Author Topic: The [Name to be determined] Clan  (Read 944 times)

0 Members and 1 Guest are viewing this topic.

Offline SchrodingersNinja

  • Moderator
  • *****
  • Posts: 2,215
  • Friendship? Again?
The [Name to be determined] Clan
« on: March 21, 2018, 12:36:37 PM »
Here is a thread for clan business, such as picking a clan name, deciding on your scale color, and building your dungeon (I hope to have some basic rules for constructing an underground lair pounded out by tonight).
"True glory consists in doing what deserves to be written, in writing what deserves to be read."
- Pliny the Elder

Offline Acetwinelf

  • Hero
  • *****
  • Posts: 564
Re: The [Name to be determined] Clan
« Reply #1 on: March 21, 2018, 04:48:35 PM »
So here is something to think about. Do we focus on killing or capturing invaders.
Killing we focus on death traps, spiked pit falls, poison darts, etc
Capturing, sleep darts, net traps, pit traps and nonlethal combat.
Pros and cons of both. Killing. Pro: easier to defend dungeon. Con:less valuable to some people and monsters.
Capturing. Pros: slaves, can be sold or traded to monsters or slavers for service or profit (fiends for their souls, monsters for their live dinners, some undead for their souls, slavers for their service.) Can be used to breed more kobolds. (possibly) Cons: harder to defend dungeon.
I personally lean on the side of focusing our efforts on capture because the rewards could be pretty great. Also I like the idea of having different monsters serving as traps and minions and this is the easiest way for that to happen. What do y'all think we should focus on?

Offline Brave Sir Robin

  • Hero
  • *****
  • Posts: 1,403
Re: The [Name to be determined] Clan
« Reply #2 on: March 21, 2018, 09:38:08 PM »
Well, I think it's very Koboldy to try to do a little of both. Captives are always useful, and we can always execute them anyway if we decide we have too many, they prove untrustworthy, or we can't find a better use for them. Killing is just very efficient, though.

I think it's wise to put the capture-style traps around the perimeter of the den. Nets, pitfalls, snares, and any of the whacky stuff that our trapsmiths might want to test out for science.

But closer to our actual living space and last defenses we should be utterly cutthroat. Falling rocks, giant scythe blades, falling rocks with alchemist's fire, hails of poison arrows, pit traps with falling rocks, pit traps with falling rocks with alchemist's fire, etc. :P

My character, Krinn, personally prefers whatever is most efficient in defending the homestead; however, he'll lean towards methods that might leave, say, a wizard's spellbook unharmed.

Offline Brave Sir Robin

  • Hero
  • *****
  • Posts: 1,403
Re: The [Name to be determined] Clan
« Reply #3 on: March 21, 2018, 09:49:50 PM »
Oh, and what do you guys think about rolling randomly to determine the scale colour of the kobolds in our clan? There's a table for this in Volo's:

d100    Scale Colour
01-05Black
06-10Blue
11-25Brown
26-30Gray
31-35Green
36-40Orange
41-55Ornage-brown
56-60Red
61-75Red-brown
76-85Tan
86-90White
90-100Patterned*

* Patterend: roll two colours and a pattern type:

d20      Scale Pattern
1-4Mottled
5-8Reticulated
9-12Shaded
13-16Spotted
17-20Striped

If we're all partial to a specific colour/pattern of course we could just choose that. I'm not at all picky, though, so interested to hear what you guys think.

Offline Acetwinelf

  • Hero
  • *****
  • Posts: 564
Re: The [Name to be determined] Clan
« Reply #4 on: March 21, 2018, 10:02:16 PM »
Red is just one of my favorite colors overall but I'm fine with rolling if anyone is adverse to the color red.

Offline SchrodingersNinja

  • Moderator
  • *****
  • Posts: 2,215
  • Friendship? Again?
Re: The [Name to be determined] Clan
« Reply #5 on: March 22, 2018, 11:12:38 PM »


Does this map look good for a starting Kobold Hall?
"True glory consists in doing what deserves to be written, in writing what deserves to be read."
- Pliny the Elder

Offline Brave Sir Robin

  • Hero
  • *****
  • Posts: 1,403
Re: The [Name to be determined] Clan
« Reply #6 on: March 23, 2018, 12:06:54 AM »
I love it!

Offline SchrodingersNinja

  • Moderator
  • *****
  • Posts: 2,215
  • Friendship? Again?
Re: The [Name to be determined] Clan
« Reply #7 on: March 23, 2018, 12:12:15 AM »
Thanks. I *should* be able to add rooms as the clan expands. I am kind of deciding how much time it will take to dig a room, or set a trap, and I think that's the last custom rule I need before we can start. I think my plan is to keep a tally of living kobold, and have them generate "building points" that can be used to make rooms. Simple Traps will probably be a survival check, along with materials and tools.
"True glory consists in doing what deserves to be written, in writing what deserves to be read."
- Pliny the Elder

Offline Brave Sir Robin

  • Hero
  • *****
  • Posts: 1,403
Re: The [Name to be determined] Clan
« Reply #8 on: March 23, 2018, 12:47:09 AM »
I seem to remember the old Dungeoneer's Survival Guide from like the AD&D era had a chapter about mining rates and stuff like that. AFAIK they haven't released anything quite like it since, but it might give you some inspiration.

Offline Acetwinelf

  • Hero
  • *****
  • Posts: 564
Re: The [Name to be determined] Clan
« Reply #9 on: March 23, 2018, 01:20:56 AM »
If that is the system we go with, (a system that rates traps into categories like harmful then dangerous then seriously harmful then deadly and assigns a cost to build said trap depending on what DM decides what category the trap being built falls under) if we use that, which sounds pretty cool. Then we should start out with a fair number of built up traps (though if DM wanted to rationalize giving us a low number of starting trap points (TP) then he could say the tribe just finished migrating and has only recently settled down and thus has had not a long time to set traps.)