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Old Hat Monsters: Signature Weapons

Ghost Goblin by Chris McFannA good gaming session has a few of the same elements as some traditional wedding receptions. Both are a gathering of friends in a festive atmosphere, likely with food at some point. As with one wedding tradition I could name, each session could feature “something old” and “something new.” Those familiar with my series here at Kobold Press know my favorite way to make nostalgic classic monsters new is to use templates to create an unexpected twist. This is not going to be one of those articles.

To extend the wedding analogy one more step, our “something blue” this week is the signature weapon of the various monstrous races—you’d be blue, too, if you had to wield the goblin’s weapon! Less is sometimes more; after the jump we’ll discuss what works and we’ll also propose a few changes to the monster weapon rack.

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Players Guide to the Crossroads Now Available

Players Guide the the CrossroadsShadow Magic and Clockwork Kings! The Crossroads region is the heart of Midgard. Here’s where you’ll find the alleys of Zobeck, the mighty dwarven cantons, the dark pathways of the Margreve forest, the undead principalities, and the subterranean empire of the ghouls. The Players Guide to the Crossroads has new options for those who seek adventure and fortune in this exciting realm!

This 36-page collection of materials provides players with an overview of the central  region of the Midgard Campaign Setting, plus a wide range of new powers and options for any Pathfinder Roleplaying Game campaign, including:

  • 3 New PC races: Kobolds, ghoulish Darakhul, and Gearforged
  • The Shadowsworn Class: a 20-level class of roguery and shadow magic, with 7 new spells!
  • Dark Holidays of the Crossroads
  • New options for Cavaliers, Paladins, and Rogues, including Griffon Knights, Fixers, and White Lions
  • Ghoulish and Vampiric Sorcerer Bloodlines
  • Clockwork and Illumination Schools of Magic
  • 60 new feats and dozen of regional traits
  • 8 new weapons for dwarves, gypsies, and rogues, including the rat poniard and Nordmansch greatax

Master the secrets of the Crossroads region and unleash its new spells, feats, and mysteries!

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Relic: Taleblade

TalebladeThe tale’s the thing with the artifact known as the Taleblade. Take a look at what it could bring to your campaign—it just might add another story element that your players will remember for quite awhile.

The Taleblade is appropriate for mid-heroic level characters.

The Taleblade begins as a sleek rapier with a silver hilt. Though masterfully constructed, the sword is unadorned. Once acquired, however, the Taleblade begins to record the deeds and experiences of its owner and companions. Over time, the Taleblade records its owner’s journeys in incredibly fine, flowing script along the length of the blade.

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Weapons and Armor: A +2 What, Sir? (Part 2 of 2)

Plus Two What?

As noted last week here on the Kobold Quarterly blog, we’re continuing to look at an interesting option for presenting weapons and armor in your game. If you missed the first installment of this series, you can read the first part here.

The following keywords are designed to substitute the numeric bonuses applied to armor, shields, and bludgeoning, piercing, and slashing weapons. Using these keywords breaks away a layer of metagame language and makes a world of difference to the player characters (and their players). Now the fighter can walk into the weapon shop and ask for a sword of carving, confident that the shopkeeper will know exactly what he is looking for.

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Weapons and Armor: A +2 What, Sir? (Part 1 of 2)

Plus Two What?A fighter walks into a shop. “Gimme a +2 sword.”

The shopkeeper nods. “Two swords coming right up.”

“Not two swords,” the fighter says. “One sword. +2.”

“Three swords, sir?” the shopkeeper asks.

“I want a +2 sword,” the fighter repeats, slowly and deliberately. “Just one sword, but +2.”

Clutching his patience, the shopkeeper raises an eyebrow. “+2 what, sir?”

In chess, saying a piece is killed or captured and then removing it from the board serves its purpose. In a roleplaying game, evocative language separates a rule that stumbles from one that strides. A carefully chosen key word creates the immersion that is so important in a fantasy setting. More than just an exciting explanation of the power the characters wield, key words illustrate what the characters experience. Dealing 1d6 damage per level to all creatures in a 20-ft. radius is a dull spell until it is called fireball and described as an explosion erupting on a medieval battlefield, scorching the horde of incoming orcs. This language illustrates a scene that is far more interesting than what is really happening: a series of d6s are rolled and the result is compared to a stat block to determine who lives and who dies.

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