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


log in or register to remove this ad

This is going to come in three parts. Each will alternate from the perspective of the players to the kobolds, and vice versa.

Just as a reminder, the PCs are:
Djora Kelrath- 10th level human cleric of Pelor

Neek Kib- 11th level halfling (sorry I didn't mention it) rouge

Hulk- 10th level half orc barbarian

PART 1

They were confident of their victory. While new to town, they had an impressive list of victories. They had routed giants, outwitted a dragon, and killed an entire tribe of hobgoblins. They were just going to kill a few kobolds to gain the goodwill of the townsfolk. It would be easy.

With this knowledge, they stepped into the cave.

***

Far away, Nk'Nrkak woke with a start. His alarm spell had just gone off, which meant that they had intruders in the lair.

"Sound the alarm! Sound the alarm!" he yelled. "Intruders in the lair, coming through the main entrance!"

Huge gongs rang everywhere, each gong-kobold hearing the alert and passing it on, aware that his actions would spark the lair into a sort of organized panic, with each kobold rushing to his defense station.

***

Djora cautiously stepped into the cave, careful to step around the slime that was everywhere in this damp place. She cast Daylight, and her holy symbol shone with the radiance of Pelor. "Ok, Hulk. Go first."

"Yes, Miss." Hulk dully intoned.

"Wait, wait" squeeled Neek's squeaky voice "Shouldn't I go first? I'm the best at avoiding traps and all that. And besides, I won't swing three feet above their head."

"Neek, you only want to go first so that you can make a ballad about how you bravely ventured into their lair, with us behind you." Djora said.

"But.... But... But....-"

"But nothing. And besides, they probably don't have any traps to speak of," Djora said in a firm voice. "Mayby an arrow trap or two, but nothing major. So you can 'defend the rear'."

The conversation was over.

***

Klt'Brkak ran to the lookout post, pressed his eye against the spyglass and waited.

***

Hulk cautiously advanced up the tunnel, until he came to a door. "Me open?"

"Yes, yes" said Djora absently.

"Wait!" said Neek. "Shouldn't we buff? Check for traps? Something?"

"Neek," Djora said. "They're only Kobolds."

Hulk slammed against the door, popping it off its hinges. To be confronted with... Another door, five feet away. Hulk popped it off its hinges. Another door stared him in the face.

In the end, seven doors were on the floor.

Hulk peered down the cave. It went for 200 feet forward, then split.

***

Klt'Brkak looked at the enemy in the front. He gasped. It was an orc! No, wait... not an orc. It wasn't tall enough, and didn't have tusks. A half-orc then, wielding an axe with a blade as large as a kobold.

The next intruder was human and had a symbol of the sun-god that was glowing. A cleric, then.

The last was a halfling. Two shortswords and leather armor meant a cleric.

Klt waited in the narrow space between the two cave passages. Would the intruders go right, or left?

Hmm.... They seemed to be arguing

***

"To the left, Hulk," Djora said, commanding as always.

"No, the right!" squeeled Neek.

"Yes Miss" Hulk said.

"Why don't they listen to me?" groaned Neek.

***

Klt ran back his passageway, took the left turn, and warned the garrison.

***

Hulk walked and walked. The passage seemed to go on forever. Then, he saw the end of the passage. A dead end. He stopped.

"Keep going, Hulk."

Hulk groaned, and continued on. The Mistress knew best. Mayby there was gold at the end of the cave, and he couldn't see it.

Five minutes later, they were at the dead end.

"Hah! I knew we should have gone to the right!" said Neek.

The adventurers turned around....

And a huge ballista bolt, along with half a dozen crossbow bolts and a pair of magic missles shot at them.

End of part 1.

------

Well, what do you think?
 


Do something that impedes movement. Make them have to crawl through a small or collapsed part of the dungeon (at half movement), only to get ambushed by kobolds (who will have their full movement).

Movement is a BIG factor when it comes to battles...
 

The Freak said:
The PCs are

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?”

All of Gaul is divided into three parts … or in this case three adventurers.

In a well-designed kobold lair, the party is toast. Kobolds have two significant advantages, they are short and they are light. “A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds.”

Imagine a passage 4’ tall and 5’ wide. Imagine similar passages above and below the passage. Wire traps are placed around 3-1/2 and 4 feet high. The wooden floors are mostly rotten and at various places can support no more than 75 pounds of weight.

The kobold only has to taunt and the barbarian is going to run down the hallway. Smashing through the wire trap, which causes a solid wall to fall down behind him (I did mention divide right?), he then falls through the floor to the passage below, into the lower passage with quicksand and angry kobolds.

Meanwhile the rogue sneaks past the kobold’s pets, the dire weasels. Dire weasels have sent. The rogue can easily become trapped and bleed to death by those weasels, especially when there are kobolds that can ensure that the rogue cannot remove the attached dire weasel without getting massively attacked by the kobolds.

Of course there are a dozen other traps for the cleric. Having walls slide down should be common for any race proficient in trap making and mining. Some can be triggered by kobolds that hear things coming. Once the walls are down, the floor can open up, or the ceiling can open up and all sorts of things can fall on them.

In summary: Split the party up so the cleric cannot heal the others. Make the barbarian rush into a trap and turn the tables on the rogue.

If you max out the Kobold Band, the encounter is listed as a “very hard” encounter against the 100 kobolds, 4 weasels, one 6 3rd level and one 6th level kobolds before considerations of terrain and traps are taken into account. Enjoy. Someone has to.
 

Carnifex said:
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

You're strangely prophetic. A possible future adventure would be hunting and slaying a dragon. Perhaps when it comes I'll post a thread "how could a dragon defend its lair?"
 
Last edited:

The Freak said:
You're strangely prophetic. A possible future adventure would be hunting and slaying a dragon. Perhaps when it comes I'll post a thread "how could a dragon defend its lair?

Oh, trust me, these boards are freaking excellent for nasty dragon advice :D;):p
 


Henry said:
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!

Even better ... kobold children who run up carrying vials of alchemists fire!

Nice moral dilemma -- kill the kids or get flamed. Things get particularly nasty when this is followed up by the Kobold Suicide Squad (tm)!
 


Remove ads

Top