Rule of Kobolds
If the encounter is too easy add more kobolds
If the encounter is too hard add more kobolds
The village of Two Rivers has been under attack for the past few weeks. Local farmers have been losing their stock and small reptilian footprints have been found in the dirt. Where are they coming from? Are they crossing the brown hills and the dusty desert in the south or somehow crossing the river to the east? Life is difficult living on the frontier.
Introduction
This module works well with 4 level three players. This module includes two maps of the Kobold Lair. The DM map shows all of the features of the lair and suggested starting positions for the monsters. The Combat Map has most of the features and monsters removed. Rooms can be printed individually at 1 square per inch for use with miniatures.
Two Rivers
The village of Two Rivers is located at the confluence of the Red River and the Mudflow River. The mud from the canyons settles out in great mud flats here and the mud is made into the bricks that make up most of the commerce for the town.
Notable NPCs
Alken Raho. Proprietor of the Dusty Dragon Inn. He seems to know a little bit about everything going on in town and the surrounding regions.
Secret He purchased a dragon egg from an adventurer and is not sure what to do with it. He is worried that a dragon may come looking for it.
Kross Kamin The Peacekeeper, peacekeepers act as a combination guard and sheriff. She believes in strict adherence to the law (just or unjust). She is distrustful of any newcomers.
Secret Her brother, Rodigo Kamin, is a thief and conman who has recently returned to Two Rivers from Red Keep.
Gel Geltouk The Mayor, She is looking for some adventurers to take care of the kobold problem before things get out of hand.
Secret She is a former member of the Golden Scorpions a group of assassins from the Dusty Desert.
Random Encounters
2d4
2. Roll twice and combine the results
3. Nomads
A family of nomads from the Dusty Desert to the south has come north across the Brown Hills to trade the wares of the desert for items available at Two Rivers. They can tell of large colonies of kobolds located to the east of the Dusty Desert. They are afraid of the big water (the river) and will not cross it. One of the nomads is a member of the Golden Scorpions.
4. Wood Elves
This party of four wood elf scouts seems out of place on the plains of the Two Rivers region. They are seeking information on a wandering elf named Calagorn.
5. Kobolds
The PCs encounter some kobolds carrying a sheep. "Much fat sheepses here." The sheep has been branded with a symbol of the local shepherds. A DC 10 intimidation check scares the kobolds into revealing that they came from the canyon lands across the river to the east A DC 15 intimidation check and they now have a lair along the river bank. The group consists of two kobolds and one flying kobold.
6. Shepherds
The shepherds have come down from the grassy plains north of Two Rivers to sell their sheep. They have lost a number of sheep to attacks that they blame on kobolds. The have branded their sheep so they can identify any missing sheep.
7. Gargoyles
As the party walks through a creek bed full of boulders they are startled as some of the "boulders" come to life and fly off. The party has startled a group of gargoyles. The gargoyles only attack the players if the players attack first.
8. Dragons
A thunderstorm is raging in the desert. A pair of dragons emerge from the storm clouds lightning crackling across their wings. One is a blue dragon, the other a brass dragon. They race overhead heading south without interacting with the party. A DC 20 perception check will notice a rider on the blue dragon’s back.


The Kobold Lair
1. Cave Entrance
This is the entrance to the kobolds' lair.
Tracks lead to a cave-like opening in the canyon wall to the south. There is dense vegetation to the east of the entrance.
There are dangerous plants (razor vines) located within the dense vegetation. The kobolds have "trained" them to ignore the kobolds and the blue guard drake. The drake can be released by activating the lever from the west entrance of room 3. The drake will understand it is time to go out to hunt if the portcullis opens.
If the kobolds were not encountered during a random encounter they will return to the lair in 1d6 rounds.
2. Guard Room
This is the kobold guard room.
This room is about 20’ across with open passages leading north and west. The northern passage goes 15’ to a closed door. There are two kobolds armed with spears in this room. They shout at you in an ancient sounding language.
There are two kobold guards. The kobolds warn the players (in draconic) to go away or they will attack. If the players do not leave immediately the kobolds will attack them. A third kobold is armed with a cross-bow just within the concealed passage to the east. If combat begins he will fire the cross-bow at the players and flee north to alert the rest of the kobolds. There is a kobold at the east entrance to room 3. If he hears combat he will open the portcullis to allow the drake to join the combat.
The passage to the north has a spiked pit trap. The passage to the west is curved preventing anyone from seeing into it. The passage to the east is concealed to look like part of the stone wall. The wall rotates 90 degrees to reveal the passage. The kobolds use the passage to the east to get to room 4, never the passage to the north.
Anyone stepping on the spiked pit trap takes 1d6 bludgeoning damage from the fall and 2d8 piercing damage from the spikes.
3. Drake Pen
This room houses a blue guard drake trained to obey the kobolds.
This room is about 25’ across with exits to the south and east which are blocked by portcullises. The sand of the floor is shifting as if something is moving below the surface.
The two entrances to this room are blocked by portcullises. There are two levers at the East entrance which activate the bars. Moving the lever to the up position will raise a portcullis, and moving the lever down lowers it. The west lever controls the west entrance. The east lever controls the south entrance. The players may lift the portcullis on a DC 15 STR check. The drake has been trained not to kill kobolds and it may pass through the dense vegetation without being attacked by the fines.
4. Common Room
This room is 45’ x 25’. There is an exit to the south and to the north.
There are five kobolds in this room.
There is a pool of water in the north east corner of the room. The kobolds are roasting mutton over a fire in the middle of the room and some casks are set up on a table along the north side of the room.
There are 3 kobolds, a flying kobold, and a kobold inventor in this room. If the kobolds have been alerted of hostiles they will be prepared to attack when someone enters the room. One of the kobolds will flee to the north to alert the chieftain if hostiles enter this room.
There is a natural chimney above the fire. The flying kobold may use some rocks from the chimney to drop on the PCs during combat. If the combat is going poorly the flying kobold will attempt to flee out the chimney.
There is a pool of water in the northeast corner of this room. The wall of the cave reaches the surface of the pool so the passage to room 6 is not visible unless they players explore beneath the surface of the pool. The passage to room 6 is underwater for 20’. The kobolds in this room are afraid to enter the pool.
5. Boss' Room
This room is about 25’ across. There is a door to the south, a pool to the east, and stairs leading down a passage to the west. There is a raised dais along the north wall.
A kobold sits on a stone throne on top of the raised dais. Two large kobolds stand on either side of the dais and three more armed kobolds are in the room. There is a pool of water along the west edge of the room.
The kobold chieftain sitting on the throne is a scale sorcerer kobold with 2 dragonshield kobolds as body guards.
The chief has a trained slurk (giant saber-toothed frog) in the pool. The wall of the cave reaches the surface of the pool so the passage to room 6 is not visible unless the players explore underwater. The passage underwater is 15’.
The chieftain has a potion of water breathing and will drink it before attempting to flee through the underwater passage. He knows about the ghoul but believes he can get away without disturbing the ghoul.
One of the dragonshield kobolds has a key to the dungeon.
The chieftain has a broach displaying the crest of Calagorn.
There is a secret passage behind the stone throne. DC 15 to find it.
6. Ghoul Grotto
If players can see in the dark or have a light source read the following.
This room is 15’-20’ with a pool to the south west and a raised ledge of stone to the north east.
There are piles of bones on the stony ledge. A skeletal figure is gnawing on some bones but it turns to look at you with glowing green eyes.
This room may only be reached by entering the pools in room 4 or 5 and swimming underwater. The ghoul is always hungry and will attempt to kill and eat anyone who enters the grotto.
7. Dungeon
You see some dim shapes locked in the prison.
There is an elf and a human woman (Meri) in this room. The human is a young woman taken hostage from the village. The elf is actually a spy for the elf lord Calagorn who is seeking to create conflict between the people of Two Rivers and the creatures of the Kobold Canyons.
8. Treasure Room
This room is 15’ across. There are some supplies and chests in this room.
There is a small treasure chest with 100 gp and a holy symbol worth 100 gp. The PCs could return the holy symbol to its rightful owner for 200 gp.
There is a large chest in the back of the room which is actually a trap. It cannot be moved and it can only be opened on a DC 15 STR check. When it is opened water will begin flooding the entire lair. The PCs will have 10 turns to get out before it is completely flooded.