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Kobolds, NPCs and gear...
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<blockquote data-quote="Humanaut" data-source="post: 4598601" data-attributes="member: 49498"><p>There are other energy flasks, can't remember the book(s) offhand.  If others do not put that info out, or you don't have that specific book, I'd just use the acid and fire as examples for lightning and cold.  Sonic I'd just use Thunderstones.</p><p> </p><p>Also to help Tucker your kobolds, the size of the passages can help out the little guys.  I know that the DMGII has a nice layout of varying sized passages and the penalties involved.  Mostly limiting the Med. sized PC's on movement, weapon (melee and missle) penalties... but no penalties for the Small sized.  A well placed ledge for kobolds to launch alchemicals and run, or a pit to draw in PC's or their stinky Cloudkills.  </p><p> </p><p>As far as gear goes, perhaps the higher level warrior kobolds simply have superior weapons, shortsword instead of clubs, bows instead of slings, compared to their War. 1 brothers.  Then on to 1 shot items, potions and alchemicals.  Traps are crazy expensive by the book, could pool their $$$ to traps.</p><p> </p><p>My PC's love to Great Cleave through any massed kobolds, but loathe to chase them down into the depths of their lair.  The higher level the PC's, the more "Tucker" they get.  bwaah ha ha ha!</p></blockquote><p></p>
[QUOTE="Humanaut, post: 4598601, member: 49498"] There are other energy flasks, can't remember the book(s) offhand. If others do not put that info out, or you don't have that specific book, I'd just use the acid and fire as examples for lightning and cold. Sonic I'd just use Thunderstones. Also to help Tucker your kobolds, the size of the passages can help out the little guys. I know that the DMGII has a nice layout of varying sized passages and the penalties involved. Mostly limiting the Med. sized PC's on movement, weapon (melee and missle) penalties... but no penalties for the Small sized. A well placed ledge for kobolds to launch alchemicals and run, or a pit to draw in PC's or their stinky Cloudkills. As far as gear goes, perhaps the higher level warrior kobolds simply have superior weapons, shortsword instead of clubs, bows instead of slings, compared to their War. 1 brothers. Then on to 1 shot items, potions and alchemicals. Traps are crazy expensive by the book, could pool their $$$ to traps. My PC's love to Great Cleave through any massed kobolds, but loathe to chase them down into the depths of their lair. The higher level the PC's, the more "Tucker" they get. bwaah ha ha ha! [/QUOTE]
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