One thing I rarely see actually done is that kobolds are supposed to be wicked little things. The 'steal babies out of their room and eat them' kind of wicked. THis could get co-opted into goblins.
Do you have a friend who can co-DM? Basically, when a PC is dragged into one of the holes, you tag your co-DM, he takes the player say, across the room and starts playing it out. If the PCs try to save him, you can call over if they succeed, but otherwise you're still playing as he's having his little combat.
Another option is to simply engage everyone in combat. You have one PC who's stuck in this hole, and you handle him vs. the kobolds, meanwhile you have them swarming the PCs down below.
That's actually one reason I suggested the garrot/noose. The kobold nooses someone and starts dragging them up, and then the party can scramble to try and pull him down (which chokes him more) or try to cut the rope.Carpe DM said:Good points. Well, as of this point, I was thinking of grappling the party member with the lowest strength, dragging him / her down. But mechanics doesn't solve the gameplay issue, does it? Splitting up is a horror trope for a reason. But what is terrifying in a movie is boring in a game. You either make everyone wait while you resolve the combat, or you take that person out and they don't get to play until the issue is resolved.
Do you have a friend who can co-DM? Basically, when a PC is dragged into one of the holes, you tag your co-DM, he takes the player say, across the room and starts playing it out. If the PCs try to save him, you can call over if they succeed, but otherwise you're still playing as he's having his little combat.
Another option is to simply engage everyone in combat. You have one PC who's stuck in this hole, and you handle him vs. the kobolds, meanwhile you have them swarming the PCs down below.
Yeah. For one of your "Traps that isn't sprung until you're in it", make a lobster trap. Have a dead end tunnel a kobold is at the end of, sniping or chucking alchemist fire, something. It's narrow so someone has to crawl one at a time. And when they are in the dead end, they realize the walls are just sharpened bones slanted towards the dead end - if they try to crawl back out, they're going to get sliced up. And while this guy is in there, the kobold is in the walls jabbing him. The PCs rush to help pull out the spikes, and here comes the kobolds on their rear.Maybe one thing to do is to make sure the other people have something dramatic to do. Like when one person is trapped in an avalanche, the others get to dig frantically.
Darkness negates Light, turning it into shadow. So they could drop a darkness. Or simply perfect a cantrip that cancels light.Ooh. Yeah. Lights and darkness. Great point! Darkness is a big big deal when you're trying to scare folks, but D&D turns it into a nuisance. First, how can you turn off the lights, or turn down the lights, in those tunnels?
Precisely - the tunnels are kobold sized.Well, one thing is you can limit how far light goes. Curving, claustrophobic tunnels. Make 'em small. The PCs scrabbling on hands and knees through bone-walled tunnels, with things skittering right by their ears. Then, three people back, Amy screams and goes through the floor.