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<blockquote data-quote="Yaztromo" data-source="post: 7305081" data-attributes="member: 6786253"><p><strong>ROAD TO GLORY</strong></p><p></p><p style="text-align: center"><strong>ROAD TO GLORY</strong></p> <p style="text-align: center">An adventure for 4-6 Kobold Heroes</p><p></p><p><strong>Ingredients:</strong></p><p>Whistling Wind</p><p>Mourning Star</p><p>Law</p><p>Road to Glory</p><p>Shallow Grave</p><p>Impasse</p><p></p><p></p><p>Any suitable ruleset can be used, but BECMI is recommended, preferrably alongside The Orcs of Thar Gazetteer. Level 3-4 is suggested.</p><p></p><p>The Heroes come from the mighty <span style="color: #FF0000">Whistling Wind</span> Kobold horde. Like the wind, they roam vaste steppes with their grazers. Their ancestral culture is very low-tech, but their mythology tells about a fabled Kobold civilization of outstanding refinement. Tribesmen desire an honourable death, fighting face to face an honourable enemy: this is the <span style="color: #FF0000">Road to Glory</span>, to reach that fabled place.</p><p></p><p>Recently, the <span style="color: #FF0000">Mourning Star</span> appeared in the skies and the climate changed, initiating a terrible, neverending winter. New Enemies appeared, with heavy armour and magic wands that shoot from very far away, so the Horde had to fold and fold.</p><p></p><p>Now the Horde is surrounded in a flatland called, with ironic hindsight, the <span style="color: #FF0000">Shallow Grave</span>. All around it, there are frozen lakes, difficult to spot under the snow. Enemy troops, with heavy armour, broke the ice and sunk in the lakes various times. Now they just wait, shooting at any Kobold that tries escaping. During the <span style="color: #FF0000">impasse</span>, cold is slowly but surely grinding down the Horde.</p><p></p><p>The Heroes are abducted by a supertechnological flying saucer and taken into an underground base, run on nuclear power.</p><p>People in boilersuits, faces covered by breathing masks, control the Heroes with paralyzing rays. They are stripped, completely shaven, carefully washed, disinfected and given strange medicines. They are fed exclusively with tasteless nutribars.</p><p></p><p>Eventually, the Heroes are put into an aseptic labyrinth, like Guinea pigs. They encounter logic puzzles that force them to work cleverly together to progress, get food, avoid traps and, finally, there is a door that can be opened only by keeping in continuous movement a Kobold-sized hamster wheel. The exit. One Hero will have to stay behind in the wheel, while the others can escape.</p><p>Then there is a group fight against a big Troll, requiring collaboration to survive.</p><p>Then there is a session against a mechanic spider. It is too fast and powerful and the only escape option is having one hero staying behind, while the others flee.</p><p>Typically, the situations calls for a single to sacrifice for the community (or vice versa).</p><p>The trials continue until the Heroes either refuse to “play” or only one of them is left standing.</p><p></p><p>Whether they refuse to “play” or keep going until the last one, eventually the supertechnological “Masters” reveal themselves, congratulating the Heroes and telling them they are worth surviving, like their ancestors (the “survivors” will meet “fallen” heroes, actually still alive).</p><p>The “Masters” remove their breathing masks: they look like Kobolds too! However, their teeth are not pointy, like carnivores (and Heroes), but flat, like grazers. In fact, they eat only vegetarian nutribars, trim their hairs carefully and are hygiene fanatics.</p><p>This is the “fabled” Kobold civilization, very isolationist and based on a highly scientific and phylosophic approach to life. They could rule the world if they were interested in power, but they just love knowledge and philosophy.</p><p>They travel periodically to "underdeveloped" Kobold tribes all over the world, take “samples” (like the Heroes), make “civilization tests” and, occasionally, lend a hand (that's where Kurtulmak's mythic armour comes from, for example).</p><p></p><p>Having passed “the tests”. the Heroes are allowed to roam freely in the otherwordly underground base: <span style="color: #FF0000">Road to Glory</span>!</p><p></p><p>When the Heroes mention the dire situation of their Horde, the tech-Kobolds will sigh, as they have a <span style="color: #FF0000">Law</span> that doesn’t allow such dramatic interventions: their “help” can only be a little nudge, but in the tactical map it is very clear that the Enemy troops overpower the Horde. Just a nudge won’t suffice.</p><p>The tech-Kobolds will also show the <span style="color: #FF0000">Mourning Star</span>, an asteroid that will cause huge destruction and climate change, passing very close to their planet, but they built a nuclear supermissile that will deflect it. In theory they could use it to destroy the Enemy instead, but the <span style="color: #FF0000">Law</span> doesn’t allow it.</p><p></p><p>The Heroes have to decide between staying put in this fake heaven, leaving the Horde to a grim destiny, or (hopefully!) using the missile against the Enemy, causing a massive fallout.</p><p>The tech-Kobolds, realizing which kind of damage technology can do, decide to send a second missile to the asteroid, effectively saving the planet as intended, and then, stoically, they destroy their own civilization in a blast, removing this source of technological knowledge (and danger) for the world.</p></blockquote><p></p>
[QUOTE="Yaztromo, post: 7305081, member: 6786253"] [b]ROAD TO GLORY[/b] [CENTER][B]ROAD TO GLORY[/B] An adventure for 4-6 Kobold Heroes[/CENTER] [B]Ingredients:[/B] Whistling Wind Mourning Star Law Road to Glory Shallow Grave Impasse Any suitable ruleset can be used, but BECMI is recommended, preferrably alongside The Orcs of Thar Gazetteer. Level 3-4 is suggested. The Heroes come from the mighty [COLOR="#FF0000"]Whistling Wind[/COLOR] Kobold horde. Like the wind, they roam vaste steppes with their grazers. Their ancestral culture is very low-tech, but their mythology tells about a fabled Kobold civilization of outstanding refinement. Tribesmen desire an honourable death, fighting face to face an honourable enemy: this is the [COLOR="#FF0000"]Road to Glory[/COLOR], to reach that fabled place. Recently, the [COLOR="#FF0000"]Mourning Star[/COLOR] appeared in the skies and the climate changed, initiating a terrible, neverending winter. New Enemies appeared, with heavy armour and magic wands that shoot from very far away, so the Horde had to fold and fold. Now the Horde is surrounded in a flatland called, with ironic hindsight, the [COLOR="#FF0000"]Shallow Grave[/COLOR]. All around it, there are frozen lakes, difficult to spot under the snow. Enemy troops, with heavy armour, broke the ice and sunk in the lakes various times. Now they just wait, shooting at any Kobold that tries escaping. During the [COLOR="#FF0000"]impasse[/COLOR], cold is slowly but surely grinding down the Horde. The Heroes are abducted by a supertechnological flying saucer and taken into an underground base, run on nuclear power. People in boilersuits, faces covered by breathing masks, control the Heroes with paralyzing rays. They are stripped, completely shaven, carefully washed, disinfected and given strange medicines. They are fed exclusively with tasteless nutribars. Eventually, the Heroes are put into an aseptic labyrinth, like Guinea pigs. They encounter logic puzzles that force them to work cleverly together to progress, get food, avoid traps and, finally, there is a door that can be opened only by keeping in continuous movement a Kobold-sized hamster wheel. The exit. One Hero will have to stay behind in the wheel, while the others can escape. Then there is a group fight against a big Troll, requiring collaboration to survive. Then there is a session against a mechanic spider. It is too fast and powerful and the only escape option is having one hero staying behind, while the others flee. Typically, the situations calls for a single to sacrifice for the community (or vice versa). The trials continue until the Heroes either refuse to “play” or only one of them is left standing. Whether they refuse to “play” or keep going until the last one, eventually the supertechnological “Masters” reveal themselves, congratulating the Heroes and telling them they are worth surviving, like their ancestors (the “survivors” will meet “fallen” heroes, actually still alive). The “Masters” remove their breathing masks: they look like Kobolds too! However, their teeth are not pointy, like carnivores (and Heroes), but flat, like grazers. In fact, they eat only vegetarian nutribars, trim their hairs carefully and are hygiene fanatics. This is the “fabled” Kobold civilization, very isolationist and based on a highly scientific and phylosophic approach to life. They could rule the world if they were interested in power, but they just love knowledge and philosophy. They travel periodically to "underdeveloped" Kobold tribes all over the world, take “samples” (like the Heroes), make “civilization tests” and, occasionally, lend a hand (that's where Kurtulmak's mythic armour comes from, for example). Having passed “the tests”. the Heroes are allowed to roam freely in the otherwordly underground base: [COLOR="#FF0000"]Road to Glory[/COLOR]! When the Heroes mention the dire situation of their Horde, the tech-Kobolds will sigh, as they have a [COLOR="#FF0000"]Law[/COLOR] that doesn’t allow such dramatic interventions: their “help” can only be a little nudge, but in the tactical map it is very clear that the Enemy troops overpower the Horde. Just a nudge won’t suffice. The tech-Kobolds will also show the [COLOR="#FF0000"]Mourning Star[/COLOR], an asteroid that will cause huge destruction and climate change, passing very close to their planet, but they built a nuclear supermissile that will deflect it. In theory they could use it to destroy the Enemy instead, but the [COLOR="#FF0000"]Law[/COLOR] doesn’t allow it. The Heroes have to decide between staying put in this fake heaven, leaving the Horde to a grim destiny, or (hopefully!) using the missile against the Enemy, causing a massive fallout. The tech-Kobolds, realizing which kind of damage technology can do, decide to send a second missile to the asteroid, effectively saving the planet as intended, and then, stoically, they destroy their own civilization in a blast, removing this source of technological knowledge (and danger) for the world. [/QUOTE]
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