The_Werebear
2007-10-16, 11:33 AM
Alright. Most everyone has heard of Tucker's Kobolds (http://www.tuckerskobolds.com/). For a one shot campaign I am doing Tucker's Revenge. The players will be the kobolds in charge of a small dungeon. It will be up to them to chase off the adventurers.
Here's the Rules as they stand.
PreSet players: Wizard, Rogue, Fighter, Cleric, Bard, all level 5 Kobolds. Each PC has 5 Experts, 4 Warriors, and 1 adept under their direct command.
Experts: level 2 –All have ranks in Trapmaking, Smithing, 1 Leatherworking, mining, handle animal, survival.
Warriors: Level 2- Rankings in Spot, Listen, and Mining if they have space.
Adept: Level 3- Spells, Spellcraft, Knowledge: Religion, Knowledge: Arcane.
Spending: 3,000 GP general Purpose per player; 1,000 GP for traps per player.
Maximum 5 players.
Basic Set up.
-5 days for preparation. I tell them 7 days.
-Then, I run the party of adventurers through their dungeon
-The kobolds must guard a poorly locked treasure chest somewhere in their dungeon
-The party wins if they get the chest’s loot and get out.
-The kobolds win if they kill or chase off all party members and keep their treasure.
-Required areas of the cave, which can be located anywere.
-Shrine
-Storeroom
-Kitchen
-Hatchery
-Sleeping Quarters.
-Armory
-Each Kobold must get 8 hours of sleep per day.
-Must spend two hours eating per day.
General Purpose GP
-3,000
-For expanding the caves (15gp per 5 foot square excavated)
-Purchasing better gear
-Experts start with Standard Tool Kit, Padded Armor, Light Crossbow(40 ammo), Dagger.
-Warriors start with Scale Mail, Light Crossbow(40 ammo), Heavy Pick, Light Wood Shield.
-Adepts –Robes, Dagger, Light Crossbow(20ammo).
-Buying extra troops (250 per standard kobold, 500 per warrior/Expert, 750 per adept, 1000 per kobold with 3 PC levels).
-Can not be pooled with other players.
Trap GP
-1000
-Used exclusively to set up traps or excavate extra space.
-Can be pooled with other players to buy better traps.
Traps
-Must be set up by Experts
-For every 100gp, it takes 2 hours to build and install.
-Kobolds must make the craft Trap check to build it, then another to install it.
-Experts can aid another.
-Experts can only work on one trap at a time.
-Warriors can aid another, but not be the sole trap builder.
-Adepts (Or magical caster of some sort) are required to aid another if the trap is magical in nature, Spellcraft check equal to trap DC.
-Failed check means an extra 5 hours is needed for repairs or gold is wasted.
-Extra Troops
-Two kobolds must be present in Hatchery to buy extra troops.
-One expert and one kobold of the type being trained.
-Producing an extra soldier(MM Kobold) requires one day.
-Producing an expert or warrior takes two days.
-Producing an Adept or Kobold with PC levels takes three days.
-Producing a Baby Chromatic Dragon takes all five days (Adept and Expert required for production).
-Extra or upgraded equipment
-Requires one expert in the armory.
-Craft check to produce the item
-Takes one hour per 100 gp of the item, rounded up.
-Digging and Modifying.
-Requires a DC 12 Profession: Mining check (str or wis) and 1 hour to clear a 5x5 space.
-Anyone can make the check.
-Must connect to a clear space (you can’t just dig a pit in a space you can’t get to.
-Creating an area of difficult terrain counts the same as clearing a 5x5 space.
-15 gp per 5x5 area modified.
-Walls can be built for 30 gp per 5x5x5 area. It takes 3 hours per each area.
Purchasing Animals and Monsters
-If they players wish to acquire animals, they must add a stable (New room costs for clearing space, + 100 gp for gear.
-Hunting expedition must be done.
-Survival check to find one.
-One day to find the animal if survival checks succeeds.
-300 gp per HD of the animal
-Must defeat the animal in combat without killing it.
-Handle animal check DC 10+ HD to tame it (1 day), or other skill check as appropriate (Know: Religion for Undead, Dungeoneering for Abberations).
I'll be using this Dungeon generator (http://www.aarg.net/~minam/dungeon.cgi), Random Seed: 1192551475. Put that number in and take a look at the map. I think it is appropriate for the situation, with plenty of room to expand in.
For the adventurers, I was thinking 4 9th level adventurers of the stereotypical party, Fighter, Rogue, Cleric, Wizard.
So, what I need: General critique on the idea and set up, submissions for the party of adventurers if anyone feels like it, and new ideas for stuff I forgot.
Here's the Rules as they stand.
PreSet players: Wizard, Rogue, Fighter, Cleric, Bard, all level 5 Kobolds. Each PC has 5 Experts, 4 Warriors, and 1 adept under their direct command.
Experts: level 2 –All have ranks in Trapmaking, Smithing, 1 Leatherworking, mining, handle animal, survival.
Warriors: Level 2- Rankings in Spot, Listen, and Mining if they have space.
Adept: Level 3- Spells, Spellcraft, Knowledge: Religion, Knowledge: Arcane.
Spending: 3,000 GP general Purpose per player; 1,000 GP for traps per player.
Maximum 5 players.
Basic Set up.
-5 days for preparation. I tell them 7 days.
-Then, I run the party of adventurers through their dungeon
-The kobolds must guard a poorly locked treasure chest somewhere in their dungeon
-The party wins if they get the chest’s loot and get out.
-The kobolds win if they kill or chase off all party members and keep their treasure.
-Required areas of the cave, which can be located anywere.
-Shrine
-Storeroom
-Kitchen
-Hatchery
-Sleeping Quarters.
-Armory
-Each Kobold must get 8 hours of sleep per day.
-Must spend two hours eating per day.
General Purpose GP
-3,000
-For expanding the caves (15gp per 5 foot square excavated)
-Purchasing better gear
-Experts start with Standard Tool Kit, Padded Armor, Light Crossbow(40 ammo), Dagger.
-Warriors start with Scale Mail, Light Crossbow(40 ammo), Heavy Pick, Light Wood Shield.
-Adepts –Robes, Dagger, Light Crossbow(20ammo).
-Buying extra troops (250 per standard kobold, 500 per warrior/Expert, 750 per adept, 1000 per kobold with 3 PC levels).
-Can not be pooled with other players.
Trap GP
-1000
-Used exclusively to set up traps or excavate extra space.
-Can be pooled with other players to buy better traps.
Traps
-Must be set up by Experts
-For every 100gp, it takes 2 hours to build and install.
-Kobolds must make the craft Trap check to build it, then another to install it.
-Experts can aid another.
-Experts can only work on one trap at a time.
-Warriors can aid another, but not be the sole trap builder.
-Adepts (Or magical caster of some sort) are required to aid another if the trap is magical in nature, Spellcraft check equal to trap DC.
-Failed check means an extra 5 hours is needed for repairs or gold is wasted.
-Extra Troops
-Two kobolds must be present in Hatchery to buy extra troops.
-One expert and one kobold of the type being trained.
-Producing an extra soldier(MM Kobold) requires one day.
-Producing an expert or warrior takes two days.
-Producing an Adept or Kobold with PC levels takes three days.
-Producing a Baby Chromatic Dragon takes all five days (Adept and Expert required for production).
-Extra or upgraded equipment
-Requires one expert in the armory.
-Craft check to produce the item
-Takes one hour per 100 gp of the item, rounded up.
-Digging and Modifying.
-Requires a DC 12 Profession: Mining check (str or wis) and 1 hour to clear a 5x5 space.
-Anyone can make the check.
-Must connect to a clear space (you can’t just dig a pit in a space you can’t get to.
-Creating an area of difficult terrain counts the same as clearing a 5x5 space.
-15 gp per 5x5 area modified.
-Walls can be built for 30 gp per 5x5x5 area. It takes 3 hours per each area.
Purchasing Animals and Monsters
-If they players wish to acquire animals, they must add a stable (New room costs for clearing space, + 100 gp for gear.
-Hunting expedition must be done.
-Survival check to find one.
-One day to find the animal if survival checks succeeds.
-300 gp per HD of the animal
-Must defeat the animal in combat without killing it.
-Handle animal check DC 10+ HD to tame it (1 day), or other skill check as appropriate (Know: Religion for Undead, Dungeoneering for Abberations).
I'll be using this Dungeon generator (http://www.aarg.net/~minam/dungeon.cgi), Random Seed: 1192551475. Put that number in and take a look at the map. I think it is appropriate for the situation, with plenty of room to expand in.
For the adventurers, I was thinking 4 9th level adventurers of the stereotypical party, Fighter, Rogue, Cleric, Wizard.
So, what I need: General critique on the idea and set up, submissions for the party of adventurers if anyone feels like it, and new ideas for stuff I forgot.