As I create NPCs whenever I'm bored anyway (note to self: get a life!) I decided to see what I could do here. Hope these are to your satisfaction

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I made Yemsk up with 32 point buy, and gave him a decent Charisma score and some Intimidate ranks to signify that he was the leader of the tribe. I figured that the bodyguards would be a cut above the average kobold (or you'd use the kobold stat block in the MM) so I gave them elite stats, a full hit die, and slightly better equipment. I also gave the dwarf elite stats, but no equipment since he's a prisoner.
Yemsk, male kobold Ftr2; CR 2; Small humanoid (reptilian); HD 2d10+4; hp 19; Init +4 (Dex); Spd 20 ft; AC 20 (+1 size, +1 natural, +4 Dex, +4 chain shirt); Atk +4/+4 melee (1d4, 19-20/x2 2 daggers) or +4 ranged (1d8, 19-20/x2 light crossbow); SQ darkvision 60 ft, light sensitivity; AL LE; SV Fort +4, Ref +4, Will +1; Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 12.
Skills: Craft (trapmaking) +2, Hide +8, Intimidate +3, Profession (mining) +3, Search +2.
Feats: Ambidexterity, Two Weapon Fighting, Weapon Finesse (dagger)
Possessions: 2 daggers, chain shirt, light crossbow, 10 bolts, signet ring
Light Sensitivity (Ex): Yemsk suffers a -1 penalty to attack rolls made in bright sunlight or within the radius of a daylight spell.
Bodyguards (4), male kobold War1; CR ½ (each); Small humanoid (reptilian); HD 1d8+4; hp 10, 8, 11, 12; Init +3 (Dex); Spd 20 ft; AC 18 (+1 size, +1 natural, +3 Dex, +3 studded leather); Atk +1 melee (1d8, 19-20/x2 longsword) or +3 ranged (1d8, 19-20/x2 light crossbow); SQ darkvision 60 ft, light sensitivity; AL LE; SV Fort +3, Ref +3, Will +1; Str 10, Dex 17, Con 13, Int 10, Wis 12, Cha 8.
Skills: Craft (trapmaking) +2, Hide +8, Move Silently +4, Profession (mining) +3, Search +2.
Feat: Toughness
Possessions: Longsword, studded leather, light crossbow, 10 bolts
Light Sensitivity (Ex): Kobolds suffer a -1 penalty to attack rolls made in bright sunlight or within the radius of a daylight spell.
Dwarven Prisoner, male dwarf War1; CR ½; Medium humanoid; HD 1d8+3; hp 7; Init +1 (Dex); Spd 20 ft; AC 11 (+1 Dex); Atk +3 melee (1d3+2 subdual, x2 unarmed strike); SQ darkvision 60 ft, dwarf traits; AL LG; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 6.
Skills: Craft (stonemasonry) +4, Profession (mining) +3.
Feat: Dodge
Possessions: None
Dwarf Traits (Ex): +2 bonus on skill checks to notice unusual stonework, stonework traps, +2 bonus on saves vs. poison, +2 on saves vs. spells and spell-like effects, +1 racial bonus on attacks vs. orcs and goblinoids, +4 dodge bonus to AC vs. giants, +2 racial bonus on Appraise checks related to rare/exotic items, +2 on Craft checks related to stone and metal.