Funny Spin-off Quest brainstorming


Kingmaker


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Hello everybody,
last session after a few "Troll Diplomacy" at the Sootscales lair (thanks to Dudemeister thread here!) the party gained few kobold eggs to foster.
So, mine players will gain a Spin-off secondary Kobold PCs (we already started calling them "the Mini-Me").
The problem with kobolds PC is that, even using rules for Young Characters, you will have to wait until the age of 3 for being small size. (Following the reference within Kobolds of Golarion).
But mine players don't want to wait so long before beginning playing with their new secondary characters, at least they want to do a first adventure.

So I remembered of this funny "Fight Foot!" adventure I once red; an adventure where the PCs were fighting oversized animated vegetables...

And finally I got the idea:
Instead of changing the rules for playing tiny sized kobolds, why don't change the perspective point of view?
Let's have, only for this first adventure, the baby kobold use the standard young characters rule (consider the squares as if they are of 2,5 ft instead of 5 ft length), and fight "normal-sized" animated vegetables. If an interaction with Small/Medium sized NPCs will be needed let's consider them as if they are all Large sized (4 mini-squares = 1 standard 5 ft square).

So, I'm now brainstorming how to connect this kind of adventure with the Kingmaker plot. Here is where I'll gladly welcome any of your ideas!

- I'm thinking of changing the cause of the "animation" from the legend of Chaos vs Elements (for those who are familiar the original adventure) to something related with Fey and First World. Maybe something that can give a small insignificant clue about the final BBEG.

- The location also will be in one of the farm near the Capital of mine players' kingdom (former Staglord fort hex).

- I'll skip the first part about the vegetables attacking the city.

- Probably having instead as a plot hook a small human child (the baby of the farm's owner) going to ask help at the Castle, but being ignored by the "big" city guards she find help only recruiting the baby kobolds.


Search the threads for "Koboldmaker."


Indeed Pennywit,
I'm already running a Kobold version of the AP as a PBP on this board (it's named Legacy of Old Sharptooth), and so I did a lot of researches on threads about kobold before beginning it.

And yes, I'll probably use some of the material I made for that campaign version for this Spin-off around the table too...

But here, in this case, the kobolds are being raised by a human kingdom ruling class (well, almost human since the PCs are 2 half-elves, 1 catfolk and 1 tiefling, but with a lot of human NPCs in the council) in their own Castle in the Capital.
So, at least for now, I'm brainstorming ideas about funny/comical events that should happend in an adventure played by "baby-adventures", rescuing a farm in danger from animated vegetables...

These young kobolds, once fully grown up, will probably take over their tribal leadership, but for now they are only baby adventurers looking for a way to impress their fostering parents (the main PCs), and a "distraction" for the players themselves who can stop playing the role of the main PCs for few hours.

Adding others ideas to the brainstorming:
- Magical stones were not a seal to the Chaos entity, but to a connection with the First World. Those stones were buried in the fields of the farm, marking a Fey Circle location, but because of the farm development those stones were moved unlocking the primal magic that is animating the vegetables.

- the Elemelons will be a unique variant of CR 1 Small Elementals (not medium sized), sent by some misterious Patron wanting them to help the Mini-Me kobolds.

- Like in the original adventure the young kobolds will have to ride the Elemelons to defeat the main Villain.


What is kobold's equivalent to catnip? ;)


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Turin the Mad wrote:
What is kobold's equivalent to catnip? ;)

MOON RADISHES!


T.A.U. - Love the idea. Especially about having a kid being ignored by the guards!

If I were you, I'd get up especially early on a weekend & watch some of the kids
cartoons on TV - I'm assuming you have them in (Germany?) where ever you live.
I'm sure you could rip all sorts of plot hooks from them - & that'd help keep
the 'child-like' feel.

On a side note - growing the kobolds to adulthood shouldn't necessarily be a
problem. Just do a few years of kingdom building all at once...bingo...all grown up!

Have fun - sounds cool!


Yes, we have a lot o kids cartoons on TV here in Italy.
I use to watch them during mine "uncle-time" with mine nephews.

Yes, growing kobolds to adulthood is not a problem. For now the "problem" is the players wanting to play their kobolds Mini-Me in the next session and not after a few session of kingdom building. But I think the idea of changing the "point of view" solved it.

Summarizing the ideas:
- The farm was build near a Fey Circle, marked with stones.
The circle was made many years ago by some Druids of the Green Faith in cooperation with some local faeries and natural creatures (i.e. thinking of the dead Unicorn that Nyrissa killed). He was placed to seal a "hot spot" of First World chaotic magic of birth and fertility, because it was too dangerous and threatening the natural cycle.
- One of the farmers removed the stone during the last tillage. So the chaotic magic starts "invading" the plane and animating the vegetables.
The farm's owners (a human couple) are trapped inside their house, but their daughter is able to escape and rush to the capital asking for help.
- The city guards ignored her, but not the little kobolds looking for an adventure.
- In the meantime one local fey druid (still thinking about what kinds) moves on to help the emergency, discovered that the Potato Warlord is keeping the moved stone as his "throne". The druid also realized that without the help of someone else he can't seal it again so he/she refuges into the house too, and when saw the kobolds helping will "summon" some Small Elementals to help them. But because of the chaotic magic acting all around the Elemental will be "trapped" into the Elemelons bodies.

So, the PCs will have to go to the farm fighting some enemies, help the family trapped inside the house, learn of the problem from the fey druid and with the help of Elemelons moves to kill the Potato Warlord who is keeping the stone. Place the stone back into the circle to seal the First World magic once again.


I'm converting into Pathfinder the animated vegetables of the original adventure.
Here is the first one, the adventure BBEG:

Potato Warlord:

Potato Warlord CR 3
XP 800
CE Small* Plant
Init +1; Senses Low-Light Vision, Darkvision 60ft; Perception +6
------------------------------
DEFENSE
------------------------------
AC 17, touch 12, flat-footed 16 (+1 size, +1 Dex, +5 natural)
hp 39 (6d8+12)
Fort +6, Ref +3, Will +2
Defensive Abilities Bravery +2 Immune Plant traits Resist Acid 10
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee longsword +7 (1d6+2/19-20,x2)
Ranged sling (ranged) +1 (1d3+2)
Spell-Like Abilities (CL 6; concentration +7)
At Will: Bleed (DC 11)
3/day:Cause Fear (DC 12)
------------------------------
STATISTICS
------------------------------
Str 14, Dex 12, Con 12, Int 1, Wis 10, Cha 12
Base Atk +4; CMB +5; CMD 16
Feats Intimidating Prowess, Power Attack, Toughness
Skills: Intimidate +9; Racial Modifiers Perception +6
Languages Common


Buona sera T.A.U.

Just thinking more about your PCs.

Have you thought about the weapons they'll be using? It just seems to me that
to keep the childlike feel - they shouldn't be using adult weapons... If it
were me, I'd be limiting them to simple weapons only...how would a child know
how to use martial weapons?

That could create problems with balance however...but there are some obvious
solutions...slings, knives (use stat for dagger), thrown stones, big stick
(club, quarterstaff or spear), throwing stick (javelin)...

One would also think that any magic would have to be innate - i.e. no wizards
or clerics...only sorcerers or oracles. That way - the child could grow up
with magic - maybe only '0' level spells for this adventure?

I'll keep thinking.

Ciao.


Philip Knowsley wrote:

Buona sera T.A.U.

Just thinking more about your PCs.
Have you thought about the weapons they'll be using? It just seems to me that
to keep the childlike feel - they shouldn't be using adult weapons... If it
were me, I'd be limiting them to simple weapons only...how would a child know
how to use martial weapons?

Thank you Philip!

I had the same concerns too, but then things starts becoming too complicated...

So, since this was going to be only for this first adventure, and after 3 years of kingdom building turns the kobolds will simply be PCs following the standard rules for Young Characters(*) (Ultimate Campaign), at the end I chose a simple solution: letting them build the PCs as if they were already Young(*) Small sized kobolds instead of Tiny.

That will be true even for their enemies (i.e. the Potato Warlord is "Small" sized at the eyes of the baby kobold PCs, but Tiny (so still a dangerous overgrowth potato) to the eyes of all the rest of people (the farmers and their daughter).

About the weapons, I'll say that proficiency will be unmodified and so the damage for combat propose, but for the Role Play the little kobolds will be using their Toy version of all the equipment.(Let's say that a wooden toy longsword vs an animated potato is still effective)

Philip Knowsley wrote:

One would also think that any magic would have to be innate - i.e. no wizards

or clerics...only sorcerers or oracles. That way - the child could grow up
with magic - maybe only '0' level spells for this adventure?
I'll keep thinking.
Ciao.

For Magic I got the same thoughts too, but choosing Simplicity over Realism I think of houseruling that Spells work normally, the only difference will be for their range (since the number of squares is different).

Basically they are still not able to completely focus their magic.
So a Ray of Frost cantrip, who's standard Close range (at 1st) is 25 ft [5 squares], will be instead of 12,5 ft [5 mini-squares].
An analogue rule will be for ranged weapons, to avoid having i.e. longbows (range 100 ft = 20 squares) throw arrows at 40 mini-squares...

I know in this way not all will be realistic, but since this is a distraction adventure centered on funny/comic encounters I don't think this will be a problem.

Also, once the kobolds will be grown up to 3 years (due to kingdom building), the players will have their Characters Sheet already done and ready for the real adventure without needing a modification. Simply their equipment will not be toys anymore, but the normal adventuring gear. Their abilities in magic are more developed and so on...

(*) About UC rules for Young Characters I only houseruled that they will not be limited to the NPC classes only (warrior, adept, expert...) but can choose all the standard classes.


Philip Knowsley wrote:
Turin the Mad wrote:
What is kobold's equivalent to catnip? ;)
MOON RADISHES!

Re-reading this post I got a glimpse:

The farmers also took some moon radishes in the forest and tried to transplant and cultivate them into their own vegetable garden.
And when the First World magic starts invading the farm also those moon radishes became animated.

So the Moonradish Marshal, loyal lieutenant of the Emperor Potato Warlord. Maybe the more dungerous enemy for the young, predisposed to drug dependence, little kobolds.


Moonradish Marshal:
Moonradish Marshal CR 2
XP 600
CN Small* Plant
Init +7; Senses Low-Light Vision, Darkvision 60ft; Perception +0
------------------------------
DEFENSE
------------------------------
AC 15, touch 14, flat-footed 12 (+1 size, +3 Dex, +1 natural)
hp 33 (5d8+10)
Fort +6, Ref +4, Will +1
Immune plant traits
------------------------------
OFFENSE
------------------------------
Speed 20 ft., climb 20 ft.
Melee tail lash +7 (1d4-2)
Space 5 ft.; Reach 10 ft.
Special Attacks Breath Weapon (5 ft. cone, kobold-only euphoria , DC 14 Fort negates, usable every 1d4 rounds), Grab (tail lash)
------------------------------
STATISTICS
------------------------------
Str 6, Dex 16, Con 14, Int 1, Wis 10, Cha 8
Base Atk +3; CMB +0 (+4 grapple); CMD 13 (17 vs. trip)
Feats Improved Initiative, Weapon Finesse, Weapon Focus (tail lash)
Skills: Stealth +11
Languages Common
SQ Plant Traits
------------------------------
SPECIAL ABILITIES
------------------------------
Breath Weapon (Su)
A Moonradish Marshal can exhale a 5-foot cone of euphoria. This is identical to the Faerie Dragon Breath Weapon but can affect only kobolds. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. The save DC is Constitution-based.


Nice! :)


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So, let me present you some of the BBEG minions:

The Cannon fodders

Spud Trooper:

Spud Trooper CR 1/2
XP 200
CN Tiny* Plant
Init +1; Senses Low-Light Vision, Darkvision 60ft; Perception +5
------------------------------
DEFENSE
------------------------------
AC 14, touch 13, flat-footed 13 (+2 size, +1 Dex, +1 natural)
hp 6 (1d8+1)
Fort +3, Ref +1, Will +1
------------------------------
OFFENSE
------------------------------
Speed 35 ft.
Melee club +1 (1d3-2)
Space 2-1/2 ft.; Reach 5 ft.
------------------------------
STATISTICS
------------------------------
Str 6, Dex 12, Con 12, Int 1, Wis 12, Cha 10
Base Atk +0; CMB -4; CMD 7
Feats Weapon Focus (club)
Skills: Perception +5
Languages Common
SQ Plant Traits

The pernicious one

Carnivorous Capers:

Carnivorous Capers CR 1
XP 400
CN Tiny Plant (Swarm)
Init +6; Senses Low-Light Vision; Perception +4
------------------------------
DEFENSE
------------------------------
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
hp 6 (1d8+1)
Fort +3, Ref +2, Will +0
Defensive Abilities Swarming Mass, Half Damage from Piercing, Half Damage from Slashing
Immunities Critical Hit, Flanking
------------------------------
OFFENSE
------------------------------
Speed 10 ft.
Melee Swarm (1d6)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Distraction (DC 11), Hinder Spellcasting
------------------------------
STATISTICS
------------------------------
Str 6, Dex 14, Con 12, Int 1, Wis 10, Cha 10
Base Atk +0; CMB -4; CMD 8
Feats Improved Initiative, Weapon Focus (bite)
Skills: Perception +4, Stealth +6
Languages Common
SQ Plant Traits

And the specialist

Ninja Leek:

Ninja Leek CR 2
XP 600
CE Small Plant
Init +7; Senses Low-Light Vision; Perception +0
------------------------------
DEFENSE
------------------------------
AC 15, touch 14, flat-footed 12 (+1 size, +3 Dex, +1 natural)
hp 17 (3d8+3)
Fort +4, Ref +4, Will +1
Defensive Abilities Evasion
------------------------------
OFFENSE
------------------------------
Speed 40 ft.
Melee dagger +6 (1d3-1/19-20,x2 plus 1d3 bleed)
Special Attacks Bleed (1d3)
------------------------------
STATISTICS
------------------------------
Str 8, Dex 16, Con 12, Int 1, Wis 10, Cha 10
Base Atk +2; CMB +0; CMD 13
Feats Improved Initiative, Weapon Finesse
Skills: Stealth +15; Racial Modifiers Stealth +6
Languages Common
SQ Plant Traits

And then it's the turn of the "rival band", the ones who doesn''t follow the Emperor Warlord Potato's rulership:
The savage cabbage(s)

Savage Cabbage:

Savage Cabbage CR 1
XP 400
CN Tiny Plant
Init +1; Senses Low-Light Vision, Darkvision 60ft; Perception +0
------------------------------
DEFENSE
------------------------------
AC 16, touch 13, flat-footed 15 (+2 size, +1 Dex, +3 natural)
hp 5 (1d8+0)
Fort +2, Ref +1, Will +0
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee 2 slams +4 (1d2+1)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks Trample (1d2+1, DC 11)
------------------------------
STATISTICS
------------------------------
Str 12, Dex 12, Con 10, Int 1, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 10
Feats Weapon Focus (slam)
Skills: Acrobatics +2
Languages Common
SQ Plant Traits

And their raging leader, the

Barbaric Broccoli:

Barbaric Broccoli CR 2
XP 600
CN Medium Plant
Init -1; Senses Low-Light Vision, Darkvision 60ft; Perception +0
------------------------------
DEFENSE
------------------------------
AC 14, touch 9, flat-footed 14 (-1 Dex, +5 natural)
hp 33 (5d8+10)
Fort +5, Ref +0, Will +1
Defensive Abilities Uncanny Dodge
------------------------------
OFFENSE
------------------------------
Speed 40 ft.
Melee club +6 (1d6+3)
Special Attacks Rage (13 rounds/ day)
------------------------------
STATISTICS
------------------------------
Str 16, Dex 8, Con 12, Int 1, Wis 10, Cha 10
Base Atk +3; CMB +6; CMD 15
Feats Intimidating Prowess, Power Attack, Toughness
Skills: Intimidate +8
Languages Common
SQ Plant Traits


You are demented. I like.


pennywit wrote:
You are demented. I like.

A part from the Moonradish Marshal and the plot modification to fit the adventure into the Kingmaker AP, I have only merely transformed into PF the wonderful work and ideas of the GagMen.

All credits to them!


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You know that a funny demented adventure is going to became unforgettable when one of your players come out with the idea of naming all the 4 Kobolds Mini-me PCs with popular Snacks names... All the others agree with her!

And the fun part of it is that they all ignore that their Snack-y Sneaky Party of Baby Kobolds is going to face the Healthy Nourishing Vegetables Enemies!

They are still building their mini-characters... but for now let me present you:
- Kitkat, the Red scaled (Unchained) Rogue
- Mikado, the Blue scaled (probably debuffer) Witch
- Mars, the Black scaled Brawler (Shield Champion archetype), who want to use a pot's lid as his shield.
- Galak, the white scaled (not sure about the class)


Too funny. :)


Love it!

...but need some clarification.
We get Kitkats & Mars here, but what are Mikado & Galak please...?


You know, I always thought those were international snacks until today...

Mikado are some thin biscuits sticks covered in chocolate. They takes their name from a popular Chinese game also known as Shanghai (at least here in Italy). They are usually sold in blue boxes, hence the blue scaled kobold, and in fact the player said he wants his Witch to brand a biscuit stick as if it was a Wand.

Galak is a white chocolate confection, hence the white kobold, but I now discovered that in some others country it's also called Milkybar (same product, different brand name).


:) Yup we have Milkybars in New Zealand...but no Mikado. (Although we do have
something similar by the sound of it - but they are just called chocolate fingers.)


Man i really love your ideas. Philip, sorry to know you don't have Mikadoes in New Zealand, tough being the exact opposite side of the globe i'm not that surprised. please T.A.U. keep us updated!


Norin d'orien wrote:
Man i really love your ideas. please T.A.U. keep us updated!

+1

+1
+1


A little update, since there were 3 remaining vegetables left. Here is mine conversion to Pathfinder stats:

Screaming Carrot:

Screaming Carrot CR 2
XP 600
CE Small Plant
Init +0; Senses Low-Light Vision; Perception +0
------------------------------
DEFENSE
------------------------------
AC 14, touch 11, flat-footed 14 (+1 size, +3 natural)
hp 13 (2d8+4)
Fort +5, Ref +0, Will +0
Defensive Abilities Uncanny Dodge
Immunities Sonic, Sleep Resist Acid 10
------------------------------
OFFENSE
------------------------------
Speed 20 ft., climb 20 ft.
Melee bite +3 (1d4+1)
Special Attacks Sonic Wave (20ft. radius, 2d4 sonic damage, Fort DC 13for half, usable every 1d4 rounds)
------------------------------
STATISTICS
------------------------------
Str 13, Dex 10, Con 14, Int 1, Wis 10, Cha 12
Base Atk +1; CMB +1; CMD 11
Feats Intimidating Prowess
Skills: Intimidate +4
Languages Common
SQ Plant Traits

Terrible Turnips:

Terrible Turnip CR 1
XP 400
N Small Plant
Init +0; Senses Low-Light Vision, All-Around Vision, Darkvision 60ft; Perception +6
------------------------------
DEFENSE
------------------------------
AC 16, touch 11, flat-footed 16 (+1 size, +5 natural)
hp 6 (1d8+1)
Fort +3, Ref +0, Will +2
Resist Acid 10
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee club +0 (1d4-1)
------------------------------
STATISTICS
------------------------------
Str 8, Dex 10, Con 12, Int 1, Wis 14, Cha 10
Base Atk +0; CMB -2; CMD 8
Feats Weapon Finesse
Skills: Perception +6
Languages Common
SQ Plant Traits

Asparagus Outriders:

Asparagus Outrider CR 1
XP 400
CG Small Plant
Init +1; Senses Low-Light Vision, Darkvision 60ft; Perception +6
------------------------------
DEFENSE
------------------------------
AC 14, touch 12, flat-footed 13 (+1 size, +1 Dex, +2 natural)
hp 17 (3d8+3)
Fort +4, Ref +2, Will +1
Resist Acid 10
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee battle axe -3 (1d6-1/x3)
Ranged longbow (ranged) +4 (1d6-1/x3)
------------------------------
STATISTICS
------------------------------
Str 8, Dex 13, Con 12, Int 1, Wis 10, Cha 10
Base Atk +2; CMB +0; CMD 11
Feats Point Blank Shot, Rapid Shot
Skills: Perception +6
Languages Common
SQ Plant Traits


We can't play this week due to RL troubles, so no real updates for now, but in the meantime the players are finishing their new PCs sheets.

Kitkat, the Red scaled (Unchained) Rogue choose to Two-Weapon fight using 2 light maces resembling 2 biscuit bars.
Mikado, the Blue scaled Witch wilding a wand as if it is the biscuits stick.
Mars choose to use both the Mutagenic Mauler and Shield Champion archetypes of the Brawler, using a pot's lid as his shield, since he wants to be the Captain America of the Sootscales tribe.
Galak choose to be a Magus with the Kensai and Bladebound archetypes, focusing on the Aldori dueling sword. A wannabe Sword Lord, and his bounded blade is named Magnum, like a popular ice-cream here (the ice-cream ideas comes merging the ice theme of the white kobold plus the weapon is black colored = chocolate coating the ice-cream stick).


Finally the first Kobold-maker spinoff adventure has began. Mine players really enjoyed playing a gang of, 3 months old, kobolds.

They listened to the farmers daughter, the little child ignored by the Castle's guards, and with her they escaped from Tusk's Landing (the kingdom Capital), and reach the farm.

There they met and allied with the Barbarian Broccoli and his Savage Cabbages minions. They fought the Ninja leak and a lot of Spud Troopers... finally they rescued the farmers'family in the house, and met the Elemelons... We stopped at this point of the adventure...

In the next session the kobolds will go underground in their first dungeon, to meet the BBEG Warlord Potato and his lieutenants.

One feedback was confirmed by all of them, they are really enjoying this Funny Spinoff, and all its nonsense in this first adventure.


awesome! Glad your players are enjoying it!


Finally after a long hiatus mine players have completed the first Kobold-maker spin off quest, entering the dungeon.

And after facing a Screaming Carrot, a Terrible Turnip, a Carnivorous Capers Swarm and 6 Spud Troopers they met the Warlord Potato in his throne room.
There they singularly faced his 2nd in command, the Moonradish Marshal, and then the BBEG Potato.

The Sneaky Sneaky Kobolds won their battle over their Healthy Nourishing Vegetables Enemies, and recovered the magic stone to seal the portal between the First World and the Farm.

Mars, the black brawler, was nearly killed by a critical hit of the Warlord's longsword, when Mikado the Witch had already expended her's cure spells and also forgot to memorize the stabilize cantrip for that day (a big mistake). Luckily they killed the Potato in the next round and were able to stabilize the wounded comrade in time (1 hit point before death).
He was cured with the help of the 4 Elemelons, who in exchange asked the Witch to became their Priestess in the PCs'Kingdom of Arendelle (so she had become a Varian Multiclassing Cleric, but let's see what the others main PCs and NPCs kingdom leadership have to say about this religious role of a 3 months old female kobold :-D )

The 4 Elemelons gifted each of them with a specific trait:
Fire -> the Red Rogue KitKat gained a +10 ft bonus to speed;
Water -> the Green Swashbuckler, wannabe Pirate Captain, AfterEight gained a 10ft Swim speed;
Air -> the White Kensai Galak gained a +1 damage on Electric Spells
Ground -> the Black Brawler Mars gained a +1 on STR while touching ground
All 4 -> the Blue Witch Mikado gained a +1 on hit points healed with any Cure Spell.

Finally the Farmers'family gifted them with 22 gp (the Prize of the 1st Place in the last Biggest Watermelon Competition of the Annual Exhibition of Arendelle), they won't win the next year one, since their melons are now the bodies of the 4 Elemelons'Avatars (and they have moved to the First World in order to seal the portal)... but at least they still have a farm and a house... all thanks to the 5 Sneaky Sneaky Kobolds!


Absolutely gorgeous!

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