project, and now is a great time to jump on if you&#8217;re curious but haven&#8217;t yet signed up. Today and next week, we present a few pages from Logan Bonner, Michael Furlanetto, Tracy Hurley, and Quinn&#8230; <p><a href="http://www.koboldpress.com/k/front-page7880.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2010/12/Calvert_Gypsosphinx.png"><img class="alignright size-medium wp-image-7883" style="margin: 10px;" title="Gypsosphinx" src="http://www.koboldquarterly.com/k/wp-content/uploads/2010/12/Calvert_Gypsosphinx-164x300.png" alt="Gypsosphinx" width="164" height="300" align="right" /></a><strong>(Illustration by Darren Calvert)</strong></p>
<p>The patrons and designers have completed the first drafts of the <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=87">The Lost City of Kadralhu</a> patronage project, and now is a great time to jump on if you&#8217;re curious but haven&#8217;t yet signed up. Today and next week, we present a few pages from Logan Bonner, Michael Furlanetto, Tracy Hurley, and Quinn Murphy. (Our fifth author, Jobe Bittman, just has too many spoilers in his section. Can&#8217;t give it all away!)</p>
<p>We tried to choose sections that were as spoiler-free as possible, but if you&#8217;re planning on playing this adventure, you should probably not peek.</p>
<p>Next week, we&#8217;ll show you the  trignotarb monster entry, themes for the new <a href="http://www.koboldquarterly.com/k/front-page6807.php">oklu</a> race, and the section about the tainted plant Malsalix. Now, though, we present part of the location entry for the Forbidden Archive.</p>
<p>__</p>
<p><span style="font-weight: normal; font-size: 13px;">Beneath the Corpse Commons lies a strange combination of library, laboratory, and former chapels. Guarded by a deadly trap and imprisoned adversaries of the giants, the Forbidden Archive doesn’t give up its treasures easily&#8230;<br />
<span id="more-7880"></span></p>
<p></span></p>
<p><strong><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2010/12/lost-city-map.jpg"><img class="alignright size-medium wp-image-7884" style="margin: 10px;" title="The Forbidden Archive" src="http://www.koboldquarterly.com/k/wp-content/uploads/2010/12/lost-city-map-300x236.jpg" alt="The Forbidden Archive" width="300" height="236" align="right" /></a>Doors:</strong> Except for the burned-down wooden doors off the record rooms, all the doors are stone slabs. The imprisoned kings cannot open these doors but can pass through them once they’re open. Only the door between areas 6 and 7 is locked (requiring a DC 22 Thievery check to open).</p>
<p><strong>Ceilings:</strong> The ceilings here are 15 ft. high in most areas but 20 ft. high in area 1.</p>
<p><strong>Braziers:</strong> <em>Everburning braziers</em>, filled with eternal fire from the Elemental Realms, light the archive, filling it with bright light. The braziers in all areas except area 1 have mirrors behind them to reflect their light over the whole room. No braziers light up area 2, although dim light filters in from area 1.</p>
<h3>1. Entryway</h3>
<p>The magic circle in the center of this room serves as a teleportation circle if the adventurers activate the triggers in the three chapels. The sections have symbols: an altar (northwest), a dragon wing (east), and a map (southwest). As the adventurers activate the sigils, the corresponding sections of the magic circle glow. A character who steps into the teleportation circle when it’s active teleports to area 9, the Sanctuary of Sohm Parahni.</p>
<p>When the adventurers enter the room, they alert the King of Avarosh, and he rushes from Area 2 to do battle with them. (See the <strong>King of Avarosh Encounter</strong> on page XX.)</p>
<h3>2. Record Rooms</h3>
<p>All the bound books of records and their wooden shelves have been reduced to ash and charcoal. The King of Avarosh ventured into the record room when left unattended after the death of the giants, struggling against his elemental blood to erase the history of those he hates.</p>
<p>Two shattered glass jars lie near the door of the central room, their wooden stands burnt out from under them. Near each one, a hole no more than 2 inches across pierces the stone floor. The holes resemble a burrow and seems to go down endlessly. A metal plate still attached to the remnants of one stand reads:</p>
<p style="text-align: center;"><strong>TRIGNOTARB</strong><br />
Wonder of Peikadda<br />
A great insect queen births larva that, when introduced to hosts, take their minds from them. For the glory of Kadralhu, we submit these specimens to the Archive.</p>
<p style="text-align: right;">—Kadralhu Naturalist Guild</p>
<h3>3. Study</h3>
<p>The wooden tables here are piled with tomes. The ghost giant Andasta had been desperately working on a way to purify the tainted water and end the madness that had overtaken her people. When the adventurers arrive, they’re attacked by the remaining two kings imprisoned in the archive (see <strong>Encounter C1: The Two Kings</strong> on page XX). </p>
<p>These books might be useful if the adventurers can prevent them from being destroyed during the battle. An adventurer who rescues books might collect one or both of the significant works listed here. Other rescued books might contain a few alchemical formulas or rituals. All the books are written in Giant.</p>
<p><strong>The Waterworks of Kadralhu:</strong> This tome describes the basic structure of the sewers and pipes that lead to and from the waterworks (see page XX). Curiously, major portions of the map (such as the location of the vault) were left blank and not addressed in the text. The maps are incredibly inaccurate due to the fall, but adventurers can discern the general direction of places.</p>
<p><strong>Symbology of Kaima:</strong> The iconography of the goddess Kaima is described in great detail in this academic work. It’s unconcerned with the facts about the goddess but details how her symbols come in threes—representing life, death, and a third state comparable to hibernation following death. The blood of the goddess was another potent symbol, and flowing water was frequently used as an analog. </p>
<p>The text was fairly recent when Kadralhu fell. It mentions that her image was being removed by giants who had returned to worshiping the primordials.</p>
<p>A rune showing an open eye decorates the northern passageway. See the “Eyes of Divination” sidebar for details.</p>
<h3>The Eyes of Divination</h3>
<p>Each of the doorways between areas 3 and 4 has a rune and corresponding magical effect that activates only if a creature travels through in a specific direction. A rune of an open eye faces the study above the northern pathway. If a creature moves through that passage from west to east, the scrying…</p>
<p><strong>Find your way to <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=87">The Lost City of Kadralhu</a> today by becoming a patron&mdash;and perhaps a playtester as well!</strong></p>
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		<title>The Shipping News: Swagfest!</title>
		<link>http://www.koboldpress.com/k/front-page7531.php</link>
		<comments>http://www.koboldpress.com/k/front-page7531.php#comments</comments>
		<pubDate>Wed, 17 Nov 2010 07:12:00 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
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		<category><![CDATA[Freeport]]></category>
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		<description><![CDATA[Welcome to the Dark Deeds in Freeport patronage project! ___ Swagfest begins tomorrow! Excitement is running high for this year’s Swagfest. After a decade filled with war and fell deeds, normalcy has returned. Bribery, corruption, hidden agendas, shady deals… Freeport is once more herself. All can enjoy this year’s Swagfest secure in the knowledge that&#8230; <p><a href="http://www.koboldpress.com/k/front-page7531.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><span style="font-weight: normal; font-size: 13px;"><em><a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&amp;cPath=5&amp;products_id=96"><img class="alignnone" style="margin: 10px;" title="Dark Deeds in Freeport" src="http://www.koboldquarterly.com/kqstore/bmz_cache/7/76e965ced10dc00fd081bd4d0dc510b0.image.416x550.jpg" alt="" width="225" height="297" align="right" /></a>Welcome to the </em><a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&amp;cPath=5&amp;products_id=96">Dark Deeds in Freeport</a><em> patronage project!</em></span><br />
___</p>
<p><em>Swagfest begins tomorrow!</em></p>
<p><em>Excitement is running high for this year’s Swagfest. After a decade filled with war and fell deeds, normalcy has returned. Bribery, corruption, hidden agendas, shady deals… Freeport is once more herself. All can enjoy this year’s Swagfest secure in the knowledge that silver skulls and gold lords are there for the taking by those with the nimblest fingers or quickest knives.</em></p>
<h3>The Harbor Report</h3>
<p><em>The </em>Unrepentant<em> docked last night. Typically laden with enough booty to make the Sea Lord herself green with envy, dockworkers confirm this voyage was no exception. The Bloodsalter savages the </em>Unrepentant<em> calls its crew spirited the cargo away from the docks under the cover of midnight mist. Its destination remains just as much a mystery as the origin of Captain Sarangay—the minotaur captain and owner of the </em>Unrepentant<em>—who seems to have sailed fully formed from the sea. Each haul he brings in is bigger and more valuable than the last&#8230;</em></p>
<p><span id="more-7531"></span></p>
<p><em>The </em>Crimson Cutlass<em>, one of Jacob Lydon’s own ships, arrived yesterday evening to finish its season of raiding. By the looks of it, it was a good one. Silks, dyes, and wine taken from some of Kizmir’s finest merchants…</em></p>
<h3>Captain Zotai Sarangay</h3>
<p>Captain Sarangay is anything but a typical minotaur. Intelligent and charming, he wears clothing—typically blue linen pants, tucked into high black leather boots, and a loose white linen shirt. His leather harness keeps his trademark pair of magical axes strapped across his massive back. He is especially persuasive to non-humans and almost exclusively employs them as his crew.</p>
<p>Much to the consternation of the decent folk of Freeport, Sarangay shares prizes generously with the crew and officers, permitting his officers to afford some luxuries typically denied to Bloodsalt denizens. While this has created enemies among some elements in Freeport, few are bold enough to challenge his axes, and fewer still get the opportunity. When the <em>Unrepentant</em> is berthed in Freeport, Sarangay is aboard, leaving only in the company of his two ogre bodyguards.</p>
<p>Captain Sarangay’s background—before he arrived on the <em>Unrepentant</em> as fourth mate just 2 years ago—is a mystery. If his crew knows anything, they aren’t talking, even when bribed and drunk.</p>
<h3>Captain Zotai Sarangay (CR 11)</h3>
<p><strong>XP</strong> <strong>12,800</strong><br />
Male minotaur corsair 7<sup> </sup>(F)<sup><br />
</sup>LE Large monstrous humanoid<sup><br />
</sup><strong>Int </strong>+4;<strong> Senses</strong> darkvision 60 ft.; Perception<strong> </strong>+11</p>
<p>DEFENSE<br />
<strong>AC</strong> 16, touch 11, flat-footed 16 (+2 dodge, +5 natural, −1 size); canny defense, uncanny dodge<br />
<strong>hp</strong> 97 (6d10+12 + 7d10+14)<br />
<strong>Fort </strong>+11, <strong>Ref</strong>+10, <strong>Will</strong> +8<br />
<strong>Defensive Abilities</strong> natural cunning</p>
<p>OFFENSE<br />
<strong>Speed </strong>30 ft.<br />
<strong>Melee</strong> <em>+2 tempest greataxe</em> +19/14/9 (3d6+6/x3), <em>+1 windblast greataxe</em> +18/13/8 (3d6+6/x3), and gore +11 (1d6+2)<br />
<strong>Space </strong>10 ft.;  <strong>Reach </strong>10 ft.<br />
<strong>Special Attacks</strong> corsair’s luck(F) 2/day (+3), dirty fighting(F) +2d4, powerful charge (gore +18, 2d8+6)<strong> </strong></p>
<p>STATISTICS<br />
<strong>Str</strong> 19, <strong>Dex</strong> 10, <strong>Con</strong> 15, <strong>Int</strong> 15, <strong>Wis</strong> 13, <strong>Cha</strong> 14<br />
<strong>Base Atk</strong> +13; <strong>CMB</strong> +18; <strong>CMD </strong>28<br />
<strong>Feats </strong>Athletic, Brilliant Tactician(F), Cleave, Combat Expertise, Great Fortitude, Improved Bull Rush, Improved Initiative, Overpowering Attack(F), Power Attack, Rope Monkey(F), Sea Legs(F)<br />
<strong>Skills </strong>Climb +10, Intimidate +11, Perception +17, Sailor +8, Stealth +8, Survival +16, Swim +10; <strong>Racial Modifiers</strong> +4 Perception, +4 Survival<strong> </strong><br />
<strong>Languages </strong>Common, Giant, Goblin, Naval Code, Orc, Semaphore<strong> </strong><br />
<strong>Combat Gear </strong><em>+2 tempest greataxe</em>, <em>+1 windblast greataxe</em></p>
<p>(F) See the <em>Pathfinder Freeport Companion</em> for details.</p>
<p>SPECIAL ABILITIES<br />
<strong>Canny Defense (Ex)</strong> Sarangay adds his Charisma bonus as a dodge bonus to his AC, retaining this bonus even when flat-footed. He loses this bonus if he wears medium or heavy armor or carries a heavy load.</p>
<p><strong>Corsair’s Luck (Ex)</strong> Sarangay adds 1/2 his class level as an insight bonus to any attack roll, ability, skill check, or saving throw. He need not declare this ability prior to the roll but must declare before knowing the success or failure of the roll.</p>
<p><strong>Dirty Fighting (Ex)</strong> Sarangay’s attacks deal +2d4 extra damage any time his target is denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when he flanks his target. If he scores a critical hit with dirty fighting, this extra damage is not multiplied. Ranged attacks count as dirty fighting only within 30 ft.</p>
<p>With a sap (blackjack) or an unarmed strike, Sarangay can use dirty fighting to deal nonlethal damage instead of lethal damage. He can use any weapon to deal nonlethal damage with dirty fighting by taking a −4 penalty to the attack roll.</p>
<p>Sarangay must see his target well enough to pick out a vital spot and must be able to reach such a spot. He cannot use dirty fighting while striking a concealed creature or striking the limbs of a creature whose vitals are beyond reach.</p>
<p>Extra damage from dirty fighting stacks with similar types of extra damage including sneak attack damage.</p>
<p><strong>Natural Cunning (Ex)</strong> Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.</p>
<h3>New Magic Weapon Special Abilities</h3>
<p><strong>Tempest</strong>: Life at sea is a constant struggle with water: navigating its vastness, struggling with its temperament, preventing flooding. Captains fear tempest weapons as much as savage storms.</p>
<p>On a critical hit, a storm cloud forms above the target. It follows the target, even underground and below deck, dumping 16 gallons of rain water every round. Cargo ships can withstand this much water for hours or even a few days, but few captains risk their ship for one crewman. The cloud is permanent and can only be removed by a <em>remove curse</em>.</p>
<p>As a magic weapon that bestows a curse, a tempest weapon shows signs of its debilitating ability. Metal weapons rust, wooden weapons are moist to the touch, and ranged weapons leave a mist tail.</p>
<p>Moderate evocation; CL 8th; Craft Magic Arms and Armor, <em>bestow curse</em>, <em>create water</em>; Price +2 bonus.</p>
<p><strong>Windblast</strong>: A windblast weapon swings with the gales of a squall, and a concentrated tornado engulfs it with a command. On a critical hit, you push the target back 1d6x5 ft.</p>
<p>Moderate evocation; CL 7th; Craft Magic Arms and Armor, <em>gust of wind</em>; Price +1 bonus.</p>
<p><strong>Want to leave your own mark on Freeport?  Become a patron of <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&amp;cPath=5&amp;products_id=96">Dark Deeds in Freeport</a> and join us in the City of Adventure!</strong></p>
<p>(This post is Product Identity.)</p>
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		<title>Sample Witch&#8217;s Feat: Familiar Concentration</title>
		<link>http://www.koboldpress.com/k/front-page7023.php</link>
		<comments>http://www.koboldpress.com/k/front-page7023.php#comments</comments>
		<pubDate>Mon, 04 Oct 2010 19:12:50 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
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		<description><![CDATA[Halloween came early at KoboldQuarterly.com, when loyal reader Charles knocked on our door and asked for a treat. Specifically, he hoped we&#8217;d share one of the 30 new feats for the witch character class in Sigfried Trent&#8217;s Advanced Feats: The Witch&#8217;s Brew. No need to punish us with a trick, Charles—here, for your pleasure, is a&#8230; <p><a href="http://www.koboldpress.com/k/front-page7023.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-7024" style="margin: 10px;" title="cat familiar" src="http://www.koboldquarterly.com/k/wp-content/uploads/2010/10/cat-familiar-300x198.jpg" alt="cat familiar" width="300" height="198" align="right" />Halloween came early at <a href="http://www.koboldquarterly.com/">KoboldQuarterly.com</a>, when loyal reader Charles knocked on our door and asked for a treat. Specifically, he hoped we&#8217;d share one of the 30 new feats for the witch character class in Sigfried Trent&#8217;s <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&amp;cPath=6&amp;products_id=93" target="_blank">Advanced Feats: The Witch&#8217;s Brew</a>.</p>
<p>No need to punish us with a trick, Charles—here, for your pleasure, is a potent new feat called Familiar Concentration&#8230;<span id="more-7023"></span></p>
<h3>Familiar Concentration</h3>
<p><strong></strong>Your familiar can concentrate on spells for you.</p>
<p><strong>Prerequisite</strong>: Class ability granting a familiar</p>
<p><strong>Benefit:</strong> When you cast a spell that normally requires your concentration to maintain, you can let your familiar do the concentrating for you if it is within 5 ft. of you at the time of casting. Your familiar must remain within 5 ft. of you while concentrating to maintain your spell; otherwise, your familiar&#8217;s concentration is automatically broken. To maintain a spell, the familiar must have an Intelligence score of 5 + the level of the spell or higher.  The familiar may only concentrate on one spell at a time.</p>
<p><em>Commentary—</em>This is a potentially powerful use for a familiar in combat, but it can also draw the attention of your enemies to the familiar, so it is not without its risks.</p>
<p>From now on, when we announce a new <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=advanced_search_result&amp;search_in_description=1&amp;keyword=advanced+feats">Advanced Feats</a><strong> </strong>book, we&#8217;ll be sure to provide a tasty sample. Enjoy! Just don&#8217;t spoil your dinner.</p>
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		<title>From the Streets: Down &amp; Dirty with Richard Pett</title>
		<link>http://www.koboldpress.com/k/front-page6158.php</link>
		<comments>http://www.koboldpress.com/k/front-page6158.php#comments</comments>
		<pubDate>Wed, 28 Jul 2010 20:12:52 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
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		<description><![CDATA[The Streets of Zobeck are calling you&#8230; Danger lurks on the back streets of Zobeck. Places where you’re just as likely to find a knife in the back as the fence you sought to hire. Places where you might just want to remain unnoticed when you see who’s waiting for you. Like the scoundrels in&#8230; <p><a href="http://www.koboldpress.com/k/front-page6158.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p>The <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=85">Streets of Zobeck</a> are calling you&#8230;<br />
<em><a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=85"><img class="alignright size-medium wp-image-6159" style="margin: 10px;" title="Streets of Zobeck" src="http://www.koboldquarterly.com/k/wp-content/uploads/2010/07/Streets-Mockup_Mousekingfinal-206x300.png" alt="Streets of Zobeck" hspace=10 vspace=10 width="206" height="300" align="right" /></a></em><br />
<em>Danger lurks on the back streets of Zobeck. Places where you’re just as likely to find a knife in the back as the fence you sought to hire. Places where you might just want to remain unnoticed when you see who’s waiting for you. </p>
<p>Like the scoundrels in those dark alleyways, Zobeck’s stories are gore spattered, flush with the blood, loot, and secrets of the Clockwork City’s citizens. What kind of secrets? What might you find? Can</em><em> we interest you in this fine cloak? We’d try it ourselves, but we’re late to meet a Kariv river boat captain…</em><span id="more-6158"></span></p>
<h3>Cloak of the Inconspicuous</h3>
<p><strong>Aura</strong> moderate abjuration and enchantment; <strong>CL</strong> 10th<br />
<strong>Slot</strong> cloak; <strong>Price</strong> 15,000 gp; <strong>Weight</strong> 3 lb.</p>
<p>DESCRIPTION<br />
Spun from simple grey wool and closed with a plain, triangular copper clasp, this cloak may be activated 1/day with a command word as an immediate action that does not provoke attacks of opportunity. For the next 5 minutes, the wearer becomes completely unmemorable&#8230;</p>
<p>People cannot remember what the wearer looks or sounds like (Intelligence DC 16). Witnesses know someone was there and any actions made, but they can only describe the wearer in the most general terms—“an androgynous person, of average height, dressed like everyone else.” For every 2 points that the Intelligence check exceeds the DC, witnesses may recall a detail, such as race, gender, facial features, clothing, tone of voice, or other distinguishing features. For example, a check of 23 would permit a witness to remember 4 details.</p>
<p><em>True seeing</em> pierces this effect. Creatures with blindsight are unaffected by this item.</p>
<p>CONSTRUCTION<br />
<strong>Requirements</strong> Craft Wondrous Item, <em>modify memory, nondetection</em>; <strong>Cost</strong> 7,500 gp</p>
<p><a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=85"><img class="alignright size-medium wp-image-6160" style="margin: 10px;" title="Kalik" src="http://www.koboldquarterly.com/k/wp-content/uploads/2010/07/kalik_head1-257x300.jpg" alt="Kalik" width="257" height="300" align="right" /></a></p>
<h3>On the Streets</h3>
<p><strong>(Illustration by Jeff McFarland)</strong></p>
<p>Did this little bauble pique your interest? We’ve more like it behind the bar of the Wheatsheaf—pay no mind to the tieflings. Remember, what happens on the Streets of Zobeck stays on the Streets of Zobeck—come join us and add your story to the tavern rumors…</p>
<p>Oh him? He’s here for the whiskey… just ask him. Goes by the name, Pett… <strong>Richard Pett</strong>.</p>
<p><strong>What brings you back to Open Design, Mr. Pett?</strong></p>
<p><strong>RP:</strong> The combination of mean streets, shady locations, and double dealings is irresistible to me. I&#8217;ve been lucky enough to lead people to a few dark and sinister places over the years: the Styes, Carrion Hill, and the theatres of Westcrown to name a few. Now I can&#8217;t wait to wander the desolate alleys of Zobeck.</p>
<p><strong>What will you be designing for Streets of Zobeck? </strong></p>
<p>I hope I can deliver a little of the dark humor of Lankhmar, an unspeakable fungal thing from Ambergris, and a broken promise from the streets of New Crobuzon from my love of those places into Zobeck, leaving a permanent stain on the Free City.</p>
<p><strong>What makes Open Design appealing to a designer?</strong></p>
<p>So why do I find working in Open Design so nerve-wracking, merciless, and great? The best adventure wins. It makes you a better writer because you work with different people who have different takes on adventures. We make adventures together, and that is brilliant and unique.</p>
<p><strong><em>Richard Pett</em></strong><em> is among the most notoriously twisted minds in the field of RPG design. His &#8220;Styes&#8221; adventures in </em>Dungeon<em> #112 &#038; #138 remain two of the most highly rated of the 3.5E era. He continued his macabre and sinister adventure writing in the Pathfinder Chronicles Campaign Setting with the gruesome </em>Skinsaw Murders<em> and the Lovecraftian </em>Carrion Hill<em>. He is the author of an unpublished novel entitled </em>Empire<em> for which he currently seeks an agent. Pett lives in England where he constantly works to get Nicolas Logue deported.</em></p>
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		<title>The Cloven Lord&#8217;s Tale&#8230;</title>
		<link>http://www.koboldpress.com/k/front-page13.php</link>
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		<pubDate>Thu, 10 Jan 2008 00:00:26 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
				<category><![CDATA[Articles]]></category>
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		<description><![CDATA[This lich's tale expands on the material of the "Ecology of the Lich," published in <a href="http://www.koboldquarterly.com/kobold_kqstore/index.php?main_page=product_info&#038;cPath=1&#038;products_id=3"></i>Kobold Quarterly<i> #3</a>.]]></description>
				<content:encoded><![CDATA[<p class="body"><b>Editor&#8217;s Note:</b> <i>This lich&#8217;s tale expands on the material of the &#8220;Ecology of the Lich,&#8221; published in <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=1&#038;products_id=3"></i>Kobold Quarterly<i> #3</a>.</i><span id="more-13"></span></p>
<div align="center">* * * * *</div>
<p class="body"><font class="first">O</font>nce, the ettin Arbrid had but a single purpose, his complete and groveling servitude to the Cabal Lord Jhar. No task was too menial; the ettin served as a cook, guard, carrier, and slave-of-all-work.</p>
<p class="body">Arbrid the ettin had good reason to offer loyal and compliant service; his lord had freed from him a hideous life in the slave souks of H&#8217;skad. Indeed, his master was kind to him, and in time, the dim-witted ettin grew to love the master he served.</p>
<p class="body">All was well, as well as any slave&#8217;s lot, until his master began to die. In short weeks and months, a terrible wasting disease stripped Jhar of his humanity, draining out his vitality and grace, his humanity. And there were so many things left undone. So very many things&#8230;</p>
<p class="body">As the sickness spread so did the dying wizard&#8217;s madness. With the clarity of delirium , the dying wizard probed into books best left alone. In the <i>Forgotten Words of Kith</i>, he came learned the methods of the <i>Hideous Sacrifice</i>, a ceremony to prolong life for any arcanist seeking to become a lich.</p>
<p class="body">Arbrid knew it was wrong for his master to seek undeath, but he loved the old man so well in his dim fashion that he sought only to help. His feeble mind could not grasp the moral implications of the ceremony – perhaps it was wrong, but the master told him what he must do, and he obeyed. At the precise moment instructed, he struck the blow as commanded, and slew the lord he loved.</p>
<p class="body">The master said it would help him live forever. Arbrid wanted that more than anything.</p>
<p class="body">The ceremony was not quite performed as it should have been. Tiny errors, perhaps those of a clumsy ettin&#8217;s hand, perhaps those of a dying, diseased mind, crept into the ritual. Instead of being drawn into a phylactery, the wizard&#8217;s soul was drawn into his loyal slave ettin&#8230;</p>
<p class="body"><b><i>Option 1 &#8211; The Innocent Monster</i></b><br />
	In this version, the ettin is seen as he kills Lord Jhar, and the poor slave is quickly tried for his master&#8217;s murder. Found guilty, the ettin is sentenced to the punishment called <i>storm fire</i> – that is, he is lashed to an iron pole on the highest hill on the edges of the Stormhills until the lightning takes him.</p>
<p class="body">This fails to achieve the desired effect. The strange magic of the ceremony works in a horrible way on the ettin, slowly transforming him into a lich. The lightning does not destroy the ettin but only angers him, and at the height of the storm he escapes his bonds and flees into the hills.</p>
<p class="body">The PCs arrive at a town on the edges of the Stormhills just in time to hear the story of the ettin&#8217;s escape. Will they seek to destroy the creature or can they find a way to release the wizard&#8217;s soul and reverse the transformation into a lich?</p>
<p class="body"><b><i>Option 2 – The Mad Tyrant</i></b><br />
	In this version, Lord Jhar takes full advantage of the ettin&#8217;s transformation into lichdom, and creates his phylactery. Rumors reach the ears of the PCs of a dreadful ettin ravaged by disease yet able to cast the most dreadful spells. The creature is said to be insane and speak with two voices at once.</p>
<p class="body">Arbrid&#8217;s next quest, they say, is to put out the light of the sun. Dare the PCs enter his sickened dead land where once happiness and light prevailed?</p>
<p class="body"><b><ib>Option 3 – The Unpredictable Maniac</i></b><br />
	This version is good for lower-level parties. Imagine a group of novice characters who suddenly meet a wizard able to cast <i>maze</i>, <i>timestop</i> or <i>trap the soul</i>: How would your players react? Surely they will hear the story of Arbrid, the mad hermit giant in the hills who can cause earthquakes. Will they think it is just a bit of bardic license? Will they flee the adventure in terror or are they bold enough to dig a little deeper?</p>
<p class="body">In this version, Jhar&#8217;s control of the ettin is only partial. The Jhar-Arbrid, he casts some spells, but most fail due to the giant&#8217;s clumsy hands and voice. You can  hint at the giant casting incredibly powerful spells and levelling towns, as rumors speak only of the ettin&#8217;s successes. If the party digs a bit, they may learn that the ettin can cast such spells occasionally. He is more than a match for the PCs, but he is no fully fledged lich. As a partial success, he lacks their full intellect and powers, and retains just a few lich abilities such as immunity to cold.</p>
<p class="body">Jhar-Arbrid can be slain normally without destroying a phylactery, and he is little more than a spell casting giant. Or so it seems. If you wish to add a phylactery angle to the creature and build its hideous reputation further, the bards may tell of its being slain a thousand times only to rise again at dawn. What does it do each morning? Why, it wreaks raging, giant vengeance on those who slew it!</p>
<div align="center">* * * * *</div>
<p class="body">Liches are great monsters that work in unexpected ways. As a DM, you can have fun twisting a straightforward undead spellcaster into something truly memorable. For more information on liches and details of the <i>Hideous Sacrifice</i> (and more unspeakable ways to become a lich), order a copy of <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=1&#038;products_id=3"><i>Kobold Quarterly</i> Issue #3</a> – <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=1&#038;products_id=3">available now</a>.</p>
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