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Tucker's Kobolds 5e
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<blockquote data-quote="Leatherhead" data-source="post: 7806199" data-attributes="member: 53176"><p>A while back, we did a thread discussing how to use various monsters from Volo's Guide.</p><p></p><p>Here are the Kobold Entries:</p><p><a href="https://www.enworld.org/threads/lets-read-volos-monsters.506715/page-13#post-6993281" target="_blank">Dragonshield</a>, <a href="https://www.enworld.org/threads/lets-read-volos-monsters.506715/page-13#post-6994219" target="_blank">Inventor</a>, <a href="https://www.enworld.org/threads/lets-read-volos-monsters.506715/page-13#post-6995329" target="_blank">Scale Sorcerers</a>.</p><p></p><p>Now about those traps. XGtE has a nice chapter about how to use simple and complex traps. Simple traps can be used to augment normal creature encounters (or just throw a speedbump down outside of combat). Complex traps are encounters in their own right, traps upon traps with moving parts and synergies.</p><p></p><p>A few good uses of a simple trap would be:</p><p></p><p>Placing a few Crossbow traps behind some Three-Quarters Cover in darkness at the far end of a room. When the PC's open the door to the room, the traps shoot at them from the darkness. This leads the PC's to believe that the Kobolds have ambushed them from the darkness at the far side of the room (a reasonable conclusion). Causing the PC's to fire off attacks into the darkness and rush headlong at it in order to melee them to meaty chunks. However the reality is that the Crosbow Traps are unmanned (unkobolded?), and the creatures are actually hidden in the rafters of the room. Once the party charges into the room, they will poor oil all over from above (to slip up the heavy front line, and potentially light them on fire if anyone has any cocky ideas about <em>FIreballs</em> or similar things.) and then attack the now exposed back line.</p><p></p><p>The simple pit trap, with a twist. The Kobolds flee down a hallway, the baiting the PC's to pursue. The Hallway is laden with weight-sensitive pit traps. Anything bulkier than a Kobold will fall strait through.</p><p></p><p>The classic false ceiling filled with sand and rocks. Sure you could potentially kill a PC with falling rocks. But by putting it at a Y-junction in a hallway, and using a huge payload, you could force half the party to go down either path. Splitting the party, and significantly upping the danger they face.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7806199, member: 53176"] A while back, we did a thread discussing how to use various monsters from Volo's Guide. Here are the Kobold Entries: [URL='https://www.enworld.org/threads/lets-read-volos-monsters.506715/page-13#post-6993281']Dragonshield[/URL], [URL='https://www.enworld.org/threads/lets-read-volos-monsters.506715/page-13#post-6994219']Inventor[/URL], [URL='https://www.enworld.org/threads/lets-read-volos-monsters.506715/page-13#post-6995329']Scale Sorcerers[/URL]. Now about those traps. XGtE has a nice chapter about how to use simple and complex traps. Simple traps can be used to augment normal creature encounters (or just throw a speedbump down outside of combat). Complex traps are encounters in their own right, traps upon traps with moving parts and synergies. A few good uses of a simple trap would be: Placing a few Crossbow traps behind some Three-Quarters Cover in darkness at the far end of a room. When the PC's open the door to the room, the traps shoot at them from the darkness. This leads the PC's to believe that the Kobolds have ambushed them from the darkness at the far side of the room (a reasonable conclusion). Causing the PC's to fire off attacks into the darkness and rush headlong at it in order to melee them to meaty chunks. However the reality is that the Crosbow Traps are unmanned (unkobolded?), and the creatures are actually hidden in the rafters of the room. Once the party charges into the room, they will poor oil all over from above (to slip up the heavy front line, and potentially light them on fire if anyone has any cocky ideas about [I]FIreballs[/I] or similar things.) and then attack the now exposed back line. The simple pit trap, with a twist. The Kobolds flee down a hallway, the baiting the PC's to pursue. The Hallway is laden with weight-sensitive pit traps. Anything bulkier than a Kobold will fall strait through. The classic false ceiling filled with sand and rocks. Sure you could potentially kill a PC with falling rocks. But by putting it at a Y-junction in a hallway, and using a huge payload, you could force half the party to go down either path. Splitting the party, and significantly upping the danger they face. [/QUOTE]
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