Crown of the Kobold King ~ Thanks Nick


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Just finished D1 and I cant tell you how much fun I had running this module. All of my players are relatively new to gaming in general and the highlights of my game were when...

Spoiler:
1) Our bard ran off with Jeva in tow through the woods to get her away from a bugbear combat and keep her safe while his companions fought.... *cough*. Boy wasnt he surprised!

2) Our cleric got "stuck" in the Glintaxe encounter and after the fighter figured out what was happening, decided to bull rush the cleric to get him unstuck and wound up getting them both stuck. priceless!

3)in the room of the spear legion trap, a player used a scroll of fly to evade the trap, he purposely triggered the trap to disarm it and was happy that he did not fall the first round. His mood soured after the secondary effects took place.

4)In the fight with the Forge Spurned, the creature effectively sundered the fighter's weapon (Improved sunder with admantine weapons ignore hardness of i think 20 points) and blinded the ranger with its forge breath. That fight was brutal.

5) whilst running from the dwarven ghouls, the cleric got to the door of the ossuary, opened it without seeing the skeletons inside, turned back to see the ghouls closing in and decided to channel energy... inadvertantly killing 10 of the skeletons with a roll of 6 within the AoE. Nice

6)As the party fought the kobold king, there was an interesting roleplay where they backed into his consorts chambers, where she imediately tried to woo them. The bard trys to seduce her while the king entered the chamber and caught his concubine cuddling with the bard. She protested covering herself saying the bard made advances on her. I gave the bard a -2 penalty for his armor not being properly doned on.

All in all, i had a great time. The group enjoyed it and can not wait to play another of Nick Logue's modules.

Good Job Nick, keep them coming.

Liberty's Edge

Awesome stories there, way to go! It's so funny you just wrote this, I just stopped by to echo the sentiments.

I started my Darkmoon Vale Pathfinder RPG campaign while waiting on the complete Council of Theives, and my group is just a few rooms into Crown of the Kobold King.

Spoiler:
Yes, they almost had a TPK from some freally horrible luck with the shocker lizards, now they are down and beaten, and Jeva just wolfed out on them, to end the session.

Indeed a really good adventure loaded with the types of details old-time RPGers crave. Again, great job Sir Nic.


So your bard was trying to sleep with the kobold concubine? If you don't mind, what race is said bard?

Silver Crusade

Pathfinder Adventure Path Subscriber
Fraust wrote:
So your bard was trying to sleep with the kobold concubine? If you don't mind, what race is said bard?

Please say gnome, please say gnome, please say gnome...

Dark Archive

Fraust wrote:
So your bard was trying to sleep with the kobold concubine? If you don't mind, what race is said bard?

He is a human cleric/bard of Cayden Cailean and roleplays more the gallant swashbuckler.

When the dungeon was over, he was organizing the children to work together to tote out a barrel of ale from the second floor storeroom explaining that it would be blasphemy to abandon such an artifact.


Thank you for posting these stories! As an old gamer who has taken on the mantle of GMing in order to pass on the hobby to my (much) younger college friends, I cherish these. I am planning to try and chain the Falcon's Hollow stories into a mini campaign for three total newbs (with one experienced gamer as my "shining example")

Because of that, I really do like these reports and discussion of fixes.

>WBM

Contributor

Ha! Fantastic stories! You sir, just made my day! Thanks for posting!

I love the kids working to get the barrel of ale out the dungeon too - priceless!

Check out my stuff at Sinister Adventures if you are interested in more twisted strange tales from my dark fever dreams!

Thanks again for sharing!


I've been runnning a mini Falcon's Hollow campaign for my usual gaming group over the summer. We took a break from our main Dragonlance campaign (in which I'm a player, not the GM) to try something different.

The group encountered the Kobold King yesterday, with terrible (well, terribly entertaining) results.

Spoiler:
The group of four was already down to three because one player couldn't make the session. The trio just entered the king's chambers after grinding through the lower level. As they fought with the king, the cleric decided he was going to make a break for it and run deeper into the cave, searching for the last kid.

He found him, along with the two kobold guards and the shaman. Needless to say, the two guards quickly overpowered the already injured cleric and sent him into negative hitpoints (to be fair, the cleric did take out one of the guards). The other two characters were tied up with the king and his two guards. Before the cleric died, he saw the shaman plunge his dagger into Tyran and rip out his heart.

In the next few rounds, the shaman instructed his remaining guard to push Tyran's body off of the sacrificial table. He then replaced Tyran's body with the cleric's body (the player had just successfully rolled to stabilize, by the way) and the shaman climbed on top and performed the coup de grace. He muttered the "blasphemous" command word, inhaled the fumes from the cleric's boiling heart and proclaimed the "ascension of the kobolds is inevitable".

Meanwhile, the king incapacitated one of the other two PCs, a sorcerer who was promptly beheaded by Man-feller. The remaining dwarf ran for his life and the absent fourth character, who was holed up in the tower on the very top level with the kids and the bard. We ended the session with the dwarf running out of the dungeon.

Very entertaining and highly enjoyable. Definitely a dangerous module, especially with the "ticking clock" mechanism.

Contributor

Nathril wrote:

I've been runnning a mini Falcon's Hollow campaign for my usual gaming group over the summer. We took a break from our main Dragonlance campaign (in which I'm a player, not the GM) to try something different.

The group encountered the Kobold King yesterday, with terrible (well, terribly entertaining) results.

** spoiler omitted **

Very entertaining and highly enjoyable. Definitely a dangerous module, especially with the "ticking clock" mechanism.

That King is BRUTAL. Sounds like a vicious fight.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm running it online through OpenRPG, and we "half-way" through the encounter with the forgespurned. Why half-way?

Spoiler:
The characters: Aerin, the group's voice of reason, a human Ranger. Her adopted "son" Mo'Gar, the half-orc Barbarian. Dyn'Igar the human Diviner, proud and brave. Hands the human Rogue, who was dragged off by the wolves of D0 only to return later somehow alive and scared of his own shadow. And Cerwyn, human Cleric who has been running through heals like crazy trying to keep the group alive.
They had completely fallen for Jeva's poor little abused girl act, and she took advantage of her young looks to act even younger. She was calling Mo'Gar "Mister Monster and he decided that he always wanted a little sister even more than he wanted a "puppy" from D0 (wolf.) Aerin begrudgingly decided to watch after them both (for now.) She also called Dyn'Igar "Mister Dyn'R" (can you tell where this is going?)
The fight with the forgespurned did not start well, with all of the PCs csaught in his soot blast, and two of them being blinded. Mo'Gar was up front and took a huge amount of damage, which on top of his already low hit points (did I mention healing had been running low?) and the damage from the smoke, killed him by the time the smoke cleared.
The PCs then got to witness Jeva's transformation:

Jeva: "You fool! This one was to be mine!" Jeva's voice is a feral snarl. Her face contorts and a sickening tranformation begins. Hair grows, bones shift, her dress tears slightly and the wolf-child horror stands before you. "I'm a very bad doggie" the deep voice growls from bare teeth. She runs forward towards the forgespurned.

Jeva attacks the forgespurned, who is surrounded and beginning to doubt his own survival, so he suggests that the werewolf and he "split" the party. Jeva agrees and announces "Hmmmmmnnn. It is about time I had my DYN'R!" The wolf-girl bites and claws at Dyn'Igar. She hits with the bite, bits of "Dyn'r" between her teeth,

The PCs manage to drop the Forgespurned to a point where he's almost dead, but not quite. So he readies a full attack on the cleric and begins negotiating. The party agrees to give him Jeva if he agrees to aid them against her. It takes a number of rounds to finally drop Jeva without silver weapons. During this time, the forgespurned is healing and the party looses a few more HP.

Now, the forgespurned, greedy as it is, goes back to demanding Mo'Gar's body/soul as well.....And only Dyn'Igar and Cerwyn have noticed that the forgespawn's wounds have mosytly closed.

Cliffhanger.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Reckless wrote:

I'm running it online through OpenRPG, and we "half-way" through the encounter with the forgespurned. Why half-way?

** spoiler omitted **...

Wicked.

Contributor

That's pretty awesome.

Just to let you guys know, I'm sharing a bunch of my twisted musings on gamemastery in a new book.

Check it out here: Anarchist Gamemaster Cookbook


I just finished running a (converted to 4th Edition) adaptation of Crown of the Kobold King, and my players had a great time. The children had already become established characters in the Darkmoon Vale campaign, and their absence--particularly Kimi, who was a student of one of the PCs--resonated.
The players really enjoyed fighting the diverse kobolds, the encounter with Glintaxe, and many more. The random encounter with the imp, Sithmuck, prompted the gnome wizard to adopt him as a familiar, which led to hilarity involving...

Spoiler:
...the lodestone trap. Sithmuck was sent in to explore; he accidentally tripped the trap, was locked in, and the sound of an imp in the most excruciating pain let loose the bellows of laughter at the table.

Some conversions played out in an interesting fashion. I had a lot of fun adapting the Slurks for 4E, and especially Merlokrep, not to mention the treasure.
The sidebar regarding the "Kobold Battle Royale!" encouraged me to develop a fast-paced variant to represent the sudden flooding of the caverns with kobolds, forcing the heroes to act to avoid a countdown...
Spoiler:
...to the potential sacrifice of Hollin Hebbradan
This primarily involved 1d4+1 kobold minions spawning each round at an entrance point, enabling basic melee or ranged attacks to be made as minor actions, maintaining an "around the table" style of initiative, and allowing one encounter power and milestone to be awarded per 10 kobolds killed. It was fast, frantic, and a ton of fun blasting kobolds left and right, all while the clock was ticking.
I'm especially interested in developing the children's roles in the campaign after this adventure. And, I'm interesting in seeing how their roles could lead into the next adventure.
Thanks for a great adventure!


We just finished Hollow's Last Hope and we are transitioning to this module. I really liked all of the added stuff for Falcon's Hollow. Last game night we spent 4 hours just banging around Falcon's Hollow, gathering info, playing 'mig-a-mug-tug' and 'knivsies', with lots of role playing. Having the different factions, some points of interest, and notable NPCs adds just enough to draw the PCs in yet leaves it wide enough open for the DM to really develop their own story. I actually liked that these things were somewhat vage buecause it lets the DM and players fill in the details making it their story and not just following a module's predetermined plot.

Since the games 'mig-a-mug-tug' and 'knivsies' weren't really defined I had to make them up on the spot. Here's what I came up with:

Mig-a-Mug-Tug:
Description: Drunken patrons line up along one wall with a long bar to set their drinks on. There the players sort out small teams to pit against one another (2vs2 up to 4vs4). People bet on the matches and wait their turn. Up in the rafters, some 10+ feet off the ground, there is a tug-o-war going on. Teams tug on a chain trying to make the other team fall in the open middle. Tables and chairs have been cleared just under the mug-tug.

How it works: Players have to buy a drink to enter the game. They head over to the mug-tug bar along the wall and find a team to tug against. Once it's their turn they all climb up to the rafters, one character each stands on 1 rafter. There's only 1 rafter in front of the first person on each team and then the open hole. Every player rolls 1d20 plus whatever modifiers are necessary (we play MicroLITE d20 so we rolled 1d20+Phys+STR) Add up the total for each team, highest number wins that round. Winning team moves back 1 rafter, loosing team moves forward 1 rafter, and start another round. Rounds go untill the front person falls through the middle thus causing the rest of their team to fall. Loosing team now has to go and drink their entire stien... game on! Assign falling DMG accordingly, start applying modifiers as they get more drunk from loosing, let them use spells to power up (besure NPCs power up too if the PCs buff up)

Knivsies:
Description: Players sit around a table with a knife in one hand and their other hand splayed out on the table. Before a round starts each player must have a full boot of drink close at hand; patrons and players a like place bets on the round. They precariously tap the dagger between each finger working from pinky to thumb and back. Once someone misses and hits their hand the round is over, they loose, and have to drink their whole mug down!

How it works: Players must buy a drink and then sit down at a knivsies table. Essentially each player makes a melee attack roll against themselves if you make your save then you miss your hand but if you fail then you hit your hand (roll for DMG!) and have to drink their entire drink. Keep rolling ATKs and Saves untill someone at the table 'misses' which ends a round.

Sovereign Court

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

Mig-a-Mug-Tug is described in Classics Monsters Revisited. (In the Ogre Entry - ouch!, lots of contested Strength rolls leading into a world of hurt)

Liberty's Edge

Crown of the Kobold King was a great module... but dont stop there, keep going with the rest of the Darkmoon Vale series... It gets better!


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AngrySpirit wrote:

Just finished D1 and I cant tell you how much fun I had running this module. All of my players are relatively new to gaming in general and the highlights of my game were when...

** spoiler omitted **

Still running this module for my group--modified for a party of 5 (sometimes 6) PCs.

Spoiler:
One of the most fun encounters was when half the group took off to track some lost horses and only the paladin and rogue remained with Jeva. The paladin was on watch over the sleeping rogue and the supposedly sleeping Jeva. She started to shake with cold (an act) and the paladin came up and wrapped her in his cloak. She then opened her eyes and told him that she needed to go to the bathroom. She lead him a little ways into the dark woods and had him turn his back and hold up a cloak--because she was shy. Jeva saw this as the perfect opportunity to pick off one or maybe two of the PCs. She transformed and ripped through the cloak with both claws and a bite. Nearby, the rogue--next on Jeva's menu, slept blissfully unaware of the danger. The paladin survived with 1 hp for three rounds of full-attacks that I was rolling right out on the table--all misses. Finally the rogue woke up and came in the nick of time to help the paladin defeat Jeva.


My group of 6 2nd level PCs are starting on this module this weekend. I can't wait to see how they handle the whole thing. Will report back with updates as I have them.

One question I have is whether or not anything was ever developed for what lies below the kobold warrens? I have plans on developing it myself if something is not already available. Just curious.


Dosgamer wrote:
One question I have is whether or not anything was ever developed for what lies below the kobold warrens? I have plans on developing it myself if something is not already available. Just curious.

Here are some adventure to string together for a campaign. You could also add other adventures within the nation of Andoran.

Falcon's Hollow Area Adventures:
D0: Hollow's Last Hope Level 1 (Droskar's Crag (DC) Ground Level)
D1: Crown of the Kobold King Level 2 (DC Dungeon Level 1)
D1.5: Revenge of the Kobold King Level 5
E1: Carnival of Tears Level 5
D4: Hungry Are the Dead Level 6 (DC Vault Level 1)

The Guide to Dark Moon Vale provides background info for the area.

Nearby Adventures
(Arthfell Forest):
TC1: Into the Haunted Forest Level 1

(Piren's Bluff):
LB1: Tower of the Last Baron Level 5
LB2: Treasure of Chimera Cove Level 6


I think D4 is exactly what I was looking for. I'm going to try to scrounge up a copy of it and check it out. Thanks for the help!


Party of 6 PCs (25-point buy) are closing in on the end of the module. Some interesting events have transpired.

Kerrdremak

Spoiler:
I changed him from a sorcerer to an alchemist just to see how an alchemist works. He was pretty neat! In the end I had him change sides and grovel at the PCs' feet. He has become a resource for the PCs who are going to make him king whenever they take down Merlokrep.

Forge-Spurned

Spoiler:
I thought this fight might do them in. They reached this point after having cleared half of the first level and were pretty depleted of magical resources. At first they thought the hell hound was the monster they had heard about from Kerrdremak, but the fight with the hound just brought out the forge spurned and it laid into them good. They had to back out and were lucky the monster returned to its forge. They rested (and dinged level 3) and fought it in a hallway as it went to stoke the fire near the entrance and took it down after a solid battle.

Lower level

Spoiler:
They accessed the lower level via the crevice in the forge, with the rogue going first and being chased out of the room by the dire bat. The remaining party members climbed down with ropes and were beset by the gargoyle much to their surprise. Fortunately they had a magic weapon already (from Glintaxe) and the cleric cast magic weapon on the barbarian's falchion and they dispatched the gargoyle. The rogue took out the bat with ranged sneak attacks.

They had a fun but brief fight with the mining taskmaster and the miners. The taskmaster very nearly critted the dwarf fighter (can you say 45 points of damage, booya!) but alas couldn't confirm. We had some fun dialogue ("you damn, dirty apes!") back and forth ("what smells so fowl?" in regards to his chicken legs). Some of the miners surrendered after the boss went down and they were sent upstairs to join Kerrdremak's growing rebel force.

They took pity on the choker and I plan on having it come back during the battle royale.

They had a good tactical fight with Kapmek the Slurk-Wrangler and were thoroughly disgusted by the slurks. Next they fought the shadows and had bad luck against the shadows. Several party members were drained, and the dwarf fighter lost 8 points of strength. Ouch. Finishing off the shadows depleted their resources for the day and they retreated back to the upper level, but not before running into Grugakrug and his Kill-Stabbing Bloodscales.

Grugakrug had ambitions of his own for the crown, but knew he couldn't allow his loyalty to be brought into question, so he allowed the PCs to retreat saying he "drove them away." He advised them on their return the next day to stay in the eastern tunnels and he would keep his troops in the western tunnels. The PCs were in no shape to argue.

And that's where we stand. PCs are 3rd level and will be fully rested, although still suffering some stat damage. I have plans for that. Next time it's on to the finish! Fun stuff.

Sovereign Court

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

Don't forget the Pathfinder Society Scenario 43 - "The Pallid Plague" that can easily bridge the level gap between D1 und D1.5/E1.


We finished up the module this past weekend.

Battle Royale-ish

spoiler:
The PCs entered the cavern with the 12 regular kobolds and 2 bloodscales without being detected, so they had a surprise round and made good use of it (most of them got into position but the rogue took out 1 kobold via sneak attack at range). The battle was quite easy for the PCs with the exception of the barbarian who rolled terribly and failed 4 poison saves and took 12 points of Dex damage before finally making a save. Note that the cumulative effects of poison made the last few saves pretty tough even though they weren't really challenging DCs.

The characters had struck a bargain previously with Grugakrug and so he nonchalantly followed them into the king's chamber (through some narrow tunnels which kept the PCs advancement into the chamber restricted). The PCs were wary of him and his Kill-Stabbing Bloodscales but were focused on the task at hand, namely facing down the king.

The King

spoiler:
Merlokrep welcomed the first of his "privileged sacrifices" into his throne room but the dwarven fighter would have no parley. The dwarf's intentions clear, the two dark talon hunters attacked from their hidden positions. One disarmed the dwarf's war axe and the other failed to trip him. I altered Merlokrep's spell list to give him an additional second level spell (he still only had 1 2nd level slot left) and used it (hideous laughter) successfully on the monk who failed both of his saves. The Dex-less human barbarian stepped in and drew Merlokrep's attention. The first blow from Man-feller nearly did the barbarian in (I rolled really well...1d8 + 15 + 2d6 = 31 points of damage in one shot) but he took it and dealt a solid hit himself (half of Merlokrep's hit points). The next round was all she wrote for the barbarian, though, and he died. Meanwhile the dwarf and rogue combined to take down the two hunters and the bard stepped in with a timely critical bow-shot and finished off Merlorekp. The monk stopped laughing several rounds later. *grin*

The shaman

spoiler:
I changed Jekkajak from a sorcerer to a 6th level summoner with a black dragon eidolon. Wow was he nasty. The create pit spell from the APG took the dwarf fighter out of the fight completely. Climb rules make climbing out of a 30 foot pit nearly impossible when in combat rounds. Later on I used it successfully against the monk as well. The battle came down to the rogue trying to keep the hasted eidolon moving so it wouldn't get to full attack anyone and the cleric using channel energy to keep them alive while the rogue and bard peppered the summoner from range. It came down to the last round where the summoner was just about to sacrifice the boy when the bard came up big with a solid bow shot and finished off Jekkajak. The eidolon was a melee monster, especially when hasted. It had 5 attacks with high strength, power attack, and energy attacks (acid since it was supposed to be a black dragon spirit). Good movement by the rogue (and liberal allowances by me to not have the eidolon full attack the cleric, whom I would have killed easily) meant the haste never really came into play. Jekkajak had slow on his list, too, but never used it. If I had it likely would have been a TPK. The two dark talon hunters in the room were barely speed bumps, and actually worked to block off the eidolon for a few rounds to the party's advantage.

The conclusion

spoiler:
I had Kerrdremak (who I made into an alchemist) of the Truescales square off against Grugakrug of the Bloodscales in a bloody but brief civil war that the PCs witnessed but did not take part in. The result was total annihilation of both sides. The heroes were quite happy with how things turned out...until they came across the nursery. With all of the kobolds dead (except for Vreggma who was following the new "king") there was no one to hunt for food for the helpless young nor protect them from scavengers. The old nurse scooped up two of the young and left after giving the PCs a piece of her mind. One of the PCs returned to the nursery later and euthanized the helpless young, and also trapped the consort (who had the crown) on the lower level leaving her to fend for herself.

In the end, the PCs saved all 5 children but the barbarian died. They got some loot out of the place as well and overall I felt the combats were challenging for the most part. Adding character levels and uniqueness to the "named" kobolds meant the PCs couldn't be complacent about the fact that they were fighting kobolds.

One critique I had of the module include the lack of any significant presence of traps. Kobolds are well-known for their traps and it seems the only traps in the place were either accidental or were placed there by the dwarves. I wound up adding four or five mundane traps to various halls and tunnels because it just felt like there weren't enough traps for a kobold warren.

The other critique I had came from some of the stat blocks. In some cases it seemed as if the fact that kobolds were using small weapons was taken into consideration (like Merlokrep's axe) although it doesn't say that the axe is small. In other cases it appears that the stats for the medium size weapon was used (+1 light crossbow). I actually kept the light crossbow as a medium weapon and just gave its owner the minuses to hit for using an inappropriately sized weapon.

It was a fun module and I enjoyed running it. The PCs skipped half of the first level but they may go back and revisit it as I have an altered storyline for what lies below the kobold warrens. Thanks!


Spoiler--

Running Revenge of the Kobold King (D1.5). So the survivors from the camp are dragged off to Cold marrow and....... Then what? They seem to just disappear from the module never to be spoken of again.

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