Kobold babies...

Arravis said:
That's rather arbitrary. The PC's are 19th level and have quite a bit of both arcane and divine magic at their disposal, and they are interested in keeping and attempting to raise the kobolds. Why shouldn't they be able to?

Can I ask why the characters want to raise some kobolds? Is it some sort of twisted "nature vs. nurture" experiment, or is it out of misguided parental instincts? Couldn't they just have adopted an incontinent poodle with mange from an animal shelter instead? ;)

Hopefully all the players are fine with this. If my game suddenly switched from "mighty heroes defeating evil" to "change the kobold baby's diaper" I'd murderize the buggers and get on with adventuring.
 

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The connection to the kobolds are a bit complicated and go back years... they lead back to a FR version of the Sunless Citadel, allying with the kobolds there, and befriending of the kobold Meepo who journeyed with the PC's. Meepo and his clan of kobolds were wiped out (due to other adventurers) and the PC's decided to raise the kobolds.

Anyway, yes, it's something the PC's want to do. Why is that difficult to accept?

My games are rarely "mighty heroes defeating evil" anyway. They are full of difficult decisions in complex situations. They are very much RP oriented (many games have no combat in them) and it's definately not in a morally black and white world.
 


Arravis said:
Anyway, yes, it's something the PC's want to do. Why is that difficult to accept?

Oh, it's not something I'm opposed to across the board; I was just pointing out that if other players don't want to deal with raising babies perhaps it would be best to temporarily "retire" the "adoptive parents" till the kobolds are of age.

And even then, why the heck would I, a 19th level character, want to adventure with a low-level kobold? And if you're not adventuring, what are you doing? Just raising kids?
 

Arravis said:
That's rather arbitrary. The PC's are 19th level and have quite a bit of both arcane and divine magic at their disposal, and they are interested in keeping and attempting to raise the kobolds. Why shouldn't they be able to?


why is that arbitrary?

are the PCs chicken farmers... or in this case kobold farmers? i'd make them use Knowledge Arcane or Nature or whatever it is for kobolds.

failed check = dead egg.

like you say it is a challenge they want to overcome. or something new they want to learn. you don't learn by success all the time... you learn by failure.
 


diaglo said:
i'd make them use Knowledge Arcane or Nature or whatever it is for kobolds.
Already done. It falls under Knowledge: Local since they are Humanoids. Personally though, that doesn't really seem to fit, so I've used different checks (depending on what's needed) of Knowledge: Arcana, Knowledge: Nature, and Heal checks. The involved PC's have more than enough ranks to make any of the rolls fairly trivial.

lukelightning said:
And even then, why the heck would I, a 19th level character, want to adventure with a low-level kobold?
The PC's already adventure with several 1st and 2nd level NPCs, and why? Because of the personal relationships they have to those NPCs, it would be the same with the kobolds.

Interesting stories and interesting characters are what make my games... not a list of what loot they've gotten or what monsters they've killed.
 

Arrivis, you can't tell me you weren't expecting these jokes when you posted here.
However, if you have established a game world where intelligent humanoids are as capabale of freewill as PC race, then I can't see why a group of good adventurers wouldn't feel morally obligated to raise the orphaned young of a dead ally. So ignore the nay-sayers, kobolds get a bad rap. If we were talking two elf children here no one would balk.

In serious answer to your question, I would consider the following:
Hatchlings (1day-say 6 months): 1 hp, and no other real stats. Your PCs are of a level that anything that might harm the babies can be dealt with unless they do something like take them into combat. If they do something like that its all a matter of DM fiat anyway with such weak beings.
Children (6months -2years): give them another hp and double the penalty for being an adolecent as found in the PHB (mine is not readilly at hand) applied to a standard kobold.
Adolecent (2-3 years): If I recall correctly there are stats for adjusments of adolecents in the PHB, just apply them to a standard kobold. This is the point where the little ones might actually be fun as plot devices. They run off, kidnapped by an evil wizard who wants to use them as potion fodder, local kobold tribe wants to know why the pcs have taken their young and lodge a formal protest (with a threat of war) with the local officals, etc.
Adult (3yrs+): If I had kobolds hanging around with powerful PCs I would let them learn the skills of the PCs - allowing them to take a level in any class the PCs had. Now they are perfectly competent and able to either go out on their own or remain at the PCs HQ as jnr. party members charged with guard duty and other age/level appropriate tasks.

Since your party is near epic levels, you might even have the new 1st level Kobolds find some friends (more wards of the PCs maybe) to adventure with, and have the players switch between their godlike main characters off smiting Slaad Lords or whathaveyou and the weaker, and unusual, 1st level monsterous humanoid PCs. Could be fun.

Through out all of it you might want to have the PCs make periodic roles on whatever Knowledge skill (or maybe just Int/Wis/Cha to know what to do/how to do it/and how to make an impression on their charges) you think most appropriate to raise not only healthy buy GOOD kobolds.
 

Stormborn said:
Arravis, you can't tell me you weren't expecting these jokes when you posted here.
Yeah, I knew there would be, but I was also hoping for some good ideas like yours :). Excellent ideas and suggestions btw!

As far as "free willed" and such, under the alignment of Kobolds it lists: "Usually lawful evil", which means there can be exceptions to the rule. Will there be tendencies... of course, but the fact that they are listed as "usually" instead of "always", means that nurture does have much to do with it.

And yeah, I had given much though into forming an alternate party. Two of the PC's have Leadership and their allies and cohorts are a big part of the game. They have apprentices, house staff, etc. Most are low level, but some are fairly active in the PC's adventures. If nothing else, they help with putting on armor, watching the horses, activating the Daern's Instant Fortress, etc ;).
 

Have a group of dingoes sneak into camp and eat the kobolds. ;)

Arravis said:
As far as "free willed" and such, under the alignment of Kobolds it lists: "Usually lawful evil", which means there can be exceptions to the rule. Will there be tendencies... of course, but the fact that they are listed as "usually" instead of "always", means that nurture does have much to do with it.

There's a couple of Living Greyhawk modules (still active, so I won't name them) which feature a Lawful Good kobold paladin. His tribe-mates don't understand his motivations, but they sure respect his ability to protect the tribe.
 

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