Timeboxer
Explorer
So if you are one of my players: Out.
Anyway, here's the scenario. So I'm running Keep on the Shadowfell, and my players managed to clean out most of the kobolds at the kobold lair, but stopped short of being able to kill Irontooth and a few of his kobold henchmen since three-fourths of the party were in single-digit hit points. They ran away (I constructed a skill challenge for this) and managed to avoid being tracked by Irontooth, but I suspect they're going to actually go back to the lair to try to take on the rest of them.
Now, Irontooth isn't stupid enough to actually stick around with most of his kobold troops dead -- seems to me that he'd set up shop elsewhere, and order his remaining minions to construct some interesting traps for our heroes should they return.
So as a result, I'm looking for interesting kobold trap ideas that could be good in this context. Here's the terrain (if you have access to D&D Miniatures maps it's Forest Cliff Lair, or pages 26-29 in KotS):
Approaching the lair is a wooded area that opens up into a river. There's a sacred circle near the river infused with arcane and divine energy, which the party had been using to get +1 to attack rolls when standing inside it. Up the river is a waterfall, behind which lies the actual kobold lair itself -- a small stone cave complex, lit with torchlight, with several large walls demarcating rooms, and no doors.
Any devious ideas?
Anyway, here's the scenario. So I'm running Keep on the Shadowfell, and my players managed to clean out most of the kobolds at the kobold lair, but stopped short of being able to kill Irontooth and a few of his kobold henchmen since three-fourths of the party were in single-digit hit points. They ran away (I constructed a skill challenge for this) and managed to avoid being tracked by Irontooth, but I suspect they're going to actually go back to the lair to try to take on the rest of them.
Now, Irontooth isn't stupid enough to actually stick around with most of his kobold troops dead -- seems to me that he'd set up shop elsewhere, and order his remaining minions to construct some interesting traps for our heroes should they return.
So as a result, I'm looking for interesting kobold trap ideas that could be good in this context. Here's the terrain (if you have access to D&D Miniatures maps it's Forest Cliff Lair, or pages 26-29 in KotS):
Approaching the lair is a wooded area that opens up into a river. There's a sacred circle near the river infused with arcane and divine energy, which the party had been using to get +1 to attack rolls when standing inside it. Up the river is a waterfall, behind which lies the actual kobold lair itself -- a small stone cave complex, lit with torchlight, with several large walls demarcating rooms, and no doors.
Any devious ideas?