Kobolds, NPCs and gear...

a sheet of kobolds I modified from Frank's token thread
 

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By default rule in DMG, NPC's total amount of gear is based on their ECL. That means, a 5th-level Kobold has 4,300gp worth of gears. And 1st-level Drow Fighter has 2,500 gp worth of gears.

But reading later 3.5e modules such as RHoD or later monster supplements such as MM IV & V, WotC authors are calculating NPC wealth based on their CR, not ECL.

This method works better IMHO, as there are many creatures who can have class levels but no LA entry.

Total value of NPC gear is far more than the total value of treasures a monster of same CR has. But some of the gears will be used during combat. And many of the gears are useless for PCs and thus must be sold at half price. And many of them are too heavy to carry (especially at lower level range).
 

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
 

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