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11. Kobold Barracks
dc1-room-ruins-l2-11 • dc1-room-ruins-l2-11 • DC1: Tales from the Laughing Dragon
The distinctive 'yark yark' barking of kobolds can be heard as you open the door. You look in and see 3 kobolds furiously spinning their slings as two larger kobolds move closer to engage you. This room is going to be a nastier surprise for the party than they were expecting. The kobolds were brought in to help set and create the traps in these ruins. As the party steps into the room there is a pit trap that drops them into a 10' pit. Anyone failing a save vs. Death Ray (adding in their DEX bonus) will fall into the pit. If they do not get out of the pit by the next round, a square part of the ceiling will drop down and crush them for 2d6 points of damage; if they save vs. Death Ray, they only take half damage. The two larger kobolds attacking the party are kobold warriors and are a bit tougher than the average kobold. The smaller kobolds will try to keep a distance from the party, peppering them with sling bullets while the bigger kobolds engage them. If the warriors are dispatched, the smaller kobolds will have to do a morale check at ML 6 or flee the room. If they make the save they will drop their slings and pull out their short swords. It's obvious from the ingenious trap sprung on you, and from the various trap making materials in this room, that the kobolds were hired by Valanunthe to set them up. There is a small area on the west wall set aside for sleeping, and it's here that you see a small chest. The chest will be the last test of the kobolds. It's locked and trapp
DC1 The Ruins Level 2, room 11.
Monsters:
• 2 Kobold Warriors — AC 13, HD 1, #At 1 weapon, Dam 1d4 or by weapon, Mv 20’, Sv F1, ML 7, XP 25 ea. [bestiary:Core-kobold-86] HP: 6, 4.
• 3 Kobolds — AC 13, HD ½ (1d4 [bestiary:Core-kobold-86] HP: 3, 4, 3.
Hazards: pit trap, poison needle, trapped.
Treasure mentions (gp): 170.
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