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Kobold Hall Help
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<blockquote data-quote="Quickleaf" data-source="post: 5691452" data-attributes="member: 20323"><p>It depends on where they camp and how far nearest settlement is. Also, do you want there to be a bunch more kobolds lurking in the depths of Kobold Hall and feel up to expanding that as an adventure site?</p><p></p><p>Assuming town is several hours ride away, that means they'll be gone for probably close to one day. I'd say the dragon scolds the remaining kobolds and intimidates them into regrouping and setting up traps...the dragon knows the PCs know about it and are probably after is treasure trove (not to mention its life).</p><p></p><p>So during that intervening 18-24 hours the dragon beats the PCs to town with overland flight and assaults the town. PCs see it vaguely through clouds flying back to Kobold Hall. Return to devastated town.</p><p></p><p>Dragon fortifies its lair with kobolds help. Nothing fancy like decoys and elaborate backup plans though, after all dragon is only intelligence 10.</p><p></p><p>I'd say another 30+ kobolds, maybe 1/2 of those minions and one of them an elite boss. Choose several lurkers and slingers to attack PCs with guerilla tactics when they trigger a trap.</p><p></p><p>Then trap the place to high heaven. </p><p></p><p><strong>Rockslides</strong></p><p>Set up a couple rockslides and have them also block off a passage - requiring 5 minutes to clear with group Strength check (moderate DC); if less than half succeed they lose 1 healing surge from exertion. During this time have lurkers/slingers take pot shots at PCs. Especially nasty might be to coat hall in grease before hand then light it on fire.</p><p></p><p><strong>Cat & Mouse --> Spear Gauntlet</strong></p><p>Have slingers pester PCs and keep falling back, eventually breaking into an all-out run after either taunting PCs, stealing something from them, or pretending to be afraid (or actually being afraid, hey kobolds). En route of course is a spear gauntlet trap or two. And for added measure have some lurkers lying in wait to ambush.</p><p></p><p><strong>Sludge Pit</strong></p><p>If I recall there was a sludge pit in Kobold Hall. Might be cool to have some kind of amphibious reptile hiding in there with some kind of kobold drake-master summoning out on second round of combat. A monster with a pull power would be best, like a leveled down roper or something.</p><p></p><p>Just a couple ideas.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5691452, member: 20323"] It depends on where they camp and how far nearest settlement is. Also, do you want there to be a bunch more kobolds lurking in the depths of Kobold Hall and feel up to expanding that as an adventure site? Assuming town is several hours ride away, that means they'll be gone for probably close to one day. I'd say the dragon scolds the remaining kobolds and intimidates them into regrouping and setting up traps...the dragon knows the PCs know about it and are probably after is treasure trove (not to mention its life). So during that intervening 18-24 hours the dragon beats the PCs to town with overland flight and assaults the town. PCs see it vaguely through clouds flying back to Kobold Hall. Return to devastated town. Dragon fortifies its lair with kobolds help. Nothing fancy like decoys and elaborate backup plans though, after all dragon is only intelligence 10. I'd say another 30+ kobolds, maybe 1/2 of those minions and one of them an elite boss. Choose several lurkers and slingers to attack PCs with guerilla tactics when they trigger a trap. Then trap the place to high heaven. [B]Rockslides[/B] Set up a couple rockslides and have them also block off a passage - requiring 5 minutes to clear with group Strength check (moderate DC); if less than half succeed they lose 1 healing surge from exertion. During this time have lurkers/slingers take pot shots at PCs. Especially nasty might be to coat hall in grease before hand then light it on fire. [B]Cat & Mouse --> Spear Gauntlet[/B] Have slingers pester PCs and keep falling back, eventually breaking into an all-out run after either taunting PCs, stealing something from them, or pretending to be afraid (or actually being afraid, hey kobolds). En route of course is a spear gauntlet trap or two. And for added measure have some lurkers lying in wait to ambush. [b]Sludge Pit[/b] If I recall there was a sludge pit in Kobold Hall. Might be cool to have some kind of amphibious reptile hiding in there with some kind of kobold drake-master summoning out on second round of combat. A monster with a pull power would be best, like a leveled down roper or something. Just a couple ideas. [/QUOTE]
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