TEXT: Killer Kobolds
  Killer Kobolds
  An action packed 5
  An action packed 5
  th
  th Edition adventure 
   Edition adventure 
  for 8
  for 8th
  th-12
  -12
  th
  th level characters
   level characters
  By Tony Petrecca
  By Tony Petrecca
  Cover Art © Dean Spencer
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  2
  Killer 
  Kobolds!
  Killer 
  Kobolds!
  An Action Packed Adventure for 8
  th-12
  th Level Characters
  Written by Tony Petrecca
  Play tested by Shawn Brock, Gary Edwards, Brigitte Kephart, Chris Osborne, Chris Purvitis, Rod Schroeder and
  Dennis Wilson
  Cover art by Dean Spencer www.deanspencerart.com. 
  Interior art by Ariane Soares, Glen Cooper, Patrick E. Pulle
   
   n
  Felipe Gaona Publisher's Choice Quality Stock Art © Rick Hershey/Fat Goblin Games
  Final dungeon layout inspired by Geoff Nunn's Kobold Warrens at www.ROFLInitiative.com
  Special thanks to M.T. Black and Jeff C. Stevens
  Layout and Cartography by Tony Petrecca
  Proofreading by Ken Carcas
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product
  names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is
  copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
  Dungeon Masters Guild. All other original material in this work is copyright [2017] by Anthony A Petrecca and published under the Community
  Content Agreement for Dungeon Masters Guild. 
  Adventure Template For OpenOffice/LibreOffice by Dale Robbins 
  
  “They'
  re ONLY kobolds? Ha! Said the soon dead fool!”
  —Durnan.
  Murder Hobos Wanted!
  First of all - Thank you for picking up Killer 
  Kobolds!  
  Believe it or not The Kobolds of Crag Canyon didn't 
  start their existence as killers with targets on their 
  backs. You see, after my heroic PCs had cleared the
  world of a keep full of slave trading orcs they 
  noticed a ledger and appointment book indicating 
  regular trades with nearby kobolds, with a 
  delegation set to arrive that day. While the group 
  prepared to ambush the kobolds, the wise paladin 
  Robert the Brave thought otherwise. Robert firmly 
  believed that mortal creatures should be judged 
  based on their deeds regardless of their nature. If 
  these kobolds could be parlayed with, and 
  convinced that it was in their best interest to be 
  done with slavery and enjoy peaceful trade with 
  civilization, then the greater good would be served.
  The kobold traders, who quite wisely were not 
  interested in triggering a war, were amenable to just
  such an arrangement, and brought Robert's offer 
  back to their leaders. Days later, the traders 
  returned with a wagon full of slaves to be released 
  as a show of good faith. Robert and the group 
  invited the kobolds into the heroes' newly cleared 
  keep to discuss details and get down to business. 
  Alas, during those negotiations, the Goliath 
  barbarian Eglath's fundamental beliefs that 
  inherently evil creatures could not be rehabilitated 
  got the better of him. Kobolds were irredeemably 
  evil and could never be trusted, thought Eglath, so 
  Eglath attacked. War!
  It was from the ashes of that failed negotiation that 
  this action packed adventure was born. With war 
  now inevitable, Robert set aside his philosophical 
  dispute with Eglath and the heroes charged 
  headlong into kobold territory. Given that the 
  conflict was of their creation, I felt it only 
  reasonable that their new enemies put up a brutal 
  defense.
  The action packed adventure that ensued provided 
  my group with many of our most memorable 
  gaming moments, up to and including a climactic 
  scene involving Robert atop his summoned 
  warhorse, pursuing a kobold sorcerer through 
  several traps until he found himself being 
  catapulted over the grinning kobold, smashing 
  unconscious into a distant wall. Great times! 
  I've just given you the original set up for this 
  adventure. That setup didn't involve a nefarious 
  plot by the kobolds, but the fun of this campaign 
  definitely comes from the wanton destruction that 
  ensues when battling kobolds. To that end I've 
  given the Killer Kobolds an unquestionably evil, 
  nefarious plot for your heroes to thwart.
  In the upcoming pages I'll share that plot and an 
  adventure hook, give a brief overview of the format 
  of this adventure, and then get you right into the 
  action. I do hope your group enjoys their fight 
  against the Killer Kobolds as much as mine did!
  A note about formatting
  Killer Kobolds is a high octane, action oriented thrill
  ride of an adventure. Role playing and careful 
  exploration take a back seat as the PCs fight their 
  way through kobolds, their minions, their allies and
  their traps. As such, the formatting of this 
  adventure may be different than others you may 
  have read.
  You'll find that the emphasis of each section of this 
  book is, first and foremost, on the action of the 
  scene. After a brief overview of the section the most
  important questions get addressed - What are the 
  defenses the kobolds have set up, what are the 
  tactics they will use, and how is the combat best 
  played for seat of the pants excitement?  Detailed 
  descriptions of the walnut flooring of Crag Kragen's 
  grand hall, the glorious craftsmanship of the 
  ancient dwarven throne, or the trinkets found in 
  the bedrolls of the kobolds are admittedly glossed 
  over so that the DM may concern herself with 
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                           Killer Kobolds!  By Tony Petrecca
  3
  Introduction
  
  what's most important here – combat with Killer 
  Kobolds!
  With that said, here's some standards you should 
  find within the formatting. When creatures or 
  named NPCs are mentioned for the first time in an 
  encounter, they will be in bold type to catch your 
  eye. If it's a new creature you'll find their entry in 
  the appendix, otherwise please reference the 
  Monster Manual or 5th Edition SRD. Magic items 
  and spells will be italicized, and trap details and 
  other miscellany will be in a gray text block. 
  Finally, ye olde traditional box section to be read or 
  paraphrased to the players will appear just like this. 
  Regarding the maps, I should probably mention 
  that one square equals five feet, and north is up. 
  About the challenges within
  Killer Kobolds was written with 8th to 12th level 
  characters in mind. At the lower end of that level 
  spectrum a larger party is recommended. In play 
  testing a large, seven player party of 8th level 
  characters found it notably challenging, with many 
  near death experiences. In other words, perfect and
  precisely the point! 
  We want the PCs to find themselves breathless, 
  brutalized, and proudly victorious scene after 
  scene, but we don't want them slaughtered. Small 
  tweaks can go a long way toward adjusting the 
  difficulty as you go. Kobold commandos (See 
  appendix) can be replaced by regular kobolds, and 
  vice versa, as needed. The wave like nature of many
  of the encounters allows the DM to add or subtract 
  to enemy numbers as the fight goes on. Potions of 
  healing, greater healing, and superior healing can 
  and should be inserted on dead kobolds, or in likely
  treasure stashes, as liberally as needed to keep the 
  players going. 
  Finally, while nobody cares too much for the five 
  minute workday, if the players feel the need to take 
  a long rest let them find a way. Once cleared, the 
  Kragen estate is a fine place to safely retreat, but 
  they needn't be limited to just one shelter. They 
  might find a bear cave the kobolds are loathe to 
  enter. The party ranger might find a large briar that
  could provide full concealment for the night. Don't 
  be stingy, let them get their rest, especially before 
  storming the castle, because they'll need it! 
  Traps, trap detection, and combat
  Kobolds love ambushes, traps, and ambushes that involve traps.
  The kobolds frequently attempt to draw enemies towards a 
  trap, pouncing when the trap snares their foe. Adventurers in 
  the heat of combat are unable to carefully check for such traps, 
  and frankly players setting off these traps as they charge their 
  kobold opponents is quite a bit of the fun of this adventure.
  During combat Passive Perception checks to notice traps and 
  secret doors, if allowed at all, should be made at disadvantage.
  Actively searching for traps during combat should require a full 
  action and cautious, half speed movement. Kobolds who notice 
  someone looking for their traps will want to make that someone
  their target if possible. 
  New kobold weapon proficiencies
  The kobolds of Crag Canyon long ago raided the 
  armory of the previous, dwarven occupants of the 
  canyon, and as such found new favorite weapons 
  within. Any normal kobolds encountered use short 
  swords and light crossbows in place of the daggers 
  and slings suggested in the Monster Manual. Thus 
  replace their actions in the Monster Manual with:
  Actions
  Shortsword. Melee Weapon Attack: +2 to hit, 
  reach 5 ft. one target. Hit: 6 (1d6+2) piercing 
  damage.
  Light Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d8+2) piercing 
  damage.
  Dynamic Run and Gun Battles
  Killer Kobolds contains several set pieces that 
  should be run as fluid, dynamic battles. The 
  kobolds in Crag Kragen's Estate, the Kobold 
  Fortress, and the Final Dungeon should not sit idly 
  by awaiting execution at the hands of the PCs. They
  are ruthless and wily, and their sorcerous leaders 
  use their wits to draw enemies in to be swarmed. I 
  offer viable initial tactics for the kobolds, but 
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                           Killer Kobolds!  By Tony Petrecca
  4
  
  should those not work the kobolds will react 
  appropriately. These should not be cautious 
  dungeon crawls, and if your PCs treat them so the 
  kobolds should go on the offensive. 
  PHB, Monster Manual – Volo'
  s?
  All you need to run Killer Kobolds is the Player'
  s 
  Handbook, the Monster Manual and this PDF. 
  However, if you happen to have Volo's Guide to 
  Monsters, the excellent Tome of Beasts from Kobold 
  Press, Jeff Ibach's Ten Clever Kobolds from the 
  DMsGuild, or any other source of kobolds you'd like
  to insert to mix things up – please do! 
  The Nefarious Plot
  Well I promised you a nefarious plot, and here it is. 
  The quick summary – the formerly insular Kobolds 
  of Crag Canyon have become frighteningly 
  troublesome of late, kidnapping several children 
  from nearby farmsteads. They do so to provide 
  sacrifices for a ritual that will turn a green dragon 
  into a dracolich! And now for the longer tale:
  The people of the peaceful village of Thornyfoot have
  long known that kobolds inhabit Crag Canyon, but 
  for ages those kobolds had kept to themselves, 
  leaving the people alone. That is, until recently.
  The Kobolds of Crag Canyon, who took over the 
  long abandoned dwarven mines, have traditionally 
  kept to themselves, peacefully mining the 
  remaining quartz, and occasional emerald and ruby
  deposits, to provide as tribute to their patron, the 
  green dragon Sarinox Recnamoracren. However, 
  their patron developed a new ambition; Sarinox 
  decided that she wanted to cheat death.
  Sarinox met a powerful Arch Mage, Accertep, who 
  had designs on immortality for himself and needed 
  a subject for experimentation. Accertep convinced 
  Sarinox that he could capture her soul in a grand 
  emerald and bestow upon her everlasting undeath. 
  The eager dragon agreed. 
  The pair would need a quiet site, ideally one tainted
  with lingering evils, from which to carry out their 
  ritual, and the dragon's kobold worshipers had a 
  perfect location. Sarinox Recnamoracren paid 
  Accertep in full with her horde – save for one grand 
  emerald destined to be her phylactery– and the two 
  departed from the dragon's hidden lair to impose 
  their will on the Kobolds of Crag Canyon. 
  The History of Crag Canyon
  Three centuries ago the dwarven lord, Miitho the 
  Mighty, founded his first kingdom at the western 
  end of a mineral rich canyon. He built a keep and 
  fortress into its walls with the riches his people 
  mined, but Miitho held a wicked secret – beneath 
  his throne he led a cult of heretic dwarves in the 
  worship of Orcus! 
  This cult was wiped out two centuries ago by the 
  Mischievous Gnome Crag Kragen, Bard of Renown, 
  and his merry band of adventurers. Finding the 
  canyon much to his liking, Crag Kragen built his 
  retirement home at the canyon's eastern entrance. 
  In the years since the canyon was given his name. 
  Eventually Crag Kragen mysteriously disappeared, 
  possibly coming out of retirement for one final, ill 
  fated, adventure, and a tribe of kobolds quietly took
  over the keep, the canyon, and Crag Kragen's 
  estate. Though the earth has since swallowed the 
  grand halls of Miitho's peoples, the keep and the 
  wicked tunnels beneath his throne remain. 
  The Rise of the Dracolich
  Sarinox Recnamoracren had long enjoyed tributes 
  from the tribe of kobolds some 50 miles to her 
  south. The constant flow of jewels padded her 
  bedding quite well. They sent her guards and 
  worshipers, provided her spies, and generally 
  treated her like the goddess she thought she should
  be. She came to appreciate their adulation so much
  that she gave them grand gifts – two green dragon 
  eggs to raise and care for. Eventually the mines ran 
  dry and the tributes diminished. Around that same
  time her greed turned its attention to twisted 
  immortality, and she called upon her kobolds for a 
  greater service.
  Accertep needed a site of necromantic evil to carry 
  out his ritual, and the tunnels beneath Miitho's 
  keep provided a perfect location. Additionally, 
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                           Killer Kobolds!  By Tony Petrecca
  5
  
  Accertep's ritual required blood sacrifice. Lots of 
  blood sacrifice, including the sacrifice of innocents.
  Sarinox knew that her worshipers would sacrifice 
  themselves, and she knew that her kobolds would 
  find her the innocent victims needed to complete 
  the ritual.
  The wicked ritual Accertep would use to turn 
  Sarinox into a Dracolich involved two stages. In the 
  first stage, the blood of the wicked was required to 
  concoct a poison that would properly slay her 
  mortal form and prepare a grand emerald as a 
  phylactery. Three dozen brave kobolds sacrificed 
  themselves to their patron dragon to begin the 
  ritual.
  But, the newly undead dracolich, the rotting corpse
  of Sarinox, required sustenance to strengthen it 
  and bring to it the full physical power. For that, the 
  ritual required the souls of the innocent. The 
  children of nearby Thornyfoot would do nicely.
  Souls of the Innocent
  Thornyfoot is a small village and farming 
  community, population about 100, situated at a 
  crossroads some six miles south of Crag Canyon. 
  The Giggling Ogre Inn and General Store sits at the 
  heart of the village, providing a watering hole for 
  the locals and food and lodging for travelers. The 
  Giggling Ogre is owned by the normally pleasant, 
  talkative gnome, Compo Thornyfoot The Second. 
  His father was an adventurer in these parts a 
  century ago, but Compo Junior (ahem, “NOT 
  Junior - the Second”) chose a quieter life, investing 
  his inheritance in this inn.
  Compo, like any sensible gnome, has no love for 
  kobolds, but until recently saw no need to start 
  trouble. Thing is, there's no doubt in his mind that 
  the kobolds started it first. Children have gone 
  missing, and the kobolds are to blame.
  The Hook
  Have your player's find their way to the Giggling 
  Ogre and, once they get settled in for a drink, read 
  or paraphrase the following - 
  After barmaid Trinity delivers drinks to the table, the 
  barkeep, a portly, jolly looking gnome, approaches with a 
  stern look on his face and rather rudely interrupts your 
  conversation.
  “You look like adventuring types – sturdy adventuring 
  types. Just the types we could use, as we've got ourselves 
  some serious trouble. Oh, I'm Compo Thornyfoot the 
  Second, son of THE Compo Thornyfoot. Yes, THAT Compo 
  Thornyfoot… and under different circumstances, it'd be a 
  pleasure to meet you. But like I said, we've got some 
  serious trouble… trouble with kobolds.”
  Compo will go on to summarize the situation as 
  best he can. Several farmers in the region have 
  reported that their children have gone missing over 
  the last few days, and here's his story:  
  “The first to report the situation was Mrs. MacGregor of 
  MacGregor farm. Her boy Seth hadn't come back from 
  repairing the fence line on the north forty. Next came 
  Christoph Roller, who's daughter Sophie didn't return 
  from tending the laundry. And then this morning in came 
  a disheveled Carissa Flock, that lovely halfling shepherd. 
  Seems that yesterday at dusk a group of kobolds 
  snatched her daughter Allie right off her very front porch! 
  She gave chase all the way to Crag Kragen's estate where 
  she was overwhelmed, knocked out and figured for dead 
  by the kobolds. They dumped her in the stream, and 
  when she woke up, washed up a couple miles south, she 
  gathered herself and came right here for help.
  But we've not got much of a militia around here – this is a
  peaceful region, even with the kobolds nearby… least it 
  used to be. So, you see, our kids are being kidnapped by 
  kobolds, and we could use your help!”
  Of course Compo is willing to pay the adventurers 
  for their troubles, though he can't front much. He 
  offers 100 platinum and his father's magic ring (a 
  ring of feather falling) as reward for the return of the
  village's lost children.
  All the villagers, including Compo, know the way to 
  Crag Canyon and the Kragen estate; a simple hike 
  six miles north following Kragen Creek. If the 
  rescue mission is accepted, the only question is 
  when will the PCs head out.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  6
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  7
  Part 1 – Crag Kragen'
  s Estate
  
  Crag Kragen'
  s Estate
  General notes - unless otherwise noted, internal 
  doors are sturdy wooden doors and secret doors 
  require a DC 20 Wisdom (Perception) check or DC 
  20 Intelligence (Investigation) check to notice. With 
  the exception of Club Kragen (area 9), the ceilings 
  throughout the complex are ten foot high. The club 
  has a soaring, 20 foot high ceiling. Torches line the 
  walls providing dim light throughout.
  Concealed Spiked Pit Traps
  There are four Spiked Pit traps throughout the complex. Each 
  are effectively identical 20 foot deep pits that span the width of 
  the hall. Each is triggered when more than 40 pounds of weight 
  is applied to it. Note that kobolds weigh between 25 and 35 
  pounds. Any creature falling into a pit takes 7 (2d6) falling 
  damage and an additional 11 (2d10) piercing damage. A 
  successful DC 15 Wisdom (Perception) check allows anyone 
  moving near the pit to notice a lack of foot traffic across the 
  hidden pit, and a successful DC 15 Intelligence (Investigation) 
  check reveals the outline of the pit. Once noticed, disarming a 
  pit is a simple matter of wedging a spike or blade into the edge 
  of the pit to prevent its opening.
  Of course, if you're charging into battle, you're not likely to 
  notice the pit at all.
   
  As the party approaches the estate, read the 
  following: 
  The hike north to the canyon is surprisingly uneventful. 
  Were it not for your grim purpose, the journey would be a
  peaceful hike through the valley of a pleasantly flowing 
  river. As the northern trail turns westward, it follows the 
  northern bank of Kragen Creek through a broad river 
  valley where its slopes grow gradually steeper. Soon you 
  find yourselves in a narrowing canyon, flanked by tall, 
  sheer, steep cliffs that climb for a hundred feet or more.
  Ahead you see a strange sight - a stone stair, quite well 
  made, is built into the canyon and climbs the northern 
  cliff face. The stair is broad, but the risers are short, as if 
  built for folk of a smaller stature. At the top of this stair, 
  some fifty feet above the canyon floor, is an ornate steel 
  double door built into the canyon wall. The stonework 
  around the door's frame gives an ostentatious air to the 
  whole affair. Three small alcoves, framed in similar stone 
  work, are cut into the wall below the door. Each contains 
  a beheaded sculpture, possibly of the same figure. 
  This is the entrance to the canyon estate of the 
  Mischievous Gnome Crag Kragen. Crag was an 
  immodest gnome, to say the least, and the alcoves 
  contain statutes carved in Crag's likeness. 
  The estate is now an outpost for the Kobolds of 
  Crag Canyon. Thirty kobolds occupy this estate, 
  led by the Grish the kobold sorcerer (see 
  appendix).
  Magic Mouth Alarms
  Crag Kragen didn't like having guests 
  unannounced, thus the stairs are enchanted with 
  magic mouths. The mouths are programmed to 
  animate when the proper stair is stepped upon. 
  Stepping on the 10th, 23rd, and 47th stair 
  triggers a mouth to activate, an intentionally 
  patternless layout that Crag could avoid, but 
  others could not. There are no visible components 
  to the triggers and they can only be detected 
  through use of detect magic. It should be 
  presumed that the party will activate each unless 
  they fly, climb, or count and guess correctly.
  The magic mouths appear, one at a time in 
  ascending order, on the statuary in the alcoves. 
  Kragen could program the mouths to be 
  welcoming when he was expecting guests, or off-
  putting when he wasn't. The gnome's final 
  programming was the latter. 
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                           Killer Kobolds!  By Tony Petrecca
  8
  
  "Who are you and what do you want?” asks the 
  first mouth, rather loudly, repeating itself several 
  times regardless of any answer offered. “The 
  master doesn't like uninvited guests." proclaims
  the second mouth, even louder and also on repeat.
  “Go away, we don't want any!” the third mouth 
  insists repeatedly, almost shouting. 
  Internally, separate mouths appear in the Grand 
  Hall declaring "We have guests!" and thus 
  effectively eliminating most chances of surprise. 
  Once so alerted, the kobold occupants, who are 
  extremely xenophobic, immediately execute their 
  elaborate defense plan.
  Areas 1-4: The First Line of Defense – 
  Grish and The Entrance Hall
  The front door is locked, and the locking 
  mechanism is rather tricky. A successful DC 20 
  Dexterity check using thieves' tools is required to 
  pick the lock. Alternatively, the sturdy door can be
  busted in with a successful DC 25 Strength check.
  While the party is attempting to gain entry, the 
  kobolds are readying their defense.
  Upon hearing the alarm, Grish the kobold 
  sorcerer (see appendix) and two kobold 
  commandos (see appendix) move to the southern 
  doorway of area 4, open it, and use the doorway 
  as three quarter's cover, granting +5 to AC and 
  Dexterity saving throws. Grish takes a ready 
  action to cast gust of wind if he sees anyone but a 
  kobold opening the front doors, while the other 
  two kobolds take a ready action to fire their 
  crossbows.
  Area 1: The Stair Top Landing 
  The stair landing (area 1) is 50 feet above the 
  canyon floor below, thus anyone on the landing 
  who fails their Strength save vs gust of wind is 
  pushed back 15 feet and plummets for 18 (5d6) 
  damage. Should the entire party be blown back 
  Grish will maintain the Gust while advancing to 
  the main entry, directing the spell in a manner 
  best suited to continued harassment of invaders. 
  Should intruders persist, Grish will hold the gust 
  spell while casting fireball and cantrips until he 
  takes any damage. Once Grish takes damage, his 
  next action is to close the door and retreat to the 
  northern door of area 4, hoping to draw eager 
  intruders in to the pit trap and ensuing ambush.
  Area 2: The Entrance Hall Portraits and Trap 
  Ten impressive portraits of Crag Kragen line the 
  walls of the fifty foot long entry hall. The portraits 
  have been defaced by the kobolds, with crude 
  drawings marring the works. However, the 
  portraits serve a purpose - the third and fourth 
  portraits on the western walls have removable 
  eyes, allowing guards in area 3 to observe guests 
  as they enter. Passively noticing these eyes in use 
  requires a DC 20 Wisdom (Perception) check. 
  Active investigation of the walls of this hall will 
  reveal them with a DC 15 Intelligence 
  (Investigation) check.
  Forty feet into the entrance hallway is a concealed
  spike pit trap. See previous sidebar (page 8) for 
  details.
  Area 3: The Guardroom
  Four kobolds, (Remember – normal kobolds 
  throughout are armed with light crossbows and 
  short swords – see New Kobold Weapon 
  Proficiencies on page 4), and one kobold 
  commando, wait in ambush in the guardroom 
  (area 3), using the portraits to spy on the hall. As 
  soon as intruders either trigger the pit or reach 
  the door to area 4 the kobolds react, throwing 
  open their secret door and engaging while 
  shouting a signal to the guards in area 4. The four
  kobolds will rush out to engage in melee while the 
  kobold commandos remain positioned behind 
  overturned tables, giving them three quarters 
  cover as they fire crossbows at intruders. 
  At the same time, four kobold commandos in 
  area 4, Grish's original two and two more who've 
  joined the front line, throw open the southern 
  door of area 4, using the doorway and a now 
  overturned table as cover while they harass with 
  their crossbows. 
  Grish takes cover in the northern door of area 4, 
  casting cantrips into the fray. Grish falls back into
  the Grand Hall (area 5), closing the door behind 
  him, if he sustains any damage.
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                           Killer Kobolds!  By Tony Petrecca
  9
  
  Areas 5-9: The Second Line of Defense
  The Grand Hall and Club Kragen
  Grish retreats to the open northwestern double 
  doors of Club Kragen (area 9), the bard Crag 
  Kragen's personal tavern and performance hall, and
  takes the ready action to ready an offensive spell 
  targeting any non kobold who opens the door to the
  south. He hopes to draw eager attackers into the 
  Grand Hall (area 5) and its concealed spike pit 
  trap. Once intruders enter the hall Grish shouts a 
  command and the doors to areas 6, 7 and 8 and 
  the southern double doors of area 9 are thrown 
  open by kobold defenders.
  Areas 6-8: The Sitting Rooms 
  Three kobold squads, each consisting of two 
  kobolds and one kobold commando, are 
  positioned in the sitting rooms west of the hall, one 
  squad per room. They will throw open their doors 
  on Grish's order and engage invaders in melee and 
  missile fire, with the commandos using overturned 
  furniture and doorways as cover while they snipe. 
  Ideally Grish gives this order when some or all of 
  the party has moved into the middle of the Grand 
  Hall, thus flanking the party.
  Area 9: Club Kragen
  Two kobold commandos and eight kobolds are in 
  the grand Club Kragen with Grish. One commando 
  and four kobolds throw open the southern double 
  doors on Grish's order, attacking the party in the 
  Grand Hall, while the others are held in strategic 
  reserve, with a commando behind the bar and four 
  other kobolds about the room using tables as cover.
  Grish uses the cover of the northern double 
  doorway to launch spells, with enemy spell casters 
  and healers his highest priority targets. If Grish is 
  engaged in melee, or if Grish sustains enough 
  damage to reduce his hit points by 50%, he retreats
  east to the stage and his strategic reserve squad 
  readies crossbows to fire.
  From the stage Grish uses the stage curtains as 
  concealment, moving north and south behind the 
  curtains to poke his head out just enough to cast 
  hit and run spells. If he is pressed too hard he flees
  east through the backstage area (area 12) and then 
  north.
  The whole effect should be a dynamic, fluid 
  battlefield, with kobolds reacting appropriately to 
  the party's attacks.
  Areas 13-17: The Third Line of Defense
  – The Rear Hall and Bedrooms
  Grish retreats north into the bedroom hall, 
  throwing open the doors to areas 13 through 17 as 
  he flees. Areas 14 through 16 are home to two 
  kobold riding drakes (see appendix) and one 
  kobold hunting drake (see appendix). These 
  drakes are well aware of the pit traps and will use 
  their powerful legs to leap over as necessary. Grish 
  isn't heavy enough to trigger the concealed spike 
  pit traps, and he certainly hopes to draw victims 
  across them. 
  Grish will take up a position in a doorway as far as 
  he can get from the party, hoping the drakes will 
  save him. At this point Grish will give everything 
  he's got left before turning invisible and attempting 
  to flee toward the exit. Should Grish survive, he 
  retreats, reports to Rerecross, and will join with the
  forces defending the Kobold Fortress in Part 3.
  Bonus XP. Award each player an extra 500 
  experience points for clearing Crag Kragen'
  s estate.
  Changing Difficulty
  In testing, a party of 7 eighth level characters had a difficult, nail 
  biting run clearing Crag Kragen's estate. 
  To up the challenge, increase kobold numbers and consider 
  releasing the drakes into the fray in the Grand Hall or Club 
  Kragen. To reduce the challenge take the Kobold Commando's 
  multi attacks away and consider reducing the number of regular
  kobolds and drakes. 
  Note – it's never too early to start dropping healing potions on 
  kobold commando corpses, possibly after each line of defense, 
  should your group need them.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  10
  
  Ok That'
  s The Action –  Give Us The 
  Loot and The Layout
  Crag Kragen spared no expense in constructing his 
  retirement home. Permanent, programmed unseen 
  servants, equipped with mending spells, keep the 
  estate in good order, despite its age and kobold 
  occupants. Additionally, permanent enchantments 
  routinely create food and water, keeping the kitchen
  store room stocked, and unknown elemental magics
  keep kitchen stoves and Club Kragen's fireplace 
  appropriately lit. Finally, the bar is equipped with 
  an everlasting keg, an impressive magic barrel that 
  never runs out of ale. The estate, it could be 
  argued, is a minor artifact, and these kobolds have 
  been living in the lap of luxury.
  Guests enter the estate through the portrait lined 
  Entry Hall (2) and into the comfortable Grand 
  Foyer (3), whose ceiling features a ludicrously 
  ostentatious mural depicting an adventuring party, 
  led by a gnome bard, defeating a horde of demons.
  Beyond the Grand Foyer, the Grand Hall (5) gives 
  guests access to three well furnished sitting rooms
  (6-8), who's regularly tended and mended book 
  shelves are well stocked with works of poetry, 
  fiction, histories and biographies… several penned, 
  of course, by Crag Kragen.
  Two sets of impressively large double doors lead 
  from the Grand Hall to Club Kragen (9), the bard's 
  personal lounge and performance hall. In addition 
  to the everlasting keg, careful explorers who 
  succeed on a DC 15 Wisdom (Perception) or 
  Intelligence (Investigation) check will find a secret 
  compartment tucked under the bar. This holds a 
  periapt of proof against poison that Crag used to 
  cheat at drinking games, a wand of binding used 
  when guests got unruly, and four potions of greater 
  healing. Four levers under the bar allow a party 
  host to lock the four trap doors closed for the safety
  of the guests. The kobolds, of course, keep the 
  traps active.
  The club is served by a well stocked kitchen (11) 
  and store room (10) to the south, and performers 
  had access to an impressively large backstage area
  (12) that also doubled as an extra store room. An 
  impressive costume wardrobe and several trunks 
  full of props and instruments can be found within. 
  Hanging on a hook in the large dark cherry 
  wardrobe is a hat of disguise, who's use in 
  performances should be obvious. 
  Finally, overnight accommodations include four 
  comfortable guest bedrooms (13-16) and the 
  master suite (17). The nightstand in the master 
  bedroom contains a secret compartment, requiring 
  a DC 20 Wisdom (Perception) or Intelligence 
  (Investigation) check to notice. Inside is a diamond 
  pendant on a slender gold chain worth 1000 gp. 
  Grish has his own locked chest under the bed in 
  the master suite. It is trapped (DC 20 investigation, 
  DC 15 disarm) with powerful poison needles (Three 
  needles, +5 to hit, 2d8 poison damage). Inside is a 
  pile of costume jewelery stage props, a slew of 
  components for Grish's known spells, 50 platinum 
  pieces, and an emerald worth 150 gp.
  A tattered leather journal containing scrawls in 
  draconic can be found sitting atop the writing desk 
  in the master suite. This is Grish's diary. The latest 
  entry includes the plans to kidnap children from 
  nearby farms and send them west to the keep.
  “The ritual demands the souls of four innocents. We 
  will kidnap foul children from the farm fields of the 
  tall folk and send them west to the Fortress. Beneath
  the fortress they will meet their doom!”
  So you captured a kobold
  PCs that take prisoners are likely to be disappointed in the 
  information they are able to get. All of the kobolds are dedicated
  to the safety of their clan and would rather die than give up 
  their comrades. At best, with serious intimidation, coercion or 
  persuasion, a captured kobold might reveal the existence of the 
  keep, confirm the capture of local children, and possibly reveal 
  one or two minor details about the clan's defenses – just 
  enough to seem to be co-operative, not enough to endanger the
  clan. 
  Furthermore – The only kobolds with duties in the final dungeon
  that are allowed to leave that dungeon are Rerecross and Levexi
  – and Rerecross won't be found outside. Levexi most certainly 
  will not reveal any details of what might be found beneath the 
  throne.
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                           Killer Kobolds!  By Tony Petrecca
  11
  
  The Canyon Journey
  General notes – Crag canyon is roughly 2 and a half
  miles in length, from the Kragen estate to the 
  Kobold Fortress. For much of its length it is a slot 
  canyon that varies in width from as wide as 150 
  feet to as narrow as 30 feet. The walls of the canyon
  are sheer, two to three hundred foot tall cliffs of 
  magnificent beauty. Kragen Creek, a stream with a 
  depth typically varying from 1 to 3 feet, flows gently
  through the middle, and in areas where the canyon 
  is wide enough a centuries old, poorly maintained, 
  overgrown cobblestone road parallels the stream. 
  The Canyon Shade and Sunlight Sensitivity
  Throughout Crag Canyon and the Kobold Valley the impressive 
  height of the canyon walls and the canopy of the trees provide 
  sufficient shade such that creatures within, including the 
  kobolds, do not suffer the ill effects of sunlight sensitivity.
  Convenient, isn't it?
  There are three primary threats for the player's to 
  worry about while making their way from the 
  Kragen Estate to the Valley of the Kobolds – a 
  Kobold Drake Patrol led by the kobold sniper 
  Levexi, a bombing run and return attack by 
  kobold air cavalry, and The Crashing Falls.
  Kobold Drake Patrol
  Soon after the PCs emerge from the Kragen estate 
  and head west up the canyon they are ambushed 
  by a patrol of four kobold commandos atop kobold
  riding drakes. Watching from range are Levexi (see
  appendix) and her kobold hunting drake.  Read or
  paraphrase the following - 
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                           Killer Kobolds!  By Tony Petrecca
  12
  Part 2 – Crag Canyon
  
  Were the purpose not so grim, the canyon hike would be 
  filled with beauty - cliffs two to three hundred feet or 
  more soar above, sturdy trees offer greenery along the 
  river bank, gorgeous granite boulders dot the river, and 
  occasionally a waterfall gently cascades down a cliff side. 
  It's quite easy to see why a gnome artiste would have 
  called this canyon his home. But it is difficult to admire 
  the scenery knowing what troubles lie ahead. 
  The road which meanders alongside the river is well 
  traveled by kobold foot and cart, and it winds its way 
  through the snaking bends of the canyon. As you round 
  one such bend, a small copse of five trees catches your 
  eye 50 feet ahead. As you hear a strange echoing CRACK 
  in the distance, well past the trees, you're suddenly 
  inundated with crossbow fire from within the tree line! 
  Roll for initiative!
  The crack is the sound of gunfire off in the 
  distance, something the characters should be 
  utterly unfamiliar with. The four kobold 
  commandos had cover behind the trees 50 feet 
  away from the party, while Levexi is 200 feet further
  back.
  Levexi, whose Stealth skill is +7, will snipe with her
  rifle from the cover of a bolder while her 
  commandos assault at closer range. Note that 
  Levexi's sharp shot capability effectively cancels 
  out disadvantage from range on turns that she does
  not move.
  Levexi and any commandos who survive this initial 
  encounter should set future ambushes in the 
  canyon and valley, supporting the Air Cavalry, the 
  dragons, the defense of the Kobold Fortress, and 
  seizing any other opportunity to harass that arises. 
  Levexi's aim is true, her mount is swift, and she is 
  a survivor. With luck, she should be a frustrating, 
  impressive hit and run opponent throughout the 
  journey up the canyon and to the valley beyond.
  Kobold Air Cavalry
  As player's continue their trek beyond Crag 
  Kragen's estate and up the canyon, read or 
  paraphrase the following:
  It appears the canyon narrows not far ahead, likely 
  forcing a ford of the river. 
  A shadow overhead catches your eye as something flies 
  across the canyon above - large birds, eagles perhaps? 
  They pass overhead again, lower, but still some two to 
  three hundred feet above - and something falls from the 
  sky and explodes at your feet!
  Four kobold air cavalry (see appendix) routinely 
  scout the canyon looking for intruders, and they're 
  armed with exploding bombs! They carry three 
  alchemical bombs each, but hope to drive intruders
  off with two volleys at most. If intruders press on, 
  they fly out of sight over the cliffs and retreat to the
  Crashing Falls for round two.
  Alchemical bombs
  Kobold alchemists have developed concussive explosives to 
  assist in their mining operations. The kobold air cavalry have 
  learned to use these volatile explosives as bombs, and can drop 
  them with remarkable accuracy.
  As an action, kobold air cavalry can accurately drop these 
  bombs from a height of 120 feet. The bombs have a ten foot 
  burst radius. Each creature in that area must make a DC 14 
  Reflex saving throw, taking 7 (2d6) bludgeoning damage on a 
  failed saving throw, or half as much damage on a successful 
  saving throw.
  The Narrows and The Crashing Falls
  As the party makes their way up the canyon, they 
  approach a particularly narrow portion of the 
  canyon, and an insidious trap. Read or paraphrase 
  the following:
  The canyon narrows to a width of roughly thirty feet. The 
  trail vanishes as the stream, dotted by sand bars, fills the 
  narrow slot canyon. Gorgeous sheer cliffs towering 200 
  feet or more flank either side of the river. The shallow 
  stream flows gently, and though you find it slow going, it 
  is easy to ford. Pressing several hundred feet onward, you
  round a bend and see another gorgeous little waterfall 
  two hundred feet ahead. It is easy to forget your grim 
  purpose surrounded by such beauty.
  The stream is two to three feet deep as the player's 
  approach the latest fall. Treat movement within the 
  stream as difficult terrain. 
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                           Killer Kobolds!  By Tony Petrecca
  13
  
  The waterfall is 200 feet ahead and is fed by 
  mountain runoff. A series of waterfalls cascade 
  down to a plateau that is 150 feet above the canyon
  floor. The kobolds have dammed up that plateau, 
  creating a reservoir containing hundreds of 
  thousands of gallons of water. The singular fall that
  reaches the canyon floor is the overflow of that 
  reservoir.
  The kobolds, who have rigged log levers on clever 
  fulcrums that pry the dam loose, use this reservoir 
  as an insidious trap meant to fend off any invading 
  force.  When the players get to within 50 feet of the 
  waterfall read the following: 
  As you are fording the area, you hear a crashing sound 
  from ahead. Rocks are tumbling from above in what 
  appears to be a rock slide! But, following the rocks is a 
  wall of water... the gentle waterfall has gone from gentle, 
  to rapid, to massive and the slot canyon is flooding!
  The rush of water, which floods the canyon to a 
  depth of 20 feet, is overwhelming and unavoidable 
  without flight or other extreme measures. It sends 
  characters and mounts tumbling possibly hundreds
  of yards downstream while being thrashed against 
  boulders, the cliff face, or the bottom of the stream.
  The character's have one round to take an action 
  prior to be overwhelmed by the flood. The rushing 
  flood lasts five rounds. Each round that creatures 
  are caught in the flood they must succeed on a 
  Strength (Athletics) check or tumble 100 feet 
  downstream and take 7 (2d6) bludgeoning damage, 
  or tumble half as far and take half as much damage
  on a successful save. If a creature's saving throw is 
  successful they have secured themselves and will 
  take no further negative effects from the flood. The 
  DC for this save is 20 on the first round, and two 
  less on each successive round as the flooding 
  slows.
  After the initial flood the river downstream of the 
  waterfall is 5-6 feet deep, gradually subsiding and 
  returning to its previous depths over the course of 
  approximately five minutes. Characters may be 
  widely scattered by the tumbling, and in this 
  scattered state the Kobold Air Cavalry strikes.
  Immediately after the five rounds of flooding the 
  remaining kobold air cavalry from the previous 
  bombing will dive bomb the characters, strafing 
  with their breath weapons, dropping any remaining
  alchemical bombs, and peppering the characters 
  with light crossbow fire. They have taken advantage
  of the distraction of the flood and are flying through
  the canyon fifty feet from the nearest player 
  character when their attack run commences. They 
  will not engage in melee intentionally and if pressed
  too hard they retreat westward to sound the alarm. 
  100 feet further up the canyon Levexi (See 
  appendix), mounted on her kobold hunting drake, 
  will take shots at the characters. Levexi uses a 
  copse of trees as cover and will retreat as rapidly as
  possible if any characters advance on her position, 
  or if she takes any damage.
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                           Killer Kobolds!  By Tony Petrecca
  14
  
  The Valley of the Kobolds
  Roughly a mile west of the Crashing Falls the 
  canyon widens into a heavily forested gully that's 
  about a quarter mile wide and a half mile in length.
  The old road follows the river through the middle of
  this forest, ending at the Kobold Fortress. There are
  three key features in the valley – the Forest 
  Gauntlet, the Dragon's Lair, and the Kobold 
  Fortress.
  Enemies include kobold commandos in trapped 
  foxholes, kobold hunting drakes, two very young 
  green dragons, Kelvar, a powerful winged kobold, 
  and any prior enemies, including Levexi and the 
  kobold air cavalry, who might have successfully 
  retreated alive.
  The Forest Gauntlet
  When the characters emerge into the valley read or 
  paraphrase the following: 
  You've hiked about a mile west of the flooding, following 
  the roughly maintained road, and ahead the steep, 
  narrow canyon opens up. The cliff walls part as you enter 
  a wide forested valley. Old growth trees tower over the 
  valley floor, creating an impressive canopy. The river 
  flows westward through the middle of this forest, with the
  road tracking along its southern bank.
  Should the characters choose to stay on the road as
  they head westward they will encounter the 
  Swinging Log Traps, the Hunting Party, the Dragon 
  Attack, and the Forest Fox Holes. If they choose to 
  avoid the road they can avoid the Swinging Log 
  Traps and the Forest Fox holes. 
  Swinging Log Trap
  Roughly a hundred feet westward from the canyon 
  entrance a tripwire extends across the road. A 
  successful DC 15 Wisdom (Perception) check is 
  required to spot the trip wire. The trip wire is 
  attached to two massive 20 foot long logs that are 
  roped to sturdy branches above. Tripping the wire 
  causes the logs to swing together, in parallel to 
  each other, slamming together (lengthwise, not end 
  to end) at the center of the trail.  Any creature in a 
  twenty foot line east of the tripwire must make a 
  DC 15 Dexterity saving throw, taking 14 (4d6) 
  bludgeoning damage on a failed saving throw, or 
  half as much damage on a successful throw. 
  Disarming the trap is a simple matter of standing 
  out of the danger zone and tripping the wire, 
  perhaps with mage hand or a lucky toss of a rock. 
  And yes, you have seen that trick before, a long 
  time ago, on a forest moon far far away.
  Immediately after the trap is sprung, the Hunting 
  Party attacks.
  Hunting Party
  High in the boughs of the magnificent trees lurk a 
  pack of four kobold hunting drakes and their 
  kobold commando riders. If encountered after the 
  log trap they will pounce from well hidden ambush 
  sites in the trees above. Allow a DC 20 Wisdom 
  (Perception) check to be aware of their presence. If 
  the road is avoided, the characters may encounter 
  the Hunting Party as the DM deems appropriate, 
  bearing in mind that the climbing speed of the 
  drakes make them perfectly at home in the trees.
  Dragon Attack
  The two very young green dragon (see appendix) 
  brothers, Ottwar and Lyndanox, regularly patrol 
  the skies over the valley. They prefer to fly such 
  patrols solo, so as not to reveal their true numbers 
  to any potential enemy. Once intruders are spotted 
  by one dragon, he flies back to the lair, awakens his
  brother, and alerts their adopted father Kelvar (see 
  appendix). The three then coordinate an ambush 
  and aerial assault, recruiting Levexi or any air 
  cavalry if they're still available. On the road or in 
  the woods this should be an exciting, multi 
  directional attack. The dragons are young, brash 
  and very protective of their mother's kobold clan. 
  They will attack from ambush when possible, fight 
  viciously, use hit and run tactics, and ruthlessly 
  defend the valley and their horde from intruders.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  15
  Part 3 - The Valley
  
  Fox Holes
  Since taking over Miitho's fortress the kobolds 
  have been an industrious bunch. The clan dug a 
  network of four foot tall tunnels, eight feet under 
  the ground, that extends 200 yards out from the 
  keep and flanks either side of the road. There are 
  two main tunnels, one on either side of the road, 
  that extend the full 200 yards, with tunnels 
  connecting the two every thirty feet. 
  These tunnels lead to a series of covered, 
  camouflaged foxholes, set every 30 feet on both 
  sides of the road. Carefully camouflaged (DC 20 
  Wisdom (Perception) check)  trap doors cover the 
  fox holes, with ladders in each descending to the 
  tunnel below. A group of eight kobold 
  commandos man these tunnels. These 
  commandos enjoy three-quarters cover from the 
  comfort of their fox holes, and will pop up, fire, 
  and retreat as intruders approach the keep. 
  Exasperating the situation, the approach to each 
  foxhole is booby trapped as well. Eight classic 
  snapping leg bear traps have been placed in a 
  tight ring around each trap door, nearly 
  guaranteeing that any brazenly charging enemy will
  set one off. Finally, tunnel supports can be pulled 
  near each foxhole, collapsing the tunnel to keep 
  intruders out of the network.
  Snapping Leg Bear Traps
  These are classic spring loaded leg traps spiked deeply into the 
  ground and well concealed by brush. A DC 15 Wisdom 
  (Perception) check is required to notice such a trap. Creatures 
  stepping on the traps must succeed on a DC 15 Dexterity saving 
  throw to avoid taking 10 (2d8) points of piercing damage and to 
  avoid being restrained by the trap. A creature thus restrained 
  may spend an action on each of its rounds to attempt to escape.
  To escape, a creature must succeed on a DC 15 Strength 
  (Athletics) or Dexterity (Acrobatics) check or remain restrained.
  When restrained a creature's speed becomes 0, and it can't 
  benefit from any bonus to its speed. Attack rolls against the 
  creature have advantage, and the creature's attack rolls have 
  disadvantage. The creature has disadvantage on Dexterity 
  saving throws while restrained.
       
  Be ruthless in the use of these tunnels. If the party
  is approaching directly by road, the kobolds will 
  use hit and run tactics, popping up, firing, and 
  dropping to retreat to another hole. If the party 
  approaches from a flank the kobolds will pop up at 
  the most opportune time. If you wish to extend the 
  tunnel and fox hole network in any direction 
  appropriate to be in the way of the party, please do!
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                           Killer Kobolds!  By Tony Petrecca
  16
  
  Ultimately, if the party has somehow avoided these 
  tunnels prior to approaching the keep, the eight 
  commandos will defend the gates from nearby 
  foxholes.
  The Dragon'
  s Lair
  Set into the cliff walls roughly 100 feet north of the 
  valley's eastern entrance is a dual chambered 
  cavern, carved by kobold concussive bombs. Should
  the party head north from the entrance, and stay 
  close to the cliff walls of the valley, they will in all 
  likelihood spot the fifty foot wide entrance.
  This is the lair of the two very young green 
  dragons, Ottwar and Lyndanox, and their four pet 
  hunting drakes. 
  Should the party find this cave prior to any other 
  encounters with the dragons then they encounter 
  one dragon, four hunting drakes, and Kelvar,  who 
  spends most of his time with his adopted children. 
  Should the party discover this after defeating Kelvar
  and the dragons in the valley then they're in luck – 
  only the four drakes guard the horde.
  The bulk of the kobold tributes were sent north to 
  mom Sarinox, however these two sleep in draconic 
  comfort atop a pile of coins. Largely copper, but an 
  impressive pile nonetheless. Between the two 
  hordes there are 11,248 copper pieces, 1252 silver 
  pieces, 412 gold pieces, and an assortment of 
  minor gems and jewelry pieces worth an additional 
  550 gold. In addition, buried deep within one horde
  is a ring of water walking, and buried deep within 
  the other a ioun stone of awareness. There certainly
  may be healing potions as needed as well.
  The Kobold Fortress
  A small ancient stone keep, long abandoned by its 
  original dwarven creators, occupies a spot at the 
  western end of the valley. The keep is surrounded 
  by 12 foot high walls bolstered by twin two story, 20
  foot high corner towers.  The approach to the keep 
  has been cleared of trees forty to fifty feet in all 
  directions. 
  The walls, whose crenelations provide half cover (+2
  to AC and +2 to Dexterity saving throws), are 
  patrolled by a dozen kobolds. Four kobold 
  commandos occupy each tower, firing from three-
  quarters cover (+5 to AC and +5 to Dexterity saving 
  throws) provided by bolt holes in the tower.
  In addition to the regular contingent, any surviving 
  enemies encountered earlier in the canyon should 
  join the defense of the keep, either taking a position
  on the walls or in a tower, or flanking from the 
  forest.
  This should be a challenging encounter, and 
  charging wildly with no plan may not go well. The 
  kobolds are dug in and ready and should not get 
  caught unawares however, a cautious party should 
  get the opportunity to scout from the woods and 
  devise an assault. For example, the alert kobolds 
  are likely to over react to a perceived threat, so a 
  distraction could readily draw their attention to one
  side of the keep, allowing a stealthy approach from 
  the opposing side.
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                           Killer Kobolds!  By Tony Petrecca
  17
  
  Considering the challenge, do remember my advice 
  at the beginning of this book – if the group wants a 
  long rest, allow them the opportunity to find a likely
  spot in the valley woods to do so!
  Should the outer walls be penetrated, note the 
  glyph of warding at the entrance of the keep. 
  However, once the outer walls are breached it will 
  be discovered that the keep is crunchy on the 
  outside, but soft in the middle. See below for 
  details.
  The Keep
  This grand dwarven structure was constructed as 
  an audience, celebration and public hall for the 
  dwarf lord Miitho the Mighty. The sturdy stone 
  exterior structure has survived the ages intact, 
  while Miitho's residence, dug deep into the 
  mountainside, collapsed in a cataclysm long ago. 
  The kobold's found the Grand Hall and its fortified 
  walls a useful curiosity at first – until they 
  discovered the hidden shrine beneath the throne. 
  Glyph of Warding trap
  There is an explosive glyph of warding set by Rerecross on the 
  double doors of the main entrance.
  A DC 16 Intelligence (Investigation) check is required to notice 
  the glyph. Any creature that isn't draconic or a kobold that 
  touches the front door or passes through the open doorway will
  trigger the glyph. When triggered the glyph explodes in a 20 foot
  radius. All creatures within the blast radius must succeed on a 
  DC 16 Dexterity saving throw or take 20 (5d8) fire damage, or 
  half as much on a successful save.
  The Grand Hall is divided into three large 
  chambers. The central chamber has a glorious, 
  roof, thirty foot tall at its peak, supported by eight 
  sturdy pillars and grand wood rafters. While the 
  original furnishings have long since been looted, 
  the back of the grand hall hosts an impressive 
  stone throne. Its inlaid gems and precious metal 
  filigrees were looted and marred long ago, but close 
  inspection reveals what would have been a 
  marvelous work. Two open archways protected by 
  Glyph's of Warding, lead into either of the identical 
  side halls to the north and south. 
  The throne is the only furnishing that the kobolds 
  haven't looted for scrap or firewood, and the three 
  grand halls, that once hosted dwarven royalty, are 
  now used as common sleeping areas for the 
  kobolds. Dozens of makeshift beds made of looted 
  mattresses, bedrolls, animal skins and hay lay 
  about haphazardly.
  Under the throne
  The throne hides secret access to the dungeon 
  passages below. A mechanism in the floor, triggered
  by a lever on the throne, moves the throne 
  backward to reveal a five foot square opening in the 
  floor underneath. An inspection of the floor around 
  the throne, accompanied by a DC 12 Wisdom 
  (Perception) or Intelligence (Investigation) check, will
  reveal two long worn grooves in the floor, indicating 
  repeated movement of the throne. 
  Inspecting the throne itself with a DC 20 
  Intelligence (Investigation) check reveals a lever 
  built into the underside of the large, ornate right 
  arm of the throne. Pulling this lever down moves 
  the throne backward five feet to reveal the passage 
  below. The same mechanism that moves the throne 
  locks it in place, making it incredibly difficult to 
  move the throne by any means other than pulling 
  the appropriate lever.
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                           Killer Kobolds!  By Tony Petrecca
  18
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  19
  
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                           Killer Kobolds!  By Tony Petrecca
  20
  
  Welcome to the Dungeon
  General features unless otherwise noted, the floors 
  of this dungeon are smooth stone, while the walls 
  are sturdy and austere dwarven masonry. The 
  ceilings of the hallways are ten foot high, and rooms
  twenty foot high. All doors are sturdy wooden doors.
  Secret doors require a DC 20 Wisdom (Perception) 
  check or DC 20 Intelligence (Investigation) check to 
  notice. Torches line the walls providing dim light.
  Down in the Hole
  As the party first peers down the opening 
  discovered under the throne read or paraphrase the
  following: 
  Beneath the throne is a five foot square hole in the floor 
  leading to a large, brightly lit alcove. The alcove is at the 
  eastern end of a larger chamber whose smooth stone 
  floor is thirty feet below. A stone wall abuts the eastern 
  edge of your opening, while two lit torches in the alcove 
  provide dim light across most of the bare floor. This may 
  be a store room of some kind, as the torchlight barely 
  illuminates a pile of pallets, crates and barrels on the far 
  side of the room. A solid looking wooden ladder bolted 
  into the eastern edge of the pit provides access to the 
  floor below. 
  The ladder descends into ten foot by twenty foot 
  alcove, and sixty feet across the chamber to the 
  west are several haphazardly placed crates and 
  barrels, presumably containing supplies. The rest 
  of the chamber is devoid of interest.
  There are four threats facing the party in this initial
  room – the ladder, the illusory floor, the kobolds, 
  and Rerecross (see appendix).
  The Ladder
  The third rung of the ladder has been carefully cut 
  through and will snap when stepped upon. Allow a 
  DC 20 Wisdom (Perception) check to notice the 
  bisection of the rung. If it goes unnoticed the first 
  character who descends must make a DC 15 
  Dexterity save to avoid falling thirty feet to the floor 
  below, taking 12 (3d6) bludgeoning damage from 
  the fall.  
  The Illusory Floor
  The large 40 foot square shaded area in the center 
  of the room denotes an illusory floor, and it's an 
  impressive illusion indeed. The color and texture of 
  the illusory portion of the floor matches perfectly 
  with the smoothed stoned floor of the alcove 
  landing – only a lack of dust and dirt hints at the 
  illusion. Characters who actively inspect the area 
  can be allowed a DC 20 Wisdom (Perception) check 
  to notice the line, at the edge of the alcove, at which
  the dirt on the floor seems to have been swept. 
  What they do with this information is up to them. 
  The real floor is twenty feet below the illusion, and 
  any character who steps on the illusion is likely to 
  fall through. Characters stepping on the illusory 
  floor must succeed on a DC 15 Dexterity save or fall
  twenty feet to the floor below, taking 7 (2d6) 
  bludgeoning damage from the fall. Characters 
  actively advancing on the kobolds across the room 
  while in combat have disadvantage on this save.
  The walls of this large pit are dwarven masonry and
  without assistance require a DC 25 Strength 
  (Athletics) check to climb. The kobold guards have 
  two 20 foot portable wooden ladders on their side of
  the illusion that they use for access into and out of 
  the pit.
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                           Killer Kobolds!  By Tony Petrecca
  21
  Part 4 – The Dungeon
  
  The Kobolds
  On the western landing two kobold commandos 
  and four kobolds hide in cover of darkness behind 
  the crates, peaking out and awaiting their sign to 
  spring to action. Once the first character falls from 
  the ladder or successfully navigates half of the 
  ladder the kobolds spring up, taking positions with 
  three quarter's cover behind crates, and begin their
  attack.
  What's in the crates? Dried food stuffs and other 
  stolen goods from a wagon raid. Additionally there 
  may be some healing potions of various potency at 
  the DMs discretion.
  Rerecross – His First Appearance
  Rerecross, prepped and ready to defend the ritual 
  in the best kobold manner he knows how, is at the
  western door of area 1, using it for three-quarters 
  cover. He will toss a fireball at the party and then 
  retreat, closing the door behind him. He takes a 
  position at the bolthole (2) and readies another 
  fireball to throw into area 1 should its door be 
  opened by anyone but a kobold. 
  Running the Gauntlet – Part 1
  The next section provides a wonderful opportunity
  for a running battle with the kobold sorcerer, 
  Rerecross. This section features several dangers – 
  three covered pit and glyph traps, a collapsing 
  bridge, a gauntlet of Kobold Commandos and 
  Kobold Air Cavalry, and the aforementioned 
  Rerecross drawing the party in. 
  Covered Pit and Glyph Traps
  There are three covered pit glyph traps in the vicinity. Each are 
  effectively identical 10-foot-deep pits that span the five-foot-
  wide halls they occupy. Each is triggered when a creature 
  weighing more than 40 pounds steps on it. Anyone falling into a 
  pit takes 4 (1d6) falling damage and sets off a glyph of warding at
  the bottom of the pit. Any creature that isn't a kobold or 
  draconic that approaches within a five foot radius of the bottom 
  of the pit triggers the glyph. When triggered, the creature 
  becomes the target of a third level magic missile spell, taking 18 
  (5d4+5) force damage.   
  A successful DC 15 Wisdom (Perception) check allows anyone 
  moving near the pit to notice a lack of foot traffic across the 
  hidden pit, and a successful DC 15 Intelligence (Investigation) 
  check reveals the outline of the pit. Once noticed, disarming a 
  pit is a simple matter of wedging a spike or blade into the edge 
  of the pit to prevent its opening. As these are all five foot wide 
  pits, once identified they should be easy to jump over. 
  As usual, charging into battle means you’re unlikely to notice the
  pit at all.
  Rerecross – His Next Appearance
  As noted above, Rerecross retreats to the bolt hole 
  at 2 and uses the ready action to prepare a fireball
  to hurl if anyone but a kobold opens the door. 
  Rerecross knows the layout well and will target the
  fireball for maximum effect – centering it on the 
  square that is fifteen feet behind the open door.  If 
  the party pursues he’ll retreat, using the dash 
  action, a misty step or dimension door if necessary,
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                           Killer Kobolds!  By Tony Petrecca
  22
  
  to get past area 3, across the bridge, and into area
  4. From that vantage he’ll take three quarters 
  cover, peaking around a corner to harass with 
  ranged spells while the kobold squads and air 
  cavalry engage in area 3.
  A Bridge Too Far – The Collapsing Bridge and 
  its Defenders
  As Rerecross retreats through area 3 and into area
  4 he hopes to draw attackers into the area 3 
  gauntlet. This large room is fifty-foot-high from 
  floor to ceiling, with the entrance hall, exit hall, 
  and bridge between positioned twenty feet above 
  the floor below. 
  The Kobolds
  Areas 3a and 3b each contain one kobold 
  commando and three kobolds, all with firing 
  positions behind bolt holes providing three- 
  quarters cover, while two kobold air cavalry are 
  perched on narrow ledges, one each fifteen feet 
  above either entrance to area 3. As PCs enter, the 
  assault begins. Remember, kobold pack tactics 
  give them advantage on attacks when an ally is 
  within five feet of their target – thus, if air cavs 
  engage in melee all the ranged attackers have 
  advantage against that target. 
  The Bridge
  The rope and plank bridge is, quite predictably, 
  rigged to collapse in two pieces as soon as any 
  creature weighing more than 40 pounds reaches 
  its midpoint. Creatures in the middle when it 
  collapses must make a DC 15 Strength (Athletics) 
  check to dive and grip a plank or fall 20 feet to the
  floor below, taking 7 (2d6) falling damage. 
  Creatures within five feet of either edge may 
  instead choose to make a DC 15 Dexterity check 
  to get to solid flooring and avoid the fall. 
  Running the Gauntlet – Part 2
  The second half of the Gauntlet has three 
  sections, and our friend Rerecross. These include 
  the Four Pillars of Destruction, the Catapult of 
  Doom, and the aptly named Last Room Before the 
  Big Bad Evil Guys. By the way – you have been 
  dropping lots of potions of healing, greater healing,
  and superior healing up until now, right? They’re 
  gonna need em.
  Rerecross – His Final Appearance
  Rerecross, in area 4, will continue to harass from 
  cover until he gets somebody’s attention, at which 
  point he will retreat to the middle of area 5. He 
  hopes an eager pursuer, split from the party, will 
  somehow cross the collapsed bridge and come at 
  him solo. But solo or not, once pursued he 
  retreats to the middle of area five, behind the 
  Catapult of Doom, hoping to draw them through 
  two brutal trap areas. Once he's drawn victims 
  through the traps he might stand toe to toe OR he
  might retreat one area further to the Last Room 
  Before the BBEG, as the DM sees fit. 
  The Four Pillars of Destruction
  Area 4 is a twenty foot square room with four 
  pillars in its midst. Each pillar has an explosive 
  glyph of warding placed upon it, one fire, one cold,
  one lightning and one acid, that will be triggered 
  by any non kobold or non draconic creature 
  approaching within five feet of the pillar. 
  The Four Pillars Glyph of Warding Traps
  There is an explosive glyph of warding set by Rerecross on each 
  of the four pillars in area 4. 
  A DC 16 Intelligence (Investigation) check is required to notice 
  any given glyph. Any creature that isn't draconic or a kobold that
  passes within five feet of a pillar triggers its glyph. When 
  triggered the glyph explodes in a 20 foot radius. All creatures 
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                           Killer Kobolds!  By Tony Petrecca
  23
  
  within the blast radius must succeed on a DC 16 Dexterity saving
  throw or take 20 (5d8) damage of the appropriate type, or half 
  as much on a successful save. Clockwise from left of the 
  entrance the damage types are fire, cold, lightning and acid. And
  yes, a failure to tread carefully through this room could mean 
  enduring two, three, or all four explosions, possibly all at once!
  But who treads carefully when in hot pursuit of an infuriating 
  kobold sorcerer?
  Upon entering this room characters will notice 
  Rerecross standing in the middle of the next, 
  looking resigned to do battle. Of course, he’s 
  drawing them into yet one more trap… 
  The Catapult of Doom!
  This next room is long, wide, and surprisingly tall 
  – with a pillar supported ceiling sixty feet above 
  the floor. Rerecross beckons within, perhaps a sly 
  grin on his face, knowing full well that the 
  catapult awaits. The ten foot square entrance of 
  this room was ingeniously engineered by the 
  dwarves, and that engineering has been enhanced
  by the kobolds, creating a double tap trap. 
  The Catapult Trap
  Any non kobold or non draconic creatures passing over the 
  trapped area trigger an area affect hold creature spell, while any 
  creature weighing forty pounds or more triggers the catapult. 
  Remember, kobolds weigh 25-35 pounds. Should the hold 
  creature spell be triggered all creatures in a five foot radius of 
  the creature that triggered it must make a DC 15 Wisdom saving
  throw or suffer the effects of hold creature. Creatures on the 
  catapult when it is triggered must succeed on a DC 20 Dexterity 
  saving throw or be hurled, over the smiling kobold's head, and 
  across the room to smash into the opposite wall, twenty feet off 
  the ground, taking 21 (6d6) bludgeoning damage and 7 (2d6) 
  falling damage.
  Remember, with a wicked grin, that a creature paralyzed by the 
  hold spell automatically fails dexterity saving throws.
  At this point a particularly sadistic DM might have
  a hunting drake or a couple kobold commandos 
  emerge from the corners and join Rerecross in 
  defense of this room. In the times I’ve run this I’ve
  never done such a thing, but it’s a thought. Muh 
  ha ha! Otherwise, Rerecross likely retreats into the
  Last Room Before the BBEG to join the final 
  defense… a straight up fight. 
  The Last Room Before the Big Bad Evil Guys
  Nothing particularly tricky here, just a fun stand 
  up fight. This massive room, also 60 foot tall, has 
  six pillars supporting its gorgeous arched dwarven
  ceiling. Using these six pillars as cover are two 
  kobold commandos and four kobolds and, if he’s 
  still alive, Rerecross. 
  At the back of this room a ten foot hallway extends
  five feet to a set of grand double doors, with stairs 
  flanking either side. Both enter the same room – 
  one entrance method safer than the others. Once 
  combat has ended in this last room the sounds of 
  wicked chanting can be heard from the room 
  beyond. 
  The Dracolich, the Archmage, and the 
  Pentagram
  This is it – the final climactic battle scene… and of
  course the entrance is trapped! Beyond the 
  trapped entrance the features of concern are the 
  ritual victims, the glyphed pedestal, the 
  phylactery, the kobold priests, the ArchMage and, 
  of course, Sarinox Recnamoracren the Dracolich. 
  But first – the trap.
  The Trapped Entrance
  There are two ways to access this final room – 
  through the double doors or up the stairs that 
  flank those double doors. Ascending the stairs, 
  which leads to the wrap around viewing balcony, 
  is the safest way in. Heading through the central 
  doors leads straight to a pit trap and a living beast
  within.
  Covered Pit of Insanity
  The covered pit is triggered when a creature weighing more 
  than 40 pounds steps on it. 
  The pit below is twenty feet deep and is occupied by a hungry 
  Gibbering Mouther. Anyone falling into the pit takes 7 (2d6) 
  falling damage and then must then contend with the mouther, 
  likely while others contend with an angry dracolich!
  A successful DC 15 Wisdom (Perception) check allows anyone 
  moving near the pit to notice a lack of foot traffic across the 
  hidden pit, and a successful DC 15 Intelligence (Investigation) 
  check reveals the outline of the pit. Once noticed, disarming the 
  pit is a simple matter of wedging a spike or blade into the edge 
  of the pit to prevent its opening. 
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                           Killer Kobolds!  By Tony Petrecca
  24
  
  Of course if you're staring at an Arch Mage and an angry 
  Dracolich, you’re quite unlikely to notice the pit at all.
  The Scene Beyond
  Regardless of how the characters get their first view
  of the terrifying scene beyond, read or paraphrase 
  the following: 
  Entering into this dimly lit room, you are immediately 
  gripped with HORROR! A massive two tiered temple is 
  before you. Many kobolds form an audience around the 
  upper tier, lost in a trance to the sights below. 
  A large, blood re d pentagram, 20 foot in diameter, is 
  drawn on the floor in the middle of the temple. A tall 
  figure, cast in a robe of red, green, white, blue and black, 
  stands at the point of the pentagram closest to you, deep 
  in concentration on a chant. At each of the other four 
  points stands a child, a blank stare upon its face. Near 
  each child lurks a kobold, dressed it its own chromatic 
  robe, fervently chanting while closely observing its child. 
  At the center of the pentagram stands a pedestal holding 
  a large, glorious, gleaming green emerald. Faint flickering 
  rays of light flow from each child into the emerald, as if 
  something were being drawn into the gem, while a similar
  ray of shadow flows out of the gem, away from the ritual 
  leader, and to the real horror in the room…
  For at the back of the chamber sits an ungodly terror… a 
  massive winged, beast, its greenish black scales sloughing
  off its frame, its eye sockets empty and soulless. It seems 
  to be consuming the shadow from the gem, as if feeding 
  on some bizarre, distilled essence of innocent souls. 
  You gasp in horror as its concentration breaks, its 
  attention turns to you, and the dracolich roars!
  The Ritual
  It is a good thing the characters have arrived 
  when they did, for the Archmage Accertep and 
  four kobold priests (see appendix) are mere hours
  away from completing the ritual to turn Sarinox 
  Recnamoracren into a fully formed, full strength 
  dracolich. In the preceding days they prepped the 
  phylactery, slew the dragon, and imbued the 
  phylactery with the dragon's soul. At that point 
  the dracolich was “born”, but weak, and in need of
  innocent energy to feed upon. Accertep and the 
  priests are using the phylactery to drain the 
  essence of the innocent children and channel that 
  essence into revitalizing strength for the dracolich.
  The dracolich, though weak, is nevertheless an 
  undead evil of enormous strength. 
  The Pedestal and Phylactery
  The glorious emerald (worth 5000 gp) is already a 
  fully functional phylactery, perfectly preserving 
  the soul of Sarinox Recnamoracren. Should 
  Sarinox's old body be destroyed Accertep need 
  only place his phylactery near the body of another
  dragon, and arrange the capture of some innocent
  souls, for Sarinox to un-live on. Thus Accertep 
  guards the phylactery at all costs.
  The emerald could be destroyed by a quick 
  thinking group. The emerald has an AC of 15, 20 
  hit points, and is immune to cold, fire, lightning, 
  piercing and poison damage. It is resistant to 
  slashing damage, and vulnerable to bludgeoning 
  damage. Some well placed magic missiles or war 
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                           Killer Kobolds!  By Tony Petrecca
  25
  
  hammer blows might just win the day. But the 
  phylactery is well guarded – by an Archmage and 
  two glyphs of warding.
  Glyph of Warding pedestal traps
  Two glyphs of warding, created by Accertep, protect the pedestal.
  The first, a standard explosive glyph, surrounds the pedestal. 
  Any creature that is not a kobold, Accertep or Sarinox that 
  approaches within five feet of the pedestal triggers this glyph. 
  When triggered, it explodes in a 20 foot radius. All creatures 
  within the blast radius must succeed on a DC 17 Dexterity saving
  throw or take 20 (5d8) fire damage.
  The second is a special creation of Accertep's and is triggered if 
  any creature besides Accertep, including the dracolich, 
  approaches within one foot of the phylactery. Triggering this 
  glyph instantly teleports the phylactery to a vault hidden deep 
  within Sarinox Recnamoracren's well hidden lair.
  The Archmage
  Little is known about the Archmage (monster 
  manual page 342) Accertep. He is menacing in 
  size at nearly 6 and a half feet tall, slender, with a 
  shaved head, glowering dark eyes, and a cold, 
  uncaring face that seems ancient yet ageless. He 
  is also utterly disinterested in risking his life to 
  protect these kobolds.
  For Accertep's purposes the ritual is complete and
  successful. He has slain Sarinox and converted 
  her essence to a state of everlasting undeath 
  within the phylactery. The sacrifice of children is 
  merely meant to accelerate the final stage, 
  speeding up the restoration of the dragon's 
  physical form. With the phylactery in Accertep's 
  hand the dracolich will live on regardless of what 
  happens to its current physical form. 
  Accertep, however, is a curious, analytical fellow, 
  and he certainly isn't rash. A group of adventurers
  bursting in on his ritual, he surmises, might be 
  defeated by the kobolds and dracolich, thus 
  allowing the soul feeding to continue. Further, 
  such brash adventurers might be future enemies, 
  or allies, and observation would be wise. 
  So when a threat such as the party first appears 
  in the room, Accertep will use his first turn to cast
  time stop, secure the phylactery in his possession, 
  and use the rest of his time stop provided free 
  turns to cast defensive spells including mirror 
  image, and either globe of invulnerability or wall of
  force, dependent upon the threats the party 
  presents. Make sure to point out to your players 
  all the mage got accomplished in the blink of an 
  eye. Jaws should drop. Note that Accertep already 
  has mage armor and mind blank active.
  Once properly shielded from most harm Accertep 
  will stand in front of the pedestal and observe the 
  combat – perhaps casting counterspell on 
  occasion, largely to surmise how powerful the 
  intruders might be. He does not care if all the 
  kobolds are killed. He does not care if the 
  dracolich in its current form is destroyed. If any 
  significant threat presents itself, Accertep will 
  teleport to his home far, far away, taking the 
  phylactery with him.
  The Dracolich and Kobolds
  Though her current form is still gaining strength, 
  Sarinox Recnamoracren (see appendix) is a 
  terrifying foe enraged by the intrusion. Confident in
  the long term security of her soul, she will unleash 
  all the fury her current body has available to slay 
  intruders, even pursuing those that retreat. 
  Sarinox the Weak?
  As noted, Sarinox, when encountered, doesn't have her full 
  strength. This is reflected in her low Constitution score, and, if a 
  game mechanic is required one can think that each innocent 
  soul she consumes grants her another point of constitution. 
  DMs should feel free to adjust her hit points as needed, perhaps
  even mid combat, to make this the climactic scene it should be. 
  What I'm saying is fudge the hit points so that Sarinox survives 
  until the party is on its last, desperate legs before striking the 
  fatal blow.
  The four kobold priests (see appendix) join the fray
  as well, abandoning the children to their fate while 
  the intruders are dealt with. The kobolds that line 
  the balcony are intended as non combatants – 
  hypnotized in a religious furor at first, then fleeing 
  when combat breaks out. However, the DM is free 
  to have any of them join the fray, as normal 
  kobolds, kobold commandos, or kobold air cavalry 
  as they see fit. If the battle is going overwhelmingly 
  in the PCs favor, a couple new combatants might 
  make things interesting.
   
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                           Killer Kobolds!  By Tony Petrecca
  26
  
  Denouement – or That'
  s It? What 
  About The Loot? 
  Phew that was exciting, wasn't it? With the final 
  battle won, one presumes that the adventurer's 
  would set about the task of seeking out their 
  reward. A secret door on the eastern wall of the 
  Last Room Before the BBEG leads to area 8, the 
  quarters of the priests of the dwarven Orcus cult. 
  Rerecross, Levexi, the kobold priests, and the 
  kobold commandos have permanent quarters in 
  this hall. The Archmage put one room to use as 
  temporary quarters, and the child sacrifices were 
  kept locked in one room.
  Most of the wealth of the Kobolds of Crag Canyon 
  has been gifted to Sarinox through the years, but 
  the operating capital, such as it is, and some 
  personal trinkets, including clips and ammo for 
  Levexi's rifle, can be found within these quarters. 
  Feel free to insert kobold hunting drake guards, 
  traps with chests, and such as you like, however it 
  is the author's belief that doing so might be anti 
  climactic thus this hand wave to the loot.
  Coinage, mostly found in Rerecross' room, totals 
  2400 gold pieces. On his desk Rerecross has a 
  silver dragon's tooth beautifully scrimshawed, and 
  defiled, in the likeness of Tiamat that is worth 750 
  gold to a discerning collector. Levexi has five clips 
  and 200 rounds of ammo for her rifle in a locked 
  chest at her bed. Accertep packed lightly, and had 
  his dracolich ritual book on his person, but he may
  have left one item of significant value in his guest 
  room -his traveling spell book containing all the 
  spells an Archmage has prepped per the Monster 
  Manual.
  Wrapping up – What Happens Next?
  What happens next? With the kobolds defeated the 
  group will no doubt escort the rescued children 
  home to very thankful parents. Accertep probably 
  escaped, in all likelihood with the phylactery in 
  hand, thus Sarinox still exists. One wonders if 
  these two might appear in further adventures some
  time in the future.
  Meanwhile, Krag Canyon is no doubt filled with a 
  network of old dwarven ruins and mine tunnels 
  that are likely filled with plenty of nasty kobolds 
  and other creatures. An enterprising DM could 
  certainly use this canyon setting for further 
  exploration.
  Until Next Time
  Well that about wraps it up. I certainly hope your 
  group enjoyed this as much as mine. I'd love it if 
  you dropped back by the Killer Kobold's entry on 
  the DMsGuild to click a few stars and offer a 
  review. Even better yet, I'd love to hear the war 
  stories of how your party fared. Look me up on the
  Facebooks at DMTonyPetrecca, the Twitter 
  @TonyPetrecca, or check out my Best of the Dungeon 
  Master's Guild collection on the Google+.
  And of course if you did enjoy this, you might also 
  enjoy some of my other works  – I'll shamelessly 
  plug them after the appendix.
   
  About the Author
  Tony is the author of the critically acclaimed DMsGuild best 
  sellers Journey Through the Center of The Underdark, The 
  Darklake Strikes Back, and Dragons! Volumes 1 and 2. 
  Additionally he's authored five Fifth Edition Racial Options 
  books, Kobolds, Goblins, Hobgoblins, Bugbears and Gnolls, for 
  his friends at Fat Goblin Games.
  Tony has been a gamer for two centuries and counting.  He was 
  hooked the moment he set foot in Quasqueton while In Search 
  of the Unknown.  
  He started DMing last millennium at the beginning of a magical 
  age known as the 80's and has been challenging players ever 
  since. To his astonishment and great pleasure several players 
  have been with him since he first got behind the DM screen.
  Tony's going to stop talking about himself in third person now, 
  cuz – its weird. And one of these days he's going to re-write this 
  about the author blurb.
  But really, I sure do hope you had fun killing all these kobolds. 
  Fun, after all, is the entire point of the game.
  Thanks, and I'll be back with more adventures soon!
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                           Killer Kobolds!  By Tony Petrecca
  27
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  28
  
  Grish – Kobold Sorcerer Lvl 8
  Small humanoid (kobold), lawful evil
  Armor Class 18 (Draconic Resilience, ring of 
  protection)
  Hit Points 50 (6+7d6+16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  18 (+4)
  12 (+1)
  13 (+1)
  10 (+0)
  18 (+4)
  Saving Throws Str +0, Dex +5, Con +5, Int +2, 
  Wis +1, Cha +8,
  Skills Arcana +4, Intimidation +7, Perception +3, 
  Persuasion +7
  Senses darkvision 60 ft., passive perception 13
  Languages Common, Draconic
  Challenge 5 (1800 XP)
  Spellcasting. The Kobold Sorcerer is an 8th level 
  spellcaster. His spellcasting ability is Charisma 
  (spell save DC 15, +7 to hit with spell attacks). He 
  has the following sorcerer spells prepared:
  Cantrips (at will): fire bolt, mage hand, poison 
  spray, prestidigitation, thaumaturgy, true strike
  1st level (4 slots): magic missile, shield
  2nd level (3 slots): gust of wind, mirror image
  3rd level (3 slots): counter spell, fireball, haste
  4th level (2 slots): dimension door, greater 
  invisibility
  Draconic Bloodline. Green
  Draconic Resilience. The Kobold Sorcerer's hit 
  point maximum is increased by 1 per level. 
  Additionally when he isn't wearing armor his AC 
  equals 13+ his Dexterity modifier.
  Elemental Affi nity. When the Kobold Sorcerer 
  casts a poison based spell he adds his Charisma 
  modifier to damage rolled. Additionally he can 
  spend 1 sorcery point to gain resistance to poison 
  for 1 hour.
  Sorcery Points. The Kobold Sorcerer has 8 
  sorcery points to use. He regains all 8 when he 
  finishes a long rest.
  Empowered Spell. When Rerecross rolls damage 
  for a spell, he can spend 1 sorcery point to reroll 
  up to 4 damage dice. He must use the new rolls. 
  He can use Empowered Spell even if he has 
  already used a different Metamagic option during 
  the casting of the spell.
  Quickened Spell. When the Kobold Sorcerer casts
  a spell that has a casting time of 1 action he can 
  spend 2 sorcery points to change the casting time 
  to 1 bonus action for this casting.
  Sunlight Sensitivity. While in sunlight, the 
  kobold has disadvantage on attack rolls, as well as
  on Wisdom (Perception) checks that rely on sight.
  Pack Tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold's allies is within 5 feet of the creature and 
  the ally isn't incapacitated.
  Actions
  Shortsword. Melee Weapon Attack: +7 to hit, 
  reach 5 ft. one target. Hit: 7 (1d6+4) piercing 
  damage.
  Fire Bolt. Ranged Spell (cantrip) Attack: +7 to hit, 
  range 120 ft., one target. Hit: 11 (2d10) fire 
  damage.
  Magic Items. Ring of protection, 3 potions of greater 
  healing. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  29
  Appendix A - NPCs
  
  Kelvar – Winged Kobold War 
  Priest Lvl 8
  Small humanoid (kobold), lawful evil
  Armor Class 16 (Breastplate) Note- Cloak of 
  displacement. Opponents have disadvantage to 
  most attacks.
  Hit Points 48 (8+7d8+8)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  12 (+1)
  10 (+0)
  16 (+3)
  13 (+1)
  Saving Throws Str -1, Dex +3, Con +1, Int +0, 
  Wis +6, Cha +4,
  Skills Insight +6, Medicine +6, Persuasion +4, 
  Religion +3
  Senses darkvision 60 ft., passive perception 13
  Languages Common, Draconic
  Challenge 5 (1800 XP)
  Spellcasting. Kelvar is an 8th level spellcaster. His
  spellcasting ability is Wisdom (spell save DC 14, 
  +6 to hit with spell attacks). Kelvar has the 
  following cleric spells prepared:
  Cantrips (at will): guidance, mending, sacred 
  flame, thaumaturgy
  1st level: bless, command, cure wounds, divine 
  favor, guiding bolt, shield of faith
  2nd level: blindness/deafness, hold person, magic 
  weapon, prayer of healing, spiritual weapon
  3rd level: crusader's mantle, dispel magic, mass 
  healing word, revivify, spirit guardians
  4th level: banishment, freedom of movement, 
  guardian of faith, stoneskin.
  War Priest. When Kelvar uses the Attack Action, 
  he can make one weapon attack as a bonus 
  action. He can use this 3 times per long rest.
  Channel Divinity: Guided Strike. Kelvar can use
  his Channel Divinity to gain a +10 on an attack 
  roll.
  Channel Divinity. War God's Blessing. When a 
  creature within 30 feet of Kelvar makes an attack 
  roll Kelvar can use his Channel Divinity to grant 
  that creature a +10 bonus on that roll.
  Divine Strike. Once on each of his turns when he
  hits a creature with a weapon attack Kelvar can 
  cause the attack to deal an extra 1d8 damage of 
  the same type dealt by the weapon to the target. 
  (Damage already added to weapon attacks below.)
  Sunlight Sensitivity. While in sunlight, the 
  kobold has disadvantage on attack rolls, as well as
  on Wisdom (Perception) checks that rely on sight.
  Pack Tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold's allies is within 5 feet of the creature and 
  the ally isn't incapacitated.
  Actions
  Light Crossbow. Ranged Weapon Attack: +6 to hit,
  range 80/320 ft., one target.  Hit: 13 (2d8+6) 
  piercing damage.
  Mace. Melee Weapon Attack: +6 to hit, reach 5 ft. 
  one target. Hit: 12 (1d6+1d8+3) bludgeoning 
  damage.
  Sacred Flame. Ranged Spell (cantrip) Attack: +6 to
  hit, range 60 ft., one target. Hit: 9 (2d8) radiant 
  damage.
  Magic Items.  Cloak of Displacement, 3 potions of 
  greater healing. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  30
  
  Levexi – Commando Commander
  Small humanoid (kobold), lawful evil
  Armor Class 16 (leather armor)
  Hit Points 65 (10d6+30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  16 (+3)
  12 (+2)
  12 (+1)
  12 (+1)
  Skills Perception +7, Stealth +7
  Senses darkvision 60 ft., passive perception 17
  Languages Common, Draconic
  Challenge 4 (1100 XP)
  Sunlight Sensitivity. While in sunlight, the 
  kobold has disadvantage on attack rolls, as well as
  on Wisdom (Perception) checks that rely on sight.
  Pack Tactics. Levexi has advantage on an attack 
  roll against a creature if at least one of the 
  kobold's allies is within 5 feet of the creature and 
  the ally isn't incapacitated.
  Cavalry Training. When Levexi hits a target with 
  a melee attack while mounted on a Drake, the 
  Drake can make a melee attack against the same 
  target as a reaction.
  Drake Handler. Levexi has advantage on Wisdom 
  (Animal Handling) checks relating to Drakes. 
  Mounting Drakes costs the kobold 5 feet of 
  movement, rather than half its speed.
  Sharp Shot. If Levexi does not move on her turn 
  she gains advantage on her rifle attacks that turn.
  Actions
  Multiattack. Levexi makes two attacks.
  Rifle, hunting. Ranged Weapon Attack: +7 to hit, 
  range 120/360 ft., one target.  Hit: 15 (2d10+4) 
  piercing damage. Reload (10 shots)
  Short Sword. Melee Weapon Attack: +7 to hit,
  reach 5 ft., one target.  Hit: 7 (1d6+4) piercing
  damage.
  Magic Items. 3 potions of greater healing.
  Levexi's skills were noticed early by Rerecross, and
  she was put in charge of the commando drake 
  patrols. Her determined training improved her skills
  and the skills of her troops, making the kobolds of 
  Krag Canyon formidable foes. 
  As a reward for her skills, was permitted to claim 
  an item discovered mounted over the bar in Crag 
  Kragen's estate – a Hunting Rifle with exceptional 
  range. She also salvaged several ten round clips 
  and several hundred rounds. After a significant 
  amount of dangerous experimentation she figured 
  out how the rifle worked and became a truly lethal 
  threat. At any given time she has five ten round 
  clips on her. She has five more clips and two 
  hundred rounds in a locked chest in her quarters. It
  is unknown how the gnome Crag Kragen came in 
  possession of such a wonder.
  Levexi is never far from her hunting drake Xip. The 
  two work well together and Xip enjoys pouncing on 
  enemies from above when Levexi is drawing their 
  attention.
  Firearms Reload Property
  A limited number of shots can be made with a weapon that has 
  the reload property. A character must then reload it using an 
  action or a bonus action (the character's choice).
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  31
  
  Rerecross – Kobold Sorcerer Lvl 9
  Small humanoid (kobold), lawful evil
  Armor Class 18 (Draconic Resilience, ring of 
  protection)
  Hit Points 56 (6+8d6+18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  18 (+4)
  12 (+1)
  13 (+1)
  10 (+0)
  18 (+4)
  Saving Throws Str +0, Dex +5, Con +6, Int +2, 
  Wis +1, Cha +9,
  Damage Resistanc Fire (staff of fire)
  Skills Arcana +5, Intimidation +8, Perception +4,  
  (Advantage on Perception due to sentinel helm) 
  Persuasion +8
  Initiative +4 and Advantage on initiative due to 
  sentinel helm
  Senses darkvision 60 ft., passive perception 19
  Languages Common, Draconic
  Challenge 5 (1800 XP)
  Spellcasting. Rerecross is a 9th level spellcaster. 
  His spellcasting ability is Charisma (spell save DC 
  16, +8 to hit with spell attacks). He has the 
  following sorcerer spells prepared:
  Cantrips (at will): blade ward, fire bolt, mage 
  hand, poison spray, prestidigitation, thaumaturgy
  1st level (4 slots): magic missile, shield
  2nd level (3 slots): misty step, mirror image
  3rd level (3 slots): counter spell, fireball, glyph of 
  warding
  4th level (2 slots): dimension door, greater 
  invisibility
  5th level (1 slot): cloudkill
  Draconic Bloodline. Green
  Draconic Resilience. The Kobold Sorcerer's hit 
  point maximum is increased by 1 per level. 
  Additionally when he isn't wearing armor his AC 
  equals 13+ his Dexterity modifier.
  Elemental Affi nity. When the Kobold Sorcerer 
  casts a poison based spell he adds his Charisma 
  modifier to damage rolled. Additionally he can 
  spend 1 sorcery point to gain resistance to poison 
  for 1 hour.
  Sorcery Points. The Kobold Sorcerer has 9 
  sorcery points to use. He regains all 9 when he 
  finishes a long rest.
  Empowered Spell. When Rerecross rolls damage 
  for a spell, he can spend 1 sorcery point to reroll 
  up to 4 damage dice. He must use the new rolls. 
  He can use Empowered Spell even if he has 
  already used a different Metamagic option during 
  the casting of the spell.
  Quickened Spell. When the Kobold Sorcerer casts
  a spell that has a casting time of 1 action he can 
  spend 2 sorcery points to change the casting time 
  to 1 bonus action for this casting.
  Sunlight Sensitivity. While in sunlight, the 
  kobold has disadvantage on attack rolls, as well as
  on Wisdom (Perception) checks that rely on sight.
  Pack Tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold's allies is within 5 feet of the creature and 
  the ally isn't incapacitated.
  Actions
  Shortsword. Melee Weapon Attack: +7 to hit, 
  reach 5 ft. one target. Hit: 7 (1d6+4) piercing 
  damage.
  Fire Bolt. Ranged Spell (cantrip) Attack: +7 to hit, 
  range 120 ft., one target. Hit: 11 (2d10) fire 
  damage.
  Magic Items. Ring of protection, bronze dragon 
  skull crafted sentinel helm (as sentinel shield – 
  effects in stats above), staff of fire.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  32
  
  Sarinox Recnamoracren, Adult 
  Green Dracolich
  Huge undead, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 153 (18d12+36)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  12 (+2)
  18 (+4)
  15 (+2)
  17 (+3)
  Saving Throws Dex +6, Con +7, Wis +7, Cha +8
  Skills Deception +8, Insight +7, Perception +12, 
  Persuasion +8, Stealth +6
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned.
  Senses blindsight 60 ft., darkvision 120 ft., 
  passive perception 25 
  Languages Common, Draconic
  Challenge 10 (5900 XP) 
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Magic Resistance. The dracolich has advantage 
  on saving throws against spells and other magical 
  effects.
  Actions
  Multiattack. The dracolich can use its Frightful 
  Presence. It then makes three attacks: one with its
  bite and two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target.  Hit: 14 (2d10+3) plus 7 (2d6) poison 
  damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 
  feet., one target.  Hit: 10 (2d6+3) slashing damage.
  Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., 
  one target, Hit: 12 (2d8+3) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 16 Wisdom 
  saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.  If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to 
  the dragon's Frightful Presence for the next 24 
  hours.
  Poison Breath (Recharge 5-6). The dragon 
  exhales poisonous gas in a 30 foot cone. Each 
  creature in that area must make a DC 14 
  Constitution saving throw, taking 42 (12d6) poison
  damage on a failed saving throw, or half as much 
  damage on a successful one.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats 
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 19 Dexterity saving 
  throw or take 13 (2d6+3) bludgeoning damage and 
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  33
  
  Kobold Hunting Drake
  Medium dragon, unaligned
  Armor Class 16 (natural armor)
  Hit Points 75 (10d8+30)
  Speed 50 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  16 (+3)
  4 (-3)
  10 (+0)
  8 (-1)
  Skills Athletics +7, Perception +4, Stealth +6
  Senses darkvision 60 ft., passive Perception 14
  Languages Understands draconic but can't speak 
  Challenge 3 (700 XP)
  Pack Tactics. The hunting drake has advantage 
  on an attack roll against a creature if at least one 
  of the drake's allies is within 5 feet of the creature 
  and the ally isn't incapacitated.
  Pounce. If the hunting drake moves at least 20 
  feet straight toward a creature and then hits it 
  with a claw attack, the target must succeed on a 
  DC 15 Strength saving throw or be knocked prone.
  If the target is prone, the drake can make an 
  additional bite attack against it as a bonus action.
  Powerful Leaper. The hunting drake has 
  advantage on Strength (Athletics) checks that 
  involve jumping. The drake doubles its Strength 
  score when determining long jump and high jump 
  distances cleared.
  Actions
  Multiattack. The drake attacks twice, once with 
  its claws and once with its bite.
  Bite. Melee Weapon Attack: +7 to hit, reach 5  ft., 
  one target.  Hit: 10 (1d10+5) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target.  Hit: 9 (1d8+5) piercing damage. 
  Equally at home in mountains, forests, or the open 
  plain the hunting drake is a formidable foe, waiting
  in ambush on high to pounce down upon 
  unsuspecting foes. Wise kobolds learned to 
  domesticate the beasts and use them as guards 
  and mounts, equipping them with special saddles 
  that keep the riders secure when the drake climbs 
  and leaps.
  Kobold Riding Drake
  Medium dragon, unaligned
  Armor Class 15 (natural armor)
  Hit Points 33 (6d8+12)
  Speed 50 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  14 (+2)
  4 (-3)
  10 (+0)
  7 (-2)
  Skills Perception +4, Stealth +5
  Senses darkvision 60 ft., passive perception 14
  Languages Understands draconic but can't speak 
  Challenge 1 (200 XP)
  Pack Tactics. The riding drake has advantage on 
  an attack roll against a creature if at least one of 
  the drake's allies is within 5 feet of the creature 
  and the ally isn't incapacitated.
  Actions
  Multiattack. The drake attacks twice, once with 
  its claws and once with its bite.
  Bite. Melee Weapon Attack: +4 to hit, reach 5  ft., 
  one target.  Hit: 6 (1d8+2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target.  Hit: 5 (1d6+2) piercing damage. 
  Kobolds have trained these swift drakes as guards 
  and mounts.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  34
  Appendix B – New Drakes, Kobolds and Dragons
  
  Kobold Air Cavalry
  Small humanoid (half green dragon winged kobold),
  lawful evil
  Armor Class 16 (studded leather armor)
  Hit Points 44 (8d6+16)
  Speed 30 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10(+0)
  18 (+4)
  14 (+2)
  12 (+1)
  10 (+0)
  10 (+0)
  Damage Resistances poison
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 12
  Languages Common, Draconic
  Challenge 2 (450 XP)
  Pack Tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold's allies is within 5 feet of the creature and 
  the ally isn't incapacitated.
  Strafing Run. When flying, the kobold can take 
  the Dash action as a bonus action on its turn. 
  Quickload. The kobold ignores the loading quality
  of light crossbows.
  Actions
  Multiattack. The kobold makes two attacks with 
  its light crossbow.
  Light Crossbow. Ranged Weapon Attack: +6 to hit,
  range 80/320 ft., one target.  Hit: 7 (1d8+4) 
  piercing damage.
  Short Sword. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target.  Hit: 6 (1d6+3) piercing
  damage.
  Poison Breath (Recharge 5-6). The dragon
  exhales poisonous gas in a 15 foot cone. Each
  creature in that area must make a DC 11
  Constitution saving throw, taking 21 (6d6) poison
  damage on a failed saving throw, or half as much
  damage on a successful one.
  Kobold Commando
  Small humanoid (kobold), lawful evil
  Armor Class 14 (leather armor)
  Hit Points 18 (4d6+4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  12 (+1)
  10 (+0)
  10 (+0)
  12 (+1)
  Skills Stealth +5, Perception +4 
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Sunlight Sensitivity. While in sunlight, the 
  kobold has disadvantage on attack rolls, as well as
  on Wisdom (Perception) checks that rely on sight.
  Pack Tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold's allies is within 5 feet of the creature and 
  the ally isn't incapacitated.
  Sharp Shot. If the Kobold Commando does not 
  move on its turn it gains advantage on its 
  crossbow attacks that turn.
  Quickload. The Kobold Commando ignores the 
  loading quality of light crossbows.
  Actions
  Multiattack. The Kobold Commando makes two 
  attacks with its light crossbow.
  Light Crossbow. Ranged Weapon Attack: +5 to hit,
  range 80/320 ft., one target.  Hit: 7 (1d8+3) 
  piercing damage.
  Short Sword. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target.  Hit: 6 (1d6+3) piercing
  damage.
   
  Inspired in part by Scott Holden's Goblin Beast-Master and Jeff Ibach's
  Kobold Sniper. Check out Scott's D&D Denizens: Goblins and Jeff's Ten
  Clever Kobolds on the DMs Guild for more gaming goodness.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  35
  
  Kobold War Priest
  Small humanoid (kobold), lawful evil
  Armor Class 18 (Breastplate and Shield)
  Hit Points 33 (8+4d8+5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  12 (+1)
  10 (+0)
  16 (+3)
  13 (+1)
  Saving Throws Wis +6, Cha +4
  Skills Insight +6, Medicine +6, Persuasion +4, 
  Religion +3
  Senses darkvision 60 ft., passive perception 8
  Languages Common, Draconic
  Challenge 3 (700 XP)
  Spellcasting. The Kobold War Priest is a 5th level 
  spellcaster. Her spellcasting ability is Wisdom 
  (spell save DC 14, +6 to hit with spell attacks). 
  Arix has the following cleric spells prepared:
  Cantrips (at will): guidance, mending, sacred flame
  1st level (4 slots): cure wounds, divine favor, healing
  word, inflict wounds, shield of faith
  2nd level (3 slots): hold person, magic weapon, 
  prayer of healing, spiritual weapon
  3rd level (2 slots): bestow curse, create food and 
  water, crusaders mantle, meld into stone, spirit 
  guardian
  War Priest. When the kobold uses the Attack 
  Action, she can make one weapon attack as a 
  bonus action. She can use this 3 times per long 
  rest.
  Channel Divinity: Guided Strike. The kobold 
  can use her Channel Divinity to gain a +10 on an 
  attack roll.
  Sunlight Sensitivity. While in sunlight, the 
  kobold has disadvantage on attack rolls, as well as
  on Wisdom (Perception) checks that rely on sight.
  Pack Tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold's allies is within 5 feet of the creature and 
  the ally isn't incapacitated.
  Actions
  Shortsword. Melee Weapon Attack: +6 to hit, 
  reach 5 ft. one target. Hit: 7 (1d6+3) piercing 
  damage.
  Light Crossbow. Ranged Weapon Attack: +6 to hit,
  range 80/320 ft., one target. Hit: 8 (1d8+3) 
  piercing damage.
  Magic Items. potion of healing
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  36
  
  Very Young Green Dragon
  Medium dragon, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 75 (10d8+20)
  Speed 30 ft., fly 60 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  15 (+2)
  15 (+2)
  12 (+1)
  14 (+2)
  Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  Skills Deception +5, Perception +7, Stealth +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., darkvision 60 ft., passive
  perception 17
  Languages Common, Draconic
  Challenge 5 (1,800 XP) 
  Amphibious. The dragon can breathe air and 
  water.
  Actions
  Multiattack. The dragon makes two attacks: one 
  with its bite and one with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target.  Hit: 9 (1d10+3) plus 3 (1d6) poison 
  damage.
  Claw. Melee Weapon Attack: +6 to hit, one target.  
  Hit: 9 (2d6+3) slashing damage. 
  Poison Breath (Recharge 5-6). The dragon 
  exhales poisonous gas in a 20 foot cone. Each 
  creature in that area must make a DC 13 
  Constitution saving throw, taking 28 (8d6) poison 
  damage on a failed saving throw, or half as much 
  damage on a successful one.
  Dragons! 
  The Very Young Green Dragon originally appeared in Dragons! 
  Volume 1 – Chromatic Dragons. Dragons! Volume 1 – Chromatic 
  Dragons and Volume 2 – Metallic Dragons expand the age 
  categories of 5th Edition dragons, adding six new age categories 
  for each dragon type, up to and including a CR 30 Great Wyrm 
  Red Dragon! The name of the game, after all, is Dungeons and 
  Dragons, not Dungeons and Tarrasques, so a dragon should be 
  at the top of the food chain, dontcha think?
  Dragons! Volumes 1 and 2 are available together as one 
  reasonably priced bundle so feel free to check them out by 
  clicking the embedded hyperlink in the picture below.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  37
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
  38
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
                           Killer Kobolds!  By Tony Petrecca
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