Kobold Lair Inside

The PCs can gain entry to the lair and confront the remaining kobolds in their den. This could happen after they eliminate the kobolds outside, or they could activate this encounter while still dealing with the outside threat. Luckily, this encounter hits in two waves.

Delvers Square

Roll initiative when the monsters become aware of the intruders; if the PCs successfully use Stealth to enter the cave, they gain a surprise round. If one of the outside kobolds ran in to warn the lair, the lair is ready when the PCs enter.

This encounter includes the following creatures:

    • Level 1 Minion
    • 10 Kobold Minions
    • Small natural humaniod (reptile)
    • XP 25
    • Initiative +3
    • Senses Perception +1; darkvision
    • HP 1; a missed attack never damages a minion.
    • AC 15; Fortitude 11, Reflex 13, Will 11
    • Speed 6
    • Spear (standard; at-will; minion attack)  •  Weapon
    • +5 vs. AC; 4 damage.
    • Javelin (standard; at-will; minion attack)  •  Weapon
    • Ranged 10/20; +5 vs. AC; 4 damage.
    • Shifty (minor; at-will)
    • The kobold shifts 1 square.
    • Align. Evil
    • Lang. common, draconic
    • Skills Stealth +5, Thievery +5
    • Str 8 (—1)
    • Dex 16 (+3)
    • Wis 12 (+1)
    • Con 12 (+1)
    • Int 9 (—1)
    • Cha 10 (0)
    • Equipment hide armor, light shield, spear, 3 javelins
    • Tactics The minions closest to the sacred circle move in that direction, trying to take up positions in the circle before the PCs can move to melee with the dragonshield.
    • Created with DungeonMastering.com’s DM Tools
    • Level 1 Skirmisher
    • 3 Kobold Skirmishers (K) [Lair Inside]
    • Small natural humaniod (reptile)
    • XP 100
    • Initiative +5
    • Senses Perception +0; darkvision
    • HP 27; Bloodied 13
    • AC 15; Fortitude 11, Reflex 14, Will 13
    • Speed 6
    • Spear (standard; at-will)  •  Weapon
    • +6 vs. AC; 1d8 damage; see also mob attack.
    • Combat Advantage (standard; at-will)
    • The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
    • Mob Attack (standard; at-will)
    • The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
    • Shifty (minor; at-will)
    • The kobold shifts 1 square.
    • Align. Evil
    • Lang. Common, Draconic
    • Skills Acrobatics +7, Stealth +9, Thievery +9
    • Str 8 (—1)
    • Dex 16 (+3)
    • Wis 10 (0)
    • Con 11 (0)
    • Int 6 (—2)
    • Cha 15 (+2)
    • Equipment hide armor, light shield, spear
    • Created with DungeonMastering.com’s DM Tools
    • Level 2 Soldier
    • 2 Kobold Denwarden (D) [Lair Inside]
    • Small natural humanoid (reptile)
    • XP 125
    • Initiative +4
    • Senses Perception +2; darkvision
    • HP 36; Bloodied 18
    • AC 18; Fortitude 16, Reflex 16, Will 16
    • Speed 6
    • Spear (standard; at-will)  •  Weapon
    • +7 vs. AC; 1d8 + 1 damage, and the target is marked until the end of the kobold denwarden’s next turn.
    • Javelin (standard; at-will)  •  Weapon
    • Ranged 10/20; +7 vs. AC; 1d6 + 1 damage, and the target is marked until the end of the kobold denwarden’s next turn.
    • Denwarden’s Mark (immediate interrupt, when an adjacent enemy marked by the kobold denwarden makes an attack on othe; at-will)
    • The kobold denwarden makes a melee basic attack against the triggering enemy. If the attack hits, the target grants combat advantage to the kobold denwarden and its allies until the end of the denwarden’s next turn.
    • Mob Attack (standard; at-will)
    • The kobold denwarden gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
    • Shifty (minor; at-will)
    • The kobold shifts 1 square.
    • Align. Evil
    • Lang. Common, Draconic
    • Skills Acrobatics +5, Stealth +7, Thievery +7
    • Str 13 (+2)
    • Dex 13 (+2)
    • Wis 12 (+2)
    • Con 12 (+2)
    • Int 9 (0)
    • Cha 10 (+1)
    • Equipment chainmail, heavy shield, spear, 3 javelins
    • Created with DungeonMastering.com’s DM Tools
    • Level 3 Artillery (Leader)
    • Kobold Wyrmpriest (W)
    • Small natural humanoid (reptile)
    • XP 150
    • Initiative +4
    • Senses Perception +4; darkvision
    • HP 36; Bloodied 18
    • AC 17; Fortitude 13, Reflex 15, Will 15
    • Speed 6
    • Spear (standard; at-will)  •  Weapon
    • +7 vs. AC; 1d8 damage.
    • Energy Orb (standard; at-will)  •  Acid
    • Ranged 10; +6 vs. Reflex; 1d10 + 3 acid damage.
    • Incite Faith (minor; encounter)
    • Close burst 10; kobold allies in the area gain 5 temporary hit points and shift 1 square.
    • Dragon Breath (standard; encounter)  •  Acid
    • Close blast 3; +6 vs. Fortitude; 1d10 + 3 acid damage. Miss: half damage.
    • Align. Evil
    • Lang. Common, Draconic
    • Skills Stealth +10, Thievery +10
    • Str 9 (0)
    • Dex 16 (+4)
    • Wis 17 (+4)
    • Con 12 (+2)
    • Int 9 (0)
    • Cha 12 (+2)
    • Equipment crimson hide armor, spear, bone mask (shaped like a dragon’s skull), necklace with dragon figurine
    • Tactics The wyrmpriest is content to spend the first round or two sending energy orbs at isolated PCs. The wyrmpriest tries to keep the dragonshields between itself and the PCs while staying within 10 squares of its allies so it can use its incite faith power.
    • Created with DungeonMastering.com’s DM Tools
    • Level 3 Elite Brute
    • Irontooth (I)
    • Small natural humanoid, Goblin
    • XP 300
    • Initiative +3
    • Senses Perception +4; low-light vision
    • HP 106; Bloodied 53
    • AC 16; Fortitude 16, Reflex 14, Will 15
    • Saving throws+2
    • Speed 6
    • Action points1
    • Battleaxe (standard; at-will)  •  Weapon
    • +8 vs. AC; 1d8 + 4 damage.
    • Dual Axe (standard; when Irontooth doesn’t move on his turn; at-will)
    • Irontooth makes a melee basic attack against two adjacent creatures.
    • Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
    • Irontooth can shift 1 square.
    • Blood Crazed (while bloodied; at-will)
    • While bloodied, Irontooth deals an extra 1d10 damage on attacks and loses the ability to use goblin tactics. he must attack the nearest foe, charging when possible. At the end of his turn, he heals 5 hit points.
    • Align. Evil
    • Lang. Common, Draconic, Goblin
    • Skills
    • Str 18 (+5)
    • Dex 14 (+3)
    • Wis 16 (+4)
    • Con 13 (+2)
    • Int 8 (0)
    • Cha 12 (+2)
    • Equipment chainmail, 2 battleaxes, silver key
    • Created with DungeonMastering.com’s DM Tools

First Wave

3 kobold skirmishers (K)

10 kobold minions (M)

Second Wave (3 rounds later)

2 kobold denwardens (D)

1 kobold wyrmpriest (W)

Irontooth (I)

When the first wave attacks, read:

About a dozen kobolds scurry in and out of sight through-out the cave.Screams, shouts, and cries of alarm reverberate throughout the torchlit hollow.

When the second wave attacks, read:

A harsh, bleating horn heralds the appearance of a burly, battle-scarred goblin. Around him, kobolds scurry as if afraid to get too close. A great tattoo depicting a skeletal ram’s head marks this goblin’s face. He wears a wolf fur cloak and a chain shirt, and he holds a battleaxe in each hand.

Upon being struck a death blow, Irontooth cries out (in Goblin),

“Kalarel and Lord Orcus, prepare my way!”

Treasure:

If the PCs defeat the kobolds, they find the weapons noted in each kobold stat block, and a total of 12 gp and 48 sp. They also earn the following rewards.

Irontooth carries a pouch with a small silver key and a message scroll. The message on the scroll is written in Common. It is addressed to Irontooth and signed by Kalarel. It reads:

“My spy in Winterhaven suggests we keep an eye out for visitors to the area. It probably does not matter. In a few more days, I’ll completely open the rift. Then Winterhaven’s people will serve as food for those Lord Orcus sends to do my bidding.”

Treasure taken from travelers is scattered in the north-east corner of the lair. Irontooth has transferred much of the valuable loot to Kalarel. However, the goblin keeps choice bits locked in a chest that requires a DC 15 Thievery check or the key in his pouch to open. Inside the chest are 420 gp and a suit of +1 dwarven chainmail.

+1 Dwarven Chainmail:

This magic armor (value 520 gp) provides its wearer with a +1 enhancement bonus to AC, a +1 bonus on Endurance checks, and a daily power (as a free action, regain hit points as if you had spent a healing surge).

PC’s go back to Winterhaven

Kobold Lair Inside

Keep on the Shadowfell backslash23