Kobold Keep Remix Finale – Showdown

The Room

As you enter the room, the horrid smell of decomposing bodies forces you to pause momentarily.

A very wide circle is drawn on the broken stone floor. Complex glyphs and symbols cover the inside of the circle.

Your attention is immediately drawn to the center of the circle. Upon a large circular platform – adorned with sharp spikes – lay the decomposing cadaver of what used to be a white dragon… the source of the smell. Judging be the smell, not only is the creature dead – but its been this way for quite some time.

Near the platform, three Kobolds Ritualists are chanting. The Kobolds are practically nude, their body covered with complex tattoos. They are sitting and chanting, as in a trance. You notice that a long chain binds them to the center platform. Two WyrmPriests are busy working on complex manipulations.

The Ritualists’ chanting echoes against the walls of the enormous room and dissipate rapidly as they bounce upwards. You can see no ceiling. Since it is night outside, the room might actually open to the sky.

Between you and the circle, a group of Kobolds are glaring at you menacingly. The two WyrmPriest are readying their orbs while seven other Kobolds are slowly moving towards you…

The Platform

The platform is raised a few inches from the ground. The chains binding the Ritualists to the platform are tied at the center of the platform and can move freely around the platform without getting tangled.

The Corpse

At first glance, the creature you are looking at looks like an adult white dragon… but you rapidly realize that the situation is not that simple.

The beasts’ limbs are actually quite similar to those of a white dragon… but they look more like magnified members of a young white dragon. A young white dragon – adult sized!

Upon closer inspection you notice that its back is covered with bony spikes following its spine all the way to the end of its tail – covered in green scales.

Its back legs look more like enormous human legs, covered in black scales.

The Creatures

Quantity Name Level Role XP
3 Kobold Ritualists level 2 brute 125 xp
2 KoboldWyrmpriests level 3 artillery 150 xp
2 Kobold Dragonshields level 2 soldier 125 xp
5 Kobold Minions level 1 minion 25 xp

The Circle

The markings in the circle are not decipherable by the players – it is way beyond their ability.

Every time a Ritualist bleeds, its blood is absorbed by the writings in the circle. No other blood is absorbed by the circle. When a Ritualist dies within the circle, the creature gets closer to being raised. A Ritualist needs to be killed by a non-participant in the ritual in order for their death to speed up the process.

The Creatures

  • Ritualists try to get killed by the players
  • Dragonshields will throw spiked balls at the players. Every Dragonshield has two balls. I almost choked on my snacks when I read that back from my notes. Yes. Dragonshields have two balls.
  • Minions wait for the players to advance before rushing – they want the Dragonshields to take advantage of their Mob Attack feature.
  • Wyrmpriests stay in the back – they will boost the minions with Incite Faith as soon as possible.
  • Everyone fights to the death.

Kobold Ritualists

Level 2 Soldier
XP 125
Kobold Ritualist
Small natural humanoid
Initiative +4 Senses Perception +2; darkvision
HP 40; Bloodied 20
AC 13; Fortitude 14, Reflex 13, Will 13; see also trap sense
Resist 5 (damage type of the dragon served)
Speed 5
Claw Attack Standard, At will.
+6 vs AC. 2d6+2 damage. 3d6 + 2 if bloodied.
Breath Weapon Standard, Encounter.
Recharges on 6. Blast 3. STR + 2 vs REF. 1d6 + CON cold damage
Bull Rush Standard, At Will.
Move action if bloodied. STR vs FOR – push adjacent enemy one square. Tries to push opponent into spikes.
Shifty
The kobold shifts 1 square.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +5, Stealth +7, Thievery +7
Str 14 (+3) Dex 13 (+2) Wis 12 (+2)
Con 12 (+2) Int 9 (+0) Cha 10 (+1)

The Kobold Ritualists are actually a modified version of the Kobold Dragonshields. They are chained to the circle and cannot escape it – nor do they wish to.

Every time a Ritualist bleeds, its blood is absorbed by the writings in the circle. When a Ritualist dies within the circle, the creature gets closer to being raised. A Ritualist needs to be killed by a non-participant in the ritual in order for their death to speed up the process.

The Ritualists try to lure the players in the circle – they want to get killed by the players. If a player rushes a Ritualist, it will let itself be pushed in the spikes.

Ritualists will also try to grab a player and push him in the spikes – both to provoke them… and inspire them to do the same.

Kobold Dragonshields’ Spiked Balls

When this contraption is throw, spikes come out of it (think of a blowfish).

The spikes retract when the ball is no longer in movement.

  • At the end of every turn, roll 1d6. On 5 or 6, spiked ball explodes. Blast 2. 2d6 frost damage.
  • If the ball does not explode, it rolls 1 square in a random direction.
  • If ball is picked up, the spikes come up, causing 1d4 damage (you need to know how to pick up the ball).
  • Ball can be kicked or otherwise propelled. DEX vs AC. Damage is 1d4 + STR on hit.

One Kobold Dragonshield could throw a ball as soon as possible and possibly have a minion kick it towards the player – more as an explanation of how it works than anything else.

Dragon Creature

I’m not giving details on that beast, as the issue is not resolved in my current game.

Comments

comments

Les commentaires de 6 sur “Kobold Keep Remix Finale – Showdown

  1. As we spoke yesterday, for the balls to have been alluring for the PCs to use, you needed them to have an effect that would beat the use of any Encounter power.

    Since players must burn a standard action on them and aren’t sure what the return on their investment will be, they’ll likely just ignore them.

    Add to the fact that there’s this uncontrollable Explosion effect, the only effect that PCs see other than getting spiked and I can assure you that no one is going to be crazy enough to use them once launched by the PCs.

    Now if you had a chance that the Spike bombs fizzled and then allowed a PC with thievery to reset the bomb as a minor action and kick it as a std, then you might be in business.

    My 2 cents.

    Kudos on the Kobolds trying to get killed. Next time, I say make the Kobolds a LOT more threatening… this will likely motivate PCs to kill instead of subdue.

  2. @The Chatty DM :

    I feel I got more than 2 cents worth in there 🙂

    1. I think you’re right on the money when you’re saying that using the ball should be more alluring than using the player’s own powers – at least the « at-will » ones.
    2. Another good remark about the random explosion – I agree that giving the players an opportunity to react before the explosion would make it much more interesting.
    3. I think you’re right again about the kobold Ritualists not being threatening enough.

    Once bloodied, their claw attack is powerful enough… the breathing weapon was not so bad either… in retrospect, either giving them a better ranged attack might have helped a lot.

    I also think that using the surrounding critters to push the players towards the center might have been equally interesting.

    Reading it over again, I think I tried cramming too much thing into one encounter – perhaps the spikey balls would have served better on another encounter… and let the focus be on the ritual and ritualists.

  3. @Chatty DM

    • Add to the fact that there’s this uncontrollable Explosion effect, the only effect that PCs see other than getting spiked and I can assure you that no one is going to be crazy enough to use them once launched by the PC*

    You might be surprised on this one man… *grin*

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