Friday, April 12, 2013

In which kolbolds have much to say but little to do


Opening description 
At the far end of the roughly dug tunnel stands a few kolblds, lounging by a door. They look startled by your sudden appearance. Two of them have crossbows which they begin loading with palpable nervousness. A third grabs his spear and turns into the door, calls out in kolbolden,"Intruders! Everyone arm yourselves!". The fourth resolutely grabs his spear and stands with a locked jaw.

The setup
The kobolds have dug a large pit trap in the tunnel. It has a search dc of 15, covers the entire width of the cavern and is about 15 feet long. It is 10 feet deep. Burrowed into a side of the pit is a Giant Bombardier Beetle. It is raised from a grub by the kolbolds and trained to attack anything in the pit. After the party uncovers the pit trap or falls into it, the remaining kolbolds turn tail and lock the door behind them.



Aftermath and Loot
the kolbolds have not left much in their entrance. Their are a few coins scattered in the pit, but everything else of value has been hoarded away. The door to their rooms as been locked and barred. It requires a dc 20 open lock check and a dc 13 strength check to open it.

Saturday, April 6, 2013

Exiting the gates

Sorry for the late update, it would seem that homework got the better of me this week.


The party is trying to leave a city in a canyon or other such location. there is one only one exit and it is heavily guarded.

The Wall and Gate
The wall is about 20 feet high with a 30 ft guard house surrounding the gate. The wall is faced with rough stone ( climb DC 20) and the top is well patrolled by the guardsmen. There are two guards placed every 100 ft along the wall. They stand around small braziers to keep warm and provide light. Each pair of guards has a bulls-eye lantern. They change positions every hour, going to the next station on the wall.

The Guardhouses
These small towers lie on either side of the main gate. They are about 30 feet tall and 20 wide. Each has a small entrance door in the main gateway. Inside each Guardhouse is a small garrison of 6 lvl 1 human guards.   Only one soldier in each guardhouse is on the ground floor, the rest are resting or gambling on the upper floors. On the ground floors of the guardhouses are the mechanisms that open the main gate. Both mechanisms need to be triggered for the door to open.

Human guard
lvl 1 warrior
HD 1d8+1 (5 hp)
AC 14 (studded leather +3, shield +1)
spear +3 ( 1d8 / x3 )
shortbow +2 (1d8)
listen +3, spot +3
Fort +2, Ref +0, Will +0
feats: weapon focus(spear), alertness



Aftermath/Loot
The players aren't going to get much in terms of treasure with this encounter. If they get caught they'll be thrown in prison or similar.