nabrazerzkidai.blogg.se

Tiny player 5e
Tiny player 5e






tiny player 5e
  1. #Tiny player 5e how to
  2. #Tiny player 5e full

They tried firing arrows at it, which didn't work.

#Tiny player 5e how to

The kobolds had no idea how to deal with this on the first couple of nights.

tiny player 5e

The party, not being stupid, set up a Tiny Hut every night, which kept them safe while sleeping. Every night, they would set more traps along the party's path, and play drums and chant/scream loudly in order to try keeping the party awake and exhausted. They'd pop out to fire dozens of arrows in a single round, then all vanish back into the woods before the party could react. These little buggers set traps and ambushes. But I've read about Tucker's kobolds, and had some thoughts on the subject. Ordinarily, kobolds aren't much of a threat to characters at that level. The party was all in the 11-12th level range, and the forest was filled with kobolds. I had a party going through a twisted forest, on their way to kill a green dragon. Sorry if it's a bit long, but I enjoyed writing it. maybe they should have done their job and adventured :P like, i dunno, all the farmers in the next village over. every time they take a long rest, they have to re-explore everything because it's changed.ĩ - if your players hide in the hut to avoid some enemy, have the enemy fly off and murder something else.

tiny player 5e

#Tiny player 5e full

if they're in a dungeon full of demons because they've been dribbling in from a rift to the abyss, every time the players long rest, more and more fiends keep coming through.Ĩ - magic area that shifts its layout over time. like, if the boss of the dungeon they're in is a necromancer, and notices his minions are dying and there's adventurers hanging around, he has 8-24 hours to make more. works best if it's full of things like undead, fiends, extraplanar beings etc. or, maybe the boss leaves, goes to the nearest village, and wreaks havoc there while your party was sleeping.ħ - have enemies "respawn" at dawn. maybe the boss chooses to take the macguffin and leave. my players opted to leave the horses out rather than dutch oven themselves, and threatening the horses/npcs/other friendly companions who don't/won't fit in the hut with monsters can lure them out.Ħ - have an intelligent enemy find the hut and then go report to the boss. for instance, did they take horses with them? those are large creatures, and also, animals which poop and fart.

tiny player 5e

have the thing they're pursuing be mobile in some way - a person, a macguffin - and have them witness it pass by in the middle of their long rest so it's interrupted and they don't get the benefits.ĥ - put them in situations where all of their things can't fit in the hut. use a doppleganger disguised as a lost explorer pretending to be attacked by monsters, or an enemy with mimicry abilities making the noises of someone being brutally murdered and crying for help. had great success with this luring the antsy rogue out while the cleric slept and the wizard hesitated. are they really hanging around in a dangerous situation like a dungeon for AN ENTIRE DAY?ģ - intelligent enemies can notice the weird dome and plan an ambush.Ĥ - lure the players out of the hut, especially if you can separate them. 1 - you can only benefit from the effects of a long rest once every 24 hours.








Tiny player 5e