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Ways to Make Kobolds Challenging
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<blockquote data-quote="FalcWP" data-source="post: 2987081" data-attributes="member: 16858"><p>Play to a kobold's strengths. They are small, mobile, well defended, and clever (at least, they don't have a penalty to Intelligence or Wisdom). They also have bonuses in trapmaking and mining, as well as darkvision. They do not have the strength or constitution to go toe-to-toe with melee threats, especially if you aren't giving them class levels.</p><p></p><p>Create a variant pit trap that can hold a bit of weight (say, your average kobold, with gear), but will collpase if more weight is placed on it (say, your average human, with gear). This is particularly useful if the party's scout is, say, a halfling rogue, who might go past the trap. This could easily divide the PCs into *three* groups - the light PCs in front (halflings, gnomes, maybe elves with little or no bulky gear), the medium sized PCs in the middle (at least one at the bottom of a pit), and the rear guard. Make the pit wide enough that it can't be easily cleared, but not so wide that all the PCs will fall down - divide and conquer. Also, keep the ceiling fairly low - high enough that the PCs aren't *too* worried, but low enough that they would have severe penalties on their jump checks.</p><p></p><p>Provide at least one exit in the pit, but keep it small - let kobold guards fight the hampered PC(s) who try to crawl out. A few kobolds with spears, jabbing at the 6'8" tall barbarian who can't get at his great axe...</p><p></p><p>Be sure to give the kobolds ways to get rid of most light sources the PCs may have, unless they're investing heavily in them. Against PCs without darkvision, this can be far more effective than a couple class levels. This might be a decent spot for a kobold with a few class levels - <em>dispel magic</em> to take care of magical light sources, <em>darkness</em> if you have a few kobolds who took Blind Fight in place of Alertness, etc. </p><p></p><p>Don't rely heavily on melee damage - the strength penalty and the small weapons will ruin that. A bit of poison on some spears, arrows, or crossbow bolts, on the other hand, could be really effective.</p><p></p><p>Also - give the PCs an out. Maybe the pit trap left enough handholds to climb out the way they came. The kobolds know that, even with these traps, they're going to get torn up. And they probably don't want that. If the PCs run, the kobolds will probably let them, fix the hole, and design some new traps for the next group (whether the PCs or other adventurers).</p></blockquote><p></p>
[QUOTE="FalcWP, post: 2987081, member: 16858"] Play to a kobold's strengths. They are small, mobile, well defended, and clever (at least, they don't have a penalty to Intelligence or Wisdom). They also have bonuses in trapmaking and mining, as well as darkvision. They do not have the strength or constitution to go toe-to-toe with melee threats, especially if you aren't giving them class levels. Create a variant pit trap that can hold a bit of weight (say, your average kobold, with gear), but will collpase if more weight is placed on it (say, your average human, with gear). This is particularly useful if the party's scout is, say, a halfling rogue, who might go past the trap. This could easily divide the PCs into *three* groups - the light PCs in front (halflings, gnomes, maybe elves with little or no bulky gear), the medium sized PCs in the middle (at least one at the bottom of a pit), and the rear guard. Make the pit wide enough that it can't be easily cleared, but not so wide that all the PCs will fall down - divide and conquer. Also, keep the ceiling fairly low - high enough that the PCs aren't *too* worried, but low enough that they would have severe penalties on their jump checks. Provide at least one exit in the pit, but keep it small - let kobold guards fight the hampered PC(s) who try to crawl out. A few kobolds with spears, jabbing at the 6'8" tall barbarian who can't get at his great axe... Be sure to give the kobolds ways to get rid of most light sources the PCs may have, unless they're investing heavily in them. Against PCs without darkvision, this can be far more effective than a couple class levels. This might be a decent spot for a kobold with a few class levels - [i]dispel magic[/i] to take care of magical light sources, [i]darkness[/i] if you have a few kobolds who took Blind Fight in place of Alertness, etc. Don't rely heavily on melee damage - the strength penalty and the small weapons will ruin that. A bit of poison on some spears, arrows, or crossbow bolts, on the other hand, could be really effective. Also - give the PCs an out. Maybe the pit trap left enough handholds to climb out the way they came. The kobolds know that, even with these traps, they're going to get torn up. And they probably don't want that. If the PCs run, the kobolds will probably let them, fix the hole, and design some new traps for the next group (whether the PCs or other adventurers). [/QUOTE]
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