
| You have traveled across the mountains for many days. You have followed a Kobold hunting party and have successfully identified the entrance to their lair. The opening is large enough for a large creature to fit in. Next to the entrance, laying all curled up with its back on the wall there is a little creature wrapped in fur. If they saw you, they did not show any sign of it. |
| You hear a frightened scream coming from inside the cave, right after the entrance, and see someone dashing inside. |
| As the party approaches the entrance to the kobold lair, they're greeted by the sight of two kobolds. One is cooking snake meat over a small fire, while the other stands guard with a crude spear. |
| The entrance room, about 15 by 20 feet, is dimly lit by the dying fire and reeks of decay. Three tunnels lead from this chamber: one to the right, partially obscured by rubble, one to the left, emanating a foul stench, and one straight ahead, inviting the adventurers deeper into the kobold's domain. |
| You hear the noises of steps and whispers echoing in the tunnel on the right. |
| This room is dark, humid and empty. You can hear the noise of dripping water, the floor is wet with you don't want to know what, and it stinks like urine, feces and death. There is nothing interesting for you here. |
|
As your party progresses through the kobold lair, they come upon a tunnel adorned with remarkable
bas-reliefs. These intricate carvings depict scenes of kobolds triumphing over demons, dragons, and
giants, showcasing their prowess in battle and their ambition for conquest. The smooth walls narrate
a tale of kobold ascendancy, with each panel telling a story of cunning strategies and hard-fought
victories. Beneath their feet, the floor is paved with meticulously laid tiles, a testament to the kobolds' attention to detail. As your party moves forward, the images on the walls serve as a reminder of the challenges they may face deeper within the lair, where the kobolds' determination and prowess are on full display. |
| This tunnel is still large enough for the party to go through it, even though it's only 5 ft. tall, so creatures other than small and dwarves might not find it very comfortable, despite not having any mechanical effect. It's very tortuous and it's difficult to find more than a few meters of a straight line to shoot. At some point, you find yourselves on a long corridor, and two kobolds lie a the end of it, shooting at you with their slings a soon as they see you. |
| The more you go inside, the more the stink of death and putrescence becomes. Here there is a bit more air, as this is the largest room you have encountered since you entered this complex. It looks like there is room for so much stuff. Three tunnels depart from this room, one in front of you, although with a smaller entrance, one to the left, and one to the right. |
| This tunnel is still large enough for you to walk normally, but having to bend you back is not getting pleasant. You walk for a few feet, and right around the corner you see that the tunnel is closed. You splash your feet inside some water that is surprisingly clean. You can see that there's an underwater passage. |
| This long corridor does not promise anything good. It looks like it might be easy to go forward, but impossible to go backwords. Hundreds of thorns come out of the wall pointing north, all coated in you don't want to know what. It looks like this passage is often used, since the floor is all consumed and there is a clear path. |
| When you approach this room, you see that on the top of your head there is a net containing rocks and debris. |
| This room is by far the biggest and most worked that you have encoutered. It's circular, 50 feet in diameter, with a tall hemispherical ceiling 15 feet high. On the opposite side of the room, an imposing wooden door seems to lead to some important room. The ceiling of the hall is dotted with a hundred holes the size of a fist. |
| The door opens into the void. There is no floor after it. Looking up you can see the sky, this cave is open to the world. As soon as the door is open, you hear cheering screams some 30 feet in front of you. On a platform about 10 feet below the door on the other side, a dozen of kobolds looks very happy to see you. Some of them are on top of a loaded ballista, and they shoot at the first character they see. |
| Around the door you entered the crevasse cave from, you see two big concentric cicrles of fire. They look like a target. It is a target for the ballista. The kobolds were just playing with you. |
| You enter a circular cave that is dimly lit. You can see somewhere on the far side of the cave a pile of coins, and many other precious items and stones and gems. On top of those lays a sword on fire, which is the only source of light in the room. Many stalagmites and piles of rock are spread around the room. |
| The rough walls are marred by scorch marks, and the air is thick with the stench of burnt flesh and sulfur. Strewn across the floor are the bones of animals and the charred remains of unfortunate creatures. |
| Deep within the kobold lair lies a small sleeping chamber. Beds made of straw and hides line the walls, along with scattered belongings. However, the room is unusually quiet, with only the sound of labored breathing breaking the silence. In one bed lies a sick kobold, its frail form a stark contrast to the usual bustling activity of the lair. |
| Entering the chamber, your party is enveloped in a haze of potent odors and crackling energy. Bubbling cauldrons and shelves of mysterious ingredients create a scene of organized chaos. At the center, a workstation hums with activity, surrounded by glassware and flickering burners. The air tingles with the promise of alchemical fire, leaving your party both intrigued and wary of the secrets that lie within. |