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How could Kobolds defend their lair? Part 3 of game session posted.
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<blockquote data-quote="Sir Whiskers" data-source="post: 1213900" data-attributes="member: 6941"><p>First, keep in mind that the kobolds are going to have numerous entrances/exits to the lair. Every one of these will be rigged to be collapsed, the triggering mechanism located down a very small corridor that even a kobold must crawl through. The party will likely never spot the mechanism. As soon as the party leaves the immediate area, moving deeper into the complex, collapse the entrance. The idea is (from the kobolds' perspective) that no invaders get out alive.</p><p></p><p>Second, caverns are not two-dimensional, like a typical dungeon. Use up and down against the invaders. As someone already suggested, have vertical shafts filled with water. Add several horizontal shafts (also flooded), so a swimming character has many chances of travelling down the wrong shaft to a dead end. Place poisonous traps in the decoy shafts, which are unlikely to be spotted while swimming (especially if the swimmer has no light source - darkvision is strictly black and white). The kobolds, of course, know which shafts to swim through.</p><p></p><p>Imagine the invaders <em>finally </em> reaching a relatively large cavern (after travelling through all those claustrophobic passages). The cavern is roughly 50' across. There is an obvious exit on the other side of the cavern. There are several traps around both the entrance and the exit, many obvious. There are literally dozens of murder holes located various heights up the cavern walls, too small to be seen at a distance. Both passages can be collapsed by kobolds located behind specific murder holes. The invaders can't safely rush through the cavern, because of the traps. If they hang around, disarming traps, the entrances can be collapsed and the party pincushioned by hundreds of crossbow bolts. Add boiling oil, fire, and other creatures (say a carrion crawler or three) as needed. If the invaders turn around and retreat, harass them until they reach the original (now collapsed) entrance. </p><p></p><p>Third, don't let the invaders rest. Sacrificing a kobold or three to make frequent attacks while they attempt to rest is worth it. If the invaders try to use rope trick, set up ambushes and traps just out of sight of it (the invaders should be under constant surveillance). If the spellcasters can't regain spells, the invaders' power drops significantly.</p><p></p><p>Fourth, if all else fails and they get to the great treasure (perhaps part of a dragon's hoard), make sure other creatures in the area know it. The kobolds will retreat rather than be wiped out - they'll make sure the word gets out. Now the invaders just have to escape the lair, with their treasure, while every creature within miles tries to kill them and take it all. Battle of the Five Armies and all that. (BTW, even if there is no great treasure, the kobolds can tell others that there is...)</p><p></p><p>Also, if the party attempts to use teleport to escape, be sure to enforce the mishap chances. Anything to make them sweat a bit.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1213900, member: 6941"] First, keep in mind that the kobolds are going to have numerous entrances/exits to the lair. Every one of these will be rigged to be collapsed, the triggering mechanism located down a very small corridor that even a kobold must crawl through. The party will likely never spot the mechanism. As soon as the party leaves the immediate area, moving deeper into the complex, collapse the entrance. The idea is (from the kobolds' perspective) that no invaders get out alive. Second, caverns are not two-dimensional, like a typical dungeon. Use up and down against the invaders. As someone already suggested, have vertical shafts filled with water. Add several horizontal shafts (also flooded), so a swimming character has many chances of travelling down the wrong shaft to a dead end. Place poisonous traps in the decoy shafts, which are unlikely to be spotted while swimming (especially if the swimmer has no light source - darkvision is strictly black and white). The kobolds, of course, know which shafts to swim through. Imagine the invaders [I]finally [/I] reaching a relatively large cavern (after travelling through all those claustrophobic passages). The cavern is roughly 50' across. There is an obvious exit on the other side of the cavern. There are several traps around both the entrance and the exit, many obvious. There are literally dozens of murder holes located various heights up the cavern walls, too small to be seen at a distance. Both passages can be collapsed by kobolds located behind specific murder holes. The invaders can't safely rush through the cavern, because of the traps. If they hang around, disarming traps, the entrances can be collapsed and the party pincushioned by hundreds of crossbow bolts. Add boiling oil, fire, and other creatures (say a carrion crawler or three) as needed. If the invaders turn around and retreat, harass them until they reach the original (now collapsed) entrance. Third, don't let the invaders rest. Sacrificing a kobold or three to make frequent attacks while they attempt to rest is worth it. If the invaders try to use rope trick, set up ambushes and traps just out of sight of it (the invaders should be under constant surveillance). If the spellcasters can't regain spells, the invaders' power drops significantly. Fourth, if all else fails and they get to the great treasure (perhaps part of a dragon's hoard), make sure other creatures in the area know it. The kobolds will retreat rather than be wiped out - they'll make sure the word gets out. Now the invaders just have to escape the lair, with their treasure, while every creature within miles tries to kill them and take it all. Battle of the Five Armies and all that. (BTW, even if there is no great treasure, the kobolds can tell others that there is...) Also, if the party attempts to use teleport to escape, be sure to enforce the mishap chances. Anything to make them sweat a bit. [/QUOTE]
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