Unicorn to Dwarven Lord
Now the first real module began. The job board
was brought into being, and the players chose the module to track down green kobolds that had raided the city and left with an unknown orb.
The party set off and found disturbing tracks: their target had met up with a lot of kobolds(a tribe). They arrived at this place fairly quickly, and found an old cave. By searching a dead end, they found the coverings of a tunnel system that led deeper and deeper.
What followed was a loose remake from an old D&D board game. The smaller maps led into a dwarven stronghold.
It was here that the party encountered odd kobolds. They often had equipment that was not of this plane. It was as much a problem for the wielders as for their enemies, since there was a misfire chance. Ten percent may not seem like much, but it happened often.
Here's some of w
Most of the kobolds were the standard spear wielders, but...
There were big ones, strong enough to break down walls. They had a device with spinning blades at the end.
There was a shocker kobold. He had on metal-lined gloves that attached to a backpack. Protruding from the top was a metal rod capped with a metallic ball. Lightning would shoot from it to nearby objects and people that the kobold grappled with.
There were also a couple kobolds with a weapon that shot spears. But the party wasn't interested since the backfire happened every time(darn die rolls).
A group of red kobolds were fought here. The party didn't catch on to the different color.
There was a very skinny displacer beast here. It became trapped in a room when it grew too big to leave. He had been feeding off of who-knows-what. The kobolds found it the hard way and lots died. The displacer beast was later discovered by the party(who charged into the room) and trapped it. With thoughts of taming it or freeing it later, the party lured it into a room without an opening enlarged by the party breaking down areas, and shut the door. It's still in the dungeon. Roaming the halls and eating various things.
A gelatinous cube was encountered here. The kobolds had somehow kept it from leaving a certain section of the dungeon. The party found it by walking right into the square before I could type the word stop. The perceptions weren't good enough anyways, but it sure was a fun encounter. Inside the cube was a perfectly preserved corpse of a guy who had suffocated. He hadn't melted because he was wearing a ring of acid protection.
One ooze was encountered. It kept splitting and became several oozes before it was dispatched. A lot of groans were had every time the split happened. Never once did they try to prevent the split though...
There were a few undead kobolds. These were actually made by trying to work with the orb which was stolen, though the party never found out.
A room with a large metal door was found. Several dead kobolds were around with acid and fire burns. One was crushed. The party never gave up searching though. They eventually discovered that the big metal door was false when they found a trigger that slid open the wall beside
the big iron door. Untouched treasure was had by all.
At one point, the entire party was magically captured. So began the holiday oneshot module that, again, was not supposed to have an impact(I think it was easter). They were transported to the Pit o' Doom(their name for it). This was an arena with four major pillars, spikes protruding from the arena walls to prevent climbing, and a slippery bridge over a pit of acidic blood(party wanted it). Lots of green kobolds were in the stands. They had a brown kobold announcer(he had been given to the greens as a peace offering). While the party fought increasingly tough battles, the green kobold would insult their poor die rolls. Crits by the monsters were praised as examples of kobolds triumphing over the invaders to their home. The audience would throw rotting vegetables at the party whenever they crit. Whenever someone stepped in a trap, the kobolds would laugh and laugh. The party eventually turned the tides and the ranged members attacked the audience. There was a mass exodus of kobolds from the stands, which left the brown announcer kobold and a couple of guards. The party beat the guards and found a way back. Zanne, however, lost her temper. Before leaving, she decided to get revenge on that announcer. Around and around the they went. Zanne eventually cornering him. She lost her control over the wererat powers, and changed. It became a fight for his life as she attacked him. He managed to grapple her, and they struggled. Both of them were almost falling into the blood pit, but Zanne eventually managed to force him against a wall. She got control of herself and changed back into a human. She told the kobold he could either serve her, or die here. He decided to follow along, and Meepo
Meepo was first tied up and carried. He managed to convince the party to let him walk by himself, and Zanne kept a hold of that rope. Seeing him captured, the brown kobolds repeatedly tried to kill him. Wanting to live, Meepo agreed to help Zanne. Throughout the stronghold, Meepo would try to escape, but Zanne was watching him always.
The last room was magically sealed until the party figured out how to break it. Inside, they found Sam, the monk who had gone after Uberminion! He was changed. Shadows seemed to stream out from his pours. His attacks devastated the party. He forcibly slide the party around the room to where he had the best chance to attack everyone with viscous kicks. As he was beaten down(player amount of hp), he would submit more to the darkness. It eventually made him a being that was hard to hit, and hard to deal with. His kicks first became burst attacks. Then he gained an ability to make his struck opponent attack their friends. The party had a hard time, and half of them dropped under zero hp. Sam was devilish enough to keep attacking downed targets, too. It was a weakened party that finally won the day.
However, there was chanting going on down below. The party decided to press onwards! Short rest? The target was heard chanting. Finally, the party would get revenge! No time to waste!
They went down the spiral stairs and came into a room with four feet of water at the bottom. Pillars that rose to the water's level made a path to the back of the room. A few pillars were also scattered about(with kobold crossbow wielders on them). At the back of the room were some of the captured party members(unconscious). There was also Uberminion and a portal.
There was a wild rush. Kobolds tried to block the party, only to be beaten down. Every turn, Uberminion forced another character into the portal. The party was too late to save any of them. Uberminion was driven back and he escaped into the portal. It started closing while they decided what to do. At the last instant, they jumped in together and found themselves in the next area.
DM Note: This stronghold was tough. The difficulty was upped to alarming rates because of the party tendency to split up at intersections, blindly enter areas without caring about the many traps, and the constant numbers thrown against them. While it wasn't actually *that* bad(the party never used even half their healing surges a fight, and the monsters were always under the level of the party), it was a bit more than people thought. This, coupled with the games taking place during the week, meant that in addition to people dropping to scheduling, they also dropped due to party cohesion and the atmosphere of danger. It was the biggest turnover rate I have ever had. Though there were two players that stuck through. Their characters were Zanne and Ailwin
. Also, a band of Red Kobolds(see Snarl
) were fought here, but the party didn't catch on that I was only showing black and white pictures, or color pictures of green ones everywhere else.
Also, three choices were given for what was on the other side of the portal. Ravenloft-esque plane? RL life plane? Post apocalyptic plane? They chose the third option.