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Month Index: August, 2002
From: Thatotherguy <spellj@??????????.com> Date: Wed, 21 Aug 2002 07:50:51 -0700 Subject: Re: One Last Riddle SJ Conversion pt 2
Encounter 3: The entire lair is dark as the kobolds have removed the
continual flame items that formerly lit it and stored them in the rear
area (they are used to fish as dark vision is still distorted by the
water^Òs surface just as normal vision is).
Jaalask is asleep again, unless the DM wants to increase the
difficulty. If the wyverns have been feeding on kobolds they still
don^Òt come near the lair of the asteroid^Òs (ex)ruler so Jaalask has
nothing to fear. He is stationed here to watch for wyverns anyway,
however. Alternately he^Òs been stationed here to watch for scavvers
and the return of the kobolds^Ò ship. In any case the duty is boring
and he has fallen asleep. The elven chainmail is sized for an elf.
Jaalask knows the band^Òs true intent and, while not a navigator, he
knows of the presence of any other forces and their basic composition
(scro, hobgoblin, ogre, etc.) though not numbers if the kobolds are
linked in any way to the Second Unhuman War and the scro. The band^Òs
intent is very simple: to carve out a small empire for themselves
(complete with slaves) wherein they control an asteroid field. To
accomplish this they need to enslave all the local settlements, take
control of more ships, and establish secure bases. If the kobolds were
linked to the scro they left to go it on their own as they hated scro
tyranny over them. If not linked to the scro, the small band captured
their ship when it landed to forage for supplies, piled the entire
tribe aboard (kobolds are small and used to cramped conditions), and
set about to build empires based on the tales they tortured out of the
former crew. And that^Òs all Jaalask knows (he^Òs not the brightest
kobold, though he is about average). The other parts of the plan,
realized by the band^Òs various leaders are that the kobolds need
numbers and will probably need allies, at least for a time.
Jaalask, mk: hp 1
Encounter 4: The rest of the kobold clan is located further in the
lair, not in the forest. In addition to the kobold warriors, the
females, eggs, and young of the clan are found here. The kobold tribe
has only two clans (for now) so it was natural to offload one at the
first lair the kobolds found and took and take the second out empire
building. This clan is the Thunderspear clan of the Blackspear tribe.
After surprising and attacking the creature that laired here, and
slaying it (mostly through the dire weasels^Ò blood drain), the kobolds
have set up shop. The clan only has 13 warriors and two leaders
remaining but has 9 females, 3 young, and 4 eggs. These numbers are
bound to increase quickly as they have a steady food supply. Among the
creature^Òs treasure the kobolds found a decanter of endless water and
several Murlynd^Òs spoons. The lair^Òs previous occupant had used the
decanter to fill an air of the lair (located further back) with water
that was stocked with fish and other minor aquatic life (freshwater
oysters, crayfish, etc.). The Blackspear clan has been given 2
Murlynd^Òs spoons to help feed them and the fish are more than
sufficient to keep them better fed than they^Òve ever been before for a
long time. The kobolds are in heaven. With ample food and good air
they will undoubtedly begin to reproduce quickly (kobolds are extremely
fecund and can swell in numbers rapidly in even poor conditions). The
females, young, and eggs are stored further back in the complex and all
the sleeping areas are further back.
When the PCs reach this room they will see 10 kobold males glutting
themselves while being served by 3 female kobolds. The other 4 males
are sleeping further in the complex (though sounds of a battle will
bring them to defend their lair and aid their comrades) when the PCs
arrive. Each of the kobolds has a half spear and leather armor but
only the leaders have any other equipment or treasure (until the chief
returns, treasure won^Òt be divided). The dire weasels are sleeping in
the chamber but have dug themselves a burrow to the side already and
aren^Òt apparent. Spotting the burrow requires a PC to specifically
look around the chamber as it is no in the immediate field of view from
the entrance (DC 25). They can poke their heads in and look around,
however. The dire weasels will also appear and attack as soon as a
battle begins. Note that the scent of the PCs, the scent of blood, and
any sound of fighting will bring them to their masters^Ò aid. One
weasel is female and one is male.
The kobolds and their fire should be a distance away from the
entrance, at least far enough to allow the kobolds time to prepare for
melee before the PCs arrive (this may not put them out of missile
range, however). The females are more worried about problems than the
males are (they have young to worry about, after all) so they keep a
nervous eye on the entrance at all times. Give them an opposed spot
check to see any PCs that appear. Female kobolds only gain the +2
racial bonus to spot (they have no skill points in spot as all their
skills are in making and repairing items since they are the clan^Òs work
force). If a female spots one of the PCs she sounds the alarm and runs
to warn the kobolds further in the lair.
Once battle is joined the sergeant and war leader order the other
kobolds to meet the PC^Òs charge. They then begin loading their
crossbows and will open fire on the PCs, targeting spellcasters first.
The females run further into the lair and will rouse the sleeping
kobold warriors (their cries should get there ahead of them and cause
the other females and young to rouse the warriors even faster). The
kobolds fight a delaying action, slowly retreating as they are pressed
back. The war leader will pass his crossbow and bolts to one of the
standard kobolds once the PCs are in melee range and use his beloved
shortsword (it was found in the lair and was his gift from the chief
for excellent service, in the short time since it has become his symbol
of rulership over the complex and the clan, his old shortsword lies
forgotten by his bedroll further in). The dire weasels are likely to
attack PCs from behind, maybe even with surprise. The kobolds work to
keep such characters^Ò focus so the weasels can latch on. The weasels
will obey simple commands by the kobolds and may be retreated by them
if things are going poorly (dire weasels are a key part of the clan^Òs
prestige and they don^Òt want to have to trade for more to raise from
their fellows).
If defeated the PCs find the 2 Murlynd^Òs spoons in the war leaders^Ò
pouch. Both have been fully used for the day. The females and
warriors know as much as Jaalask (see Encounter 3) while the young know
nothing. The leaders know what the tribe^Òs leaders do as listed above.
The kobolds don^Òt know where the ship went but do know their chief
look over some odd scrolls they found in the lair and compared them to
scrolls from their ship (if the kobolds are experienced spacefarers
they know these scrolls were navigation charts). The original scrolls
are still kept safe in the lair (Oppol left strict instructions not to
damage anything he^Òd left behind). From these it isn^Òt hard to see
there is a nearby settlement in the same asteroid cluster. Note that
the charts may either be references (for an androsphinx or a fal) or
simply left over booty from prey (for an astrosphinx).
Dire Weasels (2): hp 16, 13
Kobolds, mk (12): hp 4, 2, 3, 4, 2, 3, 3, 1, (asleep: 1, 3, 3, 1)
Females and young (12): noncombatant
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Month Index: August, 2002