Hi guys!
So I've been extremely busy working on the next video, making a ton of new pieces for the system, which I'm going to quickly give you a preview of with the help of Kevin the test kobold and Gary the test guard.
Before I jump into that, the next Livestream will be pretty much immediately after I launch this video, and I'll be releasing this video as soon as I can get it ready.
I have the crafting/crafting recording all done now (minus one wash of the bridge you can see here), I just need to finish painting the kobolds...otherwise I won't be able to show things off as well.
After the kobolds in theory I can get the b-roll footage and editing/uploading done in a few days each this week, so ideally I'm aiming to have it ready for you guys before next Monday, barring interruptions!
Anyway, on to the story of Kevin and Gary.
Kevin is a clever little kobold who lives in a warren near a town, and defends it with cunning.
Gary hasn't read volo's guide to monsters, and is woefully unprepared.
Kevin's first step is to retreat from Gary from the main cave system to the tiny, under 5ft tunnels dug by his people, through which Gary has to squeeze just to fit in.
[Gary gets disadvantage on attacks, ability checks, dex saves and moves at half speed. Kevin gets advantage to attack him.
These tunnels are magnetic, wont tip over or get knocked, line up nicely with each other in almost any way you can think to connect them, and have incline pieces to make multiple levels of tunnel craziness. the entrances fit into an existing mountainblock cave like any other block...]
From there, Kevin and his friends can shoot at Gary and his friends through secret rooms with cracks in the wall, or tunnels running above through which they can shoot...or drop nastier things down...
[more blocks that fit with the system, you can even place these over the tiny tunnels with a piece I'll show in the full video]
if forced to fight Gary in the open, Kevin will try to do it near perilous falls and high ledges, at which his friends have hammered in nice safety ropes at kobold height. It's not their fault they're the perfect height for tripping Gary...
[free placing scatter, perfect for lining up around the edge of things.]
Failing that, Kevin will fall back across natural narrow bridges that they definitely didn't deliberately chip away this way, and harry Gary as he crosses.
[forcing Gary to make dex saves to avoid being knocked off. at disadvantage, because technically, the bridge is less than 5ft wide. So he's 'squeezing', or tightrope walking, in this case. the bridges also have magnets to keep models on top secure.]
alternatively, if there's no natural bridge, his friends might make one. perfectly safe to hold kobold weight. Kevin thinks Gary might be a bit too fat though...
[the bridge is modular, can be made as long as you like, bends naturally so can be used to move up or down levels, has removable handrails, has magnets underneath for stable model placing, and can also be 'broken' mid combat and dangled against the rock beneath. the magnets let players 'climb' the remains of the bridge!]
Oh, and if all that fails, Kevin can always trigger a cave in or rockfall trap. not much Gary can do then. especially if he's right beneath one of those tunnels Kevin can drop things in through...
So yes....this is my interpretation of the kobold 'traps' described in Volos guide to everything. I feel like they're a lot more natural and realistic than more dungeon-y spike traps, blade traps etc which have been done plenty before, and are also far more subtle so your players can easily underestimate them...
Let me know what you guys think, I'm looking forward to showing off the video :)
PensiveBadger
2021-11-08 13:40:05 +0000 UTCJoshua Williams
2021-11-08 12:11:11 +0000 UTCPensiveBadger
2021-02-24 22:21:32 +0000 UTCRobert Douglas
2021-02-24 22:06:20 +0000 UTC