Has Anyone Wondered What Happenned to the Rest of the Kobolds?


Kingmaker

Grand Lodge

Warning Possible Spoilers:

GMs you know what I'm asking about. Did anyone expand on their lair? Where are the young and the females? Where are the eggs? The way it ends they are not a viable tribe. They will die out! My group is trying to 'rehabilitate' them. What happened with your groups?

Grand Lodge

PJ wrote:

Warning Possible Spoilers:

GMs you know what I'm asking about. Did anyone expand on their lair? Where are the young and the females? Where are the eggs? The way it ends they are not a viable tribe. They will die out! My group is trying to 'rehabilitate' them. What happened with your groups?

I know 'T' has had his way with them but how long was he with them to bring a whole tribe to their current predicament?

Scarab Sages

Here is what I did in my campaign in case it gives you ideas:

In my game, the party had quite a heated debate about what to do with the kobolds, with some worrying they would breed like rabbits and become a big problem, and some wanting to make them citizens. The oracle of Life (who fills the diplomat kingdom role) spent a lot of time with them speaking in draconic, and became an honorary member of the tribe. Chief Sootscale was worried the party would try to kill them off (which might have happened) so he finally revealed one of their great secrets to the oracle, the broodmothers. He also completely lied about their lifespan in an effort to put the party at ease. I emphasized their lawful nature by making them very methodical and orderly, requiring lots of “scouting” before they would engage in any combat or assaults. After several roleplaying sessions, below is the transcript to the party of what he learned. Note that it contains several inaccuracies the kobolds fed him that are explained in the ecology section:

Jeremiah says:
“Since we were saying we needed to know more about the kobolds before, I can tell you some of what they have told me. Please remember that these things are what Chief Sootscale said, and although he seems to have put a lot of trust into me, they may not be entirely true, or may be skewed.
First off, longevity. Kobolds seem to have extremely varied lifespans, from 30 years to hundreds, with no real way of knowing who’s got what lifespan. They populate areas very slowly compared to humans, and it would take hundreds of years for a region to have a substantial number of kobolds if a small group migrated into it.
They reproduce by laying eggs, although they seem very selective about which females can lay eggs. They seem to have a strict heirarchy among the females, with the matriarch being the only one allowed to lay children (as far as I’m aware). The females are ultimately the ones in charge, and the males HAVE to obey the females wishes (won’t get into the details, suffice it to say that the females are the heads, though they let the males do most of the decision making and work). The males have their own heirarchy, which seems to be based on power, though this one has no correlation to the female heirarchy (as far as I’m aware). I don’t know how the females select mates, but I’d guess they choose the most powerful for breeding.
For making deals, they like gems a lot, and other shiny things should hold sway over them. They’re omnivorous, mostly scrounging bugs but eating plants when they have to (with the exception of the radishes, which they love and keep for special ceremonies). Besides these things, pretty much anything you might trade to a barbarian tribe would likely work.
As far as why they are here, their tribe originally hails from the swamps directly to our west (the ones another group was sent to). There are supposedly a good number of black dragons there, who use the kobolds as servant, armies, and whatever else they need. Their particular tribe was under the rule of a very young black dragon, who was arrogant and pushed them around, treating them like crap most of the time. I don’t remember how they escaped, but I think it involved the black dragon fighting a blue dragon, and the kobolds running off during the fight.
Anyways, this happened extremely recently, and the kobold tribe ended up running off to this area to escape their previous master. The reason they holed themselves up inside their caves is because a dragon was sighted, and they thought it was their old master (which it very well might have been), so they hid. In their rush to hole up the cave and protect the females, they left their scouts around the mite tree, who continued to sit there until the mites left the tree (the same mites that attacked the fort). Then the scouts came back, found the cave holed up, and dug down into it to tell them that it was okay to come back out.”

True Ecology:
True Ecology:
Stolen Land kobolds are a matriarchal society within the tribe, but daily activities, especially combat are handled by either the eldest male or the strongest male (when there is a rare champion born out of sequence). One in ten female kobolds are the Broodmothers, who are the future of the tribe and are hidden deep underground and protected at all costs. Tribe members will not speak of their existence to anyone outside the tribe except under magical duress or extreme conditions.
The mothers retain the collective lore and knowledge of the tribe and the tribes forefathers, passed down in stories (bardic knowledge?). Independent tribe broodmothers often possess class levels of oracles of knowledge, divination wizards, bards, or other class levels related to wisdom, knowledge, foresight.
These broodmothers lay clutches of eggs that become the next generation of kobolds. They pass down their prejudices, alignment, and sometimes quirks to their children, meaning that if a broodmother becomes neutral, her entire brood will also be neutral (which explains the SootScales).
The broodmother is also able to alter the lifecycle considerably in order to respond to environmental conditions. For instance, kobolds living near a volcano will start laying clutches with fire resistance and those near water may develop webbing to allow swimming. These adaptations take several generations to fully develop, but allow for better survival of the tribe. The broodmothers can also choose to have either larger or smaller clutches, with the lifespan of the clutch members inversely proportionate to their number. This means in good times, fewer longer lived members can be raised or in harsh, dangerous conditions, many short-lived members can be raised. Typically dragons who control kobold tribes demand the most possible minions constantly, which generally causes resentment of the broodmothers on some level, as the tribe suffers from such a plan.
The kobolds are known to outsiders by tribe, based around whoever the male leader is, for instance the Sootscale tribe led by Chief Sootscale. However, among themselves, they think of themselves in terms of clutch order. For instance, Chief Sootscale is among the kobolds of the First Clutch. Mikmek is Second Clutch. Only those that speak draconic and they trust would know of this differentiation, in this instance, Jeremiah. Only kobolds and “honorary kobolds” would know of this or be allowed to address kobolds in this fashion. Calling someone by the wrong clutch in an upward fashion is considered overt flattery, whereas calling someone the wrong clutch in a lowering fashion is a mortal insult. Typically tribal rulers are the strongest male in the earliest clutch, unless there is heavy attrition or a particularly amazing individual is born.

Sootscales History:
The SootScales were enslaved by Korhanderizym, a young male black dragon who dwells in the Hooktongue Slough and is currently engaged in a long running feud with another black who has been driven out of the swamp and lives to the east of the Stolen Lands, near Silver Lake. (My party has several times witnessed him flying back from their with wounds received from the older exile). Korhanderizym is the grandson of Ilthuliak (from Book 6), who lives in the swamp with two other youngsters and his mother. Their eldest brother was driven off my the mother when he tried to take control of the clan. Each of these blacks has control over several tribes of kobolds, and all of them are quite evil and vile.
The Sootscales used to be one of these tribes before their young broodmother (whose alignment changed by mutation in the egg to LN) began to lay clutches of “uncooperative” kobolds. They hesitated when asked to perform vicious acts, didn’t compete and cruelly with the other tribes, and in general were a problem. They made escape plans not only due to the bullying dragon, but because this particular group of kobolds did not have the same inherent cruel streak as the rest of the kobolds and dragons. This made their previous life particularly difficult for them, and they ended up getting used for meals and sacrifices more often than the other kobold groups or “clutches”.


My players didn't really 'explore' the Sootscale caves, so I'm pretty
happy with there being a hidden entrance to a lower level of the caves.

Not only that, but as the PCs were travelling through the caves I actually
described sounds of kobold family life, & especially them all making a
run out a back passageway when the PCs first came through... After all,
it's a well known fact that bigguns are trouble...

Grand Lodge

redcelt32 wrote:

Here is what I did in my campaign in case it gives you ideas:

In my game, the party had quite a heated debate about what to do with the kobolds, with some worrying they would breed like rabbits and become a big problem, and some wanting to make them citizens. The oracle of Life (who fills the diplomat kingdom role) spent a lot of time with them speaking in draconic, and became an honorary member of the tribe. Chief Sootscale was worried the party would try to kill them off (which might have happened) so he finally revealed one of their great secrets to the oracle, the broodmothers. He also completely lied about their lifespan in an effort to put the party at ease. I emphasized their lawful nature by making them very methodical and orderly, requiring lots of “scouting” before they would engage in any combat or assaults. After several roleplaying sessions, below is the transcript to the party of what he learned. Note that it contains several inaccuracies the kobolds fed him that are explained in the ecology section:

Jeremiah says:
“Since we were saying we needed to know more about the kobolds before, I can tell you some of what they have told me. Please remember that these things are what Chief Sootscale said, and although he seems to have put a lot of trust into me, they may not be entirely true, or may be skewed.
First off, longevity. Kobolds seem to have extremely varied lifespans, from 30 years to hundreds, with no real way of knowing who’s got what lifespan. They populate areas very slowly compared to humans, and it would take hundreds of years for a region to have a substantial number of kobolds if a small group migrated into it.
They reproduce by laying eggs, although they seem very selective about which females can lay eggs. They seem to have a strict heirarchy among the females, with the matriarch being the only one allowed to lay children (as far as I’m aware). The females are ultimately the ones in charge, and the males HAVE to obey the females wishes (won’t get into the details, suffice it...

I more or less just copied 'Crown of the Kobold King'. I just said that the real caves where a lot deeper and more difficult to get to as they were very small and narrow tunnels to their warrens.

Grand Lodge

PJ wrote:
redcelt32 wrote:

Here is what I did in my campaign in case it gives you ideas:

In my game, the party had quite a heated debate about what to do with the kobolds, with some worrying they would breed like rabbits and become a big problem, and some wanting to make them citizens. The oracle of Life (who fills the diplomat kingdom role) spent a lot of time with them speaking in draconic, and became an honorary member of the tribe. Chief Sootscale was worried the party would try to kill them off (which might have happened) so he finally revealed one of their great secrets to the oracle, the broodmothers. He also completely lied about their lifespan in an effort to put the party at ease. I emphasized their lawful nature by making them very methodical and orderly, requiring lots of “scouting” before they would engage in any combat or assaults. After several roleplaying sessions, below is the transcript to the party of what he learned. Note that it contains several inaccuracies the kobolds fed him that are explained in the ecology section:

Jeremiah says:
“Since we were saying we needed to know more about the kobolds before, I can tell you some of what they have told me. Please remember that these things are what Chief Sootscale said, and although he seems to have put a lot of trust into me, they may not be entirely true, or may be skewed.
First off, longevity. Kobolds seem to have extremely varied lifespans, from 30 years to hundreds, with no real way of knowing who’s got what lifespan. They populate areas very slowly compared to humans, and it would take hundreds of years for a region to have a substantial number of kobolds if a small group migrated into it.
They reproduce by laying eggs, although they seem very selective about which females can lay eggs. They seem to have a strict heirarchy among the females, with the matriarch being the only one allowed to lay children (as far as I’m aware). The females are ultimately the ones in charge, and the males HAVE to obey the females wishes (won’t get into the

...

My group really agonized over their fate. So I let them roll up some kobolds and now they are part of the kingdom. I said that if it wasn't for outside pressure and environment they live a very long time but because they must compete with creatures much stronger than themselves for just about everything they normally die early and often but their eggs hatch or gestate every few months and a dozen at a time.

Grand Lodge

PJ wrote:
PJ wrote:
redcelt32 wrote:

Here is what I did in my campaign in case it gives you ideas:

In my game, the party had quite a heated debate about what to do with the kobolds, with some worrying they would breed like rabbits and become a big problem, and some wanting to make them citizens. The oracle of Life (who fills the diplomat kingdom role) spent a lot of time with them speaking in draconic, and became an honorary member of the tribe. Chief Sootscale was worried the party would try to kill them off (which might have happened) so he finally revealed one of their great secrets to the oracle, the broodmothers. He also completely lied about their lifespan in an effort to put the party at ease. I emphasized their lawful nature by making them very methodical and orderly, requiring lots of “scouting” before they would engage in any combat or assaults. After several roleplaying sessions, below is the transcript to the party of what he learned. Note that it contains several inaccuracies the kobolds fed him that are explained in the ecology section:

Jeremiah says:
“Since we were saying we needed to know more about the kobolds before, I can tell you some of what they have told me. Please remember that these things are what Chief Sootscale said, and although he seems to have put a lot of trust into me, they may not be entirely true, or may be skewed.
First off, longevity. Kobolds seem to have extremely varied lifespans, from 30 years to hundreds, with no real way of knowing who’s got what lifespan. They populate areas very slowly compared to humans, and it would take hundreds of years for a region to have a substantial number of kobolds if a small group migrated into it.
They reproduce by laying eggs, although they seem very selective about which females can lay eggs. They seem to have a strict heirarchy among the females, with the matriarch being the only one allowed to lay children (as far as I’m aware). The females are ultimately the ones in charge, and the males HAVE to obey the females wishes (won’t

...

Unbeknownst to the rest of the Sootscale tribe "T" had assassinated and or sacrificed their females to their new god. So, they are seriously in trouble with too little females or none at all. I had to make up a new tribe for them to raid for female stock. --- Or I'm about to so they can if they think of it.


ya know, races of the dragon quite effectivly spelled out their rate or reproduction which was instinctive and frequent. Breeding age at 2, and a new kobold every week per female.

Anyone can see the potential for billions from a small tribe in a mere decade!

Sovereign Court

Our rogue smashed every kobold in the place but one, including eggs, babies....his alignment is true chaotic.

our sorcered kept an egg and raised it to be his pet, and as he grew up, he held one of our leader ship posiitons in the city. I think diplomat, so he could work on human-monster relations.

Grand Lodge

ikki3520 wrote:

ya know, races of the dragon quite effectivly spelled out their rate or reproduction which was instinctive and frequent. Breeding age at 2, and a new kobold every week per female.

Anyone can see the potential for billions from a small tribe in a mere decade!

Hmm, I figured they breed like rabbits.

Liberty's Edge

Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

My PCs declared the entire hex a "reservation" for the kobold tribe. We will see how long this uncertain peace lasts. (I assume it will last only until the kobolds want more land.)

Grand Lodge

Nezthalak wrote:

Our rogue smashed every kobold in the place but one, including eggs, babies....his alignment is true chaotic.

our sorcered kept an egg and raised it to be his pet, and as he grew up, he held one of our leader ship posiitons in the city. I think diplomat, so he could work on human-monster relations.

So, your gm expanded their warrens a bit to show noncombatants etc. I should have done that. I just changed the story that 'T' sacrificed a great deal of their tribe. They found out the truth with him when they found his journal.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

The PCs were led by a kobold each time they moved through the lair, so they didn't see everything. What they didn't know is that the women and children quickly and quietly moved out the back tunnel every time the PCs came through. The leading kobold would simply send someone ahead to warn them. Chief Sootscale and Tartuk would of course also know ahead of time that the PCs were coming through, and the first time this happened there was a need for serious negotiation. Fortunatly, kobolds had met the PCs at least twice already in the wilderness, and the PCs used charm magic to start things off friendly and cookies to make sure they stayed that way. Once the PCs helped the chief with his problem with Tartuk, the kobolds celebrated and the PCs spotted females joining in on the celebrations.

They never spotted young and juveniles, but it made sense to them that they didn't. Why would the kobolds allow them to see all of the tribe, even if they did seem to trust them?

Grand Lodge

CalebTGordan wrote:

The PCs were led by a kobold each time they moved through the lair, so they didn't see everything. What they didn't know is that the women and children quickly and quietly moved out the back tunnel every time the PCs came through. The leading kobold would simply send someone ahead to warn them. Chief Sootscale and Tartuk would of course also know ahead of time that the PCs were coming through, and the first time this happened there was a need for serious negotiation. Fortunatly, kobolds had met the PCs at least twice already in the wilderness, and the PCs used charm magic to start things off friendly and cookies to make sure they stayed that way. Once the PCs helped the chief with his problem with Tartuk, the kobolds celebrated and the PCs spotted females joining in on the celebrations.

They never spotted young and juveniles, but it made sense to them that they didn't. Why would the kobolds allow them to see all of the tribe, even if they did seem to trust them?

My pcs actually 'suggested' that they should 'inspect' their mines to help them maximize (diplomacy) their potential or if they need more help.

Grand Lodge

PJ wrote:
CalebTGordan wrote:

The PCs were led by a kobold each time they moved through the lair, so they didn't see everything. What they didn't know is that the women and children quickly and quietly moved out the back tunnel every time the PCs came through. The leading kobold would simply send someone ahead to warn them. Chief Sootscale and Tartuk would of course also know ahead of time that the PCs were coming through, and the first time this happened there was a need for serious negotiation. Fortunatly, kobolds had met the PCs at least twice already in the wilderness, and the PCs used charm magic to start things off friendly and cookies to make sure they stayed that way. Once the PCs helped the chief with his problem with Tartuk, the kobolds celebrated and the PCs spotted females joining in on the celebrations.

They never spotted young and juveniles, but it made sense to them that they didn't. Why would the kobolds allow them to see all of the tribe, even if they did seem to trust them?

My pcs actually 'suggested' that they should 'inspect' their mines to help them maximize (diplomacy) their potential or if they need more help.

After they found out that the Sootscales were in serious need of help the kobolds were desperate for help and they were very open to suggestions from the pcs who helped them get rid of 'T' and actually got rid of their Chief since he allowed this to happen to the tribe. The pcs have spent considerable time and money on their new vassals.


PJ wrote:

Warning Possible Spoilers:

GMs you know what I'm asking about. Did anyone expand on their lair? Where are the young and the females? Where are the eggs? The way it ends they are not a viable tribe. They will die out! My group is trying to 'rehabilitate' them. What happened with your groups?

I sort of felt like there were more kobolds than those just living in that set of caves. Perhaps they are in sub-caves or they live out in the forest. There must be more of them because they are on the encounter chart.

I think the kobolds are fairly easy to work with. These aren't insane savages like goblins, kobolds may be paranoid, but they aren't stupid. They make traps to fight against bigger races. In fact the party in my game is just getting to the end of book one and they have made a pretty strong alliance with the kobolds. Even to the point of Mikmak, the kobold in the mite cave, is an allied NPC and possible future cohort.

Grand Lodge

I think it makes a lot of sense that many of the females were sacrificed. Also, you could make some of the generic kobolds in the encounters female. T's whole intention was to destroy the tribe, ultimately, and destroying their ability to reproduce by eliminating most/all of the females would be an effective way to accomplish that goal. I have always assumed encounters in such lairs to include children, pregnant or nursing females, older folk, and other "non-combatants" who either flee immediately or simply don't participate in the conflict. I will describe them as part of the setting to provide flavor, but they don't change the number of actual adversaries or xp of the encounters.

Grand Lodge

Lex Starwalker wrote:
I think it makes a lot of sense that many of the females were sacrificed. Also, you could make some of the generic kobolds in the encounters female. T's whole intention was to destroy the tribe, ultimately, and destroying their ability to reproduce by eliminating most/all of the females would be an effective way to accomplish that goal. I have always assumed encounters in such lairs to include children, pregnant or nursing females, older folk, and other "non-combatants" who either flee immediately or simply don't participate in the conflict. I will describe them as part of the setting to provide flavor, but they don't change the number of actual adversaries or xp of the encounters.

I try not to presume any thing and there are some modules that out right tell you there are x amount of children and noncombatants. It just never stated it and I was wondering how others handled it. I had it that he did sacrifice most of the females and eggs but I was wondering how the whole tribe would have just let that happen.


And I have to wonder why people would think that women are non-combatants. Or how likely it is that your average adventuring party can tell male and female koblods apart. Reptiles don't have breasts, do they? So would the party realize if some of the kobolds they encountered were female?
For that matter, would they care? Female party members don't expect special mercy from the enemies, so why would the party treat female kobolds differently? I certainly can't remember anything telling us that any of the generic kobolds was male either.
Also, the concept of noncombatants is a rather human idea that I don't think most other societies would share. Goblins for example don't, they like to eat children. So unless your kobolds have some strange customs, the only noncombatants are children too young to fight.

As for children.... I can't find a mention of life expectancy or how quickly kobolds grow up. Since kobolds are generally considered canon fodder, having them grow up in a few months doesn't sound too unrealistic. And most animals hatching from eggs do grow up rather quickly and are far more survivable than babies from the start.

So the kobolds may simply have been between broods with (maybe) the eggs buried in the soil for safekeeping.

I wouldn't worry about that, unless the players take an extreme interest in the tribe.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

My players didn't really explore the Sootscale Caverns all that much, so I just ruled that there was undercaverns which housed the noncombatants. They turned it into a "farm" hex, which means the Kobolds live there farming the undercaverns for precious fungi and the like. Many kobolds have moved into the towns proper, there's a law which states: "A citizen is judged by their deeds not their form." Or some such effect.

There was a hilarious misunderstanding when the kobolds beat up the gnomes, but as the kobolds put it:
"We done good! We smashess the sneeeaky gnomess in their ssstupid faccesss. They triesss to map your kingdom! We ssstops 'em!"

The PCs put an end to that attitude quicksmart.

Grand Lodge

DM_aka_Dudemeister wrote:

My players didn't really explore the Sootscale Caverns all that much, so I just ruled that there was undercaverns which housed the noncombatants. They turned it into a "farm" hex, which means the Kobolds live there farming the undercaverns for precious fungi and the like. Many kobolds have moved into the towns proper, there's a law which states: "A citizen is judged by their deeds not their form." Or some such effect.

There was a hilarious misunderstanding when the kobolds beat up the gnomes, but as the kobolds put it:
"We done good! We smashess the sneeeaky gnomess in their ssstupid faccesss. They triesss to map your kingdom! We ssstops 'em!"

The PCs put an end to that attitude quicksmart.

That's hilarious. "We done good!" lol In our campaign they actually made an agreement to give 30% output of silver mine to the kingdom.

Grand Lodge

I said pregnant or nursing women. Women are not non-combatants, but I usually consider pregnant or nursing women to be non-combatants (unless they're backed into a corner). Not because they can't fight, but because their priority would be getting the youngsters out of danger.

Modules just hit the high points. You can't assume that they contain everything needed. This is where the GM comes in. Yes, some modules make mention of women and children (usually because they're somehow relevant to the encounter), but just because a module doesn't mention them, I wouldn't take that as a sign they aren't there. Rather it's a sign that they won't be involved in the combat. In the end, it's up to the GM to fill in the gaps and make the scenario believable.

Grand Lodge

DM_aka_Dudemeister wrote:

My players didn't really explore the Sootscale Caverns all that much, so I just ruled that there was undercaverns which housed the noncombatants. They turned it into a "farm" hex, which means the Kobolds live there farming the undercaverns for precious fungi and the like. Many kobolds have moved into the towns proper, there's a law which states: "A citizen is judged by their deeds not their form." Or some such effect.

There was a hilarious misunderstanding when the kobolds beat up the gnomes, but as the kobolds put it:
"We done good! We smashess the sneeeaky gnomess in their ssstupid faccesss. They triesss to map your kingdom! We ssstops 'em!"

The PCs put an end to that attitude quicksmart.

One of my npcs are going to have to steal that" A citizen if judged by their deeds not their form." I think my players will like that suggestion.


I was quite taken with the kobolds in my initial reading and even pitched the idea of the PCs playing through the A.P. as an all kobold party. Alas it didn't fly with the players.

I did flesh out the kobolds' backstory a bit more, including the creation of T's earlier genocidal predations; a white kobold tribe from the highlands called the Hoarfrost who were his first victims and a green kobold tribe from the forest called the Bitterleafs. I created a canny Hoarfrost survivor calling himself, go figure, "Hoarfrost" who was on the trail of "the purple wyrm" who'd led his kinsmen to their deaths against a clan of gnomes. He cautiously though repeatedly approached the PCs to trade information in hopes of finding T's current whereabouts; growing alarmed and anxious once he learned about the Sootscales. He bitterly warned the PCs about the treachery and deviousness of the the purple wyrm. He ended up joining them for a time when they journeyed to parlay with the Sootscales; which was a great opportunity for some black vs white kobold racial tension. The encounter played out much as written in the A.P.; the PCs focused on Tartuk while harmlessly dispersing or overcoming the other kobolds. Chief Sootscale regained control of his tribe and thanked the PCs with gifts of Tartuk's loot.

After T's defeat, seeing that his tribe were severely outnumbered by the human colonists moving into the region, Chief Sootscale accepted vassalage to the PCs in exchange for some land concessions; their own hex, the Old sycamore hex and the moon radish hex (I made moon radishes a kobold aphrodisiac which boosts their birthrate dramatically. The PC's later employed kobold miners to exploit the gold mine hex; which Sootscale sort of annexed for the kobolds. The canny Hoarfrost has become something of a go between for the PCs and the Sootscales and is the PC's Spymaster. For his part, Hoarfrost tries to improve the kobolds' lot by pushing the PCs for concessions for his kinsman. He's also worked to round up other of T's surviving Bitterleaf victims; who've since moved into the old Sycamore caverns.

And so these three kobold tribes have amalgamated into a fledgling client kingdom for the PCs'; a kingdom within a kingdom so to speak.

Grand Lodge

Ambrus wrote:

I was quite taken with the kobolds in my initial reading and even pitched the idea of the PCs playing through the A.P. as an all kobold party. Alas it didn't fly with the players.

I did flesh out the kobolds' backstory a bit more, including the creation of T's earlier genocidal predations; a white kobold tribe from the highlands called the Hoarfrost who were his first victims and a green kobold tribe from the forest called the Bitterleafs. I created a canny Hoarfrost survivor calling himself, go figure, "Hoarfrost" who was on the trail of "the purple wyrm" who'd led his kinsmen to their deaths against a clan of gnomes. He cautiously though repeatedly approached the PCs to trade information in hopes of finding T's current whereabouts; growing alarmed and anxious once he learned about the Sootscales. He bitterly warned the PCs about the treachery and deviousness of the the purple wyrm. He ended up joining them for a time when they journeyed to parlay with the Sootscales; which was a great opportunity for some black vs white kobold racial tension. The encounter played out much as written in the A.P.; the PCs focused on Tartuk while harmlessly dispersing or overcoming the other kobolds. Chief Sootscale regained control of his tribe and thanked the PCs with gifts of Tartuk's loot.

After T's defeat, seeing that his tribe were severely outnumbered by the human colonists moving into the region, Chief Sootscale accepted vassalage to the PCs in exchange for some land concessions; their own hex, the Old sycamore hex and the moon radish hex (I made moon radishes a kobold aphrodisiac which boosts their birthrate dramatically. The PC's later employed kobold miners to exploit the gold mine hex; which Sootscale sort of annexed for the kobolds. The canny Hoarfrost has become something of a go between for the PCs and the Sootscales and is the PC's Spymaster. For his part, Hoarfrost tries to improve the kobolds' lot by pushing the PCs for concessions for his kinsman. He's also worked to round up other of...

This is exactly what I was looking for. Thanks Ambrus. I appreciate it.

Grand Lodge

PJ wrote:
Ambrus wrote:

I was quite taken with the kobolds in my initial reading and even pitched the idea of the PCs playing through the A.P. as an all kobold party. Alas it didn't fly with the players.

I did flesh out the kobolds' backstory a bit more, including the creation of T's earlier genocidal predations; a white kobold tribe from the highlands called the Hoarfrost who were his first victims and a green kobold tribe from the forest called the Bitterleafs. I created a canny Hoarfrost survivor calling himself, go figure, "Hoarfrost" who was on the trail of "the purple wyrm" who'd led his kinsmen to their deaths against a clan of gnomes. He cautiously though repeatedly approached the PCs to trade information in hopes of finding T's current whereabouts; growing alarmed and anxious once he learned about the Sootscales. He bitterly warned the PCs about the treachery and deviousness of the the purple wyrm. He ended up joining them for a time when they journeyed to parlay with the Sootscales; which was a great opportunity for some black vs white kobold racial tension. The encounter played out much as written in the A.P.; the PCs focused on Tartuk while harmlessly dispersing or overcoming the other kobolds. Chief Sootscale regained control of his tribe and thanked the PCs with gifts of Tartuk's loot.

After T's defeat, seeing that his tribe were severely outnumbered by the human colonists moving into the region, Chief Sootscale accepted vassalage to the PCs in exchange for some land concessions; their own hex, the Old sycamore hex and the moon radish hex (I made moon radishes a kobold aphrodisiac which boosts their birthrate dramatically. The PC's later employed kobold miners to exploit the gold mine hex; which Sootscale sort of annexed for the kobolds. The canny Hoarfrost has become something of a go between for the PCs and the Sootscales and is the PC's Spymaster. For his part, Hoarfrost tries to improve the kobolds' lot by pushing the PCs for concessions for his kinsman. He's also worked to

...

In my campaign the pcs also rolled up secondary characters which were all kobolds. We are all enjoying the change of pace.

Scarab Sages

The Kobolds in my KM game sued for peace when they saw how powerful the PCs were. They offered Mik Mek as their liaison to Stagsfall (The Kingdom name), and he quickly took to annoying and mimicking the Cavalier.
I made Mik mek LN, instead of LE, and ,thus, he never really quite fit in with the tribe. Anyways, the Cavalier eventually took him as a Cohort, and now (After one death/Resurrection as well), he is 11th Level :Rogue(Scout)5/Cavalier 6(Order of the Dragon).He also serves as the Marshall.
Oh, he rides a medium-sized Thylacine, btw (Named Snapdragon).

When the PCs ca,e calling one day, they saw no sign of the Sootscale Kobolds, and I remarked 'You heard something about them dying off from disease last Summer). They have hidden away, and perhaps I'll bring them back somewhere else in the campaign.

-Uriel


I am only about a third to halfway done with the first book, but the very first thing my party decided to do was strike up a truce with the kobolds and attempt to get them to help fight the bandits. They also ran through the radish patch immediately on their way to find the kobolds (as they only were told they were somewhere south). The rogue who is the only one who speaks draconic called out to them. After some tense talk, the kobolds agreed to take them back to their tribe, since the players offered food and rolled decent diplomacy.

They were asked to go to the mite layer and retrieve the idol to open negotiations to a truce, so they went and attempted that - they almost died to the giant whiptail centipede (they were still level 1) and retreated immediately, though they did rescue Mikmek.

Currently, they are working on getting better gear by continuing exploring.

It is looking like the kobolds will become allies to them, and I imagine that they will do something special with them once we get to the kingdom building stuff. Right now, I only intend to have a hidden entrance to the nesting grounds for the kobolds, but I think I will be expanding on them a little more, maybe have a rival tribe or something show up a bit later down the road.

Grand Lodge

Vendis wrote:

I am only about a third to halfway done with the first book, but the very first thing my party decided to do was strike up a truce with the kobolds and attempt to get them to help fight the bandits. They also ran through the radish patch immediately on their way to find the kobolds (as they only were told they were somewhere south). The rogue who is the only one who speaks draconic called out to them. After some tense talk, the kobolds agreed to take them back to their tribe, since the players offered food and rolled decent diplomacy.

They were asked to go to the mite layer and retrieve the idol to open negotiations to a truce, so they went and attempted that - they almost died to the giant whiptail centipede (they were still level 1) and retreated immediately, though they did rescue Mikmek.

Currently, they are working on getting better gear by continuing exploring.

It is looking like the kobolds will become allies to them, and I imagine that they will do something special with them once we get to the kingdom building stuff. Right now, I only intend to have a hidden entrance to the nesting grounds for the kobolds, but I think I will be expanding on them a little more, maybe have a rival tribe or something show up a bit later down the road.

Cool thnx for sharing.

Grand Lodge

Uriel393 wrote:

The Kobolds in my KM game sued for peace when they saw how powerful the PCs were. They offered Mik Mek as their liaison to Stagsfall (The Kingdom name), and he quickly took to annoying and mimicking the Cavalier.

I made Mik mek LN, instead of LE, and ,thus, he never really quite fit in with the tribe. Anyways, the Cavalier eventually took him as a Cohort, and now (After one death/Resurrection as well), he is 11th Level :Rogue(Scout)5/Cavalier 6(Order of the Dragon).He also serves as the Marshall.
Oh, he rides a medium-sized Thylacine, btw (Named Snapdragon).

When the PCs ca,e calling one day, they saw no sign of the Sootscale Kobolds, and I remarked 'You heard something about them dying off from disease last Summer). They have hidden away, and perhaps I'll bring them back somewhere else in the campaign.

-Uriel

cool thnx for sharing.


Everyone in my group speaks Draconic so they got along famously with the kobold scouts they ran into at the radish patch. They quickly were convinced to help them find "Old Sharptooth" and hauled cross-country back to the Sootscale lair. The scout leader, Kreedon, overrode the guard at the entrance (Nakpik I think?) to take them to Chief Sootscale rather than T, and the party Oracle traded a promise of aid and a silver dagger for the mite prisoner, who they then forced to lead them to the Old Sycamore.

The Oracle - who'll probably become queen - was very emphatic about wanting peace between her future kingdom and the kobolds, so this quest will likely not be the last they see of them.

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