How could kobolds take over? a 3 step process [Archive] - Wizards Community

Post/Author/DateTimePost
darksteel_ninja

04-22-07, 09:30 PM
0. create 10 lich kobolds. hvae them worship vecna, using the tome of the stilled tongue to create more pylacheries.
1. train every other other generation as monks, raiding small human villages using swarm tactics to train. Have 1/2 the other be rouges , focusing on lockpicking and climbing, and the other half be sorcerers, becoming dragon deciples later. The saved kobolds should becom druids, focusing on summon nature ally, and elemental forms.
2. use a portable hole to store kobolds, while a rough climbs a tower, they take over, by swarming from the top and from the bottom
3. From here, use it as a base of operations to free other kobolds, training them as either monks or druids ( focusing on summon natures ally) M's Mansion everything possible, to create as much room as possible for more kobolds.

by then, you have a army of epic level kobolds ( between the lich-bolds taking down the tower, and the raids to free kobolds and get gold. Thus, use swarm tacictics to take small villages, mainly humans, then move on to dwarves, then elves, then gnomes, then hobbits ( yes, i said hobbit) by then, the kobold monks should be AT LEAST lvl 15.


Spells needed:
Cast Divine Wisdom, empowered, at the beginning of the day. This will give 6 points of Wisdom. DW is from Relics and Rituals; the spell is not necessary, but very useful, since WIS adds to both stun DC and the monk's AC.



Essential items:
Potions of True Strike
Monk's Belt (for Haste)
Sandals of the Tiger (from S&F) with layered Boots of Striding and Springing. (This second power will cost you double because it is added to a slotted item (see the DMG), but since the power costs all of 1000 gp for a mage to create, you'll end up striding for 2000 gp. The best deal in the game). Ki Straps (from Sword and Fist)

Feats required:
Pain Touch
Power Attack

This is how it all breaks down:

Round 1: The monk hastes himself (monk's belt)
Round1 partial: The monk drinks a potion of true strike.

Round 2: The monk launches a 320 foot flying kick. Her base move is 80; the striding makes it 160. Doubled (for a charge), this is 320.
The flying kick (based on the Sandals) does double damage, so 1d12 + 10-15 (power attack) + 5 (strength bonus) * 2 = 2d12 + 40.

But the real fun is in the stun. Save DC is 10 + half monk's level (7 or 8) + wisdom bonus (5 at least, see Divine Wisdom), + 5 (Ki straps). Our monk, who started with an 18 wisdom (raised to 24 by the DW), delivers a stun with a DC of 10 + 8 + 7 (wis) + 5 = 30.

When they're stunned, they're out of combat for 2 rounds, because of the pain touch feat. What's great about this tactic is that you can basically do it once every round, since your save DC is 30 for the stuns. The extra damage and distance for the charge is neat, but what really hurts is having a monk keep half of the opposition stunned / nauseated during a fight.

Also note that anyone who fails that 30 DC save is vulnerable to sneak attack damage from rogues. Have your rogue delay until just after the monk goes for maximum Destroying the DM’s Campaign Effect.

Use the up the walls skill trick to kick up, with a portable hole full of comandos to drop down at the ready

By now, you have a pretty good army, between the time passed and the freed slaves, you'll need a castle. Stuffing all you kobolds into bags of holding and portable holes, giving them iridescent ioun stones is costly, but nessicary. clear ones are usefull too. reducing rations cost is real usefull, as it will let you focus on more ioun stones, and weapons, focusing on crossbows , as they require no training, and kukris, they cost a bit more, yes, but nessicary, as keen will give them a bonus to crit, witch going with the whole blitz tactics, the extra die really add up. Vampiric is also good, as it allows for slight healing, witch is needed because the only healing you have is druids. ( and the original 10 liches)

To take the castle, simply use the kobold rouges ( perferibly level 10/ shadow dancer lvl 8 at least) to make it to the top of the tower. then, open up the bags and portible holes, releasing your hoard of monks and druids. Have the monks quickly stun the guards, moving on to new guards, leting the druids use summon natures ally to finish off the stuned guards. SOrcerers using antimagic fields, to keep messages of help from being sent out, and the rouges silently looting the houses, eliminating any civilans.

After your castle is secure, immeditaly set up ring gates to the tower you captured elier, transering 3/4 th of your forces to the castle.

By now, hopefuly, your liches should have created enough pylacheries for at least your rouges or monks. Lich monks are easyly munchkin, espicaly when you have them lauching into 320 foot jump kicks , and your sorcerers should be stronger then level 15, if there dragon deciples with wings its even better, as it means raining down fiery kobold death from the skies with one less spell to worry about.

By now, your army should easly exceed 2 million. Between new kobolds from breeding, even more from ex-slaves. Now, divide your foces from the 1st million 1/10 , two 2/10s, and 1/2 from the rest.Your going to take over neverwinter / big city of equal wealth.
1. have the one tenth attack from the south. the forces immeditly rush to them
2. have the 1st 2/10 th attack from the east , and one from the north.
3. then, while there forces are divided , have the rest attack from west, easly destroying whats left of the guards.

From your huge city, you now have a beacon to all kobold refuges. Now you can focus on the big time plans - the underdark. Where most kobolds slaves are.

Its simply a matter of mining into a city with a large focus on slavery, and other things. Like magic and such. Its simply a matter of your usage of the swarm tactics, using your portable holes, bags o holding, and ring gates, you can easly storm an entire city in a matter of turns.

By now, your best bet it to "ally" IE backstab later with the other underdark races, agenst another drow city. using this method, the dwarves being the decoys, and he kobolds sudenly poping out of nowhere, you easly win any city. Best part is that you use the deep gnomes to help yo backstab the deep dwarves, allowing you to make a ally you will actualy keep.

By now, you have about roughly 4/5ths of the underdark to support you, now your challenge is the rest of the above realms. Focus on humans most, as they reproduce fastest. Elves should be second, the rest are up to you, but do halflings last, using your flying kicks, discintagration spells to blow large holes in the gound, play hobbit ball. The easyest way is to hit them into the pits, then keeping them there, using grease spells and fireballs. ( this is a good example of munchkining, the grease spells make sure they dont escape, and they also burn, instantly creating burning pits of hell. More effective then a gate spell.

Then, focus on your economy, having all the kobolds after breeding become liches, and the general focus on using ioun stones of clear to avoid the annoyence of eating. This allows you to keep food storage down to a minnum, because You, as leader of the kobolds, need lots of spae for your mega castle.

Congrats, you just caused kobold armageddon.
and i just lied about a 3 step process.
PS: sorry for the spelling. im pressed for time.
Grizzled Gryphon

04-22-07, 09:48 PM
Uhhh...

Crap. Kobolds win...

The Monk idea is rather interesting. I want to launch flying kicks at 320 feet, too. And have stun DC's of 30...

Do you, by any chance, have any of these mighty Kobold Monks of DOOM statted out? If so, can I have a copy?
the_great_mighty_nerd

04-22-07, 10:02 PM
my character brilliantly stabs himself to death, thus making your kobolds unable to kill me and therefore being un-killable since everyone else is dead. As an un-killable person he cant possibly have killed himself (since I'm not Chuck Norris) and so I wouldn't be dead so I would be alive and still unkillable, I kill your kobolds one at a time until they're all gone. I win with flawless logic.
RobbyPants

04-23-07, 10:12 AM
0. create 10 lich kobolds. hvae them worship vecna, using the tome of the stilled tongue to create more pylacheries.
1. train every other other generation as monks, raiding small human villages using swarm tactics to train. Have 1/2 the other be rouges , focusing on lockpicking and climbing, and the other half be sorcerers, becoming dragon deciples later. The saved kobolds should becom druids, focusing on summon nature ally, and elemental forms.
2. use a portable hole to store kobolds, while a rough climbs a tower, they take over, by swarming from the top and from the bottom
3. From here, use it as a base of operations to free other kobolds, training them as either monks or druids ( focusing on summon natures ally) M's Mansion everything possible, to create as much room as possible for more kobolds.

<snip>
You forgot steps 4 and 5: :P
4) ???
5) Profit
Of course, this plot all relies on all of the population taking class levels. If all of the other races consisted of nothing but PC classes, the kobolds would have more of a fight :P

Still... interesting combo :D
El_Machinae

04-23-07, 03:04 PM
Kobolds are fairly cheap to breed and grow. There are many things that can add a great deal of power to such a race. Biting them with a were-serpent (for example) is a really easy and quick way of skyrocketing their individual powerlevels.
Hideous Phidias

04-23-07, 03:52 PM
You know darksteel_ninja you are quite mad. You alo may be a genis but still quite mad.
Nat_20

04-23-07, 04:10 PM
Ha ha ha, may i use this for a game idea?? having a party of adventurers try and stop this would be great...

Who would be their leader? a Dragon-Kin Monk???
bobothechimp

04-23-07, 04:49 PM
Could you not simply do that with any race?
Drodain

04-23-07, 04:53 PM
Yes, but who expects the kobolds.
Peregrine_Wolf

04-23-07, 04:58 PM
I know how to beat those kobolds.
Raptorn Cleric of Pelor and Sorcerer.
Power Word Kill and Sunburst and Dust to Dust.
With a party of Pcs designed as such, you MIGHT win.....
:w00t:
the_great_mighty_nerd

04-23-07, 05:09 PM
mine was better
Feeb

04-23-07, 05:28 PM
I always figured kobolds would "take over" in the same manner roaches will take over after a nuclear catalysm....

...30' tall, irradiated, mutant kobolds.
Demon_Paladin

04-23-07, 05:30 PM
0. create 10 lich kobolds. hvae them worship vecna, using the tome of the stilled tongue to create more pylacheries.
1. train every other other generation as monks, raiding small human villages using swarm tactics to train. Have 1/2 the other be rouges , focusing on lockpicking and climbing, and the other half be sorcerers, becoming dragon deciples later. The saved kobolds should becom druids, focusing on summon nature ally, and elemental forms.
2. use a portable hole to store kobolds, while a rough climbs a tower, they take over, by swarming from the top and from the bottom
3. From here, use it as a base of operations to free other kobolds, training them as either monks or druids ( focusing on summon natures ally) M's Mansion everything possible, to create as much room as possible for more kobolds.

by then, you have a army of epic level kobolds ( between the lich-bolds taking down the tower, and the raids to free kobolds and get gold. Thus, use swarm tacictics to take small villages, mainly humans, then move on to dwarves, then elves, then gnomes, then hobbits ( yes, i said hobbit) by then, the kobold monks should be AT LEAST lvl 15.


Spells needed:
Cast Divine Wisdom, empowered, at the beginning of the day. This will give 6 points of Wisdom. DW is from Relics and Rituals; the spell is not necessary, but very useful, since WIS adds to both stun DC and the monk's AC.



Essential items:
Potions of True Strike
Monk's Belt (for Haste)
Sandals of the Tiger (from S&F) with layered Boots of Striding and Springing. (This second power will cost you double because it is added to a slotted item (see the DMG), but since the power costs all of 1000 gp for a mage to create, you'll end up striding for 2000 gp. The best deal in the game). Ki Straps (from Sword and Fist)

Feats required:
Pain Touch
Power Attack

This is how it all breaks down:

Round 1: The monk hastes himself (monk's belt)
Round1 partial: The monk drinks a potion of true strike.

Round 2: The monk launches a 320 foot flying kick. Her base move is 80; the striding makes it 160. Doubled (for a charge), this is 320.
The flying kick (based on the Sandals) does double damage, so 1d12 + 10-15 (power attack) + 5 (strength bonus) * 2 = 2d12 + 40.

But the real fun is in the stun. Save DC is 10 + half monk's level (7 or 8) + wisdom bonus (5 at least, see Divine Wisdom), + 5 (Ki straps). Our monk, who started with an 18 wisdom (raised to 24 by the DW), delivers a stun with a DC of 10 + 8 + 7 (wis) + 5 = 30.

When they're stunned, they're out of combat for 2 rounds, because of the pain touch feat. What's great about this tactic is that you can basically do it once every round, since your save DC is 30 for the stuns. The extra damage and distance for the charge is neat, but what really hurts is having a monk keep half of the opposition stunned / nauseated during a fight.

Also note that anyone who fails that 30 DC save is vulnerable to sneak attack damage from rogues. Have your rogue delay until just after the monk goes for maximum Destroying the DM’s Campaign Effect.

Use the up the walls skill trick to kick up, with a portable hole full of comandos to drop down at the ready

By now, you have a pretty good army, between the time passed and the freed slaves, you'll need a castle. Stuffing all you kobolds into bags of holding and portable holes, giving them iridescent ioun stones is costly, but nessicary. clear ones are usefull too. reducing rations cost is real usefull, as it will let you focus on more ioun stones, and weapons, focusing on crossbows , as they require no training, and kukris, they cost a bit more, yes, but nessicary, as keen will give them a bonus to crit, witch going with the whole blitz tactics, the extra die really add up. Vampiric is also good, as it allows for slight healing, witch is needed because the only healing you have is druids. ( and the original 10 liches)

To take the castle, simply use the kobold rouges ( perferibly level 10/ shadow dancer lvl 8 at least) to make it to the top of the tower. then, open up the bags and portible holes, releasing your hoard of monks and druids. Have the monks quickly stun the guards, moving on to new guards, leting the druids use summon natures ally to finish off the stuned guards. SOrcerers using antimagic fields, to keep messages of help from being sent out, and the rouges silently looting the houses, eliminating any civilans.

After your castle is secure, immeditaly set up ring gates to the tower you captured elier, transering 3/4 th of your forces to the castle.

By now, hopefuly, your liches should have created enough pylacheries for at least your rouges or monks. Lich monks are easyly munchkin, espicaly when you have them lauching into 320 foot jump kicks , and your sorcerers should be stronger then level 15, if there dragon deciples with wings its even better, as it means raining down fiery kobold death from the skies with one less spell to worry about.

By now, your army should easly exceed 2 million. Between new kobolds from breeding, even more from ex-slaves. Now, divide your foces from the 1st million 1/10 , two 2/10s, and 1/2 from the rest.Your going to take over neverwinter / big city of equal wealth.
1. have the one tenth attack from the south. the forces immeditly rush to them
2. have the 1st 2/10 th attack from the east , and one from the north.
3. then, while there forces are divided , have the rest attack from west, easly destroying whats left of the guards.

From your huge city, you now have a beacon to all kobold refuges. Now you can focus on the big time plans - the underdark. Where most kobolds slaves are.

Its simply a matter of mining into a city with a large focus on slavery, and other things. Like magic and such. Its simply a matter of your usage of the swarm tactics, using your portable holes, bags o holding, and ring gates, you can easly storm an entire city in a matter of turns.

By now, your best bet it to "ally" IE backstab later with the other underdark races, agenst another drow city. using this method, the dwarves being the decoys, and he kobolds sudenly poping out of nowhere, you easly win any city. Best part is that you use the deep gnomes to help yo backstab the deep dwarves, allowing you to make a ally you will actualy keep.

By now, you have about roughly 4/5ths of the underdark to support you, now your challenge is the rest of the above realms. Focus on humans most, as they reproduce fastest. Elves should be second, the rest are up to you, but do halflings last, using your flying kicks, discintagration spells to blow large holes in the gound, play hobbit ball. The easyest way is to hit them into the pits, then keeping them there, using grease spells and fireballs. ( this is a good example of munchkining, the grease spells make sure they dont escape, and they also burn, instantly creating burning pits of hell. More effective then a gate spell.

Then, focus on your economy, having all the kobolds after breeding become liches, and the general focus on using ioun stones of clear to avoid the annoyence of eating. This allows you to keep food storage down to a minnum, because You, as leader of the kobolds, need lots of spae for your mega castle.

Congrats, you just caused kobold armageddon.
and i just lied about a 3 step process.
PS: sorry for the spelling. im pressed for time.


I've a simpler way. Pun-Pun.:evillaugh
Aryxbez

04-23-07, 05:37 PM
Also all your ideas are 3.0 based, 3.0 is known for some power issues and stuff like this.

Also It is called the PCs. they will easily put a stop to this nicely done, but seemly easy plan.
Finarin Panjoro

04-23-07, 05:48 PM
I can do it in one step.

-Make kobold the only allowed PC race.

Eventually they will take over the world since the entire structure of the universe is stacked in their favor (ie. the game mechanics).:D
stargate525

04-23-07, 06:14 PM
...30' tall, irradiated, mutant kobolds.
It sounds like a cheap 50's sci-fi movie...
darksteel_ninja

04-23-07, 06:18 PM
You know darksteel_ninja you are quite mad. You alo may be a genis but still quite mad.

the ninja who reads a thousand books is powerful. The one who memorises a thousand books is insane. The latter who posts ideas on message boards is sexy.
DreamerInsane

04-23-07, 06:20 PM
Just get the Kobold commune to buy a Candle of Invocation. Their leader locks himself up, and, five rounds later, emerges as a deity powerful enough to kill the Seldarine with a single finger. And that may well be overkill.
Toran_A_Sunder

04-23-07, 06:35 PM
*sings* Attaaack....of the 30' tall Radioactive Mutant Monster Killer Kobolds... of DOOM!

All I can say is while your plan rocks, goblins would do it better. And with more style.

And of course by style I mean covered in dirt and grime. But still.

Hail Goblin King!
malignor

04-23-07, 07:09 PM
You forgot a few things.

1 - As a Kobold Sorcerer, select the spells Magic Circle against Evil, D-Anchor, Lesser Planar Binding and Dominate Person. Dominate some uppity Kobolds who didn't like your plan, Planar Bind some Quasits to mate with the dominated Kobolds and create half-fiendish young. Then the half-fiends have much longer lifespans, but can grow to be quite powerful. Brainwash said half-fiend Kobolds into your plan, while they're still weak children.

2 - Raise levels by using Planar Binding spells and demanding that they try their best to kill you as your "task". Make sure you summon stuff that's low CR to you (but enough to get some okay XP), and grab demons since they're CE, and less likely to care or notice a few missing demons among their rank, and also pretty interested in the prospect of killing you anyway. Eventually, when you're wicked high level, you'll be using Greater Planar Binding to pull up Balors and slay them. Hello Epic level.

3 - By then you'll have the means to raise your half-fiendish Kobold young quicker (make some Epic spell that ages creatures) and use the Planar Binding trick to train them into becoming powerful. Make sure you reinforce the brainwashing and treat them well, so they'll be your buddy.

4 - Get your Lichdom. By now you've probably crafted yourself enough Tomes and Manuals to get +5 on everything, and slapping the Lich template should be a solid idea. It also gives you the "oomph" you may need to cement your position as overlord of an army of high level half-fiendish Kobolds.

5 - About this time you should make a pact with some ambitious demons in the Abyss. In exchange for Kobold slaves (there will always be underlings trying to make noise), you get 50% of the half-fiendish Kobolds from the breeding program. The demon gets some weak half-fiends it can bully, eat or use for its own devices, and some tasty mortal slaves for the markeplace. All it has to do is force a horrid interspecies breeding program, which is probably good fun for a Demon anyway. Now you have a steady supply of Half-fiend Kobolds, without even doing anything.

6 - Do the monk/ninja thing as described above. Only this time, your Kobold strike forces are all half-fiends as well, which should certainly boost your odds of success.
darksteel_ninja

04-23-07, 08:03 PM
Wait, whats this test everyone is talking about he said inquisitivly
sigma999

04-23-07, 08:57 PM
My solution:
Solid Fog
Disjunction
Cloudkill
Fireball
repeat

And I don't mean on the invading hordes, no. That's for mook warriors to kill, they need their levels.
I'd do this to the homelands. While Flying and Improved Invisible.

Should get rid of most the riffraff, hit where it hurts, in their nest...
Tytalus

04-23-07, 11:04 PM
I've a simpler way. Pun-Pun.

Isn't it sad that every thread that deals with kobolds, power, balance, rules, or you-name-it will end up with pun-pun references? Please people, the idea is not new, and the occasions where it actually adds something to the discussion are extremely rare.

Here, for example, it even misses the OP's point. With pun-pun, a single kobold would gain ultimate power, which has little to do with "kobolds taking over".


However, there are other questionable rulings that can be used to actually help the OP, such as the cheesewrought trick (dragonwrought kobolds age as dragons and have dragon type, thus a properly old DW kobold qualifies for epic feats, which are very powerful). See the CO boards for details.
runestar

04-23-07, 11:43 PM
Fear my kobold dracoliches...:D
Phalo

04-24-07, 01:14 AM
Kobolds taking over is possible but you shoul really play up there big selling points. The fast breeding lots of em is a big point. But the traps is what defines them. I love setting up traps with a kobold villian. Once i had a group of a monk pally wizard and priest. This kobold had them convinced he was the lackey and set a ambush up for them in a valley ahead. Nothing makes a nicer sound than a 10th level monk with boots of striding and leaping running full out into an illusion covered boulder. Thinking he is getting the big bad first.
JellyPooga

04-24-07, 07:51 AM
Don't you know that Kobold are already taking over?

You know how they got to be so good at mining don't you? They are part of a diabolic plan to undermine all the major cities, towns and forts in the world, so that they can simulataneously collapse the supports, thus destroying every major power base.

Once this is done, the 'Deep Kobolds', a master race of Kobolds who have been lurking in deeper mines and breeding like rabbits for several centuries now, will show themselves and swarm across the globe, retaking the surface in the name of Kurtlemak/Kurtelmack/Kertlmuk (or however you spell it).
ChibiQueso

04-24-07, 09:36 AM
Best Kobold trap is a hidden room filled with Kobold Skeletons animated by someone who has at the very least destructive retribution from the corpsecrafter feat tree, wrapped in parchment with multiple explosive runes, that spill out into a corridor that is a magical trap set to trigger off an area dispel magic a round after kobold skeletons enter the area.

Step 1: Wall collapses, kobold skeletons rush out.

Step 2: Kobold skeletons swarm everyone, dealing some damage, bogging everyone down, and in general, looking utterly ridiculous covered in explosive rune laden parchment

Step 3: Dispel magic triggers. Boom of the explosive runes, followed by the boom of the kobold skeletons.

Step 4: Savor surprised look of the late heroes. You might want to commision a painting to commemorate each spectacular defeat at the hands of the spicy negative energy piñatas of Kobold supremacy

Step 5: Profit.
RobbyPants

04-24-07, 10:29 AM
You forgot step 4.5: ???

You can't have a profit step without a "???' before it. :P
darksteel_ninja

04-24-07, 06:54 PM
nope

best trap : kobold with portable hole and bag of holding comes to PC with white flag

yadda yadda yadda

everyones on a new plane!
FreAkOuTRG

04-24-07, 07:01 PM
How could kobolds take over? From the ground up?
darksteel_ninja

07-22-07, 02:00 PM
hell, now that i think about it, if they took the up the walls skill trick, they would just be like

round one, up the walls
then
launch kick

shooting 320 feet up


immagine doing that


and then seeing them land,

funnyest if they all do it at once!
Malchius

07-22-07, 02:17 PM
have the Kobold Sorcerers cast greater Mighty Wallop on the Kobold Monks ebfore hand of course for uber-koboldtakingoverness. Kobolds are the best!
Draginja

07-22-07, 04:23 PM
Ah, the Monk Gish. Red Mage at his munchkin-est. Twink on, fellow ninja, twink on...

If the kobolds were to climb walls, don't you think rogue is a little lacking? Monks might do better, but no one can match the Ninja. Kobold Ninjas! The new strike force!

(And to all of you who think Pun-Pun is unbeatable, try out S.L.J's "Magic Circle Against Snakes" spell. No more snake, no more Pun-Pun.)
ArgulFraster

07-22-07, 10:07 PM
Have Kurtukulmak the only god in existence.

My friend was once part of an "ultimate showdown of ultimate destiny" game where each player chose a god out of the Deities and Demigods sourcebook. They then duked it out for supremacy.

He was Olidammara, and did pretty damn well, but after Boccob and Vecna nuked each other, the whole thing was a free-for-all. At the end Kurtukulmak just sneak-attacked the winner while he was weakened.

I actually suggested an "overthrow the Kobold Empire" campaign a while ago. Could be fun.
vegetalss4

07-23-07, 11:28 AM
most of the ideas of kobold world domination could be countered ig got an plan in 3 steps that make sure kobolds WIN

step 1. i (the dm) says koblod has coungered the world
step 2. ???
step 3. Profit