ROOM 5- The Dining Hall
DOOR: The door into the dining room is a simple wooden double door (DC 13). It is unlocked.
ROOM: The secret passage ends in an unlocked wooden double door. A Listen check (DC 15) will reveal some movement behind the door and a conversation in a tongue other than common.
ENCOUNTER: This is 40’ by 60’ room is a dining hall for the guild. Eight 5’ square tables fill the room and each table has 4 chairs. There is a large piece of furniture in the corner of the south and east wall and a barrel of ale in the corner of the south and west wall. The ceiling appears to be magically lit providing illumination for the whole room. The noise heard form behind the door is two kobolds sweeping up after the last meal.
If the party enters aggressively
The kobolds will appear harmless, clutching each other and begging to not be hurt (in draconian). They will make a bluff check (with a +2 circumstance bonus, they are used to doing this) to appear scared out of their horns. If attacked they will defend themselves with their broomsticks and attempt to retreat (tumble if needed) out the northern door.
If the party enters like they belong
The kobolds will ignore them. They will look up to see who is coming in and then continue in their work. If asked questions they will reply truthfully but don’t know much about the complex. They do know that the rat-b@srtard of a wizard that stole them is in room 7 and Lord “Fang”Archy runs the place but doesn’t eat with the rest of the human thugs.
KOBOLD
Kobold, 3rd-Level Rogue
Small Humanoid (Reptilian)
Hit Dice: 3d6 (4 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +1 Dex, +1 natural, +1 padded), touch 12, flat-footed 13
Base Attack/Grapple: +3/–2
Attack: Small broomstick (improvised quarterstaff) +3(1d4)
Full Attack: Small broomstick (improvised quarterstaff) +3(1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +2d6, combat feint
Special Qualities: Darkvision 60 ft., light sensitivity, evasion, trap sense +1
Saves: Fort +1, Ref +6, Will 0
Abilities: Str 10, Dex 17, Con 11, Int 10, Wis 9, Cha 12
Skills: Craft (trapmaking) +2,Profession (miner) +2, Search +8, Bluff+11,Escape artist +9, Hide +13, Move Silently +9, Sleight of Hand +9, Tumble +9, Appraise +6, Intimidate +3
Feats: Skill focus (bluff), persuasive
Challenge Rating: 1
Treasure: Standard (in bookcase)
Alignment: Lawful evil
These kobolds were captured by Shanklin 7 months ago and have been forced to be the guild’s slaves. They are obviously resentful of the guild. They spend there time cleaning the dining hall and generally acting like they are meek, little kobolds. They are trying to devise a plan for escape but the have so far not come up with a good one.
Three things make the koblold’s life bearable. First, the guild members do not know they are accomplished little thieves. Second, they truly love tormenting the only person lower then them on the totem pole, the human boy Baren. They enjoy bringing the boy his meals in the Hall of Judgement. This usually includes a couple of kicks to the boy and spilled food on the floor he continually cleans. Last, the kobolds love taking things from the guild members. So far they have stolen 23 gp, 48 sp, and two potions of Cure Light Wounds (CL 2). They hide these treasures in their cupboard/bunk bed.
COMBAT
These kobolds attempt to avoid combat at all costs. When forced to fight they make liberal use of the tumbling and Feint in Combat options.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
OTHER FEATURES: There are two more ways out of this room. There are exits on both the southern and eastern wall blocked by blue curtains.
There is an old cupboard the kobolds have turned into bunkbeds in the southeastern corner of the wall. The kobolds keep their treasure in here, Search check (DC13) to find.
The barrel in the south western wall contains very poor quality ale for the guild members to drink.