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<blockquote data-quote="subbob" data-source="post: 4176634" data-attributes="member: 20554"><p><strong>Other Suggestions</strong></p><p></p><p>Three Suggestions: Levels, Disease & Party Order</p><p></p><p><strong>Levels</strong></p><p></p><p>It's been done before - but worth considering - giving one or more of the kobolds some levels in one or more classes.</p><p></p><p>In a given colony, there's SOME reason that one of them rises to become the leader over the others. Sometimes it may just be he's the strongest. But that strength may be in possessing powers the others do not have.</p><p></p><p><strong>Disease & Decay</strong></p><p></p><p>Since the lair is built of decomposing bodies, ensure you play that up. Perhaps saving throws for nausea in some areas where the decay is worse than others. Maggots and other parasites visibly at work. Maybe you add a chance for disease or could throw in some wicked parasite that would have other effects on the players.</p><p></p><p><strong>Party Order</strong></p><p></p><p>You may already do this. Get in the habit of requiring the party to be very descriptive when they are moving through the dungeon or lair. If you use miniatures have them "act out" even notional items like moving from a hallway into an occupied room.</p><p></p><p>Do this EVERY time they enter a room - not just when there might be a trap. That way they are accustomed to it and do not suspect, "He's asking us who goes in first - there must be a trap"</p><p></p><p>Why do this? Perhaps you setup a scenario where a door has a remote trigger (a counterweight mechanism) and one of the kobolds has an overwatch position on the entrance. As the 5th of six players moves into the room, he triggers the mechanism, slamming the door shot and leaving the last player alone in the hallway. Out from a secret panel comes a gang of kobolds (or maybe they drop a net on him) and whisk him away.</p><p></p><p>Now the party has a REAL time pressure to find their lost member.</p></blockquote><p></p>
[QUOTE="subbob, post: 4176634, member: 20554"] [b]Other Suggestions[/b] Three Suggestions: Levels, Disease & Party Order [B]Levels[/B] It's been done before - but worth considering - giving one or more of the kobolds some levels in one or more classes. In a given colony, there's SOME reason that one of them rises to become the leader over the others. Sometimes it may just be he's the strongest. But that strength may be in possessing powers the others do not have. [B]Disease & Decay[/B] Since the lair is built of decomposing bodies, ensure you play that up. Perhaps saving throws for nausea in some areas where the decay is worse than others. Maggots and other parasites visibly at work. Maybe you add a chance for disease or could throw in some wicked parasite that would have other effects on the players. [B]Party Order[/B] You may already do this. Get in the habit of requiring the party to be very descriptive when they are moving through the dungeon or lair. If you use miniatures have them "act out" even notional items like moving from a hallway into an occupied room. Do this EVERY time they enter a room - not just when there might be a trap. That way they are accustomed to it and do not suspect, "He's asking us who goes in first - there must be a trap" Why do this? Perhaps you setup a scenario where a door has a remote trigger (a counterweight mechanism) and one of the kobolds has an overwatch position on the entrance. As the 5th of six players moves into the room, he triggers the mechanism, slamming the door shot and leaving the last player alone in the hallway. Out from a secret panel comes a gang of kobolds (or maybe they drop a net on him) and whisk him away. Now the party has a REAL time pressure to find their lost member. [/QUOTE]
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