Halivar
First Post
1. Pitch black. No lights.
2. Lots of chasms with bridges; concealed archers attack from all directions, reflex save or fall.
3. Sorcerors, lots of sorcerors. Even just a bunch of level 1 sorcerors can deal enough magic-missiles to harass the players.
4. Alchemist's fire traps. Make very sure that scrolls n' spellbooks get torched if they don't protect them.
5. Wide chasm with no bridge (it's been cut by the kobolds). Make the players eat up thier magical ability to fly. Subsequently (after their means of flying wears off) lead a passage to the bottom of a sheer pit they must climb. While they're climbing, hordes of kobolds are spitting poison darts at them that take 1d4 Str or somesuch.
6. After you kill them, make it clear (in-game) that there was an easy back way in to get straight to the treasure room. Make them feel silly for not scouting out better.
2. Lots of chasms with bridges; concealed archers attack from all directions, reflex save or fall.
3. Sorcerors, lots of sorcerors. Even just a bunch of level 1 sorcerors can deal enough magic-missiles to harass the players.
4. Alchemist's fire traps. Make very sure that scrolls n' spellbooks get torched if they don't protect them.
5. Wide chasm with no bridge (it's been cut by the kobolds). Make the players eat up thier magical ability to fly. Subsequently (after their means of flying wears off) lead a passage to the bottom of a sheer pit they must climb. While they're climbing, hordes of kobolds are spitting poison darts at them that take 1d4 Str or somesuch.
6. After you kill them, make it clear (in-game) that there was an easy back way in to get straight to the treasure room. Make them feel silly for not scouting out better.