Caves of Chaos - Kobold Lair
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- Blood Axe
- Cold-Blooded Diabolist
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Caves of Chaos - Kobold Lair
Id like to convert the Caves of Chaos into DCC RPG- keeping it about 90% the same. I'll provide the map, basic details on each room, and you can give ideas on how to switch it up a bit. If you have The Keep on the Borderlands/ Caves of Chaos- you can follow along in your own copy. Its pretty bare on detail, its basically- kick in the door, kill the monster, take the treasure. Treasure and magic will need to be cut back, mosters switched to DCC stats, add details (sight , smell, lighting, furnishings, etc) monster tactics, traps, tricks.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
- Blood Axe
- Cold-Blooded Diabolist
- Posts: 530
- Joined: Mon Jul 11, 2011 10:58 am
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- Location: Bethlehem, Pennsylvania
Re: Caves of Chaos - Kobold Lair
Entrance- 2 in 6 chance of ambush in the woods around the cave entrance. 8 kobolds with spears- up in the trees, each has d8 silvers
Inside - pit trap- 10' deep, lid slams shut trapping victims
1- Guard room - 6 kobolds with spears- throw spears then alert lair, d6 silvers
2- Giant rats - garbage heap- largest rat wears a necklace (400 gp)
3- Food storage room- locked door- supplies, stolen foodstuffs, wine cask, bits of victims
4- 3 large kobold guards - bows, armor, handaxes - use corner for cover 92d6gold each)
5- Kobold Chief huge kobold with battle axe, 5 females that fight as males, 8 young(non-combatants)
key to storage room #3, necklace ( 1200 gp) old blanket with 50gp hidden, each feamle has d6 gold
chest with 203 copper, 61 silver, 22 electrum
6- Common room- 17 males, 23 females, 8 young
males d6 silver, females d4 silver bolt of silk (150 gold value)
=====================
Pretty plain.
Ive been thinking of a few ideas.
- more traps
- giant weasel pet for Chief
- a half complete tunnel or room (they are trying to expand their lair)
Inside - pit trap- 10' deep, lid slams shut trapping victims
1- Guard room - 6 kobolds with spears- throw spears then alert lair, d6 silvers
2- Giant rats - garbage heap- largest rat wears a necklace (400 gp)
3- Food storage room- locked door- supplies, stolen foodstuffs, wine cask, bits of victims
4- 3 large kobold guards - bows, armor, handaxes - use corner for cover 92d6gold each)
5- Kobold Chief huge kobold with battle axe, 5 females that fight as males, 8 young(non-combatants)
key to storage room #3, necklace ( 1200 gp) old blanket with 50gp hidden, each feamle has d6 gold
chest with 203 copper, 61 silver, 22 electrum
6- Common room- 17 males, 23 females, 8 young
males d6 silver, females d4 silver bolt of silk (150 gold value)
=====================
Pretty plain.
Ive been thinking of a few ideas.
- more traps
- giant weasel pet for Chief
- a half complete tunnel or room (they are trying to expand their lair)
- Attachments
-
- Kobold Lair.jpg (9.85 KiB) Viewed 14465 times
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
- Raven_Crowking
- Cold-Hearted Immortal
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Re: Caves of Chaos - Kobold Lair
Page 180 in the core rules should be your first stop.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
- Blood Axe
- Cold-Blooded Diabolist
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- Joined: Mon Jul 11, 2011 10:58 am
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Re: Caves of Chaos - Kobold Lair
The magic mouth spell? I have the 1st edition rules.Raven_Crowking wrote:Page 180 in the core rules should be your first stop.
These will be dog-lizard kobolds, not evil fey kobolds.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
- Raven_Crowking
- Cold-Hearted Immortal
- Posts: 3159
- Joined: Fri Mar 16, 2012 9:41 am
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- Contact:
Re: Caves of Chaos - Kobold Lair
That's okay; the page is 380 anyway.Blood Axe wrote:The magic mouth spell? I have the 1st edition rules.Raven_Crowking wrote:Page 180 in the core rules should be your first stop.
These will be dog-lizard kobolds, not evil fey kobolds.
Variations in humanoids, making them mysterious.
Also for your consideration: http://ravencrowking.blogspot.ca/2015/0 ... n-zed.html
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
- Blood Axe
- Cold-Blooded Diabolist
- Posts: 530
- Joined: Mon Jul 11, 2011 10:58 am
- FLGS: The Portal
- Location: Bethlehem, Pennsylvania
Re: Caves of Chaos - Kobold Lair
Ive been thinking of a few ideas to change it up a bit.
- the lair being expanded by a room or two, possibly a tunnel for ambushes
- a shaman with a minor magic item allowing him to control a zombie/skeleton bodyguard
- the chief with a giant weasel pet
- a hiding, lazy or drunk kobold in the storeroom
- the kobolds having a few traps or tricks- a jar with a bees nest, a basket of snakes (are they poisonous?), a jar of green slime( not real just disgusting), a blade trap set at head/chest level (kobolds are too short to be effected)
- some wandering creatures - cave lizard, giant spider, stirges
- small mimic posing as something in the storeroom
- the lair being expanded by a room or two, possibly a tunnel for ambushes
- a shaman with a minor magic item allowing him to control a zombie/skeleton bodyguard
- the chief with a giant weasel pet
- a hiding, lazy or drunk kobold in the storeroom
- the kobolds having a few traps or tricks- a jar with a bees nest, a basket of snakes (are they poisonous?), a jar of green slime( not real just disgusting), a blade trap set at head/chest level (kobolds are too short to be effected)
- some wandering creatures - cave lizard, giant spider, stirges
- small mimic posing as something in the storeroom
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
- Blood Axe
- Cold-Blooded Diabolist
- Posts: 530
- Joined: Mon Jul 11, 2011 10:58 am
- FLGS: The Portal
- Location: Bethlehem, Pennsylvania
Re: Caves of Chaos - Kobold Lair
Kobold Lair
Encounter A
The cave entrance. The entrance to the lair is within a small grove of trees. (about 80' diameter)
(original text)
There is a 2 in 6 chance that as the group of adventurers enters the cave-like tunnel, 8 kobolds will come out of hiding in the trees above and attack.
30' inside the entrance is a pit. There is a 3 in 6 chance that each person in the front rank will fall in unless they are probing ahead. There is a 1 in 6 chance that individuals in the second rank will also fall in, but only if they are close to the first rank and the character ahead has fallen in. The pit is 10' deep and those falling in will take d6 damage. The pit lid will close and persons within cannot escape without aid from the outside. The noise will attracct creatures from areas #1 and #2. Planks for crossing the pit are stored at #1 beyond.
(creatures at area #1 and #2 are: #1 Guard Room: 6 kobold guards, #2 Garbage Heap: Giant rats )
Encounter A
The cave entrance. The entrance to the lair is within a small grove of trees. (about 80' diameter)
(original text)
There is a 2 in 6 chance that as the group of adventurers enters the cave-like tunnel, 8 kobolds will come out of hiding in the trees above and attack.
30' inside the entrance is a pit. There is a 3 in 6 chance that each person in the front rank will fall in unless they are probing ahead. There is a 1 in 6 chance that individuals in the second rank will also fall in, but only if they are close to the first rank and the character ahead has fallen in. The pit is 10' deep and those falling in will take d6 damage. The pit lid will close and persons within cannot escape without aid from the outside. The noise will attracct creatures from areas #1 and #2. Planks for crossing the pit are stored at #1 beyond.
(creatures at area #1 and #2 are: #1 Guard Room: 6 kobold guards, #2 Garbage Heap: Giant rats )
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
- ThatBunyip
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Re: Caves of Chaos - Kobold Lair
Keep on the Borderlands was my first experience with D&D and is still my favorite module, so I'm loving this so far.