This is the ninth encounter in my 4E conversion of The Sunless Citadel. I really struggled with how to break up the kobold area of the original map. The colony room doesn’t present a serious challenge as an encounter all by itself. I’m becoming more and more convinced that, like PCs, 3E adventures don’t really convert well to 4E without some redesign of the maps and monsters (and treasure…and…). If I were to do this over again, I’d probably redraw the floor plan of the citadel and rebuild the encounters so that they fit better with the 4E philosophy, but still kept the flavor and concepts of the original module
In fact, let’s consider this my first draft, and when I’m all done, I’ll incorporate some of ideas that have popped in my head while working on the conversion. Your feedback and input on any of the encounters is also welcome. Now, on with the encounter.
Encounter 9: The Kobold Colony
Encounter Level 1 (300 XP)
The PCs enter the main living quarters for the kobold clan. Twenty-four kobolds reside here, but only three are combatants. The rest are females and young. This encounter includes the following creatures:
- 3 kobold skirmishers
Read the following to the PCs when they enter:
Several small but smoky bonfires light this wide and high chamber. Spits, tanning racks, and other implements of primitive culture are visible through the haze. Small figures busily work and play in different areas.
Tactics
The skirmishers will try to flank the PCs. All other kobolds flee. Any reinforcements left from other encounter areas will arrive in 2 rounds.
Features
Illumination: Dim
Door: The single, strong wooden door to this room is barred from the inside (DC 20). A successful Bluff check (DC 20) will convince the kobolds within to unbar the door. If Meepo is with the PCs, he knows the password (“ticklecorn” in Draconic).
Columns: The two columns provide cover to the squares they occupy.




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