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<blockquote data-quote="Lord Zardoz" data-source="post: 1191309" data-attributes="member: 704"><p><strong>Kraaguats Ambush</strong></p><p></p><p>Acerak the Eternal has nothing on this thread.</p><p></p><p>Its been a while since I made any additions to this thread. And this addition is not a new goblin. What it is though, is a trap suitable for use in goblin dungeons.</p><p></p><p>I recall suggesting this trap to someone intrested in pitting Kraaguat against his players. While not a perfect re-creation thereof, the intent is there. Think of it as a way for a 2 HD Goblin to take out several more powerful opponents.</p><p></p><p>Kraaguats Ambush:</p><p>Setting: Any heavy forest area </p><p></p><p>The players will hear something thrashing around nearby. As they approach, they will see a yearling deer caught by a snare of some sort, panicked, injured, and scared. The deer is at the low end of a stream bed, at the bottom of a short ravine.</p><p></p><p>First, approaching the deer will cause the player to trigger a spiked log dead fall. A foot trigger will cause the rope that secures it to be cut, and it will swing down and slam the everyone in a 15 foot stetch along the bottom of the ravine.</p><p></p><p>Kraaguat will then fire on the victim with his bow from a nearby tunnel, hiding behind a large log (75% cover and concealment). He is near the top of one edge of the ravine, about 30 feet up. Going around to get behind him should take about 8 rounds. Climbing up to Kraaguat is a DC 15 climb check.</p><p></p><p>If one of the players starts to approach him, they will trigger another dead fall, similar to the first. If they continue to approach, Kraaguat will push the log he is hiding behind down the slope. This should force a DC 18 Str check to stay on the incline, failure will result in 1d6 falling damage. The log its self, of course, will also hurt. After pushing the log, Kraaguat will retreat into a narrow Tunnel. If the players follow him, they will meet the Wolverine that Kraaguat has befriended. The wolverine is by no means tame, but it does not see Kraaguat as a threat. It does see a following player that way.</p><p></p><p>If the players are still following him, Kraaguat will collapse the tunnel on top of his pursuer. Kraaguat will then exit at the far end of his tunnel about 50 feet away, and run like hell.</p><p></p><p>Deer Dead Fall: : +6 Melee, Damage 2d6 x3 Crit. Save: Reflex 15 avoids. Search DC: 13, Disable DC: 10.</p><p></p><p>Tunnel Dead Fall: +6 Melee, Damage 2d6 x3 Crit. Save: Reflex 15 avoids. Search DC: 18, Disable DC: 10.</p><p></p><p>Falling Log: +8 Melee, Damage 2d8 x2 Crit. Manually triggered by Kraaguat. Be sure to apply attack bonus for high ground, and no Dex bonus to AC for players due to climbing.</p><p></p><p>Collapsing Tunnel: Damage 3d8 intial, 1d4 subsequent . Save: Reflex 20 avoids. Spot DC: 18, to notice that the tunnel is rigged to collapse. Spot DC is 8 to those with Infravision or Dark Vision. Manually triggered. Tunnel will cause Dex penalty of -4 small, -8 medium. Str check DC 19 to escape if trapped in collapse.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 1191309, member: 704"] [b]Kraaguats Ambush[/b] Acerak the Eternal has nothing on this thread. Its been a while since I made any additions to this thread. And this addition is not a new goblin. What it is though, is a trap suitable for use in goblin dungeons. I recall suggesting this trap to someone intrested in pitting Kraaguat against his players. While not a perfect re-creation thereof, the intent is there. Think of it as a way for a 2 HD Goblin to take out several more powerful opponents. Kraaguats Ambush: Setting: Any heavy forest area The players will hear something thrashing around nearby. As they approach, they will see a yearling deer caught by a snare of some sort, panicked, injured, and scared. The deer is at the low end of a stream bed, at the bottom of a short ravine. First, approaching the deer will cause the player to trigger a spiked log dead fall. A foot trigger will cause the rope that secures it to be cut, and it will swing down and slam the everyone in a 15 foot stetch along the bottom of the ravine. Kraaguat will then fire on the victim with his bow from a nearby tunnel, hiding behind a large log (75% cover and concealment). He is near the top of one edge of the ravine, about 30 feet up. Going around to get behind him should take about 8 rounds. Climbing up to Kraaguat is a DC 15 climb check. If one of the players starts to approach him, they will trigger another dead fall, similar to the first. If they continue to approach, Kraaguat will push the log he is hiding behind down the slope. This should force a DC 18 Str check to stay on the incline, failure will result in 1d6 falling damage. The log its self, of course, will also hurt. After pushing the log, Kraaguat will retreat into a narrow Tunnel. If the players follow him, they will meet the Wolverine that Kraaguat has befriended. The wolverine is by no means tame, but it does not see Kraaguat as a threat. It does see a following player that way. If the players are still following him, Kraaguat will collapse the tunnel on top of his pursuer. Kraaguat will then exit at the far end of his tunnel about 50 feet away, and run like hell. Deer Dead Fall: : +6 Melee, Damage 2d6 x3 Crit. Save: Reflex 15 avoids. Search DC: 13, Disable DC: 10. Tunnel Dead Fall: +6 Melee, Damage 2d6 x3 Crit. Save: Reflex 15 avoids. Search DC: 18, Disable DC: 10. Falling Log: +8 Melee, Damage 2d8 x2 Crit. Manually triggered by Kraaguat. Be sure to apply attack bonus for high ground, and no Dex bonus to AC for players due to climbing. Collapsing Tunnel: Damage 3d8 intial, 1d4 subsequent . Save: Reflex 20 avoids. Spot DC: 18, to notice that the tunnel is rigged to collapse. Spot DC is 8 to those with Infravision or Dark Vision. Manually triggered. Tunnel will cause Dex penalty of -4 small, -8 medium. Str check DC 19 to escape if trapped in collapse. END COMMUNICATION [/QUOTE]
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