Kobold Encounter

Easy Kobold Encounter: "It's A Trap!"

Setup

At the end of the narrow hallway, about 60 feet away, you see the unmistakable red glint of the eyes of a kobold.
Battlefield: The battle is in a long, straight, narrow corridor, 60 feet long by 5 feet wide. The corridor veers to the west sharply after that, into a small 15 by 15 cavern where a camp of three other kobolds dwell. The illumination here is darkness unless the party has brought their own.
Surprise: The kobold is surprised if a creature sneaks with a DC 13 Dexterity check. This does not affect the pit trap, and if the trap is triggered, surprise is negated.

Antagonists

  • Kobold (4): See Playtest Docs
  • Pit Trap (1): The trap lies 30 feet down the corridor, and is triggered by a Medium creature walking on it. DC 14 Dexterity save or fall into the pit, taking 1d6 damage. A creature who is specifically searching for or cautious of traps can make an Intelligence check against the same DC to notce a weak floor 30 feet down the tunnel. The pit trap is only about 5 feet wide, and jumping it requires a DC 10 Strength check, while balancing around it requires a DC 10 Dexterity check. Climbing out of it requires a DC 14 Strength check.

Development

The kobold throws sling stones, trying to lure a creature close. If a creature makes a ranged attack, the kobold flees. A creature who moves 30 feet down the corridor is entitled to a Dexterity save. Failure triggers the pit trap. Once the pit trap is triggered, the kobold flees. If the kobold flees, it flees into a room around the corner, where 3 more kobolds wait in ambush.

Rewards

Treasure: The kobolds have 1 gp each on them, made up of silver and copper coins. The walls of the pit have an unworked turquoise set in them, worth about 25 gp.
XP: This encounter is worth 400 XP.

Moderate Kobold Encounter A: "Harassment"

You see a kobold in front of you smiling wickedly, and as you watch it, it darts into a hole, and another pops out of a nearby hole, spinning a sling!
Battlefield: This room is largely empty, but the ceilings, floor, and walls contain 10 small (two-foot wide), interconnected holes. There is no illumination. The kobolds can use the holes to dart and run into, but the holes are too small for Medium-sized creatures to fit. Small sized creatures can squeeze, but by doing so they cannot attack and grant advantage to all attackers. The tunnels are interconnected in the walls and floor of the room. A character can ready an action to strike the creature that comes out of a given hole. To randomly determine an exit hole, roll 1d10. In the roughly square room, you might assume the floor has 4 holes (1-4), each wall has 1 (5-8), and the ceiling has 2 (9-10)
Surprise: The kobolds can be surprised on a DC 14 Dexterity check. If surprised, they flee as soon as they are able.

Antagonists

  • Kobold (9): See Playtest Document
  • Dart Trap (1): The trap lies at the exit to a random hole (roll 1d8 — the trap is not on the ceiling), and is triggered by entering, leaving, or going adjacent to the hole (the kobolds avoid this hole until the trap is triggered). A DC 14 Dexterity check can avoid the trap after it has been triggered. The trap deals 1d6 points of damage as darts fly out of tiny holes nearby, piercing the creature that triggered the trap. Creatures actively looking for traps in the room may notice it with an Intelligence check at the same DC.

Development

The kobolds use their movement each round to leap into the holes. They spend their next turn in the holes, and emerge from another hole (or the same one) on the turn after that. The kobolds try to avoid holes where their enemies are waiting for them, but can't tell where their enemies are waiting very well, especially if those enemies take up position while they are scurrying around in the tunnels. Because of this, they try to keep a least one kobold up above at all times.

Rewards

XP: This encounter is worth 660 XP.
Treasure: The kobolds have 1 gp each on them, made up of silver and copper coins. One of the tunnels contains a peridot worth about 45 gp.

Difficult Kobold Encounter: "One Thousand Cuts"

The room in front of you seems filled wall-to-wall with scowling kobold faces, interrupted only by the pillars that support the ceiling here.
Battlefield: This large room is about 150 feet by 150 feet, and every 25 feet there is a pillar of earth supporting the ceiling. The pillars provide cover for creatures on the other side of them. The room is not illuminated.
Surprise: With this many eyes and ears in the room, it's hard to surprise them: A DC 19 Dexterity check is necessary. If successful, the kobolds are seen milling about, itching for action, and inspecting the trap in the center of the room.

Antagonists

  • Kobold (25): See Playtest Document
  • Rockfall Trap (1): The pillar in the center of the room is collapsible with one solid blow, and, if collapsed, a chunk of ceiling above will come crashing down on the creatures near it. The trap is triggered intentionally by someone who recognizes the vulnerability spending an action. It can be triggered at range by hurling an object (or simply with a ranged attack — the attack automatically triggers the trap). When triggered, the trap affects all creatures within 20 feet of the central pillar, dealing 2d6 damage to them. The creatures can make a DC 10 Constitution check to halve the damage. A creature on the lookout for traps may see the vulnerability with a DC 16 Intelligence check.

Development

The kobolds surround and focus fire, taking out a target by sheer numbers. They trigger the trap as soon as at least two PC's are within range (regardless of how many kobolds may also be in range). Once the kobolds are reduced to 7 or fewer individuals, the remaining kobolds flee.

Rewards

XP: This encounter is worth 1300 XP.
Treasure: The kobolds have 1 gp each on them, made up of silver and copper coins. A valuable moonstone (worth about 80 gp) is sewn into one kobold's armor, and is tough to find (though an Intelligence check of 13 will locate it).

Difficult Kobold Exploration Challenge: "Trapped Caves"

The old mines now carry the distant, echoing yips of kobolds who have taken it over.

Antagonists

Scatter the following traps around the kobold's lair:

  • Rockfall Trap (4): The pillar here is collapsible with one solid blow, and, if collapsed, a chunk of ceiling above will come crashing down on the creatures near it. The trap is triggered intentionally by someone who recognizes the vulnerability spending an action. It can be triggered at range by hurling an object (or simply with a ranged attack — the attack automatically triggers the trap). When triggered, the trap affects all creatures within 20 feet of the central pillar, dealing 2d6 damage to them. The creatures can make a DC 10 Constitution check to halve the damage. A creature on the lookout for traps may see the vulnerability with a DC 16 Intelligence check.
  • Dart Trap (4): The trap at some entrance or exit, and is triggered by opening the path (the kobolds avoid this entrance until the trap is triggered). A DC 14 Dexterity check can avoid the trap after it has been triggered. The trap deals 1d6 points of damage as darts fly out of tiny holes nearby, piercing the creature that triggered the trap. Creatures actively looking for traps in the room may notice it with an Intelligence check at the same DC.
  • Pit Trap (4): The trap sits on the floor, and is triggered by a Medium creature walking on it. DC 14 Dexterity save or fall into the pit, taking 1d6 damage. A creature who is specifically searching for or cautious of traps can make an Intelligence check against the same DC to notce a weak floor. The pit trap is only about 5 feet wide, and jumping it requires a DC 10 Strength check, while balancing around it requires a DC 10 Dexterity check. Climbing out of it requires a DC 13 Strength check.
  • Spiked Pit Trap (3): This trap sits on the floor, and is triggered by a Medium creature walking on it. A DC 15 Dexterity save avoids the fate of falling into the pit, taking 4d6 points of damage. A creature who is specifically searching for or cautious of traps can make an Intelligence check against the same DC to notice a weak floor. The pit trap is only about 5 feet wide, and jumping it requires a DC 10 Strength check, while balancing around it requires a DC 10 Dexterity check. Climbing out of it requires a DC 15 Strength check.

Rewards

XP: If the party manages to explore the entire lair, they gain 1300 XP.
Treasure: One location the party can discover is the Chief's Treasure Room, which contains a chest with 100 gold coins in it. It is likely that THIS is the room with the spiked pit taps in it (which may be activated by opening the chest).

Easy Kobold Interaction Challenge: "Self-Interest"

The kobold engineer peeks out cautiously from behind the boulder.

Antagonists

  • Kobold Trap Lord (1): See the Playtest Document for combat stats. Below, see the DC's for interacting with her.
    • Cautious (if all three are successful, she becomes Friendly; if all three are failed, she becomes Hostile, and flees to marshal other kobolds against the party)
      • Convince Her To Talk (Charisma DC 13): The kobold trap lord is nervous and fearful of the party. Caught alone in the open, she's likely to run.
      • Puzzle Out Her Words (Intelligence DC 11): She speaks in a muddy and stilted form of common, mostly learned from insults and battlecries hurled at her over the years by other adventurers. She can communicate, but it's rough, filled with "FILTHY VERMIN!!" (for wrong things) and "CHARGE!!!" (for correct things)
      • Understand Her Position (Wisdom DC 13): An observant party member can tell that she isn't happy with the rest of the tribe right now. Her face is scratched from dagger-wounds, her tail looks like it's been bitten, and one of the tools she wears on a makeshift belt has been broken in half. It looks like she's more a slave than a valued contribution to the tribe.
    • Friendly (if both are successful, she becomes Helpful; if both are failed she reverts to Cautious, and cannot be talked up from there)
      • Get Her To Understand You (Charisma DC 13): The trap lord isn't particularly curious about the most recent adventurers to come and wreck her place and get her smacked around by the chief for "failing to protect more kobolds," but because she's not dead yet, she is mildly curious, and can be made to understand why the party is here.
      • Earn Her Trust (Charisma DC 16): The trap lord would like the party to avoid breaking her precious traps — but wouldn't mind them breaking the kobold chief's fat nose if they get a chance. She'll point out where the chief lairs, and any traps along the way, giving the characters Advantage on any checks or saves against those taps.

Development

The Kobold Trap Lord is not immediately hostile. Rather kicked around recently by her clutch-mates to make and build ever-deadlier traps, she isn't feeling very supportive of the kobold chief right now: she feels she's much smarter and more capable than the current chief, and doesn't respect him one bit. If approached without hostile intentions, she can be convinced to become an ally for the party, enabling them to pass the traps in the caves much more easily, as long as she remains with them. If she is made Hostile (as the party fails to talk with her), she will flee, and may be present in another combat encounter.

Rewards

XP: Successfully making her Helpful gives the party 400 XP.
Treasure: When she is Helpful, the party can make a DC 19 Charisma check. f any particularly charismatic characters continue to work with her, she will let the party rest in her laboratory without being disturbed, and will even offer her treasure: a large hornet encased in amber (worth 100 gp to the right collector).