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I love the adaptation ok skrulls, and may incorporate some enchanted goblins in my campaign! I am interested in making a witchbreed, but I'm not sure if once a day is enough.... I was thinking about adding a weakness (like divination but with Attention deficit disorder). How did your campaign work out?
Love this idea! I'm using Old Man Logan as the inspiration for the leader of my home brew
And here Hope this helps,
I like the backstory possibilities - parents/guardians embarrassed of developing witch abilities, so they send him/her to a monestary, which ends badly.... Of course, fun back stories don't always do well in combat. I have an oracle with Attention Deficit Disorder and a converted character from Gamma World that would have made better town NPCs than adventurers
Christian Seubert wrote:
You should write side treks! Any of these would make a great adventure in Kobold Quarterly, in my opinion. The phase spiders are my favorite - Would make a great follow adventure to "Siege of the Spider Eaters" - one of my favorite Dungeon Adventures. "Arianne's Guardians" maybe...
Mystic_Snowfang wrote: A baby Bandersnatch that is all grown up, it was tamed by a little girl who's a bit of a "fluffy tamer". For bonus points, she calls if Fluffy or Cupcake. Watching Alice in Wonderland was actually the genesis of this thread. I thought that Red Queen was on to something with the Bandersnatch and others at her beck and call.
Thought provoking! Great point about pathfinder specific. I'm still thinking hard about a medieval Jedi - maybe a soulblade with force feats as listed in the Jedi Guardian using the Force like renewable mana points... There are plenty of spells that can be converted to Jedi powers, like suggestion for Influence with the Force, or example. Force use definitely modified by wisdom, like you pointed out...
I am definitely interested in exploring the possibilities of a Jedi class in my campaign. I've already incorporated Dralasites, witchbreed halflings, elven culture based on Vulcan society, and a half-orc barbarian loosely based on Wolverine.. the possibility of a Kobold Jedi is fascinating (but hold the miticlorins, please)
Son of the Veterinarian wrote:
Aha! The fishing jokes begin! Seriously, though, all you have to do is compete for space to be a rival/enemy race. I like the idea of intelligent oozes, or Borg-minded fungi. Fungus can make you do weird stuff...
Matthew Morris wrote:
Yes! I'm with you. Titans Tomorrow, plus! (And I'd include Stephanie Brown as portrayed in dream sequence in the last issue of her series; all grown up)
I took the alignment charts, picked some of my favorite superheroes/archetypes, mashed them up with the second-string types from the Greek Pantheon (Batman/Nemesis, Superman/Phaeton, Lex/Phobos, etc.), and put them at war with the Lovecraftian gods. Then I added the "Son of Zeus" cult, just for fun, as the hippy pilgrims, and threw in Gruumsh for good measure.
The last town wizard met his death in the last dragon attack, and the apprentice left to fill his shoes is based on Filge from Age of Worms, so not much help from the local wizards. I also want to use the dragon as the big, high-level adventure in the end of the campaign. I'll have to look into Guardian Daemons and constructs, though...
I want to incorporate a monster for protection of a prison colony on a bay in my homebrew. The basic idea is that the town has been wiped out three times by a dragon, lizardfolk, etc, and are looking for a monster they can control to help even the odds. I used the map of Stillsquall from "Box of Flumph"/Dungeon 118 to build the town, and the warden has no moral qualms of enslaving good or evil creatures for his purposes. Any suggestions?
ericthecleric wrote: You might be interested in Kobolds of the Fallen Halls, but it is also contained in the Tribes I anthology. Both PDFs are available at Paizo. In my shopping cart! Thanks!
If your group is prone to moral pitfalls, I'd definitely present them with another dilemma - such as the box having evidence of a something to blackmail the owner - it has a ledger of the members of the Red Dagger Assassin's Guild. Worth a substantial reward to the local authorities, but is it worth making a new, deadly adversary?
caelum wrote: If you can get hold of a copy, I'd strongly recommend the 2nd edition boxed set Dragon Mountain. Those are just about the biggest, baddest kobolds I've ever seen. (Yes, there's a dragon in the mountain...along with 14 tribes of murderous kobolds.) Wow! First of all, I'm surprised I was able to find a copy. Second, what great source material! I've just read over Clan Dreadnaught and Strike Force Zedd - pure Kobold gold! Thanks for the suggestion!
I highly recommend A Touch of Evil: Kobolds - it's the best of that series, in my opinion. On wizards.com, Elite opponents: Kobolds has a few suggestions, and there's always Meepo the Kobold Dragon Keeper you can find in their archives. And you can never go wrong with Revenge of the Kobold King/ Merlokrep the Kobold King - male dread wight Kobold fighter/sorcerer that you could scale up, if needed (he's a CR 8). The leader of a tribe is called their "All-watcher." Hope you find a good one!
Thanks everyone for your input - I've also found some "Old School" inspirations from Dungeon Magazine - if you can find the old copies, and are interested in koboldology: Spoiler:
Dungeon 41: A Way With Words - includes kobolds and a stolen book of poetry Dungeon 37: Ever-changing Fortunes has a Kobold helping out some dwarves, and actually includes a mine - most of my Kobold adventures don't have mines... Dungeon 39: Below Vulture Point - includes an urd (winged Kobold from 2nd edition), some kobolds, and some giant vultures And my favorite: Dungeon 77 - Visiting Tylwyth. With a love-sick "hedgewitch" and her Kobold minions, what's not to love?
I love the older adventures for inspiration, but some conversion required!
Wiggz wrote: I remember a particularly comic battle where a kobold henchman had killed a mage in his sleep and taken over the tribe as the 'new mage'. He had glasses of Read Magic strapped to his head and read random spells off of scrolls prepared by the mage. It made for chaos and comic relief at once. Love it! I'm definitely want to exploit the comic relief angle! Wiggz wrote: Don't forget the opportunistic nature of kobolds and the fact that they like to use traps in a variety of ways. There's nothing better than a mid-level party looking at each other saying 'we're getting our buts kicked by kobolds?!?!' I was just re-reading Tucker's Kobolds......great input, thanks!
I'm putting together a homebrew, and want lots of kobolds. I've modified the Dungeon adventure "Devil in a Box," Darkmoon Vale (Hollow's Last Hope, Crown & Revenge of the Kobold King), and the Pathfinder Society Sewer Dragons. For additional source material, I have "A Touch of Evil: Kobolds." Is there any other great stuff on kobolds you recommend?
I recommend making a cohort that makes sense -- mix class function with practicality (who would tend the horses, mend his boots, etc.) For paladins, I have had fighter and reformed rogues filling the role of squire, and clerics following as an advisor. One possible twist is to have a favored soul "ward" in the fine tradition of sidekick, deviating from the insane model of Robin, Bucky, Speedy, and others in that the paladin tried to protect his/her ward from danger, and now that the paladin is out of the way, the squire can get into the action he/she has longed for...
Sorry, no idea about the avatar. I do have an odd question, though. Did you know NORDO was an aviation term? Spoiler:
NORDO is short for "No Radio," meaning the pilot cannot communicate with Air Traffic Controllers, etc. So technically, the most ironic action to this trivia would be to not respond to it.... There! I've spread meaningless trivia! My job here is done! ...flys away...
David Fryer wrote: I was a little disapointed with this episode.** spoiler omitted ** Completely agree! The lure of the series, IMO, was the slow character development of Lex. So now we have a bad guy, AND... Spoiler:
....he goes from nice guy to horrible killer in 90 seconds or less. That's how comic book origins occasionally roll, but I miss the character development. Bring on the Legion!
Baba Yaga definitely still has a lasting cultural impression! When living in rural Alaska two years ago, I substitute-taught at the local Middle School, and the Russian immigrant population all knew Baba Yaga. My favorite response was from a very serious 12 year old girl:
If you go with 3.5, here are a few adventure recommendations, which I would be comfortable gaming with young teens: I recommend "The Devil Box" in Dungeon 109. It's a level 2 adventure, easily scalable, and easy to modify. Spoiler:
Per the Dungeon Magazine Index resource, it has "Friendly kobolds, a bizarre freakshow, and Tiny devils conspire to bring havoc to the lives of your player characters. Can you rescue the Reptile Boy before a diabolical plot brings trouble to the citizens of a friendly village? " Really a fun adventure, and the freakshow is benign, compared to Carnival of Fears Another absolute favorite is Dungeon Issue 137: Siege of the Spider Eaters. Spoiler:
The village of Haven-Fara has been overrun with spiders that have been forced out of thier nearby lair. Now the horrible arachnids have encased the village in webs. Yet could this spider problem be merely a symptom of something worse to come? The advantage of both is that can fit into any campaign world... in fact, with only a little modification, you could run them in order of level. Spider Eaters, then Devil Box... just have to figure out a way to explain how a carnival found its way to a hidden town (shipwreck, etc.)
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