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Konsequences - Kobold style
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<blockquote data-quote="Kraydak" data-source="post: 4404925" data-attributes="member: 12306"><p>(1) Boosting the surviving kobolds' power "just because" <strong>really</strong> sits wrong with me. If two kobold skirmishers want to try and mess with a decent sized settlement, that is fine. They won't get far. If you don't give the kobold's vastly level inappropriate abilities they will get tracked down and summarily executed. *Even* if they somehow manage to survive for a few days and the party starts a trek, tracking groups through the wilderness over long distances without getting noticed is *hard*. Forget about setting traps.</p><p></p><p>(2) Congratulations on reinforcing the lesson of "kill everyone", including the "good" humans. As a member of the party, if the town was going to (a) be incompetent enough and (b) dickish enough to toss me out I might well opt to sack the place myself. If they can't protect themselves from a few kobolds, they won't be able to hold off the party (see point 1), after all; and being that weak, it isn't like the town will be there next year, anyways. Might as well salvage some supplies for the trek from the doomed settlement, and deny the enemy the opportunity to do the same. Note that once you see the other town destroyed, this argument becomes even stronger. Without any other settlements anywhere nearby, that town is dead.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 4404925, member: 12306"] (1) Boosting the surviving kobolds' power "just because" [B]really[/B] sits wrong with me. If two kobold skirmishers want to try and mess with a decent sized settlement, that is fine. They won't get far. If you don't give the kobold's vastly level inappropriate abilities they will get tracked down and summarily executed. *Even* if they somehow manage to survive for a few days and the party starts a trek, tracking groups through the wilderness over long distances without getting noticed is *hard*. Forget about setting traps. (2) Congratulations on reinforcing the lesson of "kill everyone", including the "good" humans. As a member of the party, if the town was going to (a) be incompetent enough and (b) dickish enough to toss me out I might well opt to sack the place myself. If they can't protect themselves from a few kobolds, they won't be able to hold off the party (see point 1), after all; and being that weak, it isn't like the town will be there next year, anyways. Might as well salvage some supplies for the trek from the doomed settlement, and deny the enemy the opportunity to do the same. Note that once you see the other town destroyed, this argument becomes even stronger. Without any other settlements anywhere nearby, that town is dead. [/QUOTE]
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