WSCAKobolds
WSCAKobolds
Make a kobold
1. Choose a fierce Kobold name and
describe your rugged cool look!
2. You have some stuff! Write down
what it is. Be specific.
• A piece of rubbish repurposed as armour
• A scavenged piece of flashy clothing
• A rusty or makeshift weapon
• A tool you need for your profession
• Something strange you found Above
Ground or Deep in the Caverns
3. You have a specific job in your bur-
row, what is it? Trap-maker, tattooist,
baker, mayor, lizard-wrangler?
4. You have some specific knacks, like
architecture, throwing stones real
good, romantic poetry, riddles or
picking locks. Write down two or
three that you are known for.
5. That’s it!
How to do stuff
When you attempt to do something un-
certain or risky, like stab an adventurer,
parlay with a Dragon, organize an un-
forgettable feast for an Orc warband or
build a dam for the lava stream:
1. Tell everyone what you’re trying to
do and how you’re trying to do it.
2. Ask the GM how difficult it is. They
will tell you:
• It’s real easy: DN 8
• It’s kind of tricky: DN 12
• It’s really hard: DN 16
• Jeez, good luck, I guess: DN 18
3. For each advantage you have, sub-
tract one from the DN. Advantages
are stuff like:
• A weapon you can use
• A tool that’s kind of appropriate
• A relevant knack
• Experience of this sort of thing
• Kobold friends who help you out
4. Roll a d20 (a 20-sided die) in secret.
To succeed, you must roll equal to
or higher than the DN. Say what you
rolled. It’s fine if you decide to bluff.
5. If you rolled high enough, you do
the thing! Great! If you rolled less
Lari Assmuth
A game by
Bluffing is fun!
Sometimes the players will bluff. That’s
awesome! If you also really want-
ed them to succeed, even better! But
sometimes it’s fun to challenge them as
well! If they were bluffing, try to come
up with a fun Condition that the player
will have fun playing into, like maybe
they get super drunk, or they are fu-
rious with anger. You can always ask
for suggestions here as well. And if the
player wasn’t bluffing and gets a Boon,
for Pete’s sake don’t be a wet blanket
when they narrate what happens.
The burrow
When you begin to play, get a piece of
paper and draw a large, irregular cir-
cular shape in the middle. That’s your
burrow! It’s located between the Above
Ground and the Deep Caverns. Draw
some tunnels or stairs or something that
lead up and down.
Go around the table. On each play-
er’s turn, they can:
1. Draw some feature in the Burrow,
like an important building, a natu-
ral feature, a community member, a
group of Kobolds with a shared in-
terest, a cultural event or anything
else that’s an important part of the
Burrow. Bad drawings are cool.
2. List something they know or think
they know about the Above Ground
or the Deep Caverns. Write it down.
Go around the table at least once, more
times if you feel like it. Add stuff later
as it comes up!