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WSCAKobolds

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Clebinho do pneu
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0% found this document useful (0 votes)
7 views

WSCAKobolds

Uploaded by

Clebinho do pneu
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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What’s so cool

What’s so cool about Kobolds?


about Kobolds?!? Pshh!
How about everything!!!

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

than the DN, you don’t succeed.


Schucks! Either way, the GM will
tell you what happens.
6. If the GM challenges your bluff and
you didn’t get what you said you got,
you have to resolve the success ac-
cording to what you actually rolled.
In addition, your Kobold also suffers
a Condition of the GM’s choosing.
If the GM challenged you but you
weren’t bluffing, you get to narrate
some great Boon that befalls your
Kobold, as long as it makes some
kind of sense in the fiction.
Game master’s guide
Here’s some stuff to keep in mind:

Something’s always happening!


The Dwarf draws their dagger and bel-
lows “What was that about my mother?”!
The cavern shudders, and stalaktites
start falling around you! The water level
Lari Assmuth

keeps rising in the Burrow, soon it will


A game by

reach the food supplies! Give the players


a problem and ask “What do you do?”

Nothing never happens!


If a player fails a roll, make something
bad happen, introduce a new complica-
tion or signal some new problem they
will have to deal with. If you have a hard
time coming up with something, ask the
players to suggest something.
What’s so cool about Kobolds?

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.

These aren’t all the rules!


It’s just a place to start. As your group
comes up with new rules to handle spe-
cific situations, make sure to write them
down somewhere! If there’s a rule you
don’t like, scratch it out with a perma-
nent marker!

Be excellent to each other!


These are your friends we’re talking
about. Treat them with kindness and
empathy.

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!

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