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4 years ago ::
Nov 25, 2008 - 1:37AM
#41
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Date Joined:
Dec 20, 2007
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Huh, I was assuming that the north door of room one was the dungeon's entrance. Correct. I think i even wrote "Entrance to the Dungeon"?
For future reference, when somebody creates Encounter nr 1 of a level, he will indicate the "Entrance Point", and that opening must be left free, as it opens to the "outside".
Fine with all?
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4 years ago ::
Nov 25, 2008 - 2:02AM
#42
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Date Joined:
Oct 13, 2005
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I'll connect this on the EAST side, just because the North is supposed to be the Entrance to the Dungeon, so it gives to the "outside" Yeah... I'm not sure if it was lack of sleep at the time or what, but for some reason what I thought you said was that the North door was supposed to lead further into the complex. Somehow my brain forgot how to properly read, and I thought you said the exact opposite of what you said.
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4 years ago ::
Nov 25, 2008 - 4:01AM
#43
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Date Joined:
Dec 20, 2007
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THIS is what we got so far. The map is becoming too big to make a screenshot... any idea how i can "transform" an XLS file into a JPEG or something? So far we've spend 2875 xp, out of the 5000 xp needed to pass the level, and we've used Treasure Parcels 8, 9, and 10. Keep the encounters coming! (or is it my turn...?:D )
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4 years ago ::
Nov 25, 2008 - 6:37AM
#44
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Date Joined:
Nov 18, 2008
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Oh you've got my room flipped Delazar. They should be entering at the bottom of the T and heading towards the crosspiece. We really need to start adding a compass rose to our descriptions to keep things straight.
I like the idea of using an experience point value for the level and keeping track of what we use until its done.
As for the map, I think your only option is to use a screen capture program to make a image file of it. Hitting print screen should bring it to the clipboard and you can bring it into a image manipulation program like Photoshop.
This has been great fun so far. Can't wait to see what we come up with next.
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4 years ago ::
Nov 25, 2008 - 7:43AM
#45
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Date Joined:
Dec 20, 2007
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ok, i'll fix it as soon as i add another encounter.
I already use a screen capture program, the problem is that soon the map won't fit in one "screen"...
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4 years ago ::
Nov 25, 2008 - 12:28PM
#46
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Date Joined:
Aug 23, 2007
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Room for another contributor? I’m going with the idea that the kobolds once worshipped dragons but have switched to Primordials/other but a few may remain loyal to their dragon masters. 07 – Kobold Living Area level ½ 500/625xp 2 Kobold Dragonshields (level 2, 125xp each) 2 Kobold Skirmishers (level 1, 100xp each) 7 Kobold Minions (level 1, 25xp each) Area 07
Show
Set Up The general lay out of the room can be seen Map
The Kobold Minions represent the “women and children” of the tribe and start in the 10’ square rooms lining the main chamber. Each round three Minions will join the fight; determine which room they come from by rolling a d8. If the kobolds are given sufficient warning of attack from Area 2 then five of the Minions will retreat deeper into the dungeon for safety and may appear in a future encounter (reducing the level of this encounter to level 1).
Read, as the adventurers enter the room: As the door opens the stink of kobolds hits you. This large room has numerous crude, wooden doors lining the walls to either side of you and several large stone doors are at the opposite end of the room. Litter, food and junk lies scattered across the floor of the room. Several kobolds turn their heads towards you and snarl, getting to their feet. OR Several kobolds stand with weapons drawn and prepare to attack.
Features of the Area: Light – torches fill the room with bright light Doors – Rooms 1-8 have weak wooden doors that can easily be ripped down. Doors A, B and C are stone. Door B is slightly warm to touch and door C id cool to touch.
Treasure Parcel 6 - Searching the area, the adventurers will find 80gp scattered through nests of blankets and furs in the small rooms. A DC 15 perception check will also uncover a Smoky Quartz gemstone (100gp) with the image of a dragon etched into it. In one of the rooms a +1 Frost Mourningstar sits head down in a barrle of stale ale. It appears to be too large for the kobolds to wield so they have put it to use keeping their drinks cool. Notes
Show
It is up to the DM if they want to play up the minions being the young of the tribe then they can make it more of a moral dilemma for the PCs to kill them. The gemstone may belong to a kobold that still holds his allegiance to the dragons the tribe once revered. Alternatively the gem might just be hoarded by one kobold who doesn’t want to share.
The warm and cool doors (B and C) hopefully give the next person an opportunity to think up something interesting to put behind them (if not I can edit that out).
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4 years ago ::
Nov 25, 2008 - 2:07PM
#47
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I think the main kobold nest should be a higher level encounter than that. In particular, I think there should be a boss type. Also, the thing with the eight doors seems needlessly complicated.
Just my opinions.
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4 years ago ::
Nov 25, 2008 - 2:51PM
#48
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Date Joined:
Aug 23, 2007
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I was aiming to get the feel across that it was a real community with living space and a fair number of young. I would imagine that during the day, when adventurers are busy exploring dungeons, the monsters have their own things to be doing... The boss is off trying to develop his cave bear controlling ritual, some kobolds are out hunting, others might be doing other things beyond the other exits to this room. I can't think of a reason for a massive number to be just hanging around in the general sleeping area, just the kids and a few guys to keep an eye on them/just got back from a hunt. However, if others feel the same way I'll change it. Looking back on it I do agree that the random entrances for the Minions is a bit to much so I've edited the map to show where they start: MapEdit: Looking at the Draconomicon it would be pretty easy to reflavour the Wyrmwarped and Dragonkin kobolds to being primordial flavoured. To beef up the encounter to 3rd level how about: 1 Dragonkin Sentry (level 5 skirmisher, 200xp) 1 Wyrmwarped Atrocity (level 4 Brute, 175xp) 2 Kobold Dragonshields (125xp each) 5 Kobold Minions (25xp each) An arcana (DC 12?) check could identify that these kobolds have been mutated by a powerful Elemental Chaos effect. How does that sound?
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4 years ago ::
Nov 25, 2008 - 2:56PM
#49
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Nah, now that you put it that way its fine. A level 1 encounter is fine, assuming you've essentially caught the kobolds napping. Sorry about that. If this is just a living area, and there are further kobold objectives deeper in the dungeon, then its fine.
Also, I'd like to move that we stick with core and homebrewed monsters only; not everyone owns the Draconomicon or pays for DDI.
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4 years ago ::
Nov 25, 2008 - 3:15PM
#50
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Date Joined:
Aug 23, 2007
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Cool. I probably should have said something to that effect in my first post, but glad you agree with my explanation.
I see your point about using core and homebrew only and agree that that would be for the best.
I'll edit my first post to use the mapped out minions and throw in some other referance to Primordial influence. Just thinking ahead... if there are 2 factions, Dragon/Primordial worshippers then there is potential for the adventurers to aid one side against the other, potentially leading to interest from a higher figure... but that is thinking quite far ahead.
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