Wrath of the Kobolds!

Game Master Mackenzie Kavanaugh

Wrath of the Righteous AP, Kobold Edition Current Game Map (Roll20)


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Weapon fienesse does not remove your STR penalty to damage, unelss you have a clas feature I'm not aware of.


Question on the exclusion on the Monk class; is Brawler allowed?

Like my Bolt Ace question, I ran a search of the thread and it came up negative, so I'm sorry if this has been asked already.


Honestly I am not sure, weapon finesse does not remove the Str penalty but sacred weapon applies to it, so it should remain as is. Unless their is something that clarifies somewhere.


I have no idea how sacred weapon works, so...
Alright.

Dark Archive

Guess Im late had a hectic day and couldn't get much done, have fun guys I would love this campaign and will keep an eye on it.


Deiros wrote:
Guess Im late had a hectic day and couldn't get much done, have fun guys I would love this campaign and will keep an eye on it.

Not sure if it's entirely closed or not.

Or if we even "officially" hit 10.

But, I don't know a lot of things.

Silver Crusade

I'm making a Paladin (Divine hunter) of APSU/Fighter(Lorewarden)


Yes, Weapon Finesse does not remove your strength penalty. However, Slashing Grace does. It's worth the Weapon Finesse and Weapon Focus you'll need to get it in all honesty.

RPG Superstar 2012 Top 32

Sadly, RL has intervened and I will not have time to finish an application... Good luck to those who have!


Okay, busted out a background for Gunnarrex. Probably not my best prose, but I didn't want to miss the deadline. If I have time before recruitment closes I will go over it again and add some more details/proofread the whole profile.


Ok I have one last question. I was looking over the builds and you already have a natural attacker so I was thinking of doing alchemist specializing in buffing and bombing. I then came across winged maurader which is for goblins. How would you feel about letting me take that as a kobold? If you look at it the flavor isn't off and would fit very well.


Okay, so just to be clear, there's still time for people to get in submissions. There's been enough full submissions to trigger an early close, but you still have until... (picks an arbitrary time tomorrow) 9pm PDT on Saturday the 17th of January to finish your submission and have it considered. People who have submitted may also make edits until that time, but please either make the edits to a profile so everything is in one place, or make one final post showing your completed character as you want him/her judged for admission.

Dra'zaak / Crustypeanut - Yes, Lair Snake is allowed, as written. It's far more balanced than Rich Parents, and gives something arguably useful all the way to level 20, whereas Rich Parents is often only useful for a couple levels at most.

Ixen Edar / OmniChaos - Sacred Weapon only affect the base weapon damage. Any penalties or bonuses to damage, such as from a low/high Str score still apply, unless you're using Fencing Grace/Slashing Grace/etc to use Dex for damage instead of Str.

zomblisham - Holy crap that archetype is OP. I didn't even notice it when I was going through my Monster Codex, which I should probably read again if there's ridiculous stuff like that in there. This is basically trading ~2 feats for an animal companion so long as it's one of the two fliers listed. Wow. Um, I'm unfortunately going to have to vote no, just because that seems far too crazy for the perfectly sane kobolds, whereas it totally fits the demeanor and mental outlook of goblins. Sorry.


*looks at winged marauder*

Honestly, that looks pretty balanced. Nothing nearly as strong as a Beastmorph or Master Summoner. That's just my opinion though.


Zoot reporting for duty Paladin (Divine Hunter)/ Fighter (Loremaster) in service to great APSU. Red Scale Kobold.

Still a little rough and needs a background written.


Have the crunch done for an Oracle/Summoner (Spirit Summoner), will try and get the background done later today.


Fair enough. I'll get my crunch in today.

Shadow Lodge

Hmm as a replacement for my awesome druid/monk,
The first thought in my head was a bard/summoner, but I don't want roster on the toes of my friend with the dragon herald
I'm now throwing together a summoner/sorcerer (kobald bloodline) battlefield controller (my first)
A dragon that rides on the back of another dragon (sadly the one being ridden on is nearly an imitation of a true dragon)
Also I doubt I'll get in, given that everyone here has awesome characters, and if I get in he'll be my first kobald.
Still, I got a long car ride in which to build my character, and I enjoy making characters so the time won't be wasted


Zoots background added


Background updated! Still working on gear, but I'm basically done.


Ixen is done for the most part. I may polish here or there. The background is kinda long, don't know how that happened but it did. x)


Krizalk:

Male kobold sorcerer (tattooed sorcerer)-rogue 1
CG Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 9 (d8+1);
Fort +1; Ref +4; Will +2;
Weaknesses light sensitivity (-1 to attack rolls in bright light)
OFFENSE
Speed 30 ft.
Melee rapier +0 (d4-1/18-20)
Ranged shortbow +3 (d4-1/x3), snowball +3 (2d6+2, Fort or staggered)
Special Attacks frost spitter 1/day, sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +4)
3/day—acid splash
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—cause fear (DC 14), snowball (DC 13)
0 (at will)—detect magic, message, prestidigitation, ray of frost
Bloodline Draconic (silver)
STATISTICS
Str 9, Dex 15, Con 12, Int 10, Wis 10, Cha 17
Base Atk +0; CMB -2; CMD 10
Feats Mage’s Tattoo (conjuration)B, Rime Spell
Traits Blade of the Society, Frost Spitter, Magical Lineage (Snowball),
Skills Acrobatics +6, Disable Device +6 (+7 to disable traps), Intimidate +7, Knowledge (arcana) +4, Knowledge (planes) +4, Perception +4 (+5 to find traps), Spellcraft +4, Stealth +15; Racial Modifiers +2 Stealth
Languages Draconic
SQ armor, bloodline arcana, bloodline tattoo, familiar tattoo, frightener, mage’s tattoo, spellcaster sneak, trapfinding +1
Combat Gear arrows (20), liquid ice (1); Other Gear rapier, shortbow, sorcerer’s kit, spell component pouch, 45 gp
SPECIAL ABILITIES
Armor
Kobolds’ naturally scaly skin grants them a +1 natural armor bonus.
Bloodline Arcana
Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Tattoo (Ex)
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.
Familiar Tattoo (Su)
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
This ability replaces her 1st-level bloodline power.
Frightener
Like the great dragons, you can strike fear in the hearts of your foes with your majestic presence. Few enemies suspect that you make yourself look more dangerous with simple tricks you learned back when you were newly hatched. You gain a +1 racial bonus to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces the armor racial trait.
Frost Spitter
Once per day, you can quickly exhale to produce a frigid cloud of dense fog that quickly sinks to the ground. This freezing mist covers a 10-foot-square area with slippery ice that's as difficult to traverse as an ice sheet.
Mage’s Tattoo (Ex)
At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.
This ability replaces her Eschew Materials bonus feat.
Sneak attack +1d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Spellcaster Sneak
Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces crafty.
Trapfinding +1
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

M’zar, Cat Tattoo Familiar:

N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (d8-1);
Fort +1; Ref +4; Will +3;
Defensive Abilities improved evasion;
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (d2-4), bite +4 (d3-4)
Space 2 1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +6, Disable Device +3, Intimidate -1, Knowledge (arcana) -1, Knowledge (planes) -1, Perception +5, Spellcraft -1, Stealth +18; Racial Modifiers +4 Climb, +4 Stealth
Languages empathic link
SQ alertness, familiar, share spells
SPECIAL ABILITIES
Alertness (Ex)
When M’zer is in arm’s reach of Krizalk and not in tattoo form, Krizalk gains Alertness as a bonus feat.
Empathic Link (Su)
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Familiar
A cat familiar grants its master a +3 bonus on Stealth checks.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Backstory:
Krizalk grew up in the Land of the Linnorm Kings. He was exiled from his clan for some indiscretions related to the shaman's daughter, but he prefers to tell people that he came to Kenabres as his clan's envoy to find the fabled silver dragon to whom his clan traces their lineage.

Description:
Krizalk is of medium height for a kobold and a bit scrawny. His silver scales seem polished. He has a large tattoo of rising mist on his forehead and one of a cat on his cheek.


Anything I'm missing?

I don't think so...


Aardiac wrote:

Anything I'm missing?

I don't think so...

Doesn't look like it


Cool, thanks.


Aardiac wrote:

Anything I'm missing?

I don't think so...

Did you indicate what you're using your favored class bonus for? That's commonly missed and it doesn't seem to be hp or skill points.


GM Mackenzie wrote:
Aardiac wrote:

Anything I'm missing?

I don't think so...

Did you indicate what you're using your favored class bonus for? That's commonly missed and it doesn't seem to be hp or skill points.

Oh! right. Forgot about it.

Also...

Wow, i actually accidentally posted as archoma. Kinda funny.

Dark Archive

i was done earlier just re-posting hoping not to get passed up ^_^
Xidahl


I forgot to state Krizzalk's favored class bonus (+1/2 to cold spell damage), and I also caught a couple of errors in my earlier post.

Krizalk:

Male kobold sorcerer (tattooed sorcerer)-rogue 1
CG Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +4 (+5 to locate traps)
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 9 (d8+1);
Fort +1; Ref +4; Will +2;
Weaknesses light sensitivity (-1 to attack rolls in bright light)
OFFENSE
Speed 30 ft.
Melee rapier +0 (d4-1/18-20)
Ranged shortbow +3 (d4-1/x3), snowball +3 (2d6+2, Fort or staggered)
Special Attacks frost spitter 1/day, sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +4)
3/day—acid splash
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—cause fear (DC 14), snowball (DC 13)
0 (at will)—detect magic, message, prestidigitation, ray of frost
Bloodline Draconic (silver)
STATISTICS
Str 9, Dex 15, Con 12, Int 10, Wis 10, Cha 17
Base Atk +0; CMB -2; CMD 10
Feats Mage’s Tattoo (conjuration)B, Rime Spell
Traits Blade of the Society, Frost Spitter, Magical Lineage (Snowball),
Skills Acrobatics +6, Disable Device +7, Intimidate +7, Knowledge (arcana) +4, Knowledge (planes) +4, Perception +4, Spellcraft +4, Stealth +15; Racial Modifiers +2 Stealth
Languages Draconic
SQ armor, bloodline arcana, bloodline tattoo, familiar tattoo, frightener, mage’s tattoo, spellcaster sneak, trapfinding +1
Combat Gear arrows (20), liquid ice (1); Other Gear rapier, shortbow, sorcerer’s kit, spell component pouch, 45 gp
SPECIAL ABILITIES
Armor
Kobolds’ naturally scaly skin grants them a +1 natural armor bonus.
Bloodline Arcana
Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Tattoo (Ex)
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.
Familiar Tattoo (Su)
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
This ability replaces her 1st-level bloodline power.
Frightener
Like the great dragons, you can strike fear in the hearts of your foes with your majestic presence. Few enemies suspect that you make yourself look more dangerous with simple tricks you learned back when you were newly hatched. You gain a +1 racial bonus to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces the armor racial trait.
Frost Spitter
Once per day, you can quickly exhale to produce a frigid cloud of dense fog that quickly sinks to the ground. This freezing mist covers a 10-foot-square area with slippery ice that's as difficult to traverse as an ice sheet.
Mage’s Tattoo (Ex)
At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.
This ability replaces her Eschew Materials bonus feat.
Sneak attack +1d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Spellcaster Sneak
Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces crafty.
Trapfinding +1
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

M'zar, Cat Tattoo Familiar:
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (d8-1);
Fort +1; Ref +4; Will +3;
Defensive Abilities improved evasion;
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (d2-4), bite +4 (d3-4)
Space 2 1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +6, Disable Device +3, Intimidate -1, Knowledge (arcana) -1, Knowledge (planes) -1, Perception +5, Spellcraft -1, Stealth +18; Racial Modifiers +4 Climb, +4 Stealth
Languages empathic link
SQ alertness, familiar, share spells
SPECIAL ABILITIES
Alertness (Ex)
When M’zer is in arm’s reach of Krizalk and not in tattoo form, Krizalk gains Alertness as a bonus feat.
Empathic Link (Su)
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Familiar
A cat familiar grants its master a +3 bonus on Stealth checks.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Backstory:
Krizalk grew up in the Land of the Linnorm Kings. He was exiled from his clan for some indiscretions related to the shaman's daughter, but he prefers to tell people that he came to Kenabres as his clan's envoy to find the fabled silver dragon to whom his clan traces their lineage.

Description:
Krizalk is of medium height for a kobold and a bit scrawny. His silver scales seem polished. He has a large tattoo of rising mist on his forehead and one of a cat on his cheek.


I am really going to have my work cut out for me in deciding who to pick. Good thing I put in that recruiting would end early if we got enough players, because half a week more and I could be spending a whole day deciding!


Fingers crossed!!!

And I'm not saying that my little kobold will set a trap outside your door if he isn't selected...not saying that at all...


I'll finish up my gear if selected. I like to get really in-depth with picking my gear and I'd rather not do so if I'm not picked :D (Seriously, I spent hours picking the gear for my Reign of Winter character back when I joined it. >.>)

However, I do have the basics of it done (armor, weapons), so at least you can get the idea of what he's going for.


I totally forgot to add the favored class bonus! I'll just throw that into HP and correct it in the profile. Can never have enough HP as a little lizard man!


Finished (I think)! Submitting Malzii and her eidolon Krilotkrin for approval. If selected, I'll make a second alias for the eidolon but for now, the information for both is contained in one profile. Let me know if there are any questions or things that I need to adjust :)


Well a lot of good submissions. Just a waiting game now, personally I find that to be the toughest part. ;P


Ixen Edar wrote:
Well a lot of good submissions. Just a waiting game now, personally I find that to be the toughest part. ;P

Yes.

Dark Archive

Aardiac wrote:
Ixen Edar wrote:
Well a lot of good submissions. Just a waiting game now, personally I find that to be the toughest part. ;P
Yes.

^^^^^^^^^^^this


You know, I just realized, with the curse I chose, I acidentally made one of the best abilities of dragon herald useless.

It's not a worry until level five, but it's still unfortunate.


@Aardiac
What's the ability?

Shadow Lodge

Couldn't you choose a different curse?
Also going to drop out, have fun everybody, good luck :)


Full round diplomacy once a day.

In combat, I can only speak alklo.

Still, not a problem* until fifth level, and even then, I can live without.

A more important thing I forgot is-

"She must also designate a sacred space relevant to her dragon choice—usually the lair of a patron dragon or a shrine or holy place associated with a dragon type."

Unfortunately, I don't know where anything is.

*ok, yes it is. Not being able to be understood or understand in combat is a problem on it's own.


Lord Foul II wrote:
Couldn't you choose a different curse?

1) it's a little late for that.

2) nothing really matches the theme as well.

Shadow Lodge

What about haunted? Or burned?


Lord Foul II wrote:
What about haunted? Or burned?

Neither one matches the theme.

It's not a big deal, though.


At 5th level you get another language to speak in combat. Sense it's the world wound, choose abyssal. Anyone that has been around there for a while will be able to understand you including demons which we will be fighting the most I take it. If the DM allows the downtime rules for learning a language, everyone can pick it up as well or even other languages that may prove useful.

As for your sacred space, if you picked silver dragons then the city we are going to can be considered a sacred space. They don't specify space size and dragons do get pretty big. Could talk to the DM about it, hope that helps. ;)


I picked gold. I could use silver, if need be, but gold is mechanically better, and makes sense with Aardiac being, well, gold. She's also black, be she doesn't really like that.

As for the problem with the curse, it's far from insurmountable.
That is a good idea, there. We'll see, how, and if, it plays out.


Dotting for interest. This sounds very interesting.


Let's get selected first!

:). Lots of fun kobolds here.


Yes. Lots of interesting ideas.


Starting to go through all the submissions and try to get a feel for who's got the best backstories and such... and I can't for the life of me find the name of MiniGM's character. Did I miss it?


MiniGM's Submission (I think):
MiniGM wrote:

Race: Kobold

Class: Sorcerer (Kobold Bloodline)/Rogue(Snare Setter)
Traits: Carnation Scaled (gives survival as class),
Feats: Redeemed Kobold (Adjusted to give +1 CL for conjuration spells)
Racial Traits: SpellCaster Sneak
STR 10-4=6
DEX 13+2=15
CON 12-2=10
WIS 14
INT 14
CHA 16

HP 9/9 AC 14 (18)/14/12 (16)
Will +4 Fort +0 Ref +4

Feats: Spell Focus Conjuration

Skills: Acro +6, Stealth+10, Survival+7, Perception+6, Bluff+7, Diplo+7, Sleight of Hand+5, Craft Trap +7, UMD+6, Escape Artsit +6
Spells:
0: Disrupt Undead, Ray of Frost, Jolt, Mage Hand
1: Mage Armor, Grease

Story: Born with shiny pink scales he was quickly cast out of his tribe just south of what he now knows is the Worldwound.. His tribe was one that fit the stereotype of kobolds, evil, thieving, not at all fun for one like him with pink scales. He wandered alone, moving from abandoned mine to abandoned mine, always staying one step ahead on his nomadic tribe that had sworn to kill him if they found them. He would skulk and steal from his former tribe, and sometimes raid empty campsites of humans to take their leavings, when the opportunity presented itself. One of these times he skulked outside a camp of humans as they discussed their land. He listened to the tenets of their goodly land, and he liked it. This is how he first learned of the Worldwound, this is how he first learned of the crusades, and the incredible Silver Dragon that lives in Kenebras. Maybe that is why he was born with scales that more closely resembled the noble metallic dragons rather than the chromatic. This was his way to escape the awful fate of most kobolds. Now if only he could find a way to earn the trust of the bigger folk.

He skulked, and listened longer, then moved about and skulked and listened. He eventually found himself in the Worldwound. This was not fun, but in the midst of it he discovered a caravan being attacked by monsters of some sort. Perhaps if he could help them against these walking beasts...the only question was...

I think this was MiniGM's submission. At least, it was the one I found. I couldn't find a name attached to it, but he may have submitted another updated version. If he did, I couldn't find it.

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