Kobold Trapmaster encounter

Post/Author/DateTimePost
#1

Pennarin

Jul 22, 2010 0:27:52
The last of the Skull Trickster kobolds fell to the heroes' sword and magic, but their chieftain was nowhere to be seen, until a maniacal laught echoed from one of the dark passages. The heroes pursued their quarry to a distant mauve glow and crackling noise resolving into a chamber lit by flying pyramid-like stone spikes, their surfaces covered in pale glyphs and coursing with dark energy reaching to the floor and each other. As the heroes advanced for the final battle, the spikes started to move in their direction, the chieftain's snout twisting into a snarl as the glyphs tattooed on his hide flared up...  

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#2

Pennarin

Jul 22, 2010 10:32:28

Obviously this encounter, as presented, only has the crunch bits, the configuration of the map will be whatever you want it to be.

What I'm seeking is help with the stat block and description of the Feature of the Area.

Any errors, or overpowerd elements? Suggestions to make it better?

#3

big_goon

Jul 22, 2010 13:58:44
A couple of comments/suggestions/questions:

  1. Did you intend to make Dooban an Elite? Would it not be extremely difficult to manage 4 of these guys?

  2. Get rid of Glyph Tattoos. It's not necessary.

  3. Get rid of Trap Master and include it in the Flare power.

  4. Scorpion wand slows? You have two slowing powers, maybe it would be more interesting to give Scorpion wand another effect, like a slide or a push...?

  5. It would be nice if Dooban could create new spikes as an action, maybe 5/Encounter. With a suggestion to the DM to start the encounter with a couple (2 or 3) already in place).

  6. Flare:
    (necrotic, zone; recharges when Flare zone is dismissed)
    Attack: Area Burst 3 within 5 centered on a Fell Spike (all enemies in Burst); +x vs AC;
    Hit: As per the fell spike.
    Effect: Create a zone centered on the Fell Spike. Any enemy that enters or starts its turn in the zone is subject the attack above. While the zone persists, the Fell Spike cannot be the target of Shuffle or Spike Call. The zone may be dismissed by Dooban with a Minor action. 

  7. Spike Call: Don't use "becomes", use "moves" instead. 

  8. Having different kinds of fell spikes would be cool (a blinding one, a necrotic one, a poison one, etc...)

Great idea... I like, except for the BBEG Kobold thingy (hehe).
#4

Pennarin

Jul 22, 2010 16:14:57

/chuckles

I hear ya with the BBEG, Big_Goon ;)

Certainly Elite or Solo, my mistake.

So if I make the Spikes only damage enemies (which is a rare thing for a Feature), then it will lighten the language of the powers a lot.

Great suggestions all around, especially on the ever tricky wording! I'll cook up a redux version and post it tonight.

#5

big_goon

Jul 22, 2010 17:50:34
So if I make the Spikes only damage enemies (which is a rare thing for a Feature), then it will lighten the language of the powers a lot.


I was thinking about that... Kobolds already HAVE a +2 defense vs traps. Wouldn't it be cool to actually use that power?

Another way to lighten the language is to have is damage all creatures (don't have it damage other traps, that's just confusing). I would include a note to see the Kobold's sense power, which includes the Fell Spikes.

Besides, a clever PC would be able to bull rush, grab or push a kobold into a triggered trap... which is awesome! Doubly so if it's Dooban himself.

Anyways... I'd fix up the language so that DMs only have to read it once :P