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How could Kobolds defend their lair? Part 3 of game session posted.
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<blockquote data-quote="Shallown" data-source="post: 1212893" data-attributes="member: 1368"><p>As someone pointed out they are small creatures and trip lines above thier hieght works well bt don't forget ... small also means light so pit traps along retreat routes is useful.</p><p></p><p>Also think of all the alchemy stuff that is nasty. alchemist fire, tangle foot all these can be used in traps without upping the Kobolds power with magic. Makes for some nasty traps.</p><p></p><p>Also Nets and mancatchers are nasty. Not becuase the kobolds with their size and strength can grapple long but when you throw a load of them at characters someone is getting nailed and if you burn time to get out then you allow more kobolds to get in position. </p><p></p><p>Give them a level or two of rogue. With so many flanks are easy and that extra 1d6 adds up. </p><p></p><p>Aid another is one of the keys to mass small bad guys. That +2 adds up quick with flanking and such. Also tripping is useful if you can pull it off. Once prone swarming becomes a useful tactic.</p><p></p><p>Also with enough kobolds harrasing the spell casters is easy then have some ready attacks to stop that spell casting. </p><p></p><p>Just a few ideas mainly focus on annoying the players until they make the mistakes and leave openings. It is easy with Kobolds when they attack and run away after getting slaughtered to manipulate the players into making boobooies which is the favored Kobold tactic.</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1212893, member: 1368"] As someone pointed out they are small creatures and trip lines above thier hieght works well bt don't forget ... small also means light so pit traps along retreat routes is useful. Also think of all the alchemy stuff that is nasty. alchemist fire, tangle foot all these can be used in traps without upping the Kobolds power with magic. Makes for some nasty traps. Also Nets and mancatchers are nasty. Not becuase the kobolds with their size and strength can grapple long but when you throw a load of them at characters someone is getting nailed and if you burn time to get out then you allow more kobolds to get in position. Give them a level or two of rogue. With so many flanks are easy and that extra 1d6 adds up. Aid another is one of the keys to mass small bad guys. That +2 adds up quick with flanking and such. Also tripping is useful if you can pull it off. Once prone swarming becomes a useful tactic. Also with enough kobolds harrasing the spell casters is easy then have some ready attacks to stop that spell casting. Just a few ideas mainly focus on annoying the players until they make the mistakes and leave openings. It is easy with Kobolds when they attack and run away after getting slaughtered to manipulate the players into making boobooies which is the favored Kobold tactic. Later [/QUOTE]
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How could Kobolds defend their lair? Part 3 of game session posted.
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