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Thread: Super-Kobolds

  1. - Top - End - #1
    Troll in the Playground
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    Default Super-Kobolds

    OK guys, I need to kick my parties ass. Not kill them exactly. Well, not kill ALL of them. They're a party of 4, 4th level characters. I want them to fight an encounter that may very well kill one or two of them. I want them to fight 4 kobolds. The CR of the battle should be CR 5 or 5 1/2. How can I give my little reptilian friends a boost, so they won't be slaughtered? I don't really want them to have class levels, but I won't object to maybe 1 "Leader" having class levels.
    Quote Originally Posted by YPU View Post
    Real life doesn’t happen, it surprises you like a trap of a CR way above your level.

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    Default Re: Super-Kobolds

    if ya don't wanna just have a swarm of kobolds or add class levels you'll have to use other factors. Kobolds are notorious ambushers and trap setters. So have the kobolds use a combination of a bow/sling ambush and have a bunch of traps set up for the PC's.
    I would be a procrastinator, but I keep putting it off.

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    Pixie in the Playground
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    Default Re: Super-Kobolds

    Instead of the some of the suggestions that will without a dougt come up with free sorceror spells, and Dragonwrought feats and the like, i would go for what Kobolds are known for: Traps and cleaver use of surroundings. Really, when your in control of the world around your players, it shouldnt be too hard to challenge them with this aspect.


    Edit: Errr.... yeah, what tick said
    Last edited by JungeonJeff; 2007-06-09 at 11:07 AM.
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    Default Re: Super-Kobolds

    These aren't regular Kobolds. These guys are brave and strong. I was thinking of making them each ECL 4, with one kobold being ECL 5, that way it be two 4th level parties. These guys are Officers to my BBEG, and need to be tough.
    Quote Originally Posted by YPU View Post
    Real life doesn’t happen, it surprises you like a trap of a CR way above your level.

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    Default Re: Super-Kobolds

    use the kobold soldier minature. its stats are pretty high and if you gave them all a boost its really annoying. i was a 5th level fighter with a 3rd level rogue and we got slaughtered by 2 of them
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    Default Re: Super-Kobolds

    Quote Originally Posted by Raistlin1040 View Post
    These aren't regular Kobolds. These guys are brave and strong. I was thinking of making them each ECL 4, with one kobold being ECL 5, that way it be two 4th level parties. These guys are Officers to my BBEG, and need to be tough.
    Problem is, that if you wont give them class lvl's, there are only two ways to go; either advance their HD, or give them Templates.

    The problem with #1 is thats essentially giving them class lvl's in 'humanoid', at which point you might as well give them each a few actual class lvl's, so they will have some nifty abilities

    The problem with #2 is that it will still only bring them each to (at max) 12+con hp, which any lvl 4 party would walk over in about 2 rounds.


    -Really, i would give them each a few class lvl's if they have to be "special"
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    Default Re: Super-Kobolds

    Kobolds never stand up and fight, not if they're any good. That's what makes them dangerous. Play to their strengths. If they're officers of the BBEG, then they're probably quite smart. They'll avoid a direct confrontation until the last minute. Remember, kobolds don't believe running and hiding is cowardly. The kobold ethos revolves around being more clever and devious than the other bastard.

    First, they'll whittle them down using traps, and try to draw them into someplace cramped, where they can use squeezing rules against them (especially good if you use the variant kobolds on the wizards site). At least one of these kobolds should be a sorcerer, if not all of them, so you might add a few magical traps as well.

    Only when the heroes are weakened should the kobolds strike directly, and even then they'll tend to favor hit-and-run tactics.
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    Default Re: Super-Kobolds

    OK, would this be a good Challenge for a 4th level party?

    1 level 4 Kobold Rogue
    1 level 4 Kobold Sorcerer
    1 level 4 Kobold Barbarian
    1 level 4 Fiendish Kobold Cleric
    Quote Originally Posted by YPU View Post
    Real life doesn’t happen, it surprises you like a trap of a CR way above your level.

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    Default Re: Super-Kobolds

    What you need is a 5th level kobold with the divine minion template...

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    Default Re: Super-Kobolds

    Quote Originally Posted by Raistlin1040 View Post
    OK, would this be a good Challenge for a 4th level party?

    1 level 4 Kobold Rogue
    1 level 4 Kobold Sorcerer
    1 level 4 Kobold Barbarian
    1 level 4 Fiendish Kobold Cleric
    Considering Fiendish has an LA and that those are all PC class levels, that might even be overwhelming to a party of 4 4th level characters, depending on the equipment and spell/feat selections of these Kobolds.

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    Default Re: Super-Kobolds

    That's in the neighborhood of CR 8, putting it into the overwhelming category. Of course, since you want this to be a potentially lethal scenario, that might not be a bad thing. Still, keep in mind that this is the sort of encounter they're meant to run away from, not win.
    I am a poor man, some say I’m half crazy,
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    Default Re: Super-Kobolds

    Kobolds have the potential for reasonably high amounts of AC. With their dex bonus, natural armor, and size, an unarmored kobold with base 10 already has 13 AC. Using base 15 (assuming elite array and you want the highest you can get), that's 15 unarmored. Let's give him studded armor and a tower shield. You now have 22 AC. With ECL 1 (yup, it fits with an NPC's 1st level wealth).

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    Default Re: Super-Kobolds

    I wholly expect at least one of them to die before they wise up and flee. They sort of messed up my plot by killing a powerful NPC they were supposed to guard. Then they raided his house and pissed me off. So, my kobolds are going to kill 1 or 2 and take back the good stuff they stole from poor Lord Ginth.
    Quote Originally Posted by YPU View Post
    Real life doesn’t happen, it surprises you like a trap of a CR way above your level.

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    Default Re: Super-Kobolds

    yaaay Kobolds!

    might i reccomend a muctch lower level version of this guy? (sorry about the character class)

    Robagobnob
    Male Kobold Fighter 10
    Lawful Evil
    Strength 10 (+0)
    Dexterity 20 (+5)
    Constitution 12 (+1)
    Intelligence 10 (+0)
    Wisdom 10 (+0)
    Charisma 10 (+0)
    Size: Small
    Height: 2' 10"
    Weight: 30 lb
    Skin: Silver
    Eyes: Blue
    Hair: None

    Total Hit Points: 72
    Speed: 30 feet
    Armor Class: 20 = 10 +2 [leather] +5 [dexterity] +1 [small] +1 [kobold] +1 [2 weapon defence]
    Touch AC: 16
    Flat-footed: 14/15
    Initiative modifier: +9 = +5 [dexterity] +4 [improved initiative]
    Fortitude save: +8 = 7 [base] +1 [constitution]
    Reflex save: +8 = 3 [base] +5 [dexterity]
    Will save: +3 = 3 [base]
    Attack (handheld): +11/+6 = 10 [base] +1 [small]
    Weapon Finesse: +15/+10
    +15/+10 = 10 [base] +5 [dexterity] +1 [small] +1 [Weapon Focus] -2 [TWF]
    = 10 [base] +5 [dexterity] +1 [small] +1 [Weapon Focus] -2 [TWF]
    Attack (unarmed): +11/+6 = 10 [base] +1 [small]
    Attack (missile): +16/+11 = 10 [base] +5 [dexterity] +1 [small]
    Grapple check: +6/+1 = 10 [base] -4 [small]

    Languages: Common Draconic
    Kukri [1d3, crit 18-20/x2, 1 lb., light, slashing]
    Shortbow [1d4, crit x3, range inc. 60 ft., 1 lb., piercing]
    Leather armor [light; +2 AC; max dex +6; check penalty 0; ]
    Feats:
    Combat Reflexes
    Endurance
    Die Hard
    Improved Initiative
    Two-Weapon Fighting
    Two-Weapon Defense
    Improved Two-Weapon Fighting
    Weapon Finesse
    Weapon Focus x1 Weapon(s): Kukri
    Weapon Specialization x1 Weapon(s): Kukri
    Traits:
    Skill Name Key
    Ability Skill
    Modifier Ability
    Modifier Ranks Misc.
    Modifier
    Appraise Int 0 = +0
    Balance Dex* 7 = +5 +2 [tumble]
    Bluff Cha 0 = +0
    Climb Str* 3 = +0 +3
    Concentration Con 1 = +1
    Craft_1 Int 0 = +0
    Craft_2 Int 0 = +0
    Craft_3 Int 0 = +0
    Diplomacy Cha 0 = +0
    Disguise Cha 0 = +0
    Escape Artist Dex* 5 = +5
    Forgery Int 0 = +0
    Gather Information Cha 0 = +0
    Heal Wis 0 = +0
    Hide Dex* 9 = +5 +4 [small]
    Intimidate Cha 13 = +0 +13
    Jump Str* 2 = +0 +2 [tumble]
    Listen Wis 0 = +0
    Move Silently Dex* 5 = +5
    Perform_1 Cha 0 = +0
    Perform_2 Cha 0 = +0
    Perform_3 Cha 0 = +0
    Perform_4 Cha 0 = +0
    Perform_5 Cha 0 = +0
    Ride Dex 5 = +5
    Search Int 2 = +0 +2 [kobold]
    Sense Motive Wis 0 = +0
    Spot Wis 0 = +0
    Survival Wis 0 = +0
    Swim Str** 0 = +0
    Tumble Dex* 10 = +5 +5
    Use Rope Dex 5 = +5
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    Default Re: Super-Kobolds

    Use power word pain a couple of times. Should wipe most of them out. Anyone with 50 hp or less takes 4d4d6 damage (average 10d6, or 35).

    Borked!

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    Default Re: Super-Kobolds

    put the Kobolds on the far side of impassable barrier, like a classic bottomless cavern or summat. then shower the players with missles. best if they can't retreat to cover effectivly, like the door behind them locks shut.

    other ideas:

    huge pit trap. whole party falls in, and the Kobolds start dumping rocks on them.

    stairwell. have the stairs fall down. with the players on them (my DM did this to us once. TPK)

    a chokepoint wide enough to let just one player though at a time. have the Kobolds stab anyone trying to get though lots. has the advantage of the players being able to leg it while still losing party members.

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    Default Re: Super-Kobolds

    Take a look at Races of the Dragon. It's chock full of Kobold goodness.

    Also, look at the Kobold variant racial rules. Note that they get two claws and a bite, very rare for a +0 LA race. Pick up the Draconic Tail feat (RotD), and now your first level Kobold has 4 attacks. Use the Complete Champion Barbarian alternative, and now he has Pounce. Remember, natural weapons count for Power Attack/Leap Attack/Shock Trooper, and Weapon Finesse, and Touch of Golden Ice.

    And you might want a Kobold with the Greater Draconic Right of Passage. It allows a 6th level Kobold Sorcerer to gain +1 caster level, including spells. If they also use the Kobold racial substitution levels, which allows them to convert a spell slot into a Spell Like Ability (which scales with levels, and can be Quickened three times per day without LA using the Quicken Spell Like Ability feat) they're pretty much the strongest base spellcasters in the game.

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    Default Re: Super-Kobolds

    Kobolds with class levels is the way to go. The advice given above is most excellent -

    • Use the Kobold propensity for trap usage. They are the best trapmakers!
    • Use ambush, hit-and-run, and ranged attacks. Since there are a small number of kobolds, it won't seem like a fair fight to them - they wouldn't close into melee, period.
    • Kobold Casters are will shut a party down.


    My personal foursome (with a "Leader" and the rest of the guard) -

    • Kobold Sor 4, with battlefield control spells (Grease, Glitterdust, silent image, Cause Fear, some others)
    • Kobold Rgr 4, archery focus, with (whomever is your largest racial component) for Favored Enemy. This one doesn't need Precise shot (no melee, remember), so use that other feat for rapid reload (Kobolds are better off using light crossbows due to Str limitations) Maxxed out stealth skills, and a longstrider give this one plenty of mobility.
    • Kobold Drd 4, with summoning focus for harrying your foes. Send a few mooks in to waste a resource or two. Faerie Fire will be a great way to keep track of your hapless foes, and summon swarm with really make a headache against the party caster. The druid will wear the party out before any real "fight" can take place.
    • Kobold Scout 4, similarly flavored to the Ranger, but specifically built for trapsmithing and setting the ambush. This is the little guy that works with the summoned critters to lead the group down the "bad path". He moves more quickly than a party, especially if they have to squeeze, or are otherwise hampered.
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    Default Re: Super-Kobolds

    I make their class levels 3, not four.

    Two rogues, with traps to hinder the party's mobiliby or stun.
    One cleric.
    One 4th level Sorcerer. Have him have showy/tricky spells. Basically be cunning, but flashy because you want to attract attention to the fact that you are powerful.

    If you happen to have a copy of Stormwrack, you could adapt some of the things the goblins on the Sable Drake do to a different enviorment.
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    Default Re: Super-Kobolds

    consider the half golem template from the MM2 specifically the clay golem, it has dr 15 / silver, immunity to magic, good stat increases, and pretty hefty armor increases.

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    Default Re: Super-Kobolds

    Or if you are really evil, just do a Tucker's Kobold trick
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    Default Re: Super-Kobolds

    Bah thts not evil, If you are EVIL try all of our favorit little kibold, master of of cheese Pun Pun*



    * whith ac of 10 and a hp of under 100 with no DR or DVR he's a bit completly unstopable then
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    Default Re: Super-Kobolds

    In the Pun-Pun vein, try a lvl 1 Wizard Kobold. Give him a Tower Shield, which he will use for cover. Sell his spellbook and buy Riding Dogs. Max his Handle Animal skill, preferably by dumping as many stat points as possible into Charisma. Teach them Attack and Defend, and then let the 100 or so dogs slaughter the party while the wizard has Cover from his shield.

    Either that, or make the leader a Venerable Draconic Dragonwrought Dragonborn Kobold, as a sorcerer or some other Cha class, since that gets +5 Charisma with only a +1 level adjustment. Make up some fluff about Tiamat having Dragonborn too so that it can be evil.

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    Default Re: Super-Kobolds

    What you need to cause serious damage to Lvl 4 party is a CR 2 encounter higher than their APL, or a CR of 6. A kobold sorcerer 4 (Magic Missile, Shield, Sleep, Web) and an incorporial undead ally (CR 3 shadow or allip -used to be a kobold) can do some serious hurt to an unwary party that bunches up in a tight space.

    They get suckered into the ambush area, web is cast, and the undead drains away stat points until some drop. The sorcerer drops sleep on the low will save types and magic missiles the weakest ones. A few basic kobolds (4 equal CR 1) with light crossbows will round out the encounter nicely.

    If you are really feeling mean, make sure it is in an unlit area where the darkvision of the attackers is best used. The party should be able to get away, but not without at least one death.

    Just my 2 coppers...
    Last edited by Zim; 2007-06-11 at 02:54 PM.

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    Default Re: Super-Kobolds

    Quote Originally Posted by Raistlin1040 View Post
    I wholly expect at least one of them to die before they wise up and flee. They sort of messed up my plot by killing a powerful NPC they were supposed to guard. Then they raided his house and pissed me off. So, my kobolds are going to kill 1 or 2 and take back the good stuff they stole from poor Lord Ginth.
    So, what you're saying here is, they got off your railroad... so you're going to do bad things to their characters.

    Wow.
    Last edited by Like a Lion; 2007-06-11 at 03:08 PM.

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    Default Re: Super-Kobolds

    First, I agree with Like A Lion. It seems you're motivation for running this scenario is revenge, all because the group did not follow your plot. While I can understand your frustration, a good DM does not try to kill party members. In-game punishments never make a situation better, and you risk alienating your players.

    Rather than kill your players, consider why they killed the NPC. Perhaps your plot doesn't suit their needs or playing style? If so, perhaps you should try and make a plot that would challenge their style (and their alignments...their actions seem a bit evil out of context). If they are just uncooperative, then you might want to lay down some rules and expectations. After all, if you want to play one game and they want another, then no one is going to be happy.

    That said, I recommend traps and guerilla tactics for your kobolds. Not only does it fit their builds and flavor, it is an excellent way to wear down characters while spooking the party.
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    Default Re: Super-Kobolds

    Try this:

    On the Slide
    Trap 1: Staircase
    The adventurers are climbing down some stairs. The stairs turn into a ramp. They slide to the bottom, ending up prone

    Trap 2: Magic Hold Person trap at bottom of stairs, created by kobold sorcerer/adept leader

    3: Group of kobolds at bottom of stairs coup de graces everyone held.

    Instant PC kills!

    Disclaimer: Author not liable for actions or comments of players following execution of this trap. Use at your own risk. Consider whether On the Slide(tm) is right for your needs before using. Refunds not given.
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    Default Re: Super-Kobolds

    I totally agree, the point of a dm is to make a story that fits the charecters. I feel sorry for them ruining your plot, happens all the time, just make it seem as though they would have gotten 10000 gold for escorting him or whatever and make him seem like a really good guy and now everyone in the area hates you and sells you stuff at high prices and buys stuff at low prices.

    Anyway back to kobolds, stick a huge amount of traps and then make 2 fighters and 2 clerics. Both of the fighters should have amazing armor which is not hard to do for a kobold and give them constant healing from the clerics who are hiding in the darkness neaby casting heals, buffs and maybe some damage once in a while.
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    Default Re: Super-Kobolds

    even nastier verison of that trap:

    the players are going down a sprial staircase.

    the staircase is built not to take the weight of that many medium sized humans, and colapses with them on it.

    fall damage+damage form falling on things+ damage form things falling on you.

    then add kobolds to do whatever nastyness you feel like.

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    Default Re: Super-Kobolds

    Now, the next time someone derides kobolds, remember some of what you should learn here. Kobolds are not to be trifled with on their home turf.

    Taking it as written, and ignoring your motives:

    Your Personally Customized TPK - - - - -
    Monsters (CR: 4 each, total 5?):
    2 Level 4 kobold rogues. Both have Weapon Finesse as a chosen feat, allowing their superior dex to be used in melee combat. Max Hide, Move Silently, Optimize for Dex, AC, Wis and Con, in that order.

    The kobolds will take up a custom crafted ambush spot in a 10ft wide hallway that's at least 60ft long after the last corner. They are hidden in shadows, behind small piles of rubble, on the other side of a concealed pit, in front of a door. (That is, the door is behind them, and the pit is in front of the rubble, which is in front of the kobolds.)

    The small pile of stone rubble on either side of the hallway grants cover - perhaps 1/2 or more, depending on an ad hoc ruling about the size of a kobold vs. the rubble piles. The hallway is unlit - kobolds can see in the dark to 60' with darkvision. If the party light source does not have at least a 35' radius, this ambush will hurt even more than it's going to. Each kobold is armed with a heavy crossbow, 20 bolts, a shortsword and armor appropriate to a rogue (like leather). Magical armor or weapons are not inconceivable with level 4 NPCs - I'd personally recommend protection from arrows as an effect, noting that ranged weapons are the most dangerous threat to them here, especially once they whack the wizard on round one!

    Traps (CR2):
    Pit: Reflex DC 20, 3d6 falling. Search DC 20, Disable DC 20. 30 ft deep.

    Monster Tactics - - - - - -
    Surprise Round:
    The kobolds will wait until the PC targets are within 30' to engage. Make sure each player's equipped weapons are known - those with ranged weapons or mage-look-a-likes will be your first targets. Fire both heavy crossbows at the same soft target (preference: mage, then cleric, then ranged attackers). The target will take 1d10+2d6 on a hit from either kobold, which is ~12.5hp on average, and ~25hp from both. That will likely flatline the party wizard outright, and would put a serious dent in a cleric or rogue.

    Taunt the party in Common. ("Your mother sleeps with trogs!") The intent is to get the surviving PCs to attack the wimpy little kobolds head on. It usually works if it's done well - don't forget to mention the little bleeders have significant cover from missile weapons. Taunting is a free action, so do it. Any party member foolish enough to rush the kobolds probably stops short when the pit swallows him/her. If the whole party (except the dying wizard) rushes the kobolds, then there's a good chance that most/all of them end up in the hole, both literally and figuratively.

    If all of them do, then just have the kobolds start lobbing the rocks in the hallway into the pit. Being hit while climbing out is likely - and climbing out in full kit is going to be hard - with a DC of 20. (25 for a rough rock wall, -5 for bracing on perpendicular walls. If it's assumed to have plenty of handholds, the DC drops to 15. Don't forget to add in the armor and burden penalties!) That's all bad enough, but climbing also eliminates your DEX bonus, leaving you subject to sneak attacks the whole time you're climbing out! Yikes! It'll take anyone with a base speed of 30' a minimum of FOUR rounds to climb up to ground level again. That's four MORE rounds of sneak attacky goodness since the party is within 30' the whole time. Dwarves and those with less base speed may take longer to climb out, which means MORE sneak attacks.

    (Particularly cruel DMs also may note that openly carried lanterns generally don't survive falling 30ft, and ask for a saving throw on the item after the fall. Party members without darkvision are going to get smoked badly if it fails to save, as they can't even see their attackers any longer.)

    If some party members remain out of the pit but can engage with ranged weapons or spells, the kobolds have a choice to make.

    If the kobolds can engage with crossbows and eliminate or drive off any party members left topside quickly, they will do so. Then they can sneak attack those that fell in the pit until they die or get out.

    If they can't drive off the remaining attackers, they can and should retreat through the door behind the pit (the one on their side). They should then close and lock it. They will then reload and hide in shadows some ways down the corridor to repeat the process. Now, when the intrepid party climbs over the pit, they've only got to open the (locked!) door. Of course, then they'll get ANOTHER two sneak attacks for their trouble if they succeed!

    Finally, if anyone's still living to engage them in melee after that massacre, just have the kobolds draw a shortsword each and charge into melee. They should work together for flanking attacks against the same target every round. Yes, Virginia, that's a potential of 3d6 each round, from each kobold, for a total of 6d6 points of Belkar pleasing stabbity-goodness!

    If the PCs flee, the kobolds will pursue them, attacking whenever circumstances are favorable to them.

    Enjoy your TPK. It's a beauty, I think.

    Those of you with higher level PCs may wish to substitute kobold assassins - death attacks and poison use (go for STR reducing poisons!) will make a nasty ambush that much more lethal. Those of you with high-level PCs should consider making the pit 40 ft deep, and filling the bottom 2 feet with a poison that causes paralysis on a failed save, as well as adding kobold casters and support classes.
    Last edited by NamelessArchon; 2007-06-11 at 05:32 PM.

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