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Kobold Mine
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Sjir, Crew Healer CR 2
Female kobold adept 4 LE Small humanoid (dragonblood, reptilian) Init +0; Senses darkvision 60 ft.; Listen +2, Spot +2 Languages Draconic AC 14, touch 11, flat-footed 14 hp 14 (4 HD) Fort +1, Ref +1, Will +6 Weakness light sensitivity Speed 30 ft. (6 squares) Ranged light crossbow +3 (1d6/19–20) or Melee dagger +1 (1d3–2/19–20) Base Atk +2; Grp –4 Combat Gear scroll of cure moderate wounds, scroll of scorching ray Adept Spells Prepared (CL 4th): 2nd—lesser restoration 1st—cure light wounds (2), sleep (DC 13) 0—create water, cure minor wounds (2) Abilities Str 6, Dex 10, Con 10, Int 11, Wis 14, Cha 9 SQ familiar (none) Feats Rapid Reload (light), Scribe Scroll Skills Concentration +7, Craft (trapmaking) +2, Heal +9,
Hide +4, Profession (miner) +4, Search +2 Possessions combat gear plus leather armor, light crossbow with 20 bolts, dagger, 50 doses of bitterleaf oil, adept’s vestments Hook Sjir feels protective over her mining crew, knowing that she is their source of healing, but also drives them to stay productive.
The map on this page shows the layout of a typical kobold mine (and one that has plenty of room for expansion). Kobold mining crews (marked 1 on the map) work constantly at digging fresh ore out of the tunnels as they excavate farther into the earth. Cart crews (2) haul the ore from the mining site under the watchful eye of adept supervisors (3) and transport it to the elevator (4) so it can be taken to the surface. As the miners dig deeper, the walls of the mine tunnels are shored up with wooden support beams (5). Other piles of lumber (6) are stacked near the elevator; as this supply is used, it is replenished with other wood brought down from the surface.
THE DRAGON CAMPAIGNS OF CHAPTER 9