The kobold warrens will be closed from Tuesday, November 25th, through Sunday, November 30th. No signs of life will be seen: no shipments of books, shirts, patches, scraps of cloth, rusty gears or dead gnomes will travel in or out of its depths. Inquiries shouted through the keyhole about orders already placed will be answered, though possibly after some delay.
Why? Well, there’s the Thankskobold holidays, of course. But also because we’re readying a massive Krampus sale which will go live December 1st! You’ll find savings on some older products, some favorite Pathfinder RPG items, a very short but special D&D sale item, as well as a brand new surprise 13th Age release that we’ve been working on in secret. Details are coming! Later!
We hope that you all enjoy much frivolity and feasting in the days to come!
Alaeron is a killer—or at least he was. He’s not your normal stone-cold killer type, but more the “I caused the death of a very powerful captain of the Technic League in the mysterious and treacherous land of Numeria” kind of killer. But that was a long time ago and in a land far, far away. Sure, he lives his life in fear. So what if the league sends assassins after him every so often? Who cares if they want back the gizmos, gadgets, and magic items he spirited away when he fled the country? These days, Alaeron is living a semi-secluded life as an alchemist. All was sort of normal until a semi-incorporeal messenger was sent from his former master whom he thought dead. She asks Alaeron to return to Numeria to do some work for her and possibly clear his name in the process. The chance of not being hounded by assassins and his over-developed sense of curiosity leads Alaeron to accept the invitation. Accompanied by his only friend, the street savvy thief Skiver, he heads off to a land full of wonder that has fallen from the stars: a land ruled harshly by evil arcanists and a mad barbarian king know as the sovereign. Will Alaeron find the peace he is looking for or will his curiosity kill him and his only friend? This novel is tied to the Pathfinder Iron Gods Adventure Path.
Inspired by the wild die mechanic of the D6 system, and Fantasy Flight’s narrative dice, GMs and players can incorporate their own narrative dice into d20 games, granting GM and player actions with blessings and curses. Here’s how:
Designate 1d6 as your blessing die and another 1d6 as your curse die. These dice should be different in color for easy distinction.
Designate the even numbers on both dice for blessings and curses. Odd numbers are ignored. Blessings and curses correspond with the number rolled: the blessing die grants a +2, +4, or +6 on a rolled 2, 4, or 6. The curse die grants a -2, -4, or-6 on a rolled 2, 4, or 6.
Blessing and curses cancel one another according to their value. For example, if a 6 is rolled on the blessing die (+6), and a 4 on the curse die (-4), then a +2 bonus is granted.
GMs and players narrate their actions before rolling their blessing and curse dice along with their d20. For example, Mark wishes to strike a goblin, and he says, “I spin with a flourish before thrusting my longsword at the goblin’s head.” Then Mark rolls his d20 and blessing and curse dice together.
Regardless of Mark’s success or failure, his blessing and curse dice count only for narrative purposes, not to be added to the d20 roll. For example, Mark’s d20 roll is successful and he hits the goblin, plus he rolls a 6 on his blessing die (+6) and 4 on his curse die (-4). Mark’s hit counts as normal, but he gains a +2 bonus applied to his next roll. Narratively, what accounts for the +2? That is Mark’s decision, based upon his previous description. Perhaps Mark says his spinning flourish dazes the goblin for a moment, giving him an advantage to strike the goblin next round.
Blessings and curses can be bestowed upon others. For example, Mark’s +2 could be bestowed upon a fellow player who hasn’t yet acted.
Blessings and curses can be bestowed upon the opposition. For example, Mark’s +2 could bestow a curse (-2) on the goblin’s next roll.
GMs and players narrate their own blessings. GMs narrate player curses. Players narrate GM curses.
Critical hits double blessings. Fumbles double curses. Critical hits do not impact curses. Fumbles do not impact blessings. For example, if Mark rolls a 20 with a 4 on his blessing die (+4), he’s granted a +8. Or if Mark rolls a 1 with a 4 on his blessing die (+4), he’s granted the usual +4.
Blessings and curses are applied to all d20 resolution tasks, not just combat. Be creative. Blessings and curses can impact virtually any existing modifiers (AC, skill checks, spell resistance, feats, damage reduction, and so on). Encourage players to really narrate their actions and reactions based on the outcome of the blessing and curse dice.
You might see those less fortunate than you everywhere in the next town you visit, or there might be only one beggar calling for alms. If, for some reason, the characters take a look into a beggar’s cap, there might be more in there than coins. You can roll randomly for a result below, or use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
“Master, help! I can’t get this pot off my hand. I was only feeling inside for spiders. Help me remove it, please!”
“It is too late, sluglet. Once you’ve placed your hand inside a gnashing scarab pot there can be only one ending.”
“You lose whatever you thoughtlessly thrust into it, of course, in a little under a minute from now if it follows the usual pattern. That’s the trouble with pharaoh objects, they are almost always horribly trapped, or cursed, or both. Now, hand me my catalogue of pharaohic artifacts I asked you to find over an hour ago, and get some mint tea ready for my visitor. He has bulging pockets and an obsessive love of things looted from pyramids. And be quick about it. You have only fifty seconds left.”
Treasures come in all shapes and sizes—and from a variety of places. With treasure, variety is almost always a good thing. Our list this week is 50 outré or disturbing treasures found in the land of the pharaohs. These objects need not be looted from pyramids and temples, however. They can be found in any collection, perhaps as part of a vast trove of someone who has an unhealthy love of pyramids and tomb robbing.