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<blockquote data-quote="MerakSpielman" data-source="post: 531643" data-attributes="member: 7464"><p>They'll only get fireballed if they stand still in a group.</p><p></p><p>There have been threads on how tribes of kobolds can wipe out high-level adventurers. It can be done. They never enter physical combat, develop traps that are not meant to be escapable, dig loads of tunnels that a kobold can run along - crouching (and plenty of emergency tunnels that kobolds can wiggle through on their bellies). Arrange cave-ins, poison arrows from parallel passages w/ arrow slits, etc... If they have a spellcaster, kobolds can get adventurers to waste good area-effect spells on bands of illusionary kobolds. Prevent the adventurers from escaping/resting with harrying attacks, close off the exits, and put time pressure on the party - the adventurers must stop the ritual before midnight (or some such). Self-sealing pits with flaming oil in the bottom (or green slime, or any ooze). Loads of poison can bring down very mighty adventurers, especially in gaseous form.</p><p></p><p>Kobolds need not be the wusses they are commonly portrayed to be. It's just that the tactics they'd need to use to survive a 7th to 12th level party are so dirty that the players will have very little fun in the process.</p></blockquote><p></p>
[QUOTE="MerakSpielman, post: 531643, member: 7464"] They'll only get fireballed if they stand still in a group. There have been threads on how tribes of kobolds can wipe out high-level adventurers. It can be done. They never enter physical combat, develop traps that are not meant to be escapable, dig loads of tunnels that a kobold can run along - crouching (and plenty of emergency tunnels that kobolds can wiggle through on their bellies). Arrange cave-ins, poison arrows from parallel passages w/ arrow slits, etc... If they have a spellcaster, kobolds can get adventurers to waste good area-effect spells on bands of illusionary kobolds. Prevent the adventurers from escaping/resting with harrying attacks, close off the exits, and put time pressure on the party - the adventurers must stop the ritual before midnight (or some such). Self-sealing pits with flaming oil in the bottom (or green slime, or any ooze). Loads of poison can bring down very mighty adventurers, especially in gaseous form. Kobolds need not be the wusses they are commonly portrayed to be. It's just that the tactics they'd need to use to survive a 7th to 12th level party are so dirty that the players will have very little fun in the process. [/QUOTE]
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