How could Kobolds defend their lair? Part 3 of game session posted.

I just have a couple more to add, to go along with the ranged tactics.

- If there's a cleric in the group of kobolds, here's one to shut them down :). Have them land in some immobilizing traps - could be a bear trap or similar. Then have the cleric cast Silence on a crossbow bolt and fire it into the ground near the PCs. Not only is there no save for this effect, but they can't leave it without abandoning one or more party members and with all the bolts flying at them there's no way to tell which has the spell on it.

- For bolts tipped with poison or excrement, don't forget to have at least one sorcerous archer. He doesn't fire as fast, but every other round he casts True Strike. Also a good choice for a potion maker.
 

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The Freak said:
Djora Kelrath- 10th level cleric of Pelor, and healing machine extraordinaire.

Neek Kib- 11th level rouge. (a.k.a. sneak attack machine.)

Hulk- 10th level half orc barbarian. Or, “I do 89 points. Is it dead?”

(I wouldn't be crushed if one died, either.)
I think there are plenty of ideas to kill this party. Mix & match for even more deadly fun!

The bigger question might be what is the motivation of this party? Are these particularly troublesome Kobolds who will continue to attack highways and villages, or are they trying to live in peace with surrounding civilized areas. It could be that they really want no trouble, and are just trying to carve out a little space for their own. Maybe they do some trade with a nearby town or state, that would be ticked off if they were routed. It is not a simple equation of "kill the evil=be good." At some level there is the idea that killing any race of creatures just to eradicate them is maybe even an evil act, and might affect the PC's alignment, and eventually their status in the community and with their deities. They may become politically expendable as the perpetrators who destroyed the Red Spears and incited a cold war with their trade partners in the nearby city-state of Vargvenn.

Even winning the battle may be losing the war.
 

...

A kobold barbarian still has d12 hit dice. Hit 'em with that.

I had a high-level campaign once where the party went against a single kobold. They were all kindsa overconfident until its' head split open and it grew tentacles and they discovered they were facing a pseudonatural (the ELH template) kobold.

They never quite looked at kobolds the same way again...
 

A few things:

The kobolds are defenatly EVIL. They have been attacking caravans since they moved in, 30 years ago.

They live in a set of caverns, which they have fortified fully. However, they are limited in recources.

I've decided to have the kobold tribe consist of:

Nk'nrkak- 6th level kobold sorcerer
1 3rd level kobold wizard
1 3rd level kobold cleric
2 1st level kobold sorcerers
2 1st level kobold rouges
10 2nd level kobold warriors
30 1st level kobold warriors
40 female kobolds (who, IMC are basicly brood mares unless they're priests or sorcerers)
10 kobold children
2 dire weasels

Of course, none of this is final. What do you think?
 
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The Freak said:
40 female kobolds (who, IMC are basicly brood mares unless they're priests or sorcerers)
10 kobold children

Take a lesson from the VC - these fight too, ESPECIALLY if the PC's are invading the home! A Kobold child is able to cut a rope or throw a switch just like an adult!
 


I just got home from the gaming session. Your ideas worked well.... let's just say the party won't be fighting kobolds again for a looooooooooooooogn time

A quote from the session: "let's just fight a dragon instead. It can't be this hard."

Fuller writeup later.
 

Nightchilde-2 said:
I had a high-level campaign once where the party went against a single kobold. They were all kindsa overconfident until its' head split open and it grew tentacles and they discovered they were facing a pseudonatural (the ELH template) kobold.

They never quite looked at kobolds the same way again...


LOL! That's priceless!
 

BardStephenFox said:
Is there a water source? Remember those dips in the entry tunnels? Make sure two of them have a nice deep bend, like in your sink plumbing. Make sure the stretch of tunnel in between doesn't have any cracks. After the party enters, a small team of kobolds runs into the tunnel, through one of the ends, sets up a lot of firewood, sparks up a fire. Then, they retreat back they came from and start pumping water into the two deep bends. That section of corridor is now sealed and the fire will devour the oxygen. Now, when the party leaves, they have to swim through one of the bends, crawl through the airless section of tunnel on top of the embers of the fire, swim through another bend and then breathe. Sure, a few of them might be able to do it. The nifty thing is that if they figure out a way to fill that section with air, the fire will spark back up until it runs out of fuel.

They will be able to breathe in that section of tunnel; as there is still a gas in there, they just wont be able to get any oxygen into their lungs. This will create a definite feeling of being out of breath, but may not be immediately apparent as to the cause. Within a few minutes they would pass out. Quite a deadly trap.
 

The Freak said:
I just got home from the gaming session. Your ideas worked well.... let's just say the party won't be fighting kobolds again for a looooooooooooooogn time

A quote from the session: "let's just fight a dragon instead. It can't be this hard."

Fuller writeup later.

Heheheh.

We eagerly await :D

Best thing is, these boards are also excellent for giving killer tactics to dragons. Let 'em try and take on one of those next! :D
 

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