Post by stabs felcher on Nov 16, 2006 23:34:25 GMT -5
Hold on to your panties: It's the All-Kobold AIM Mini-Campaign! (D&D 3.5)
Alright. Everyone calm down while I explain.
This campaign will feature a party comprised entirely of kobolds, who have been ordered on a mission by the great warchief Ikataka to resurrect the last of the Great Wyrms who died over one hundred years ago. Now, with little more than a sack of eggs and a tattered old scroll of resurrection, you have been sent out of the desert and into the human lands to find his tomb. This is a mini-campaign, so I see it lasting around 4 to 8 sessions, depending on what goes on.
Rules:
-Monday Nights, 7pm EST to Midnight
-Gestalt starting at level 7 (starting exp: 24500)
-Level Adjustment takes up one side of Gestalt
-No Multiclass EXP penalties.
-No Cheezewhizzing. This means don't go overboard with the powergaming.
-You have to be a kobold
-Standard gold for level 7 (19000gp)
-32 point buy
-Max HP per level
-Don't eat the scroll of resurrection
Party Alignment is probably gonna be chaotic evil. And I don't recommend anyone have an Int above 8.
Books I Have:
Book of Exalted Deeds
Book of Vile Darkness
Complete Adventurer
Complete Arcane
Complete Divine
Complete Warrior
Draconomicon
Eberron Campaign Setting
Races of Eberron
Expanded Psionics
Fiend Folio
Forgotten Realms Campaign Setting
FR: Underdark
FR: Serpant Kingdoms
Frostburn
Heroes of Battle
Libris Mortis
Lords of Madness
Miniatures Handbook
Oriental Adventures
Planar Handbook
PHB II
Races of Destiny
Races of Stone
Races of the Wild
Sandstorm
Spell Compendium
Tome of Battle
Unearthed Arcana
Anything not on this list, just ask me. You can use most feats from other books (since I can just search 'em on the feat database). But if you want a base class or PrC, you'll have to scan me the page. No Tome of Magic. =(
Game Info: The game is set in a world called Crescentium, created by a Gfaqs user named Zandig. The rest of the world doesn't matter much, just consider it to have anything you need to make your characters, but there's a map somewhere if you want to see it.
Kobolds in this Game:
Kobolds communicate most things in a degenerated form of draconic that involves a lot of yipping. And unlike standard D&D Kobolds, which are Lawful Evil, these kobolds tend towards Chaotic Chaotic, having become that way after their ruler, the last dragon, died. The longest a king has ever reigned is six months. King is the third most dangerous occupation in the kobold world behind "Poison Eater Guy" and "Medusa Tickler."
And so, due to a massive death rate, a miniscule life expectancy and the massively chaotic regime, it has been decided that the great wyrm must be restored as leader.
---
Types of Kobold:
Cave Kobolds: (the standard ones)
These little fellas live in the caves under the great desert. They come in all colours and die often. The oldest known living cave kobold is 8 years old (King Ikataka's chief advisor, Iwavaka).
Variants From UA:
Arctic Kobolds:
They come from the north and complain how hot it is down here. They also die a lot. They are mostly descended from white dragons (if they're awesome) or silver dragons (if they're a bit crap).
-2 Str, +2 Dex, -2 Con, -2 Wis
Cold Endurance as a bonus feat
Desert Kobolds:
These are the best type of Kobold because that's what Ikataka is and he said so so there. They are the most likely to venture out into human lands, making their average lifespan about 8 months. They are mostly descended from Red dragons
-4 Str, +2 Dex, -2 Wis
+2 to survival checks
No bonus on Profession: Mine
No Light Sensitivity
Heat Endurance as a bonus feat
Favoured Class: Rogue
Jungle Kobolds:
These Kobolds live in the jungle a ways to the south. They die a bit less than other kobolds, with an average lifespan of 2 years.
-4 Str, +2 Dex, -2 Int
Altitude Adaption: No Altitude Sickness
+2 to climb checks: Add dex mod to climb instead of Str
No bonus on Craft (Trapmaking) or Profession (Miner) checks
Aquatic Kobolds
They live in the ocean. Don't play these.
-Aquatic Subtype
-Swim Speed, 40ft
The Kobold God:
Is about as intangible as any other god in this setting, but they call her "Kekeke" and she's referred to as a kind of mother figure. What she's like alignment wise and what she approves and disapproves of varies depending on any particular tribe's beliefs. Clerics should pick any two domains and claim she favours you.
The Great Wyrm:
The legends say that two hundred and eighty Kings ago (or 100 years), a great dragon ruled over the kobolds. Though no smarter than a pinecone, just having something big and scary watching over them kept the kobolds in line. Plus they could feed humans to him and everyone agreed it was hilarious. But one day, a very bad man who was a football player or maybe he was a wizard came and he threw a rock at the dragon. Or maybe he chanted and used an orb or something. No one's quite sure. Either way, he then commanded the dragon to do his bidding.
10 kings (or 3 years) later, the news hit Koboldville. The Great Wyrm had been slain by adventurers trying to stop the bad man who controlled him. He was hunted down in his lair created by the wizard and then stabbed in the crotch by a knight or possibly a barkeep.
There he lay for over a hundred years, the holy sword embedded in his heart or in his crotch or somewhere lethal. His massive lair was sealed up for a really long time, until some pesky humans started digging around. Now it's a race against time to uncover his bones before the fleshies do.
There are two main groups of smoothskins who complicate things. The first are the Blood Cultists, a group of humans who claim to be descended from the great Wyrm and who want to raise him as a skeleton to fly him around and rig the lottery. The second group are the Grey Ventures Inc., a troupe of adventurers who want to keep the dragon in his grave.
Alright. Everyone calm down while I explain.
This campaign will feature a party comprised entirely of kobolds, who have been ordered on a mission by the great warchief Ikataka to resurrect the last of the Great Wyrms who died over one hundred years ago. Now, with little more than a sack of eggs and a tattered old scroll of resurrection, you have been sent out of the desert and into the human lands to find his tomb. This is a mini-campaign, so I see it lasting around 4 to 8 sessions, depending on what goes on.
Rules:
-Monday Nights, 7pm EST to Midnight
-Gestalt starting at level 7 (starting exp: 24500)
-Level Adjustment takes up one side of Gestalt
-No Multiclass EXP penalties.
-No Cheezewhizzing. This means don't go overboard with the powergaming.
-You have to be a kobold
-Standard gold for level 7 (19000gp)
-32 point buy
-Max HP per level
-Don't eat the scroll of resurrection
Party Alignment is probably gonna be chaotic evil. And I don't recommend anyone have an Int above 8.
Books I Have:
Book of Exalted Deeds
Book of Vile Darkness
Complete Adventurer
Complete Arcane
Complete Divine
Complete Warrior
Draconomicon
Eberron Campaign Setting
Races of Eberron
Expanded Psionics
Fiend Folio
Forgotten Realms Campaign Setting
FR: Underdark
FR: Serpant Kingdoms
Frostburn
Heroes of Battle
Libris Mortis
Lords of Madness
Miniatures Handbook
Oriental Adventures
Planar Handbook
PHB II
Races of Destiny
Races of Stone
Races of the Wild
Sandstorm
Spell Compendium
Tome of Battle
Unearthed Arcana
Anything not on this list, just ask me. You can use most feats from other books (since I can just search 'em on the feat database). But if you want a base class or PrC, you'll have to scan me the page. No Tome of Magic. =(
Game Info: The game is set in a world called Crescentium, created by a Gfaqs user named Zandig. The rest of the world doesn't matter much, just consider it to have anything you need to make your characters, but there's a map somewhere if you want to see it.
Kobolds in this Game:
Kobolds communicate most things in a degenerated form of draconic that involves a lot of yipping. And unlike standard D&D Kobolds, which are Lawful Evil, these kobolds tend towards Chaotic Chaotic, having become that way after their ruler, the last dragon, died. The longest a king has ever reigned is six months. King is the third most dangerous occupation in the kobold world behind "Poison Eater Guy" and "Medusa Tickler."
And so, due to a massive death rate, a miniscule life expectancy and the massively chaotic regime, it has been decided that the great wyrm must be restored as leader.
---
Types of Kobold:
Cave Kobolds: (the standard ones)
These little fellas live in the caves under the great desert. They come in all colours and die often. The oldest known living cave kobold is 8 years old (King Ikataka's chief advisor, Iwavaka).
Variants From UA:
Arctic Kobolds:
They come from the north and complain how hot it is down here. They also die a lot. They are mostly descended from white dragons (if they're awesome) or silver dragons (if they're a bit crap).
-2 Str, +2 Dex, -2 Con, -2 Wis
Cold Endurance as a bonus feat
Desert Kobolds:
These are the best type of Kobold because that's what Ikataka is and he said so so there. They are the most likely to venture out into human lands, making their average lifespan about 8 months. They are mostly descended from Red dragons
-4 Str, +2 Dex, -2 Wis
+2 to survival checks
No bonus on Profession: Mine
No Light Sensitivity
Heat Endurance as a bonus feat
Favoured Class: Rogue
Jungle Kobolds:
These Kobolds live in the jungle a ways to the south. They die a bit less than other kobolds, with an average lifespan of 2 years.
-4 Str, +2 Dex, -2 Int
Altitude Adaption: No Altitude Sickness
+2 to climb checks: Add dex mod to climb instead of Str
No bonus on Craft (Trapmaking) or Profession (Miner) checks
Aquatic Kobolds
They live in the ocean. Don't play these.
-Aquatic Subtype
-Swim Speed, 40ft
The Kobold God:
Is about as intangible as any other god in this setting, but they call her "Kekeke" and she's referred to as a kind of mother figure. What she's like alignment wise and what she approves and disapproves of varies depending on any particular tribe's beliefs. Clerics should pick any two domains and claim she favours you.
The Great Wyrm:
The legends say that two hundred and eighty Kings ago (or 100 years), a great dragon ruled over the kobolds. Though no smarter than a pinecone, just having something big and scary watching over them kept the kobolds in line. Plus they could feed humans to him and everyone agreed it was hilarious. But one day, a very bad man who was a football player or maybe he was a wizard came and he threw a rock at the dragon. Or maybe he chanted and used an orb or something. No one's quite sure. Either way, he then commanded the dragon to do his bidding.
10 kings (or 3 years) later, the news hit Koboldville. The Great Wyrm had been slain by adventurers trying to stop the bad man who controlled him. He was hunted down in his lair created by the wizard and then stabbed in the crotch by a knight or possibly a barkeep.
There he lay for over a hundred years, the holy sword embedded in his heart or in his crotch or somewhere lethal. His massive lair was sealed up for a really long time, until some pesky humans started digging around. Now it's a race against time to uncover his bones before the fleshies do.
There are two main groups of smoothskins who complicate things. The first are the Blood Cultists, a group of humans who claim to be descended from the great Wyrm and who want to raise him as a skeleton to fly him around and rig the lottery. The second group are the Grey Ventures Inc., a troupe of adventurers who want to keep the dragon in his grave.