Tucker's Kobolds for v.3.5

Anson Caralya

First Post
Ages ago, Roger Moore wrote an editorial in Dragon about "Tucker's Kobolds," runty little things that gave high-level characters fits with their nasty tactics and equipment. I'd like to hear some v.3.5 takes on this idea. I'm thinking monsters of CR = party level - 6 or more (by v.3.5, these opponents should represent no challenge to the characters). Environmental factors, specific spells, specific weapons, specific items (including magic), combat tactics, combinations of monsters, anything that transforms usually-pushover opponents into something nasty. The runtier the monsters in question, the better. Links to previous discussions on this topic are appreciated as well.
 

log in or register to remove this ad

Don't kobolds get a bonus to Craft (Trapmaking)?

Get a copy of The Wurst of Grimtooth's Traps by Necromancer Games. And remember:

Even if high-level PCs are more or less impervious to falling damage, pit traps annoy the hell out of them. :]
 

Anson Caralya said:
Ages ago, Roger Moore wrote an editorial in Dragon about "Tucker's Kobolds," runty little things that gave high-level characters fits with their nasty tactics and equipment. I'd like to hear some v.3.5 takes on this idea. I'm thinking monsters of CR = party level - 6 or more (by v.3.5, these opponents should represent no challenge to the characters). Environmental factors, specific spells, specific weapons, specific items (including magic), combat tactics, combinations of monsters, anything that transforms usually-pushover opponents into something nasty. The runtier the monsters in question, the better. Links to previous discussions on this topic are appreciated as well.

A while back, I published a module entitled "The Hero Snare" through MonkeyGod Enterprises. I'm afraid MonkeyGod is long gone, and Highmoon--the folks who are doing the PDF conversions of MonkeyGod's old stuff--haven't gotten to HS yet. If you can find it, though, I think it's exactly what you're looking for: A dungeon of kobolds for a 6th or 7th-level party. It's all about making use of tricks, traps, and size advantages. It was written for 3.0, but conversion to 3.5 should be a breeze.
 

Mouseferatu said:
A while back, I published a module entitled "The Hero Snare" through MonkeyGod Enterprises. (snip) A dungeon of kobolds for a 6th or 7th-level party. It's all about making use of tricks, traps, and size advantages. It was written for 3.0, but conversion to 3.5 should be a breeze.

I actually ran that adventure for a group of adventurers. Sadly, they tore it to pieces, both inside and outside of the game. I will also point out respectfully that there are several things borked about this adventure - namely accompanying DCs or the lack thereof to certain traps. The adventure does try to railroad the characters - 'You Will Be Caught By This Trap And There Is Nothing You Can Do' - but I did enjoy the premise greatly.

If anyone is interested in more information, a friend of mine went through this room by room (I think she ended up finishing... but I don't remember precisely) pointing out some of the errors along with possible fixes.

Sorry for the derailment. :heh:
 

pokedigimaniac said:
I actually ran that adventure for a group of adventurers. Sadly, they tore it to pieces, both inside and outside of the game.

Really? Every group I've heard of who went through it had a pretty tough time. Oh, well. Can't beat 'em all, I guess. ;)

I will also point out respectfully that there are several things borked about this adventure - namely accompanying DCs or the lack thereof to certain traps.

That's entirely possible. It was only the second "traditional" module I'd done with D20 rules (the Serpent Amphora trilogy, for Scarred Lands, was written in a very different style). It wouldn't surprise me, looking back on it, if there were some mistakes that needed tweaking.

The adventure does try to railroad the characters - 'You Will Be Caught By This Trap And There Is Nothing You Can Do' - but I did enjoy the premise greatly.

Did I? I don't remember writing anything quite that railroady--but again, it's been a while, so I may have forgotten. If you have specific encounters in mind, I'd be delighted to hear what they are, and possibly see if I can clarify a bit. Feel free to PM or e-mail me, if you'd like to avoid a continued hijack. ;) I really do try to be open to constructive criticism, even on older stuff.
 

The best source for ideas is Dragon:

122 Revenge of the Nobodies (how locals can make life difficult for the party)

173 Magical Mangling Made Easy

174 Defeating More with Less (the best of the trio and references Tucker's Kobolds)
 

Kobold Trap Ideas.

First of all, I love Kobolds, they're my favorite monster to run for low-level adventures. Ok here are some of my favorite Kobold traps:
*The kobolds have discovered a pit trap in their dungeon that they can reset. The have placed semi obvious signs of a pit trap just in front of the other one. Floor coverings, grooves carved to simulate the edge of the trapdoor, etc. All of these are put there to fool the players into thinking there is a trap there. The players leap over the kobolds poorly designed, albeit fake, trap only to find themselves landing on the real one on the other side.

* Wandering down a long hallway the players come upon a small bucket upside down off to the side of the hallway. The players find upon picking it up that a weasel or rat is trapped underneath it. The creature takes off down the hallway, ringing a little bell that is tied around it's neck and snapping a line attached to a couple of bags of flower. The flower falls creating a flour cloud throughout the hallway. If the players, rightfully suspecting a fire trap, charge down the hallway to "safety." Two kobolds have perched above the room's entrance holding buckets of scorpions ready to pour them onto whoever comes through. If the players hesitate, one of the kobolds hurls an Alch Fire flask in and ignites the flower cloud.
thanks goes out to my friend Des for that one.

*The players come upon a section of hallway where small holes have been cut into both walls on either side. If the rogue, rightfully suspecting a trap, searches the area he finds a cleverly hidden trigger and easily "disarms" it. The trigger is actually a fake one put there to give adventurers a false sense of security. Once they galantly stride down the hallway, a bunch of kobolds on the other sides of both walls begin jabbing spears through the holes.
...Jonas gets the credit for that one.
*
 

Xombie Master said:
First of all, I love Kobolds, they're my favorite monster to run for low-level adventures. Ok here are some of my favorite Kobold traps:
*The kobolds have discovered a pit trap in their dungeon that they can reset. The have placed semi obvious signs of a pit trap just in front of the other one. Floor coverings, grooves carved to simulate the edge of the trapdoor, etc. All of these are put there to fool the players into thinking there is a trap there. The players leap over the kobolds poorly designed, albeit fake, trap only to find themselves landing on the real one on the other side.

* Wandering down a long hallway the players come upon a small bucket upside down off to the side of the hallway. The players find upon picking it up that a weasel or rat is trapped underneath it. The creature takes off down the hallway, ringing a little bell that is tied around it's neck and snapping a line attached to a couple of bags of flower. The flower falls creating a flour cloud throughout the hallway. If the players, rightfully suspecting a fire trap, charge down the hallway to "safety." Two kobolds have perched above the room's entrance holding buckets of scorpions ready to pour them onto whoever comes through. If the players hesitate, one of the kobolds hurls an Alch Fire flask in and ignites the flower cloud.
thanks goes out to my friend Des for that one.

*The players come upon a section of hallway where small holes have been cut into both walls on either side. If the rogue, rightfully suspecting a trap, searches the area he finds a cleverly hidden trigger and easily "disarms" it. The trigger is actually a fake one put there to give adventurers a false sense of security. Once they galantly stride down the hallway, a bunch of kobolds on the other sides of both walls begin jabbing spears through the holes.
...Jonas gets the credit for that one.
*
Aaaand stealing these. The victims of the Green Mountain Kobolds (or their next of kin) will thank you later.
 


Xombie Master said:
* Wandering down a long hallway the players come upon a small bucket upside down off to the side of the hallway. The players find upon picking it up that a weasel or rat is trapped underneath it. The creature takes off down the hallway, ringing a little bell that is tied around it's neck and snapping a line attached to a couple of bags of flower. The flower falls creating a flour cloud throughout the hallway. If the players, rightfully suspecting a fire trap, charge down the hallway to "safety." Two kobolds have perched above the room's entrance holding buckets of scorpions ready to pour them onto whoever comes through. If the players hesitate, one of the kobolds hurls an Alch Fire flask in and ignites the flower cloud.

How much damage do you figure that burning flour does? It was in some WotC adventure way back IIRC.
 

Remove ads

Top