Sunday, March 13, 2011

Chaotic Caves of Weirdness: Cave A - Kobold Lair

Holy crap, there's going to be some ACTUAL GAMING CONTENT here!

Cave A - Kobold Lair

In my fledgling Outland B/X campaign, we have started out with Keep on the Borderlands. None of our group has actually ever played it, so it seemed like a good choice. However, one thing I quickly realized is that I was going to have to add some flavor to keep my players interested. Running around slaying kobolds/orcs/goblins, etc. is old hat for us, even if old school gaming is not.

So I set out to spice up the caves, and have now dubbed them The Chaotic Caves of Weirdness. While I am certain that every referee that has run this module has pretty much done the same, I figured I'd try documenting my changes to see if anyone else liked them. If you are an experienced referee that is good at making up details on the fly, this will probably be of no use to you. But if you are looking for a few ideas, or maybe want something more fully fleshed-out, then you might be interested.

Click to Download PDF: Chaotic Caves of Weirdness: Cave A - Kobold Lair

Please let me know what you think - good, bad, or indifferent.

As a side note, the party in my game is currently hunting humanoids in the caves and collecting left ears for a 10 gp bounty for each turned in at the keep. The keep wants to build surrounding farms but can't at the moment due to the humanoid infestation. I wonder what they'll do with the kobold babies...

4 comments:

  1. Very cool, love what you did with this. Are you going to do more of these?

    The chief could be a TPK with that sleep spell... of course that's a good opportunity to tie PC captives up to play with the kobold babies... hehe

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  2. Thanks for the comment. I haven't gotten a ton of feedback, but everything I have heard has been good, so I think I will proceed with giving the rest of the module the same treatment. It will likely take a bit of time, but I'll release them piece by piece and then do a compilation at the end.

    As far as the chief, I'll have to see how it plays out for my group. I have 4 players and they each start with 2 characters having 2,800 XP each, which is why some of it may seem kind of high-powered. For them I don't expect it to be too bad.

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  3. Looks great! Old Jedd is priceless!

    I've had lots of fun with those kobolds over the years. Once the characters came in and trashed them in one session. The next session, when they went back, the little buggers had gotten reinforcements and ambushed the characters, killing the magic user with a spear in the back and chasing them into the nighted woods where they were then bushwacked and taken prisoner by gnolls... :)

    I'd love to see any further development!

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