Kobold Lair Outside

Setup

Delvers Square

If the adventurers have decided to search for the kobold lair and dispense with the kobolds once and for all (either of their own accord, as hirelings of Lord Padraig, or by following Ninaran’s false tip on the cult), they make their way southeast to the lair (see the map on page 4). This encounter and the following one use the Forest Cliff Lair poster map.

Place the PCs in the clearing on the left-hand edge of the map; from this point they might choose to make Stealth checks to approach the kobold lair and gain surprise, or they can simply attack.

    • 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 Lurker
    • Kobold Slink (K)
    • Small natural humanoid (reptile)
    • XP 100
    • Initiative +7
    • Senses Perception +0; darkvision
    • HP 24; Bloodied 12
    • AC 15; Fortitude 12, Reflex 14, Will 13
    • Speed 6
    • Spear (standard; at-will)  •  Weapon
    • +6 vs. AC; 1d8 damage.
    • Combat Advantage (standard; at-will)
    • The kobold slink deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
    • Shift and Slide (minor; at-will)
    • The kobold slink shifts 1 square. It can shift into an ally’s space, and the ally slides into the kobold slink’s original space as a free action.
    • Slink’s Boon (standard; at-will)
    • An enemy cannot target the kobold slink with a melee or ranged attack unless the kobold slink is the nearest enemy.
    • Align. Evil
    • Lang. Common, Draconic
    • Skills Acrobatics +7, Stealth +9, Thievery +9
    • Str 8 (—1)
    • Dex 16 (+3)
    • Wis 10 (0)
    • Con 12 (+1)
    • Int 6 (—2)
    • Cha 15 (+2)
    • Equipment hide armor, spear
    • Created with DungeonMastering.com’s DM Tools
    • Level 2 Soldier
    • Kobold Dragonshield (D)
    • Small natural humaniod (reptile)
    • XP 125
    • Initiative +4
    • Senses Perception +2; darkvision
    • HP 36; Bloodied 18
    • AC 18; Fortitude 14, Reflex 13, Will 13
    • Immunities Resist 5 fire
    • Speed 6
    • Short Sword (standard; at-will)  •  Weapon
    • +7 vs. AC; 1d6 + 3 damage, and the target is marked until the end of the kobold dragonshield’s next turn.
    • Dragonshield Tactics (immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent;; at-will)
    • The kobold dragonshield shifts 1 square.
    • Mob Attack (standard; at-will)
    • The kobold dragonshield 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 14 (+3)
    • Dex 13 (+2)
    • Wis 12 (+2)
    • Con 12 (+2)
    • Int 9 (0)
    • Cha 10 (+1)
    • Equipment scale armor, heavy shield (made from a dragon’s scale), short sword
    • Tactics The dragonshield and the slink allow the minions to act first. The dragonshield holds its ground in the sacred circle.
    • Created with DungeonMastering.com’s DM Tools
    • Level 1 Artillery
    • Kobold Slinger (S)
    • Small natural humanoid (reptile)
    • XP 100
    • Initiative +3
    • Senses Perception +1; darkvision
    • HP 24; Bloodied 12
    • AC 13; Fortitude 12, Reflex 14, Will 12
    • Speed 6
    • Dagger (standard; at-will)  •  Weapon
    • +5 vs. AC; 1d4 + 3 damage.
    • Sling (standard; at-will)  •  Weapon
    • Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special shot below.
    • Special Shot
    • A kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, as shown below. A special shot attack that hits deals normal damage and has an additional effect depending on its type: 2 Firepots (Fire): The target takes ongoing 2 fire damage (save ends). 1 Gluepot: The target is immobilized (save ends).
    • Align. Evil
    • Lang. Common, Draconic
    • Skills Acrobatics +8, Stealth +10, Thievery +10
    • Str 9 (—1)
    • Dex 17 (+3)
    • Wis 12 (+1)
    • Con 12 (+1)
    • Int 9 (—1)
    • Cha 10 (0)
    • Equipment leather armor, sling with 20 bullets, bandolier with 3 ceramic globes (2 firepots, 1 gluepot)
    • Tactics The slinger remains behind cover as long as possible, using its sling against the nearest PC. If this creature is flushed out of its hiding place, it tries to move to a new location from which it can continue to attack while enjoying the benefit of cover or concealment.
    • Created with DungeonMastering.com’s DM Tools
This encounter includes the following creatures.
  • 1 kobold slink (K)
  • 10 kobold minions (M)
  • 1 kobold dragonshield (D)
  • 1 kobold slinger (S)

As the PCs enter the area, read:

Small glades of trees lead up to a cliffside waterfall, where a stream tumbles from the top of a rocky overhang. The water descends the side of the hill and flows away to the southwest.

Perception Check

  • DC 13 The sound of many voices is just audible over the din of the waterfall.
  • DC 15 Several kobolds are visible through the trees.

Do not place the kobolds on the map unless the character succeeds on a DC 15 Perception check, enabling them to notice the creatures. Reveal only the section of the map that shows the area outside the cave.

The kobolds notice the PCs if the characters fail a DC 12 Stealth check. When that happens, roll initiative. If the PCs choose not to use stealth, the kobolds become aware of the characters after they make their first moves. The trees do not block line of sight but do provide cover (+2 AC).

Treasure: If the PCs defeat the kobold guards, they find a total of 4 gp and 17 sp.

If the situation looks dire, the slinger shrieks,

“Iron-tooth must be warned!”

and runs into the lair to alert those within. If the PCs are unable to kill the kobold before it enters the lair, the slinger succeeds at warning the kobolds inside. This means that the first wave of kobo-lds inside the lair is ready when the PCs enter the cave.

PC’s go back to Winterhaven

PC’s go inside Kobold Lair

Kobold Lair Outside

Keep on the Shadowfell backslash23