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How could Kobolds defend their lair? Part 3 of game session posted.
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<blockquote data-quote="Magius del Cotto" data-source="post: 1212959" data-attributes="member: 6554"><p>A couple different trap ideas (one of which is a nasty idea that my brother came up with):</p><p>Double-Activation traps. They don't go off when the heroes head in, but on the way out (assuming they take the same path - try to make sure they do), they get pelted with arrow traps, acid traps, falling ceilings, and all sorts of other nastiness.</p><p>Drop their guard: Either leave the entrance empty or pur in some low-power traps to lure the party into thinking it's safe. A little ways in, the nasty stuff starts hitting them, and they start using up their stuff fast.</p><p>Dissappearing Ceiling: This is one my brother came up with. Make the ceiling out of a material that dissappears when Dispell Magic is cast on it. I don't remember what the material was, but it's out there, somewhere. In the middle of the room (preferably on the ceiling), there's a rune of Dispel Magic. They set the trap off, they're caught in a cave-in, and trapped. They dispel the rune, they're caught in a cave in, and trapped.</p><p>False Entrances: Any good cave-dwelling intelligent being would make sure there were a few extra entrances to throw the enemy off track. They'd all be trapped with random nastiness, and unless they disarm all the traps or walk right in, they'll have no way of knowing which way to go.</p><p></p><p>Besides those tips, there's all sorts of traps that can be set up: Trip-wires, falling ceilings, axes, arrows, acid, fire, poison, etc. If you throw some magic in (they're kobolds; there would have been several sorcerors in the time they've been there), you can have stuff like polymorph traps (watch as the party scurries around as dayglo green rats trying to avoid the Kobolds stomping on them), walls of force (used to divide and conquer), and a couple other weird things.</p><p>That's all I've got right now.</p><p>Magius out.</p></blockquote><p></p>
[QUOTE="Magius del Cotto, post: 1212959, member: 6554"] A couple different trap ideas (one of which is a nasty idea that my brother came up with): Double-Activation traps. They don't go off when the heroes head in, but on the way out (assuming they take the same path - try to make sure they do), they get pelted with arrow traps, acid traps, falling ceilings, and all sorts of other nastiness. Drop their guard: Either leave the entrance empty or pur in some low-power traps to lure the party into thinking it's safe. A little ways in, the nasty stuff starts hitting them, and they start using up their stuff fast. Dissappearing Ceiling: This is one my brother came up with. Make the ceiling out of a material that dissappears when Dispell Magic is cast on it. I don't remember what the material was, but it's out there, somewhere. In the middle of the room (preferably on the ceiling), there's a rune of Dispel Magic. They set the trap off, they're caught in a cave-in, and trapped. They dispel the rune, they're caught in a cave in, and trapped. False Entrances: Any good cave-dwelling intelligent being would make sure there were a few extra entrances to throw the enemy off track. They'd all be trapped with random nastiness, and unless they disarm all the traps or walk right in, they'll have no way of knowing which way to go. Besides those tips, there's all sorts of traps that can be set up: Trip-wires, falling ceilings, axes, arrows, acid, fire, poison, etc. If you throw some magic in (they're kobolds; there would have been several sorcerors in the time they've been there), you can have stuff like polymorph traps (watch as the party scurries around as dayglo green rats trying to avoid the Kobolds stomping on them), walls of force (used to divide and conquer), and a couple other weird things. That's all I've got right now. Magius out. [/QUOTE]
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How could Kobolds defend their lair? Part 3 of game session posted.
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