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The Witch-King
2011-07-14, 01:38 PM
KOBOLD FORCE FIVE: Mission II
(D&D 3.5/Dragonstar/Pathfinder)

http://fc01.deviantart.net/fs10/i/2006/083/f/2/Kobold_Soldier_by_CommissarKinyaf.jpg

It is the far future...

General Draukzur of the Kobold Star Empire stood looking out over the fleet from the vantage point of his command carrier’s observation deck. The battlecruisers, light cruisers and destroyers of the fleet seemed to drift lazily across the night sky over the planet below as an endless train of supply shuttles and transport ships trailed up to them from the surface and back again. He often came here to think but as much as he might like to, it would be ludicrous to command the fleet from a room with a window like this. The command center was deep in the heart of the mighty vessel. It was why he preferred ground combat to starship battles: he longed to fight an enemy he could see with his own eyes.

He heard the door hiss open behind him but did not turn.

“Report,” he said.

The boots of his adjutant, Lieutenant Zobkol lightly tapped against the deckplates as he entered the chamber and even though the General could not see the gesture, Zobkol lifted his right hand over his chest and pulled his claws quickly into a fist over his heart in salute. He pulled a small computer display out of his pocket and began to read out the condition of the fleet.

“All ships stand ready, General. The prefabricated shipyard has arrived from the homeworlds and been assembled without incident. All adamantine and mithral mines and alchemical fabricators on the planet are operating at peak efficiency and the fleet is being resupplied as we speak. There's a minor glitch in the alchemical healing vats in the main triage center planetside but the artificers promise me they'll have it worked out by this afternoon.”

“Very good. Order all leaves canceled. All fleet personnel are to return to their ships at once and all ships are to prepare for immediate deployment,” the general said.

“Sir?” Zobkol asked. “Has something happened?” A quick glance at his display confirmed that the fleet was not scheduled for anything other than training and patrols.

The general sighed. “The damned lizards have joined the Sahuagin.”

The small computer display clattered against the deck. The lieutenant stood there for a moment with his mouth open before he snatched up the display unit and composed himself as best he could.

“But--but why?”

“Seems the lizardfolk think they should be the heirs to the ancient Dragon Empire, not us. If they remain true to form, they’ll launch a series of raids to appear to be trying to cut off our supplies but it’ll be a feint to draw us out and disperse our forces so they can launch a massive central assault. The Egg Mother herself has commanded me to neutralize the threat before the lizards can gather in strength. I intend to attack at once.”


* * *

In the wake of the destruction of the scanners of the ancient Imperial frontier base (see KFF: Mission I (http://www.giantitp.com/forums/showthread.php?p=6334521)), the war against the Sahuagin space pirates has developed in earnest. Unfortunately, the lizardfolk, powerful warriors armed with one of the most numerous star fleets if not the most advanced and once considered trusted allies, have gone over to the Sahuagin pirate fleet and are now threatening our strategic flank.

The asteroid colony at Khallon is populated by lizardfolk warriors and their human slaves. The colony was moved years ago to a position adjacent to the Khallon system’s main jump point to act as a bombardment platform against invasion. Its external defenses are considerable and have repelled three fleet assaults in the past. The plan to deal with the base is for our wizards to magically insert a kill team via an old, abandoned freighter docked to the colony currently being used as extra cargo space. The team will be retrieved using the same magical means from one of several pre-arranged locations. Unfortunately, the team’s magical arrival will trip the lizardfolk’s alarms and alert them to the team’s presence, but not their exact location. The kill team must fight their way to the center of the asteroid colony and seize either the command deck, the colony’s main computer control room or the central reactor, preferably while drawing as much attention as possible. If the team can cause enough internal chaos aboard the asteroid colony, our fleet's victory will be assured.

That, however, is not your mission.

The lizardfolk commander on site has hired the assistance of an elite team of mercenaries in preparation for launching a series of attacks into friendly space. They are the Sindasuré, the Grey Wind, a team of elven soldiers-for-hire. They are as renowned for their swift, vicious attacks as they are for their valor and utter ruthlessness. Intelligence has this on the composition of the Grey Wind: Atadariel Silverhand, team leader, wilderness warfare specialist and highly trained military tactician and strategist (Ranger/Marshal), Rhilarset Wildfalcon, dual-pistol wielding skirmisher (Scout), Balarand Dewsword, hexblade, Elsern Starfeather, warmage and Gelescia Wisedancer, cleric. The Sindasuré have disrupted our operations in the past and will, most likely, disrupt the infiltration of the asteroid colony.

Using the fleet attack and the other kill team's assault on the base as cover, your team will draw out the Sindasuré and eliminate them. Once that objective has been completed, render support to the other kill team and assist in securing the colony.

All that remains is for you to choose the ones who will go. You must assemble: KOBOLD FORCE FIVE.

Basically, this is just a thought experiment to decide what force of operatives you'd be sending if it were up to you and to discuss why.

Choose a force of 5 humanoids or monstrous humanoids with 12 total levels a piece (Character Level + Level Adjustment + Racial Hit Dice) that will go on the mission and explain why you chose them.

This is a hit-and-run mission. You must accomplish the following objectives and then retreat to one of the designated retrieval points before the sheer mass of numbers of the lizardfolk marines (considered to be among the toughest in the galaxy) can be brought to bear on your team:

1. Terminate (or capture) all five members of the Sindasuré.

2. Eliminate the base commander.

3. If objectives one and two have been met, then assist the other kill team in reaching the command deck, the main computer room or the main reactor. If the other team has been eliminated, seize one of those three objectives to better enable the fleet to take the colony.

Warning: While you are free to kill all enemy personnel manning the main computer control room, the asteroid colony computer is a living computer, a relic of the old Empire, and must not be damaged or destroyed.

Rules:

The race you choose must be a humanoid or monstrous humanoid race. No humans, elves, dwarves, gnomes, halflings, planetouched or half-breeds of aforementioned races. The race you choose is up to you. However, the higher the level adjustment and racial hit dice for the race, the fewer remaining levels you have to choose class levels for the team members. All members must be from the same race. Exception: You may have one soulmech or warforged operative accompany you on the mission.

Each individual may make use of a single prestige class in the team. Multi-classing for all operatives is acceptable.

Should anyone feel equipment to be an issue, assume sufficient funds exist to provide each individual with whatever basic equipment they can carry including masterwork items but not any magical items of any specific powers (it can be generally assumed that the party has at its disposal generic magical melee weapons, say +3 and equally generic magical armor, also +3, just for the sake of argument). Blasters and Assault weapons are the only available ranged weapons (aside from bows, crossbows, thrown weapons, etc.)

Sample equipment for those unacquainted with Dragonstar:

Melee

Keenblade versions of all archaic bladed weapons are available. These weapons are made from contemporary materials and have their bladed edges laminated with industrially created diamond. This provides a +1 to attack and stacks with both magic and masterwork bonuses. They are rare but available for a team of this type.

Small

Blaster Pistol (semi-auto) 3d8/x2 (30 shots) (Directed Energy Weapon)

Heavy Autopistol (automatic) 1d12/x3 (20 shots) (Projectile)

Medium

Blaster Carbine (semi-auto) 4d8/x2 (25 shots) (DEW)

Assault Carbine (automatic) 1d10/x3 (50 shots) (Projectile)

Large

Blaster Rifle (semi-auto) 4d10/x2 (20 shots) (DEW)

Assault Rifle (automatic) 1d12/x3 (50 shots) (Projectile)

Grenades

Concussion 6d6

Fragmentation 6d6

Incendiary 6d6

Flashbang, Smoke and Stun grenades are also available.


Since there isn't a prize or anything for this, make use of what official D&D 3.5/Dragonstar/Pathfinder base classes you want. NPC Classes are also acceptable.

Example: General Draukzur sends a kill team to achieve the mission objective. The team consists of a ranged-weapons specialist Ranger (Lvl 12), a Warlock (Lvl 12), a Cleric (Lvl 12) and an Artificer (Lvl 12), all Kobolds. In addition, the team has a Warforged Charger Knight (Lvl 4) as backup. The Warlock provides unlimited magical boomage for the long haul, the Cleric can buff and heal the other team members, the Artificer can do likewise, especially for the Warforged Charger (T1N7-E, the other team members call him “Tiny”) and the Ranger is a general combatant for close quarters and especially at range. The entire team, except for “Tiny,” is armed with blaster pistols and riding barded dire weasels. They also have bandoliers holding 2 smoke grenades, 1 concussion grenade and 1 stun grenade. “Tiny” carries a tower shield, a blaster rifle and a full bandolier of concussion and fragmentation grenades.


http://th02.deviantart.net/fs28/PRE/f/2008/052/1/f/Kobold_Kommando_2_by_CommissarKinyaf.jpg

Flame of Anor
2011-07-14, 02:53 PM
Am I misunderstanding this, or should it be in the PbP board?

Zonugal
2011-07-14, 03:04 PM
Do you want completely stated out individuals?

Luckmann
2011-07-14, 03:19 PM
"Who dares, wins!" you say?
"Who cares who wins?" I say!

:smallbiggrin:

The Witch-King
2011-07-14, 03:36 PM
Am I misunderstanding this, or should it be in the PbP board?

This isn't for an actual game--it's just a thought experiment where you describe what party you would send on the mission. That's it.

EDIT: Although--that said--I probably will eventually run a game like this...


Do you want completely stated out individuals?

That's not at all necessary. However, I'd be thrilled if someone took it upon themselves to go that far but really just stating the race you'd use and what classes you'd send along with the roles you envision them undertaking on the mission is all that's "required" (if required is even the right word...)

EDIT: Here's the example party I put together for the first mission:

Example: Narsnaga Ugrot, leader of the Orc colony sends five of his best to attack the Sahuagin and knock out the ancient scanner equipment. He decides to adopt stealth rather than a smash and grab. He sends: a Rogue/Assassin, a Fighter/Rogue, a Dread Necromancer, a Cleric, and a Wizard. The strategy here is to have the Assassin and the Fighter/Rogue proceed ahead of the main party using stealth to eliminate what enemies they can (they are of course utilizing spells cast on them by their peers). Behind them, the Dread Necro and the Cleric can animate the fallen pirates to add to the party's resources for big fights. The Cleric also provides healing and support spells and the Wizard is there for magical boomage should it be necessary or to provide cover for an escape. For larger fights, the undead Sahuagin soldiers go in first while the Assassin and Fighter/Rogue support and move up the flanks. Spell casters cast as needed. The Sahuagin zombies are brittle combatants but can still use the blasters they were issued when they were alive and so can still prove to be a useful adjunct to the party's combat power.

Draz74
2011-07-14, 04:19 PM
Chosen race: Blues (http://www.d20pfsrd.com/psionics-unleashed/races/blues-psionics-unleashed)

Blue Soulknife 5 / Nomad 1 / Elocator 6
TWF and throwing specialist. The most combat-focused in the group, although he also has incredible acrobatics skills and a few other tricks.

Blue Egoist 12
The team healer/buffer. (Pathfinder Egoist can share self-healing or buffing powers with allies as an Augment.) Also has reasonable tanking abilities due to self-buffing, and some good utility powers.

Blue Factotum 12
Well, somebody's gotta be good at breaking in, hacking, and, well, everything else. Probably a ranged specialist with Knowledge Devotion to give his sniper attacks some extra punch.

Blue Seer 4 / Incarnate 1 / Soul Manifester 7
The scout, the social con artist, and generally the guy who warns the party when something is about to go wrong in their plans.

Blue Shaper 6 / Constructor 6
Need equipment that you didn't bring? No problem, let me pull it out of my mind. Also the group's real melee tank, in the form of Astral Constructs.

So ... yeah. I was tempted to change the Factotum to make the whole party Psionic, but Factotum just fit too well. Of course they all have maxxed Stealth, with it being a racial class skill and all.

I don't know much about Dragonstar, so I'll just copy the OP's Equipment list. Including the dire weasel mounts, of course. :smallcool:

mootoall
2011-07-14, 04:29 PM
Kobold Egoist 1. What?

The Witch-King
2011-07-15, 09:41 PM
Chosen race: Blues (http://www.d20pfsrd.com/psionics-unleashed/races/blues-psionics-unleashed)

Blue Soulknife 5 / Nomad 1 / Elocator 6
TWF and throwing specialist. The most combat-focused in the group, although he also has incredible acrobatics skills and a few other tricks.

Blue Egoist 12
The team healer/buffer. (Pathfinder Egoist can share self-healing or buffing powers with allies as an Augment.) Also has reasonable tanking abilities due to self-buffing, and some good utility powers.

Blue Factotum 12
Well, somebody's gotta be good at breaking in, hacking, and, well, everything else. Probably a ranged specialist with Knowledge Devotion to give his sniper attacks some extra punch.

Blue Seer 4 / Incarnate 1 / Soul Manifester 7
The scout, the social con artist, and generally the guy who warns the party when something is about to go wrong in their plans.

Blue Shaper 6 / Constructor 6
Need equipment that you didn't bring? No problem, let me pull it out of my mind. Also the group's real melee tank, in the form of Astral Constructs.

So ... yeah. I was tempted to change the Factotum to make the whole party Psionic, but Factotum just fit too well. Of course they all have maxxed Stealth, with it being a racial class skill and all.

I don't know much about Dragonstar, so I'll just copy the OP's Equipment list. Including the dire weasel mounts, of course. :smallcool:

I have to admit I don't know much about the psionics rules but I have to say your team has me intrigued--thanks for posting!

Zonugal
2011-07-17, 09:31 PM
How about something akin to this?

Wesley 'Frazzle Dazzle' Korslor; Mongrelfolk Conjurer 5/Malconvoker 7: Through summoning and sufficient application of the Invisible Spell metamgic feat he serves as the teams primary diversion creator as guards & infantry have to deal with a constant stream of invisible, summoned foes as well as basic battlefield control spells (all the while invisible himself).

Roxo 'Chipotle' Gasbey; Mongrelfolk Dragonfire Adept 12: Through proper application of the Mongrelfolk's ability to mimic any voice and the alter-self invocation he'll serve the team as its infiltration & social expert. The main tactic performed is to find the highest authority figure, seduce them, kill them via breath weapon, hide their body, imitate them and than set-up an ambush for the Sindasuré.

Lawerence 'Quick Switch' Belc; Mongrelfolk Ranger 2/Barbarian (Spirit Lion & Whirling Frenzy acf) 1/Fighter (Stealthy, Zhentarim Fighter & Hit & Run Tactics acf) 3/Master Thrower 5: This guy uses a whole bunch of variants to create a guy who throws knives very precisely (and quietly) & generally serves as one of the teams 'confrontation' specialists.

Fredy 'Ghost' Vorello; Mongrelfolk Ranger 1/Fighter (Zhentarim Fighter & Dungeoncrasher acf) 6/Avenging Executioner 5: This guy acts with 'Quick Switch' to handle confrontations as well as make exits when needed through a supreme use of brute force.

Sergei 'Boom Tube' Jones; Mongrelfolk Rogue (Mimic acf) 2/Spellthief 1/Rogue 4/Combat Trapsmith 5: He works with Roxo 'Chipotle' Gasbey to infiltrate a base of operations in addition to assisting him in any social encounters. While 'Chipotle' is doing his seducing 'Boom Tube' handles exit strategies by literally setting explosion based traps everywhere he can (for free). Every door, every drawer, everything is trapped for 5d6 fire damage.

So how about that?

The Witch-King
2011-07-18, 02:51 AM
How about something akin to this?

Wesley 'Frazzle Dazzle' Korslor; Mongrelfolk Conjurer 5/Malconvoker 7: Through summoning and sufficient application of the Invisible Spell metamgic feat he serves as the teams primary diversion creator as guards & infantry have to deal with a constant stream of invisible, summoned foes as well as basic battlefield control spells (all the while invisible himself).

Roxo 'Chipotle' Gasbey; Mongrelfolk Dragonfire Adept 12: Through proper application of the Mongrelfolk's ability to mimic any voice and the alter-self invocation he'll serve the team as its infiltration & social expert. The main tactic performed is to find the highest authority figure, seduce them, kill them via breath weapon, hide their body, imitate them and than set-up an ambush for the Sindasuré.

Lawerence 'Quick Switch' Belc; Mongrelfolk Ranger 2/Barbarian (Spirit Lion & Whirling Frenzy acf) 1/Fighter (Stealthy, Zhentarim Fighter & Hit & Run Tactics acf) 3/Master Thrower 5: This guy uses a whole bunch of variants to create a guy who throws knives very precisely (and quietly) & generally serves as one of the teams 'confrontation' specialists.

Fredy 'Ghost' Vorello; Mongrelfolk Ranger 1/Fighter (Zhentarim Fighter & Dungeoncrasher acf) 6/Avenging Executioner 5: This guy acts with 'Quick Switch' to handle confrontations as well as make exits when needed through a supreme use of brute force.

Sergei 'Boom Tube' Jones; Mongrelfolk Rogue (Mimic acf) 2/Spellthief 1/Rogue 4/Combat Trapsmith 5: He works with Roxo 'Chipotle' Gasbey to infiltrate a base of operations in addition to assisting him in any social encounters. While 'Chipotle' is doing his seducing 'Boom Tube' handles exit strategies by literally setting explosion based traps everywhere he can (for free). Every door, every drawer, everything is trapped for 5d6 fire damage.

So how about that?

I'd say it's brilliant in every way. Love the synergy. At first I was going to say that between Mongrelfolk (and Kenku) and Dragonfire Adepts, that one has to be VERY sure of what one allows in a campaign--but then it occurred to me that the Alter Self could be done with a spell rather than the Dragonfire Adept invocation ability and I'm sure the mimicry could be done another way as well magically and as such, organizations are a lot easier to infiltrate than I imagined...

The TSA in fantasy universes must have a very tough job indeed.

EDIT: Oh--and I loved your character names... :)