From: LRPR000 <LRPR@UNB.CA>
Subject: Re: Kobolds (Re: Intelligent opponents)
Organization: The University of New Brunswick
Date: Tue, 13 Oct 1992 22:20:00 GMT

In article <1992Oct13.163102.17935@cam-orl.co.uk> thg@cam-orl.co.uk (Tim Glauert) writes:
>
>How on earth did the party get to 10th level and still fall into such a simple
>and obvious trap? Didn't they at least think of going round the edge? (1/2 the
>number of attackers and twice the range) Doesn't the 10th level MU have a
>spare Invisibility 10' radius and some rope?
   BUT THE ROPE WOULDN'T BE INVISIBLE, BEYOND THE 10' RADIUS,
 AND THE KOBOLDS MIGHT CUT IT WHILE THE PARTY IS DANGLING...
>Why did they go into the dungeon in the first place? How about finding the
>upper ventilation shafts and squirting a Cloudkill or two into the place? Why
NOTE CLOUDKILL DOESN'T RISE; THUS A U-BEND (LIKE THE ONE IN A SINK)
WILL PREVENT IT FROM GOING FURTHER (THE VIETCONG USED SIMILAR TRAPS
FOR TEAR-GAS AGENTS IN VIETNAM)
>not trap the Kobolds inside by using a Rock-to-mud to block up the obvious
>entrances?
 WOULDN'T THEY HAVE SOME ENTRANCES *ALMOST* DUG TO THE SURFACE, SO THEY
COULD GET OUT IN A DAY OR SO OF DIGGING? ALSO,ROCK-TO-MUD ONLY WORKS
ON *ROCK* (NOT DIRT).
How about using a Charm Monster on lone Kobold and finding out
>where the traps are? etc. etc.
 WELL - YOU'D NEED A TONGUES SPELL TOO. AND NOTE THAT THE DESCRIPTION
OF CHARM SAYS THAT THEY WILL ONLY GIVE OUT INFORMATION THEY WOULD TO A
FRIEND - I.E. NOT TOP SECRET STUFF ("JUST DON'T GO IN THERE, MY FRIEND.
THE BOYS WOULDN'T LIKE IT; THEY DON'T UNDERSTAND OUT FRIENDSHIP... "
OR "THESE OTHERS MIGHT HEAR US!!"). OR THE OTHER KOBOLDS MIGHT TRY TO
KILL ANY POSSIBLE LEAKS BEFORE YOU GOT THEM AWAY (IF YOU ARE CAUGHT OR K
KILLED...) AND THEY SHOULD HAVE SOME TRAPS KNOWN ONLY TO SOME GROUPS
WITHIN THE LAIR (REMEMBER, THESE GUYS HAVE *NOTHING* BUT SNEAKINESS GOIN
G FOR THEM)
>A horde of Kobolds might be able to set up some very fatal traps for a 10th
>level party, but the creatures themselves should not really cause any
>problems.
 NOTE THE AC ADJUSTMENTS IF THE PARTY IS IN KOBOLD-SIZE TUNNELS; I
DON'T THINK A 10TH LEVEL FIGHTER SHOULD GET 10 ATTACKS A ROUND VS. KOBO
LDS IN A 3' TUNNEL; ALSO, THEY CAN COME OUT 1 AT A TIME AS THE PARTY
CRAWLS THROUGH THEIR LAIR - THEY HAVE ALL
DAY, AND THEIR LOW INTIATIVE GIVES THEM A CHANCE TO STRIKE 1ST AS OFTEN
AS THE PARTY MEMBERS (WHO MAY BE REDUCED TO USING DAGGERS).
THEY COULD ALSO USE SHORTBOWS OR HAND XBOWS FROM BEHIND ARROW SLITS FOR
+10 AC!!
ALSO, THE STRICT INTERPRETATION OF SPELLCASTING SHOWS THAT NO SPELL WITH
SOMATIC COMPONENTS COULD BE CAST WHILE CRAWLING THROUGH A 3' TUNNEL.
Missile fire is the only real danger but Invisibility or Protection
>from normal missiles can help! Any Kobold which shows itself for long enough
>to get a missile off is not going to get a second chance. A 10th level party
>should be able to kill at least 20 Kobolds in the first melee round of combat,
>which should lead to a morale check or two!
 I DON'T USUALLY ROLL MORALE CHECKS FOR MONSTERS WHOSE HOME IS BEING
INVADED AND WHO ARE GOING TO BE WIPED OUT IF THEY BREAK AND RUN.

   FINALLY, I THINK THERE ARE ENOUGH EVIL WIZARDS PORTRAYED IN D'N'D
THAT KOBOLDS SHOULD BE ABLE TO HIRE AT LEAST 1 OR 2 CASTINGS (PERMANENT
OR PROGRAMMED ILLUSIONS, WALL OF STONE WHICH THE PC'S MAY DISPEL
TO GET THE TREASURE BUT WITH WATER BEHIND IT, STONESKIN ON THE
REVERED KOBOLD SHAMAN, OR PERHAPS A SCROLL WITH FIREBALL FOR THAT
KOBOLD WITCH DOCTOR). IT COSTS THE WIZARD LITTLE OR NOTHING, AND GAINS
HIM SOME USEFUL ALLIES (ESPECIALLY IF HE LIVES IN A DUNGEON, OR WANTS TO
INFILTRATE ONE).

                             Jubbabones
"The Dwarves are coming; prepare to die!" - Halar Ironfist.