Kobold question!(my players stay out!!)

Maldur

First Post
I gave my players four choices:

North
A large ruin. It is made up from several buildings. Signs of small creatures and crude totempoles made it clear they are inhabited by kobolds.

West
The rolling plains make way for hills and rocky terrain. Signs of ratmen can be seen, mainly skullpiles and other crude border markers.

South
In the far distance a giant stone head can be seen, as if a statue of tremendous size is buried upto its neck. The race of the statue can not be determined but near the "head" a tent camp of tribal orcs can be seen.

East
In the south east another ruin can be spotted, this large building seems to be empty, but would it be?
To the Northeast a city can be seen, most likely this is the city Tigai, known for its markets and bazaar.

They are going north!

So I'm now creating a dungeon filled with kobolds.

Three levels.

The surface. Ruins of several large buildings.

First level a large widespread dungeon filled with something like four tribes of kobold in a "Mexican " stand off.

Second level. A smaller dungeon, filled with: the Uber kobolds tribe (halfdragon?) and the corpse of the dragon that created these kobolds, with its hoard.

Any ideas?
 
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My players (pacifically) met a kobold tribe once.

The kobolds laired in the ruins of a human village. They were ruled by a Dragonne (actually, a half-brass dragon dragonne) named Alraone. Among the little things I made to flesh them out a bit, they used to wear large hoods and "snow goggles" during day to bear the bright light. As a "racial feat" for them, they were allowed to use Weapon Finesse with the half-spear, wielding it with great speed and disconcertingly efficient non-orthodox moves. At dusk, when the light became bearable for them, they frequently made little celebration, singing in their acute voice in dissonant melodies welcoming "the quiet time" of the night, when it is comfy to work or leisure.

Now, if you're looking for ideas of dungeon, that won't help you. Use giant vermin -- an underground tribe of kobold had several monstrous centipedes with them, when not using them for attack or defense, the arthropods were used to move carts. Don't forget traps, lots of traps -- kobolds are skilled at making them, and quite paranoid. A good idea is the "double trap": one quite crude trap, that anyone with some ranks in Search may find without problems, and disable quickly, hiding a much harder to find trap. Intruders look at the corridor, find a trap, disable it, assume it's now safe, advance and fall in the real trap. In underground areas, a simple trap is the firedamp zone. Kobolds don't need torchs to see, but most of their enemies do. So, you've got a passage that is enclosed (maybe by two siphons), full of firedamp, and the ceiling there is quite frail. Intruders swim in, light something, and boom, blast damage, fire damage, and collapsing ceiling damage.
 

Another major advantage kobolds have is size - they can move about in much smaller corridors and crevices than the typical party. If the kobolds have been in the area for a decent length of time, they've had time to expand any naturally occurring tunnels - but not ones large enough for medium-size or larger creatures. In effect, the party will be limited to the larger, unmodified passages, while the kobolds can move about freely in the smaller ones - setting up ambushes, triggering traps, releasing caged creatures (like carrion crawlers), etc.
 

nasty cover- a kobold slingman or two can take cover behind some pretty small things.

play the sadism angle- maybe they don't eat things all at once and don't forget the trapmaking here.

sized tunnels for escape- entries a human can walk through that can be collapsed, wiht exits only kobolds fit out. can the carve their way out before the fire gets them?

maybe each tribe can have a sorcerer, and one cleric plays them against each other. a single cleric with evil and trickery as domains running for cover from one tribe to another would be very mean indeed.

think about how they would care for their eggs, and watch that egg scene in alien again :)
 

Well, if you'll forgive me for plugging my own work...

You might want to check out The Hero Snare, recently published by MonkeyGod Enterprises. Granted, the module doesn't match exactly what you're looking for--it's only got a single kobold faction, and no half-dragons or anything--but it is set largely in a complex designed by kobolds to take full advantage of their size and abilities, chock full of nasty surprises for oversized surface-dwellers.

I think you'll find it worth a look just to steal ideas and locations from, if not to run outright.

But I admit, I'm a tad biased. ;)

(It's intended for characters of around 7th level or so, if that matters.)
 

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