Showing posts with label kobold. Show all posts
Showing posts with label kobold. Show all posts

Tuesday, 11 June 2019

Solo session with kobolds







































So alone on a friday night waiting to see friend on lateshift.

So rolled up party of 5 for my EMO homebrew and sent from Tinvale near Sour Hill to explore random kobold mines.Im using stuff from recent blogs, a unreleased 3fold and dungeon zine #14 on my patreon currently.

So I don't want to name them till they get to first level.
Solo stuff is always dangerous.

So made these guys:
Elf - average with low vigor so will rely on arrows and spells and spotting stuff
Fighter - average with good agility lots of armour and good with a sword
Cleric - above average agility and will and first aid specialty
Dwarf - strong with good vigor, the party HP tank
Thief - has best stats of all with three +1 bonus stats wow!

Worked well and will try again. Geomorphs about 3cm square so fit in my wallet. Printed 2 sheets to a4. Were done hastily so a few bugs. When i do my sewer ones will be more careful.

Im using these d6 table I should probably feature in my books

d6 Room Contents

1 Trap
2 Trap + Decor
3 Decor
4 Monster + Decor
5 Monster + Treasure
6 Empty - 1in6 chance of a special location

d6 special Location

1 Prisoner in cell or chains
2 Strange Feature
3 Magic Area - temple or wizard
4 Locked Armoury + Monsters
5 Locked Treasury Trap + Monsters + d3 Treasure 
6 Boss Throne Room

d6 Strange Feature

1 Curse
2 Magic Fountain
3 Illusion
4 Magic Trap
Sealed Tomb with undead + treasure
6 Misdirection 

d6 Misdirection 
1 Secret door
2 Secret panel + treasure
3 Teleporter
4 Disorientating mist
Entry to lower level or other dungeon
6 Rotating room

Sortie 1
So wandered about mine for a while finding some scraps like a mining helmet before found a shrieking fungus that the party killed. The thief heard kobolds miners coming and party battled 9 kobolds. As they could fit more in a corridoor they had a edge but the party had superior armour. When down to four they fled but didnt get far.

Party continued finding scraps and heard kobolds chilling between shifts. Thief sneaked in and killed one of five and fight broke out. Fighter got scratch and thief got bad cut. But kobolds had chest of gold!

Found some lamps and went through more rooms til a green slime guardian dropped on dwarf. Party burned it off in time but his plate armour ruined with just padding remaining.

Wary of moving on but went anyway came into a bat filled cave. Dwarf didnt note danger and swarmp panicked chomping at everyone wearing party down. Thief fell first, then elf then fighter and cleric. Dwarf drove them off,  stripped party metal armour and weapons and dragged them out unmolested into a abandoned wolf hole. After days hidden thief recovered and others got better except the sickly elf in a coma unable to recover without a healer. After several days two wolves attacked and thief fell and dwarf killed one and drove other off. More days passed and cleric anf fighter recovered. Priest easily accelerated party recovery and they fled back to Tinvale.


Sortie 2
Everyone but thief now in chain as they couldn't replace plate party left in dungeon so overall a loss but 100gp in the kitty. Thief spotted a portcullis trap and deactivated it. Elf spotted piercers and mining tools and party went another way. Thief heard some kobold chatter and investigated and stumbled on a kobold priest and two servants. As they saw him but were stunned he lashed at them stabbing priest and called for help. Party poured in surrounding them. None of them hit and the dwarf got a cut. Kobold priest cast hold person and all failed to resist so elf used her sleep spell and cut their throats. Party recovered and dwarf got some medical aid.

Wandered about and thief found a grenade trap. Took grenaide and found cave with carpentry tools. On investigation a fearsome molebear erupted from the soil expecting a snack size kobold. Cleric healed the dwarf and the elf put a strength cantrip on the fighter. Dwarf and fighter badly hurt mole bear and it tried to flee only being a young one but thief killed it before it could burrow away. Skinned it and stripped it of meat and party pleased even though biggest healing spell used up.

Found a mining cart of rubble with a scythe trap. Wandered about more finding a dead kobold and avoiding green slime. Thief wounded by a flaming oil trap and stable but unconscious so party decided to flee. On way towards exit came across kobolds guarding a medical chest. Both were startled and attacked. Kobolds defeated but fighter survived 3 hits and dwarf badly hurt. Elf was hurt and had to fight unarmed when kobold closed her with her bow and she punched it three times to win. Party took locked chest and ran back to Tinvale unharmed. When Thief recovered he picked the lock to find a kobold healing potion.

Party at a net loss still from losing fortune in armour but healing potion and a grenade always nice. Ended first session.


Sortie 3
Entered a new kobold hole. Avoided a diseased foot spike then a gas trap. Thief tried to get the gas bomb and failed but got away. Found various mining scraps and avoided several green slimes. Found kobolds working and one had a plan of the mines. Thief tried to get them  failed and kobolds all attacked. Everyone wounded o elf cast sleep and party fled.

Sortie 4

Returned with map aiming to kill the boss in throne room using map. Came across 5 workers and thief failed to surprise but threw a grenaide badly. Whole party wounded, kobolds mostly killed and thief unconcious. One kobold fled screaming so party fled.

Sortie 5
Everyone was healed and returned days later determined to hit king kobolds lair with the map. Went deep inside but spotted 3 hungry stirges they easily defeated.  Found 3 guard dogs and defeated with only a few nips.

Finally found the kobold king lair and thief went in. He was talking to his priest and petting two dogs. Got close to king but a dog yapped and thief killed it. Elf shot the priest and the kobold priest blasted the party thief knocking him out and leaving him bleeding. The king threw a net on the party cleric entangling him as dwarf attacked the king. The fighter stopped to help the cleric free himself from the net. The kobold priest threw a fire bomb at the elf taking her out. The fighter ans priest attacked the kobold priest bringing him down as the dwarf and king battled till the kobold king died. While dwarf grabbed the crown, the others helped the dying elf and thief and grabbed a few hundred silver. Party fled back to tinvale still at a loss but with experience.


Wrap up
So leveled them up gave names and used my alignment reward/oaths tales on them
Elf - Cordelia, Chaos+1 cheats all contests for Identify spell
Fighter - Gareth Knorr, Law+1 never ambushes for a +1 sword
Cleric - Simon Slatterby, avoids killing for +1 mace
Dwarf - Korg Casio, Good+1 Seeks marriage and children for +1 axe
Thief - Klaus Lieber, Chaos+1 Drinks every day for extra shot skill for dagger

Monday, 10 June 2019

More Filthy Kobold Scum









So printed out and played with geomorphs. Needed some more straight surface points. Might make some sewer ones in cyan soon.

Some tables to pad out my recent kobold antics.

d12 What are Kobolds here up to...

1 Miners at work - will attack with tools
2 Workers sleeping - if awaken will flee
3 Warriors training - will attack
4 Guards on duty - will attack
5 Cooking a meal - surrender and offer food
6 Looking after babies - flee leaving children behind
7 Elder telling stories - flee leaving children and elders behind
8 Having a drunken party - some flee some drunkenly fight
9 Crafting goods - will attack with tools
10 Hunters - will try and ambush or fight
11 Skinning a monster (carrion crawler?) - will attack
12 Playing with pet dogs - will attack

d12 Kobolds decor
1 Circle of rocks 
2 Pile of various bones
3 Midden heap of food scraps
4 Carrion crawler skin on wall
5 Collection of pottery urns 
6 Drawings on wall of kobolds hunting
7 Pile of kobold feces
8 Kobold children's crude dolls
9 Piles of slag from smelting metal
10 Mining tools
11 Pile of kobold teeth they constantly replace
12 Sacks of preserved food

Sunday, 9 June 2019

More Copper Hill Kobolds


So some more of these geomorphs so I can run big kobold crawls. I like idea of letting people get deep inside with little trouble but signs of habitation, candles and warm food about. Then they stumble on kobolds in worship who are outraged at defilers on high holy day then players running and trying to find way out. Pick off lots of followers on the way. Kobolds might be willing to seal some entries from outside as they have time and man power to reset or dig new ones.

Might cut up a set ready to use soon I hope...

Oh and here some more kobold appearance....



d12 Kobold Appearance
1 Covered in scars from battle or accidents
2 Has a missing eye
3 Plump and dislikes running fast
4 Scrawny and desperate for food
5 Old timer missing some teeth and wrinkly
6 Young and naive
7 Wears clothes
8 Wears harness with tools
9 Has tattoos
10 Overconfident
11 Has skin disease
12 Drools and brain damaged

kobold workers use tools as weapons d4
warriors use proper weapons for a d6
low tech kobolds use stone tools and shamanism,
average tech kobolds use tin copper bronze iron and holy magic
advanced kobolds use steel, gunpowder, crossbows, alchemy and wizardry

most kobolds have single d4 HD
veteran have 2d4
elites have 3d4
heroes have 4d4
king kobold has 6d6
each extra HD above first gets to roll a mutation or hero feature
king kobold has one king feature and d3 hero features or mutations, granted by the kobold gods and has gold crown worth 2d4x100gp
mutants mostly lower status but church protects them

d12 Mutant Kobold Freaks
1 Two headed or siamese twin one always awake
2 Abnormally tall has 2d4 HD
3 Abnormally short only a foot tall but sneaky
4 Claws and teeth d3 unarmed attack
5 Berserk, fights till -10 HP +1 hit and damage
6 Bulging cranium has ESP once day
7 Crab claws or hook hands d4 unarmed
8 Centaur like but lower body of dog, 2d4 HD move +25%
9 Can smell metal, never surprised if foe has metal
10 Immune to fire, often uses burning oil
11 Explodes on death as grenade 2d4 to 10 foot square save halves
12 Eyes like burning coals 1HP dam if stares at you for round or can light a fire

d12 Kobold Hero Features
1 Wears chainmail
2 Very strong +2 hit and damage
3 Uses big d8 weapon with both hands
4 Sneaks and hides as well as thief
5 Expert archer +1 hit & damage, extra shot per round
6 Knows a d4 level zero spell cantrips
7 Uses poison on weapons +2 save +2d4 damage
8 Has d4 pet dogs 5 HP d6 bite
9 Carries d4 incendiaries or grenades and flints
10 Expert net thrower +1 to hit
11 Can throw 2x d6 damage hand axes a round
12 Carries a 2d4 HP healing potion

d12 King Kobold Special Feature
1 Is a 4th level spell caster
2 Regenerates wounds 1hp/round except fire or acid
3 Has a magic weapon +1
4 Immune to sleep or charm spells
5 Kobolds are fearless in presence
6 Spit a 4d6 fireball three times a day
7 Kobold god teleports away if unconscious
8 Kobold god curses any involved in killing king
9 Only harmed by magic, tin or bronze weapons
10 Can turn into a dog and back at will with possessions
11 Has extra melee attack per round
12 Huge muscular body +3 strength and damage

d12 King Kobold Special Guards & Pets
1 Rust monster
2 A dozen fanatic veterans
3 Four loyal elite kobolds
4 Two heroes
5 4th level kobold wizard
6 4th level kobold priest
7 Four loyal dog folk warriors
8 Dozen suicide bombers with incendiary or grenade
 A dozen loyal dogs
10 Hell hound
11 Fire Toad
12 Imp

Thursday, 6 June 2019

Copper Hill Kobold Geomorphs







































I did a copper hill kobold dungeon and 3fold for my patreon and forgot I had made these. Could probably do more for exploring miles of empty tin mines the kobolds have inhabited. What do you think? I could do few more....

Working on d100 bond villains and and evil pocket dimension generation as per requested by reader on mewe (generally I see less nazis than FB gardening groups). 

Wednesday, 24 April 2019

Sour Hill Region Notes






































So Ive talked about Sour Hill a bit to use in my 3folds vol 31-40. Ive been making post apoc art for series 3 post apocalypse set. Here Im expanding this region a bit and have played with the maps of both a bit. Might still change some names.

Sour Hill was a former castle town with thousands now on verge of total collapse and a borderline ghost town. Monsters have started walking the streets more. Once the cathedral went everything fell in decline. Grandparents here remember a thriving wholesome town, the jewel of the north. Traders come mostly to scrap buildings for cut stone. Former pop 2000, Current pop 400.

Sourhill is a great circle wall the a gatehouse in each compass point, a great tower, a keep and remains of a cathedral which was mostly removed by the church and eventually destroyed the region. The Quarters are Smakley where pious church folk lived, Grunton where pig farmers lived, Dirton where farmers lived and Clankton where traders, crafters and shopkeepers lived.

One former lord of the town kept monster menageries and believed the right amount of monsters was good for the economy but too many threw out the balance. Once he died monsters all over the region thrived out of control. The Monsterarium ruins are overgrown but still there. A goblin freak show operates here still. Slavers sell goblins, kobolds and orcs to civilization from here.

Murder hobos and cultists walk openly now. No new lord has moved in to manage the region, wars have kept kings too busy to share.

Long ago a thriving Druid cult ruled the area leaving megalthic stones and artificial hills everywhere. Current people fear there ghost haunted places.

Seagrave
is a fishing village but smuggling, fish cults, looting ship wrecks is more what it is known for. Now the law in Sour Hill don't come it is getting worse. 
Current pop 200.

Tinvale was a very old tin miners village. The adjacent mines are almost depleted. Miners often dealt with cave folk ghosts and graves here as the mines were thousands of years older. Years ago someone got the bright idea to bring in a breeding pair of kobolds, these goblin-brownie hybrids quickly took over and now fill the hollow hills. The idea was to get the kobolds to mine in return for food which worked a while until others traded them in secret with iron and the kobolds became well armed. Turnip production is now the main industry but tin miners and smiths still work here. 
Former pop 800, Current pop 200.

Icewater was settled by viking mercenaries by a king needing mercenaries over 400 years ago. They don't feel kinship with outsiders and mostly fish. Still barbarians with a old storm god cult they are wary of civilization that betrayed other settled clans. They still trade with the far north kin and can call on them. The local mountains and forests have trolls, dwarves, elves and other monsters. Berserker cults thrive in the area but are unwelcome in peacetime in village. 
Current pop 400.

The Well Known Ruins are on common maps. Technically some are still settled by hangers on and enjoy a lack of tax collectors.

Eastmoor Hall former seat of knight who was warden of the Eastmoors, now a shunned ruin with a dungeon

Scar Hall
 former seat of knight who was warden of the Eastmoors, now over run with kobolds, stirges and worse

Runtly former village where the undesirables and murder hobos kept out of Sour Hill lived but now most have moved their. A ghost town where bandits still camp and a few desperate locals live. 
Former pop 200, Current pop 40?

Barrow Hill full of burial mounds, standing stones and foundations of prehistoric villages. Haunted by wights and other undead mostly shunned. Druids in the local forest and wild folk come to worship here and other megalithic sites all over the region. They also maintain huge cut turf artworks and rock carvings.

Hobbsville was a thriving village of miners, craftsmen and a traders stop. Now it is mostly empty and the remaining residents are devil worshipers. Traders shun it now but some old maps show it as a good place for food, drink and safety. Former pop 200, Current pop 40?

Squidgate a fishing village in decline as fish disappeared and the remaining residents are now squid demon cultists who worship a kraken in a cliff cave entrance that goes under the village. Very few ever visit. Former pop 200, Current pop 40?

Fogville once a farming village but life was always hard and it was abandoned years ago. Some might live in the ghost town but most have heard the village is haunted and the local moors prowling with evil. 
Former pop 100, Current pop 0?

Crabapple Cove a fishing village now miles inland as sand choked the inlet and smothered the area. Nobody lives at this wind swept sand choked ghost town. 
Former pop 200, Current pop 0?

Skull Camp near the south highway entry to the region is a murder hobo shanty town thriving from local dungeons and is the only growing place. Authorities to the south are increasingly interested, mostly it is run by a thieves guild man now (see my murder hobo book and maps). There are multiple maps detailing from the first few tents to a small fort over many years (need to do one more).

Whitecliff/Whitelake/Whitefalls a huge frozen glacier and iced over lake are here, meltwater forms a waterfall and feeds a small river (Icewater stream). Things live in the ice caves and most shun the area.

Ideas for 3folds on this

Kobold Cull in Tin Mines
Stone age cavern complex
Great barrow complex
Squidgate cult?
Wizard dungeon under Eastmoor Hall
Scar Hall a beginners ruin
vol 7 region detailed
vol 10 Sour hill detailed

Will detail the monster management theory of stewardship sometime.

Thursday, 6 September 2018

d100 Dungeon Dimension Discoveries





































So these are some extra weird dungeon locations when entering the dungeon dimension. Or just to make dungeons more horrible.

d100 Dungeon Dimension Discoveries
01 Goblinoid town influenced by when there was a gate to 1920s chicago. Bugbear bootleggers run the town and da boss even has a 1926 ford model-t. The town is built like a earth slum of the 20s and the goblins wear suitable fashion
02 A huge bakery complex where goblins bake magic pies following directions from wizards. Each pie enters a secret room where it gets the secret ingredient, then is given time to stop glowing after. Then the pies are delivered about the dungeon to be used as bait for traps
03 A crystaline cavern where adorable crystal furniture animals live guarded by psionic elves
04 Great maze of webs ruled by inteligent evil mage spiders and served by their goblin thralls
05 Great smoking volcanic cave where witches feast and hold orgies with devils
06 Tesseract chamber with MC Esher like stair cases, strange gravity and magic traps guarding a relic
07 Chamber of dust covered corpses from the surface world, spectral minions will arise and tell their story and may be convinced to fight in a battle
08 A goblin market with food, stalls, games, music, drinking and mushroom fueled drug orgies
09 A maze of magic mirrors with teleporter pads, dopelgangers, magic traps and cursed mirrors guarding a great treasure
10 A great cave with a slumbering bat eared frog god, cultists dance before it and it's monoliths
11 Great cavern of slime and ooze where the slime demon prince comes to visit and hear plaintiffs who seek his knowledge and power over slime
12 Great chamber with rows of basalt columns etched with ancient occult lore useful for spell research
13 Huge dark cistern supported by hundreds of columns. Various secret doors and stairways connect to other dungeon sections and dank aquatic creatures lurk
14 A great cavern lake with albino water monsters and islands with long forgotten ruins 
15 A huge mausoleum with hundreds of stone sarcophagi, burial niches and several ancient crypts
16 A huge magically lit camber with a manor house and a garden maze. Inside curses, ghosts and mad inbred magicians roam
17 A semi sunken ruined city swallowed up from somewhere long ago with prehuman relief carvings and degenerate fish men dwelling sparsely in the submerged buildings and pools
18 A great windy cavern with red rock painted cliff faces. Desiccated human remains ritually exposed on totemic poles and in.painted bark tubes buried in niches abound. Ancient angry spirits guard prehistoric relics made from wood, flint, quartz, hair, bones and teeth  20 A frigid chasm with prehistoric obsidian wizard towers buried in ice with undead mammoths and sabre cats and dire wolves. A clan of giants eat the shy hidden cave folk and white apes
21 Chasm of illusions, glorious heavenly chasm of light concealing demons monsters and torture victims crucified upside down
22 Great chasm of lava pits and flames where fire creatures frolic and cultists sacrifice victims to them by hurling them into flaming pits
23 Great water filled dark cavern with a whirlpool, water elemental creatures break out of the vortex occasionally and are welcomed by cultists by drowning sacrifices
24 Great cavern with a great sucking pit of darkness, drawing in air, occasionaly an air elemental being escapes. Cultist playing musical instruments and chanting greet them while strangling victims them pulling out their lungs
25 A great spasming loose earthen mound in a cave spews forth occasional earth elemental beings, cultists welcome them with libations of blood from screaming victims
26 A great complex full of zombies operating machines in an assembly line making new composite undead directed by a lich who brings the constructs to life
27 A goblin village with huge scale nurseries with bugbear nannies and hobgoblin guards
28 A goblin village where goblins live simple village lives growing fungus, raising cave lizards and giant bugs and frequent goblin markets  
29 A goblin mine complex where hard working goblins dig up gems and ore with a roller coaster like mining cars, miners shacks, blacksmith huts, waterfalls and rotting support beams
30 Orc spawning pits operated by cult of wizards, orcs are being made from pits of mud using spells then the orcs are equiped and trained
31 Orc fortress, a black square fortified wall, with towers and a gate house where orcs are trained and drill in preparation for war, serving a orc king or a evil wizard or priest 
32 A ruined temple dedicated evil god, with many statues that can animate, curses and mummy crypts
33 A wicker man crammed full of sacrifices with goatmen dancing about it ready to burn the victims
34 A huge demonic statue with cultists performing rituals before it with great flaming braziers  
35 Wizard apprentices operating an apocalyptic giant scale magical machine, fueling and operating it to create monsters, then driving them into teleporter pads to send them around dungeons 
36 Wizards apprentices on assembly line treating chicken eggs with alchemical potions then hatching lizard men, dinosaurs and giant lizards
37 Witches with spawning pools of frogs making giant amphibians and frogmen with alchemical brews from cauldrons
38 Wizards apprentices carving statues of monsters for masters to change into living flesh, then caging and shipping off around the dungeon
39 Priests preying to statue and summoning monsters from their god to populate the dungeon
40 Wizard complex where wizards surgically operate on humans and animals to create beastmen they keep in cages 
41 A huge raised ballroom in a cavern, lower areas full of mist and graves. Frequently vampire nobles meet here to have a ball. Human victims are hung upside down with spigots in their neck to feed vampire guests. Several ghoul servants clean and serve and guard
42 A chasm where a chained evil titan sleeps, wizards are tapping its blood to create monsters that are stored in cages to be shipped around dungeon
43 Chaos cultist temple with chaos portal where victims are thrown in and chaos monsters and mutants come out
44 Evil dwarf brewery complex making and testing various beers bottled in ceramic bottles. They are too busy to tak or fight but offer beer if you go away. Sometimes the beer is in fact beserker potions
45 Kobold factory complex making traps, secret doors, chests and other dungeon fixtures. Some are packaged in boxed kits. The kobolds are not hostile and flee screaming if combat breaks out into secret tiny doors 
46 Large machine operated by zombies where corpses fed in and zombies come out
47 Sprawling open chamber with giant tavern where monsters come to drink and unwind with horrible entertainment and food for various races
48 Huge gobling mushroom tannerey, making shroom leather armour and clothing for monsters. Various visiting creatures visit to buy goods and are willing to trade with humans
49 Complex where wizards enlarge normal animals into giant dungeon dwelling ones. Animals shipped in and out in cages with orc servants
50 Wizard sculpture shop where apprentices making golems and statue constructs of various types on assembly lines
51 Lake of evil protoplasm with strange eerie changing colours, will influence those near by to evil alignment and deeds. If you touch it, drink it save or become servant of the dungeon genius loci spirit. If you fall in you are transformed into a dungeon monster. Cultists come to worship and sacrificing victims to it, 1in6 times the cult build a floating evil town on top

52 A great hall with statues of evil gods in a row, where evil pilgrim cultists and monsters come to prey
53 Huge sprawling torture chamber where monsters torture prisoners, returning them into mutants and beastmen, directed by a devil
54 A cultist temple where a demon dwells
55 A evil town ruled by were swine, where evil traders visit for a tax to enter. All kinds of monsters, cultists end evil enemy agents are here
56 A great shrine of the goatmen, where they dance, feast, sacrifice victims and worship the evil dungeon spirit
57 A depository and foundry for cursed items where wizards make evil and dangerous to use items to be left around the dungeon
58 A monastary where evil monks make potions, evil figurines and shrine idols
59 A ruined monastary where gargoyles breed, with all sizes of gargoyles
60 A huge stinking harpy nest with a savage pecking order, sprawling feces filled nests, rotting corpses and treasures
61 A island in a huge cavern lake where sirens lure in victims to eat with illusionary lotus groves, luxuries and attractive women
62 Magical lit cave with sprawling ruins overgrown with trees. Various faerie and sylvan beings are trapped here and are very protective. Suspicious but might help
63 A large camp of awol soldiers working as mercenaries for the dungeon and partially assimilated. Some are mutated
64 A cavern with a ruined camp and a massacred adventurer party, several crucified and left near dead
65 Ruined temple occupied by baboons and carnivorous apes who guards a treasure. Vines grow everywhere
66 A chamber with plaza full of gates and teleporter pads, 1in6 encounter per turn
67 A ruined castle with animated armour guarding it's treasure ruled by a spectre wizard
68 A monster circus with mutant clowns, caged monsters and visiting creatures. With stalls and side show games. Monsters are mostly peaceful while here, some bring their kids
69 A ruined castle ruled by a noble vampire with undead servants
70 A great sewerage treatment works where certain monsters are bread in filth or feed off it attended by rat men and rat faced goblins
71 Sprawling wizard boarding school where apprentices learn from masters and the headmaster is a 
lich 
72 A mock village where monsters study imprisoned humans who cannot leave, directed by wizards and priests who aim to extract information from prisoners who are tested with illusions, mind control and doppelganger infiltrators
73 A mass of wrecked ships semi submerged with aquatic monsters and a shanty town of pirates, criminals and scum who believe they are in hell
74 A ziggurat of the vampire bat goddess
75 Ruined complex of the serpent men
76 Lake filled cavern with floating town of lizard men
77 Dark elf village in a fungus forest
78 Huge sprawling fungus cave where family of cyclops live off giant lizards and goblins
79 Gigantic web with a spider diviner elder sitting as it has for an aeon, a spider cult and giant mage spider wizards seve her and the great web
80 Cavern contains a single gigantic mushroom, with many inhabitants living in tunnels and spaces with in it. Worm men and caterpillar and grub men battle for dominance, frog folk come to worship it, goblins sacrifice to it
81 Huge parade ground, stone attacks and obstacle course where hundreds of orcs being trained by hobgoblins and commanded by dark elves, goblin blacksmiths and bugbear military police
82 Starving adventurers desperate and jumpy will initiate attack but could be talked too. They have partly eaten dead comrades and treasures
83 Magical spring surrounded by wondrous glowing calcium formations
84 Pit of darkness descends to the world of the darkness dimension, cults come to call forth ebon hued things
85 A great earthen barrow of some prehistoric wizard king, now a lich
86 Huge chamber with giant calcium columns stalagmites and stalactites. Connected by ropes and ladders and cables, a gnomish civilization exists within, using airships, steam automatons, black powder and strange magic crystals
87 A huge iron mechanical computer plotting dungeon activity and running calculations on monsters, breeding rates and growth rates to calculate replacement monsters in the dungeon. Operated by wizards is a magical artifact of the go
88 A titanic furnace imprisoning fire monsters,
89 Colossal alchemist apparatus distilling materials into living monsters operated by alchemists
90 Volcano in process of destroying monster citadel, citizens fleeing lava and fire monsters, leaving treasures behind
91 Huge chamber with kobold workers building and covering up a new dungeon level filling in between the corridors with rubble and garbage
92 Huge prison operated by were swine using their powers to charm inmates into compliance, full of soldiers and adventurers and commoners

93 A huge lit cavern jungle with dinosaurs and huge over grown ruins
94 A lost civilization citadel attacked by monsters constantly
95 An entire underground kingdom of a lost civilization, with fungus crops tended by molemen slaves

96 A huge dark acidic cavern, actually the stomach of the dungeon with ruins, wrecked ships, fungal forests, slimes and other creatures inside
97 A bunker like sub ground fortress where evil faction warlords and meet over great maps and move their toy soldiers preparing for their attacks against the surface world
98 A great library of dungeon secrets, forbidden books, cursed scrolls and ancient tablets used by wizards, removing a book attracts a fiery angel executioner
99 Gigantic titan brain encased in metal, a wizard dungeon cult are camped to plunder it's secrets, but the brain is teaching them demonology so they eventually destroy themselves
100 Gigantic titan heat chained down to keep it flopping about. Tended by worshipers who  claim it is the dungeons heart  
summon demons

Sunday, 22 April 2018

Murder Hobos & The Power Of Friendship




































So had a quick game of Lamentations/ BX mash up at game shop. Was intended for noobs but several bailed and two of my fave vet players came plus Katie. She has started gaming but has had a interest in sword fighting and listened to me argue with story gamers for years at mid week geek. She is also mostly blind and very sharp. So I rolled up a quick dungeon using my Redbrick draft. I also had idea for my sentient dungeons to have abilities they can call on based on their levels per day but more on that later.

So I rolled Up This
-humanoid Breeders Dungeon (decided on kobold as 1st Lv)
-Serpent man wizard boss named Seestak LE the kobolds self titled god
-Ragon the cleric with his goatmen guards trying to resurrect a ancient evil said to be hidden in the cave plus several zombies (using my 1st Lv problematic zombie spell)
-Dungeon Spirit will use ESP to make voices of peoples loved ones

-Rumours that local area was dependant on dungeon
-The entry had statues of two kobold crowned warriors before a archway
-Carved from black basalt and smelled of rotten food
-Was crawling in bugs and vermin
-intersections lit by dim green magic light

The Players Rolled up characters
-Jimmy the Thief sent by guild to stop chep kobold labour destroying economy and guild skill base from kobold slave trade with his pet kobold torchbearer slave and Lifto the baggage handler whos speciaty is loot hauling and running away
-Sleazy Nick the Priest of Baccus sent to recover a recipe for a male potency formula so the high priest could perform functions at the cult woodland drunken orgies who has a kobold torch bearer
-Fred the warrior a mercenary who woke up one day with tatoo of the dungeon door on his chest whos charisma is 8 and has never had a true friend

Party met in pub of town where everyone using kobold slaves for dirty jobs. The local industry was booming from kobold slave trade and the kobold breeding dungeon was well known and had a sign pointing to it. The shop sold kobold traps and manacles and other kobold slave items. The peasants no longer felt on the bottom and were getting rich and lazy at kobold expense. Of late kobold trappers had disappeared.

The party met in the pub and the priest was pleased to see the pub offered him discounts and had statuette of his god with a huge erection. They set off to the dungeon and spied a single kobold fishing. Jimmy with his kobold offered it food and were friendly and the kobold Bing explained the evil priest and goatmen had taken part of the dungeon. Talked about their god Seestak and said they should talk to him and plan a meeting. Two days drinking and pick pocketing later and they met Seestak who was a bald wizard with a goatee and green eyeliner and a slight lisp. The made a deal ans Seestak gave them armbands and offered gold to kill the goatmen and priest. They were told head left to find the priest factions lair. Then kill them and send Bing to the tell Seestak when the job done. Seestak referred to people as humans as if not to include himself. The kobolds were impressed by Fred the fighters tattoo but their master was not.

So into the dungeon and past a few kobold guards. Found a garbage room and Jimmy went exploring silently with two kobolds but a carrion crawler surprised him and a kobold paralyzing them. Priest and warrior rushed and killed it with torch bearer kobolds. Found lots of trash and a crawler hole with two corpses in it of kobolds. One was a paralysed kobold warrior and other body tore in half when pulled out and had grubs in it's mouth. Waited for paralysed peers to be able to move and moved on. Thief grabbed the crawlers head and the rescued kobold had worm eggs removed and was grateful and went home to tell of parties good deeds.

Saw kobold guard posts and found dimly lit cavern of the evil cult. Thief sneaked up and found zombie guards, obviously murder hobos and the weasel faced one was from his guild who was sent on a nameless mission just a bit before him. He shanked one and ran. The zombies lumbered slowly after him and the party fired missiles and the priest tried to turn them. Zombies were allowed to close and the warrior finished them with thief who his in a wall depression as zombies passed him.

All this was pretty quiet and they found a temple and some boxes and barrels and a chest. Barrel of paint another of flower plus box of stale bread (kobolds ate). Locked chest had a iron pot with 20lb or fresh mortar. Kobolds tasted the paint noting the high lead content and the mortar. The top of the mortar should have scabbed over and they spread some on wall and watched it dry. It was a magic mortar pot possibly worth a thousand gold. Found white painted altar repurposed from kobold mother god to the Seestak then the new chaos underworld god. A smashed clay statue kobolds said was of Seestak was on floor but they didn't pay attention. Ahead was curtained tunnel where the evil priest and goatmen. They realized by questioning the kobold that there was only 2 goatmen but they were "twice as big as kobolds".

Thief went ahead and saw priest in bed and two black goatmen playing dice. He went up to priest and stabbed him in the chainmail and woke him up with a yell. Goatmen got up and the fighter and cleric charged in. The cleric had blessed himself and protected the fighter in plate with protection from evil. The goatmen went down and the theif fled the angry priest who cast hold person on the party. A kobold and th thief were paralysed. The priest whaked the paralysed thief in the head then was brought down in a hail of blows. The kobolds were quite handy. Priest saved the priest with  a healing spell and they rested 12 hours till morning. Kobolds told how Seestak had saved kobolds from slavery by walking among the men and betraying them with a kobold ambush outside town.

Found gold and the priest holy book on betrayal, murder, torture and deceit and his orders to awaken an ancient evil, enthrall the kobolds and take over the region. Priest of Baccus tried to convert the surviving goatman as he had froliced in the woods with some good ones once but it was vile so he dashed out its brains. The priest was ungagged and questioned and demanded party serve him. The party told him they won and he should serve them. He promised to be good and they looked in his unholy book to see his supplication word for word from the chapter on telling vile lies. So they killed him. Convinced the local kobold they were better friends and Freds tats were a sign. The bacchanalian priest gave the kobold some proper wine not the piss kobolds drank and promised all the wine they wanted and freedom. Impressed by the human kindness the kobold admitted their god could shape shift into a snake man and would eat kobold eggs and had seen him swallow a human baby. The kobolds had found him asleep and covered in dust in the sealed library chamber. So they realized the snake was the ancient sleeping evil the cult was seeking.

They sent in kobolds ahead to convince others bu they didn't do so well. The kobold they had saved earlier did do some good. They met as planned their kobolds in a guard junction and the kobolds were tolerant of the helpful humans but had orders not to let them pass. Their allied kobolds attacked first the party joined in and subdued most of them. Except the one a fighter cut in half while holding a fire bomb with a lit fuse that was beyond first aid.

They went to the hatchery and convinced the kobold matriarch to aid them and said they would not eat kobold eggs. She led them to the warrior barracks and they planned to call out the wizard snakke from the library. They called him and he came out looking human as before and the party and 8 kobolds shot him peppering the surprised wizard lizard who resumed his true form on death.

So the party stayed on. The priest brought in the saucy bachinalean kobolds of his cult, taught them wine making and the ways of drunkenness. The thief made a deal with the guild to rent kobold labourers which made their labour not so cheap and kept the class and economic order intact. Fred the fighter was a bit scary to the kobolds (CHA8) but had the tattoos of liberator so they accepted him. Everybody lived happily ever after.

Real murder hobos might have turned on the kobolds too but they made a good income. In my games players often become dungeon bosses. Apparently this is abnormal.


Thursday, 29 September 2016

d100 Kobolds for sale


In Shadelport kobolds are popular slaves, useful for hundreds of reasons. From expendable potion testers to door openers, kobolds are working hard. Do remember while cruelty to kobolds in public is not shunned like horse beating, treating them badly in kobold territory could be a problem. As kobolds treat each other often badly treating them a bit better is easy.

Kobolds are easy to store and ship. They tolerate conditions other races would die in. A well cared for kobold lives twice as long as a wild one.

Some religious leaders and a troublesome women's movement claim they have souls and can be almost civilized even deserving the same rights as goblins and orcs. Most people would look twice at a owner beating a kobold to death in the street. Kobolds work with phosphorous in match factories, mines, dye factories and other dangerous jobs. Many humans in the ghettos complain about kobold slaves and would also like to see them emancipated (and cooked in soup). Even urchins and mutants in the ghetto complain. Orcs and goblins dont care about how humans treat kobolds. Orcs rarely acknowledge they are visible. Goblins are happy humans don't treat them like kobolds even if only slightly better.

A few wizards with carpet bags of holding gave up using spells and just used kobolds.

Kobold Packaging and accessories
Sack 1cp
Apple crate 1sp
One kobold small keg 4sp
Six kobold barrel 2gp
One kobold carpet bag 4sp
Two kobold carpet bag 6sp
Wood backpack with iron bar door 2gp
Fancy iron cage 14gp
Kobold skin oil 1sp for 3 months of healthy shiny skin
Kobold skin oil scraper 4sp makes oil last twice as long
Booties 2sp
G-string 1cp
Loin Cloth 2cp
Pointy little cap 2cp
Adorable little trousers 2sp
Cute little jacket 3sp
Charming little hat 2sp
Fancy slightly silly court outfit 12gp
Pliars for removing teeth 1sp
Manacles 5gp with lock
Leg Irons 1gp bolted on
Neck Chain 3gp with lock
Silver nose ring and chain 15gp
Chastity belt 12gp with lock
Leash 1sp
Spectacles 25gp for literate kobolds
Owners Manual 12gp "On the care and breeding of kobolds" by R. QuiglyBranding 1cp
Tattoo 5sp
Neutering 1cp
Kobold ownership neck tag 1sp
Kobold kibble 1cp for a dry day survival rations but gives them kidney stones long term
Kobold candy 1sp for ten pieces (butterscotch most favorite)

Kobold egg 1cp
Baby kobold 1sp
Teen Kobold no skills 10sp good for expendable jobs
Adult kobold labourer 1gp
Adult kobold experienced personal servant 4gp
Expert Kobold 25gp+


d100 Quick kobolds for cash types
01 Expendable
02 Labourer
03 Servant
04 Tradesmen
05 Fighting
06 Subterfuge
07 Murder Hobo
08 Exotic
09 Petty magic
10 Magical

Extra HD for fighting types
10gp 2d4 HD
20gp 3d4
50gp 4d4
100gp 4d6

D100 Kobolds for sale
01 Trap tester - open doors, chests, walk down corridors, easy 1gp
02 Pole boy - poke stuff with ten foot pole in dungeons 
1gp
03 Food taster - eat and drink substances 
1gp
04 Matchstick maker - glow in the dark, rotting flesh 10sp
05 Hole inspector - investigate mystery holes 
1gp
06 Chimney Sweep - clean soot from 10sp
07 Gong farmer - unblock deadly city drains and sewers 10sp
08 Monster keeper - feed and clean up after captive monsters 10sp
09 Machine tender - work amid cogs of mills and machines 10sp
10 Dye worker - stomp in vats of toxic dye 10sp
11 Miner - digging and tunneling 
1gp
12 Baggage hauler or water bearer - carry 40lb loads 10sp
13 Fisherman - catch and dry fish 10sp
14 Picker - pick fruit and other crops 
10sp
15 Pig tender - look after pigs, try not to get eaten 
1gp
16 Shepherd or milk maid - watch animals or milk them 
10sp
17 Muck scraper - clean horrible filth of boots and stuff 
10sp
18 Rock cracker - smash big rocks into gravel 
10sp
19 Meat worker - assist butchers 
10sp
20 Wood collector - gather branches, chop and carry 10sp
21 Privy attendant - assist master in toilet 
4gp
22 Doorman or lamp bearer- open doors for masters or carry lamp 
1gp
23 Animal Groom - brush horses, cats and dogs 
1gp
24 Dressing Groom - brush clothes, help master dress 
5gp
25 Bath attendant - heat water, soap and scrub 
2gp
26 Barkeeper - serve and mix drinks, listen to losers 2gp
27 Bed attendant - keeps linen clean, catches fleas using body as bait, warm beds 3gp
28 Barber - cut hair and shave 4gp
29 Cook - cook common basic meals or make bread 2gp
30 Nanny - care for children 3gp
31 Spinner - operate spinning wheel to make wool or thread 2gp
32 Weaver - operate a loom or make rugs or baskets 5
gp
33 Mechanic - service and oil and maintain machines
 10gp
34 Smith - make metal goods like tools and basic weapons 
10gp
35 Cobbler - make boots 4gp
36 Tailor - make and adjust clothing 5gp
37 Scribe - takes dictation, reads aloud 
10gp
38 Potter - makes pots and dinnerwear 2gp
39 Barrel maker - makes and tends barrels 4gp
40 Leather worker - tan hide and make goods like clothes 3gp
41 Dart thrower - skirmisher and scout 4gp
42 Archer - forager and scout 6gp
43 Spearman - often aid hunters, might carry several javelins 8gp
44 Swordsman - sword and shield fighters 
10gp
45 Maceman - mace and shield 
10gp
46 Axeman - axe and shield, also woodcutters 
10gp
47 Gladiator - two short swords, helmet 20gp
48 Hunter - catch small game and birds 
10gp
49 Rock thrower - cheap skirmisher and bird scarer 
2gp
50 Drummer or horn blower - for marching and signaling 3gp
51 Stabber - sneak, hide, slit throats 
10gp
52 Arsonist - expert fire starter 
10gp
53 Suicide bomber - carries lit cast iron grenade to target 
10gp
54 Military Scout - observes enemy troops and camps 
20gp
55 Infiltrator - enters dungeons or households and spies 50gp
56 Poisoner - pollutes and food water supplies, poison knife
 50gp
57 Assassin - infiltrates and kills leaders usually while asleep 100gp
58 Sniper - often use heavy crossbow for long range targeting leaders
 50gp
59 Theif - all purpose stealthy agent
 50gp
60 Kidnapper - expert in kidnapping targets, might need help carrying them off 100gp
61 Trapper - make or disarm traps
 50gp
62 Sapper - military mining and plant demolitions 50gp
63 Locksmith - make or disarm locks
 50gp
64 Incendiarist - render fuel from corpse fat and use flammable oil and smoke 100gp
65 Demolitionist - make explosive devices and black powder
 100gp
66 Climber - expert climbing cliffs and buildings, assisting others 50gp
67 Potion taster - fairly good at identifying potions from taste
 100gp
68 Dog handler - manage four trained dogs 50gp
69 
Beast handler - manage a chained animal 100gp
70 Monster handler - manage a chained monster 500gp
71 Water breathing Species - excellent aquatic worker 
100gp
72 Gliding species - can climb and glide, good scouts
 100gp
73 Extra arms - extra melee attack 100gp
74 Invisible - has invisibility cast to be spy, turn visible if attacks
 100gp
75 Luminous - has has continual light cast on it, can cover with cape 100gp
76 Supernatural - needs +1 to be hit, competant warrior
 100gp
77 Spider mutant - can cling to walls like spider
 100gp
78 Berserk kobold - can fight up to -10 HP 100gp
79 Magic taster - can determine if thing magic by taste most of the time
 100gp
80 Random mutant - weird mutation 
100gp
81 Petty magician - knows d4 clean cantrips 
100gp
82 
Petty magician - knows d4 detect nagic cantrips 100gp
83 
Petty magician - knows d4 stun cantrips 100gp
84
 Petty magician - knows d4 conjure egg cantrips 100gp
85
 Petty magician - knows d4 conjure salt cantrips 100gp
86
 Petty magician - knows d4 candle light cantrips 100gp
87
 Petty magician - knows d4 arouse cantrips 100gp
88
 Petty magician - knows d4 conjure flowers cantrips
89
 Petty magician - knows d4 conjure sweet cantrips 100gp
90
 Petty magician - knows d4 exterminate vermin cantrips 100gp
91 Kobold apprentice wizard d4 levels 500gp
92
 Kobold apprentice sorcerer d4 levels 500gp
93
 Kobold apprentice acolyte d4 levels 500gp
94
 Kobold apprentice healer d4 levels 500gp
95
 Kobold apprentice druid d4 levels 500gp
96
 Kobold apprentice wizard d4 levels 500gp
97
 Kobold apprentice psion d4 levels 500gp
98
 Kobold apprentice monk d4 levels 500gp
99 
 Kobold pistolier d4 levels 500gp
100
 Kobold musketeer d4 levels 500gp


Kobolds are 90% doglike or small goblins in Shadelport with knockers and koboldi being next most popular slaves. Other types have been brought in by traders and adventurers.

d20 Revised Kobold Subtypes
1 - Canine, get along with dogs
2 - Draconic, tainted by draconuic blood, former dragon serfs
3 - Koboldi, drunken fornicators, giant genitals, amusing companions
4 - Knockers, mining folk, good craftsmen
5 - Pale dwellers, albino cave tribes, primative
6 - Frostlings, live in glaciers and snow
7 - Yellow, cunning jungle murderers
8 - Fire Newtlings, live in volcanoes, newt like
9 - Bogling, dwell in city sewers and swamps, carry infections and parasites
10 - Ratlings have rodent traits
11 - Saltkin, coastal scavengers with blue skin
12 - Bloodcaps, blood drinking pointy hat wearers
13 - Gliding, primative but good at climbing and have glider membranes
14 - Weasal kin, horrible fanged and hairy
15 - Frogkin, part frog like swamps
16 - Goatlings, have little horns to butt and hooves instead of feet
17 - Crablings, have crab claws and, chitinous armour
18 - House kobold, live in barns and under stoves, shy scavengers
19 - Raptorlings, tiny angry dino hybrid men
20 - Trollkin, weedy and hopeless part lesser troll

I will do d100 elite kobold squads soon