TEXT: KOB1: KOBOLD ENCOUNTER VARIATIONS
  Group Background/Description
  ambush: hiding in tree branches; will attempt to drop, grapple, and stab*
  ambush: hiding in hollow trees; will throw darts during ﬁrst round, then leap out to attack
  ambush: underground burrow system allows them to disappear and reappear (surprise each time they emerge)
  ambush+traps: rockfall traps (stones roll downhill doing 2d6 to all in path)
  ambush+traps: tree trunk pendulums (ropes cut, trunks swing down, doing 2d10 on successful “to hit” roll)
  ambush+traps: darts ﬂung from trees via “spring” system
  ambush+traps: deep “foxhole” pits (1d3x10' deep each)
  ambush+traps: dry brush/ground cover + kerosene ﬁre bombs (those caught in ﬂames take 1d6 per round)
  ambush+traps: nets dropped from above
  ambush+traps: spiked pits (do 2d6 to all falling in)
  ambush+traps: spikes under ground cover (do 1d3 each; 1-in-3 chance to reduce movement to half normal)
  ambush+traps: tree snares (those caught in snare will dangle upside down until loosed)
  adventurers (the last of their tribe, seeking new lives for themselves)
  executing tribe member for laziness
  hauling captive otyugh back to lair (to be for garbage disposal)
  hauling captive creatures back to lair to torture them
  hauling captive halﬂings back to lair to use as slaves
  heading home with several gnome heads in tow (from recent victory)
  hunting for gnomes known to be in area
  hunting for vermin as food (1-in-3 chance 1 giant type is also present, e.g. 1 giant rat, 1 giant skunk, etc.)
  older kobolds schooling younger kobolds in the crafting/setting of traps
  protecting lair entrance (variety of traps are also set throughout the area)
  patrolling area riding dire rats (protecting it from trespassers/aggressors)
  setting traps to capture travelers/passers-by
  setting traps to protect lair entrance
  surveying area for tactical advantage (from trespassers/aggressors)
  torturing recently captured creature (1-in-3 chance creature=gnome)
  transporting gongs, drums, horns (from recent raid) to be used as warning devices in lair
  transporting load of ore to lair (to be forged into weapons)
  “worshipping” larger/stronger monster (that will ﬁght at kobolds’ sides)
   Roll    
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  KOB3: ARMS AND LANGUAGES SPOKEN
  1
  2
  3
  4
  5
  6
  7
  8
  9
  0
  short sword, javelin
  short sword, spear
  short sword, dagger
  short sword
  axe
  axe, spear
  spiked wooden club
  spiked wooden club, javelin
  javelins (2-3)
  spear
  * leader and guards ﬁght/save equal to goblins w/ 4 hp
  * kobolds will always also be armed with daggers, regardless of result on KOB3
  10s Digit: Languages
   1-10 kobold only
   11-20  kobold, goblin
   21-30  kobold, goblin, orcish
  1s Digit: Arms
  Roll on d30
   
   
  1 
  2 
  3 
  4 
  5
   
  6 
  7 
  8 
  9 10
   
  11 12 13 14 15
   
  16 17 18 19 20
   
  21 22 23 24 25
   
  26 27 28 29 30
   —
   —
  +1 leader
  +1 leader, +1 guard
  +1 leader, +2 guards
  +1 leader, +2 guards
  +1d2
  +1d3
  +1d5
  +1d6
  +1d10
  +1d15
  KOB2: NUMBER APPEARING
  Leaders/Guards*
  +Kobolds
  Base Number
  “d30 Kobold Encounters”: © 2014, New Big Dragon Games Unlimited
  d30 Kobold Encounters
  
SOURCE: textdata/thevault/OSR Generic/Old School Adventures D30 Accessories (OSR)/NBD d30 Encounters; Generators/d30 Kobold Encounters (OSR).pdf