0% found this document useful (0 votes)
160 views14 pages

Tales of The Old Margreve

Uploaded by

Ozan Günel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
160 views14 pages

Tales of The Old Margreve

Uploaded by

Ozan Günel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 14

Tales of the Old Margreve:

A KoboldQuarterly.com Compilation
owner of the Rivensky Inn and Brewery. He
20 Margreve NPCs
is also a kleptomaniac of 20 years. With no
Big Bertrecka (CG human) is an obese memory of his petty crimes, Brissel blames
woman originally from Riverbend Village. missing items on Kariv thieves. Paranoia has
The village’s “belly cutters” examine led him to hire extra guards and strong arms,
deceased villagers’ stomachs for a “seat many of whom witness his nocturnal thieving
of evil” (a tumor) to determine if the but say nothing due to the steady stream of
individual was secretly a corpse-eating easy coin.
witch in life. If so, the belly cutters hang the The Carrion Hags (CE monstrous
tumor in a wicker cage far from the village humanoids) collect the eyes of the Margreve’s
and let crows carry the remaining corpse faithful. With werewolf eyes, they see how to
piecemeal to the underworld. A few years change their shape. With druid eyes, they see
ago, Bertrecka developed a protruding how to tap old magic. With zombie eyes, they
stomach hernia, a sure sign of a great seat see beyond death. The hags wear the same
of evil. She barely escaped the village with heads and talons as the carrion birds that
her life. Now she makes an unlikely 300 lb. they send to claw at faces. Their voices are
guide and trailblazer. Thing is, she eats in the shrieks of scavenger birds. The unwise
private. seek the carrion hags for their great—stolen—
Brissel Rivensky (CN halfling) is the visions.

Product Identity for this product, as defined in the Open Game License version 1.0a, is designated as all artwork, characters, dialogue, locations, plots, proper names, storylines, tradedress,
and trademarks. Open Content, as defined in the Open Game License version 1.0a, is designated as game mechanics, excepting material previously designated as Product Identity.
™ Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the
Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing,
LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Copyright © 2010 Open Design LLC. Kobold Quarterly, Open Design, and Tales of the Old Margreve are trademarks of Open Design LLC.
Cervon and Alaces (N deer-centaur) have awake have a chance to converse with a great smug adventurers to open a puzzle-box of
each grown 13-point antlers every year for storyteller, wizened with knowledge of old his own, one he has never been able to crack,
13 years. No 14-pointer has emerged from legends and forest ways. His fiddle holds no one whose contents change all of their lives
the Margreve herds in over a century. The magic. But a broken fey arrow lodged in his forever.
ambitious Alaces promises future concessions back glows with a faint enchantment aura. Horak Köhler (N human) is a professional
to the shadow fey if they use their dark magic Geradine Skmil (N human) is a slender charcoal burner whose mood is perpetually
to grant him the 14 points necessary to secure framed crone from a dead Margreve village. as black as his hands. Horak is never without
the Imperial Alseid crown. A third deer-centaur, She earns her keep as a midwife. Women of a depressing observation, a worse-case
a young exile named Flawn, will grow a many races seek her services. She can tell scenario, or a tale of the forest’s terrible
14-point rack next season. when a female is with child, declare the sex of vengeance. Thing is, he is always right. Folk
Fiddler Twilight (N half-elf) wanders the the child, and glimpse the child’s future. Some visit Horak to pose plans and learn what will
Margreve, lulling travelers and beasts asleep say she knows these things because it is she go wrong. He is incapable of offering positive
with his fiddle. Travelers that manage to stay who places souls in women’s bellies. news or alternate ideas.
Grilton Dibbleloc The Hungry Wolf (NG magical beast)
(CN gnome) is an challenges travelers to look beyond its wild
ex-rogue—card appearance and ravenous stare. It never
player and puzzle- attacks. Instead it lowers its head and begs
breaker—who lives from a distance. If a party offers the Hungry
at the Fortnight Wolf food and kindness, it gives them a boon.
Coaching Inn. He The next time they need a quick escape, they
plays cards for coin (and their possessions) transform into wolves
but prefers tales of for 1 hour and escape as a fleet-footed pack.
novel traps bested. If a party attacks the Hungry Wolf or chases
He enjoys guessing it away, the wolf curses them instead. Again,
at how to disable they turn into wolves for 1 hour, but this
them. Occasionally, time it occurs when any one of them rolls a
an adventurer Diplomacy check.
brings Grilton a Lachek (CG intelligent weapon) is a
trapped or tricky levitating axe that talks your ears off if you let
puzzle-box to open. it. Sometimes he threatens to cut them off if
A game of cards he does not like your conversation. Like an old,
decides whether half-deaf uncle, this lonely and retired spiritual
Grilton opens the weapon wanders the forest seeking others of
box or gets to keep his kind. He is tragically alone and never lets
it. Occasionally, anyone forget it. Lachek is reluctant to stoop to
Grilton challenges the role of someone’s weapon, but the truth is

A KoboldQuarterly.com Compilation Tales of the Old Margreve 2


that the only time he can think straight is in the a few generous visitors give him coin for create glass weapons, the only weapons
hands of a cleric. information or his mine is not as empty as he capable of destroying fext, a new undead
Mudgeon (LG dragon) has horns, wears leads people to believe. lurking in the northern Margreve.
tiny-sized human clothing, lives in an ogre’s Rook the Hook and Old Hester (CE Salbina Lostro (CN half-elf) is an ex-cat
shoe, and defends his home with a rusty nail. humans) work as a team. You will find burglar hiding from bounty hunters in the
Before Baba Yaga cursed him with this form, Rook lying half-dead in the mud of the Great fringes of the Margreve. Never camping in
he was a gold dragon and a trainer of heroes. Northern Road. He will be the one who the same place two nights in a row, Salbina
The only way to recover his true form is to rewards you greedy bastards with a map to is difficult to track down. Anyone who wants
instruct an apprentice in the Old Ways. As the the cave. The map leads past Old Hester’s to know how to break into a Zobeck public
apprentice slowly gains experience, Mudgeon cabin in the woods. She will be the
slowly regains his draconic powers and his one reading you lucky bastards the
memories. But this takes a long time, and an cards. She will be the one selling
apprentice is unlikely to seek a master in an you the “potions” you will need. She
ogre’s shoe. will be the one who goes to the cave
Niebor the Tinker (N dwarf) wears a long after you… in winter… when the
sun-reddened face and a blonde beard. His owlbears are hibernating with your
wagon jangles and clatters along the trails bones in their belly and your precious
of the Margreve, sedately moving at a pace possessions are scattered about the
comfortable to his ancient mule Belebog. cave.
Niebor is one of the forest’s best gossips and Rydae Lemolt (CN half-dragon
collectors of secrets. Because Kariv gypsies, elf) is a “fire elf,” the product of a
witches, and worse can read minds, Niebor zmey and an elf maiden. She shares
keeps his most precious and most dangerous her father’s lusts and inner fire. She
secrets in the glass beads in his beard. He shares her mother’s delicate form and
seeks one that he has lost and four more that love of art and finery. With her fiery
were stolen. breath weapon, she defends herself
Old Srecko (N kobold) lives as a hermit in and earns a living as an itinerant
an abandoned silver mine. Some say he was glass blower and the occasional show
cured of lycanthropy and now hides from were- woman. Anything she encloses in a
brethren whose secret ways he learned while Tiny or smaller glass sphere becomes
among them. He has trapped the mine to keep shrouded in whirling, opaque smoke
out unwanted guests. If you come bearing a that functions as a permanent
silver blade, he may be willing to tell you tales mage’s private sanctum until the
of the forest, but you best wait outside for him delicate glass breaks. Champions of
to come out. Occasionally, Old Srecko carries darkness seek Rydae to hide things.
a bag of silver to town to trade, so either quite Champions of light seek Rydae to

A KoboldQuarterly.com Compilation Tales of the Old Margreve 3


limits his “flight” to jumping and gliding great Weary Lena (CG dryad) pines for a tree that
distances, which he does like a tree squirrel burned to ashes 200 years ago. Because Lena
in a domain he carved for himself in the did not sicken or die that day as she should
multistory canopy of the Western Margreve. have, she is convinced that a living seed of
Those who cannot negotiate the dark, dense, her parent tree still exists. Two centuries of
and twisted underbrush or who seek to fruitless searches have taken their toll on this
overtake or hide from enemies on the forest homeless dryad, yet she refuses to give up
floor seek the “King of the Canopy” to gain his or bind with another birch. She now believes
leave to use the branch roads. the seed must have escaped the Margreve,
Tsarin the Dirgist (LN human) travels the perhaps stuck on an outsider’s cloak. Lena
Margreve, rendering a song with words, a tune, seeks information about the cities of men
and the fond memory of one’s newly departed and about a broad birch that may stand
loved one. Tsarin’s black dog, Shadow, leads alone among them. For this information, she
Tsarin from place to place, for Shadow smells barters her forest knowledge. Her advice and
the funerary flowers of someone who is about directions are based on paths long eroded,
to die. Thus, Tsarin and Shadow always arrive streams whose course has snaked away, and
with impeccable timing. Some villages blame landmark trees that have toppled and fed the
the pair’s arrival for the deaths, but keep them forest floor.
out or no, someone dies just the same. Only
Shadow can tell who it will be. Adventurers 25 Reskinned Creatures
frequently glimpse Shadow from place to
place, for wherever adventurers go, death (and The following Margreve creatures reuse the
Shadow) is sure to follow. statistics of existing creatures (see Pathfinder
Varan Corvus (CN human) sells methods Roleplaying Game Bestiary and Bonus
for tricking the forest’s senses. To fool the Bestiary), presenting a new experience for
forest’s tremorsense, he proffers scrolls that those unfortunate enough to encounter them.
change your footfalls to those of another Arboreal Colossi (CR 11) are living engines
species. To convince the forest that you are of destruction used only when the forest’s spirit
someone else and that your deeds are not feels deeply aggrieved. Not truly “alive” in the
building, private house, or even the thieves’ yours, he sells blood vials to drip as you go. way that treants or awakened trees are, they
guild best talk to Salbina first. Her knowledge Sometimes, his bloated tick minions collect are direct manifestations of the Margreve’s
is unparalleled, and she loves boasting of her the blood he sells to travelers. Other times, wrath. Treat as colossal animated objects.
exploits. he barters his scrolls for the buyer’s blood. Blackroot Worms (CR 3) are many-headed
Treazock (N griffon) lost the full use of Varan uses his own wares, and the forest has balls of worms and slime that erupt from the
his wings in a kobold trap when he was very punished many that it thought were him. Three undergrowth. They strike from the ground and
young. His wings’ stunted development now half-ogre minions accompany him as muscle. the soil. Treat as young hydras.

A KoboldQuarterly.com Compilation Tales of the Old Margreve 4


Bog Titans (CR 9) are aquatic giants, Cernenn (CR 4) are large monstrous on their branches. These willows wander the
preserved and strengthened by their time humanoids with elk heads. Known as the bane forest in search of young men to strangle
spent in the fens and bogs of the Margreve. of the alseids, legend tells of the first cernenns and drag back to their pale maiden friends.
They overturn small watercraft and breathe a rising from the underworld to balance nature They move slowly when unobserved, and
deadly tannic acid that eats skin and leather against the birth of the first alseids. They little distinguishes them from regular willow
alike. Treat as dragon turtles. navigate thick forest mazes and bring death trees until it’s too late. Treat their entangling,
Briar Horrors (CR 6) are green-skinned, and fear to the deer people of the Margreve. strangling branches as Huge advanced
vaguely humanoid creatures, wrapped in Treat as minotaurs. assassin vines.
brambles. Their gaze unnerves those who look Choking Spirits (CR 2) live under rotted Fallen Treants (CR 3) look like rotted logs
into their walnut eyes. Treat as kytons, except swamp logs and underwater throughout the with a few stunted branches for legs. Shelf
with thick, thorny vines for dancing chains. Margreve. They have too many claws and are mushrooms, galls, and parasitic ants complete
known for strangling creatures the old log camouflage (+10 racial bonus to
near lake shores, sometimes Disguise in forest). Sap-like acid drips from a
at the behest of nearby rusalki. hollow (their mouth) at one end. Their tunnels
Treat as giant crabs. snake and merge under the Margreve floor.
Cocooned Corpses (CR 5) Treat as ankhegs.
are the desiccated remains Firebirds (CR 5) look like flying bonfires
of creatures wrapped in the of brightly glowing, red, orange, and yellow
cocoons of giant spiders. plumage. Lost feathers lose their radiance,
Horror and death throes but plucked feathers remain as bright as
animate the corpses, which a continual flame, so long as they remain
break free from their parent outdoors and above ground. Treat as half-
web and attack the living, celestial advanced giant eagles.
especially those who failed Floret Queens (CR 7) are humanoid plants
(or never tried) to save them whose heads are a spray of enchanting but
from their fate. Those in their toxic flowers. As beautiful as a nymph and
presence feel the fear and as deadly as a medusa, their sweet pollen
horror of the creature’s long brings weakness and blissful paralyzation
death. Those struck suffer (as medusa poison but requiring only a touch
the poison of the spider bite. attack), while their gaze compels nearby plants
Treat as mummies, except to entangle an enemy, infest them with floral
with spider poison instead of life energy, and transform them into mindless
mummy rot. saplings. Treat as medusas.
Creeping Willows (CR 4) Kindly Ones (CR 2) look like glowing fireflies
have listened too long to the that drive away goblins, whisper demons, and
sad songs of rusalki swinging other nightmares of the forest. They never

A KoboldQuarterly.com Compilation Tales of the Old Margreve 5


speak and never reveal their purpose before have saved more than one condemned man. sharpened branches to enforce the Margreve’s
they recede into the night. Those saved by Treat as lantern archons. will on visitors and residents alike. Treat as
a kindly one are considered worthy of divine Mandragoras (CR 1) are tiny vegetable caryatid columns.
favor, and judicial tests for their intervention servants created by treating mandrake roots Quagmen, or Moss Trogs, (CR 1) have
with blood and herbal lotions. muddy, rubbery skin, covered in deep green
These verdurous homunculi are moss. Their heads are vaguely reptilian with
created by druids and witches, who dark twig fangs and hollow obsidian eyes.
use a dog (or an unwitting human Their moss attaches to the skin of helpless
servant) to pull the mandrake from creatures, budding flowers and transforming
the ground and so avoid its lethal the hosts into newly formed quagmen in 1 day.
scream. Treat as homunculi. Treat as troglodytes, except with the implant
Margreve Shadows (CR 6) ability of the xill.
emerge from the deepest hollows of Sap Covens (CR 5) are formed when
the forest. Their flitting, elongated sap demons spend too long in too many
forms and terrible screams wither possessed bodies. Fragments of their hosts’
the courage of even hardened souls crystallize in their sap, and the Margreve
heroes. “Flee if the wind does rejects them as tainted. These forsaken
not blow but shadow flow” is the eventually gather at the outskirts of the woods,
byword of the scarred victims who where they merge into an oozing gestalt mass.
have survived. Treat as shadow Treat as gibbering mothers, except their spittle
mastiffs. contains sharp amber stones and their ground
Nettle Storms (CR 3) are manipulation affects dense flora rather than
whirling clouds of leaves that burn earth and stone.
when they touch hands, faces, Shivering Maidens (CR 5) have vulnerable
or any exposed skin. They are voices and slender forms. Their torn shirts
especially common near fires set hide two pairs of vestigial arms. They call from
by charcoalers or woodsman. The behind trees, and poison those they touch.
cumulative effect of the burning Treat as phase spiders.
rash can be deadly. Treat as wasp Sirin (CR 4) have the body of a giant owl
swarms. and the head and breasts of beautiful women.
Petrified Treants (CR 3) Their captivating songs draw victims into the
are long-buried trunks of the woods and into their talons. To escape their
Margreve’s fallen that rise again captivating songs, victims have the option to
to fight for the forest. These repeat their Will save. Failure devastates the
nigh-invulnerable soldiers march victim’s mind, however, as if by the feeblemind
through the forest armed with their spell. Treat as harpies.

A KoboldQuarterly.com Compilation Tales of the Old Margreve 6


Swamp Fires (CR 2) occur when young operates in much the same way as the spell versions, but Margreve natives always cast the
genius loci coax swamp gas from rotting upon which it is based, except that the flavor— reskinned versions. Outsiders can however
underwater vegetation, set it on fire and in some cases minor mechanics—has learn the reskinned versions from insiders and
telekinetically, and give it a life of its own. been changed to suit the Margreve mood and scrolls.
Whether for sport or defense. Treat the fires experience. Many more such spells exist… • Both the base and reskinned versions
as aquatic thoqqua, except with a swim speed somewhere… deep in the forest. These are available to all casters. The only difference
instead of a burrow speed. represent just a few to prime your imagination. is material components. Reskinned versions
Whispering Demons (CR 3) are alien Consider using reskinned spells in one of the require components from the Margreve.
mutterings that take form and flight in the deep following ways, as suits your campaign:
Margreve. They drive mortals mad although • Instead of operating normally, the base Beechwood and Briarskin
rumors claim that those who survive their touch spell operates as the reskinned spell whenever Variant barkskin
gain strange insight into the numinous forest. cast within the Margreve. School transmutation; Level druid 2, ranger 2
Treat as allips. • Outsiders cast the normal base
Whittlers (CR 8) are skinny treants with
crumbling bark, often found among tree stumps
whittled into odd humanoid forms. They gore
and trample intruders and breathe a green mist
that turns targets into petrified wood, which
they whittle into more pleasing forms. Treat as
gorgons.
Wintermen (CR 4) are emaciated creatures
of cold and ice who emerge each winter to
purge weak trees and animals from the forest,
carpet the underbrush with frost, and lay traps
of slippery ice around neighboring villages.
They have also been known to stuff incautious
children into sacks and carry them to some
terrible end. Fortunately, even mild spring
warmth drives these hairless creatures into
hibernation beneath the ground. Treat as yeti.

15 Reskinned Spells
The following spells are variant (or reskinned)
versions of existing spells (see Pathfinder
Roleplaying Game Core Rulebook). Each

A KoboldQuarterly.com Compilation Tales of the Old Margreve 7


As barkskin, except beechwood grants a of force very briefly manifests as a visible storm
Evil Eye
thicker bark (+3 natural armor bonus) while of leaves whirling around the subject of the
reducing movement (−10 ft.), and briarskin Variant magic missile spell.
grants thinner, thorny skin (+1 natural armor School illusion [shadow]; Level druid 1, sorcerer/
bonus) that grants a +2 bonus to Climb and wizard 1 Nature Eye
grapple checks. As magic missile, but instead of force missiles
Variant arcane eye
Other variants of barkskin exist. At the GM’s flying from your fingertips, shadow thorns
School divination (scrying); Level druid 4,
discretion, the Margreve flavors the barkskin pierce the mind of the target at whom you stare.
sorcerer/wizard 4
spell based on the qualities of the tree species As arcane eye, except that you conjure a
you touch while casting the spell. Glitter Beast
visible copy of your eyes, including eye shape
Variant dancing lights and color. They start upon any tree you can
Blister Hands School evocation [light]; Level bard 0, druid 0, see, and they flit from one tree to the next
Variant burning hands ranger 1, sorcerer/wizard 0 without passing through the intervening space
School necromancy; Level druid 1, sorcerer/ Instead of the shapes offered by dancing (though they take as much time to move as if
wizard 1 lights, you create thousands of glowing motes they did).
The smoke of burning poison sumac jets as large as fireflies or as fine as pixie dust,
from your fingertips, causing 1d4 damage/CL as desired. By default, the overall shape is Sap Arrow
(maximum 5d4) to those in the burst. vaguely quadruped, but you may swirl the
Variant acid arrow
motes into any Medium shape desired (no
School conjuration (creation) [fire]; Level druid 2,
Carved Message concentration required). Glitter beast may be
sorcerer/wizard 2
made permanent with a permanency spell to
Variant whispering wind As acid arrow, except an arrow of boiling
create firefly-swarm wolf “companions” and the
School transmutation [air]; Level bard 2, tree sap springs from your hand. It deals fire
like.
sorcerer/wizard 2 damage instead of acid damage. To neutralize
As whispering wind, except that the message the sticky sap, the victim must scrape it off as a
must be words, and those words carve
Hide From Fey full round action.
themselves into the closest tree within 20 ft. of Variant hide from undead
the designated target location. If no such tree School abjuration; Level druid 1, cleric 1 Screaming Shield
exists, the spell ends. The carvings fade after As hide from undead, but it only affects fey
Variant fire shield
the message is delivered. instead of undead.
School evocation [sonic]; Level bard 4, druid 5,
sorcerer/wizard 4
Eager Decay Leaf Armor As fire shield, but you wreath yourself in the
Variant death knell Variant mage armor flickering faces of rabid animals instead of
School necromancy [death, evil]; Level cleric 2 School conjuration (creation) [force]; Level druid flames. Instead of cold or fire damage dealt
As death knell, except that when the target dies, 1, sorcerer/wizard 1 to a melee attacker, the shield deals sonic
the body grows damp and rapidly rots. As mage armor, except when struck, the field damage in the form of a thousand wounded

A KoboldQuarterly.com Compilation Tales of the Old Margreve 8


animals screaming in your attacker’s ears. interlopers as they pass just a few feet below. bloodline who were not raised in the Margreve
Such a shield offers no protection against fire may not yet realize the source of their power.
or cold. Vermin Sculpt These include gutter orphans, “wolf children”
Variant unseen servant
stolen from the woods and “civilized,” and
Seed Bullet School conjuration (creation); Level bard 1, druid
children of violators of the Old Ways escaping
Variant magic stone 1, sorcerer/wizard 1
the wrath of the Margreve in the city.
School transmutation; Level cleric 1, druid 1 As unseen servant, except that
As magic stone, except instead of pebbles, the “servant” is a visible collection
you transmute common acorns, hazelnuts, of insects, mice, or other local
beechnuts, or chestnuts. creatures of Tiny or smaller size
packed into a tight swarm. You
Summon Nature’s Ally may direct the swarm to form
School conjuration (summoning)
any contiguous shape and
The following creatures (detailed in Tales of the perform simple carrying actions
Old Margreve), may also be summoned when as a group (such as bridges over
casting summon nature’s ally in the Margreve: chasms, long ladders, or even
1st level—suturefly a stretcher for a wounded ally).
2nd level—child of the briar (CE) Complex items or moving parts
3rd level—green hussar cannot be formed. It takes 1 full
4th level—leshy round for the swarm to change to
5th level—vila a new shape.

Tree Hollow Margreve Bloodline


Variant rope trick The ancient power of the Old
School transmutation; Level druid 2, sorcerer/ Margreve courses through the
wizard 2 veins of a sorcerer with the
As rope trick, except instead of a rope, you Margreve bloodline. A distant
target a touched tree that is at least 5 ft. in ancestor may have been a
diameter, and you conjure a vertically-oriented, legendary druid, a Margreve
extradimensional window 5–30 ft. up the trunk, hedge witch, a dryad, or even a
as desired. It does not matter whether the daughter of Baba Yaga. In time,
window overlaps bark, knot, bole, or hollow. the sorcerer begins to understand
Because there is no rope to give it away, forest the Margreve and even become
creatures often use tree hollow to escape part of it.
en masse into a tree or spy on oblivious PCs with the Margreve

A KoboldQuarterly.com Compilation Tales of the Old Margreve 9


Class Skill: Knowledge (nature).
Bonus Spells: entangle (3rd), spider climb
(5th), summon nature’s ally III (7th), bestow
curse (9th), baleful polymorph (11th), transport
via plants (13th), animate plants (15th),
creeping doom (17th), shapechange (19th).
Bonus Feats: Alertness, Augment
Summoning, Brew Potion, Empower Spell,
Endurance, Great Fortitude, Self-Sufficient,
Skill Focus (Knowledge [nature]).
Bloodline Arcana: Within the confines of the
Old Margreve, your magic goes unnoticed by
the forest, as if you were under a permanent
feed the forest spell effect (see Tales of the Old
Margreve).
Bloodline Powers: You can channel the
power of the Margreve by calling upon the Old
Ways, and over time, this process transforms
your mind and body.
Witches’ Hex (Sp)—At 1st level, you can
bestow a minor curse on a target with a melee without taking damage or suffering any other to make a CL check (DC 10 + your sorcerer
touch attack. The target suffers either a −2 impairment. Thorns, briars, and overgrown level). Failure means that all variable numeric
penalty to attack and weapon damage rolls areas that have been magically manipulated to effects of the spell are halved, and the save DC
or temporarily loses access to one randomly impede motion, however, still affect you. decreases by 2. Note that if the spell affects
determined spell or spell-like ability of the Animal Form (Sp)—At 9th level, you gain an area or multiple targets, these modifications
highest level they can cast (your choice). In the ability to transform yourself into an animal only apply to you. You may use the stolen
either case, the condition persists for a number for a number of minutes per day equal to your energy to boost the CL of your next spell by
of rounds equal to 1/2 your sorcerer level. sorcerer level. This ability functions as beast 2, providing you cast it before the end of your
Multiple touches do not stack but add to the shape II. The duration need not be consecutive, next turn.
duration. You can use this ability a number of and you can assume different animal forms at Tree Form (Su)—At 20th level, the Margreve
times per day equal to 3 + your Charisma different times (although you may not transform accepts you as part of itself, bestowing many of
modifier. directly from one animal to another). the traits of plant creatures upon you. You gain
Woodland Stride (Ex)—At 3rd level, you can Siphon Magic (Su)—At 15th level, you immunity to paralysis, poison, polymorph, sleep
move through any sort of undergrowth (such can siphon magic used against you. As an effects, and stunning. In addition, no creature
as natural thorns, briars, overgrown areas, immediate action, you may force any creature of the animal or plant type attacks you within
and similar terrain) at your normal speed and that targets you with a spell or spell-like ability the Margreve unless compelled by magic. You

A KoboldQuarterly.com Compilation Tales of the Old Margreve 10


may cast legend lore (1/day) as a spell-like must use Diplomacy to learn any information: Unless you
ability using your sorcerer level as your CL. Margreve spirits are typically unfriendly to created the doll
strangers, indifferent to locals, and friendly to or a divination
Margreve Incantations druids or characters under the effects of the spell is used,
Oldwood Rite incantation (see Tales of the Old you do not
Petition the Elders Margreve). Failing a diplomacy check by 5 or know how many
less earns a cryptic answer, equivalent to that dolls are left.
School divination and necromancy; Effective
from a divination spell. (GMs should
Level 6th
Backlash: Toxic, hallucinogenic fumes roll 1d6+1 to
Skill Checks Diplomacy DC 24, 1 success;
cause you, and any other casters, to become determine
Knowledge (arcana) DC 24, 2 successes;
sickened for 1d6 hours. In addition, the spirits number of
Knowledge (local) DC 24, 1 success; Sense
take a tithe of life energy for every question dolls.) The doll
Motive DC 24, 1 success
asked: you must accept a temporary negative is created by
Components V, S, M
level (recovery DC 16). crafting a small
Material components—powdered bones from
Failure: All incorporeal undead in the area, hollow wooden
someone who died in the Margreve; mold,
angered by their disturbance, attack you. doll (just one)
toadstools, and poisonous fungi burned and
from wood
their fumes inhaled.
Casting Time 50 min. Margreve Items harvested from
the Margreve.
Duration concentration
Saving Throw none; Spell Resistance no
Matryoshka Doll The spell is
cast inside the
This incantation beseeches the Margreve’s Aura faint transmutation; CL 5th
Margreve at
spirit for guidance, which sends the souls of Slot —; Price 150 gp; Weight 1 lb.
the time of the
those who have died within the forest to advise Description
magic item’s
you. It can only be invoked at night. The magic of these nested wooden dolls can
creation, which
Inhaling toxic fumes from burnt fungi, you be conjured with a vigorous shake and a cry of
traps the creature that empowers the doll.
see a horde of apparitions both humanoid “Mama Matryoshka! Mama Matryoshka! Cut this
Upon use of the seventh and last doll, roll
and animal. These spirits are representatives villain down to size!” This causes the outermost
(d%) to determine the outcome:
of the land and can provide almost any fact shell of the seven-layered doll to crack open,
about things or events within the Old Margreve, revealing a smaller one within, and a nearby Roll (d%) Result
or information known by creatures that have enemy shrinks by 1 size category as per the 1–50 Curse (−4 penalty on attack
died within the forest, but their answers are reduce person spell (Fort DC 15 negates). rolls, saves, and ability and
limited by the Margreve’s unique perceptions Beware the seventh, smallest doll, however; skill checks for 1d4 days)
and colored by the spirits’ former alignment, if this is used, it releases the evil spirit that 51–75 2d4 mylings
memories, and prejudices. empowers the doll—a curse if you’re lucky, an
Only you can see or hear the spirits. You 75–100 Ala
ala if you’re not.

A KoboldQuarterly.com Compilation Tales of the Old Margreve 11


creator must have 3 ranks in Craft (knitting);
Ogre’s Pot
Cost 3,250 gp
Aura faint conjuration; CL 5th
Slot —; Price 7,000 gp; Weight 60 lb. Salted Web
Description Aura faint conjuration; CL 3rd
This cauldron boils anything placed Slot shoulder; Price 100 gp; Weight 1 lb.
inside, whether venison or timber, to Description
a vaguely edible paste. Also, when
When thrown, this shimmering packet of black
commanded (a swift action), the pot
silk explodes into a tangle of black webbing.
rolls directly to its master (speed 40
Caustic salt coats the sticky spider webs.
ft.), following the shortest possible
For most purposes, this acts exactly like a
path and knocking down any
tanglefoot bag. A salted web is especially
obstacles—or creatures—in its path
effective against zmey: a successful ranged
(as if making an overrun maneuver
touch attack wraps the web around a head,
with a CMB +9).
which then suffers a −2 penalty to attack rolls
Construction with its bite attack. Moreover, the salted web
Requirements Craft Wondrous Item, prevents a severed head from maturing into
create food and water, floating disk; a headling as if it had been smeared with a
Cost 3,500 gp pound of salt. The (attached) head can attempt
to escape (Escape Artist DC 25, made in place
Quilted Bridge of a bite attack).
Aura faint illusion; CL 3rd Construction
Slot shoulder; Price 6,500 gp; Requirements Craft Wondrous Item, web; Cost
Weight 1 lb. 50 gp
Description
A practiced hand sewed together Scorn Pouch
a collection of cloth remnants from Aura faint divination; CL 1st
magical garb to make this colorful Slot —; Price 7,000 gp; Weight —
and warm blanket. Unfold it, pour Description
Whatever creatures appear attack you and out 3 drops of wine in tribute to its The heart of a woman scorned turns black and
fight to the death, enraged at being trapped maker, and it becomes a 10-ft.-long bridge as potent. So too does this small, leather pouch
and used to empower the item. sturdy as steel. You may fold the bridge back darken whenever it comes nigh to a man or
Construction up as a full-round action. woman who would speak ill of you: the pouch
Requirements Craft Wondrous Item, reduce Construction darkens when an unfriendly or hostile creature
person; Cost 75 gp Requirements Craft Wondrous Item, fabricate, passes within 10 ft.

A KoboldQuarterly.com Compilation Tales of the Old Margreve 12


Construction (your choice), and that skill is always a class strengthened your mind, and you gain a +1 trait
Requirements Craft Wondrous Item, detect skill for you. bonus to Will saving throws.
thoughts, prestidigitation; Cost 3,500 gp Forest Magician: You completed your Margreve Herbalist: Your family is
apprenticeship within the Margreve, and renowned for its intricate knowledge of the
12 Margreve Traits you have adapted to its curious ways. You Margreve’s unique plants, and you spent much
can declare that a spell you cast within the of your childhood gathering herbs, berries, and
Characters who spent their formative years Margreve escapes the forest’s notice (2/day). beneficial leaves. You gain a +1 trait bonus on
in and around the Margreve have had ample Gifted by the Old Ways: The Old Ways run either Heal or Knowledge (nature) checks (your
opportunity to adapt to this special environment true in your family’s blood, especially in you. choice), and that skill is always a class skill for
and its many residents and dangers. The Your speech often falls into the rhythms of old, you.
following dozen background traits reflect and you feel a special kinship to the ancient Margreve Wanderer: Through either exile or
this unique heritage. In addition to the usual Margreve. You can use the incantation Wisdom simple wanderlust, you spent your childhood
mechanical benefits, many of these also have of the Old Ways without requiring a skill check exploring the Margreve’s shifting paths,
roleplaying and story implications that the GM (1/day). towering groves, and shadowed corners. You
can incorporate into adventures. Goblin-Hated: One of the Margreve’s vicious know the forest better than nearly anyone else
As usual, a PC can select two traits during goblins targeted you as an enemy, tormenting does. You gain a +1 trait bonus to Knowledge
character creation, but only one of them may you for a season or more. You became wise (geography) checks and a +4 trait bonus on
come from this category. to the many tricks of these creatures, and this Survival checks to avoid becoming lost in the
Animal Tamer: You spent much of your wisdom has helped you avoid trouble since Margreve.
childhood with animals in or near the Margreve, then. You gain a +1 trait bonus on Perception Superstitious: Since a young age, you have
and you learned tricks to keep the forest’s checks, and Perception is always a class skill resisted the strange and mysterious magic
wildness at bay. Handle Animal is always for you. of the Margreve. Over the years, you have
a class skill for you. In addition, animals Hag-Touched: Perhaps to ease the pain of developed your own set of superstitions and
under your care need only save against the childbirth, perhaps in a misguided attempt to rituals that help to hold it at bay. You receive
Margreve’s aura of wildness ability 1/week help you, or perhaps simply by coincidence, a +1 trait bonus to saving throws against
(rather than 1/day). You may provide this one of the Margreve’s hags touched your incantations and against spells from any one
benefit to a maximum number of animals equal mother while she was pregnant with you. The school of magic (your choice).
to the number of ranks you have in Handle touch left you with a distinctive, evil-looking Tree Progeny: One of your parents was
Animal. birthmark but also granted you great physical the recipient of great healing magic within
Fey Friend: The Margreve’s fey are both determination. You gain a +1 trait bonus to the Margreve and emerged unharmed but
mischievous and dangerous. You have earned Fortitude saving throws. profoundly changed by the experience. When
the friendship and blessing of one of their kind: Margreve Dreamer: Your vivid dreams tap you were born, some of this magic passed
perhaps you helped a vila or dryad punish a into the great numinous forces of the Margreve. onto you. Somehow, your body is marked by
wrongdoer or you traded pranks with a pixie. Your sleep is filled with clinging nightmares of the trees of the Margreve—such as wooden
The fey’s blessing grants you a +1 trait bonus the ancient world, the changing seasons, and fingernails or a subtle bark-like texture to your
to either Knowledge (nature) or Survival checks the forest’s depths. These alien visions have skin. You receive a +2 trait bonus on saving

A KoboldQuarterly.com Compilation Tales of the Old Margreve 13


throws against poison. Corpsehardened (DC 20): The animal
Zmey-marked: You have a strange tolerates the presence of undead creatures,
birthmark resembling a three-headed dragon. accepting them as riders and following their
The superstitious elders in your village deemed orders. The animal follows closely, even to Design Anthrorob, Thomas Baumbach,
you zmey-marked, a target of one of the places where it normally wouldn’t go. This trick Wolfgang Baur, Jesse Butler, Bill Collins,
Margreve’s most fearsome beasts. The mark may replace “heel” when training an animal. Eileen Connors, Tim Connors, Adam
throbs in moments of stress and grants you a Animals trained for undead knights and nobility Daigle, Alexander Delp, Miguel Angel
fierce determination. You gain a +1 trait bonus of Morgau and Doresh regularly have this trait. Espinoza, Geraint Harries, Lutz Hofmann,
to Intimidate checks, and Intimidate is always Jarza, Clare Jones, Troy Larson, Jonathan
a class skill for you. McAnulty, Ben McFarland, Olivier Miralles,
Matthew Monteiro, Ed Periera, Robert
Pratt, Chris Riedmueller, Steven Robert,
Margreve Miscellany Jan Rodewald, Jeff Spencer, Christina
Stiles, James Thomas, Dan Voyce
Corpsehardened Trait Illustration Ivan Bilibin, Viktor Vasnetsov
This trait may be taught to an animal using the Editing & Layout Scott Gable
Handle Animal skill. Kobold-in-Chief Wolfgang Baur
OPEN GAME LICENSE Version 1.0a notice indicating that the Open Game Content may only be Used under and in any version of this License.
The following text is the property of Wizards of the Coast, Inc. and is Copyright terms of this License. You must affix such a notice to any Open Game Content 10. Copy of this License: You MUST include a copy of this License with every copy
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. that you Use. No terms may be added to or subtracted from this License except of the Open Game Content You Distribute.
as described by the License itself. No other terms or conditions may be applied to 11. Use of Contributor Credits: You may not market or advertise the Open Game
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners any Open Game Content distributed using this License. Content using the name of any Contributor unless You have written permission
who have contributed Open Game Content; (b)”Derivative Material” means 3. Offer and Acceptance: By Using the Open Game Content You indicate Your from the Contributor to do so.
copyrighted material including derivative works and translations (including acceptance of the terms of this License. 12. Inability to Comply: If it is impossible for You to comply with any of the terms
into other computer languages), potation, modification, correction, addition, 4. Grant and Consideration: In consideration for agreeing to use this License, the of this License with respect to some or all of the Open Game Content due to
extension, upgrade, improvement, compilation, abridgment or other form in Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license statute, judicial order, or governmental regulation then You may not Use any Open
which an existing work may be recast, transformed or adapted; (c) “Distribute” with the exact terms of this License to Use, the Open Game Content. Game Material so affected.
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 5. Representation of Authority to Contribute: If You are contributing original 13. Termination: This License will terminate automatically if You fail to comply
or otherwise distribute; (d) “Open Game Content” means the game mechanic material as Open Game Content, You represent that Your Contributions are Your with all terms herein and fail to cure such breach within 30 days of becoming
and includes the methods, procedures, processes and routines to the extent such original creation and/or You have sufficient rights to grant the rights conveyed by aware of the breach. All sublicenses shall survive the termination of this License.
content does not embody the Product Identity and is an enhancement over the this License. 14. Reformation: If any provision of this License is held to be unenforceable, such
prior art and any additional content clearly identified as Open Game Content by the 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion provision shall be reformed only to the extent necessary to make it enforceable.
Contributor, and means any work covered by this License, including translations of this License to include the exact text of the COPYRIGHT NOTICE of any Open
and derivative works under copyright law, but specifically excludes Product Game Content You are copying, modifying or distributing, and You must add the 15. COPYRIGHT NOTICE
Identity. (e) “Product Identity” means product and product line names, logos and title, the copyright date, and the copyright holder’s name to the COPYRIGHT Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
identifying marks including trade dress; artifacts; creatures characters; stories, NOTICE of any original Open Game Content you Distribute.
storylines, plots, thematic elements, dialogue, incidents, language, artwork, 7. Use of Product Identity: You agree not to Use any Product Identity, including System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and as an indication as to compatibility, except as expressly licensed in another, Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
graphic, photographic and other visual or audio representations; names and independent Agreement with the owner of each element of that Product Identity. and Dave Arneson.
descriptions of characters, spells, enchantments, personalities, teams, personas, You agree not to indicate compatibility or co-adaptability with any Trademark or Pathfinder RPG Core Rulebook. Copyright 2009, Paizo
likenesses and special abilities; places, locations, environments, creatures, Registered Trademark in conjunction with a work containing Open Game Content Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic except as expressly licensed in another, independent Agreement with the owner Monte Cook, and Skip Williams.
designs; and any other trademark or registered trademark clearly identified as of such Trademark or Registered Trademark. The use of any Product Identity in The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights
Product identity by the owner of the Product Identity, and which specifically Open Game Content does not constitute a challenge to the ownership of that reserved.
excludes the Open Game Content; (f) “Trademark” means the logos, names, Product Identity. The owner of any Product Identity used in Open Game Content Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott
mark, sign, motto, designs that are used by a Contributor to identify itself or its shall retain all rights, title and interest in and to that Product Identity. Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
products or the associated products contributed to the Open Game License by 8. Identification: If you distribute Open Game Content You must clearly indicate Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, which portions of the work that you are distributing are Open Game Content. on original content from TSR.
format, modify, translate and otherwise create Derivative Material of Open Game 9. Updating the License: Wizards or its designated Agents may publish updated
Content. (h) “You” or “Your” means the licensee in terms of this agreement. versions of this License. You may use any authorized version of this License to Tales of the Old Margreve: A KoboldQuarterly.com Compilation, Copyright 2010,
2. The License: This License applies to any Open Game Content that contains a copy, modify and distribute any Open Game Content originally distributed under Open Design LLC, www.koboldquarterly.com.

A KoboldQuarterly.com Compilation Tales of the Old Margreve 14

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy