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How could Kobolds defend their lair? Part 3 of game session posted.
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<blockquote data-quote="Tilla the Hun (work)" data-source="post: 1215657" data-attributes="member: 14214"><p>Poison, disease, etc. Bestow Curse's... Keep that cleric so busy healing he can't buff.. then you're kobolds can hack the party to death at will...</p><p></p><p>Jars of insect swarms, etc. are a good idea to distract a cleric. Acid does per/rnd damage.</p><p></p><p>The best might be thunderstones... Deafen that cleric for a few hours and see how many spells he gets off <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>No small adventuring group in their right minds would willingly walk into a kobold cave of over 200 kobolds that had been there for 3 decades or more...</p><p></p><p>As kobolds:</p><p>Just dig several 'death tunnels'. 120' foot long tunnels that seem to be going somewhere, but actually end in a blank wall after turns and twists. Rig the entrance to collapse with the removal of a timber (fireball, acid, or just physical rope and pull) to seal the contents in. Dig tunnels parallel to it with slit vents into it. When prey enters, seal the tunnel, and fill it with fire, acid, water, etc. Man all the slitvents with crossbows and kill the party.</p><p></p><p>Oh wait - you must not want to 'kill' the party, huh? K, just leave them there to starve, they'll figure out a way out. Make those side passages less than 2' tall, so they can't get out through them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p></p><p>Do you have song and silence? There's quite a few traps there in. You could also try the great netbook of traps as well (google search for it)</p><p></p><p>Just about any trap will work, these are kobolds.</p><p></p><p>For non-trap work... Set up a spiralling tunnel consisting of straight lines starting at 200', with a 90 degree left turn, then 190, left, 180, left, you get the idea. At every corner, put 4-10 kobolds with crossbows/magic missile wands. When they see the party (120' vision outmatches PC's), they shoot, and retreat. If party chases, slit vents to the left open fire on them from the sides and rear. The retreating kobolds retreat to the next corner, load and fire again when the PC's come into rage.</p><p></p><p>Repeat as necessary. Sooner or later, the party will charge. The kobolds in front run, but more kobolds spill into the passages 'behind' the party and begin shooting from there and retreating.</p><p></p><p></p><p>The key words for the day: "Guerilla Warfare".</p><p></p><p></p><p>Make it 'the' local meeting of all regional kobold sorcerors for a hilarious time of dimension door, fireball, dimension door away, 10-15 times in a single round.</p><p></p><p></p><p>Punish those players! "BEWARE THE KOBOLD"</p></blockquote><p></p>
[QUOTE="Tilla the Hun (work), post: 1215657, member: 14214"] Poison, disease, etc. Bestow Curse's... Keep that cleric so busy healing he can't buff.. then you're kobolds can hack the party to death at will... Jars of insect swarms, etc. are a good idea to distract a cleric. Acid does per/rnd damage. The best might be thunderstones... Deafen that cleric for a few hours and see how many spells he gets off :) No small adventuring group in their right minds would willingly walk into a kobold cave of over 200 kobolds that had been there for 3 decades or more... As kobolds: Just dig several 'death tunnels'. 120' foot long tunnels that seem to be going somewhere, but actually end in a blank wall after turns and twists. Rig the entrance to collapse with the removal of a timber (fireball, acid, or just physical rope and pull) to seal the contents in. Dig tunnels parallel to it with slit vents into it. When prey enters, seal the tunnel, and fill it with fire, acid, water, etc. Man all the slitvents with crossbows and kill the party. Oh wait - you must not want to 'kill' the party, huh? K, just leave them there to starve, they'll figure out a way out. Make those side passages less than 2' tall, so they can't get out through them :). Do you have song and silence? There's quite a few traps there in. You could also try the great netbook of traps as well (google search for it) Just about any trap will work, these are kobolds. For non-trap work... Set up a spiralling tunnel consisting of straight lines starting at 200', with a 90 degree left turn, then 190, left, 180, left, you get the idea. At every corner, put 4-10 kobolds with crossbows/magic missile wands. When they see the party (120' vision outmatches PC's), they shoot, and retreat. If party chases, slit vents to the left open fire on them from the sides and rear. The retreating kobolds retreat to the next corner, load and fire again when the PC's come into rage. Repeat as necessary. Sooner or later, the party will charge. The kobolds in front run, but more kobolds spill into the passages 'behind' the party and begin shooting from there and retreating. The key words for the day: "Guerilla Warfare". Make it 'the' local meeting of all regional kobold sorcerors for a hilarious time of dimension door, fireball, dimension door away, 10-15 times in a single round. Punish those players! "BEWARE THE KOBOLD" [/QUOTE]
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How could Kobolds defend their lair? Part 3 of game session posted.
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