A few additional things have come up about kobold lairs that i'd like to get set in my mind before the next game. This is for an 8 player game, lvls 8-9:
1) concealed murder holes - hidden in the shadows of a roughly hewn out tunnel's ceiling, should these have a spot DC or require the characters to be searching as they go? Alternatively, they could provide a hefty bonus to the hide check of the kobolds lurking above.
2) Archer slits - similar deal, although presumably easier since they're in the wall rather than the ceiling.
3) Squeezing - is this dependant on creature size?
ie a space thats a squeeze for a medium creaure, may be fine for a small one, whilst a squeeze for a small creature might be impassible for a medium creature...
4) Portcullis traps - should their maybe be a reflex save to have the option of throwing yourself through to the other side? it would have a potentially large slot in the ceiling- should i allow a spot check? damage for being under it when it falls (I was thinking melle +15, 2d6+4)?
5) Power attack and inanimate objects - Doors and portcullis don't seem like they'd survive long against anyone with power attack, is this legit?
Cheers