Kobold Trapsmith: Crafting Devious Traps
Kobold Trapsmith: Crafting Devious Traps
Kobolds
TABLE OF CONTENTS
“Tick Tick Boom: The Kobold Trapsmith” by Sarah Madsen ......................................................... 2
“Traps for All: Kobold Class Traps” by Victoria Jaczko .................................................................... 9
“Warren Guild: All Hail Vinzlo (Now Pass the Pudding)” by HH Carlan .................................. 15
“A Shining City in the Deep Dark: Mysteries of Lillefor” by Wolfgang Baur .............................. 22
CREDITS
Designers: Wolfgang Baur, HH Carlan, Victoria Jaczko, Sarah Madsen
Developer & Editor: Scott Gable
Art Director & Graphic Designer: Marc Radle
Cover Artist: Bryan Syme
Back Cover Artist: Tyler Walpole
Interior Artists: Pedro Potier, Phil Stone
Publisher: Wolfgang Baur
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new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.
(Elements that have previously been designated as Open Game Content are not included in this declaration.)
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Product Identity, especially place names, character names, locations, story elements, background, sidebars, and fiction.
No other portion of this work may be reproduced in any form without permission.
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TICK TICK BOOM:
THE KOBOLD TRAPSMITH
by Sarah Madsen
2
A successful DC 18 Intelligence from the springs and disarm the trap. If the
(Investigation) or Wisdom (Perception) result of the Dexterity check is a 5 or lower,
check notices the trap, and a successful it triggers the trap, targeting the character
DC 15 Dexterity (thieves’ tools or tinker’s attempting to disarm it.
tools) check is needed to disconnect the net
3
A character may craft a book binding with replaced. To install the bulb and rig the
the appropriate materials, 10 hours of crafting tripwire, a character must succeed on a DC
time, and a successful DC 12 Dexterity or 12 Dexterity check using tinker’s tools.
Intelligence check using tinker’s tools. More Triple Threat. The triple threat is a devious
elaborate versions can be found or crafted, kobold creation, involving three traps in one.
including those with spiked nets, dealing Often, a creature will disarm or trigger the
5d6 piercing damage on a failed Dexterity first trap only to trip the second trap without
save, or an electrified version that deals 2d4 a thought. Not to be outdone though, the
lightning damage at the start of every round triple threat involves a third—and often more
the creature is restrained. Crafting a more potent—trap, just for good measure (and for
complicated version requires the appropriate the amusement of the trapmaker).
materials, 20 hours of crafting time, and a An item or area trapped with a triple threat
successful DC 15 Dexterity or Intelligence can be triggered three separate times, and
check using tinker’s tools. each individual trap must be disarmed in
No Soliciting. Kobolds who require their sequence. When a character discovers the
privacy may make use of a no-soliciting trap trap with an Intelligence (Investigation) or
on their home. This trap consists of a bulb Wisdom (Perception) check, the exact result
of hallucinatory gas triggered by the door’s determines how many they find: the first trap
knocker. When triggered, a dose of gas is is detected on a result of 11–13, the first and
released from the bulb (typically hidden second are detected with a result of 14–17,
within the frame of the door or behind and all three traps are detected on a result of
decorative foliage) and fills a 15-foot cone. 18 or higher.
Any creatures within the area must make Similarly, disarming the traps requires three
a DC 13 Constitution saving throw. On a successive Dexterity (thieves’ tools) checks,
failure, they become frightened as their mind and the difficulty increases with each. Failing
is filled with visions of horrible monsters, one disarm attempt resets all three traps
and they must use their full movement and (meaning a character must start over from
the Dash action to move as far away from the the beginning). A character cannot disarm
door as possible by the safest available route a trap they did not find though, so unless
on each of their turns. This effect lasts for 1 all three traps were discovered, one or more
minute. A creature who starts their turn in will inevitably be triggered. To disarm the
the cone must repeat the saving throw. An first trap, a character must succeed on a DC
affected creature may repeat the saving throw 12 Dexterity (thieves’ tools or tinker’s tools)
at the end of their turn, ending the effect on check. The DC for the second trap is 15, and
a success. the DC for the third is 17.
Discovering the no-soliciting trap requires a For example, a chest trapped with a triple
successful DC 12 Intelligence (Investigation) threat may feature a poisoned needle, acid
or Wisdom (Perception) check. Disarming spray, and an explosive canister. The poison
the trap requires a successful DC 11 Dexterity needle is triggered the first time a character
(thieves’ tools or tinker’s tools) check. attempts to pick the lock, the acid spray
Crafting a no-soliciting trap requires a bulb is triggered the second time a character
of hallucinatory gas, which can be purchased attempts to pick the lock, and the explosive
for 10 gp or created with 2 gp worth of canister detonates when the lid is opened.
materials and a successful DC 15 Intelligence Pressing on a hidden button on the side of
check using alchemist’s supplies. Each bulb the chest (DC 17 to locate) disarms the traps
contains six uses of gas before it must be long enough to unlock and open the lid,
4
though they reset with a soft click when the TRAPSMITH SPELLS
lid is closed again. A character who triggers Though much of a kobold’s skill comes from
the poison needle must succeed on a DC 13 tools and tinkering, the enterprising kobold
Dexterity saving throw or take 2d4 poison trapsmith may go so far as to utilize magic to
damage, and a character who triggers the acid infuse and bolster their trapmaking.
spray must make a DC 15 Dexterity saving
throw, taking 2d8 acid damage on a failure
ANALYZE DEVICE
and half as much on a success. If the explosive
canister is triggered, every creature within 10 2nd-Level Divination | Bard, Sorcerer,
feet of the chest must make a DC 18 Dexterity Warlock, Wizard
saving throw, taking 5d6 fire damage on a Casting Time: 10 minutes
failure and half as much on a success. Range: Touch
Crafting a triple threat is not an easy feat Components: V, S, M (a pinch of graphite)
and requires the necessary materials, 30 hours Duration: Instantaneous
of crafting time, and three separate Dexterity You spend 10 minutes magically inspecting a
checks using tinker’s tools. Each check takes nonmagical device, weapon, or other piece of
place after 10 hours
of crafting, and a
failure on one means
a total loss on the
project, requiring
the character to
start over from the
beginning. The DC
for the first check
is 8, the DC for the
second check is 11,
and the DC for the
third is 14.
5
gear, gaining insight into its inner workings cold, fire, force, lightning, necrotic, or
without the need to disassemble it. You learn psychic. The trap deals an additional 2d4
how to use the device, how it functions, and damage of that type when triggered.
identify any hidden traps or triggers. At Higher Levels. When you cast this spell
If you attempt to recreate the device within using a spell slot of 3rd level or higher, the
the next 48 hours, you can roll 1d8 and add damage increases by 1d4 for each slot level
the result to your crafting ability check. above 2nd.
6
avoid fiery explosions (like that caused by proficient in land vehicles, the DC for the
fireball), you double your Dexterity modifier saving throw increases to 16.
for the saving throw. A lever secured beside the seat allows you to
brake while still spinning the bladed propeller
TINKERED WEAPONS AND GEAR
or to deactivate and collapse the fan to use the
Kobolds have a particular flair for the cycle as a vehicle without using it as a weapon.
dramatic and the deadly—and that definitely Crafting a blademill cycle requires 200
extends to their weapons as well. Though gp worth of materials, 15 days of crafting
many kobolds will use whatever is at hand, time, and a successful DC 8 Dexterity or
be it a sharp stick, a large rock, or a bag of Intelligence check using smith’s tools or
stinging insects, kobold artificers and tinkers tinker’s tools.
are constantly creating new weapons that are Boom Box. The boom box is an ingeniously
both terrifying and unpredictable. simple (by kobold standards, anyway)
Blademill Cycle. Crafted by some crazed contraption made of clockwork and filled
kobold weaponsmith, the blademill cycle with gunpowder. As an action, you wind
combines a pedal‑powered cart, a propeller… the crank handle on the side to prime the
and swords. Sized to fit a Small creature,
the blademill cycle features a seat with
three wheels, pedals, and a horizontal,
windmill‑like fan made of eight
longswords. When you operate
the blademill cycle, you
can use your action to
pedal at a speed of up to 35
feet while the blades above
you spin at a terrifying
speed. Any creatures
within 5 feet of you
at the end of your
turn must make a DC
14 Dexterity saving
throw, taking 4d6
slashing damage on
a failure or half as
much damage on a
success. If you are
7
BOOM BOX SIZES
AREA SAVE CRAFTING MATERIAL CRAFTING
SIZE (RADIUS) DC DAMAGE TIME COST DC
Tiny 10 feet 13 4d4 fire + 2d4 bludgeoning 5 days 50 gp 10
Small 20 feet 15 4d6 fire + 4d4 bludgeoning 10 days 100 gp 12
Medium 30 feet 18 6d8 fire + 4d6 bludgeoning 20 days 200 gp 14
box, and you can use a bonus action to set Kobold’s Breath. Though kobolds lack the
the notch-and-key timer up to 2 minutes breath weapons of many of their draconic
(to a minimum of 1 second). Once the kin, a few daring kobold tinkers have crafted
box is wound and the timer set, the gears the next best thing. Roughly the size of a
inside tick down until the set time, at which heavy crossbow, this two-handed weapon
point a flint-and-tinder mechanism inside is a jumble of soldered metal, errant tubing,
sets the contents of the box alight, causing and glass bulbs. When fired, it sprays a
it to explode. When the box explodes, all 15-foot‑long line of fire. Creatures in the line
creatures within the affected area must make must succeed on a DC 14 Dexterity saving
a Dexterity saving throw, as determined throw, taking 4d8 fire damage on a failed
by the Boom Box Sizes table, taking the save or half as much on a successful one.
bludgeoning and fire damage listed on a This weapon, while powerful, is not
failed save or half as much damage on a without its risks. When you use it, roll a d12
successful one. and consult the Kobold’s Breath Failure
Some particularly maniacal kobold tinkers Chance table.
have taken to adding music box components Crafting a kobold’s breath weapon requires
to the boom box, so the mechanism plays a 75 gp worth of material, 30 days of crafting
tinkling tune before it explodes. time, and a successful DC 17 Dexterity or
Crafting a boom box requires gold, crafting Intelligence check using tinker’s tools.
time, and a successful Intelligence or Various alternative versions of this weapon
Dexterity check using tinker’s tools. exist that deal acid or poison damage instead
of fire.
8
TRAPS FOR ALL:
KOBOLD CLASS TRAPS
by Victoria Jaczko
9
traps’ save DC is equal to 8 + your Dexterity
modifier + your proficiency bonus, made
against an appropriate saving throw for
the type of trap, usually Dexterity or
Constitution.
Your trap deals the damage
customary for a trap of its kind
plus an additional 1d8 of damage
(even if it wouldn’t normally
cause damage). The extra damage
increases by 1d8 at 6th, 10th, and
14th levels to a maximum of an
additional 4d8 damage. You can
choose for the trap to deal no
damage if it wouldn’t normally.
BARD
Kobold bards set traps with the intention
of proving their sophistry and wit, caring
less about damaging a foe than crippling
the ego or proving a point. The bard is well-
aware of the stereotypes and expectations
other folk have about kobolds and use these
misconceptions against them.
At 2nd level, instead of a bard’s Song of Rest
feature, you can choose to take the Mocking
CLERIC
Song feature.
Mocking Song. As an action, you can Kobold clerics call upon their deities to
conjure an illusion of a simple trap, such as safeguard just about anything they don’t want
a bear trap, trip wire, or a small glyph. The anyone poking at. The small divine glyphs
trap’s illusory nature is revealed by effects they conjure cause pain to those unwise
that pierce illusions, such as true seeing, enough to intrude upon their warren or
and it disappears if dispelled. Otherwise, tamper with their favorite pickaxe.
setting off the trap or attempting to disarm At 2nd level, instead of Channel Divinity:
it causes it to vanish and triggers a “song” of Turn Undead and Destroy Undead, you gain
high-pitched yips and yaps that fill the area the Channel Divinity: Minor Glyph Trap and
within 30 feet of the trap. A creature within Major Glyph Trap features.
the area of effect that can hear must succeed Channel Divinity: Minor Glyph Trap. As
on a Constitution saving throw against your an action, you present your holy symbol
spell save DC or be deafened for 1 minute. and speak a prayer of protection over a
Once you have used this feature, you must nonmagical item no larger than 5 feet by 5
complete a short or long rest to use it again. feet. This must be a specific item. You cannot
Starting at 11th level, any creature who fails target a section or floor or wall, but you can
its saving throw is also confused, as confusion, target a door or a window of an appropriate
for 1 round. size. A glyph in the shape of your holy
symbol glows on the item before fading,
10
but it remains visible for those looking as a lizard, rat, or poisonous snake (your
for it or with a successful DC 10 Wisdom choice, set when you place the marker) as
(Perception) check. the polymorph spell for a number of minutes
The glyph trap does not trigger if you touch equal to half your druid level (rounded down).
or interact with the item, nor for up to five If such a polymorphed creature assumes their
other creatures you designate when you set natural form while within the warded area,
the trap. Any other creature who triggers they do not have to make the save again, but
the trap must make a Wisdom saving throw they do if they leave and reenter. Beasts are
against your spell save DC, taking 1d10 + your immune to the marker’s effects.
cleric level of radiant damage on a failed save You can only have one Baleful Marker active
or half as much damage on a successful one. at a time. If you construct and place a new
The glyph trap does not harm the item it one, your old marker is deactivated.
is on. It fades once triggered and must be
reapplied at the next dawn, or it deactivates. FIGHTER
Major Glyph Trap. Starting at 5th level, Kobold fighters set few of their own traps, but
your Minor Glyph Trap feature deals an they excel when surrounded by traps, whether
additional 2d10 points of radiant damage set by kin, companions, or others.
when triggered. Additionally, when a creature At 1st level, instead of Second Wind, you
fails its saving throw against your glyph trap, gain the Spring Trap feature.
it is instantly blinded for 1 minute, and you Spring Trap. As a bonus action, you can set
are automatically alerted that the trap was off a trap within 5 feet of a creature you are
triggered as a mental alarm, as long as you currently engaging in melee and force them to
are on the same plane of existence. be the target of the trap. You must be aware of
the trap’s existence in order to set it off. If the
DRUID trap affects an area that you are within, you
Kobolds are used to being overlooked and are also affected by springing the trap but have
treated as lesser folk, so they’re always ready advantage on any saving throws it requires.
to flip the tables. Druids kobolds, with their Once you use this feature, you must finish a
cunning and shapeshifting magic, can trap short or long rest before you can use it again.
areas, attuning them to slithery and scaly You can use this ability twice between rests
things and laying low arrogant trespassers. starting at 5th level, and three times between
At 2nd level, instead of two uses of your rests starting at 13th level.
Wild Shape feature, you gain one use of Wild
Shape and the Baleful Marker feature. MONK
Baleful Marker. You can spend a minute Kobold monks focus less on spite in their
creating a marker out of natural materials, traps, preferring to use their enemies’
such as bone, wood, and feathers, and infusing aggression against them. If reacted to calmly,
it with magic. When placing the marker, you a monk’s trap is mostly harmless. Struggling
can designate a number of similar tokens, against their trap, however, makes foes ever
like feathers, stones, or carved items, in your more ensnared.
possession to be keyed to the ward, granting Instead of the Step of the Wind Ki feature
immunity to creatures that possess one. ability, you learn Calm Quicksand Trap.
Creatures who enter within 20 feet of the Calm Quicksand Trap. You can spend 1
ward and do not have a key token must ki point to channel your energy into an area
make a Wisdom saving throw. On a failure, no larger than a 5-foot cube, creating an
they are transformed into a Tiny beast, such invisible space of quicksand-like energy that
11
lasts until the beginning of your next turn. piercing damage and 2d8 damage of one
Moving at normal speed or slower through of the following: acid, cold, fire, lightning,
the space does not trigger the trap. Running, or poison. The trap deals an additional 1d8
casting a spell, making an attack, or taking damage of the chosen energy type for each
similar actions within (or through) the space, spell level higher than 1st, to a maximum of
however, activates the trap. The target must 5d8. Undead and fiends have disadvantage on
make a Wisdom saving throw against your their saving throw.
save DC or be affected by the slow spell as Creatures who fail their saving throw
the placid energy resists their aggression. are also restrained. Freeing itself from the
The effect persists until the target takes no Draconic Jaws requires a successful Strength
aggressive or hurried action for 1 round, or saving throw against your spell save DC.
after a minute, whichever comes first. The trap persists until a creature breaks
free, the trapped creature dies, or until you
PALADIN complete a short or long rest, whichever
The rare kobold paladin prefers to use traps comes first.
to punish the truly wicked and unworthy,
not to harass or injure simple interlopers. RANGER
Drawing on their divine connection and Kobold rangers combine their natural affinity
heritage (as dragons are the ultimate symbol for cunning traps with a hunting acumen and
of judgment), the paladin ensnares enemies adeptness within their preferred terrain. In
with a draconic sense of righteous fury. favored environs, their traps are hard to find,
At 2nd level, instead of the Divine Smite harder to disable, and even harder to escape.
feature, you gain the Draconic Jaws feature. At 1st level, instead of the Favored Enemy
Draconic Jaws. You can expend one feature, you gain the Favored Quarry feature.
paladin spell slot to lay a magical snare in
an unoccupied space within 5 feet of you.
This snare resembles a hunting trap but is
obviously magical, bristling with energy and
large teeth.
A creature stepping into the trap must
succeed on a Dexterity saving throw against
your spell save DC or take 1d8
12
Favored Quarry. You are particularly adept when a certain amount of time has passed (no
at creating and setting traps within your more than a minute).
favored terrain and even more so at trapping The DC to spot, disable, or break out of
particular types of foes. When you choose a your Cunning Traps is DC 8 + your Dexterity
favored terrain from your Natural Explorer modifier + your proficiency bonus, and each
feature, also choose a type of favored quarry: trap has a saving throw appropriate to the
aberrations, beasts, celestials, constructs, trap’s design (often a Dexterity saving throw).
dragons, elementals, fey, fiends, giants, Choose one of the following as the trap’s
monstrosities, oozes, plants, or undead, or, effect: deal 1d6 + your rogue level in either
alternatively, select two races of humanoid bludgeoning, piercing, or slashing damage
(such as gnolls and orcs) as your favored (appropriate to the trap) or cause the target
quarries. This quarry must be commonly to be grappled, prone, or restrained until the
found in your selected favored terrain. end of their next turn.
Traps you create or place in your favored Complex traps, traps requiring significant
terrain impose disadvantage on attempts to preparation, or very large traps, like a
spot them with Intelligence (Investigation) or huge, swinging blade, cannot be made
Wisdom (Perception) checks. Additionally, if with Cunning Traps. Likewise, at GM’s
your favored quarry sets off one of your traps, discretion, a situation may render trapmaking
it has disadvantage on any saving throws impossible, like being completely naked in a
made to resist or escape the trap. totally empty room.
If you are within a mile of one of your traps The trap breaks once triggered.
set in your favored terrain, you immediately
sense when the trap is triggered, and the type SORCERER
of creature (animal, beast, gnoll, and so on) Kobold sorcerers empower traps with the
trapped in it, if any. magic of their own blood. A means of flexing
their sorcerous mastery, their traps are
ROGUE personalized blood sigils used to ward walls,
Kobold rogues have mastered the art of doors, and objects.
quickly manufacturing improvised traps At 2nd level, you can spend your sorcery
with little to no planning and out of nothing points to create a Blood Sigil.
more than materials at hand. They may be Blood Sigil. As an action, you deal 1 piercing
odd-looking and often break after a single or slashing damage to yourself and draw
use, but the rogue cares little about longevity blood to scrawl a sigil on a door, wall, floor,
compared to entangling foes in a snare made window, or item large enough to contain the
from a belt, scavenged wire, or the chain from sigil. You determine the sigil’s appearance,
a broken chandelier. and it radiates magic of the evocation school if
At 2nd level, instead of the Cunning Action targeted with an effect like detect magic.
feature, you can choose Cunning Traps. Creatures who step on or over a sigil, touch
Cunning Traps. You can take an action to it directly, step through a portal containing
create an impromptu trap of simple design: one, or pick up an item containing one
a hunting trap, snare, trip wire, and so on. trigger it. When triggered, the sigil erupts
As a bonus action, you can set a trap you’ve with magical energy. The creature that
created in an appropriate unoccupied space triggered it must make a Dexterity saving
within 5 feet of you. You can set the trigger throw, taking 2d8 acid, cold, fire, lightning,
for when the trap is contacted, when a or thunder damage on a failed saving throw
specific space is entered or stepped on, or (your choice when you create the sigil) or half
13
as much damage on a successful one. Once Instead of gaining the Savant feature as part
triggered, this sigil ends. of your Arcane Tradition at 2nd level, gain
This sigil’s damage increases by 1d8 when the Riddle Savant feature instead. (If your
you reach 5th level (3d8), 11th level (4d8), Arcane Tradition does not have a Savant
and 17th level (5d8). Sigils crumble away after feature, work out an appropriate feature
your next long rest unless you continue to replacement with the GM.)
invest sorcery points to keep them active. Riddle Savant. Your crafty magic and
fondness for complex riddles and puzzles can
WARLOCK befuddle an opponent’s mind. As an action,
Kobold warlocks’ patrons are fully aware you can choose to speak a riddle aloud or to
of their affinity for baubles and cleverness. have a minor illusion of your voice recite or
Warlocks can create pretty little trinkets with explain some manner of riddle or puzzle to a
their magic and use them to lure the unwary location you can see (including remotely, as
into a trap. with the scrying spell).
At 2nd level, you do not gain Eldritch As long as the target is sufficiently
Invocations (instead learning your first intelligent and can understand you, it must
invocation at 5th level) and gain the make a Wisdom saving throw. On a failure,
Invocation of Greed feature. the creature is convinced it cannot perform
Invocation of Greed. As an action, you an intended action (such as attacking you or
conjure a small bauble, such as a gem or a opening a door or chest) unless it correctly
piece of jewelry no larger than your hand, answers the riddle, and it is compelled to
infused with your magic. The bauble is fragile spend each of its actions attempting to solve
and likely to shatter if dropped or handled it. The creature makes an additional saving
roughly, and it dissolves into smoke at the throw at the end of each of its turns. On a
next dawn. success, the creature is not compelled to
The magic of the bauble is inert while answer and does not feel hindered from
in your possession or held by you. Once taking actions, though it may still choose to
it is either set down, taken from you, solve the riddle if it desires.
or given away, its magic activates. A A creature attempting to solve your
humanoid creature within 30 feet who sees riddle or puzzle makes an Intelligence
an unattended bauble must succeed on a (Investigation) check against your spell save
Wisdom saving throw or use their action to DC. If it succeeds, you can give it another
move to the bauble and pick it up or, if they riddle, and the creature will continue to
already hold the bauble, to examine it. The attempt to solve it until it succeeds at its
bauble then turns to smoke and clouds the saving throw. Correctly answering a riddle
target’s mind, stunning them until the end grants the creature advantage on its next
of their next turn. On a successful save, the saving throw.
bauble simply turns to smoke. The compulsion ends 1 round after you
leave the vicinity or stop responding to the
WIZARD target’s attempts to solve the riddle or if you
Kobold wizards have plenty of magical or your allies attack the target or cast a spell
options for traps and seldom resort to the on it.
mechanical variety their less erudite kin This feature automatically fails on creatures
might employ. That said, their deviousness with an Intelligence of 4 or lower or who are
runs just as strong as any kobold, creating an immune to charm.
interest in puzzle and riddle traps.
14
WARREN GUILD:
ALL HAIL VINZLO
(NOW PASS THE PUDDING)
by HH Carlan (with Sarah Madsen, Trapmaking Competition flyer)
15
16
The 3rd Tri-Annual
Zobeck Kobold
Trapmaking Competition
KOBOLDS ONLY
AMAZING CONTRAPTIONS! EXCITING EXPLOSIONS! FANTASTASTIC PRIZES!
Sponsored by the Kobold Shipping Consortium!
Entrants must apply by DAWN on Ceresday and present their tools for inspection!
NO EXCEPTIONS!!!
ENTRY FEE
Competitors: 10 gp per team
Spectators: 5 sp for safe seats, 1 cp for blast zone seats*
NO ANIMALS ALLOWED, ESPECIALLY DOGS
*Spectators sitting in the blast zone assume all risk and responsibility associated with sitting
in the blast zone. Such risks include, but are not limited to, first-degree burns, second-degree
burns, third-degree burns, acid burns, shrapnel injury, loss of sense of smell, loss of hair, loss of
limb, loss of life. Ponchos (1 cp) and shields (2 cp) can be purchased on site or bring your own.
Risk also includes loss of poncho.
17
OR INFLUENCE THE JUDGES! LEAV
E THE JUDGES ALONE!!!
on Melana’s surface. The first is a
mapmaker whose knowledge of
the surface rivals that of the most:
Fingers is a smaller-than-average
kobold with beautiful
handwriting. He has drawn
some of the most exquisite
maps found in Melana—and
will also write invitations for
weddings when paid enough.
His twin brother, Toes, is
a pastry chef and thief who
benefits from his brother’s
maps and informs him of the
changes within the city. Both
are slight, even for kobolds,
and in their hands, their
chosen utensils are also
deadly weapons.
Life in the
Warrens
Descending into
the tunnels and
eventually the warrens
of the Undercity, travelers
discover a confusing odor of
sweet earthiness. The hollowed paths
continue deep within the earth, and the
seemingly ever-present smells of dessert
permeate the galleries. Optimally carved for
the physical dimensions of kobolds, taller cover most surfaces, and though most have
creatures, including humans, must crouch been drawn on by bored kobolds over the
or crawl through the tunnels, allowing the years, from longstanding games to mocking
kobolds time to outrun enemies and quickly cartoons, they also contain useful notations
access the safety of their living quarters. The and plans, such as for heists or trap design.
kobolds snicker and giggle at the too-talls Since the ascension of Vinzlo, now archking
navigating their homelands. and guildmaster, the kobolds are no longer
The grandest space within the warrens is the banished to the shadows. Kobold society,
Doom Room. A sizeable cavern, tall enough supported within the Warren Guild, creates
for even a human to stand, the Doom Room a robust subculture beneath the busy streets
is the strategy room where Vinzlo oversees of Melana, composed of popular tradesmen,
the guild. Tables and bookshelves line the craftsmen, assassins, and proprietors of goods
walls, trinkets and weapons fill the shelves— and services common, uncommon, and for
not a book is in sight. Hand-drawn maps enough coin, illegal.
18
BY THE FINE FINGERTIPS OF VINTINA
ASSASSIN’S LAMP
Wondrous Item, Very Rare (Requires Attunement)
A gold, gilded lamp with three transparent orbs
that glow without flame. However, once attuned,
the lights can be extinguished with their command
word, casting darkness for all within range except for
the attuned.
MURDER SPOON
Weapon (Shortsword), Very Rare
A standard wooden spoon with slots cut into its
bowl to strain solids from soup, this spoon has
a detachable handle that reveals an extending
shortsword. You gain +1 bonus to attack and
damage rolls made with this weapon.
19
stay supplied from the surface and to assist in
ADVENTURE SEED: the trade of the kobolds’ unique crafted items.
COMMUNITY DOOMED
SILVER CROWN TAVERN
It’s a warm night, and businesses in Melana
have closed early due to rumors of an The Silver Crown Tavern boasts a notorious
impending conflict. Threats of violence against reputation in the Undercity as the source of
Censor Seppo Voller and Merzlo Regon have shady deals and even shadier patrons. The
the entire city on high alert. The entrance to alliance between the Warren Guild and the
the Undercity is flanked with heavy wooden dwarven Freeholders is not the only political
crates, and as darkness settles, the crates intrigue in the Undercity, but if the barkeeps
explode, leaving the entrance in shambles
at the Silver Crown Tavern are approached
and shaking the area. Merzlo was seen
by someone who means the Warren Guild or
hiding among the buildings right before the
explosion, and her guards are nearby. The
the Freeholders harm, they will more likely be
entrance is destroyed, and thousands are served poison instead of ale.
now stranded belowground. Cries for help The close relationship between the kobolds
echo through the streets. How many will die and Spire Dwell, the proprietor of the Silver
tonight? Who will save them? Crown, means the tavern’s kitchens have
crafted a specialty pudding recipe after years
of experimenting. Beloved by the Warren
reference their secrets, so such a public Guild, the recipe is proudly displayed in a
misstep would be considered an attack and gilded frame behind the bar at the tavern.
handled appropriately.
Vinzlo and Freigyrdawn (a rising leader
among the dwarves and member of the
Enemies of the Guild
While the kobolds built a great friendship
Freeholders, whose interests are not currently
with the dwarves, they also created plenty of
clear) are old friends and meet weekly at the
enemies to keep them busy. The foes of the
Silver Crown to discuss their goals and how
Warren Guild come from all areas: surface
they can aid one another. Freigyrdawn uses
and subterranean, flesh and fey.
his connections to both ensure the kobolds
• The greatest threats to the kobolds are
the humans on the surface of Melana.
Specifically, the humans of the vocal
ADVENTURE SEED:
VESPER’S SHADOW Temperance League—a political
Creaking floorboards ache beneath the heavy
organization led by Merzlo Regon and
footsteps of a troubled man. “Nikswen’s her sycophants who espouse “peace”
gone missing,” Spire Dwell announces from and “community”—secretly plot
the tavern stage. Rumors of the singer’s the demise of the Undercity and its
disappearance had been building for days, inhabitants. Merzlo Regon is an ally
and the only good lead is a mysterious to the leadership of Melana, but her
woman seen about town. What the troubled personal agenda is to cause chaos and
proprietor is not mentioning is that his black unrest between the surface and the
book of secrets is also missing, which is
Undercity. Her greatest ambition is to
problematic for the Warren Guild and the
seal off the opening to the Undercity
Freeholders if it fell into the wrong hands.
and forget it ever existed.
Luckily, the last kobold to see her alive is
sitting at the next table, and he has a story • The shadow fey linger throughout
to tell. Melana and frequent the Undercity to
20
incite conflict. Motivated by their desire the monarchists’ zeal. His detractors,
to sow chaos, for Zobeck in particular, however, still contend he is merely
and to see the mysterious prophecies self-interested and exploiting his family
come to fruition, the shadow fey typically lineage for personal gain.
do not attack, nor even show themselves • “Trust the daughters for they carry the
undisguised, but instead orchestrate wisdom of mothers.” Many kobolds and
disaster from a distance and try to dwarves believe this passage speaks to
secretly insert themselves into society. capabilities and responsibilities of their
• A variety of subterranean creatures daughters and they are prepared to make
threaten the kobolds and their homes. it reality.
Pechs (see Creature Codex) occasionally • “The gifts from the lizard people will
dispute territory boundaries and bring peace to our land.” The use of the
mineral veins with the kobolds and the word gifts causes some turmoil between
dwarves. A corpse worm (see Tome of the kobolds and the dwarves. The
Beasts 2) lives at the edge of a frontier dwarves interpret it as a metaphor for
cavern where the kobolds throw their skill and labor, but the kobolds interpret
trash—and where many Undercity it as literal presents. So many kobolds
criminals throw their victims—and focus on creating gifts, from folded
when it has not fed for a while, it attacks paper dragons to bundles of reeds
kobolds. A nest of crypt spiders (see painted with the blood of enemies.
Creature Codex) keep the corpse worm
company and frequently hunt recently
dead bodies or those close to death to
bring back to their cavern.
21
A SHINING CITY IN THE DEEP
DARK: MYSTERIES OF LILLEFOR
by Wolfgang Baur
(with HH Carlan, Odd Items of Kobold Traders and Kobold Delicacies tables,
and Victoria Jaczko, Report from the Ghetto and Kobold Tools)
22
Some believe the first cavern was named In later years, King Junmo decreed that
Little Fort, and over time, this was shortened derro and goblins would be allowed to settle
to Lillefor. More likely, the name derives in Lillefor, among the previously entirely
from lillesh, meaning “silver” in Draconic. It kobold citizenry, in return for providing
certainly was a fortification at first, as derro, warriors to fight purple worms and protect
goblins, and even purple worms are cited the city’s livestock. These include derro
as creatures “trapped and defeated” in its shadow antipaladins (see Tome of Beasts)
early days. Purple worm tunnels may have and goblin mooncatchers (see Book of Ebon
contributed to the growing city’s connections Tides), some of them directly under kobold
to the surface. The Purple Tunnel is still the command, others called up by king and
main route to the surface today, though it queen in time of need. The allied smaller
is considered uncomfortably narrow for races have often proven their worth against
humans and dwarves. darakhul, dwarves, humans, and other foes
Regardless of its early history, Lillefor has over and over again—and the kobolds are
retained its independence and a certain delighted that they don’t have to do all the
level of secrecy. The camp’s access to an fighting themselves.
underground river and a thriving mushroom
forest, bat colonies, and cave goat herds
all helped it grow, despite its quite
narrow passages and frequent
attacks by purple worms. The
kobold kings and queens of
Lillefor are as numerous as
those elsewhere, and their
reigns are brief, typically only
three to eight years long,
occasionally a decade.
Two historical royals are of
particular note: Queen Alokka
Lyn III and King Junmo VII.
Queen Alokka allowed the
construction of the Gambling
Temple of Azuran and thus
brought the Dragon Gods
to the deep dark. This in
turn led to the interest
and guardianship of the
mated cave dragons
Hargo the Pale and
Yuukfaad, who seized
the temple, incorporating
it into their nest, and
adopted the city and
its queen as their own
minions and friends.
23
Through the City at the entrances to town for 5 gp or more,
and these permit a human, dragonborn, or
Lillefor is vertically built on both sides of the
other “too-tall” to visit the Lillefor Trade
Lillet River, a small but steady waterway that
Quarter—a polite name for a damp, noisy
runs through the middle of the city-cavern.
ghetto of caves and huts built riverside.
The kobold warrens are above river level, and
The trade quarter is often referred to as the
inhabitants reach their entryways, balconies,
Pack-Lizard Pen, though technically the
and small ledges using a few large, public
tall-ceilinged caves are separate from the
ladders and dozens of paths that are merely
pack‑lizard corrals. Nevertheless, many
damp, stone handholds. The ladders can be
human, dragonborn, and dwarven visitors
easily removed in times of threat, and the
must first eject a lizard from their quarters
handholds are difficult to climb without
before moving in themselves. Learning to
claws and daring—their spacing is best for
ignore the ripe stench of the corrals takes
Small creatures, and awkward for Medium
some doing.
and larger ones.
Terraces for growing mushrooms indicate CITY GUARDIANS:
the wealthiest inhabitants, and the king and DRAGONS AND BULETTE
queen live at the top of the cliff, surrounded The kobolds of Lillefor benefit from
by nobles and favored heirs in the Dragon Scout‑Captain Filloburta’s penchant for
Courts. The royal terraces are often the site of bringing monsters home to the city. The cave
music, archery contests, and other festivals— dragons at the royal court have been vital
and on occasion, the royals throw coins allies against darakhul and derro, the lantern
down the cliff to the poor. dragonettes that nest on the river cliffs give
KOBOLD WARRENS the city light and character, and the bulette
that dig in the hardest stone mines make it
The kobold homes each extend into the cliff,
possible for kobold miners to extract far more
dug through the hard stone by pickaxe and
silver and mithral than one might expect.
stubborn kobold toil. Each entry tunnel
While the bulette are technically the property
branches into a warren with passages 3–4 feet
of the Lillefor army, in practical terms it
tall, linking living chambers, natural grottos,
is the Elder Miner and Chief Alchemist
goat caverns, and mining tunnels.
Jango Rikanrekko who trains, breeds, and
In addition, each warren entrance is
controls them using soothing potions, verbal
protected by a trap or two, as is kobold
commands, and carefully controlled feedings.
tradition. Some traps are little more than
His apprentice, the young and shy
rattling bones strung on twine or leather,
Rikansweldor, is learning all there is to know
and others are set only when the owner is
about bulette, for one of the city’s great
away—and they can be quite deadly. “Dead
fears is a repeat of the Days of Trampling
at the doorway” is a common enough cause
some decades before Jango’s time, when the
of death. Enough so that kobolds typically
trainer and apprentice were both slaughtered
shrug and say, “They should have checked
by demons summoned in an unfortunate
the tunnel first.”
bit of royal sorcery. While that disaster led
TOO-TALL GHETTO to the founding of the new dynasty under
Kekarrac the Elder (also Kekarrac the Lucky
Because of Lillefor’s small tunnels and
or Kekarrac XIII), it also led to the more
caverns, few tall races enjoy visiting. A
regimented training of bulette and their more
short‑term “touring token” can be purchased
methodical use in both mining and defense.
24
Floating Pods FLOATING PUFFBAG
and Floating Temple Treat all puffbags as boomer fungi
While much of the city is hidden in its (see Tome of Beasts 2) with 140 hp and a
warrens and tiny tunnels, humans and other flying speed of 20 feet vertically, or 5 feet
visitors can all see the floating black pods horizontally. The kobolds do use their
that serve as helpful transport between the booming as a form of signal when the city
levels of the city. Also called puffbags or is threatened, and puffbags make excellent
black floaters, these magical mushrooms are platforms for spellcasters, archers, and
more‑or-less flat and buoyant with a few slingers when the city is under attack.
tendrils drifting below them, somewhat like a
jellyfish might have. Putting a Huge creature aboard a puffbag
is not allowed and generally results in a
TRAVEL BY PUFFBAG
catastrophic fungal explosion.
Boarding a puffbag to be lifted up the cliffside Each black floater is trained to rise and sink
costs 1 sp for any kobold, 2 sp for larger on command, and they take just a minute or
creatures such as humans, and 4 sp for a pack two to go from the riverbed up to the heights
lizard, and travel down to the river from the of the Court of Dragons. Striking the puffbag
heights is free. or injuring it in any way results in a loud,
Each puffbag can carry its minder (usually booming noise, and the immediate attention
an elderly kobold alchemist or a young of the city watch. Most often a fine of 200
mushroomfolk), plus
16 Small, eight
Medium, or two
Large creatures.
25
gp or more is levied for anyone injuring, After each spawning, the priests of Azuran
threatening, or mistreating a puffbag. collect the fastest, strongest, and toughest
puffbags to grow into the next enormous
FUNGI OF AZURAN floating pods of Lillefor via a secret process of
The city puffbags are protected and fed by feeding and enchantments. Queen Dre’Ssatoc
the priests of the Floating Shrine of Azuran, herself is said to provide crucial binding
which itself sits on the back of one such enchantments for the harnessing and control
floating pod. Its high priest, the rather of the pods, together with a myconid druid
unruly Kekel-Trekel, discovered the secret of named Whitecap.
these floating pods somewhere in the deep
underworld, and he personally oversees their Ruler and Allies
growth and care. King Kekarrac XIV and Queen Dre’Ssatoc are
Each floating pod seems to live for one to confident, sly rulers who have produced nearly
two years before sinking permanently to the two dozen heirs who vie with one another to
riverbanks and spawning hundreds of small be most favored. Many of them come and go
puffbags. The spawning of the pods is usually as explorers and adventurers. They seek to buy
a holiday for kobold children and parents the favor of family and the city’s dragons and
alike, and the puffbags are perfect for games, people with gifts, magic, and new wonders to
puff races, and gambling. entertain and feed the masses.
26
COURT OF DRAGONS Audience Chamber, a single cavern that
The work of ruling the fractious city, its laws serves as a throne room with the royal seats
and justice, is done in the Court of Dragons, roughly 20 feet off the ground in a balcony,
a palatial cave-warren large enough to house looking down at visitors below. The balcony
the royal cave dragons, powerful kobold itself resembles a dragon’s head with ten large
royalty, plus a few dragonborn advisers, claws below it.
a flock of lantern dragonettes, and the Royal audiences are not like those in most
best of Lillefor’s families as squires, pages, surface palaces. For instance, the court’s cave
secretaries, trapsmiths, scribes, and cooks. dragon wyrmlings are often fed a goat or
It is the largest warren of the city with more two during an audience with the king and
than 390 inhabitants, half of them of some queen (visitors find this distracting, which
noble blood. is probably the point). Lantern dragonettes
The tunnels of the court themselves display and lantern beetles provide strong light
kobold wealth and security, using wide-open from niches in the walls or small nests atop
space—which is a thing both terrifying yet stalagmites while pixie’s umbrella fungi float
status-enhancing to kobolds. Of particular about the chamber, making for a chaotic and
note in large-form architecture is the Tenclaw somehow strangely enchanted space.
27
Rumors claim that sometimes Hargo the gnomes of Niemheim, always happy to betray
Pale and Yuukfaad magically assume the form them to Baba Yaga.
of the kobold king and queen and rule in their While the cave dragons and kobolds rarely
stead. Others claim that Hargo and Yuukfaad speak of it, they are enemies not just of
are kobold heroes who have ascended directly gnomes and purple worms but also of the
into semi-divine, draconic form. expansionist Ghoul Empire. From time to
time, a ghoul patrol vanishes near Lillefor,
DIPLOMATIC CONNECTIONS perhaps devoured by cave dragons or slipped
The city rulers maintain distant but cordial into a fiery magma trap. It is nothing so bold
connections to the Ghoul Empire and even as a war, but when ghouls come too close to
more distant (but more cordial) connections kobold territory, they are not welcomed.
to the Mharoti Empire. More often, they
speak and trade with the Kobold Kings of Trade and Inhabitants
Zobeck and sometimes with the goblins of While much of the city focuses on creating
Fandeval in the Shadow Realm. They send a place for the smaller races to trade and
occasional emissaries to Baba Yaga or to the thrive far from humans and darakhul, it still
Red Queen of Courlandia, and that seems maintains a surprising amount of trade with
like more than enough attention to the Upper neighbors in the underworld and on the
World for their liking. surface. Lillefor’s merchants and explorers
The Lillefor kobolds maintain no formal carry raw materials and worked goods into
connection to the Ironcrag Cantons, to the Morgau and Krakovar, the Ironcrag Cantons,
Blood Kingdom of Morgau, or to the Magdar the Magdar Kingdom, and (most of all) to the
Kingdom. They are sworn enemies to the Free City of Zobeck. The trade with Zobeck,
28
while substantial, is largely invisible to the Hat Clan. These include barbarians, druids,
humans and dwarves of Zobeck. Rather and rangers, who care for the city’s bats, cave
than taking their subterranean goods to the goats, and mushroom foodstocks, such as by
marketplaces directly, the kobolds sell them caring for boomer fungi in entrance tunnels
to the Zobeck kobolds—who then pass them and producing pixie’s umbrella fungi and
off as their own. Thus, the Zobeck ghetto strobing fungi for festivals (see Tome of
seems to be an almost miraculous source of Beasts 2 for all three fungi). In return, the
metal, jasper, and other goods. mushroomfolk are protected from the more
dangerous creatures of the underworld.
MINERS AND MUSHROOMS
At the head of the Mercantile Brotherhood THE LANTERN GUILD
are Jiro the Explorer and Elder Miner and Of as much note as the Merchant Guild, the
Chief Alchemist Jango Rikanrekko, who Miner’s Guild, and the Alchemists Guild
provides much of the metal and gemstones is the Lantern Guild. They raise lantern
to merchants for trade. The merchants are beetles (see Tome of Beasts 2) and lantern
skilled at loading up enormous pack lizards dragonettes (see Tome of Beasts), which
and mules to carry their silver, gems, coarse they sell to derro, dwarves, shadow fey, and
salt, and fine, worked devices to Zobeck and shadow goblins along with lamp oils, magical
elsewhere and to bring back wine, silks, fine mirrors, and many other items of kobold
paper, and other goods. enchantment.
In addition, the city has a small group of The living lights are at the heart of the
crucial mushroomfolk partners, the Wide guild—as much from tradition as anything
KOBOLD DELICACIES
d8 MENU ITEM
1 Cave Fish Sushi. A thin cut of raw cave fish, wrapped in fried snakeskin with a wild yam mash and
served with a spicy mushroom aioli, this is a rare treat brought out on special occasions. (1 sp per
piece, or 5 sp per 6-piece platter)
2 Charred Fun Shrooms. A warm treat that reminds even the most hardened kobold of their childhood,
this fungus, when properly cooked, is no longer lethal while still retaining a mild hallucinogenic effect.
Kobolds frequently adjust cooking times for too-talls to desired result. (4 cp per serving)
3 Gristle Chips. Fried to sizzling crisps and salted, these chips are made from shavings of whatever
meat scraps are available, especially from tougher and older portions. (1 cp per serving)
4 Kobold Milk Tea. Whatever milk is on hand, usually ant, roach, or worm, is simmered and used to
steep assorted spiced tea blends. (1 cp per mug, or free with additional purchase)
5 Pudding Cups. A kobold favorite, these are miniature pudding trifles of varying flavors. They are
common at festivals. (4 cp per mug)
6 Spiced Dirt Beans. Fermented for years while buried in the dirt, these spiced beans provide a filling
and flavorful meal. Earthy notes and the sweetness of the mold are well complemented by whatever
fatty meat scraps are available. (1 sp per serving)
7 Trash Juice. This concentrated bone stock includes any number of whatever spices and vegetable
castoffs become available. Great for sauces and marinades, many kobold kitchens keep a giant,
perpetual pot, simmering constantly in a quiet corner, simply adding to it as needed. Also warming
on a cold night! (3 cp per mug, or 5 cp with shot of spirits)
8 On second thought . . .
29
Report from the Ghetto
Good evening, my glorious kin of the Zobeck Ghetto! This week’s
issue is brought to you by Creeli’s Emporium of Legitimate
Lockpicking Apparatuses and by the personal winnings of yours
truly from . . . working, just from my regular wages. Anyway! On
with the scuttlebutt skittering through our warrens.
S!
MAYOR OLLECK HUNTING SMUGGLER
undercover members of the city
It’s been brought to our attention that
east side of the ghetto along the
watch have been spied on the north
lers taking advan tage of our chain bridges to
Derry, looking for smugg
s, mind our own business and leave
evade taxes! We should, as good citizen
not, under any circumstances, distract
them to do their work, and do
across the street in the shado ws and setting enormous
them by scuttling
some other enterprising young
rat traps for them to investigate while
north and south.
kobolds hook up additional bridges to the
STIGATION!
WORKSHOP EXPLOSION UNDER INVE
ay, a multi-colored explosion
In the late pre-dawn hours of last Torsd
workshops. Preliminary investigation
rocked the warrens north of the royal
elves are damaged, but a
revealed none of the workshops thems
g the home s across from the apothecary has some
suspicious crater amon
y, a young kobold recognized for
locals asking questions. Timrod the Might
and a persistent odor of sulfur, insists
his colorful robes, specialty goggles,
there since before the reign of Kuromak VII, but his
the crater has been
that, “Timrod is an idiot alchemist
neighbors have refuted this on the basis
ctions .” Also, “Look, he burned down
who ate too many of his own conco
I was makin g a late-m orning rat on a stick.”
half my wall while
invest igatio n contin ues, but inquir y suggests questioning has turned
The
the Might y actually blew up his home and
away from whether Timrod
more on what ingred ients it took to make the explosion
has focused
bright pink and green.
T TREASURE!
REWARD OFFERED FOR LOS a vial of
offered a reward of 27 cp and
Aggreta Darkscales has an
“Either a potion of healing or
an unknown substance that is, for the
I can’t rememb er whic h,”
experimental cleaning solution. stors
rn of her favo rite broo m, which has the names of her ance
retu y recognizable
Aggr eta says it shou ld be easil
etched into the handle.
to the top of the handle.
by the petrified mouse nailed
ys, this report comes from
That’s all for this week! As alwa
chro nicli ng kobold of the Ghetto. Until
Debbik, your faithful
k! Until someone else
next time! All hail King Quetelma
replaces him, anyway.
30
practical (for many casters can conjure
some form of light). Lantern dragonettes are
Kobold Tools
Kobolds have a unique relationship with
considered lucky animals, and if one allows
their tools. Their favorites are designated
a person to feed or touch it, that person
as unmistakably theirs with a mix of
is considered a “dragon-friend” and gains
decorative touches, unique (and mostly
respect among the kobolds of Lillefor.
useless) modifications, and even partial
The guild’s leader, True Lantern Keeper
damage. Throw in a predilection for giving
Peepo Toddek, oversees lantern making,
their equipment proper names, and it’s a
beetle breeding and hatching, and dragonette
rare kobold found without a signature item
training. Most of his time, is lately devoted to
of some kind that they guard with jealousy.
strobing fungi and luminescent paints. The
Roll a d20 four times and consult the Kobold
other guildmasters and journeymen think
Unique Tool Generator table, or choose
perhaps it is time for a change.
from the entries to create an appropriate tool.
31
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The Trap features across different kobold classes embody their traditional roles and cultural aspirations by aligning specific abilities with their natural cunning and resourcefulness. Each class tailors its traps to reflect particular traits: the bard’s traps showcase wit and deception, clerics imbue traps with divine retribution, druids alter form and control intruders through natural means, fighters excel in utilizing existing traps to strategic advantage, monks focus on mindfulness over brute force, and paladins harness traps to uphold justice. These varied applications of traps reinforce stereotypical kobold traits of cunning, adaptability, and community defense, reflecting broader cultural aspirations of self-preservation and resilience against external threats .
Lillefor's alliances with creatures such as cave dragons and lantern dragonettes offer significant defensive benefits by augmenting their military strength and providing light and character to the city. However, such alliances are not without risks. Over-dependency on these creatures may lead to vulnerability if these alliances were to weaken or be exploited by adversaries. Additionally, their upkeep and training require substantial resources and diplomatic finesse, presenting potential risks if these creatures are not sufficiently controlled or if external circumstances change affecting these alliances .
The strategic use of traps is integral to enhancing kobold communal defense mechanisms, serving as both a deterrent and an active defensive measure. Traps are tailored to exploit attackers’ weaknesses, turning the environment to the kobolds' advantage. By leveraging their natural terrain, such as improvised materials for concealment and utility, kobolds can protect their communities by mitigating direct confrontations—especially critical given their physical diminutiveness. Furthermore, the adaptability of their traps across various classes allows tailored defenses that align with communal and spiritual values, ensuring both tactical and psychological advantages in their collective defense .
Kobold fighters' traps are integrated into their combat tactics as both offensive and strategic tools. The Spring Trap feature enables them to exploit their knowledge of traps on the battlefield, forcing engaged opponents to become the sole targets of said traps. This capability increases their tactical versatility by enabling them to control the battle environment and potentially surprise foes with unexpected trap activations. Furthermore, kobold fighters benefit from an advantage on saving throws against their own traps, enhancing their personal survivability while operating within hazardous terrain .
The Calm Quicksand Trap offers tactical versatility by functioning as a reactionary deterrent, unlike traditional traps which are set off automatically. It activates only when aggressive actions are undertaken within its radius, taking advantage of enemies' aggressive behavior. The trap temporarily slows the target using the Slow spell effect if they fail a saving throw, providing strategic control over enemy actions and movement. This contrasts with conventional traps that do not discriminate based on the type of movement and enhance the monk's defensive capabilities under pressure .
The Minor Glyph Trap mechanically functions by affixing a glyph to a nonmagical item of limited size, which causes radiant damage to any triggering creature that is not designated by the caster. In contrast, the Major Glyph Trap, available at 5th level, enhances the damage and adds additional effects, blinding the triggering creature and alerting the cleric with a mental alarm, providing both offensive and defensive strategic elements .
Puffbags in Lillefor symbolize the kobolds' ability to integrate practical innovations into their society while adhering to traditional customs. These floating mushrooms facilitate transportation within the city, accommodating residents and visitors alike. They reflect kobold ingenuity in adapting naturally occurring elements to address logistical challenges while maintaining the mystical and reclusive nature intrinsic to their culture. By leveraging such natural resources, puffbags also highlight the kobolds' symbiotic relationship with their environment .
Kobold bards incorporate traps strategically, not primarily to cause damage but to exploit stereotypes against them and to cripple the foes' ego or prove a point. They can use the Mocking Song feature, which creates an illusory trap like a bear trap or a tripwire. Unlike traditional traps, these do not physically ensnare targets but are revealed or dispelled by effects that pierce illusions. Setting off the illusory trap triggers a loud, distracting 'song' that can deafen creatures, showing an innovative use of sound and deception rather than physical harm .
Lillefor presents a complex view of kobold societal structure, serving as a sanctuary and a symbol of independence and pride. It is seen as a sanctuary for kobolds amidst surrounding political tensions, offering refuge and cultural preservation. However, due to its prosperity and significance, it is also a potential catalyst for conflict if its existence and wealth are exposed to external threats, such as dwarf or human intervention seeking to exploit its resources. This duality underscores both the resilience and vulnerability inherent in kobold societal dynamics, emphasizing their cautious yet proud nature .
The phrase 'gifts from the lizard people' is interpreted differently by kobolds and dwarves, leading to cultural friction. Dwarves view the term metaphorically, representing skills and labor as the 'gifts' that enrich their society, whereas kobolds interpret it literally, actively creating and exchanging physical gifts such as elaborate crafts. This divergence in interpretation can cause misunderstandings in economic and social exchanges, as each group may not appreciate or value the other's intentions or efforts, affecting the broader relationship between the two societies by fostering mistrust and confusion over mutual intentions .