Delve into the Depths in the Kobold Blog

Green Light:
Tales of the Margreve Commissioned

I’m happy to announce that Tales of the Old Margreve has reached the commissioning goal and is moving into design! The project has strong direction from the supremely talented design duo of Tim and Eileen Connors—and the raw horsepower of a hundred sharp and crafty GMs and designers, including RPG Superstar semi-finalist Jim Groves and

Green Light:
Tales of the Margreve Commissioned
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The Red Eye of Azathoth: a Public Report

The first (of 5!) playtests is complete. Here’s what designer Tim Connors had to say (without spoilers!) on changes to the design introduced as a result of playtest feedback. Added event-triggered flashbacks designed to encourage camaraderie between the otherwise opposed Viking and monk investigators. Based pregens on Cthulhu Dark Ages to tweak/balance things like armor/weapons

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Wayward Children of the Abyss (Part 1 of 5)

A manifestation of twisted freedom and self-devouring depravity taken to their most horrific ends, the Abyss contains virtually uncountable numbers of fiends, perhaps bordering upon the infinite. But while its labyrinthine depths swim, choked by its fecund natives, its resident demons are not the only creatures hungering for blood and slaughter for their own sake.

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The Magic Circle: Lesser Curse (Part 2)

Continuing from last week’s lesser curse with more than 40 new minor curses: Loses all sense of hygiene Loses all sense of modesty Large warts (-1 charisma) Acquires a rare, but harmless, skin disease (-1 charisma) Drools constantly Stutters constantly Enlarged body part (e.g. ears, nose, chin, feet, hands) Becomes a pathological liar (will always

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Bait & Switch: Well, I Didn’t See That Coming

Some trapsmiths believe in the tried and true “bigger is better” in trap design. However, some of the more offbeat trapsmiths prefer complexity in their designs. Many of these traps comprise multiple smaller traps, and the CR of each is determined separately. Stages should be treated as separate traps (e.g. requiring separate Perception checks). If

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Monday Monsters: Nihilimentis

Bred to exterminate all sentient life in the natural world, nihilimentii were created as living weapons in the ancient cosmic war between the gods and the primordials.  The psychic vibrations of intelligent creatures cause nihilimentii physical discomfort, driving them to a solitary existence.  In fact, other creatures’ perceptions of the nihilimentii create painful psychic feedback

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