TEXT: 1
  Too long, my brethren! Too long has fear of the 
  soft-skinned races ruled our lives. No matter how deep 
  underground we keep our warrens, no matter how 
  far from their wretched cities we build our villages, 
  no matter where we go, they always follow with their 
  blades of steel and burning hatred. 
  No more! Not another drop of kobold blood will they 
  spill. As of tonight … it is their turn to bleed!
  THE KOBOLD DEATH MAZE
  Like all One Night Stand adventures, The Kobold 
  Death Maze contains everything you’ll need for an 
  evening of fun using the Pathfinder Roleplaying 
  Game.
  Inside you will find:
  The Encounter: The following pages detail the 
  background and action that will constitute the 
  encounter itself. 
  GM Map: On page 3 the adventure is a single-sheet 
  version of the map with notations for the GM’s use. 
  Marked on the map are room numbers, the monster 
  and NPC starting positions for each encounter, and 
  areas of difficult or noticeably different terrain.
  Map Tiles: Starting on page 19 are 16 map tiles that, 
  when cut out and assembled, create a battlemat with a 
  one-inch square grid. 
  Standees: After the map tiles are a collection of cut-
  and-tape standees representing all the creatures and 
  monsters in this adventure. Together with these are 
  larger presentations of the encounter areas as well as 
  reviews of the action that takes place in each.
  
  2
  USING YOUR OWN MATERIALS
  It is certainly possible to run The Kobold 
  Death Maze without printing out and 
  assembling the materials presented here. 
  Any standard battlemat or miniatures 
  terrain will do. If you want to present the 
  entire cavern in one piece (as you can with 
  our map tiles), you will need either a grid 
  that is at least 32 squares by 40 squares or 
  enough terrain pieces to cover that same 
  amount of space.
  If you wish to use miniatures or figures 
  other than the standees, you should prepare 
  for the heroes to encounter:
  40 Kobold Warriors (CR 1 each)
  8 Kobold Wyrm Claws (CR 1 each)
  3 Kobold Backstabbers (CR 1 each)
  4 Kobold Dragon Priests (CR 1 each)
  2 Kobold Archers (CR 1 each)
  3 Monstrous Scorpions (CR 3 each)
  Note that it is unlikely that you will 
  need all these figures at the same time. 
  Kobolds tend to be fragile in combat, and 
  once an individual kobold is slain its figure 
  can be reused later on, so you may be able 
  to do with fewer total miniatures. See the 
  adventure for details.
  ADVENTURE SYNOPSIS
  The Kobold Death Maze begins as 
  the heroes arrive at a set of twisting 
  passages which, they have heard, a band 
  of marauding kobolds is using for a den. 
  What they don’t know, though, is that the 
  entire site is a collection of traps designed 
  specifically to kill them. 
  None of these kobolds expects to 
  survive this encounter with the heroes. 
  They have volunteered to fight and die here 
  in the hopes that killing these heroes will 
  somehow exact revenge for all the death 
  and humiliation humans have brought to 
  kobolds over the years, and make them 
  legends among their people.
  A group of kobolds will be standing 
  guard when the heroes arrive, and will 
  make a show of trying to drive off the 
  invading adventurers. However, after 
  the heroes begin to make headway, the 
  remaining kobolds will flee into the caves 
  and either harass the heroes from a distance 
  or join up with another group deeper in the 
  complex.
  Exactly how the adventure unfolds 
  depends on what paths the heroes take. 
  The complex is full of twisting tunnels that 
  are difficult for medium-sized creatures to 
  navigate. The kobolds, on the other hand, 
  can get around quite easily and have filled 
  the labyrinth with traps and ambushes 
  designed to wear the heroes down bit 
  by bit. Each time the heroes seem to be 
  winning a fight, the remaining kobolds will 
  flee deeper into the caverns.
  The kobolds’ goal is to do incremental 
  damage to the heroes while maneuvering 
  them all the way into the Cave of Fire—the 
  final cavern which contains a barely stable 
  bubble of magma. If the heroes turn out 
  to be too tough for the kobolds to kill 
  themselves, their leader will burst the 
  magma bubble, causing the entire complex 
  to flood with molten rock. The remaining 
  kobolds will try to slow the heroes down 
  enough that it is impossible for them to get 
  away.
  GETTING STARTED
  The Kobold Death Maze is a self-contained 
  stand-alone adventure, designed to 
  only require a brief “how you got here” 
  description before diving right into the 
  action. The details are not important, all that 
  matters is that the heroes know that this is 
  THERE’S A REASON IT’S CALLED 
  A “DEATH MAZE”
  Because it is important to set expectations 
  properly, take a minute to consider just how 
  deadly The Kobold Death Maze can be before 
  deciding exactly how to use it. Between the 
  many traps, the large number of kobolds, and 
  the climactic encounter (which basically pits 
  the heroes against a volcano), this adventure 
  has been designed to live up to its name. This 
  makes it particularly useful as a one-time only 
  event such as a convention event (where the 
  players are not particularly attached to their 
  characters), but means that the Game Master 
  may want to take care before using it in an 
  ongoing campaign.
  Naturally, depending on how the heroes 
  proceed, they can improve (or worsen) their 
  chances of coming out of the maze alive. But 
  you, as the Game Master, have the greatest 
  ability to stack the odds in the direction you 
  prefer. There are many opportunities to modify 
  the encounters to make them more or less 
  deadly—tweaking the number of enemies in any 
  encounter, changing the size and frequency of 
  the traps.
  
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  the lair of some marauding kobolds and that 
  they have the necessary motivation to take 
  up arms against the creatures. 
   
     Alternatively, the adventure could be 
  inserted as part of an ongoing storyline or be 
  a chance encounter the heroes happen upon 
  as they travel toward their next campaign-
  related goal. As the Game Master, you know 
  the best way to get your players involved in 
  this scenario.
  If you want a background more closely 
  tied to the events of the adventure, we 
  present the suggestion below. In fact, with 
  just a little extra work, the Game Master can 
  turn this into an opening act for The Kobold 
  Death Maze, roleplaying and playing through 
  the events that lead up to the assault on the 
  monsters’ lair.
  COLD-BLOODED MURDER
  The heroes are visiting a small town—
  perhaps no more than a cluster of farms—
  isolated from civilization and days away 
  from any aid or assistance. Beyond the town 
  is complete wilderness that is known to be 
  home to many different monsters, including 
  several tribes of kobolds.
  Perhaps the heroes have been here 
  before. Perhaps they even have fought some 
  of the kobolds in the past. On the other 
  hand, perhaps this is their first time in 
  this region—they are here to deliver some 
  message, or to collect some item, or merely 
  by complete happenstance. It doesn’t really 
  matter. All that matters is that they are here 
  at just the right time to help protect the town 
  from an unexpected danger.
  GMS MAP
  Each encounter is color coded and lines are pendulum traps, dots are spear ﬁ elds.
  
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  WHEN KOBOLDS ATTACK
   Without any warning, the town is 
  besieged by kobolds. They are much more 
  aggressive than usual, attacking bravely 
  and launching themselves directly at the 
  heroes and the strongest of the town’s 
  other defenders. Just as the fight is getting 
  started, before they even suffer any 
  significant losses, the kobolds retreat—
  though not in the usual panicked way.
   They fall back in orderly ranks, moving 
  with military precision, or something 
  closely approximating it. Before the kobolds 
  leave, their leader calls out in the Common 
  tongue that they will be back, and when 
  they return not a human will escape alive.
  The townsfolk are terrified and beg the 
  heroes for help.
  REPTILIAN REVENGE
   From a captured kobold, the townsfolk, 
  or another appropriate source the heroes 
  can learn some or all of the following 
  information.
   For years the kobolds in this region 
  were generally quite peaceful. They even 
  attempted to trade with the townsfolk from 
  time to time, but the farmers were afraid to 
  deal with monsters so they always chased 
  them away. Still, there had never been any 
  trouble before.
   A little while ago, some adventurers 
  came through the area on a mission 
  that seemed very important at the time. 
  (Perhaps it was even the heroes.) Deep 
  in the woods they came across a kobold 
  village, killed every last creature there, took 
  all the treasure they found lying around, 
  and left.
   The other kobold tribes came to town 
  seeking an explanation for this unprovoked 
  aggression, only to be chased off again as 
  usual. This seemed to be the proverbial 
  last straw, and they began shouting about 
  having had enough of stupid human 
  violence and paranoia. They vowed to 
  chase the townsfolk off the land and back 
  to the city where they belong.
   Over the next month or so, the kobolds 
  started raiding the town under cover of 
  night—killing livestock, stealing anything 
  that wasn’t locked up, and even damaging 
  or destroying outlying buildings. This latest 
  attack was the most brazen yet.
   Word is that the kobolds are planning 
  something even bigger next. They’ve set 
  up a lair in some nearby caves. That’s 
  where they’re taking their stolen prizes and 
  making their plans. 
   Of course, the truth is that the kobolds 
  are laying a trap for the town’s defenders—
  and the heroes fit that bill quite nicely. They 
  want to prove that kobolds are not to be 
  trifled with. They also figure that if they 
  take out the strongest of the townsfolk, 
  the rest might pack up and leave. After all, 
  that’s what kobolds would do.
   It doesn’t even occur to them that if 
  KEEP IT MOVING
   The Kobold Death Maze was created with the 
  intention that the heroes go through the whole 
  thing in one foray without camping or taking 
  extended rests along the way. This, in fact, is part 
  of what makes the place so dangerous. However, 
  different games encourage different behaviors in 
  the characters. 
   The Game Master should not, by any means, 
  feel compelled to railroad the heroes into following 
  a particular course of action. It is possible, though, 
  to provide the heroes with incentives that will keep 
  them moving. If it seems likely that the heroes in 
  your group are going to dally, you may want to 
  add one or more of the following pressures to the 
  adventure. 
   Hostage Crisis—The kobolds have done more 
  than just attack the town, they have taken one or 
  more hostages that the heroes are trying to rescue. 
  Some piece of information leads the heroes to 
  believe that the hostages must be rescued quickly 
  or they will be sacrificed to the kobold gods.
   Nipping At Their Heels—Rather than fall 
  back to join other groups, kobolds left over from 
  previous encounters use the tunnels to sneak 
  around and get behind the heroes. Rather than 
  attack immediately and directly, they only step 
  up if it looks like the heroes are about to retreat 
  from the maze or take an extended rest. Once the 
  heroes are up and moving again, the kobolds fall 
  back and continue to shadow them.
   Locked In—The kobolds could fit some or all 
  of the maze entrances with bars or gates making 
  it difficult for the heroes to get out again. Game 
  Masters should use this option carefully since 
  discovering this fact would both make it likely 
  that the heroes will focus their attention 
  behind rather than forging ahead and gives 
  the impression of railroading the players 
  (particularly at the end of the adventure when 
  the heroes will have to get past the gates or be 
  swallowed by the rolling magma).
  
  5
  they kill the strongest people in town, the 
  remaining farmers may just hire someone 
  stronger.
  THE MAZE
   The adventure starts with the heroes set 
  to begin their assault on the kobold lair. 
  The exact location can vary according to the 
  Game Master’s needs. The entrance may be 
  located at the exterior base of the mountain, 
  so the heroes simply approach it from the 
  depth of the woods or jungle. Alternatively, 
  it might be higher up on the mountain face, 
  accessible only after an arduous climb.  
  On the other hand, the Mouths of the Maze 
  might itself be cavern deep within the 
  mountain, meaning that adventurers must 
  go through some other tunnels—and 
  associated encounters—before reaching this 
  stage. (This will significantly increase the 
  overall difficulty for the heroes, though, 
  and so may only be appropriate for higher-
  level groups.)
   However they got here, the heroes 
  should have had ample time to do basic 
  reconnoitering of the site and surrounding 
  area. Things they may find out (with 
  appropriate actions and luck) include:
  Roughly how many kobolds are in the 
  complex.
   The mountain is a long-dormant volcano.
  The kobolds always have a detachment on 
  guard at the Mouths of the Maze.
   The kobolds are better trained and more 
  disciplined than most.
   Their leader is a kobold named Hrrang.
  Anything else the Game Master deems is 
  appropriate.
  NAVIGATING THE MAZE
   The maze is a natural labyrinth formed 
  of lava tubes from a long-ago eruption. The 
  kobolds have built some special surprises 
  into those tubes, but for the most part they 
  are as nature formed them. That means that 
  they are irregularly shaped, with fairly low 
  ceilings (usually no higher than five feet, 
  except in the larger caverns).
   Unless otherwise noted, all ground in 
  the caverns is considered “difficult terrain” 
  for medium- or large-sized creatures (they 
  cannot move at their normal speed and 
  may have other difficulties, depending on 
  the rule set you are using)—anything larger 
  than that cannot enter the tunnels at all. 
  Small creatures, such as kobolds, can move 
  about normally. 
   Many of the squares in the maze are 
  partially obstructed by the irregularly 
  shaped walls. Any medium-sized or 
  smaller character can stand in and travel 
  through those squares normally (though 
  the obstructions may provide them 
  with some cover to adjacent squares and 
  beyond). However, characters cannot move 
  through these squares if they are occupied, 
  even by allies. Creatures larger than 
  medium size cannot enter or move through 
  the squares at all.
  KOBOLD TACTICS
   The kobolds in this scenario are not 
  an ordinary tribe like the heroes might 
  encounter elsewhere. They are, in fact, a 
  group of highly motivated, well-trained 
  kobold warriors who have all volunteered 
  to sacrifice their lives in order to teach the 
  world a lesson about kobold ferocity. None 
  of them expect to survive this mission, 
  though if they can kill the heroes and get 
  out alive they gladly will.
   Each group of kobolds has been given a 
  specific assignment, and they will maintain 
  discipline while waiting to fulfill it. If it 
  becomes clear that they cannot complete 
  their objective, the last few kobolds will 
  try to break off combat and retreat into 
  the complex of caves. At this point they 
  want foremost to lead the heroes deeper 
  into the labyrinth, and secondly to join up 
  with another group in order to help them 
  achieve their objective.
   While falling back, the kobolds may 
  use the interconnectedness of the tunnels 
  to double back and catch the heroes in 
  a flanking maneuver, particularly when 
  the group is moving down a long narrow 
  tunnel. They will also go and re-set any 
  traps they know have already been sprung 
  in hopes that the heroes might fall prey to 
  them again. (Every kobold is aware of all 
  the traps in the complex, how they work, 
  and how to navigate them safely.) 
  1. THE MOUTHS OF THE MAZE
   This is the entrance to the Death Maze. It 
  is an open area leading up to a rock wall 
  with five tunnel entrances. Each one is 
  in the rough form of a roaring draconic 
  creature, so that it looks as though anyone 
  entering the tunnel is walking into the 
  beast’s mouth.
   With a successful Knowledge 
  (Dungeoneering) (DC 15) check, the will  
  be able to determine that these are natural 
  
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  tunnels that have been crudely carved 
  to their current draconic appearance. It 
  is entirely within the capability of the 
  kobolds to have done this, and the style of 
  the carving is reminiscent of some kobold 
  totems and fetishes. 
   Guarding this area are two archers (A), 
  four wyrm claws (B), and six warriors (C). 
  Although they are there specifically waiting 
  for an attack, the kobolds will not strike 
  first, even if they spot the heroes hiding 
  nearby. The purpose of this whole set-up is 
  to lure the heroes into the caves. Rather, once 
  they are aware of the heroes’ presence, the 
  kobolds will hold their actions and prepare 
  to counter whatever the heroes do first.
  After two of the heroes have attacked, 
  the kobolds spring into action. The wyrm 
  claws and warriors coordinate their defense 
  against the frontline attackers while the 
  archers hold back and pepper any obvious 
  leaders or spellcasters with ranged attacks.
   Once the number of kobolds has been 
  reduced to five or fewer, the remaining 
  kobolds break off the attack and retreat 
  into the tunnels. They split up as much as 
  possible, taking different passages. The 
  last one, though, should be a kobold near 
  the entrance on the far right of the map. It 
  hopes to lure the heroes into the passage 
  with the pit trap.
  2. PIT TRAP
   The central section of this room is one 
  large pit trap (two squares wide, four 
  squares long, and ten feet deep). Unlike 
  most pit traps, though, the trap is not 
  triggered by stepping on the covered pit 
  itself, but rather by stepping on one of the 
  two triggers just beyond the trapped area. 
  (See GM’s map for details.)
   If any of the kobolds run into this room 
  directly from the Mouths of the Maze, 
  they will lurk about at the entrance to the 
  Pendulum Hall (see below) in hopes of 
  luring the heroes onto the pit trap and then 
  triggering it. Unless that traps all the heroes 
  at once, the kobolds will then head up the 
  Pendulum Hall—again hoping to lure the 
  heroes into another trap.
   Besides its unusual dimensions, there 
  is nothing extraordinary about this pit. 
  However, if the Game Master prefers to 
  make the trap slightly more dangerous, the 
  pit could be filled with spikes or, worse, 
  poison-tipped spikes.
   Other kobolds who fled from the Mouths 
  of the Maze will move toward the Pit Trap 
  if they hear it being triggered (a moderately 
  difficult thing to hear). They hope to be able 
  to throw stones or other missile weapons 
  down at the heroes while they are trapped. 
  As soon as more than one hero escapes the 
  pit, these kobolds will retreat again. 
   The Pit Trap automatically re-sets itself 
  one minute after being triggered. Anyone 
  trapped inside will have a difficult time 
  breaking out, but those skilled at setting or 
  detecting traps can trigger the mechanism 
  if they can reach the top of the pit along the 
  north wall.
  3. PENDULUM HALL
   Several tunnels in the maze have been 
  rigged with scythes on pendulums. When 
  someone triggers the trap by stepping on 
  the indicated square, all the pendulums 
  release and swing to the far side of the 
  tunnel, attacking all creatures in those 
  rows. On subsequent rounds, 1d3 of the 
  pendulums will swing back (once more 
  attacking every creature in that row). 
  Determine which pendulums swing 
  randomly. After a pendulum has swung 
  back, it locks and will not swing again until 
  the entire trap is re-set and re-triggered.
  It is not especially difficult to spot the 
  indentations that have been carved out to 
  house the pendulums. However, seeing 
  these grooves and identifying their purpose 
  are two separate matters. Greater care has 
  been taken to mask the squares that trigger 
  the traps, and finding them is a very difficult 
  task even for those who are skilled at setting 
  or dealing with such things.
  PENDULUM HALL LOCATIONS
   There are four locations in the maze that 
  have Pendulum Hall traps.
  Maze Entrance: The westernmost tunnel 
  in the Mouths of the Maze is one long 
  Pendulum Hall. The trigger is about halfway 
  down the tunnel to allow more members of 
  the party to enter the hall before the trap is 
  sprung. 
   Any kobold who uses that tunnel will be 
  aware of which rows are trapped and be 
  sure to avoid stopping on one of them. Once 
  the pendulums have been triggered, the 
  kobold will next work on luring the heroes 
  into the Spear Field (Area 4).
  Near Pit Trap: Just beyond the Pit Trap (Area 
  2) is a tunnel that leads up to a secret door. 
  
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  That tunnel has a Pendulum Hall installed. 
  Any kobold that has successfully lured the 
  heroes into the Pit Trap room will try to 
  further lure them into this trap, as well.
  When a kobold has reached the end of the 
  tunnel, he will only open the secret door if 
  he is certain that he can close it again before 
  the heroes reach him. The last thing that he 
  wants is to supply them with an easy way to 
  bypass all the other traps and ambushes that 
  have been so carefully laid out.
   Detecting the secret door is fairly easy 
  (and requires no effort if any of the heroes 
  sees the kobold use it). Opening it is a little 
  more challenging, but still relatively easy.
  Note that the trigger for this trap is all the 
  way at the north end of the tunnel. (The 
  trigger marked at the south end is for the Pit 
  Trap, not the Pendulum Hall.) The kobolds 
  may set the trap off if enough heroes are in 
  the hall, or they may leave it untripped for 
  the heroes to activate inadvertently
  Near Treasure Room: The short tunnel 
  leading to the Treasure Room is a pendulum 
  trap. This may not stop the heroes from 
  reaching the treasure, but it will definitely 
  make the kobolds in the Billet aware of their 
  approach so they can prepare for an attack 
  (see encounter Area 8 below).
  Cave of Fire Entrance: The largest of the 
  Pendulum Hall traps guards the entrance to 
  the Cave of Fire (Area 10). Like the one near 
  the Pit Trap, this area has two trigger points. 
  When this trap is activated, the kobolds 
  in the Cave of Fire automatically become 
  aware of the heroes’ approach.
  4. SPEAR FIELD
  Several of the caverns within the complex 
  have been rigged with spear fields. These 
  are areas where pressure-sensitive traps 
  have been set in the ground and armed 
  with spring-loaded spears. The trap lies 
  dormant until a character steps on the 
  square that contains the trigger—then the 
  whole area becomes active.
   When the trap is active, any time 
  someone steps on a marked square it causes 
  a spear to attack the character in the square. 
  Characters who are currently standing on 
  marked squares when the trap is activated 
  suffer this attack immediately. The spear 
  remains deployed until the trap is reset or 
  all the spears have been triggered, when 
  the trap automatically resets itself.
   A character can cause a spear to deploy 
  without incurring an attack by making any 
  melee attack against an active square. There 
  is no need to make an attack roll, the action 
  automatically succeeds.
  SPEAR FIELD LOCATIONS
   There are three locations in the maze that 
  have Spear Field traps.
  Near Entrance: Where the Pendulum Hall 
  near the maze entrance ends, a Spear Field 
  begins. The trigger is roughly in the center 
  of the field in order to catch as many heroes 
  as possible in the initial deployment.
   If a kobold lured the heroes into the 
  Pendulm Hall past the westernmost 
  entrance, he will next try to lure them into 
  this Spear Field.
  Near Storage Cavern: In front of the 
  Storage Cavern (Area 5) there is another 
  Spear Field. When it is triggered, the 
  kobolds in the cavern automatically become 
  aware of the heroes’ approach, and prepare 
  for battle.
  Near Larder: A final Spear Field guards 
  both the Larder (Area 6) and the entrance 
  to the Cave of Fire (Area 10). When this trap 
  is activated, the kobolds in both those areas 
  automatically become aware of the heroes’ 
  approach.
   Note that this Spear Field has two 
  triggers—one at its western edge, and 
  another near the Larder. If the heroes 
  somehow manage to enter the field without 
  activating the trap, one of the kobolds in the 
  larder can use the second trigger to catch 
  them unawares.
  5. STORAGE CAVERN
   This small cavern is where the kobolds 
  stored the materials they needed to build 
  the traps in the maze. Lurking in here, 
  waiting for the heroes, are four warriors (C) 
  and one backstabber (E). 
   If the heroes set off the Spear Field 
  outside, these kobolds are automatically 
  aware of the commotion. They prepare 
  for battle immediately and begin circling 
  around the now active trap so they can 
  fight as tactically as possible. They try to 
  lure the heroes to step on all of the trapped 
  squares to both do maximum damage and 
  get the trap to re-set (and then hopefully be 
  re-triggered, inflicting its damage again).
  These kobolds will fight to the death, with 
  no retreat or surrender.
  
  8
   If the heroes pass by this area without 
  triggering the Spear Field, the kobolds will 
  wait here until they hear the sound of battle 
  in the Cave of Fire. Then they will come out 
  and take up positions in the main north/
  south tunnels to block the heroes’ exit.
   A close examination of this cavern 
  will reveal very little of value other than 
  building materials—lumber, stones, rope, 
  tools, and other items used in constructing 
  the traps found within the maze. There 
  is also a wooden cart that was obviously 
  used to bring the materials here and is still 
  fully functional, though not of high quality. 
  Those who take the time to examine these 
  items may notice that one set of tools is 
  more ornate than the others (for details, see 
  Treasure below).
  6. LARDER
   This cavern is where the kobolds store 
  their food and drink. Currently the area 
  is occupied by one dragon priest (F), and 
  twelve warriors (C). They originally were 
  there for a meal, but dropped their plates 
  and picked up their arms when it became 
  clear the heroes were entering the maze. 
  They are now in hiding, waiting to ambush 
  the heroes if they come near.
   The kobolds automatically become aware 
  of the heroes’ presence if the Spear Field 
  is triggered (and even if it isn’t triggered, 
  they have the normal chance to hear them 
  approaching). At that point, the kobolds 
  will try to herd the heroes through the trap 
  and into the Cave of Fire, where the bulk of 
  the ambush awaits.
   They attack the heroes until more than 
  half the kobolds from this area are slain 
  or the head dragon priest starts the final 
  confrontation (see Area 10 below). When 
  either of these conditions occurs, the 
  remaining kobolds from the larder retreat 
  and take up defensive positions in the 
  north/south tunnels to block the heroes’ 
  exit.
   There is nothing of consequence to 
  be found in the larder—just low-quality 
  foodstuffs and barrels of slightly soured 
  wine.
  7. TREASURE ROOM
   From the main tunnel it is clear that the 
  walls of this hallway are lined with piles of 
  coins, chests, jewels, art objects, and other 
  treasure. It is also clear that the area is 
  guarded by a group of kobolds. 
   A nook along a fairly visible tunnel might 
  seem like a strange place for the treasure 
  room, but not when you realize that it was 
  put there to lure the heroes into another trap. 
  The entrance to this tunnel is a Pendulum 
  Hall, and deeper back around the bend is 
  the Billet (Area 8) where more kobolds lie in 
  wait.
   In the room are two backstabbers (E) 
  and six warriors (C), who actually stand 
  guard over the treasure as though that was 
  an important job. If the heroes trigger the 
  pendulum trap, the kobolds immediately 
  become aware of their presence (as do the 
  kobolds in the Billet). If the kobolds notice 
  the heroes before the trap is tripped, they 
  will pretend to be oblivious in order to lure 
  the invaders in unawares.
   The guards here will fight until there are 
  only three of them left. Then they will flee 
  deeper into the tunnel in hopes of leading 
  the heroes into another ambush in the Billet.
  If the heroes bypass this area entirely, the 
  kobolds will wait until they hear fighting 
  begin in the Cave of Fire. Then they will 
  leave their posts and take up positions in the 
  north/south tunnels in order to prevent the 
  heroes from escaping.
   Despite the initial appearances, the 
  “treasure” in this area hardly lives up to 
  that name. It is mostly copper coins, quartz 
  gems, and worthless figurines. There is little 
  of value here. However, careful inspection 
  will reveal that one of the jewelry boxes is 
  more than it seems (for details, see Treasure 
  below).
  8. BILLET
   This is the area where the kobolds go to 
  sleep when they are not on duty. A small 
  group of them were doing just that when 
  the heroes began their attack. Now they are 
  up, armed, and ready to fight. The group 
  includes one dragon priest (F), and six 
  warriors (C). There are also three monstrous 
  scorpions (G) that lived in the cavern but 
  have been “adopted” by the kobolds since 
  they moved in here.
   The kobolds here can hear any activity in 
  either the Treasure Room or the Pendulum 
  Hall nearby, which will automatically make 
  them aware of the heroes’ presence. They 
  will split their forces so that some are in the 
  side tunnel while others are by the secret 
  doors. They will fight the heroes to the last 
  with one exception—if all that remain are 
  
  9
  kobold mooks, then they will panic and try 
  to flee through the door that leads to the 
  Mouths of the Maze in an attempt to escape 
  with their lives.
   If the heroes bypass this area entirely, the 
  kobolds will wait until they hear fighting 
  begin in the Cave of Fire. Then they will 
  spread out into the north/south tunnels and 
  take up defensive positions to prevent the 
  heroes from escaping.
   There are two doors at the rear of the 
  Billet. The one leading south into the 
  Pendulum Hall near the maze entrance is 
  obvious on this side, but a hidden secret 
  door on the other. It is not locked and opens 
  easily from this side. On the other end of 
  the Billet is a secret door that is carefully 
  hidden and tricky to open (both are difficult 
  tasks even for those trained in such things). 
  It leads to a Secret Passage (Area 9) and 
  provides easy access to the Cave of Fire 
  (Area 10) near the idol.
   If the heroes search the Billet, they may 
  find some minor treasure belonging to the 
  various kobolds (coins, jewelry, and other 
  items they’ve picked up along the way). The 
  big find, though, is a leather-bound book 
  that is hidden in one of the bedrolls (for 
  details, see Treasure below).
  9. SECRET PASSAGE
   This is a hidden tunnel that connects the 
  Billet to the Cave of Fire. It is generally only 
  used by the dragon priests, who need to be 
  able to get access to the idol in the Cave of 
  Fire quickly if the heroes somehow take the 
  complex by surprise. 
   The doors at either end are plainly visible 
  and are not locked when used from the 
  Secret Passage. On the other sides, they are 
  both secret doors that are difficult to find 
  and to open.
  THE CAVE OF FIRE 
   The climax of the adventure takes place 
  in the deepest part of these caves—a large, 
  open cavern (the only one that does not 
  count as difficult terrain) that has a long 
  ledge of relatively flat ground and then 
  slopes away into a deep crater. The central 
  part of that crater is filled from floor to 
  ceiling with a huge bubble of magma that 
  has only a thin lattice of stone holding it 
  back from flooding the entire complex.
  The kobolds have planned all along to lure 
  the heroes here. The fights and traps along 
  the way were only meant to slow them 
  down and soften them up so that they 
  would be more vulnerable at this juncture.
  KOBOLD TACTICS
   The kobolds in the Cave of Fire have a 
  specific plan (see Area 10 below). All the 
  other kobolds, however, abandon their 
  previous assignments and take up a new 
  goal when the adventure reaches this point.
  Once the kobolds hear a fight beginning in 
  the Cave of Fire, they come from wherever 
  they are in the complex and do two things:
  1. Re-set any traps they pass along the 
  way (provided that they will not injure 
  themselves doing so). They want the traps 
  ready to be sprung if the heroes pass 
  through that area again.
   2. Set themselves up in the north/south 
  tunnels and prepare to hold the heroes 
  back—that is, keep them bottled up deep in 
  the complex—for as long as possible. 
  The goal is to ensure that the heroes are 
  engulfed by the magma and do not escape 
  the complex alive. All of the kobolds here 
  have volunteered knowing that this was 
  likely a suicide mission. They are making 
  an idealistic stand that they hope will 
  inspire kobolds everywhere to take arms 
  against the “soft-skinned” races.
  If the heroes do escape, it is up to the GM 
  whether the remaining kobolds decide to 
  flee and live to fight on another day or if 
  they prefer to hide their shame in failure by 
  allowing themselves be swallowed by the 
  rolling magma.
  10. CAVE OF FIRE
   As the heroes step into this large cavern, 
  it is the first time since the Mouths of 
  the Maze that medium- or large-sized 
  creatures have been able to stand tall. 
  The odd half-domed cave ceiling rises to 
  a height of about thirty feet. The heroes 
  enter on a roughly 15-foot wide ledge 
  whose edge falls away in a curve almost 
  mirroring the ceiling’s. The back half of the 
  area is filled with a giant floor-to-ceiling 
  bubble of magma, barely held in place by 
  a thin, naturally formed lattice of mostly-
  translucent stone.
   It is hot in this cavern—so hot that 
  anyone especially sensitive or susceptible 
  to damage from heat or fire will be at some 
  minor disadvantage.
  
  10
   Near the eastern end of the ledge is 
  an idol of a kobold holding a spear. It 
  has been carved with a brave and noble 
  look, as though it is standing firm against 
  oppression and injustice. It holds its spear 
  in a defensive stance, and its mouth is 
  open in what seems to be a defiant roar. It 
  is possible for the heroes to notice that the 
  arm of the idol is mechanically capable of 
  moving (see Idol Threats below), but this is 
  very difficult to do from any distance.
   Along the outer wall near the idol is 
  a secret door that leads into the Secret 
  Passage (Area 9). This door is difficult to 
  find and difficult to open. However, it is 
  very similar to the one on the other end of 
  the passage (entering from the Billet), so if 
  the heroes were aware of and opened that 
  door, their task here may be easier.
   Present in the cave are two dragon priests 
  (F), four wyrm claws (B), and six warriors 
  (C). They represent the final opportunity 
  for the kobolds to overcome the heroes 
  and live to tell the tale. The priest standing 
  nearest the idol is Hrrang—the leader for 
  the entire complex. 
   If the heroes enter the cave while 
  engaged in combat, Hrrang and his group 
  will not interfere. They will let the fight 
  continue until the heroes outnumber their 
  opponents. At that point, Hrrang will order 
  the fighting kobolds to withdraw and go 
  back into the maze, where they will join the 
  others who are setting up defenses to keep 
  the heroes from easily exiting the complex.
  Hrrang, who is able to converse in the 
  Common tongue, will then reveal his 
  master plan to the heroes, before ordering 
  their final destruction. It was his vision that 
  led the kobolds to construct this maze and 
  lure the heroes here, and he will be glad to 
  tell the heroes about it in true über-villain 
  monologue style.
   When boasting time is over (or when 
  the heroes decide they’ve heard enough 
  and start the fight on their own initiative), 
  Hrrang will order his kobolds to attack. 
  He and one mook will stay back by the 
  idol. If the number of kobolds ever equals 
  the number of heroes, or if Hrrang himself 
  takes half his hit points or more in damage, 
  or if the situation just looks too dire, Hrrang 
  will activate the idol (see below).
   If, during the fighting, any characters are 
  maneuvered off the ledge, they roll down 
  the incline. Stopping only halfway down 
  the incline requires an Acrobatics check 
  (DC 17) or a successful Reflex check (DC 
  20). Most victims will just tumble all the 
  way down to the base of the magma bubble. 
  Climbing back out of the pit is a difficult 
  task (DC 18).
   Those halfway down the slope will begin 
  to take 1d4 points of damage from the heat. 
  They continue to suffer this damage every 
  round in which they are still in the pit. It is 
  also possible that highly flammable items on 
  their persons will simply burst into flames.
  Those who roll all the way down to the 
  magma bubble automatically find their 
  clothing and hair catch fire. This fire cannot 
  be put out as long as a character is in contact 
  with the magma bubble. Once the flames 
  are extinguished, the characters suffer 1d8 
  points of damage every round until they 
  get at least halfway out of the pit (when 
  the severity of damage decreases to merely 
  moderate, see above). Note that this is not 
  the same as being in direct contact with 
  magma—the stone lattice provides minimal 
  but important protection.
   Every time a character comes in contact 
  with the magma, there is a 5% chance that 
  the lattice will break. This is cumulative, 
  so the second character to hit the magma 
  will have a 10% chance, and the third a 15% 
  chance. The results of breaking the lattice 
  are described in Fleeing the Magma below.
  IDOL THREATS
   The idol does not pose any direct threat to 
  the heroes. Its purpose is to break the stone 
  lattice that holds the magma bubble in place. 
  Although Hrrang, the leader of the kobolds, 
  has claimed control over the idol and the 
  decision of when to use it, the mechanism is 
  actually quite simple. Any of the kobolds can 
  activate the idol if it becomes necessary. 
  When activated, the idol throws its spear 
  into the lattice. This will definitely damage 
  the stone, but may not cause it to break 
  immediately. There is a 40% chance that the 
  stone will break on the initial throw. This 
  percentage is cumulative with any damage 
  done by characters falling against the 
  magma (see above).
   If the spear fails to break the stone lattice, 
  Hrrang will use any other means at his 
  disposal to accomplish that goal including 
  using spells or special abilities, or ordering 
  some of other kobolds to fling themselves 
  into the pit. (Spells and other significant 
  
  11
  attacks should increase the chance of 
  breakage by 10% or more apiece, based on 
  how much destructive force they pack.) If all 
  else fails, Hrrang himself will tumble into 
  the pit and do as much damage as he can to 
  the lattice until he can no longer stand.
  FLEEING THE MAGMA
   When the stone lattice holding back the 
  floor-to-ceiling magma bubble breaks, 
  everyone will know about it. The following 
  things will occur:
  The Round the Lattice Breaks: There will 
  be thunderous cracking noises, hunks of 
  stone will rain down into the pit, and oozing 
  molten rock will begin to seep through 
  the cracks. Everyone in the complex will 
  know that the bubble is about to burst. It is 
  an easy task to determine that magma will 
  fill this entire chamber within the next few 
  seconds, and that everyone needs to get 
  out. However, the kobolds do not flee. They 
  continue to fight the heroes. 
  The First Round After: Magma fills the 
  pit and begins to overflow onto the ledge. 
  Anyone still in the Cave of Fire begins to 
  take serious heat damage (1d8), and any 
  highly flammable items may catch fire. 
  Anyone in the pit suffers the combined 
  damage from being hit by tons of falling 
  magma (10d8), the damage normally 
  associated with touching magma (2d6), and 
  (if they somehow manage to still be alive) 
  they begin to drown. The kobolds continue 
  to fight. They continue to follow and fight 
  the heroes until they are slain.
  The Second Round After: The magma gets 
  an initiative slot as though it was a character. 
  On its turn the bubble completely collapses 
  and fills the entire Cave of Fire with molten 
  stone. Anyone still in the cave suffers the 
  same effects as described above for those in 
  the pit.
  Each Round Thereafter: On its turn, the 
  magma advances 3 squares on all fronts. 
  It is not moving by any intelligent means, 
  simple oozing forward due to gravity and 
  geologic pressures. Whenever the magma 
  gets within 5 squares of a character, he or 
  she begins to suffer serious heat damage 
  (1d8). If a character comes in contact with 
  the magma this becomes Massive Damage. 
  Anyone who is 5 or more squares into the 
  magma is completely subsumed beneath its 
  surface.
   Getting away will not be easy for the 
  heroes. Firstly, the tunnels are still all 
  considered difficult terrain for anyone that 
  is medium size or larger. Secondly, there 
  still may be some undiscovered or re-set 
  traps that the heroes will have to cross on 
  their way. Finally, all the remaining kobolds 
  in the complex will be trying to stop the 
  heroes from getting away. They are all 
  committed to dying in this process as long 
  as they believe they can cause the heroes’ 
  deaths, too. 
  CONCLUSION
   In the end, the heroes being who and 
  what they are, there is a strong likelihood 
  that some, if not most, of them may escape 
  the death maze and survive. How the 
  remaining kobolds react to this is left to 
  the Game Master to decide. An extended 
  fight just to mop up the remaining kobolds 
  might be too anticlimactic for some groups, 
  but just the right ending for others. In any 
  case, the failure of this trap and the loss 
  of Hrrang could be enough to quell the 
  kobolds’ aggression.
   Alternatively, this failure could just urge 
  the kobolds on to lay bigger and deadlier 
  traps for the heroes. Killing these particular 
  adventurers might become something of an 
  obsession for all kobolds in the campaign. If 
  Hrrang somehow manages to survive this 
  attempt, he certainly will lead the efforts to 
  mount another try.
   For their part, the heroes should reap the 
  standard rewards for the challenges they 
  faced and overcame. In addition, this whole 
  experience may alter their attitudes toward 
  “low-level monsters” for the rest of the 
  game.
  TREASURE
   There is not a lot of traditional treasure 
  within the maze, mainly because it was set 
  up specifically as a death trap and is not a 
  standard lair. Even the so-called Treasure 
  Room (Area 7) is filled mostly with fairly 
  mean items. 
   That having been said, any or all of the 
  kobolds may have valuable personal effects 
  or merely a few coins that the heroes can 
  collect after successful combat. (They’d 
  better not leave it till the end, though, or 
  all that treasure will be consumed by the 
  magma flow.)
  
  12
   The Game Master can add any additional 
  treasure to the adventure that would suit 
  his or her campaign. In particular, there 
  are three items of interest placed within the 
  maze that can be used as described below 
  or modified to tie into other campaign-
  specific story lines.
  MASTERWORK TOOLS
   In the Storage Cavern (Area 5), the heroes 
  may find a particular set of tools. At first 
  glance these might seem to be just an 
  ordinary carpentry tools—hammer, saw, 
  lever, etc. However, upon closer inspection, 
  one may notice that the handles have all 
  been carved with artistic renderings and 
  lacquered to protect both the tool and the 
  carvings. Anyone who is skilled in the use 
  of such tools will easily note that these 
  are of a finer quality than one usually 
  finds. The materials themselves may be 
  valuable—teak handles or adamantine 
  heads and blades, for example.
   What craftsman made these and what, 
  if any, history they have is left up the 
  Game Master to decide. Perhaps they 
  were fashioned by a famous weaponsmith 
  for a relative. Perhaps they belonged to a 
  royal or noble family that has a particular 
  connection to construction or carpentry. 
  Perhaps they are not merely decorative but 
  also imbued with some magical properties.
  The carvings could simply be patterns—
  leaves, vines, and other plants if the tools 
  were made by elves; rocks and gems, if by 
  dwarves; etc. Alternatively, the carvings 
  could be of specific geologic locations. 
  Perhaps the set itself can be used as a map 
  leading to some new adventure.
   Whatever the deeper truth about them is, 
  this set of tools is vastly more valuable than 
  most. Indeed, it would not be wrong to say 
  that the tools themselves are works of art.
  JEWELRY BOX
   Among the false treasures in the so-
  called Treasure Room (Area 7), the heroes 
  may make an unexpected find. On one of 
  the piles is a jewelry box that is much more 
  valuable than the quartz and glass beads 
  that are currently kept within it.
   The box is beautiful to look at, made 
  using carefully crafted pieces of various 
  different woods with complementary 
  grains. The geometric pattern these pieces 
  create is almost hypnotic to look at and the 
  box would fetch a good price from any art 
  collector.
   More interesting, if the heroes look closer, 
  is that there are no nails, pins, screws, or 
  other items holding the box together. It is so 
  perfectly made that it simply fits together 
  in a firm, solid arrangement that would be 
  difficult to disassemble without breaking 
  one or more of the pieces.
   On the bottom of the box is a maker’s 
  mark. Anyone with the appropriate 
  knowledge or background may recognize it 
  as belonging to a legendary craftsman and 
  puzzle maker. This is one of the finest pieces 
  of work the maker ever fashioned. 
   The jewelry box may be used simply 
  as a piece of treasure, for collectors 
  would certainly pay handsomely for it. 
  Alternatively, the puzzle maker may be 
  known for including secret compartments or 
  hidden functionality. The box may contain a 
  slip of paper with some important message, 
  map, or item. It may also, if used properly, 
  unfold into a completely different item or 
  tool. Perhaps it is a key to some unknown 
  lock, or a topographical map of a lost city. 
  There is no end to the possible clues, uses, or 
  content with which the Game Master may 
  fill the box. 
  LEATHER-BOUND BOOK
   Hidden within a bedroll in the Billet 
  (Area 8), the heroes may find a thick leather-
  bound book. Whatever was originally on the 
  cover has now been obscured by a series of 
  symbols in Draconic that one of the dragon 
  priests scrawled there.
   Inside, the original text has been 
  overwritten by a dragon priest using 
  primitive ink and pens (possibly as simple 
  as a stick and mud or berry-based dye). 
  It is possible, though difficult, to read the 
  original words through the vandalization. 
  Or, if one is literate in Draconic, the new 
  writing may be of more interest.
   Exactly what to make of this book is 
  left up the Game Master. The new writing 
  may be a spellbook, a history of the kobold 
  race, detailed plans for the construction of 
  the maze, or even some divinely inspired 
  prophesy. On the other hand, the original 
  work may be a valuable first edition of a 
  popular novel, or an illuminated volume of 
  history, or a ledger from an important noble 
  house, or the log of some sea captain whose 
  ship the kobolds ransacked. 
  
  13
  CREDITS
  Design: Stan! and R. Hyrum Savage
  Editing: Nikolai Z
  Cartography: Steve Gaudreau (aka 
  “Supercaptain”) using 
  Dundjinni software
  Typesett ing: R. Hyrum Savage
  Standees: Marcum Curlee, Jacob E. Blackmon 
  and Interactive Design Adventures (www.
  idadventures.com)
  Special Thanks: Wolfgang Baur, Shivam Bhatt , 
  Nancy Collins, Eric Haddock, Sterling Hershey, 
  Miranda Horner, Kevin Kage, Dorothy McComb, 
  Vicki Pott er, Sean K Reynolds, Michael Rozmin, 
  Annie Savage and the Savage Horde, Mat Smith, 
  Owen K.C. Stephens, JD Wiker, Keri Wiker
  All characters, character names, and the 
  distinctive likenesses thereof are trademarks 
  owned by Super Genius Games.
  This material is protected under the copyright 
  laws of the United States of America. Any 
  reproduction or unauthorized use of the 
  material or artwork contained herein is 
  prohibited without the express writt en 
  permission of Super Genius Games.
  This product is a work of ﬁ ction. Any similarity 
  to actual people, organizations, places, or 
  events is purely coincidental.
  This Super Genius Games game product 
  contains no Open Game Content. No portion 
  of this work may be reproduced in any form 
  without writt en permission.
  ©2009 SUPER GENIUS GAMES
  All rights reserved.  Made in the U.S.A.
  Visit our website at
  www.supergeniusgames.com
  ABOUT THE AUTHORS
  STAN!
  Stan! is the award-winning author of 2 
  novels, 15 short stories, more than 50 gaming 
  products, and innumerable cartoons and 
  comics. In his time, he has been an Associate 
  Art Director for West End Games, an 
  Editor and Designer for TSR, Inc., a Senior 
  Designer and Creative Director for Wizards 
  of the Coast, and Creative Content Manager 
  for Upper Deck Entertainment. Stan! is 
  a founding member of both The Game 
  Mechanics, Inc. and Super Genius Games.
  Stan! lives in Vista, CA, where he hopes one 
  day to be the owner of a Sony Aibo robot 
  dog. Visit him online at stannex.com and see 
  daily doses of his drawings at doodle-a-day.
  com.
  R. HYRUM SAVAGE
  R. Hyrum Savage is the President of 
  Super Genius Games when he not reading 
  comic books or designing things “that go 
  bump in the night.” His current and past 
  credits include being the lead designer 
  of the forthcoming 3rd Edition of the 
  Chill roleplaying game, and one of the 
  creative forces behind the Forbidden 
  Kingdoms two-fisted d20 pulp adventure 
  game. Hyrum is one of the founders of 
  OtherWorld Creations and the co-founder 
  of Super Genius Games. 
   He currently lives in the north San Diego 
  area with his wife, four children, three cats, 
  and a snake.
  ABOUT SUPER GENIUS GAMES
   Super Genius Games is an imprint of 
  OtherWorld Creations. Founded in fall 
  2007, SGG is dedicated to publishing quality 
  print and PDF products for a wide range of 
  games and game systems. Please visit the 
  website at www.supergeniusgames.com
   Co-founders Hyrum Savage and Stan! 
  between them have more than 24 years 
  experience working professionally in 
  the hobby games industry. They have 
  done projects with and created products 
  for Wizards of the Coast, Upper Deck 
  Entertainment, TSR Inc., Paizo Publishing, 
  Malhavoc Press, West End Games, Steve 
  Jackson Games, The Game Mechanics, 
  Guardians of Order, and many other 
  industry-leading companies. Their work has 
  been nominated for 10 major game industry 
  awards.
  
  14
  KOBOLD WARRIOR (40) 
     CR 1/4        100 XP
  Male Kobold Warrior 1
  LE Small 
  Init +1; Senses Darkvision (60 feet); Perception +2
  --------------------
  DEFENSE
  --------------------
  AC 17, touch 12, ﬂ at-footed 16  (+3 armor, +1 shield, 
  +1 Dex, +1 size, +1 natural)
  hp 7 (1d10+1)
  Fort +2, Ref +1, Will -1
  Weakness: Light Sensitivity
  --------------------
  OFFENSE
  --------------------
  Spd: 35 ft.
  Melee: Longsword +4 (1d6+2) and
    Unarmed Strike +4 (1d2+2)
  --------------------
  STATISTICS
  --------------------
  Str 14,  Dex 12,  Con 10,  Int 9,  Wis 9,  Cha 10
  Base Atk +2; CMB +2; CMD 13
  Feats: Fleet
  Skills: Acrobatics -1, Climb +0, Escape Artist -1, 
  Perception +2, Stealth +3, Swim +0
  Languages: Draconic
  Combat Gear: Longsword, Shield, Light Wooden, 
  Studded Leather; 
  --------------------
  SPECIAL ABILITIES
  --------------------
  Darkvision (60 feet): You can see in the dark (black 
  and white vision only).
  Light Sensitivity (Ex): Dazzled as long as they 
  remain in bright light.
  KOBOLD BACKSTABBER (3)  
  CR 1       400 XP
  Male Kobold Rogue 3
  LE Small 
  Init +3; Senses Darkvision (60 feet); Perception +7
  --------------------
  DEFENSE
  --------------------
  AC 18, touch 14, ﬂ at-footed 15  (+3 armor, +3 Dex, +1 
  size, +1 natural)
  hp 22 (3d8+3)
  Fort +1, Ref +6, Will +0
  Defensive Abilities: Evasion, Trap Sense +1
  Weakness: Light Sensitivity
  --------------------
  OFFENSE
  --------------------
  Spd: 30 ft.
  Melee: Shortspear +5 (1d4+2) and
    Unarmed Strike +5 (1d2+2)
  Special Att acks: Bleeding Att ack, Sneak Att ack +2d6
  --------------------
  STATISTICS
  --------------------
  Str 14,  Dex 16,  Con 10,  Int 8,  Wis 8,  Cha 8
  Base Atk +3; CMB +3; CMD 16
  Feats: Blind-Fight, Rogue Weapon Proﬁ ciencies, 
  Toughness +3
  Skills: Acrobatics +8, Climb +7, Escape Artist +8, Fly 
  +4, Perception +7, Sense Motive +5, Sleight of Hand +8, 
  Stealth +12, Swim +1
  Languages: Draconic
  SQ: Trapﬁ nding +1
  Combat Gear: Shortspear, Studded Leather; 
  --------------------
  SPECIAL ABILITIES
  --------------------
  Bleeding Att ack (Ex): Sneak att ack causes extra 
  damage over time.
  Blind-Fight: Re-roll misses because of concealment, 
  other beneﬁ ts.
  Darkvision (60 feet): You can see in the dark (black 
  and white vision only).
  Evasion (Ex): If you succeed at a Reﬂ ex save for half 
  damage, you take none instead.
  Light Sensitivity (Ex): Dazzled as long as they 
  remain in bright light.
  Sneak Att ack: +2d6 damage if you ﬂ ank your target 
  or your target is ﬂ at-footed.
  Trap Sense: +1 (Ex) +1 bonus on reﬂ ex saves and AC 
  against traps.
  Trapﬁ nding: +1 +1 to ﬁ nd or disable traps.
  KOBOLD DEATH MAZE 
  MONSTER STAT BLOCKS
  
  15
  KOBOLD WYRM CLAW (8) 
       CR 1         400 XP
  Male Kobold Fighter 3
  LE Small 
  Init +5; Senses Darkvision (60 feet); Perception +3
  --------------------
  DEFENSE
  --------------------
  AC 18, touch 12, ﬂ at-footed 17  (+5 armor, +1 Dex, +1 
  size, +1 natural)
  hp 29 (3d10+9)
  Fort +5, Ref +2, Will +0
  Weakness: Light Sensitivity
  --------------------
  OFFENSE
  --------------------
  Spd: 30 ft.
  Melee: Greatsword +7 (1d10+3) and
    Unarmed Strike +6 (1d2+2)
  --------------------
  STATISTICS
  --------------------
  Str 14,  Dex 12,  Con 14,  Int 8,  Wis 8,  Cha 8
  Base Atk +4; CMB +4; CMD 15
  Feats: Blind-Fight, Improved Initiative, Power At-
  tack +2/-1, Weapon Focus: Greatsword
  Skills: Acrobatics -2, Climb -1, Escape Artist -2, Fly 
  +0, Perception +3, Stealth +6, Swim -1
  Languages: Draconic
  SQ: Armor Training 1 (Ex), Bravery +1 (Ex)
  Combat Gear: Scale Mail, Greatsword; 
  --------------------
  SPECIAL ABILITIES
  --------------------
  Armor Training 1 (Ex): Worn armor -1 check pen-
  alty, +1 max DEX.
  Blind-Fight: Re-roll misses because of concealment, 
  other beneﬁ ts.
  Bravery +1 (Ex): +1 Will save vs. Fear
  Darkvision (60 feet): You can see in the dark (black 
  and white vision only).
  Light Sensitivity (Ex): Dazzled as long as they 
  remain in bright light.
  Power Att ack: +2/-1 You can subtract from your at-
  tack roll to add to your damage.
  KOBOLD DRAGON PRIEST (4)    CR 1        400 XP
  Male Kobold Cleric 3
  LE Small 
  Init +2; Senses Darkvision (60 feet); Perception +7
  --------------------
  DEFENSE
  --------------------
  AC 21, touch 13, ﬂ at-footed 19  (+6 armor, +1 shield, 
  +2 Dex, +1 size, +1 natural)
  hp 19 (3d8+3)
  Fort +3, Ref +3, Will +6
  Weakness: Light Sensitivity
  --------------------
  OFFENSE
  --------------------
  Spd: 20 ft.
  Melee: Mace, Heavy +3 (1d6) and
    Unarmed Strike +3 (1d2)
  Special Att acks: Batt le Rage, Touch of Evil 1 round, 
  6/day
  Cleric Spells Prepared: (CL 3, +3 melee touch, +5 
  ranged touch):
  2 (DC 15, 2/day)Darkness, Hold Person, Spiritual 
  Weapon
  1 (DC 14, 3/day)Bless, Cause Fear, Doom, Protection 
  from Good
  0 (DC 13)Bleed, Guidance, Purify Food and Drink, 
  Stabilize
  --------------------
  STATISTICS
  --------------------
  Str 10,  Dex 14,  Con 10,  Int 9,  Wis 16,  Cha 10
  Base Atk +3; CMB +1; CMD 13
  Feats: Channel Smite, Nimble Moves
  Skills: Acrobatics -3, Climb -5, Escape Artist -3, Fly 
  -1, Perception +7, Stealth +5, Swim -5
  Languages Draconic
  SQ :Aura (Ex), Channel Negative Energy 2d6 (DC 
  11) (Su), Cleric Domain: Evil, Cleric Domain: War, 
  Spontaneous Casting
  Combat Gear: Shield, Light Wooden, Mace, Heavy, 
  Breastplate; 
  --------------------
  SPECIAL ABILITIES
  --------------------
  Aura (Ex): The Cleric has an aura corresponding to 
  his deity’s alignment.
  Batt le Rage (Sp): Grant +1 to a melee damage rolls.
  Channel Negative Energy 2d6 (DC 11) (Su): An 
  evil cleric can channel negative energy to injure the 
  living and heal the undead.
  Channel Smite: As a swift action, channel negative 
  energy through melee weapon for +2d6 damage. 
  Target can make a Will save, as normal, to halve 
  this additional damage. If att ack misses, the channel 
  energy ability is still expended with no eﬀ ect. 
  Cleric Domain: Evil Granted Powers: You are 
  sinister and cruel, and have wholly pledged your 
  soul to the cause of evil.
  Cleric Domain: War Granted Powers: You are a 
  crusader for your god, always ready and willing to 
  ﬁ ght to defend your faith.
  Darkvision (60 feet): You can see in the dark (black 
  and white vision only).
  Light Sensitivity (Ex): Dazzled as long as they 
  remain in bright light.
  Nimble Moves: You can move across a single 
  obstacle with ease. Whenever you move, you may 
  move through 5 feet of diﬃ  cult terrain each round 
  as if it were normal terrain. This feat allows you to 
  take a 5-foot step into diﬃ  cult terrain.
  Spontaneous Casting: The Cleric can convert stored 
  spells into Cure or Inﬂ ict spells.
  Touch of Evil 1 rounds, 6/day (Sp): With a melee 
  touch att ack, target is sickened and counted as 
  good-aligned for the purpose of [Evil] spells.
  
  16
  KOBOLD ARCHER (2)                      CR 1 
   400 XP
  Male Kobold Ranger 3
  LE Small 
  Init +3; Senses Darkvision (60 feet); Perception +7
  --------------------
  DEFENSE
  --------------------
  AC 15, touch 14, ﬂ at-footed 12  (+3 Dex, +1 size, +1 natu-
  ral)
  hp 26 (3d10+6)
  Fort +4, Ref +6, Will +0
  Weakness: Light Sensitivity
  --------------------
  OFFENSE
  --------------------
  Spd 30 ft.
  Melee: Batt leaxe +6 (1d6+2) and
    Unarmed Strike +6 (1d2+2)
  Ranged: Shortbow, Comp. (Str +2) +7 (1d4+2)
  --------------------
  STATISTICS
  --------------------
  Str 14,  Dex 16,  Con 12,  Int 8,  Wis 8,  Cha 8
  Base Atk +4; CMB +4; CMD 17
  Feats: Deadly Aim +2/-1, Endurance (Endurance (bonus 
  feat)), Point Blank Shot, Precise Shot
  Skills: Climb +8, Fly +5, Perception +7, Stealth +13, Sur-
  vival +5, Swim +8
  Languages: Draconic
  SQ :Archery Combat Style (Ex), Enemies: Humanoids 
  (Human) (+2 bonus) (Ex), Terrains: Undergroud (+2 
  bonus) (Ex), Track +1, Wild Empathy +2 (Ex)
  Combat Gear: Batt leaxe, Shortbow, Comp. (Str +2), Stud-
  ded Leather; 
  --------------------
  SPECIAL ABILITIES
  --------------------
  Archery Combat Style (Ex): Allows the ranger to pick 
  from a variety of archery-related combat style bonus 
  feats.
  Darkvision (60 feet): You can see in the dark (black and 
  white vision only).
  Deadly Aim: +2/-1 You can make exceptionally deadly 
  ranged att acks by pinpointing a foe’s weak spot, at the 
  expense of making the att ack less likely to succeed.
  Endurance (Endurance (bonus feat)): +4 to a variety 
  of skill checks. Sleep in L/M armor with no fatigue.
  Enemies: Humanoids (Human) (+2 bonus) (Ex): +2 
  to rolls vs Humanoids (Human).
  Light Sensitivity (Ex): Dazzled as long as they 
  remain in bright light.
  Point Blank Shot: +1 to att ack and damage rolls 
  with ranged weapons at up to 30 feet.
  Precise Shot: You don’t get -4 to hit when shooting 
  or throwing into combat.
  Terrains: Undergroud (+2 bonus) (Ex): +2 to rolls vs 
  Undergroud.
  Track +1: +1 to survival checks to track.
  Wild Empathy +2 (Ex): Improve the att titude of an 
  animal, as if using Diplomacy.
  GIANT SCORPION (3)  
    CR 3          XP 800
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +4
  --------------------
  DEFENSE
  --------------------
  AC 16, touch 9, ﬂ at-footed 16 (+7 armor, –1 size)
  hp 37 (5d8+15)
  Fort +7, Ref +1, Will +1
  Immune: mind-aﬀ ecting eﬀ ects
  --------------------
  OFFENSE
  --------------------
  Speed: 50 ft.
  Melee: 2 claws +6 (1d6+4 plus grab), sting +6 (1d6+4 
  plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Att acks:constrict (1d6+4)
  --------------------
  STATISTICS
  --------------------
  Str 19, Dex 10, Con 16, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +8 (+12 grapple); CMD 18 (30 vs. 
  trip)
  Skills: Climb +8, Perception +4, Stealth +0; Racial 
  Modiﬁ ers +4 Climb, +4 Perception, +4 Stealth
  --------------------
  SPECIAL ABILITIES
  --------------------
  Poison (Ex): Sting—injury; save Fort DC 17; fre-
  quency 1/round for 6 rounds; eﬀ ect 1d2 Strength 
  damage; cure 1 save. The save DC is Constitutuion-
  based and includes a +2 racial bonus.
  
  17
  In each of the encounters below, 
  remember to check the relevant  trap 
  information located on pages 3-12.
  ENCOUNTER
  CAVE MOUTHS (1)
  Guarding this area are two archers (A), 
  four wyrm claws (B), and six warriors (C). 
  Although they are there specifically waiting 
  for an attack, the kobolds will not strike 
  first, even if they spot the heroes hiding 
  nearby. The purpose of this whole set-up 
  is to lure the heroes into the caves. Once 
  they are aware of the heroes’ presence, the 
  kobolds will hold their actions and prepare 
  to counter whatever the heroes do first.
  After two of the heroes have attacked, 
  the kobolds spring into action. The wyrm 
  claws and warriors coordinate their defense 
  against the frontline attackers while the 
  archers hold back and pepper any obvious 
  leaders or spellcasters with ranged attacks.
   Once the number of kobolds has been 
  reduced to five or fewer, the remaining 
  kobolds break off the attack and retreat 
  into the tunnels. They split up as much as 
  possible, taking different passages. The 
  last one, though, should be a kobold near 
  the entrance on the far right of the map. It 
  hopes to lure the heroes into the passage 
  with the pit trap.
  ENCOUNTER
   STORAGE CAVERN (5)
  This small cavern is where the kobolds 
  stored the materials they needed to build 
  the traps in the maze. Lurking in here, 
  waiting for the heroes, are four warriors (C) 
  and one backstabber (E). 
  If the heroes set off the Spear Field 
  outside, these kobolds are automatically 
  aware of the commotion. They prepare 
  for battle immediately and begin circling 
  around the now active trap so they can 
  fight as tactically as possible. They try to 
  lure the heroes to step on all of the trapped 
  squares to both do maximum damage and 
  get the trap to re-set (and then hopefully be 
  re-triggered, inflicting its damage again). 
  These kobolds will fight to the death, 
  with no retreat or surrender.
  ENCOUNTER
  LARDER (6)
  This cavern is where the kobolds store 
  their food and drink. Currently the area is 
  occupied by one dragon priest (F) and 12 
  warriors (C). They originally were there 
  for a meal, but dropped their plates and 
  picked up their arms when it became clear 
  the heroes were entering the maze. They 
  are now in hiding, waiting to ambush the 
  heroes if they come near. The priest will 
  lead 4 warriors from the north, while 4 
  warriors will enter from the south and 4 
  from the west. Spacing is tight, but kobolds 
  like it that way.
   The kobolds automatically become aware 
  of the heroes’ presence if the Spear Field 
  is triggered (and even if it isn’t triggered, 
  they have the normal chance to hear them 
  approaching). At that point, the kobolds will 
  try to herd the heroes through the trap and 
  into the Cave of Fire, where the bulk of the 
  ambush awaits.
   They attack the heroes until more than half 
  the kobolds from this area are slain or the head 
  dragon priest starts the final confrontation (see 
  Area 10 below). When either of these conditions 
  occurs, the remaining kobolds from the larder 
  retreat and take up defensive positions in the 
  north/south tunnels to block the heroes’ exit.
  ENCOUNTER 
  TREASURE ROOM (7)
  In the room are two backstabbers (E) and six 
  warriors (C), who actually stand guard over 
  the treasure as though that was an important 
  job. If the heroes trigger the pendulum trap, 
  the kobolds immediately become aware of 
  their presence (as do the kobolds in the Billet). 
  If the kobolds notice the heroes before the trap 
  is tripped, they will pretend to be oblivious in 
  order to lure the invaders in unawares.
   The guards here will fight until there are only 
  three of them left. Then they will flee deeper 
  into the tunnel in hopes of leading the heroes 
  into another ambush in the Billet.
  
  18
  ENCOUNTER 
  BILLET (8)
  This is the area where the kobolds go to sleep 
  when they are not on duty. A small group of 
  them were doing just that when the heroes 
  began their attack. Now they are up, armed, and 
  ready to fight. The group includes one dragon 
  priest (F), and 6 warriors (C). There are also 
  three monstrous scorpions (G) that lived in the 
  cavern but have been “adopted” by the kobolds 
  since they moved in here.
   The kobolds here can hear any activity in 
  either the Treasure Room or the Pendulum Hall 
  nearby, which will automatically make them 
  aware of the heroes’ presence. They will split 
  their forces so that some are in the side tunnel 
  while others are by the secret doors. They will 
  fight the heroes to the last with one exception—
  if all that remain are kobold mooks, then they 
  will panic and try to flee through the door that 
  leads to the Mouths of the Maze in an attempt to 
  escape with their lives.
  ENCOUNTER 
  CAVE OF FIRE (10)
   Present in the cave are two dragon priests 
  (F), four wyrm claws (B), and six warriors 
  (C). They represent the final opportunity 
  for the kobolds to overcome the heroes 
  and live to tell the tale. The priest standing 
  nearest the idol is Hrrang—the leader for 
  the entire complex. 
   If the heroes enter the cave while 
  engaged in combat, Hrrang and his group 
  will not interfere. They will let the fight 
  continue until the heroes outnumber their 
  opponents. At that point, Hrrang will order 
  the fighting kobolds to withdraw and go 
  back into the maze, where they will join the 
  others who are setting up defenses to keep 
  the heroes from easily exiting the complex.
   Hrrang, who is able to converse in the 
  Common tongue, will then reveal his 
  master plan to the heroes, before ordering 
  their final destruction. It was his vision that 
  led the kobolds to construct this maze and 
  lure the heroes here, and he will be glad to 
  tell the heroes about it in true über-villain 
  monologue style.
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathﬁ nder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  The Kobold Death Maze, Pathﬁ nder Edition. Copyright 2009, Super Genius Games; Authors: Stan! and 
  R. Hyrum Savage
  END OF LICENSE 
  
  19
  GM Map without traps or other markings
  
  20
  Tile #1
  Each tile is rotated 90 degrees counter clockwise so it ﬁ ts on the page. Remember this when printing and assembling.
  
  21
  Tile #2
  
  22
  Tile #3
  
  23
  Tile #4 - Upper Right
  
  24
  Tile #5
  
  25
  Tile #6
  
  26
  Tile #7
  
  27
  Tile #8
  
  28
  Tile #9
  
  29
  Tile #10
  
  30
  Tile #11
  
  31
  Tile #12
  
  32
  Tile #13
  
  33
  Tile #14
  
  34
  Tile #15
  
  35
  Tile #16
  
  36
  Archers
  Wyrm Claws
  Warriors
  
  37
  Warriors
  
  38
  Warriors
  
  39
  Backstabbers
  Warriors
  Priests
  Monstrous Scorpions
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/One Night Stands/Kobold Death Maze.pdf