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[D&D] Designing Humanoid Encounters

Blogs > Blazinghand
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Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
Last Edited: 2012-08-08 08:06:55
August 08 2012 07:51 GMT
#1

[D&D] Designing Humanoid Encounters








So. You're DMing a D&D session, and your PCs are getting ready to go deal with some Kobold bandits. They've heard rumors that these Kobolds are harassing pilgrims and merchants and demanding tolls for traveling on the King's Road. The PCs have just arrived in town, and with some careful information-gathering, and a Knowledge check or two, have figured that the Kobolds probably live in the abandoned mines a couple days' walk outside the town, in the hills nearby. The town itself has about 400 inhabitants, and has a regular militia and guard of just over 20, plus a few auxiliaries who have been trying to guard the roads to and from the area. They never seem the catch the Kobolds, though.

So, you want to make this an exciting encounter, level-appropriate and challenging. I personally DM in 3.5e, but some of this could also apply to 4e-- a lot of it is conceptual. I'm going to be talking about how we make this band of Kobolds a good challenge. Goblins work too, but Kobolds are better for reasons I'll go into shortly. So, let's talk about what a Kobold has that a human doesn't, in terms of strengths and weaknesses. Since this is 3.5e, I'll be using SRD sources for my information, but some of this should carry over.

-4 Strength, +2 Dexterity, -2 Constitution.
Small size: +1 Armor Class, +1 attack, +4 Hide
A kobold’s base land speed is 30 feet.
Darkvision out to 60 feet.
+2 Craft (traps), +2 Profession (miner), +2 Search
+1 natural armor bonus.
Special Qualities (see above): Light sensitivity (-1 on attack rolls in daylight)
Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.


Immediately, we get an idea of what kind of creature this is. Kobolds are weak, and they are unhealthy, but they are nimble, small, and quick. They can see with no light, they are natural diggers and trappers, and do poorly in the daylight. These creatures are often used by DMs since, with their -4 strength and -2 constitution, they can't take the PCs in a straight fight. Indeed, if it comes to melee combat, the average hero will cut through Kobolds like butter. It's basically a slaughter in melee, since a creature wielding a small spear with 6 strength will be doing an astonishing 1d6-2 damage. And if he's using a short sword or half-spear? 1d4-2 damage. Ew.

What lies just below the surface, though, is something surprising about Kobolds. Their Alignment is Usually Lawful Evil, and they have no mental stat penalties. Both of these facts are non-trivial, and are also what make Kobolds more interesting than Goblins, which are Chaotic and have mental stat penalties. First off, Kobolds are Lawful creatures, which means they are prone to planning and forming strong organizations and tight bonds. They naturally develop hierarchies and chains of command, and follow them. Secondly, they are as intelligent as humans and elves, and actually mentally superior to Dwarves, Half-Orcs, and basically any of the powerful enemies PCs tend to fight. Together, these traits means that our Kobold bandits are intelligent and organized, and assuming they're aware of their strengths and weaknesses (and they are), they'll do everything they can to mitigate them.

Think for a moment, of this situation: the PCs have to rally the town guard to fight off a small number of Ogres that are coming to ravage the town. There is time to prepare, but they know the Ogres WILL come. They build barricades, put down traps to slow the giants down, and create chokepoints and areas where they can attack with crossbows and ranged weapons. Because the average human has no chance against an Ogre, the PCs split up and command the town guard in small strike forces, attacking at long distance with Crossbows before fading into the trees, backing up across bridges, or escaping into the hills or up walls. They harry and press the enemy, never letting the Ogres bring their superior power to bear on the small humans. They'll focus on their strengths as smaller, more mobile creatures with time to prepare.

This is exactly what Kobolds will do. Now, your average Kobold is not going to be dumber than a typical town guardsman. In fact, if it makes its living via banditry and was never caught, requiring adventurers to be hired to come kill it, it's probably smarter. The Kobold leader is probably a skilled tactician and knew this day would come. He also is aware of his own physical limitations and that of his allies, and that the opponents they face are likely better-armed and more magically skilled than they are. What would you do as the Kobold leader? Well, you'd fill the forest with scouts, keeping an eye out for potential adventurers. You might spy on the town if you can get close enough or can bribe a town guard to look the other way, and know for sure where and when the PCs are coming.

And when the PCs arrive, you'll be gone. And if you can't be gone, you'll be ready. Barricades with crossbow-slits, secret passages in the walls, ceiling and floor of every room (Kobold-sized, of course, not human-sized)-- a drafty room that blows out torches, which are immaterial to Kobolds who can see in the dark. The Adventurers will never catch you cornered or get your men (kobolds, whatever) into melee if you can help it. Your number 1 goal is to mitigate losses and force them to retreat. You'll do it without them ever seeing you if you can. And, as a Kobold, you'll have the smarts to do it. And if things seem to turn bad? Well, your wealth is safely stashed somewhere else, and you and all your men will run via escape route while the last set of smoke bombs go off and you set fire to the barricades and wooden supports in vital areas, causing an imminent cave-in in the cavern complex.

You might not be strong, or tough, but you're mean, and just as smart as any human leader would be. Smarter, even, if you're going to survive in a harsh world as Kobold bandit. You'll be damned if you let some big, slow-moving, near-sighted humans beat you in the dark and on your home turf. And if they do, you're not going to let any of your men die if you can help it.

[image loading]



***
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
August 08 2012 07:55 GMT
#2
Also, what artist thought he'd depict a kobold with a spear and a sword? That's like the least kobold-like armament ever. It should really be like a crossbow and a quiver full of bolts. These guys are weaklings, but have good aim.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
August 08 2012 08:01 GMT
#3
On August 08 2012 16:55 Blazinghand wrote:
Also, what artist thought he'd depict a kobold with a spear and a sword? That's like the least kobold-like armament ever. It should really be like a crossbow and a quiver full of bolts. These guys are weaklings, but have good aim.

It also looks more like some lizardman to me than a kobold. But maybe I've played too much warcraft.
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
Last Edited: 2012-08-08 08:09:15
August 08 2012 08:08 GMT
#4
On August 08 2012 17:01 solidbebe wrote:
Show nested quote +
On August 08 2012 16:55 Blazinghand wrote:
Also, what artist thought he'd depict a kobold with a spear and a sword? That's like the least kobold-like armament ever. It should really be like a crossbow and a quiver full of bolts. These guys are weaklings, but have good aim.

It also looks more like some lizardman to me than a kobold. But maybe I've played too much warcraft.


The D&D Lizardfolk are the same size as humans, whereas kobolds are about the size of halflings/hobbits. This image is an SRD/Monster Manual image of a Kobold. I mean, it matches the default Kobold statblock, which arms it with a sling and a full spear, but it's still not how any reasonable Kobold would arm himself.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
August 08 2012 11:49 GMT
#5
I've gotta learn D&D some time, it sounds so epic :O
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Salivanth
Profile Blog Joined October 2010
Australia1071 Posts
August 08 2012 13:15 GMT
#6
This idea is awesome, and makes me want to run a campaign solely to do something like this. I've got to start thinking of my villains as genuinely intelligent, and doing absolutely everything they can to actually WIN, but to do that properly I'd need players who I knew could handle it.
<@Wikt> so you are one of those nega-fans <@Wikt> that hates the company that makes a game and everything they stand for <@Wikt> but still plays the game <@Wikt> (like roughly 30% of blizzard's player base, maybe much more...)
JingleHell
Profile Blog Joined March 2011
United States11308 Posts
August 08 2012 14:31 GMT
#7
Tactical bad guy play is in such short supply, and it's one of the greatest things. Of course, unless your players are fairly forward thinking, getting too tactical is going to lead to a very short campaign.
Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
August 08 2012 15:16 GMT
#8
On August 08 2012 23:31 JingleHell wrote:
Tactical bad guy play is in such short supply, and it's one of the greatest things. Of course, unless your players are fairly forward thinking, getting too tactical is going to lead to a very short campaign.


Yeah, I mean, this is also true. Also in terms of using mundane things like tunnels and Small-sized chokepoints, this only works so long until at the mid-high levels your PCs have stuff like Dimension Door and Stone Shape. Still, if they're level 7 they probably shouldn't be fighting Kobolds. Another thing to bear in mind is that the Kobolds don't really want to trap the PCs in and kill them, unless it's the easiest way to make them not come back. They might leave an escape route out the front entrance open just because it's easier than killing 4 cornered adventurers, and since their cave is discovered they'll have to move anyways.

That being said, if the PCs didn't share the location of the Kobold hideout with anyone, and the Kobolds know this, they may try to cut off the escape route and go for the kill. I guess this is probably how you'd make Kobolds viable for a level 4 or level 5 challenge.

This sort of thing also works with Goblins, and of course Halflings. Goblins aren't as great because the -2 Cha means they won't have any really good leaders, and their Chaotic nature will make them less likely to be this organized. Halflings don't suffer from the Cha penalty, but lack Darkvision and are also Chaotic. Both Goblins and Halflings are better in a direct fight, though, so when they do screw up they'll still be dangerous.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
JingleHell
Profile Blog Joined March 2011
United States11308 Posts
August 08 2012 15:37 GMT
#9
If you want to use stuff like that at higher levels, you can just throw some NPC levels on the Kobolds, and give the leader character levels.

It's fairly simple, if you just make 2-3 templates to work from.

And actually, higher level magic doesn't mean harder to trap. It means that it's a battle of attrition. Every spell you make them waste on mobility and tactical selections is a spell that isn't directly combat related. The way I see it, the real value of tactical bad guy play is in limiting combat firepower of PCs.

Also, I read an amusing article in an old Dragon, about minimizing the impact of dump stats. If your Kobolds get into melee range, with their lousy strength, well, they won't hit often, but if they're waving around a greatsword, the rare hits will at least do more than tickle.
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