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Balor01
2012-04-01, 05:34 AM
Hey guys,

I need some help with upgrading an idea for an encounter. It is meant for lvl 1 characters.

Here is the status:
There is a mine near a Town and in this mine there is a water source for this Town. An evil cleric decided to poison the Town by infecting the water source, but he must keep infecting it for a week in order for the disease to be really potent. He has some skills, but not enough to defeat small Town militia.
So, here is what took place: Cleric hired a band of kobolds.
Early during the night of attack they all sneaked into the mine. Cleric went all the way to the water source and started infecting it. After he finished his daily infection, he resurrected a few undead to protect entrance to his cave.
Kobolds have meanwhile set up a bunch of traps in the mine and went outside to set up a defensive position just above mine entry. In the morning, when miners reached the mine entry, they were greeted with arrows and sling shots and had to retreat back to town. They amassed an attack on kobold positions the next day, but kobolds were well prepared and drove most of town militia away.
A few of town militia managed to get into the mine and got killed by traps, the others abandoned mine after that to be escorted with more arrows and sling shots at the exit.
Then kobold chieftain offered a part time truce for a ransom to be agreed upon. He wanted for the town to pay for the kobolds to stop their siege of the mine and dismantling the traps. Day three dawned, most of people fell ill and talks started. It is day four as PCs arrive to solve the situation ...

My main question is, how to prepare as favorable position for kobolds as possible? I was actually thinking of them positioning themselves in treetops and have them rain ranged fire upon attackers.

Here is what kobolds have:

- lvl 2 kobold sorcerer (chieftain)
- 17 kobods
- single dire weasel
- 8 domesticated rats

tnx

Yora
2012-04-01, 05:36 AM
Have you heard of Tuckers Kobolds? That is basically the same scenario turned up to eleven. Making the most efficient use of the environment and traps.

Hazzardevil
2012-04-01, 05:45 AM
My advice wold have holes with wooden shafts in in The ceiling for kobolds with crossbows to hide in. Kobolds will not survive close combat and with their low strength they will be best off with skirmishing with crossbows, so make sure that the kobolds can keep out of melee and hide constantly from miners.

He sorcerer will be best off on top of th e mine and remove any enemy marchers when the miners arri,be and then use the same tactics of kobolds.

Remember, kobolds get a plus four or eight size bonus to hide, depending on weather or not you use race of the dragon kobolds.

Kol Korran
2012-04-01, 05:59 AM
i'd suggest the kobolds take up positions IN the mine itself. it favors their dark vision, it favors them being small so they could easily hide, and they can raun back behind traps to regroup and such. the kobolds were there for one night only, so no extra sophisticated traps, but here goes.

since this is against a level 1 i'd suggest using quite basic tactics, such as follows:

1- entrance room: 4 kobolds and 4 rats with ranged weapons, and perhaps a simple trap such as a wire being sprang if someone tries to rush them. the rats attack any who got toppled. the kobolds are behind cover (the more the better)

2- the main hall, iwth carts equipment and the like. have 2-3 traps of wires activating swinging ropes with picks and rubble attached (one attack swinging) they hit at about chest level of a medium creature. in tyhe room there are about 4 kobolds with maxed sneaking skills. 2 shoot at the party, and 2 comes out from behind hideouts to take down more vulnerable party members. again rats that help flank mostly

3- some sort of a more sophisticated trap (that can reload) towards the water source, probably CR2-3

4- 2 more kobolds and 1 bodyguard who are preparing more traps in the mine, the trap is only partly prepared. if they get wind of the PCs (too much noise and such) they get behind the trap, keeping parts of it obvious and bluffing that it's dangerous. as trap makers, they get a few more advanced items to use, such as alchemist fire and tanglefoot bags.

5- some sort of rest room, where 4 more kobolds rest. if the party is sneaky they can take all of them down without a fight, if not, then a simple fight.

6- the chieftain's room, with the dire weasel and 2 kobold guards. perhaps in the mine chief's room, or towards the water source. cover for the chief, the dire weasel just charges and latches, while the kobolds shoot at any ranged adverseries, also from hide out, perhaps each has 1 or 2 alchemical items as well (probably different than the trap springer). i suggest a magical trap here, though weak, such as a burning hand trap or fear (having been cast from a scroll)

hope this helps!

Balor01
2012-04-01, 07:57 AM
@Yora
I've heard for them and am truly surprised anyone managed to pull such stuff off.

@Kol Korran
Yeah, mine is a nice place for kobolds, except for one thing: Militia can just camp outside the mine and starve kobolds out. Sure, there may be a plan of kobolds waiting, untill disease does its thing, but who says this will actually work? And there is a question of cleric ... he is a rather strong fella and kobolds refuse to be holed up with this madman and his undead atrocities. So, they will camp in the forest above the mine.

Also, why would kobolds distribute themselves all over mine? It is better to make one deadly chokepoint, backed up with rats, weasel and sorcrerers' spells.

I am actually thinking of kobolds, hiding in treetops, making full use of hide checks and eyeing the mine entrance.

sonofzeal
2012-04-01, 09:53 AM
There's no way lvl 1 characters can take on intelligently-played Kobolds, even without traps. If you really want to though, familiarize yourself with the concept of the aptly-named murder holes (http://en.wikipedia.org/wiki/Murder-hole). Also with cover, ranged attacks while prone, concealment, darkness, Aid Another, and size and the rules for squeezing through tight spaces.

This is not a fight that can be won by the PCs, not at lvl 1, not without extreme optimization or very particular builds.

nedz
2012-04-01, 01:53 PM
There's no way lvl 1 characters can take on intelligently-played Kobolds, even without traps. If you really want to though, familiarize yourself with the concept of the aptly-named murder holes (http://en.wikipedia.org/wiki/Murder-hole). Also with cover, ranged attacks while prone, concealment, darkness, Aid Another, and size and the rules for squeezing through tight spaces.

This is not a fight that can be won by the PCs, not at lvl 1, not without extreme optimization or very particular builds.

Well it depends upon the size of the party, as well as how good the players are, but I suspect you are right. However, the OP did ask us to upgrade the encounter.

Have the kobalds set lots of traps along the forest's edge and hide in the trees. When the PCs come to investigate the mine entrance the kobalds open up with desultary fire. This should cause the PCs to charge into the forest to investigate and get caught in the traps. Kobalds in the trees can now drop rocks on the PCs or keep firing their bows/slings/whatever. Everyone dies: TPK. The Sorceror is just over-kill.

Of course the PCs may spot the kobalds and retreat when under fire, in which case they live but are still blocked.

Expect the PCs to now search for another entrance to the mine. There will be one of course ?

Balor01
2012-04-01, 03:21 PM
@sonofzeal

kobolds do not have a domesticated Thoqqua on hand to dig them those murder holes in under 6 hours they have at disposal.

I think with the trees I could use the following benefits for kobolds:
- ranged attacks while prone
- Aid Another
- hide checks
- rocks droping on targets.



... but thats about it.

Since this is not North Korean minefield, I guess I could roll 1d20 for a chance of PC encountring a trap. Maybe 19-20 on day two, 18-20 in day three, etc ...

I am genuinely intrigued how could sorcerer benefit this party. He has lvl 0 and lvl 1 spells at his disposal (limited array) and I really wonder what is it so horrible he could launch at PCs.

I like the idea of second entry, but no, there will be none. If there was, kobolds would indeed barricade themselves inside the mine.

And there is an option of PCs just running inside the mine, dealing with traps and undead, while kobolds sit idle. Or just burning down entire forest. Worst has happned in my campaigns.

nedz
2012-04-01, 03:46 PM
The kobalds could climb the trees, giving them cover and allowing them to make suprise attacks. The trees in the forest limit the number of routes through the trees and are an ideal location for traps since there is a lot of concealment as well as material to make them from. The area which would need to be covered is very small.

Yes the PCs could run past, but then the kobalds would have them trapped. This ought to be suicide for the party.

Canarr
2012-04-01, 04:18 PM
Remember that kobolds are Dazzled in daylight conditions; that is definitely a disadvantage to them if they fight outside of the mine. And what about the remnants of the town militia? Can the PCs expect any support from them?

As to the kobolds and their tactics, there've already been some great suggestions here; frankly, I don't think the kobolds really need any help in this setting. That encounter is going to be tough enough already.

Coidzor
2012-04-01, 04:52 PM
You're probably better off just keeping to the actual published plot of the Burning Plague rather than trying to credibly make it so that a bunch of kobolds set up enough defenses to repel a healthy town's militia in only one night.

ShneekeyTheLost
2012-04-01, 09:24 PM
There are LOTS of low-level spells which can be absolutely lethal in this situation.

Sleep. Will save or you are effectively out of the fight. Multi-targeting, even, at these levels.

Grease. Reflex Save and Balance Checks. And since your party is level 1, no one has the requisite 5 ranks in Balance to avoid being flat-footed. Cue the level 1 rogue kobolds.

Darkness. Negates that pesky Dazzle problem they have, and gives the party a HUGE honkin' problem just FINDING something to hit. Meanwhile, as they trudge through nearly blind... SNAP, make me a Reflex save. Ohh, that's gonna leave a mark.

Unseen Servant can be used to arm traps, or trigger them.

Magic Missile. Guaranteed Damage is Guaranteed.

Color Spray. Multi-targeting Save or Lose.

Silent Image. Pit trap? I see no pit trap. I only see more natural terrain. See also: I see no arrow holes, I see no murder holes, I see no ambush, and I see no cave opening.

Cause Fear. Save or Screwed.

Enlarge Person would be better if they already had someone living who was Medium sized. That would make for an impressive miniboss.

Hold Portal. If he wants to simply be rude, they could build a door around the mine entrance and cast this, denying anyone entrance until they get their Joker's Funhouse of Traps ready.

Animate Rope is also obnoxious. Entangled sucks.

Expeditious Retreat. He who fights and runs away... that's pretty much the Kobold Anthem, and gives them a more persistent threat to worry about. Do be sure to rehearse your 'I'll get you next time, Gadget! NEEEXT TIIIIIME!' speech.

As far as Cantrips... there's all sorts of fun to be had.

Ghost Sound. Lure the PC's into a trap and/or ambush. Make spooky intimidating noises, and the PC's are sure to investigate.

Mage Hand and Open/Close are both useful for setting off traps remotely.

Coidzor
2012-04-01, 10:11 PM
Darkness. Negates that pesky Dazzle problem they have, and gives the party a HUGE honkin' problem just FINDING something to hit. Meanwhile, as they trudge through nearly blind... SNAP, make me a Reflex save. Ohh, that's gonna leave a mark.

For 20 minutes. If the 2nd level sorcerer spends a feat on precocious apprentice. (http://www.d20srd.org/srd/spells/darkness.htm) And is currently there to cast it. And I don't believe he can offer them a way to obviate the penalties for the kobolds...

And Darkness creates Shadowy Illumination, so they're more like navigating by candlelight than truly nearly blind. Not seeing well, sure, but they're not going to walk into a pit or wall, it'd have to be something that would be potentially run into while being merely unobservant in good lighting, really.

Now, the Cleric... His by the module tactics basically call for putting down a darkness and trying to pick the PCs off one by one inside of it via a blind-fight feat and some lemures, IIRC.


Silent Image. Pit trap? I see no pit trap. I only see more natural terrain. See also: I see no arrow holes, I see no murder holes, I see no ambush, and I see no cave opening.

It's a known mine opening. They're not going to do anything other than alert the militia initially that they put up an illusion to hide the mine opening which they know where it is anyway because they can't clear out all of that stuff in one night and one morning or afford to lay down that many silent images on a single 2nd level sorcerer's salary, as it requires concentration and thus his presence nearby to maintain.

Definitely useful for wherever the sorcerer will ambush the party though, I'll admit.

ShneekeyTheLost
2012-04-02, 12:51 AM
For 20 minutes. If the 2nd level sorcerer spends a feat on precocious apprentice. (http://www.d20srd.org/srd/spells/darkness.htm) And is currently there to cast it. And I don't believe he can offer them a way to obviate the penalties for the kobolds...

And Darkness creates Shadowy Illumination, so they're more like navigating by candlelight than truly nearly blind. Not seeing well, sure, but they're not going to walk into a pit or wall, it'd have to be something that would be potentially run into while being merely unobservant in good lighting, really.I was thinking more along the lines of tripwires connected to crossbows or something while they're staggering around. Also, if that is too much cheese for you, just go with Obscuring Mist.

Besides, if you want to get really rude with a 2nd level spell, get either Glitterdust or Touch of Idiocy (for the casters).


It's a known mine opening. They're not going to do anything other than alert the militia initially that they put up an illusion to hide the mine opening which they know where it is anyway because they can't clear out all of that stuff in one night and one morning or afford to lay down that many silent images on a single 2nd level sorcerer's salary, as it requires concentration and thus his presence nearby to maintain.

Definitely useful for wherever the sorcerer will ambush the party though, I'll admit.

I was giving options of what one might do with an illusion, not suggesting someone try all of them.

u-b
2012-04-02, 02:26 AM
... an encounter. It is meant for lvl 1 characters.
...
- 17 kobods


What can I say? You REALLY should play them VERY, VERY dumb, with NO real fortifications whatsoever, preferably unable to act all at once.

Coidzor
2012-04-02, 02:44 AM
What can I say? You REALLY should play them VERY, VERY dumb, with NO real fortifications whatsoever, preferably unable to act all at once.

The module (http://www.wizards.com/default.asp?x=dnd/oa/20000801a)has them broken up, sick, quarantined, or looting for a reason, yeah.

Balor01
2012-04-02, 04:48 AM
Thanks for input. I want to change Burning plague a bit, but not TPK my PCs.

Gwendol
2012-04-02, 07:12 AM
Watch the AC on the kobolds. It can quickly ramp up to being unhittable for most level 1 players. Small, high dex, NA, and add armor and shields to that...