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| [March Monster Madness] AGE Monster Design: Classic Fantasy |
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| Daniel |
Posted: Tue Mar 01, 2011 2:34 am Post subject: [March Monster Madness] AGE Monster Design: Classic Fantasy |
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| shammond42 |
Posted: Mon Mar 07, 2011 10:16 am Post subject: |
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Joined: 13 Jan 2010 Posts: 24 Location: Holden, MA
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Can we submit our converted "King of the Monsters" entries? I'm guessing yes, but I'd like to make sure. My Vital Necklace appeared on the site and was open content if that makes a difference.
Steve |
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| Wolfgang |
Posted: Mon Mar 07, 2011 10:35 am Post subject: |
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 Kobold Overlord
Joined: 30 Dec 2007 Posts: 4988 Location: The Mines
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Yes, you can, though I don't know whether the judges will consider it "classic".
I suspect they are looking for monsters that have been around a while, but maybe Daniel will weigh in on this. _________________ Wolfgang Baur
Publisher, Kobold Press |
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| Daniel |
Posted: Mon Mar 07, 2011 11:00 am Post subject: |
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The idea of "Classic" is to get some of the good ole monsters of fantasy RPG adventuring into AGE stats.
Please note I only used the OGC monsters as examples. AGE is a closed system, therefore there will be no open content of any kind. It's just easier for me to point you to that list of monsters than to say something long-winded like "monsters that are familiar to players of the world's most well-known fantasy roleplaying game."
I'm thinking that down the line we'll do one of these design challenges for any monster, but for this one I'd like to keep it focused in the categories presented.
I do hope you'll participate anyway! _________________ Daniel M. Perez
DMPerez.com
Dragon Age Oracle
Highmoon Games
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Posted: Tue Mar 08, 2011 2:34 am Post subject: |
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| I wanted to ask the definition of "classic" monster. Are these just monsters as taken from European culture, or are all cultures open? Does this include folklore? Because I wanted to do this cat monster from Japanese legend that I always found quite fascinating. |
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| Daniel |
Posted: Tue Mar 08, 2011 7:45 pm Post subject: |
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Joined: 05 Jan 2008 Posts: 142 Location: Miami Beach, FL
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| glimmthegnome |
Posted: Tue Mar 08, 2011 8:39 pm Post subject: Medusa |
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Joined: 31 Jan 2011 Posts: 2 Location: Seattle, WA
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Medusa
For an ancient slight against the gods, the medusas were cursed with a horrid appearance – scaled skin, poisonous serpents in place of hair, and a petrifying gaze. Confined to the shadows and fringes of society, they now plot their vengeance against the gods and their followers.
Medusas prefer to ambush their opponents by hiding their true nature. A simple hooded cloak can disguise their monstrous nature and allow them to draw opponents close before unleashing their gaze attack. You should require a Perception (Seeing) vs. Communication (Disguise) test in order to recognize a medusa that is attempting to appear human. A success allows the characters to notice something is amiss before getting within the range of the medusa's gaze.
If the gaze isn’t sufficient to repel enemies, a medusa will often favor skirmish tactics. It will attempt to stay out of reach and deter pursuit with its bow. If an enemy closes into melee combat, the poison of the serpents atop its head will slow it so that the medusa has a chance to escape to safety.
Medusa
Abilities (Focuses)
4 - Communication (Deception, Disguise, Persuasion)
1 - Constitution
3 - Cunning
4 - Dexterity (Bows)
2 - Magic
4 - Perception (Seeing)
1 - Strength
3 - Willpower
Combat Ratings
Speed: 16
Health: 25
Defense: 14
Armor Rating: 3
Attacks
Short bow: +6 attack roll, 1D6+5 damage
Short sword: +4 attack roll, 1D6+3 damage
Biting snakes: +4 attack roll, 1D6+1 damage (see Slowing Poison)
Powers
Favored Stunts: Biting Snakes, Draw Gaze, and Skirmish
Biting Snakes Stunt: A medusa can follow up a successful attack with its short sword with a biting snakes attack as a special stunt costing 2 SP. This biting snakes attack must be taken against the same target as the original attack. Rolling doubles on the biting snakes attack roll does not generate more stunt points.
Draw Gaze Stunt: A medusa can perform the Draw Gaze stunt for 4 SP. All enemies within 10 yards take 2d6 penetrating damage as their eyes are drawn to the medusa and they begin to turn to stone. If the damage from this stunt reduces an enemy’s Health to 0, then it is fully petrified.
Petrifying Gaze: An enemy attempting to attack a medusa when within 10 yards of it must choose between avoiding the medusa’s gaze or risking petrification. If the enemy chooses to avoid the medusa’s gaze, it takes a -2 penalty on its attack roll. Otherwise, it may attack as normal but it takes 1d6 penetrating damage as its flesh hardens. If that damage reduces its Health to 0, then it is fully petrified.
Slowing Poison: The snakes atop the medusa’s head have poisonous bites. If an enemy is hit by a medusa’s biting snakes attack, it takes a -5 penalty to speed for a number of rounds equal to the attack roll’s Dragon Die.
Healing Petrification: The method for healing the petrification caused by a medusa is left as a decision for the Game Master. Potential cures include a potent magical ritual, slaying the medusa, divine intervention, or a kiss from the medusa. In a particularly dark campaign, the petrification may even be irreversible.
Scales: The scales covering a medusa’s body give it an AR of 3.
Talents: Archery Style (Journeyman)
Weapon Groups: Bows, Brawling, Light Blades
Equipment
Short bow, short sword, quiver, 20 arrows, hooded cloak |
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| cartoonlad |
Posted: Wed Mar 09, 2011 4:16 pm Post subject: |
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Joined: 24 Jan 2010 Posts: 3
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Gelatinous Cube
Gelatinous Cubes are not, in fact, cube-shaped. The name is a misnomer, most likely coming from early encounters with the nearly-transparent creatures in man- or dwarven-made underground passages, where the surroundings informs the shape of the cube. The cube is a mindless creature made of thick acidic gelatinous slime that feeds by absorbing and digesting organic matter, expelling inorganic objects. The creature feeds by engulfing its prey and digesting it in the cube's highly acidic interior. Trapped creatures are more likely to die by suffocation (or drowning) than by decomposition.
Abilities (Focus)
Communication: -3
Constitution: 3
Cunning: -2
Dexterity: -3
Magic: 1
Perception: 1 (Smelling)
Strength: 2 (Might)
Willpower: -2
Combat Ratings
Speed: 6
Health: 40
Defense: 7
Armor Rating: 6
Attack
Smother: +4, 1d6+3
Powers
Favored Stunts: Acid Touch, Engulf, and Skirmish
Acid Touch Stunt: For 2SP, the Gelatinous Cube can have this attack deal an additional 1d6 damage (acid).
Engulf: For 4SP, the Cube can follow up a successful Smother attack with an special Engulf attack against the same target. This attack is at +6. (This attack does not generate stunt points.) If the Engulf attack is successful, the target immediately takes an additional 1d6+4 damage. During the engulfed character's turn, the only action that may be taken is Break Free. To Break Free, the character makes an opposed Strength (Might) test. If successful, the character has managed to escape the cube, and can move up to half the character's speed. If unsuccessful, the character takes an additional 1d6+4 damage. Engulfed characters move with the Cube on the Cube's movement.
Skirmish Stunt: The Cube can only use the Skirmish stunt to move itself.
Made of Goo: Although Cubes are easy to hit, cuts, tears, and gouges just seem to fill up again. The self-healing ability of these creatures effectively gives them an AR of 6. |
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| cartoonlad |
Posted: Wed Mar 09, 2011 4:47 pm Post subject: |
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Joined: 24 Jan 2010 Posts: 3
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Rust Monster
Rust Monsters are lobster-like creatures, typically six feet long with two antennae. They can follow the scent of metal up to 30 yards away. When detecting metallic objects, it moves towards it and attempts to strike with its antennae to corrode the metallic item then feed upon it. Rust monsters are relentless in their pursuit of metal; they will only stop to consume freshly rusted metal objects. They prefer ferrous alloys (steel, iron), but will consume lyrium, gold, silver, and other precious metals.
Abilities (Focus)
Communication: -3
Constitution: 2 (Running)
Cunning: -2
Dexterity: 1 (Antenna)
Magic: 0
Perception: 3 (Smelling)
Strength: 2
Willpower: 1
Combat Ratings
Speed: 12
Health: 25
Defense: 11
Armor Rating: 3
Attack
Antennae (2): +3, 1d6+2, range 2 yds
Powers
Favored Stunts: Corrosive Touch and Skirmish
Corrosive Touch Stunt: For 3SP, instead of dealing damage to the target, the Rust Monster's antenna can touch the largest metallic object on the target. The object touched is considered damaged; a second Corrosive Touch by the Rust Monster will destroy the item.
Corrosive Armor: The scales covering the creature an AR of 3. Any metallic item that strikes a Rust Monster is considered damaged as described above.
Metalscent: The Rust Monster's Preception (Smelling) is only used to sense metallic objects. |
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| JesterOC |
Posted: Mon Mar 14, 2011 12:16 pm Post subject: |
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Joined: 21 Feb 2011 Posts: 27
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Dragon
Dragon’s are huge, powerful and intelligent creatures whose territory spans about the same area powerful human lord. Dragons prefer to dwell in the mountains, far away from large human cities. They have been known to demand tribute from any small human communities it considers within its domain.
It combat the dragon has the fighting strength of a small army. With its terrible swiftness, and superior size and strength, the dragon dominates the battlefield. With its armor impregnable to nearly all forms of archery, it can fly across the battlefield searching for the leaders of the opposing army. The dragon snatches the leaders, flies high and drops the lifeless burnt bodies back onto the troops. Soon even the most fervent army’s moral breaks and they route.
Adult mature Dragons are about 30 feet long from head to tail with a wingspan of nearly 45 feet.
Abilities (Focuses)
2 Communication (Bargaining, Deception,Persuasion)
6 Constitution
4 Cunning
8 Dexterity (Bite, Flame Breath, Tail, Initiative)
1 Magic
6 Perception (Seeing, Smelling, Tracking)
10 Strength (Claws, Might, Intimidation)
6 Willpower (Courage)
Combat Ratings
12 Speed (Flying 20)
75 Health
15 Defense
9 Armor Rating
Attacks
Bite To Hit +10 Damage 4d6+10
Flame Breath To Hit +10 Damage 2d6+3 Penetrating Damage
Claws To Hit +12 Damage 3d6+10
Tail Strike To Hit +10 Damage 1d6+10
Powers
Favored Stunts: Pierce Armor,Reassert Dominance
Intimidating Presence: All creatures must roll Willpower (Courage) against the dragon’s Strength (Intimidation). All who fail receive a -2 on all checks against the Dragon for the rest of the encounter. A creature may use a minor action to attempt to snap out of this effect with Willpower (Courage) vs Strength (Intimidation) check.
Uncanny Retribution: A dragon’s pride and speed are legendary. When it is not the Dragon’s turn the dragon can perform a tail slash against any enemy that successfully hits it with a melee attack. Rolling doubles on this attack does not generate stunt points. Grasped creatures are not effected by this power.
Flame Breath: A dragon’s flame breath is so hot, armor provides no protection. It can spit a gout of flame as a ranged attack with a short range of 8 yards and a long range of 16 yards. For 2 SP, a dragon can spread its flames to cover an area 10 yards across. Targets other than the primary target can make a Dexterity (Acrobatics) test against the dragon's Dexterity (Flame Breath) to take only half damage.
Grasp: This stunt can only be used against roughly human sized or smaller creatures that the dragon attacked with its claws or bite. For 2 SPs The Dragon can choose to grasp the target and keep it held in the limb that was used in the attack. The Dragon can only grasp one creature at a time. A creature grasped by a dragon until the dragon lets it go (as a free action), or the creature escapes.
The following rules apply to a grasped creature.
The grasped creature can not move.
The Dragon gets a +5 to hit the grasped creature.
If the dragon misses the grasped creature with an attack, it is considered a hit with the attack doing minimum damage and no stunt points generated.
Stunt points against the creature are doubled.
If the dragon opts to move the creature via the skirmish stunt, the creature is no longer grasped, but the will take falling damage equal to the number of yards the creature was moved.
The grasped creature may attempt to escape with a Strength (Might) vs the Dragon’s Strength (Might) or a Dexterity (Acrobatics) vs the Dragon’s Dexterity or Dexterity (Bite) if held within the dragon’s mouth. All damage taken by the dragon since the grasped creature’s last turn is be subtracted from the dragon’s check total.
Reassert Dominance: For 1 SP the Dragon can roar to reassert its dominance in the battlefield. All within hearing distance are subject to the effects of Intimidating Presence again.
Impregnable Hide: The toughness of the dragon’s scales gives it AR 9.
This is my first try at making a creature for AGE. I am hoping this makes the dragon a powerful (but not impossible) foe for high level characters.
I took the dragon breath ability from the Drake in the Set 2 preview. I figured it was best to keep the same mechanics as other breath weapons. If this is an issue I will revisit it.
At the moment I am unsure of its hit points. It may seem odd that a dragon has less hit points than an Ogre for instance. But I would not want fights too drag on too much and 75 hit points seems fine for 9 AR and it can always fly to leave before you can kill it, so having a relatively small hp total seems fair to me... any suggestions? |
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| glimmthegnome |
Posted: Sun Mar 27, 2011 8:21 pm Post subject: |
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Joined: 31 Jan 2011 Posts: 2 Location: Seattle, WA
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Hydra
Hydras are monstrous creatures that have roamed the world since the time of creation. While many have been slain by heroes throughout the ages, the monsters still manage to survive deep in the untamed swamplands of the world.
In combat, a hydra’s multiple heads attack with a flurry of snapping bites that can quickly take down even large prey. Foolish opponents may try to sever the beast’s heads only to be surprised as two heads quickly regenerate from the bleeding stump.
Hydra
Abilities (Focuses)
-2 - Communication
5 - Constitution (Stamina, Swimming)
-1 - Cunning
2 - Dexterity (Bite)
0 - Magic
2 - Perception (Seeing)
4 - Strength
2 - Willpower
Combat Ratings
Speed 8
Health 45
Defense 12
Armor Rating 5
Attacks
Bite +4, 1D6+4 damage
Powers
Favored Stunts: Defensive Stance, Lightning Attack, and Regenerate Heads
Multi-Headed: A hydra normally has 3 heads. Extra regenerated heads wither and die a couple days after combat returning the hydra to this number.
Serpentine Necks: A hydra may make bite attacks against opponents 4 yards away.
Multi-Attack: A hydra is able to make a bite attack for each head as a single major action. The hydra may attack different opponents with each attack or make multiple attacks against a single opponent.
Regenerate Heads Stunt: A hydra that has had one of its heads severed and has not taken damage from fire since the head was severed can perform the Regenerate Heads stunt for 2 SP. The hydra grows 2 heads to replace the severed one.
Sever Head Stunt: An opponent attacking a hydra can perform the Sever Head stunt for 3 SP. The hydra loses one of its head. If this removes the hydra’s last head, then it is killed regardless of its current health.
Scales: The thick scales covering a hydra’s body give it an AR of 5. _________________ Glimm's Workshop |
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| JesterOC |
Posted: Thu Mar 31, 2011 7:45 am Post subject: |
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Patron
Joined: 21 Feb 2011 Posts: 27
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Brownie
Brownie’s are small (3-4 feet in height) humanoids who live predominately in forests far away from civilized nations. Brownie society is tribal in nature, usually a small forest can support 2-3 tribes of brownies that peacefully co-exist and trade with another.
Brownies are usually only encountered by people who are delving too close to a tribe’s village. They are often warned off by a warning shot with a bow, failure to heed a brownie's warning arrow often leads to an attack by a war band of 10 or more brownies. Small parties are often attacked directly, while larger groups of intruders will be subject to hit and run raids by the brownies, usually targeting lookouts, scouts and food supplies.
While small in stature they are remarkably strong and fast for their size. They do not shy away from melee combat, using their speed and size to their advantage against larger foes. Often an archer will reveal his location to entice an individual to rush forward to engage him, not realizing that 2 to 3 brownies are waiting hidden nearby to ambush the foolish warrior.
Abilities (Focuses)
1 Communication
2 Constitution
1 Cunning
3 Dexterity (Bows,Light Blades,Stealth)
0 Magic
2 Perception ( Seeing, Tracking)
1 Strength
1 Willpower
Combat Ratings
12 Speed
18 Health
13 Defense (14 with Shield)
3 Armor Rating
Attacks
Dagger To Hit +5 1d6+2
Short Bow +5 1d6+3 (Short Range:16,Long Range:32, Reload:Minor Action)
Powers
Favored Stunts: Defensive Stance, Knock Prone, Pierce Armor
Camouflage: Brownies are experts at the art of camouflage. They gain a +2 bonus to all attempts at stealth when in their normal environment.
Hard Target: Brownies can use the defensive stance for 1 stunt point instead of the usual 2.
Pack tactics: Brownies are counted double for determining if the defender is outnumbered during melee combat.
Talents:
Scouting (Novice)
Equipment:
Light Leather, small shield, short bow, and dagger.
Edited: Removed Bows from Perception stat and placed it in the correct Dex stat. |
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| reverenddak |
Posted: Thu Mar 31, 2011 2:19 pm Post subject: |
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Joined: 03 Feb 2011 Posts: 2
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STIRGE
Stirges are flying bat-like creatures with long proboscis and several sets of barbed legs that end in pincers. They’re typically found in caves and swamps, but can also be encountered in dark forests with thick canopies. They swoop in, attach themselves to their hosts, and drain blood with their syringe-like proboscis.
They have been known to chase their victims for miles.
Abilities (Focus)
Communication: 0
Constitution: 2 (Stamina)
Cunning: -2
Dexterity: 4 (Bite)
Magic: -2
Perception: 1 (Smelling)
Strength: -2
Willpower: 1
Combat Ratings
Speed: 4 (Fly 16 )
Health: 12
Defense: 16 (12 while attached)
Armor Rating: 0
Attack
Proboscis (Bite): Attack Roll +6, Damage 1d3
Powers
Favored Stunts: Attach, Blood Drain and Pierce Armor
Attach: A stirge can use its barbed legs and pincers to latch on to its victim as a special stunt for 2 SP. While attached to its host its defence is reduced to 12, but holds on with great tenacity. The stirge can be attacked with a weapon or grabbed with a successful TN 12 Dexterity (Brawling) test. Once grabbed, an attached stirge can be removed with a successful TN 15 Strength (Might) test.
Blood Drain: An attached stirge drains blood, inflicting 1d6 penetrating damage, in any round it begins its turn. Once it has drained its Health in damage, it detaches and hides to consume its meal. |
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| cartoonlad |
Posted: Thu Mar 31, 2011 9:12 pm Post subject: Kobolds! Why'd it have to be kobolds? |
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Joined: 24 Jan 2010 Posts: 3
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Kobolds
Kobolds are sneaky little reptilian bastards that you normally expect to plow through at first level. They always have home field advantage.
…our party scrambled down a side passage, only to be ambushed by more kobolds firing with light crossbows through murder holes in the walls and ceilings. Kobolds with metal armor and shields flung Molotov cocktails at us from the other sides of huge piles of flaming debris, which other kobolds pushed ahead of their formation using long metal poles like broomsticks. There was no mistake about it. These kobolds were bad.
We turned to our group leader for advice.
"AAAAAAGH!!!" he cried, hands clasped over his face to shut out the tactical situation.
Abilities (Focuses)
0 Communication (Deception)
0 Constitution
4 Cunning
2 Dexterity (Stealth, Initiative, Traps)
-1 Magic
2 Perception
-1 Strength
0 Willpower
Combat Ratings
14 Speed
5 Health
12 Defense
1 Armor Rating (really cheap patchwork armor)
Attacks
Stab With Sharp Pointy Thing: +2, 1d6-1
Claw Your Damn Face Off: +2, 1d3+1
Spit: +5, 0
Powers
Favored Stunts: Skirmish, Trigger Trap, How’d I Miss That One?
Trigger Trap: Kobolds might look like comic relief, but you better watch out – you’ll soon find that they’ve lured you right where they want you. The effect varies based on the number of SP spent:
For 3 SP, the kobold can target one sucker with a Moderate Hazard or two suckers with Minor Hazards.
For 5 SP, the kobold can target one sucker with a Major Hazard or two suckers with Moderate Hazards, or three with Minor Hazards.
For 6 SP, it’s just like the 5 SP option, except the hazard does penetrating damage.
Note that when targeting multiple suckers, each sucker must be within 2 yards of each other.
Traps should reflect the current surroundings: pit traps, cave-ins, poison needles triggered by a tripwire, vials of flaming oil. Just go nuts. Generally speaking, the target can attempt a TN 15 ability test (usually Dexterity (Acrobatics)) to halve the damage. See pages 23 and 24 of the Game Masters Guide for more information about Hazards.
How’d I Miss That One?: There’s always more of the runts that you can count. For 2 SP, add another Kobold to the fight, anywhere you want to, even in the middle of the group. For every SP you spend above the initial 2, add one more kobold. (In other words, spend 3 SP to add two kobolds, 4 SP to add three, and so on.) Yes, they get to go this turn.
--
Notes: Kobolds are the cannon fodder GMs foist on first-level adventures in that other game; you encounter them and slice right through them like a dikoted katana through warm butter. That is, until Roger E. Moore’s editorial in Dragon #127. (The intro quote is from the article, which is reproduced at http://tuckerskobolds.com ) This, then, is my approximation of those little bastards for AGE.
Traps: They’re always about the damn traps. Rather than plan out exactly what the kobolds have riddled their home with, the Trigger Trap ability lets you make up what’s all in the area on the fly. Now, although you can go all the way up to spending 6 SP on doing penetrating damage, I recommend using some of those SP to Skirmish your suckers closer together.
How’d I Miss That One?: They’re constantly pouring out of walls, dropping from hidden ceiling alcoves, or just stepping out from behind the last one you just killed. They are easy to kill, but man, they just don’t stop coming. Running low on kobolds? Instead of blowing SP on a trap, just bring out more kobolds. The more kobolds, the more times you might roll well enough to start triggering more traps.
Edit: Oh, and by "anywhere you want to", yes, that means you can put one right in the middle of the little defensive circle the heroes made to protect themselves from the little bastards. Tell the players they just overlooked that one. It's small and there's a lot of crazy stuff going on distracting them, like how their pack horse is suddenly on fire.
"Stab With Sharp Pointy Thing" can mean swords, spears, crossbow bolts, and the like. They all have the same +2 on the attack and 1d6-1 on damage.
"Spit" is just annoying and quite a bit degrading. To illustrate how annoying it is, I recommend getting a pad of Post-It notes and each time a kobold successfully spits on a character, have that player stick a post-it on their shirt. Although this attack doesn't do any damage, it has a better chance to hit and does generate Stunt Points.
Last edited by cartoonlad on Fri Apr 01, 2011 7:20 am; edited 1 time in total |
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| Daniel |
Posted: Fri Apr 01, 2011 3:57 am Post subject: |
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Joined: 05 Jan 2008 Posts: 142 Location: Miami Beach, FL
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