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Tuckers Kobolds 5E AKA You Little Bastards!!!
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<blockquote data-quote="Zardnaar" data-source="post: 6852341" data-attributes="member: 6716779"><p>This thread is for a modern take on the semi legendary Tuckers Kobolds. This is to brainstorm ways to basically make PCs of higher levels (5+ even level 10+) completely miserable by using humble Kobolds. Well mostly humble Kobolds perhaps one is an archmage or high priest serving Tiamat.</p><p></p><p> What is Tuckers Koobolds?</p><p><a href="http://www.tuckerskobolds.com/" target="_blank">http://www.tuckerskobolds.com/</a></p><p></p><p>A few ideas. </p><p></p><p>1. A completely fake lair only tenuously connected to the real one. Such a lair of course is filled with.....</p><p></p><p>2. Traps. Lots and lots of traps including fake ones such as a scorched boot in the middle of a room surrounded by a painted on scorch mark. Its just a boot. Another boot has a 10gp gemstone in it. The 3rd boot triggers a meteor swarm spell. </p><p></p><p>3. Kobold tuinnels.Very narrow and small tunnels. Think around 2-3 feet tall/wide. Medium creatures can enter them but have disadvantage to hit and grant advantage to get hit. Bonus points for PC halflings and Gnomes. </p><p></p><p>4. Fantasy versions of IED's. Barrels packed with gunpowder and shrapnel. </p><p>Magical IEDs. Beads from a necklace of fireballs come to mind. </p><p></p><p>5. Layered traps. 1 trap sets off another one. The 2E adventure Labyrinth of Madness has a fine example. Climb down a ladder, one of the rungs has a glyph of warding on it. Usual effects +strength save (with disadvantage DC 15-25) fail the strength save and you fall (taking falling damage), then kit hit by power word kill+animate dead+levitate. A non magical variety is a pit trap onto a greased slide with blades onto it, then some falling damage into lava or another trap. </p><p></p><p>6. Better equipment for the Kobolds. Primitive grenades come to mind. A crashed spaceship and laser guns is another option (ducks). Add grenades. Thermal detonaters from Star Wars Saga could work. </p><p></p><p>7. Tactics. Ambushes, surprise round then retreat- during the surprise round. Add some grenades in there perhaps. </p><p></p><p>8. Update old AD&D spells various PCs have created such as Colour Go Boom (prismatic spray as a fireball effect level 8 spell), power word liquefy (as kill but turns you to water). Then drop grenades on the water. Darzi blast spheres as well (as disintegrate 20'). </p><p></p><p>9. Pit traps onto oozes, jellies and puddings. Then roll some grenades onto them. </p><p></p><p>10. Moar Grenades.</p><p></p><p> Anyway jsut some ideas so far. Lets hear your ones.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6852341, member: 6716779"] This thread is for a modern take on the semi legendary Tuckers Kobolds. This is to brainstorm ways to basically make PCs of higher levels (5+ even level 10+) completely miserable by using humble Kobolds. Well mostly humble Kobolds perhaps one is an archmage or high priest serving Tiamat. What is Tuckers Koobolds? [url]http://www.tuckerskobolds.com/[/url] A few ideas. 1. A completely fake lair only tenuously connected to the real one. Such a lair of course is filled with..... 2. Traps. Lots and lots of traps including fake ones such as a scorched boot in the middle of a room surrounded by a painted on scorch mark. Its just a boot. Another boot has a 10gp gemstone in it. The 3rd boot triggers a meteor swarm spell. 3. Kobold tuinnels.Very narrow and small tunnels. Think around 2-3 feet tall/wide. Medium creatures can enter them but have disadvantage to hit and grant advantage to get hit. Bonus points for PC halflings and Gnomes. 4. Fantasy versions of IED's. Barrels packed with gunpowder and shrapnel. Magical IEDs. Beads from a necklace of fireballs come to mind. 5. Layered traps. 1 trap sets off another one. The 2E adventure Labyrinth of Madness has a fine example. Climb down a ladder, one of the rungs has a glyph of warding on it. Usual effects +strength save (with disadvantage DC 15-25) fail the strength save and you fall (taking falling damage), then kit hit by power word kill+animate dead+levitate. A non magical variety is a pit trap onto a greased slide with blades onto it, then some falling damage into lava or another trap. 6. Better equipment for the Kobolds. Primitive grenades come to mind. A crashed spaceship and laser guns is another option (ducks). Add grenades. Thermal detonaters from Star Wars Saga could work. 7. Tactics. Ambushes, surprise round then retreat- during the surprise round. Add some grenades in there perhaps. 8. Update old AD&D spells various PCs have created such as Colour Go Boom (prismatic spray as a fireball effect level 8 spell), power word liquefy (as kill but turns you to water). Then drop grenades on the water. Darzi blast spheres as well (as disintegrate 20'). 9. Pit traps onto oozes, jellies and puddings. Then roll some grenades onto them. 10. Moar Grenades. Anyway jsut some ideas so far. Lets hear your ones. [/QUOTE]
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