PDA

View Full Version : Player Help Defending the Den-Tucker's Experiment



Kaveman26
2015-11-02, 04:24 PM
Defending The Den:

I am in the process of doing some Third Act Over-Hauling for my Necromancer’s campaign. Having recently saw a few different threads relating to Tucker’s Kobolds and having been on the receiving end of a Tucker’s themed experiment I proposed the following concept. To give me a bit of a breather to catch up we are going to do the following.

All material from PF-PRD is fair game
Six Level 1 Kobold PC’s
14 As written Kobold NPC’s
4 Dire Rats NPC’s
1 Level 3 Kobold “Champion” NPC
1 Level 4 Kobold “Chief” NPC
5,000 in resources
15 point buy for stats
100,000 square foot “warren”
Must be below ground and may be of any naturally occuring material or worked stone

The six of us PC Kobolds have been tasked by our tribe to make the home warren a safe haven that will repel or kill invaders. To this end the Chief has empowered us to keep the warren safe by any means we are capable of.

We will face off against Adventuring Parties (5 PC’s pulled from NPC Codex) starting from level 1 and moving up until we can’t defeat any more. Each time we complete a challenge the warren is reset. So if we kill a level 3 party and lose 5 scrub tribe members they are considered returned to us when we combat the level 4 party.

The goal is simple…how high of a party can we kill or force to flee from our home.

A few restrictions:

Any trap that involves some sort of “trigger” will cost a minimum of 100 gold to create

Things like a pit trap are “free”. If we cover the pit trap the breaking of the cover is considered a “trigger”. Uncovered pit traps etc are free and unlimited. Nothing deeper than 30 feet is permitted.

Thoughts?

Predictions on how high we can kill?

Demidos
2015-11-04, 03:47 PM
Some key considerations--

Do the higher level parties see the fate of the lower level groups, and how paranoid are they?
Do the traps reset between encounters/how much downtime do you have, and

A giant concealed hammer from the wall that pushes them into a 30 ft pit trap could deal with parties up to 4th level, no sweat.

On the other hand, Magic Missile is an easily available and terrifying spell against kobolds, since it will always hit and will steadily cut down on the available kobold minions at higher levels. Healing is a must-have if the opponents attack often.

Having read about the exploits of your parties....9th?

Edit: Totally forgot -- alchemy is of the utmost importance! Using alchemy you can make alchemical poisons, tanglefoot bags, sovereign glue.....

Buy aboleth mucus if you want the DM to cry helplessly. Expect to only be able to use it once.

Look up "Shax's handy haversack". The stuff in that guide is very useful to this situation.

Kaveman26
2015-11-04, 04:03 PM
Some key considerations--

Do the higher level parties see the fate of the lower level groups, and how paranoid are they?
Do the traps reset between encounters/how much downtime do you have, and

A giant concealed hammer from the wall that pushes them into a 30 ft pit trap could deal with parties up to 4th level, no sweat.

On the other hand, Magic Missile is an easily available and terrifying spell against kobolds, since it will always hit and will steadily cut down on the available kobold minions at higher levels. Healing is a must-have if the opponents attack often.

Having read about the exploits of your parties....9th?

Edit: Totally forgot -- alchemy is of the utmost importance! Using alchemy you can make alchemical poisons, tanglefoot bags, sovereign glue.....

Buy aboleth mucus if you want the DM to cry helplessly. Expect to only be able to use it once.

Look up "Shax's handy haversack". The stuff in that guide is very useful to this situation.

Each progressive party of higher level has no preknowledge of low level groups fate.

We reset all traps and resources with each encounter.

Magic missile will be scary and a nasty problem.

In terms of downtime it will be functionally unlimited.

Kami2awa
2015-11-05, 07:18 PM
Uncertain if this works, but does magic missile auto-hit things with a flat miss chance eg invisible opponents or those with concealment? Because that's not hard to get.

Edit: yep, total concealment affects magic missile, so you can simply get some smokesticks.

Demidos
2015-11-07, 01:10 PM
Thunder stones will impart a 20% ASF chance and prevent enemy coordination.

The Glyphstone
2015-11-07, 01:12 PM
Will the enemy tactics be optimized forum-brain-style, or played as the stereotypical party of tank/rogue/healbot/evoker blaster?

NowhereMan583
2015-11-07, 01:14 PM
There's probably a lot you can do with the simple fact that kobolds are, like, three feet tall. Make all of your ceilings three feet six inches high -- see how well humans and elves and whatnot can fight back while crawling on hands and knees. Exacerbate this by giving a bunch of your kobold NPCs the "Suck in Your Gut" trait and making the tunnels even smaller.

All pit traps should contain some creature liable to eat anyone that falls in -- whether that's a low-level summon trigger or some beast you rounded up in the wilderness.

Poison everything. Not just poison darts -- when the enemy NPCs stop to rest (as they should if your warren is sufficiently dangerous & you reset the traps behind them), sneak into their camp, poison the rations, empty any bottles of antidote they happened to bring (pour it into a waterskin so you can use it later, just in case), and fill those bottles with more poison. [EDIT: or, if you're worried they'll catch on and use that poison against you, just fill them with kobold urine.]

Hidden passages behind the walls with arrow slits.

Make sure all the floors are sufficiently poorly-maintained to qualify as difficult terrain (except in the aforementioned hidden passages, naturally). After all, your kobolds shouldn't be engaging the enemy in anything resembling a stand-up fight, so it shouldn't be a problem for you.

Socksy
2015-11-07, 01:59 PM
There's probably a lot you can do with the simple fact that kobolds are, like, three feet tall. Make all of your ceilings three feet six inches high

They're between two and 2.5 feet tall, so lower them even more to bother halflings and gnomes!

Also, isn't there a pretty cheap magic item that does nothing but protect against Magic Missile?
In fact, doesn't the first-level spell shield do that?

Tvtyrant
2015-11-07, 02:04 PM
Covering a pit with branches costs 100GP?

More seriously, you could easily make the kobold caves have locking doors. Enter a tunnel filled with caltrops, door shuts behind and ahead of you. Oxygen runs out on a few minutes. Having rolling boulders pushed by hand is basically free and lethal, as is covering the floors of certain hallways with reed mats which catch fire, blinding, choking and burning the intruders.

NowhereMan583
2015-11-07, 11:20 PM
More seriously, you could easily make the kobold caves have locking doors. Enter a tunnel filled with caltrops, door shuts behind and ahead of you. Oxygen runs out on a few minutes. Having rolling boulders pushed by hand is basically free and lethal, as is covering the floors of certain hallways with reed mats which catch fire, blinding, choking and burning the intruders.

Or combine the two -- have the kobold kitchen on the bottom level, and set it up so it vents into an upper-level hallway with locking doors. When the adventurers are in that hallway, lock the doors, and throw something on the fire that produces lots of smoke.

And if they try to climb down the "chimney" to stop you, then you have dinner delivered straight to your cookfire.

Oh, and always go after the adventurers' gear. Kit out some of your kobolds for stealth, and have them steal stuff from the adventurers whenever they get the chance. And, of course, never forget to salvage stuff off of dead adventurers. Potions, magic weapons, ammunition, adventuring gear, tools, skin, bones, the tasty bits...

Mabn
2015-11-08, 02:16 AM
play with water. It's free, and having to go through a tunnel of water and enter through a barricadeable trap door to get some place or having a stone tunnel with a dirt ceiling set up to suddenly turn to mud are pricelessly horrible.

edit : and to comment on pit traps, there is really no reason to have anything else, put 9 foot long, 5 foot wide, 30 feet deep pits with 2 foot wide 3 foot tall 4 foot long passages between them. The kobolds can have a series of 13ft wooden brides that let them treat the whole place like a normal hallway, but when the adventurers look ready to climb up to a given passageway the kobolds can stop shooting at them through the opening, run across the next bridge, and take the bridge away.

edit edit: and affix metal spikes to the bottom of the passageways in parallel lines that the bridges sheath over so crawling through them is extra fun. You should have spikes at the bottom of the pits too, but that's pretty typical.

daremetoidareyo
2015-11-08, 03:01 AM
play with water. It's free, and having to go through a tunnel of water and enter through a barricadeable trap door to get some place or having a stone tunnel with a dirt ceiling set up to suddenly turn to mud are pricelessly horrible.

edit : and to comment on pit traps, there is really no reason to have anything else, put 9 foot long, 5 foot wide, 30 feet deep pits with 2 foot wide 3 foot tall 4 foot long passages between them. The kobolds can have a series of 13ft wooden brides that let them treat the whole place like a normal hallway, but when the adventurers look ready to climb up to a given passageway the kobolds can stop shooting at them through the opening, run across the next bridge, and take the bridge away.

edit edit: and affix metal spikes to the bottom of the passageways in parallel lines that the bridges sheath over so crawling through them is extra fun. You should have spikes at the bottom of the pits too, but that's pretty typical.

A series of eyehooks put into the walls across from each other can be lined with string. It is typically kept slack, but a lead string on each island can be to be yanked and tied. Halfway across the gap, a PC that tries to jump or fly needs to cut the string or slow down and move around it. In this way you confound the first solution the PCs will try to do.

Need a way to defend against proportionate wildshaping halfling druids...

Mabn
2015-11-08, 03:29 AM
A series of eyehooks put into the walls across from each other can be lined with string. It is typically kept slack, but a lead string on each island can be to be yanked and tied. Halfway across the gap, a PC that tries to jump or fly needs to cut the string or slow down and move around it. In this way you confound the first solution the PCs will try to do.

Need a way to defend against proportionate wildshaping halfling druids...

considering the ceiling of the tunnel is level with the ceiling of the passageway, even if a small sized creature could jump 9 feet they would concuss themselves and fall. Still, equiping the kobold on potshot duty with a javelin they could shove back dedicated jumpers with is wise. wildshaping, and anything else that can fly or climb seamless greased stone walls effectively will nullify the strategy, so it is best combined with other methods. The eyehooks seem like they would make climbing easier, but on that theme you could have a weighted net with hooks across the center of the way to the pit that is tied up to the far entrance and fastened to the ceiling that could be released to drape down and have the ceiling be a series of wooden boards mostly cut through at the line the net is fastened across so that when any weight is put on said net the boards all snap and they and the hooked net carry whatever latched onto them down to the bottom of the pit. The 500 pounds of rock above said boards would be held up by a separate sheet of taught fabric so the net board could be on a hair trigger and the rocks could be released separately.

goto124
2015-11-08, 03:38 AM
Uh...

did we account for reasonable ways for the adventurers to get out alive?

Or do we assume they'll find their own way out?

Or are we trying to kill them?

Kaveman26
2015-11-08, 10:43 AM
Will the enemy tactics be optimized forum-brain-style, or played as the stereotypical party of tank/rogue/healbot/evoker blaster?

Enemies will be played traditionally and not "forumed" up

We are aiming to kill or force a retreat. We are also largely trying to prevent retreat

Traab
2015-11-08, 04:11 PM
Honestly, shrinking the tunnels down all by itself should be all you really need to do. Only specific races would have any reasonable ability to traverse these areas at all. No human warrior is going to be useful if he has to spend the entire adventure fighting on his knees to be able to shuffle his way through the low ceilings. Assuming they arent short enough to force a full scale baby crawl posture. On the other hand, there probably ARE adventure races that can manage the short tunnels, and larger areas to work with means more room for extra traps and ambush locations. :p

For amusing and random trap ideas. Create a number of pointless (to you) tunnels. Put them on a fairly steep upslope and leave copious sign of kobolds using the area. When they get halfway up the tunnel, the door behind them is slammed shut and locked from the outside, at which time an indiana jones style boulder drops at the top of the tunnel. Just small enough to fit in the tunnel without getting caught, too big to dodge around in any way. Locked door keeps them from escaping and they get smashed.

Pit traps with water and a large slab of something heavy dropped on top once they fall in. Drowned.

Lots of strings for rogues to spot and "disarm" They dont attach to any trap, they are tied to a bell a couple tunnels over so when they get cut or otherwise moved, the kobolds are warned that its time to activate the actual triggers for whatever traps you like.

NowhereMan583
2015-11-09, 10:15 PM
Create a number of pointless (to you) tunnels. Put them on a fairly steep upslope and leave copious sign of kobolds using the area. When they get halfway up the tunnel, the door behind them is slammed shut and locked from the outside...

I feel like you could pretty much just stop here. Use doors made of sturdy material, and instead of a lock that can be picked, just lower a bar or roll a big rock in front of it on your side.

Easily combined with ideas earlier in the thread, and possibly with inhalation poison.

You could do the same thing with your pit traps -- once the adventurers are in, cover the opening with a big rock and leave them there. Just for fun, have your shaman (I assume your kobld tribe has at least one magic-user) cast grease on the walls a few times so they can't get back out.

EDIT: Oh, and since you'll have money out the wazoo once you've salvaged the possessions of the first few adventuring parties, consider hiring some mercenaries to do the dirty work.

Traab
2015-11-10, 06:11 PM
I feel like you could pretty much just stop here. Use doors made of sturdy material, and instead of a lock that can be picked, just lower a bar or roll a big rock in front of it on your side.

Easily combined with ideas earlier in the thread, and possibly with inhalation poison.

You could do the same thing with your pit traps -- once the adventurers are in, cover the opening with a big rock and leave them there. Just for fun, have your shaman (I assume your kobld tribe has at least one magic-user) cast grease on the walls a few times so they can't get back out.

EDIT: Oh, and since you'll have money out the wazoo once you've salvaged the possessions of the first few adventuring parties, consider hiring some mercenaries to do the dirty work.

Or, instead of covering the opening of the pit trap with a rock, drop a rock into the trap itself. You could get a fairly massive rockfall setup to crush your enemy party while they are busy dealing with the gelatinous cube or whatever is in your pit. A multi stage trap like that would be really good at finishing off lucky or tougher than normal players. And yeah, the idea of looting the ever increasing in level adventure party could work well. Though do kobolds do business with merchants and mercenary guilds like that?

icefractal
2015-11-10, 07:11 PM
Every time I see this thread, I keep read it as "Defending the [Den-Tuckers] Experiment", as in an experiment named after two people.

"Yes, of course now the possibility that the test would create a Pun-Pun event is obvious. At the time they performed it though, there was no indication that testing form-altering magic on an ordinary Kobold would be dangerous in any way. If we held all arcane experiments to such a standard, we'd still be using the archaic formula for Haste that took years off your life!"

[/tangent]

Surpriser
2015-11-11, 08:11 AM
Are you allowed to change the warren layout and traps for higher-leveled parties? Or do you have to set up a single layout used in all encounters.
Also: What is the target of the adventurers? Do they want to reach a certain room? Clear out all kobolds? Commit suicide in a creative way?

I guess the most trouble will be made by small (or smaller) adventurers and summons. Anything at least medium can be blocked off from using your tunnels (unless they lead into a deathtrap anyway).

Kaveman26
2015-11-11, 09:34 AM
Our DM is still tweaking some details on how he will run the adventure parties fairly. We are looking at a few scenarios.

1. They are the average murder hobos looking for kills and loot who will probably turn tail and flee when things get choppy.

2. We have a macguffin somewhere in the warren they want and we can't give away.

3. They want revenge and are looking to wipe out the tribe.

Worth noting. We are creating one warren for levels 1-3, then update for 4-6 (if we make it) and then update for 7-9.

We don't get too keep loot from our kills for further parties. We can scavenge from the dead or present members attacking us

Our resources go back to square 1 after each "wave"

Surpriser
2015-11-11, 10:10 AM
The first three waves should be easy, you could win simply by superiority in numbers.
Depending on how your DM actually runs the adventurers, you could use these to test various ideas and strategies. If you feel that the higher waves will learn (on purpose or unconsciously) from the earlier ones, place a series of covered pit traps and swarm the survivors.

I highly recommend building your lvl 3 and 4 NPCs as spellcasters, if you are allowed to influence that. Illusions, grease, invisibility and so on will be extremely helpful (more so than direct damage spells, the numbers are against you with these). The same goes for the 6 PC kobolds.

Pit traps are a lot more dangerous, if there is fog all around them, or an invisible wall on the other side. Alternate between illusions of floors over pit traps and illusions of floors over actual floors to confuse attackers and force them to spend resources (on the other hand, since pit traps are free, litter the whole warren with pits and have your kobolds move only via easily removable wooden planks).
Remember that you get a save vs illusions only if you interact with them - so don't give them a reason to interact with your illusory walls until it is too late.

Ionbound
2015-11-11, 11:21 AM
What about digging out a killing ground? Like, after crawling through the tunnels, the adventurers come to a 11x10 room or something with kobolds on 10-foot-high platforms with bows. You get enough guys in there and they might be perforated in the first round or two.

DireSickFish
2015-11-11, 12:29 PM
With your group I'm predicting they last till level 7 minimum. And I wouldn't be surprised if they make it past that. If the big one is proof of anything its that your players know how to dig in and fortify.

Mabn
2015-11-12, 01:40 AM
I just realized, your warren can be made of any naturally occurring substance and resets after an encounter. You could easily make most of it out of coal, build a bunker, and kill everything with fire.

LudicSavant
2015-11-12, 01:45 AM
A rather big factor is going to be how smart and optimized the adventurers are. For some players, Tucker's Kobolds is the expected norm. For others, the idea of tactics more complex than walking up to a thing and hitting it is shocking. The difference this makes can be pretty vast.

For example:


I just realized, your warren can be made of any naturally occurring substance and resets after an encounter. You could easily make most of it out of coal, build a bunker, and kill everything with fire.

If you're with a group of adventurers who is used to using tactics and strategy, they may well put Fire Resistance on themselves (or buff themselves with temporary hp or some other defense) and then set the place on fire themselves.

NowhereMan583
2015-11-15, 12:54 AM
Though do kobolds do business with merchants and mercenary guilds like that?

PC kobolds probably do.



What about digging out a killing ground? Like, after crawling through the tunnels, the adventurers come to a 11x10 room or something with kobolds on 10-foot-high platforms with bows. You get enough guys in there and they might be perforated in the first round or two.

Or don't bother with a separate room and just put murder holes in all the ceilings. Especially the ones above pit traps.

Ajmes
2015-12-01, 05:35 AM
I would say focus on ways to force the party to split, and then use all the previously recommended ideas. They would be unable to help each other, which considering their specialized skillsets, would make their deaths a lot more likely from traps. Due to the way the game works, or most games in fact, 1 person by themselves is almost always weak, while many together are much stronger. 1 Adventurer against a dozen+ Kobolds is dead, unless maybe they're a high level caster.

While they're crawling, murderholes for spears are good from the side, but you could also have some kind of object above that is essentially a sturdy metal spike attached to a very heavy weight, so when they're crawling, it would drive a spike down upon them with immense force, sort of like a heavy crossbow effect, punching through them.

Low ceilings and cramped spaces in general are great, as well as the pit traps, boulders, falling rocks, water, etc. As far as the big room at the end idea, make sure there is enough range so that you have multiple turns to fire with your bows. You could also have a long hallway that is a gradual climb covered in difficult terrain and caltrops, with locking doors behind, but also an alchemic glue trap, to root people in place. Instead of a boulder at the top, have a Ballista. For any shooting position make sure there is cover for you, and none for them, and have some kind of air flow in the room designed to suck out smoke or mist, so cover can't be created with items or magic.

Have the corridors that run the length of the entire area be only accessible from secret doors that are in the end of the warren, so you would have to be dead for them to access them, and that's even if they found them.

Does Silence allow a save if cast on an object as a radius ability? If not, then have 2 cleric kobolds that stay in the corridors running along the length of the warren's trap gauntlet have silence cast on themselves, and follow the PCs. Prevents communication, prevents spellcasting to deal with anything/survive, etc.

You could also find a way to include an element near the end, that if not overcome, essentially forces the party to do most of it over again.

Another excellent thing you could do which is free, is a highly complex maze, which would be even better if you could split the party, since only someone with specialized skills could hope to overcome something, and an inability to communicate would make it even tougher. No matter how high level you are, unless you're immortal/construct/undead, everyone starves to death, or dies of dehydration.

Finally, the most bastardly thing I can think of, which might not even be allowed because it involves real world knowledge, is infection. If you had a kobold-waste bucket, combined it with dried blood, urine, iron rust, and putrified organs from the dead, and you coated some arrows or spears in that, and then had a highly complex maze, every single PC will die horribly in a few days, and will become extremely sick after around 1 day. In fact, there are a lot of real world things that are exploitable if you had the knowledge. I've often wanted to make my own such experiment similar in concept to this one, but more of a 'if you were a really smart person from our real world in dnd, what could you do?'.

MrStabby
2015-12-01, 06:00 AM
I more direct use of Kobald's waste is to use it with compost to create carbon dioxide to flood the tunnels with. Create an area of tunnel lower than the surrounding areas and open the taps to vent the gas in. Adventurers would have no warning from sight, sound or smell.

With the narrow tunnels you have less volume to fill and you make it harder for the adventurers to back out. An nice silence spell to stop the adventurers using wind spells to clear the tunnels is an added bonus.

As they just about back out you can try flushing them through with boiling water the other way. How much water could you boil with 50 GP of wood?

NowhereMan583
2015-12-01, 09:58 PM
As they just about back out you can try flushing them through with boiling water the other way. How much water could you boil with 50 GP of wood?

Forget "boiling" -- the warren resets, right? Build it so it runs under a large body of water. Give the warren a secret back exit. If things get bad, retreat out the back and trigger a trap that opens a door under the lake that floods the dungeon.

If that skirts too close to abusing the "reset" rule, build it between a lake and a large underground cavern so you can set up a separate trigger to drain the place.

Bonus points for stocking the lake with dangerous aquatic creatures in case the NPCs have water breathing.

daremetoidareyo
2015-12-01, 11:52 PM
Forget "boiling" -- the warren resets, right? Build it so it runs under a large body of water. Give the warren a secret back exit. If things get bad, retreat out the back and trigger a trap that opens a door under the lake that floods the dungeon.

If that skirts too close to abusing the "reset" rule, build it between a lake and a large underground cavern so you can set up a separate trigger to drain the place.

Bonus points for stocking the lake with dangerous aquatic creatures in case the NPCs have water breathing.

Dire turtles!

An aquaduct of this magnitude would have lots of clues about what is going to go down. How do you clean them up?

Coidzor
2015-12-02, 01:45 AM
Hmm... One thing for style that's needed is a fake hoard room, with a bread crumb trail of false clues leading the adventurers to believe that there's a young dragon in charge of the kobold warren. This is to provide a carrot and clear goal for them to press on towards as well as to provide a main "kill" room.

Have two traps in front of the entrance, one which has a lower DC to find and satisfies their suspicions before they go in. The other of which is user-operated and collapses the tunnel so that the surviving adventurers who make it into the kill room are trapped in there. You may or may not include the whole "the entire floor is an open 30' pit trap" and "there's raised platforms and a higher ceiling for even more distance and cover for the kobolds above them" ideas here. You could have a trap that seals them down in the pit in order to have two layers of being trapped. As well as easier drainage. Or just have it be a natural gas pocket or a bunch of cardon dioxide or something else to cause suffocation. Maybe have an undead or (non-fire) elemental guardian down below, something that doesn't breath.

The crucial part of being Tucker's Kobolds is that the adventurers think they just have to rush through the damage to get to the real event, and capitalizing on this by giving a clear goal for them to reach that is both their payday and would give them reason to believe that the kobolds would either have their morale broken or be enraged enough by threatening/killing the dragon to be provoked into a suicidal rush to fight them directly would be both thematically appropriate and make getting bled of HP over time by murder hole pot shots and other harassing techniques more palatable to the adventurers to put up with than to try to take the necessary time to do things properly.

FocusWolf413
2015-12-02, 11:17 AM
Can you put slight build on the kobolds? They would be able to move freely through tiny spaces and squeeze through diminutive ones. That's just brutal for a party. Have secret tiny tunnels everywhere that you can pepper the party with. Poison, atramen oil, and alchemical stuff will be good for you.

Let the party get halfway into the thing before you block off the back exit and unleash hell.

PrincessCupcake
2015-12-02, 01:36 PM
-herd them into a tiny room and pour 200 pounds of molten copper on them through a ceiling covered in holes. Make it so the molten metal drains out of the room and into a vat below.

-If they happen to have someone with scrolls, potions, or wands, grab them in the middle of their attempt at resting and cause some mayhem.

-make the tunnels big enough for a medium creature to barely squeeze through, but in such a way that only a kobold can squeeze through safely. Razor wire and sharp blades would be fun.

-remember that losing an animal companion or familiar causes loss of some abilities and target them.

-two words: Rot. Grubs.

-vicious caltrops. bonus points for hiding them in a pit of filth that the Adventurers can be forced to fall into or must traverse.

-combine flood traps with any kind of static hazard that you can force PCs into with a few thousand gallons of water. Make the causeway narrow and smooth.

--------------------
Predictions for your highest level kill? Well I did see a 14th level character get eaten by ordinary ghouls so it's tough to say. If the dice are on your side you could probably get to level 10.

Kane0
2015-12-02, 03:58 PM
Dont forget, make sure that if you have safe tunnels running around that they cant be accessed by a random adventurer with an adamantine pick or hammer. The same goes for any section you dont want them to get out of really.

On that note redundancy is always good. Adventurers with access to things like shape stone and meld into stone can and will bypass some traps, so make sure you bleed them of these resources.

Mith
2015-12-03, 03:59 PM
Gelatinous Cubes are always useful.

Would it also be to have a small straight way that is the flooding near the entrance? The Entrance gets sealed and they end up against the wall of water slamming into them. Keep this near the entrance with a narrow tunnel, and the force damage should work well at 1st level for at least the casters, although they may not be able to swim up the tunnel to get the surface. Perhaps throw some oil and fire on the surface as well as Kolbolds with crossbows at the top of the tunnel where it flattens out to shoot anyone who comes up.

cobaltstarfire
2015-12-03, 04:21 PM
Gelatinous Cubes are always useful.


There's one of these in the Lost City (Dungeon Module B4, though I have no idea if it was original to the module or if the DM put it there himself). It was described as looking like it had been used like a garbage disposal, the pit was only just deep enough to keep the cube from escaping and at the center of perpendicular hallways, Covered with a metal walkway. I can't remember if it was already "triggered" when we got there, or if one of us set it off but passed the save to not fall to death by ooze. Even just falling in but catching yourself on the grate would mean the ooze could smack or grab you.

Could be an interesting bit of fluffy and deadly at the same time? Dunno.

ImperatorV
2015-12-03, 05:32 PM
Maybe have one of the players be a druid, and keep some plants for entangle in the halls?

Also, at higher levels especially, keep in mind the party's rogue will be able to find and disable traps. Manually activated traps are your friend in this case. Maybe even include low-cost weak traps with pressure plates the trapfinder will notice and take time to disable, wasting the party's time with weak traps while you do something (attack, get into position, ect).

Mr Beer
2015-12-03, 10:10 PM
Trapping PCs and drowning them is good but pouring earth or sand on them is better because they can't move around while they die. Heated sand might be even better, they can fry while they die.

Shadowsend
2015-12-03, 11:00 PM
Do the rolling boulder trap leading to an underwater portion so the adventurers get trapped in there think they are safe and try to swim through to the other side only to become trapped underwater by a second boulder blocking the exit of the submerged tunnel.

Also, this seems like the perfect time to use "Rocks fall, everyone dies."

Kane0
2015-12-03, 11:08 PM
Trapping PCs and drowning them is good but pouring earth or sand on them is better because they can't move around while they die. Heated sand might be even better, they can fry while they die.

Maybe you could even glass the PCs. Crushed under the weight, blasted for fire damage, immobilized by the cooling and hardening glass, more damage if they try to smash themselves free and at the end of the whole ordeal theres glass caltrops everywhere!

Kid Jake
2015-12-03, 11:09 PM
Maybe you could even glass the PCs. Crushed under the weight, blasted for fire damage, immobilized by the cooling and hardening glass, more damage if they try to smash themselves free and at the end of the whole ordeal theres glass caltrops everywhere!

And THEN you drown them.

Mr Beer
2015-12-03, 11:38 PM
Maybe you could even glass the PCs. Crushed under the weight, blasted for fire damage, immobilized by the cooling and hardening glass, more damage if they try to smash themselves free and at the end of the whole ordeal theres glass caltrops everywhere!

Nice, I like it!


And THEN you drown them.

I think the cold water would cause the hot glass to explosively shatter, so it would be crazy not to do it.

Kane0
2015-12-04, 12:05 AM
Don't forget to add some poison or other contaminant to the water.

daremetoidareyo
2015-12-04, 12:34 AM
I really like the direction you folks are going in, but there are really way too few reptile based defenses being suggested.

Kane0
2015-12-04, 12:51 AM
You mean like swarms of shock lizards?

Kid Jake
2015-12-04, 01:02 AM
You mean like swarms of shock lizards?

This has quickly became a very malicious Looney Tunes bit.

Floor falls out from under you.
Now you're buried in sand.
Now the sand is on fire.
Water puts it out, makes you slightly explode.
Now you're drowning.
Now you're also being poisoned.
Now you're buried under a tide of scared angry lizards that also shock you for making them so scared and angry.

Throw in some way to make the whole thing start over again the second they think they've found the way out and we're cooking with gas.

daremetoidareyo
2015-12-04, 01:02 AM
You mean like swarms of shock lizards?

Throw some template on them and we're in business. what would be a good template? Maybe make the lizards symbiotic with phantom fungi?

A wand with summon monster 2 imbued with venomfire crafted by a druid 5/sorcerer 3/mystic theurge 1/alienist 2 would summon 1d3 pseudonatural tiny vipers. Capable of truestrike biting for 8d6 acid damage apiece. Give that to a kobold rogue and watch the fun. Especially if they snipe from side tunnels.

Watch adult pcs run from tiny tiny snakes.

ImperatorV
2015-12-04, 01:11 AM
Throw some template on them and we're in business. what would be a good template? Maybe make the lizards symbiotic with phantom fungi?

A wand with summon monster 2 imbued with venomfire crafted by a druid 5/sorcerer 3/mystic theurge 1/alienist 2 would summon 1d3 pseudonatural tiny vipers. Capable of truestrike biting for 8d6 acid damage apiece. Give that to a kobold rogue and watch the fun.

Remember, we only have 5000gp to work with here. The kobolds can't even afford that wand unless we're using partially charged rules. A scroll of that spell could work though - it'd cost what, 825, less if at a lower that max caster level? Would be a good finisher for after the group have been through a bunch of traps.

Kane0
2015-12-04, 02:49 AM
This has quickly became a very malicious Looney Tunes bit.

Floor falls out from under you.
Now you're buried in sand.
Now the sand is on fire.
Water puts it out, makes you slightly explode.
Now you're drowning.
Now you're also being poisoned.
Now you're buried under a tide of scared angry lizards that also shock you for making them so scared and angry.

Throw in some way to make the whole thing start over again the second they think they've found the way out and we're cooking with gas.

The shocker lizards should probably come first, the glass would be difficult terrain for them and they will be able to lure the pcs into the best place to dump the sand.

Harmelyo
2015-12-04, 05:13 AM
One of my favorite is to use the brown mold. Fireball will become a serious danger passed level 5. Brown mold is a good incentive not to use the spell and can be used in so many way... at low level a patch used in combination with a torch is enough to neutralize any unsuspecting adventurer without harming its equipment.
It is a nice alternative to spikes at the bottom of a trap.3d6 fall damage +3d6 cold is brutal, dropping a torch in the pit should cover the wall of the pit, making it even more lethal and hard to leave.

If you want to play with water the azure mold is your battery... I mean friend

Another idea is to grab any curse or evil item and dunk it into water for long enough to create an accursed pool. Add pit or mold to the equation for even more fun

Kaveman26
2015-12-06, 10:58 AM
Love the suggestions so far, definitely going to incorporate some of the zanier but still feasible ideas. I highly anticipate that next week when we start this its going to be a blast. Will post a fairly extensive layout of what we came up within a few days.

Mr Beer
2015-12-06, 05:39 PM
This has quickly became a very malicious Looney Tunes bit.

Floor falls out from under you.
Now you're buried in sand.
Now the sand is on fire.
Water puts it out, makes you slightly explode.
Now you're drowning.
Now you're also being poisoned.
Now you're buried under a tide of scared angry lizards that also shock you for making them so scared and angry.

Throw in some way to make the whole thing start over again the second they think they've found the way out and we're cooking with gas.

Yo dawg we heard you like traps...

Coidzor
2015-12-07, 04:14 PM
Consider having a room set aside as a "safe haven" for them. Perhaps disguised as a trap workshop or testing area so that they see some fairly obvious traps in various stages of construction and don't try too hard in searching for actual traps set into the room itself.

Make this the most attractive option for resting to them, being fairly defensible towards the visible entrance and exit for the rest of the den and having an avenue of retreat available if they feel they need it, for the psychological benefit of making them feel more at ease, but not one where they'll just decide to leave the den completely and come back.

In reality this should be another trap, but one that springs if/when any survivors limp out of the main event trap. You may even want to let them rest there with only some minor harassment.

daremetoidareyo
2015-12-07, 05:35 PM
Consider having a room set aside as a "safe haven" for them. Perhaps disguised as a trap workshop or testing area so that they see some fairly obvious traps in various stages of construction and don't try too hard in searching for actual traps set into the room itself.

Make this the most attractive option for resting to them, being fairly defensible towards the visible entrance and exit for the rest of the den and having an avenue of retreat available if they feel they need it, for the psychological benefit of making them feel more at ease, but not one where they'll just decide to leave the den completely and come back.

In reality this should be another trap, but one that springs if/when any survivors limp out of the main event trap. You may even want to let them rest there with only some minor harassment.

Giving PCs time to think is great way to allow them to beat you. Keep them desperate, and unrested, and their only choices are to die or die retreating. Kobolds know this.

The trapped fake trap making room is a great idea, but having it allow any time for sleep or new spells to be regained means that kobolds are risking their own lives. It should have a few shrieker mushrooms in locked and trapped cages in that room: thus alerting kobolds to the PCS arrival there, and having them shriek for 3 turns anytime someone moves with 10 feet of them. Peepholes cut into the wall will allow kobolds who have taken the draconic rite of passage to hit the PCs with spells that either cause light or movement (and damage) from full cover.

Tvtyrant
2015-12-07, 09:42 PM
Giving PCs time to think is great way to allow them to beat you. Keep them desperate, and unrested, and their only choices are to die or die retreating. Kobolds know this.

The trapped fake trap making room is a great idea, but having it allow any time for sleep or new spells to be regained means that kobolds are risking their own lives. It should have a few shrieker mushrooms in locked and trapped cages in that room: thus alerting kobolds to the PCS arrival there, and having them shriek for 3 turns anytime someone moves with 10 feet of them. Peepholes cut into the wall will allow kobolds who have taken the draconic rite of passage to hit the PCs with spells that either cause light or movement (and damage) from full cover.

Just set it off 7 hours into their rest, so they wasted the whole night. Just fill the floor under the trap room with explosives and blow them after the party is inside. Immediately have your tribes dogs/dog equivalent sniff them down and dig them out, then capture them and sell them to a neogi trader.

Another fun Kobold trap is to have them allied with something tricky, and live together. I have my Kobolds and lizardfolk live together with giant ant colonies, who make a lot of the tunnels for them. Invading the kobolds works out for about 10 minutes, then thousands of ants begin attacking.

Even more horrifying, have them allied with a group of mimics. The party get to a room full of comfy beds with stout doors covered in internal locks, so they lock up to rest only to have the beds eat them.

dargman69
2015-12-11, 02:08 PM
Uncertain if this works, but does magic missile auto-hit things with a flat miss chance eg invisible opponents or those with concealment?

Ajmes
2015-12-17, 03:45 AM
Love the suggestions so far, definitely going to incorporate some of the zanier but still feasible ideas. I highly anticipate that next week when we start this its going to be a blast. Will post a fairly extensive layout of what we came up within a few days.

Kaveman, how'd it go?

Stealthscout
2015-12-18, 03:55 PM
Okay, this is just a blast and a half. Your group seems to come up with some of the most fun game ideas.

Early in the thread there was a definite fear of magic missile. The biggest secret defense against that spell is simply the line of effect rules where you need a 1' square open space or the spell might as well be hitting a wall. This gives you protection when using murder holes or escape routes. The best part is that you can fire arrows or small rocks through them with excellent cover.

I suggest you create that first room to be one of those multiple-choice foyers where the PCs have to solve some riddle/interpret murals/do a puzzle lock. Then you trip the switch to drop the floor entirely using any one of the pit trap ideas from before but also closing/locking the way out. The reasons are many:

wizard types have to come to the front for skill checks
time waster for the party - probably letting any buff spells fade away
it is plausible, so their guard would be down
you target the entire party for a significant drop in resources quickly
lock them in so they can't get out and recoup


Second, set up a series of time-draining hit-and-run areas that would appear 'normal' for a kobold warren with light resistance but tight areas for them to squeeze through. But let them get further in. Designate one or more 'safe areas' which initially could be used by your troops for regrouping but include a very small hidden escape in the ceiling for your troops to use. Eventually, the enemy will have to rest and then you flood the area. They may be able to swim, but you can only go so far moving at 1/4 speed (swim, squeezing).

The big thing otherwise is cost. A lot of alchemal items aren't an option because of cost. You are better off with cheap items in a very large environment since ten traps costing 10gp each is better than one worth 100 gp - even epic characters roll 1s. For instance:

huge vats of lamp oil are cheap but the stuff burns like alchemist fire with only a match
water is 0gp, but can drown, be dead weight for traps, slow enemies down in tunnels while negating their stealth skills
disease is also 0gp, easy to apply to weapons (leave it in dung overnight), and creates a stinking effect most PCs would list as a spell effect.
if you want a hot liquid, vats of wax is cheap. Sure, it won't kill them from the heat but it liquifies quickly and makes a horrible sticky mess. Particularly fun against druids who like furry forms.
common soap works like grease on inclines, but it lasts indefinitely and can be mixed with water as well. Note soap itself doesn't negate disease
piles of rocks. If you really get them pinned down, don't let your kobolds lack ammunition. They should all have slings as backup too.


PCs with mobility or ability to change the environment are your biggest danger, but it is likely that not all of them can do this. Use it to your advantage where murder holes or squeeze places also have a quick-release so that one druid who slithers through is now cut off from his companions and can be swarmed. Tunnelers may have to be countered by the same spells/tricks by your party. The PCs you want are druids and other spellcasters. (but that is normal anyway, right? :smallsmile:)

Since you have PC kobolds to work with, make sure one of them spams social abilities. A good voice in an echo chamber with a high-charisma PC can do wonders. I've seen your other threads for ideas there.