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Tuckers Kobolds 5E AKA You Little Bastards!!!
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<blockquote data-quote="Imaculata" data-source="post: 6858991" data-attributes="member: 6801286"><p>You could also take some inspiration from Demon's Souls' <strong>Valley of Defilement</strong>. The Valley of defilement level is basically a huge system of unstable scaffolding inside a large underground space in total darkness. There are enemies with spears everywhere, and everything deals bleeding, poison or disease. Everything can crumble at any minute, and there are tiny ladders everywhere.</p><p></p><p>[ATTACH]75866[/ATTACH]</p><p></p><p><strong>Extending this to Tucker's Kobolts:</strong></p><p></p><p>-Retractable ladders that allow the kobolts to not only hide in murder holes, but also escape to higher ground.</p><p>-Rope, that allows the kobolts to swing or climb to safety. And if the players try to chase them, simply cut the rope. </p><p>-Use status effects to their maximum. Have the players fight in terrain that slows them down, and causes poison and disease. </p><p>-Make all the terrain very vulnerable to destruction. Everything is created in such a way that it can only endure the weight of tiny kobolts, but not of heavy armored adventurers. This allows you to drop the players several stories down, causing falling damage, and exposing them to what ever nasty stuff is down in the pit.</p><p>-Make a lot of use of darkness. The areas that the players are in may be barely lit, but the attacks come from total darkness.</p><p>-All kobolts use either ranged weapons, or weapons with reach. And all weapons either cause poison or bleeding.</p><p>-Explosive barrels, which can be rolled down ramps, and can also cause the scaffolding to break, dropping the players down into a pit with a flammable or poisonous substance. </p><p>-Always use formations of kobolts to lure the players where you want them to go, and then close the trap around them.</p><p></p><p><strong>What I would NOT do:</strong></p><p></p><p>-Use other monsters. Yes, you could drop the players into a pit right on top of a gelatinous cube. But I think that defeats the point of Tuckers Kobolts. I think the strength lies in the fact that it is just a bunch of kobolts being clever. So I would design everything to use ONLY the kobolts and their trickery.</p><p>-Rely on overly complex magical or mechanical traps. Again, I think Tuckers Kobolts are fun, because they simply are really really clever. The terrain is always in their favor, and they simply outsmart the players. You don't need to add complex nasty traps on top of that. Keep it simple, and keep the traps simple. Its the combination of simple things that makes Tucker's kobolts so nasty.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6858991, member: 6801286"] You could also take some inspiration from Demon's Souls' [B]Valley of Defilement[/B]. The Valley of defilement level is basically a huge system of unstable scaffolding inside a large underground space in total darkness. There are enemies with spears everywhere, and everything deals bleeding, poison or disease. Everything can crumble at any minute, and there are tiny ladders everywhere. [ATTACH=CONFIG]75866._xfImport[/ATTACH] [B]Extending this to Tucker's Kobolts:[/B] -Retractable ladders that allow the kobolts to not only hide in murder holes, but also escape to higher ground. -Rope, that allows the kobolts to swing or climb to safety. And if the players try to chase them, simply cut the rope. -Use status effects to their maximum. Have the players fight in terrain that slows them down, and causes poison and disease. -Make all the terrain very vulnerable to destruction. Everything is created in such a way that it can only endure the weight of tiny kobolts, but not of heavy armored adventurers. This allows you to drop the players several stories down, causing falling damage, and exposing them to what ever nasty stuff is down in the pit. -Make a lot of use of darkness. The areas that the players are in may be barely lit, but the attacks come from total darkness. -All kobolts use either ranged weapons, or weapons with reach. And all weapons either cause poison or bleeding. -Explosive barrels, which can be rolled down ramps, and can also cause the scaffolding to break, dropping the players down into a pit with a flammable or poisonous substance. -Always use formations of kobolts to lure the players where you want them to go, and then close the trap around them. [B]What I would NOT do:[/B] -Use other monsters. Yes, you could drop the players into a pit right on top of a gelatinous cube. But I think that defeats the point of Tuckers Kobolts. I think the strength lies in the fact that it is just a bunch of kobolts being clever. So I would design everything to use ONLY the kobolts and their trickery. -Rely on overly complex magical or mechanical traps. Again, I think Tuckers Kobolts are fun, because they simply are really really clever. The terrain is always in their favor, and they simply outsmart the players. You don't need to add complex nasty traps on top of that. Keep it simple, and keep the traps simple. Its the combination of simple things that makes Tucker's kobolts so nasty. [/QUOTE]
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