Athrax the Mad Bomber |
- Nope, there might be a trap, even if we can make this thing do it's thing. Walking into traps is not the kobold way. No, instead we lay traps for others.
Athrax scratched his head.
- Actually lets just trap everything here! Fazgyn you can do traps, right? Unlike the feet for claws Engashez, ha-hisss-ha-hisss. And where did you leave that damn dogs corpse? We should use it for bait.
Skyrahk the Sorrow |
I think all this corpses-s are great enough to seek for Dahak's mercy. If you want to s-survive the next fight, you will need my help. Skyrahk grabbbed her wand and stands, ready to help anyone who wants some additional healing.
Mystic Seeker |
- Let me see the structure.. - Varanog walked forward and started to look for arcane clues on the portal.
Knowledge (arcana): 1d20 + 8 ⇒ (19) + 8 = 27 -6 if K:planes needed, -3 if Spellcraft roll required
Mystic Seeker |
- Yesss! - Varanog hissed, - this thing is currently sleeping, but it may let the others to approach. Let's prepare a playground for them, he-he-he.. I will set an alarm that will inform us on their approach.
Fazgyn the trapper |
First of all Fazgyn check north tunnel by throwing cracked ventriloquists dummy there, hoping to bait the beast.
If now reaction following - he decided to prepare for defend for now. If hound reacts - kill it once and forever with Pethjun help.
-WE need every usssfull part of shit here. And its better for uss to leave just one enter, making other too difficult. Lets prepare some trapss and be ready at the high ground. Still we need to find hound before reinforcement arrive. Varanog, Skyrahk, get ready to show some magic tricks. Now show me your equipment - we'll need every part of it probably. And corpses. We should use them too...
Mystic Seeker |
Varanog moved a bit closer to Hatsss, so he could see the Onyx hound and then chanted several words, unleashing his draconic might.
Cast magic missile, target dog dmg: 2d4 + 2 ⇒ (1, 2) + 2 = 5
Fazgyn the trapper |
Then Fazgyn going to the tunnel sneaky, draw short sord and cut the beast down if its still alive.
stealth: 1d20 + 15 ⇒ (1) + 15 = 16
attack: 1d20 + 9 ⇒ (5) + 9 = 14
%: 1d100 ⇒ 68
dmg: 1d4 + 5 ⇒ (2) + 5 = 72d6 ⇒ (6, 5) = 11
GM Auke |
You have somewhere between 15 and 30 minutes to prepare for the reinforcements. You've got a number of 6 minute phases to set traps:
A kobod can creates the desired trap with a high enough craft check (the higher the roll the better the trap will work!), placing it in a location available on the map based on the trap’s size. In addition, unless the trap has a special note, there is no cost to create a trap—it’s assumed you have the necessary tools and equipment on hand.
As masters of setting traps, you do not incur any chance of activating properly build traps by moving through trapped squares. However, a kobold caught in the area of a trap when another creature activates it falls victim to the trap’s effects.
Basic Traps
The following basic traps are available for crafting.
ARROW TRAP
Type mechanical; Perception DC 20; Disable Device DC 20
Set-up Time 1 phase; Size 5-ft. square (arrow fires from wall within 30 ft.)
EFFECTS
Trigger location; Reset none
Effect Atk +15 ranged (1d8+1/×3)
PIT TRAP
Type mechanical; Perception DC 20; Disable Device DC 20
Set-up Time 2 phases; Size 10-ft. square
EFFECTS
Trigger location; Reset manual
Effect 20-ft.-deep pit (2d6 points of falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)
POISONED DART TRAP
Type mechanical; Perception DC 20; Disable Device DC 20
(plus poison dose); Set-up Time 1 phase; Size 5-ft. square (dart fires from wall within 30 ft.)
EFFECTS
Trigger location; Reset none
Effect Atk +10 ranged (1d3 plus poison*)
Special Requires expenditure of one dose of poison.
SWINGING AXE TRAP
Type mechanical; Perception DC 20; Disable Device DC 20
Set-up Time 1 phase; Size 5 ft. by 10 ft.
EFFECTS
Trigger location; Reset none
Effect Atk +10 melee (1d8+1/×3); multiple targets (all in 10-ft. line)
Advanced Traps
The following advanced traps are available for crafting.
ALARM SPELL TRAP
Type magic; Perception DC 26; Disable Device DC 26
Set-up Time 2 phases; Size 5-ft. square
(see below)
EFFECTS
Trigger proximity (alarm); Reset none
Effect spell effect; multiple targets (both determined by embedded spell)
Special Requires expenditure of alarm spell and an additional spell from the crafter’s spell list or from a scroll or wand. The additional spell’s effect centers on a single 5-foot square, but it triggers with the activation of the alarm spell.
JABBING SPEAR TRAP
Type mechanical; Perception DC 20; Disable Device DC 20
Set-up Time 2 phases; Size 5 ft. by 10 ft.
EFFECTS
Trigger location; Reset automatic reset (1 round)
Effect Atk +10 melee (1d8+1/×3); multiple targets (all targets in a 10-ft. line)
SPIKED PIT TRAP
Type mechanical; Perception DC 20; Disable Device DC 20
Set-up Time 3 phases; Size 10 ft. square
EFFECTS
Trigger location; Reset manual
Effect 10-ft.-deep pit (1d6 points of falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 points of damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.-square area)
GM Auke |
Ok, to speed up things I need everyone to state what they are doing the first 6 minute phase!
Tips:
* Don't overthink the trap placement. Just do it!
* Creating a killzone (lure them in, then prevent them getting away) is more fun than creating a funnel. AKA Don't prevent them coming in, prevent them getting out!
Fazgyn the trapper |
- Scaly mates. Ane you, Hattsss. Now we need you. First of all lets find that bigfoot who came with us. Hi is important and I borrowed a thing from him.
Second. Letss be ready for reinforcement. I've got a plan here to let them in and dont let them out alive. Pray for their number not be overwhelming. And set alarm at the enter so we could really ready and let them come for closer inspection until we strike back hardly. Narrow tunnels is the best place to face intruders of our sewer.
Fazgyn took some sand and dirt and draw the plan where he planed to place tslow fangs and obstacles. One pit trap probably should be changed for swinging axes. Then he asked everyone for help and started to work. Two slow fangs he immediately set off until better moment.
During placing traps he helps Varanog and Skyrahk (+2 bonus)
After he positioned himself at the higher ground - good observer position to reach these two traps, to hide and to strike down enemys.
Take 10 to craft - everything must me made well
Pethjun The Muscle |
Pethjun is not the best trapper. But Pethjun can bring some things to trappers. So she decided to help anyone who ask her.
Take 10 to help other craft(traps)
GM Auke |
Pethjun is not the best trapper. But Pethjun can bring some things to trappers. So she decided to help anyone who ask her.
Take 10 to help other craft(traps)
You can't take 10 on assists.
You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once.
And +8 isn't that bad!
Mystic Seeker |
Varanog took a severed bodypart and said:
- I will take tunnel down and put some runes. If you see any mirrored letter - do not walk there. Than I'll go to lake room, to prepare the big fireblast trap for unwanted guests. Be aware it will be big and I need some time to setup it carefully, so do not be caught in a blast...
Mystic seeker waited for at least one to approve his actions, before starting.
In the center of lake hall, he put a small statue of his own and put his crown, to mark a center of the blast and than he started chanting and drawing arcane symbols around.
Using 4 of my daily runetraps to setup minor blasts (acid) along the walk (takes standart action, DC15 Perception or Disable Device, Reflex DC15 to take half damage).
Then work on a big fireball trap Craft (fireball): 1d20 + 9 ⇒ (17) + 9 = 26. Activation area drawn freehand, blast with rectangle tool.
Skyrahk the Sorrow |
Skyrahk shaked her head from some deep thoughts.
I s-suggest i will work with the pit, the bigger the trap, the better. More kills, more blood, more haapy kobolds-s!
Skyrahk went to the tunnel and started working with a trap. She was not very precise with her work, her mind was flowing somewhere else.
If anyone wants-s to help me with that, Dahak will notice. Also! If you need me for anything else to do, i will think about it. Just ask! Don't be shy.
Craft Traps: 1d20 + 8 ⇒ (6) + 8 = 14
Pethjun The Muscle |
Pethjun realized that she loves these Swinging Axe traps. When pit was finished - she going to make her own Swinging Axe Trap in the south entrance. This one should be special.
Craft(Traps): 1d20 + 8 ⇒ (10) + 8 = 18 Build a swinging axe trap
Mystic Seeker |
- Finished. Don't activate that. I'll take care about jabbing spears in northern passage now, - said Varanog, finishing his work in main cavern.
Craft (traps): 1d20 + 9 ⇒ (17) + 9 = 26
Mystic Seeker |
"Oh! You left your crown! Can I have it?"
- You can have it, but only after it burns the bad guys, that would like to grab it. I put it there, as a bait in a trap. Hopefully, one of them will take it and we will see the fireshow!
GM Auke |
GM Auke wrote:"Oh! You left your crown! Can I have it?"- You can have it, but only after it burns the bad guys, that would like to grab it. I put it there, as a bait in a trap. Hopefully, one of them will take it and we will see the fireshow!
"Okay, we can wait..." Hats replies.
Fazgyn the trapper |
Now Fazgyn check how are other scalymates working, and then move to create his own masterpiece. Carefully preparing dose of large scorpion poison, he starts to make poison dart slowfang. Working he listened for any noise from the sewer tunnel to be ready, if enemy arrive from south.
- Yesss, itsss gonna sstop the most quick and lucky bigfoot, who would flee. This prey will be taken alive.
craft: 1d20 + 17 ⇒ (19) + 17 = 36
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
After that he move to take the dummy and then to positoin and prepare a couple of arrows to shoot easier if necessary.