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TacticsThe sentries employ common kobold tactics, with theslingers staying back and the skirmishers rushingforward.Round 1: The kobold slingers use their stinkpotspecial shots to weaken the PCs’ attack and move toput as much distance as possible between themselvesand the adventurers. The skirmishers rush forwardin groups of two or three to attack and then use shiftyto flank PCs to help their allies. The skirmisher atthe westernmost side of the chamber makes Athleticschecks to climb up the elevation shifts toward thePCs (see Features of the Area).If any other kobolds are present, they support thesentries by positioning themselves to flank PCs sothat their allies deal extra damage.Round 2+: The slingers use gluepot special shots toimmobilize the PCs, while the skirmishers use mobattack and flanking to bring down any remainingenemies.Features of the AreaIllumination: All light in this chamber emanatesfrom the bonfire.Bonfire: The bonfire sheds bright light in a5-square radius. A creature that falls into the firetakes 10 fire damage, and ongoing 5 fire damage(save ends). The creature has a +2 bonus to the savingthrow to end the ongoing damage.Smoke: Despite the openings on the south wallof this chamber, the cave still holds a great deal ofsmoke because of the dung and dried bones usedfor kindling. Squares containing smoke are lightlyobscured.Elevation: The floor in this room is relativelyflat, though it shifts elevation several times. The passageinto the cave is at 80 feet, but the floor drops in10-foot increments to 50 feet by the time it reachesthe western edge. Climbing up from a lower shelfto the next higher shelf requires a DC 10 Athleticscheck.CLIFFSIDE LAIRDevelopmentCombat in this room draws the attention of thekobolds in area 8. The wyrmpriest dispatches fouradditional skirmishers and four minions to attendto the threat, while he and his remaining allieswithdraw to assist the dragon in area 9. Thesereinforcements arrive at the start of the third roundof combat. If the PCs already defeated these enemies,having surprised them in area 8, no reinforcementsarrive.If the PCs have not already alerted the koboldslingers in area 6, it takes 10 rounds for them to jointhe fight.4 Kobold Minions Level 1 MinionSmall natural humanoidXP 25 eachInitiative +3 Senses Perception +1; darkvisionHP 1; a missed attack never damages a minion.AC 15; Fortitude 11, Reflex 13, Will 11; see also trap senseSpeed 6m Javelin (standard; at-will) ✦ Weapon+5 vs. AC; 4 damage.r Javelin (standard; at-will) ✦ WeaponRanged 10/20; +5 vs. AC; 4 damage.Shifty (minor; at-will)The kobold shifts 1 square.Trap SenseThe kobold gains a +2 bonus to all defenses against traps.Alignment Evil Languages Common, DraconicSkills Stealth +4, Thievery +4Str 8 (–1) Dex 16 (+3) Wis 12 (+1)Con 12 (+1) Int 9 (–1) Cha 10 (+0)Equipment hide armor, light shield, 3 javelinsConclusionWhen the PCs reduce the number of kobolds to threeor fewer, the surviving kobolds surrender. Characterswho search the bodies and the room find a bronzeidol of Tiamat (worth 250 gp), a potion of healing, and40 gp.INTERROGATING PRISONERSIf the PCs take any kobolds alive, they can interrogate thecaptives. Conduct an interrogation skill challenge similarto the one described on page 79 of the Dungeon Master’sGuide. In this case, all the check DCs are equal to the Willdefense of the kobold being interrogated. Winning a challengeagainst a particular kobold requires 4 successes. Ifthe PCs achieve 3 failures against a certain kobold, theycan wrest no information from that prisoner.Success: The kobold reveals the history of its tribe,the tribe’s relationship with the dragon, and the dragon’sname and capabilities. PCs who win a skill challenge gainexperience for all the remaining kobold prisoners as ifthey had defeated the captives in combat.Failure: The characters gain no helpful information.CHAPTER 3 | Dragon Lairs107