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	<title>Kobold Press &#187; rpg</title>
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	<description>Monsters and Magic for D&#38;D Gamers</description>
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		<title>Monsters of Sin Now Available</title>
		<link>http://www.koboldpress.com/k/front-page15905.php</link>
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		<pubDate>Thu, 23 May 2013 13:15:04 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[monsters]]></category>
		<category><![CDATA[Monsters of Sin]]></category>
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		<description><![CDATA[Avarice, gluttony, and wrath. The seven sins dangerous enough to be called deadly are now collected under one set of covers, with all errata and some expanded text to make these Sin Monsters as complete and dangerous as they can be. The Monsters of Sin Collection includes 21 new monsters thematically tied to one of&#8230; <p><a href="http://www.koboldpress.com/k/front-page15905.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/kqstore/index.php?main_page=product_info&amp;cPath=3&amp;products_id=207"><img src="http://www.koboldpress.com/k/wp-content/uploads/2013/05/MOSC_Cover-233x300.png" alt="MOSC_Cover" width="233" height="300" align="right" hspace="20" vspace="20" /></a>Avarice, gluttony, and wrath. The seven sins dangerous enough to be called deadly are now collected under one set of covers, with all errata and some expanded text to make these Sin Monsters as complete and dangerous as they can be.<br />
The <a href="http://www.koboldpress.com/kqstore/index.php?main_page=product_info&#038;cPath=3&#038;products_id=207">Monsters of Sin Collection</a> includes</p>
<ul>
<li>21 new monsters thematically tied to one of the seven deadly sins,</li>
<li>7 templates to bring that sin out in monsters and NPCs,</li>
<li>complete notes on using sin in any fantasy world,</li>
<li>7 Embodiments of Sin to challenge the greatest heroes!</li>
</ul>
<p>The <strong>Monsters of Sin Collection</strong> is suitable for multiple levels of play and can be used in any existing setting and campaign, or it can be combined to create a campaign of Sin. Go beyond ordinary monsters, and challenge your champions with threats to mind, body, and spirit!<br />
<a href="http://www.koboldpress.com/kqstore/index.php?main_page=product_info&#038;cPath=3&#038;products_id=207">Available now from Kobold Press!</a></p>
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		<title>Gnasty Gnolls: Cultists and Guardians in AGE</title>
		<link>http://www.koboldpress.com/k/front-page15893.php</link>
		<comments>http://www.koboldpress.com/k/front-page15893.php#comments</comments>
		<pubDate>Thu, 23 May 2013 07:01:37 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[AGE]]></category>
		<category><![CDATA[Midgard]]></category>
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		<description><![CDATA[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&#8230; <p><a href="http://www.koboldpress.com/k/front-page15893.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/k/wp-content/uploads/2013/05/gnoll.png"><img src="http://www.koboldpress.com/k/wp-content/uploads/2013/05/gnoll-269x300.png" alt="Gnoll" width="269" height="300" class="alignright size-medium wp-image-15847" /></a>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.</p>
<h2>Gnoll Cultist</h2>
<p>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.<span id="more-15893"></span></p>
<h2>Playing a Gnoll Cultist</h2>
<p>If you choose to play a gnoll Cultist, modify your character as follows:</p>
<ul>
<li>Add 1 to your Cunning. Cultists are intelligent and knowledgeable by gnoll standards.</li>
<li>Choose your deity.</li>
<li>Pick one of the following focuses: Cunning (Arcane Lore) or Cunning (Healing).</li>
<li>You can speak Infernal.</li>
<li>Choose a class. You can play either a mage or warrior.</li>
</ul>
<p>Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.</p>
<h3>GNOLL CULTIST</h3>
<table>
<tr>
<td><strong>2d6 Roll</strong></td>
<td><strong>Benefit for Mage</strong></td>
<td><strong>Benefit for Warrior</strong></td>
</tr>
<tr>
<td>2</td>
<td>+1 Magic</td>
<td>+1 Strength</td>
</tr>
<tr>
<td>3–4</td>
<td>Focus: Magic (Creation)</td>
<td>Focus: Strength (Axes)</td>
</tr>
<tr>
<td>5</td>
<td>Focus: Magic (Entropy)</td>
<td>Focus: Strength (Intimidation)</td>
</tr>
<tr>
<td>6</td>
<td>Focus: Magic (Primal)</td>
<td>Focus: Strength (Might)</td>
</tr>
<tr>
<td>7–8</td>
<td>+1 Cunning</td>
<td>+1 Dexterity</td>
</tr>
<tr>
<td>9</td>
<td>Focus: Willpower (Faith)</td>
<td>Focus: Dexterity (Stealth)</td>
</tr>
<tr>
<td>10–11</td>
<td>Focus: Willpower (Self-Discipline)</td>
<td>Focus: Dexterity (Initiative)</td>
</tr>
<tr>
<td>12</td>
<td>Weapon Group: Light Blades</td>
<td>Weapon Group: Axes</td>
</tr>
</table>
<h2>Gnoll Guardian</h2>
<p>Interbreeding with hyenas, gnoll guardians have a frightening cackle and are stronger than most gnolls. Concentrated at the Step Pyramids of Faizal, guardians also engage in adventure and expeditions. Such adventures are usually goal-driven, such as for banishment of a particular enemy or retrieval of a coveted artifact. In the service of the priests of Anu-Akma, these gnolls ferociously protect them and the holy sites, and, when off-duty, like to drink. Due to this pastime, guardians are often found in the company of dwarves, with many developing shared deep loyalties with the little ones. Guardians have an affinity for grenades (acid flasks) and two-handed swords.</p>
<h2>Playing a Gnoll Guardian</h2>
<p>If you choose to play a gnoll guardian, modify your character as follows:</p>
<ul>
<li>Add 1 to your Strength. Guardians are brutes, even by gnoll standards.</li>
<li>Pick one of the following focuses: Constitution (Drinking) or Strength (Intimidation).</li>
<li>You can speak Dwarvish.</li>
<li>Choose a class. You can play either a warrior or a rogue.</li>
</ul>
<p>Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.</p>
<h2>GNOLL GUARDIAN</h2>
<table>
<tr>
<td><strong>2d6 Roll</strong></td>
<td><strong>Benefit</strong></td>
</tr>
<tr>
<td>2</td>
<td>+1 Dexterity</td>
</tr>
<tr>
<td>3–4</td>
<td>Focus: Strength (Jumping)</td>
</tr>
<tr>
<td>5</td>
<td>Focus: Strength (Might)</td>
</tr>
<tr>
<td>6</td>
<td>Focus: Dexterity (Grenades)</td>
</tr>
<tr>
<td>7–8</td>
<td>+1 Willpower</td>
</tr>
<tr>
<td>9</td>
<td>Focus: Willpower (Morale)</td>
</tr>
<tr>
<td>10–11</td>
<td>Focus: Strength (Heavy Blades)</td>
</tr>
<tr>
<td>12</td>
<td>Focus: Dexterity (Traps)</td>
</tr>
</table>
]]></content:encoded>
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		<title>Old Hat Monsters: Tribal Shaman</title>
		<link>http://www.koboldpress.com/k/front-page15889.php</link>
		<comments>http://www.koboldpress.com/k/front-page15889.php#comments</comments>
		<pubDate>Wed, 22 May 2013 07:01:03 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
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		<description><![CDATA[“Every man is a quotation from all his ancestors.” —Ralph Waldo Emerson In many tribal societies, the chieftain leads the social hierarchy (along with sometimes a council of elders), the hero leads war parties, and the shaman serves as spiritual leader. The tribal shaman is sometimes the only member of a tribe with magic, and&#8230; <p><a href="http://www.koboldpress.com/k/front-page15889.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/k/wp-content/uploads/2013/05/Harold_S_Delay_-_Red_Nails_I.png"><img src="http://www.koboldpress.com/k/wp-content/uploads/2013/05/Harold_S_Delay_-_Red_Nails_I-300x294.png" alt="Illustration of a scene in Robert E. Howard&#039;s &quot;Red Nails&quot;: this picture was first published in Weird Tales (July 1936, vol. 28, no. 1)." width="300" height="294" class="alignright size-medium wp-image-15761" /></a>“Every man is a quotation from all his ancestors.” —Ralph Waldo Emerson</p>
<p>In many tribal societies, the chieftain leads the social hierarchy (along with sometimes a council of elders), the hero leads war parties, and the shaman serves as spiritual leader. The tribal shaman is sometimes the only member of a tribe with magic, and he or she often serves a conduit to the spirit world.</p>
<p>Given the <a href="http://www.koboldpress.com/k/front-page15797.php" title="Penny Dreadfuls: Against the Nostalgia Fetish in Fantasy Roleplaying" target="_blank">debate</a> that preceded this week’s article (and its <a href="http://www.koboldpress.com/k/front-page15819.php" title="1,000-Word Rebuttal: Against the Fetish of Progressive Design" target="_blank">rebuttal</a>), I reiterate once more that gaming is at its best when we mix familiar elements with new—use nostalgia with a twist. My gaming table is happiest when they expect the same old encounter and instead face something similar but different. Make your players respect the old hat monsters again, and I assure you your gaming table will be better for it. Join me after the jump for my last tribal template the <strong>tribal shaman (CR +3)</strong>.<span id="more-15889"></span></p>
<p>Serving as a conduit to the arcane and divine requires an understanding of the world, a sharp wit, and the ability to lead others, so add <b>+4 to Wisdom</b>,<b> +4 to Intelligence</b>, and<b> +2 to Charisma</b>. The power to channel and commune with spirits from the other side takes a toll on health, so the shaman receives <b>–2 to Constitution</b>. Despite the cost in terms of health, tribal shamans are still a bit hardier than the average member of the tribe, so <b>+2 BAB </b>and<b> +2 to natural AC.</b></p>
<p>What little arcane knowledge the tribe has is passed down from shaman to shaman. Furthermore, while the shaman is an arcane caster, matters of the divine are also under his or her auspice, so add <b>+6 to Spellcraft </b>and<b> Healing</b>, and<b> </b>add<b> +4 to all Knowledge skills.</b></p>
<p>Tribal shamans gain the following feats: <b>Leadership*</b>,<b> Skill Focus (perception)</b>,<b> </b>and<b> 1 exotic weapon proficiency</b><b>. </b>In this case, the shaman need not be 7th level for the feat, and in place of a cohort, the shaman gains an animal companion as an equal level druid. The followers, animal companion, and any tribal chieftains or heroes in the tribe are the only ones that can benefit from the shaman’s share spirits ability.</p>
<p><b>Spell-Like Abilities</b><b>:</b> The monster shaman gains all the following spell-like abilities as a cleric with a caster level equal to the shaman’s HD. The save DCs are Charisma-based.</p>
<p><b>At will</b><i>—bane, guidance, haunted fey aspect, jolt, mending, message, spark</i></p>
<p><b>3/day</b>—<i>burning hands, cure light wounds, darkness, jump, ray of sickening, scorching ray, snap dragon fireworks</i></p>
<p><b>1/day</b>—<i>hold person, lightning, speak with dead, stinking cloud, summon monster 2</i><b></b></p>
<p><b>Defensive Abilities</b></p>
<p><i>Shield of Flesh (Ex)</i><b> </b>Any creatures of the shaman’s base type and any of the shaman’s summoned creatures within 10 ft. can sacrifice a move action to take damage that would have hit the shaman from any source requiring an attack roll.</p>
<p><i>Dread Sanctuary (Su)</i><b> </b>Any creature attempting to engage in melee with the shaman must make a Will save equal to 10 + 1/2 the Hit Dice of the shaman or become shaken. Subsequent failures indicate frightened and finally panicked conditions.</p>
<p><b>Special Abilities</b></p>
<p><b>Channel Spirits (Su) </b>For every 3 Hit Dice possessed by the shaman, the shaman gains a familiar spirit that can be channeled by the shaman in a manner similar to demon possession. When the shaman utilizes the familiar spirit, it gains the ability of that spirit. This can be done for 1 minute per Hit Dice + Wisdom modifier.</p>
<p><i>Ancestor Spirit—</i>Double the positive statistic modifier of subject race and gain +2 BAB, +2 to saves, and the ability to channel energy as a cleric equal to the shaman’s Hit Dice.</p>
<p><i>Animal Spirit</i>—The shaman may take the form of the animal he or she has chosen, and the shaman may utilize aspects of the animal even in human form. The shaman may, for example, fly like a bird or borrow the strength of a bear. The shaman may also communicate with animals of that type.</p>
<p><i>Elemental Spirit</i>—The shaman gains an elemental domain as though the shaman were a cleric equal in level to his or her Hit Dice.</p>
<p><i>Guardian Spirit</i>—The tribal shaman gains great protective powers and grants all tribal allies a +2 to AC and saves as well as the ability to cast <i>dispel magic</i> as a cleric equal to his or her Hit Dice.</p>
<p><b>Share Spirits (Su) </b>Any direct follower of the shaman’s, any tribal template character, or an animal companion of the shaman may receive a blessing that causes it to be possessed by the shaman’s familiar spirit as though that character were a shaman that is two levels lower than the shaman. When the shaman gives this sacred gift, the magic comes with a trigger, and that familiar spirit may not be accessed by the shaman again that day.</p>
<aside>Next week I’ll stat up a tribe using the template and, depending on the CR, choose a few other templates. You can vote for you choices <a href="http://www.surveymonkey.com/s/NQL9L2C" title="Tribal survey" target="_blank">here</a>! </p>
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		<title>1,000-Word Rebuttal: Against the Fetish of Progressive Design</title>
		<link>http://www.koboldpress.com/k/front-page15819.php</link>
		<comments>http://www.koboldpress.com/k/front-page15819.php#comments</comments>
		<pubDate>Tue, 21 May 2013 07:01:45 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
				<category><![CDATA[Articles]]></category>
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		<description><![CDATA[This blog hosted &#8220;Penny Dreadfuls: Against the Nostalgia Fetish in Fantasy Roleplaying&#8221; yesterday, a pleasant-but-perhaps-confused rant against nostalgia in roleplaying game design, and in favor of progress and modernity. Maybe I&#8217;m just old enough to see the upside of the conservative worldview, but let me be the first to say &#8220;bah, nonsense!&#8221; and offer this&#8230; <p><a href="http://www.koboldpress.com/k/front-page15819.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://en.wikipedia.org/wiki/Superman"><img src="http://www.koboldpress.com/k/wp-content/uploads/2013/05/220px-Action_Comics_1.jpg" alt="220px-Action_Comics_1" width="220" height="305" align="right" /></a>This blog hosted <a href="http://www.koboldpress.com/k/front-page15797.php" title="Penny Dreadfuls: Against the Nostalgia Fetish in Fantasy Roleplaying">&#8220;Penny Dreadfuls: Against the Nostalgia Fetish in Fantasy Roleplaying&#8221;</a> yesterday, a pleasant-but-perhaps-confused rant against nostalgia in roleplaying game design, and in favor of progress and modernity. Maybe I&#8217;m just old enough to see the upside of the conservative worldview, but let me be the first to say &#8220;bah, nonsense!&#8221; and offer this brief rebuttal in the voice of reason. I fully realize that in doing so, I can expect to insult every active gamer in a slightly different fashion than Mssr. Hebert did.</p>
<p>Yes, roleplaying games in general and <em>Dungeons &#038; Dragons</em> and the <em>Pathfinder RPG </em>in particular do revel in the antique, the ancient, the dusty tomes&mdash;as part of the genre, and as a focus for world building. But this is hardly a fetish for nostalgia or a clinging to the outworn and lackluster rules of yesterday. It&#8217;s just part of the character of its novels and settings. Fantasy RPG fans also like Renaissance fairs, medieval weapons, and tales that lean toward sagas and hero-quests. Comes with the territory.</p>
<p><strong>Steady Improvement</strong><br />
But RPG fans preferring antique game design? Not at all, and to the contrary. Most gamers are happy to recognize and embrace a core of functional, pleasurable, and workable rules, rather than chasing after every gaming fad and novelty.</p>
<p><span id="more-15819"></span></p>
<p>Yes, sometimes these are the core rules you learned as a teenager. Some people are still playing OD&#038;D, or AD&#038;D, or Basic. But it&#8217;s a small-but-vocal minority of people who master the rules once, and then refuse to tinker, update, or adapt them.</p>
<p>More often than not, though, D&#038;D fans are fairly quick to abandon the old in favor of the new and improved. Every edition of D&#038;D depends on this&#8211;and I will bet if there is ever a 2nd Edition of Pathfinder, fans will first scream &#8220;heresy!&#8221; and then rush to see how things might be tweaked and improved. Certainly, the hobby will never advance quickly enough for some who shout &#8220;Faster! Modern! Discard your d20 class-and-level chains!&#8221;, but those gamers are perfect-rules-questers. They are always moving from one system to another, and the search for novelty is never satisfied, because by definition, once you have found it, it is no longer new to you. </p>
<p>Now, it&#8217;s true that some D&#038;D players and Pathfinder fans are, in fact, delighted with the Old School, and the Old School Renaissance is even more hidebound in its delight in the old stuff. People enjoy games they understand, and once you have mastered a system, it takes a little work to change your rules and your play style. Not much work, though, and many gamers like nothing better than ripping into a new book of crunchy rules or a tome that brings new flavor to a setting we love. That is no crime: It&#8217;s comfortable and pleasant to revisit worlds and characters that delight us. The exact same human instinct explains the sequels to books, comics, and movies we love. Superman is 75 years old: The premise still works. D&#038;D is almost 40 years old, and it is still fun to roll a 20 and clobber the orc.</p>
<p>In other words, a new or modern design is not always better. There is no guarantee of &#8220;progress&#8221; just because a copyright date is recent, and publishers release terrible games with distressing regularity. Treating newness with a little skepticism is the healthy sign of someone who has seen gaming fashions come and go: Remember all those crazy dice pools? Diceless RPGs? The peculiar fascination of the Comeliness stat? Many gaming trends have done okay for a while. But many new ideas wither and die, and the wise designer learns from the history of the field, tracing the evolution of styles and mechanics. The D&#038;D style has been an enduring one. Perhaps that means it does some things absolutely right for its audience.</p>
<p><strong>Experimental, Not Reactionary</strong><br />
I&#8217;d argue, further, that gamers are hardly nostalgic as a breed. Sure, everyone loves the adventures that introduced them to the hobby. (And why shouldn&#8217;t they? The wonder of the first time!) But rather than hewing closely to nostalgia, most fantasy gamers are tinkerers and homebrewers. They&#8217;re always dabbling, trying out a new mix in their campaign, adding supplements, dropping subsystems, and houseruling like crazy. The most popular genres and styles are also the most active laboratories of game design, and they are the crucible of what works, rather than what is new. </p>
<p>And this &#8220;what works&#8221; style is premised on a foundation of older things that, probably, have worked for decades: simple ability scores, a d20 system or a percentile system, a class-and-level framework or certain types of point-buy radicalism. This isn&#8217;t fetishizing old rules. It&#8217;s proper respect for things that the hobby as a whole points to and says, &#8220;Well, it might look a little odd, but it&#8217;s really great fun to do it this way.&#8221;</p>
<p>The core archetypes of fantasy&mdash;the wizards and warriors&mdash;are not subject to a lot of change. The rules we play by may slowly drift and ebb and alter, but the wise gamer does not chase every passing fad. The good ideas in game design will stick around for long enough to find their way into houserules and small-press releases, and&mdash;if they are truly great&mdash;find their way into the next edition. The junky, flashy progress of untested and unplayable systems fades away. This is, after all, why Kobold Press fights so hard to playtest as much as possible: Real play burns away excessive rules, design indulgences, unwise world-building decisions, poor choices in tactical maps. Only a fool discards the weight of accumulated experience.</p>
<p>What you call &#8220;fetish&#8221; and &#8220;nostalgia,&#8221; Dear Mr. Hebert, is what I call &#8220;time-tested&#8221; and &#8220;proven to work.&#8221; I&#8217;ll be happy to play any wild and progressive design you like, and I would be happy to find new ways to play faster, better, livelier games. But I&#8217;ll think carefully before I throw away the games that got me here.</p>
<p><em>Wolfgang Baur feels officially older than the hills after writing this essay. But dagnabbit, a d20 is a good tool for beginners and advanced players alike. </em></p>
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		<title>Penny Dreadfuls: Against the Nostalgia Fetish in Fantasy Roleplaying</title>
		<link>http://www.koboldpress.com/k/front-page15797.php</link>
		<comments>http://www.koboldpress.com/k/front-page15797.php#comments</comments>
		<pubDate>Mon, 20 May 2013 07:01:46 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[Ever since the announcement of “D&#38;D Next”—or, to translate marketing-speak into actual English, Dungeons &#38; Dragons: 5th Edition—more than a year ago, Wizards of the Coast’s efforts to unite the disparate tribes of fantasy roleplaying enthusiasts under one system of roleplaying has been contentious at best. Fans of disparate—and mutually exclusive, in some cases—styles of&#8230; <p><a href="http://www.koboldpress.com/k/front-page15797.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><img src="http://www.koboldpress.com/k/wp-content/uploads/2013/05/PennyDreadfuls1-245x300.jpg" alt="Penny Dreadfuls: Adapted from the Spring Heeled Jack Penny Dreadful" width="245" height="300" class="alignright size-medium wp-image-15867" />Ever since the announcement of “D&amp;D Next”—or, to translate marketing-speak into actual English, Dungeons &amp; Dragons: 5th Edition—more than a year ago, Wizards of the Coast’s efforts to unite the disparate tribes of fantasy roleplaying enthusiasts under one system of roleplaying has been contentious at best. Fans of disparate—and mutually exclusive, in some cases—styles of roleplaying have been contesting and debating the merits of each edition to assess whether elements of that edition should be included in the Frankenstein’s monster that is Next.</p>
<p>The results have been ugly, retrograde, and entirely predictable. Wizards of the Coast’s promises of modularity and freedom of choice have all been silenced by the advent of the unelected “But that’s not D&amp;D!” committee that lurks on every forum. Its members revel in speaking out against progressive design, clutch tightly to every mechanical cow in the event that someone, somewhere might believe it sacred despite its age or dissociation from the remainder of its herd, and rejoice in purging the unclean from the hobby because of their conviction that there is only one ideologically acceptable way to pretend to be an elf.</p>
<p>Theirs.<span id="more-15797"></span></p>
<p>People who’ve talked with me know I have never been on board with D&amp;D Next—its design philosophy’s attempt to unite the tribes struck me as remarkably tone deaf, naïve, and harmful to the state of play we have been gifted with since the hobby’s inception in E. Gary Gygax’s basement four decades ago. While some view crowdsourcing as a viable way forward, I predicted that Wizards of the Coast’s tactics to engage fans in the design of the next edition of the game would reignite the most-recent edition warfare that’s infected gaming discussions since the launch of D&amp;D 4E and the release of Pathfinder RPG. Rather than encouraging gamers to have an honest discussion about the role nostalgia should play on mechanical design, the openness of the process has caused numerous players—most frequently those who prefer older editions of the game—to come forward and out themselves as members of the “That’s Not D&amp;D” committee.</p>
<p>I suspect part of the reason I find the views of the “That’s Not D&amp;D” committee so bizarre and unhelpful for the hobby is that I don’t particularly value nostalgia. As I get older, I’ve come to accept that the ways I played roleplaying games in the past—particularly my start in the hobby with AD&amp;D—had little to do with mechanics and more to do with where I was at in my life. I’m from rural Louisiana, and when my friends and I discovered a game where we could pretend to be heroes, we used the rules to make stuff up that we thought would be fun. Our creativity and happiness to play together was part and parcel of being young kids happy to hang out with each other, and we didn’t really let the mechanics of the game get in our way.</p>
<p>I know game designers can’t recapture the esprit de corps of my early forays into gaming, no matter how hard they try; the mechanical design of the games I loved had very little to do with the fun those games facilitated. We didn’t think deeply about concepts like simulation, if it was necessary for D&amp;D to have draconic kobolds or doglike kobolds, or whether warlords could “shout wounds closed.” Our games were <i>laissez faire</i> and <i>au courant</i>. Now that I’m older and have done a bit of game design, the idea that any game designer would try to recreate the games of my youth strikes me as quixotic and impossible—nostalgia is not empirical, and it cannot be mechanically modeled.</p>
<p>May Garl Glittergold go with those who try.</p>
<p>But to the members of the “That’s Not D&amp;D!” committee plaguing RPG forums, the type of fun roleplaying games facilitated should be subordinated to nostalgic purity (in general) and <i>their </i>particular nostalgia (in specific). Did you like 4E? Tough luck. Were warlords the class you were looking for way back when you were playing 2E and wanted to create a fantastic version of Alexander the Great or Zhuge Liang? Sorry, that’s not D&amp;D because the game is and must be Eurocentric. Are you interested in non-Vancian magic options? Too bad. That’s not D&amp;D even if 2E psionics provided just such a system (and even if it were awesome!). Did you play 13th Age and decide that (what they call) narrative mechanics might be interesting in your fantasy game? Leper. Outcast. Unclean. Forge-ite. Swine.</p>
<p>The problem with the “That’s Not D&amp;D!” committee is not the fact that they are attempting to use the Internet to silence and shame those who want D&amp;D to continue moving forward. The issue is these men and women do not understand the extent to which they are fetishizing the past—and in so doing, contributing to the culture that’s making it harder and harder to introduce new players to the hobby. Nostalgia and fantasy roleplaying’s history have their place in this hobby—but to the loudest subset of message board denizens, that place is decidedly not as a reference to where the hobby’s been. History and nostalgia have become <i>Gygax ex cathedra</i>, rigidly constraining our understanding of the hobby’s past and constricting the mechanical designs that will define our hobby’s future.</p>
<p>But what do I know? Nostalgia <i>über alles</i>. After all, that’s not D&amp;D (and it shouldn’t be to you or anybody else)!</p>
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		<title>Gnasty Gnolls: The Avenger in AGE</title>
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		<pubDate>Thu, 16 May 2013 07:01:52 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[As you might expect from the title of this article, Pete continues his look at the gnoll. If you missed the first part, take a quick peek here first, and then come back to explore all that is the Midgard AGE gnoll avenger! Gnolls have slaughtered their way to gaming infamy, and they are a&#8230; <p><a href="http://www.koboldpress.com/k/front-page15846.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/k/wp-content/uploads/2013/05/gnoll.png"><img src="http://www.koboldpress.com/k/wp-content/uploads/2013/05/gnoll-269x300.png" alt="Gnoll" width="269" height="300" class="alignright size-medium wp-image-15847" /></a><br />
<aside>As you might expect from the title of this article, Pete continues his look at the gnoll. If you missed the first part, take a <a href="http://www.koboldpress.com/k/front-page15702.php" title="Gnasty Gnolls: Lore and Adventurers">quick peek</a> here first, and then come back to explore all that is the Midgard AGE gnoll avenger!</aside>
<p>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.<span id="more-15846"></span></p>
<h2>Gnoll Avenger</h2>
<p>Sallying forth from the edge of sandstorms, gnoll avengers ride chariots into battle. Though encountered across Midgard, avengers tend to be concentrated in the Southlands, especially in the river city of Nuria and particularly at the Palm Palace, as well as the outlying cities of Corremel and Per-Kush. Avengers are used en masse to conquer others or defend the kingdom, or they work in smaller formations to hunt, track, race, and make war. The bloodline of these gnolls originates with a common ancestor—a large gnoll named Arrna—and each avenger has remained loyal to the king and queen of the river kingdom since then. Riding ornate ceremonial chariots, statues of avengers are found within royal tombs, even protecting their charge in the afterlife. Like other gnolls, avengers capture slaves, especially those with the skills to perpetuate or amend the technology of their vehicles, and they engage in cannibalism, eating fallen brethren to absorb their twisted souls. Avenger leaders employ falcons for scouting, while the rank and file have an affinity for barbed nets (see below), spears, and short bows.</p>
<h2>Playing a Gnoll Avenger</h2>
<p>If you choose to play a gnoll avenger, modify your character as follows:</p>
<ul>
<li>Add 1 to your Dexterity. Avengers must be agile to fight from chariots.</li>
<li>Pick one of the following focuses: Constitution (Driving) or Strength (Spears).</li>
<li>You can speak Nurian.</li>
<li>Take the warrior class.</li>
</ul>
<p>Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.</p>
<table>
<th>GNOLL AVENGER</th>
<tr>
<td><strong>2d6 Roll</strong></td>
<td><strong>Benefit</strong></td>
</tr>
<tr>
<td>2 </td>
<td>+1 Constitution</td>
</tr>
<tr>
<td>3–4 </td>
<td>Weapon Group: Bows</td>
</tr>
<tr>
<td>5</td>
<td>Focus: Willpower (Courage)</td>
</tr>
<tr>
<td>6</td>
<td>Focus: Dexterity (Crafting)</td>
</tr>
<tr>
<td>7–8</td>
<td>+1 Strength</td>
</tr>
<tr>
<td>9</td>
<td>Focus: Dexterity (Bows)</td>
</tr>
<tr>
<td>10–11</td>
<td> Focus: Cunning (Engineering)</td>
</tr>
<tr>
<td>12</td>
<td>+1 Cunning</td>
</tr>
</table>
<h2>Avenger Chariots</h2>
<p>Chariots are two-wheeled vehicles fashioned from skin stretched over steam-bent wooden frames. Slaves or free artisans with a Journeyman level of the Invention talent, or with the Cunning (Engineering) and/or Dexterity (Crafting) focuses can design and/or build chariots. A simple gnoll chariot costs upwards of 100 sp. Under a GM’s supervision, more complex chariots can be acquired or constructed, such as those with armor, intelligence, or magical resistance, or with additional offensive capabilities such as the ability to spread disease.</p>
<p>Chariots are drawn by 1–4 hyenas (that lose their bite attack due to a bridle, though maintain the stunt Knock Prone) and have a driver and an armed rider. When chariots are used in numbers, they fight in closed ranks to overwhelm enemies. On open terrain, chariots provide great speed and maneuverability, offering stable platforms from which to launch arrow, javelin, and spear attacks (weapons fired/thrown from a moving chariot add +1 to damage). Chariots have a speed of 15 at full speed and an armor rating of 4. Driving is a minor action, and any charioteer makes a Constitution test every round. If this fails, a Dexterity test is made. If this fails, the charioteer falls from the chariot and makes another Dexterity test for damage. The GM can determine target numbers based on terrain and speed.</p>
<h2>New Gnoll Weapon: Barbed Net</h2>
<p>This rope net is covered in spider-venom-coated hooks and costs 20 sp. Considered a missile weapon with a short/long range of 2 yards and no reload, the user makes a ranged attack to successfully throw the net. With a hit, the hooks cause 1d6 damage and the spider venom inflicts –2 to Dexterity. If able, the user performs a Knock Prone (SP2) stunt, entangling the target.</p>
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		<title>Old Hat Monsters: Tribal Hero Template</title>
		<link>http://www.koboldpress.com/k/front-page15832.php</link>
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		<pubDate>Wed, 15 May 2013 07:01:36 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[“My lands are where my dead lie buried.”—Crazy Horse Tribal cultures sometimes have a different leader in war then when in peace. The tribal chieftain template I discussed last week was for a chieftain who mostly leads primarily by speaking. The tribal hero, or war chief if you prefer, leads by action. You can represent&#8230; <p><a href="http://www.koboldpress.com/k/front-page15832.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/k/wp-content/uploads/2013/05/Harold_S_Delay_-_Red_Nails_I.png"><img src="http://www.koboldpress.com/k/wp-content/uploads/2013/05/Harold_S_Delay_-_Red_Nails_I-300x294.png" alt="Illustration of a scene in Robert E. Howard&#039;s &quot;Red Nails&quot;: this picture was first published in Weird Tales (July 1936, vol. 28, no. 1)." width="300" height="294" class="alignright size-medium wp-image-15761" /></a>“My lands are where my dead lie buried.”—Crazy Horse</p>
<p>Tribal cultures sometimes have a different leader in war then when in peace. The <a href="http://www.koboldpress.com/k/front-page15760.php" title="Old Hat Monsters: Tribal Chieftain Template">tribal chieftain</a> template I discussed last week was for a chieftain who mostly leads primarily by speaking. The tribal hero, or war chief if you prefer, leads by action.</p>
<p>You can represent this by simply applying the advanced template if you want fast, easy, and boring. If, instead, you’d like to challenge your players with a template designed for guerilla warfare tactics, join me after the jump for the <b>tribal hero (CR +2)</b>.<span id="more-15832"></span></p>
<p>We’ll start with statistics. A tribal hero needs to react quickly to danger, stealthily lead an ambush or night raid, and gracefully avoid damage, so let’s go with <b>Dexterity +4.</b> Planning is crucial—often tribal cultures are invaded by people with better technology, magic, or both, thus the hero needs to understand these advantages and counter with the strengths of the tribe. So, <b>Intelligence +4</b>. That said, sometimes being a hero is simply about being more powerful then your peers: <b>+2 Hit Dice </b>and<b> +1 BAB</b>.</p>
<p>The tribal hero is a feared figure and capable of great stealth and feats of athletic prowess. Add <b>+6 to Intimidation, Stealth, </b>and<b> Acrobatics</b>. Catching enemies or challengers is nearly as important as striking when an enemy is disadvantaged, so add <b>+4 to Perception </b>and<b> Sense Motive</b>.</p>
<p>Tribal heroes gain the following feats: <b>Precise Strike</b>,<b> Improved Initiative</b>,<b> Combat Reflexes</b>,<b> Poison Use</b>,<b> </b>and<b> Outflank</b>.*<b> </b>Tribal heroes thrive on their home turf, so they <b>gain 1 favored terrain </b>and<b> 2 favored enemies </b>against traditional tribal enemies.**</p>
<p>Tribal heroes gain the following special attacks.</p>
<p><b>Count Coup: </b>When a tribal hero hits a target in his or her favored terrain or hits a favored enemy, he or she can elect to deal no damage and daze the target for 1 round (no save.)</p>
<p><b>Sacrificial Charge: </b>For an additional –2 to AC, a charging tribal hero can deal double damage on a charge.</p>
<p><b>Equipment:</b> Treat the tribal hero as a player character of the same level as his or her Hit Dice. If you want to limit the reward the PCs gain, make the majority of the treasures consumable (and consume them).</p>
<p>*Even if the tribal hero would not normally qualify.</p>
<p>**You can stack the bonuses on the same favored enemy if the tribe has only one traditional enemy.</p>
<aside>As is my tradition, I’m taking orders for the crunch in the comment section. What monster would you like to see with the tribal hero template? Do you want to see it mixed with other templates such as the mutated, tribal chieftain, or advanced template? If I miss you before the comments get cut off, feel free to PM me on Paizo’s forums. My handle there is GM_Solspiral, and I’ll fulfill anything respectfully requested within a week of the article posting, with comments on the Kobold Press site receiving priority attention. I’m also taking nominations for a tribal encounter complete with all tribal templates at the end, so nominate your favorite monster races and what CR you’re interested in seeing. There will be a survey at the end of next week’s article.</aside>
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		<title>Your Whispering Homunculus: 100 Spots for Overnight Roughing It (50 Fair and 50 Foul)</title>
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		<pubDate>Tue, 14 May 2013 07:01:25 +0000</pubDate>
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		<description><![CDATA[Master Pett’s Your Whispering Homunculus presents only the finest in British gaming. Indeed, you are not likely to find a more comprehensive assortment of miscellany anywhere. (So much more than just another bloke in a dress.) “Master! Look what I’ve found in the dungeon.” “Ah, my old adventurer’s tent. How much I miss the days of&#8230; <p><a href="http://www.koboldpress.com/k/front-page15813.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2010/04/Homunculus1.jpg"><img src="http://www.koboldquarterly.com/k/wp-content/uploads/2010/04/Homunculus1-232x300.jpg" alt="Your Whispering Homunculus" title="Your Whispering Homunculus" width="232" height="300" class="alignright size-medium wp-image-5050" /></a></p>
<aside>Master Pett’s Your Whispering Homunculus presents only the finest in British gaming. Indeed, you are not likely to find a more comprehensive assortment of miscellany anywhere. (So much more than just another bloke in a dress.)</aside>
<p><i>“Master! Look what I’ve found in the dungeon.”</i></p>
<p><i>“Ah, my old adventurer’s tent. How much I miss the days of my youth when I’d gad about the countryside, chasing this purple temple or that magenta stronghold. How my young limbs used to love a stop in the dangerous wilderness and break my fast with spring water and berries.” </i></p>
<p><i>“Whereas now your regal buttocks become inflamed unless they are warm and cozy on your mighty mattress.”</i></p>
<p><i>“True, slug-mother, true. Now get my warming pan ready and boil me some frothy milk for my supper or I’ll have you lashed.”</i><span id="more-15813"></span></p>
<p>The overnight stop in the wilderness, the night’s rest of some band of orcs being chased across the hills, the odd curiosity by the trailside. Sometimes these places can be nothing more than a brief mention on the journey, but sometimes a group’s stopping point can be a staging point for an encounter, and then, the choice of a place with walls and cover becomes more crucial.</p>
<p>The tables below offer a little more meat to the overnight stop. The first list is the shelter found with a successful Survival check (DC 10), the other is for fails. Characters can push on if they find a camp not to their liking, but these tables provide stops at random when the player characters have almost concluded a day walking. If they push on into the dark, might they get lost, might their torches bring foes, or might the next place be even worse?</p>
<h2>Check Succeeds</h2>
<ol start="1">
<li>A tumbled-down chapel, one wall remains standing and a weathered angel stands guard</li>
<li>A collapsed hay barn with enough space inside for camping</li>
<li>An old pigpen</li>
<li>A sheepfold with intact walls</li>
<li>An abandoned cottage</li>
<li>An old carriage turned upside down</li>
<li>A stout barn</li>
<li>A roadside chapel with room inside for plenty to sleep and a big fireplace stocked with wood</li>
<li>A ruined manse with one wing still standing</li>
<li>The shell of a windmill with a makeshift roof of cloth from previous visitors</li>
<li>A ruined keep</li>
<li> A recently abandoned inn</li>
<li>A stout, dry cave with carvings of a saint</li>
<li>A trio of recently felled trees that form a perfect grove</li>
<li>An old boathouse whose walls, though falling, are stout and weatherproof</li>
<li>An old ruined mill</li>
<li>A mouldering gypsy caravan</li>
<li>A landlocked bridge whose arches offer shelter</li>
<li>A sheep pen</li>
<li>A ruin made of huge stones</li>
<li>An old church surrounded by weathered graves</li>
<li>A small hill commanding fine views and with a dozen rabbit holes</li>
<li>A hilltop with a small hermit’s cave cut in</li>
<li>A hillock with three huge trees</li>
<li>A south-facing grove by a stream that is a favorite for local game</li>
<li>A boarded-shut woodcutter’s hut</li>
<li>An abandoned walled garden</li>
<li>A tumbled-down cottage with a garden brimming with seasonal vegetables</li>
<li>A ruined cottage with a functional well</li>
<li>A lean-to made of stout trees</li>
<li>A ruined church tower with a rusty bell inside</li>
<li>A fine tor of large stones that commands excellent views of the surroundings</li>
<li>An old quarry with caves</li>
<li>A ruined farm with wild mushrooms and berries</li>
<li>A hunter’s wood shelter by a loch brimming with pike</li>
<li>A lochan teeming with eels</li>
<li>A small abandoned dungeon complex</li>
<li>A large abandoned dungeon complex</li>
<li>A huge hay barn</li>
<li>A small bothy</li>
<li>A roadside temple with a wooden shed</li>
<li>A natural rock bowl with a fire pit in its center</li>
<li>A hillside with good cover and plenty of hares</li>
<li>A small cave by a natural pond</li>
<li>A very high wall with a trough</li>
<li>A sheltered cairn</li>
<li>A small lochan with an island in the middle that can easily be waded to</li>
<li>A chapel on a small island in a loch</li>
<li>An abandoned tower</li>
<li>A wattle and daub hut</li>
</ol>
<h2>Check Fails</h2>
<ol start="1">
<li>A small glade that overnight begins to run with spring water</li>
<li>A ruined cottage infested with ants</li>
<li>A gatepost on a hillock</li>
<li>A wet valley</li>
<li>A moldering gypsy caravan that falls to pieces when entered</li>
<li>A damp grove in a damper copse</li>
<li>A frequently used trail with giant footprints</li>
<li>A stone circle on a hill covered in gorse</li>
<li>A cairn on a windy hillock</li>
<li>A very damp shallow cave</li>
<li> A heathery hillock infested with vermin</li>
<li>A small grassed area filled with thistles at the side of a stream</li>
<li>A completely collapsed old inn on a very windy hillside</li>
<li>An old quarry with half a dozen hornet’s nests</li>
<li>A low bowl of grass by a stream that is infamous for midges</li>
<li>A sheltered hill infamous for midges</li>
<li>A shelter by a small loch infamous for midges</li>
<li>A ruined village infested with brambles</li>
<li>A foul spot for flies</li>
<li>A pleasant ruined farmhouse overrun with mice</li>
<li>A pleasant ruined cottage overrun with rats</li>
<li>A ruined barn that is a favorite hangout for skunks</li>
<li>An old hay barn infested with spiders</li>
<li>A mile post on a moist grassy knoll</li>
<li>A horribly exposed hillside</li>
<li>A toadstool-infested glade</li>
<li>A ruined house with numerous stinkhorns and other foul-smelling fungi in its damp rooms</li>
<li>A spot uncannily visible for many miles</li>
<li>A ruined castle in danger of imminent collapse</li>
<li>A barn in danger of imminent collapse</li>
<li>A foul-smelling hovel</li>
<li>A damp spot infested with big slugs</li>
<li>A cave occupied by something aggressive</li>
<li>A ruin occupied with something aggressive</li>
<li>A ruin containing several poisonous snakes</li>
<li>A terrible spot for poisonous ivy</li>
<li>A very damp spot beneath some trees</li>
<li>A ruin with an untraceable foul-smelling object buried somewhere in it</li>
<li>A tree that makes an unsettling groaning and creaking noise at night</li>
<li>A barn that has been used by some large creature that has recently died</li>
<li>A windy cave</li>
<li>An old graveyard</li>
<li>A barrow on a windy spot</li>
<li>A nettle-infested field</li>
<li>A well with bad water</li>
<li>A weed-choked mill with rotten floors</li>
<li>A pool overrun with noisy frogs</li>
<li>An abandoned plague village</li>
<li>A remote farmstead with the dead owner still in bed upstairs</li>
<li>A cottage with the last occupant hanging from a rafter</li>
</ol>
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