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Tell Me Your Best DM Dirty Tricks...
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<blockquote data-quote="Whisper72" data-source="post: 3947433" data-attributes="member: 17339"><p>Well.... go with the Tucker's Kobolds principle. Take small foes like kobolds and have them humiliate the PC's.</p><p></p><p>Envisage the following adventure: the PC's go onto a dungeon crawl, looking for some lost treasure / artifact whatever. Somewhere close to the beginning, they encounter a band of kobolds. They'll prolly soudnly beat the living crud out of the kobolds, however, one gets away (preferably).</p><p></p><p>The kobolds are now warned.</p><p></p><p>The dungeon is a veritable death trap. Once deeper underground, TP and similar magics no longer work (whyever is up to the DM, maybe because the dungeon is an old tomb and it was protection against tomb-robbers). The entire area also suppresses fire (including torches). The kobolds with their darkvision have no problems.</p><p></p><p>The kobolds see how powerful the PCs are and do not interfere much on the way in except for a few ambushes, many traps and other obstacles, which hopefully whittle away at the resources.</p><p></p><p>On the triumphant way back, the fun really starts. The kobolds want revenge and will not let the PC's go. Sliding walls etc. have changed the path of the dungeon, so the way back is blocked and now different. Passages the PC's must go through have arrowlits on the sides to fire poisoned arrows, acid thrown from holes in the ceiling and letting loose constructs, gelatinous cube like monsters etc. in the maze.</p><p></p><p>At some point, when the PC's are pretty much exhousted, the kobolds want to parlay. Give up your loot and your weapons and armor (and clothes etc.) and leave alive as warning to others or die. They'll prolly refuse the first time.</p><p></p><p>Continue harassment without finding a way out, until they capitulate...</p></blockquote><p></p>
[QUOTE="Whisper72, post: 3947433, member: 17339"] Well.... go with the Tucker's Kobolds principle. Take small foes like kobolds and have them humiliate the PC's. Envisage the following adventure: the PC's go onto a dungeon crawl, looking for some lost treasure / artifact whatever. Somewhere close to the beginning, they encounter a band of kobolds. They'll prolly soudnly beat the living crud out of the kobolds, however, one gets away (preferably). The kobolds are now warned. The dungeon is a veritable death trap. Once deeper underground, TP and similar magics no longer work (whyever is up to the DM, maybe because the dungeon is an old tomb and it was protection against tomb-robbers). The entire area also suppresses fire (including torches). The kobolds with their darkvision have no problems. The kobolds see how powerful the PCs are and do not interfere much on the way in except for a few ambushes, many traps and other obstacles, which hopefully whittle away at the resources. On the triumphant way back, the fun really starts. The kobolds want revenge and will not let the PC's go. Sliding walls etc. have changed the path of the dungeon, so the way back is blocked and now different. Passages the PC's must go through have arrowlits on the sides to fire poisoned arrows, acid thrown from holes in the ceiling and letting loose constructs, gelatinous cube like monsters etc. in the maze. At some point, when the PC's are pretty much exhousted, the kobolds want to parlay. Give up your loot and your weapons and armor (and clothes etc.) and leave alive as warning to others or die. They'll prolly refuse the first time. Continue harassment without finding a way out, until they capitulate... [/QUOTE]
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