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Help my Kobolds spank my players
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<blockquote data-quote="Celebrim" data-source="post: 5837062" data-attributes="member: 4937"><p><strong>Suggested Traps</strong></p><p></p><p>Mechanics vary by edition, but should be easily adaptable to whatever is standard for that edition.</p><p></p><p>For example, a reflex save DC 20, corresponds to saving versus wands in D&D, save versus petrification/polymorph in AD&D, and roughly an attack versus reflex at +10 in 4e.</p><p></p><p>Traps</p><p></p><p><strong>Camuflaged, 5'x10', 20' deep spiked pit:</strong> automatic trigger, manual reset, single target, reflex save DC 20, 20' falling damage, plus 1d4 +8 attacks on AC doing 1d6+4 (x3 critical) + disease damage. disease: Fortitude save or acquire the disease tetanus.</p><p></p><p>Kobolds use this trap liberally as a defensive measure in little used tunnels. They also place them strategically ahead of strongpoints, hoping to catch those that recklessly charge foward, as well as to either side of firing lanes, hoping to catch those that dodge for cover. The traps are simply a thin mat of sticks and woven grass covered with a thin layer of natural clay. Spears are embedded upright in the bottom of the pit. Climbing out is DC 22, with a real possibility of falling back into the pit.</p><p></p><p>Defenses</p><p></p><p>Many of the traps are less traps than manually triggered defenses. They have attributes equivalent to traps, except that they have the trigger type 'manual' and require one or more living kobolds present to set them off. Manual traps are preferred because they are more durable (they trigger mechanism requires a less fine balance), much cheaper (the trigger mechancism is simple so the cost of the trap is often only 5-10% of an automatic trap), and less dangerous (they can be used in high traffic areas).</p><p></p><p>Typical defense are equivalent to the traps described by the SRD:</p><p></p><p>Swinging Log Trap CR 2; mechanical; manual trigger; manual reset; Atk +5 melee (4d6, log); multiple targets (all targets in two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20. Market Price: 500 gp.</p><p></p><p>Portcullis Trap: CR 1; mechanical; manual trigger; manual reset; Atk +10 melee (3d6); Spot DC 20; Disable Device DC 20. Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway. </p><p></p><p>Stones from Ceiling; CR 2; mechanical; manual trigger; repair reset; Atk +12 melee (2d6, stones); multiple targets (all targets in two adjacent 5-ft. squares); Spot DC 20; Disable Device DC 20. </p><p></p><p>Large Net Trap; CR 2; mechanical; manual trigger; manual reset; Atk +5 melee (see note); Search DC 20; Disable Device DC 25. Note: Characters in 10-ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save. </p><p> </p><p>Stone Blocks from Ceiling; CR 3; mechanical; manual trigger; repair reset; Atk +10 melee (4d6, stone blocks); multiple targets (all targets in four adjacent 5-ft. squares); Search DC 25; Disable Device DC 20</p><p></p><p>While the individual defenses are weak much as the kobolds themselves, kobolds rely on defense in depth to protect themselves. Kobolds will use defenses in combination with each other to be able to harass opponents over a large area. For example, a sloping passage which approaches thier living areas may be watched through murder holes concealed in the ceiling. A party may be initially harrased by blindly dropped stones until they reach a midpoint in the passage, at which time manual porticullis traps will be activated to seal off some of the exits to the passage. Warm pig fat or oil will then be dropped through the murder holes to make the passage slippery, and a manual rolling spiked mantlet trap or several rolling boulder traps will be activated. Those invaders quick enough to reach sidepassages that allow them to escape the rolling boulders will find that the passages that weren't sealed off have camuflaged pit traps overlooked by murder holes in their entrances. Those that don't will find that the spiked mantlets sweeps them violently down the passage to a small chamber with a single entrance, now blocked by the mantlet and that kobolds can now attack them through more murder holes. Those that manage to pentrate to the top of the passage may find that the passage is completed blocked 100' ahead by a barbican that is firing a light mangonel down the narrow passage that has no cover. The exit from the passage may be through access in the roof (controlled by the kobolds) and defended by kettles of boiling water that can be poured through murder holes, and a pit trap ahead of the barbican should someone charge the mangonell team to disable it. Progress through the gate house is blocked by chokepoints which can be sealed off. If this is passed, the party finds that actually entering the village requires traversing narrow suspension bridges dangling above a lake, and the kobolds will fire on them through inverted towers that are suspended from the ceiling and as a last resort cut bridges from their tie points above while the PC's are still on them. And so forth.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5837062, member: 4937"] [b]Suggested Traps[/b] Mechanics vary by edition, but should be easily adaptable to whatever is standard for that edition. For example, a reflex save DC 20, corresponds to saving versus wands in D&D, save versus petrification/polymorph in AD&D, and roughly an attack versus reflex at +10 in 4e. Traps [B]Camuflaged, 5'x10', 20' deep spiked pit:[/B] automatic trigger, manual reset, single target, reflex save DC 20, 20' falling damage, plus 1d4 +8 attacks on AC doing 1d6+4 (x3 critical) + disease damage. disease: Fortitude save or acquire the disease tetanus. Kobolds use this trap liberally as a defensive measure in little used tunnels. They also place them strategically ahead of strongpoints, hoping to catch those that recklessly charge foward, as well as to either side of firing lanes, hoping to catch those that dodge for cover. The traps are simply a thin mat of sticks and woven grass covered with a thin layer of natural clay. Spears are embedded upright in the bottom of the pit. Climbing out is DC 22, with a real possibility of falling back into the pit. Defenses Many of the traps are less traps than manually triggered defenses. They have attributes equivalent to traps, except that they have the trigger type 'manual' and require one or more living kobolds present to set them off. Manual traps are preferred because they are more durable (they trigger mechanism requires a less fine balance), much cheaper (the trigger mechancism is simple so the cost of the trap is often only 5-10% of an automatic trap), and less dangerous (they can be used in high traffic areas). Typical defense are equivalent to the traps described by the SRD: Swinging Log Trap CR 2; mechanical; manual trigger; manual reset; Atk +5 melee (4d6, log); multiple targets (all targets in two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20. Market Price: 500 gp. Portcullis Trap: CR 1; mechanical; manual trigger; manual reset; Atk +10 melee (3d6); Spot DC 20; Disable Device DC 20. Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway. Stones from Ceiling; CR 2; mechanical; manual trigger; repair reset; Atk +12 melee (2d6, stones); multiple targets (all targets in two adjacent 5-ft. squares); Spot DC 20; Disable Device DC 20. Large Net Trap; CR 2; mechanical; manual trigger; manual reset; Atk +5 melee (see note); Search DC 20; Disable Device DC 25. Note: Characters in 10-ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save. Stone Blocks from Ceiling; CR 3; mechanical; manual trigger; repair reset; Atk +10 melee (4d6, stone blocks); multiple targets (all targets in four adjacent 5-ft. squares); Search DC 25; Disable Device DC 20 While the individual defenses are weak much as the kobolds themselves, kobolds rely on defense in depth to protect themselves. Kobolds will use defenses in combination with each other to be able to harass opponents over a large area. For example, a sloping passage which approaches thier living areas may be watched through murder holes concealed in the ceiling. A party may be initially harrased by blindly dropped stones until they reach a midpoint in the passage, at which time manual porticullis traps will be activated to seal off some of the exits to the passage. Warm pig fat or oil will then be dropped through the murder holes to make the passage slippery, and a manual rolling spiked mantlet trap or several rolling boulder traps will be activated. Those invaders quick enough to reach sidepassages that allow them to escape the rolling boulders will find that the passages that weren't sealed off have camuflaged pit traps overlooked by murder holes in their entrances. Those that don't will find that the spiked mantlets sweeps them violently down the passage to a small chamber with a single entrance, now blocked by the mantlet and that kobolds can now attack them through more murder holes. Those that manage to pentrate to the top of the passage may find that the passage is completed blocked 100' ahead by a barbican that is firing a light mangonel down the narrow passage that has no cover. The exit from the passage may be through access in the roof (controlled by the kobolds) and defended by kettles of boiling water that can be poured through murder holes, and a pit trap ahead of the barbican should someone charge the mangonell team to disable it. Progress through the gate house is blocked by chokepoints which can be sealed off. If this is passed, the party finds that actually entering the village requires traversing narrow suspension bridges dangling above a lake, and the kobolds will fire on them through inverted towers that are suspended from the ceiling and as a last resort cut bridges from their tie points above while the PC's are still on them. And so forth. [/QUOTE]
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