Editorial ' New Math
Letters From the Mines
Princess of Hell Jezebel, Princess of Poison Waters by James Jacobs
Ecology Ecology of the Homunculus by Joshua Stevens
Mega-Super-Dire-Fiendish It Came from Monster Isle! by Matther J. Hanson
Kobold Diplomacy 4th Edition Designers: Collins, Heinsoo, Wyatt
Flaming Blades Make Your Action Points Awesome by Roger Carbol
Ask the Kobold: Q&A by Skip Williams
Dungeon Design Improving your Improvisation by Nicolas Logue
Unique Altars by Phillip Larwood
Character Design Maximize Your Monk by Ross Byers
Horn of Triumph: Magical Instruments by Stefan Styrsky
Bestiary V is for Vermin by Aeryn Rudel
The Free City The Kobold Ghetto by Wolfgang Baur
Reviews Book Reviews by Cynthia Ward and Pierce Watters
Cartoons by Stan! 10' by 10' Toon and Bolt & Quiver
1 year anniversary, and whats coming.
From the Mines
Freebies, Editions, No Color, Adoptions
Jezebel, Princess of Poison Winters
She has such a friendly face.
Ecology of the Homunculus
Creatures Born of Alchemy and Hubris. Small creatures with big dreams.
It Came from Monster Isle!
One Kaiju is all it takes to kick your ass.
4th Edition Designers: Collins, Heinsoo, Wyatt
Toe-to-toe with the 4E designers. triumph or wipeout?
They Wrote the Book (The Player’s Handbook, that is)
Make Your Action Points Awesome
More Player Options in Every Game. Action point usage in your OGL 3.5 game.
Ask the Kobold: Q&A
Abilities, Bonuses, and Monks
Improving Your Imporvisation
Campaigns by the Seat of Your Pants
Alters as unique magic items
Maximize Your Monk
Character design article detailing OGL 3.5 Monks.
Horn of Triumph: Magical Instruments
Magical Musical Instruments. Detailing the Horn of Triumph and the Harp of Despair.
V is for Vermin
Can there ever be too many kinds of slithering, crawling, biting, stinging, mindless, poisonous, chitinous bugs?
The Kobold Ghetto
Another article detailing areas of The Free City of Zobeck.
Reviews the novels: "Clockwork Heart", Juno Brooks; "The Samarkand Solution", Gary Gygax; and
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Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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