Delve into the Depths in the Kobold Blog

Rise of the Mimic Moon: Still Greater Monstrosities

In its growing frantic desperation to recover its seedling, the mimic moon fashions greater servants of its cosmic will. These more powerful mimics typically arrive 1d6 days into the cataclysm, after 6–24 waves of lesser mimics spread across the landscape. Mage Mimic An arcane shapechanger, the mage mimic leads groups of mimics on ruthless hunts […]

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Egyptian dice (600-800 BC)

The Random Gamemaster: NPC Names

From the genesis of D&D, random lists have been used to create, inspire, and complicate games everywhere. The gamemaster is essentially keeping all the knowledge of a fabricated world inside their head along with all the relevant laws of physics and mechanics, which are transformed into a living story around the table. With that in

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The Song Undying: Low- to Mid-Level Plot Hooks

Levels 1–3 Explorers in the high mountains recently found a body partially frozen in melting ice. Well-preserved, the human is dressed in furs and carrying stone tools. He could be thousands of years old. The body was taken to the city of Zobeck—there to be examined by scholars at the Arcane Collegium—packed in ice and

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Musings from an Empty Tankard: Omens, Prophecy, and Foreshadowing

First, pick a mood or theme that suits the flow of the game. After describing that mood, use it for the basis of your prophecy. A prophecy that accurately describes the game feels more organic. It feels as if it has always been unfolding, and the PCs are only now beginning to see it. It

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Introducing Players to Roleplaying Games: Encouraging Interaction with the Game World

Making Space for Storytelling As a GM, you’ve at least partially defined the world that your campaign will take place in. Whether it’s a setting you’ve written yourself or a commercially available campaign setting, the basics will be set, but there will still be many details that offer room for expansion. Even in the most

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Deep Magic: Pestilent Cleric Spells, Part 1

Aura of Filth 4th-level necromancy (pestilent)Casting Time: 1 actionRange: Self (30-foot radius)Components: VDuration: Concentration, up to 1 minute Putrefying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each living creature in the aura (including you) cannot be cured of a

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Rise of the Mimic Moon: Enchanted Equipment and Assorted Accessories

Something about destruction and upheaval spurs the imagination and triggers innovation. A mage, dwelling in a city dragged into the hells, suddenly has all manner of reasons to invent items that work well against fiends. Similarly, the cleric looking out on a quaint countryside road, seeing an army of undead, feels a great motivation to

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Magical Wastelands: Environmental Cataclysm

This sparsely populated wilderness seems benign at first glance. A normal patch of terrain, the usual trees, clearings, and rocks. However, perhaps it does seem oddly barren. So you look closer, noticing the signs of ancient battles, the scorched bricks of a shattered mage’s tower or the fallen trees, radiating outward from a central point,

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Character Check: Exploring the Courser Mage (Wizard Subclass)

The Courser Mage, from Margreve Player’s Guide, is an arcane tradition that trains tirelessly to weave their magic into powerful arrows, delivering a barrage of the arcane from the shadows. These wizards are some of the most unique in the world of Midgard but can be used in any campaign setting. Read on to learn

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