A1. The Entrance (EL 1-2; 540)
Light trickles into this rectangular cave from the entrance to the south. The floor of the entranceway is covered with pieces of broken glass and pottery. Four small reptilian humanoids covered with scaled skin stand guard in this room. Two of the reptilian humanoids stand guarding the west door and two guarding the north door. Upon your arrival the two of the creatures tighten their grip on they pick axes, bare their tiny teeth, and begin to move forward, while the other two move to open the doors to escape or perhaps warn others.
The four reptilian creatures are kobolds and the player characters have stumbled into their lair. These kobold guards (CR 1/3) have the unfortunate duty of guarding the entrance. Entrance duty is something that is reserved for the kobold who have most disappointed their nestmates and Mekmep the Blue.
In combat two of the guards move to intercept the player characters allowing the other two to escape to room 4 (pool room) and room 4 (sleeping quarters) to warn the other kobolds of the nest. The kobolds fight with sharpened picks in melee and with buzz disks and smoke bullets if they can attack at range. Beyond the gear listed in their statblocks, the guard kobolds each carry a small carving of their draconic patron made of lapis lazuli (worth 15 gp apiece), some dried meat to snack on and 2d6 sp.
The area in front of the cave entrance covered with broken pottery and glass should be treated as difficult terrain. Any characters moving through this area must use 10 ft. of movement to cover 5 ft. of actual space or suffer 1 point of damage per 5 ft. square. Small creatures, creatures with a natural armor bonus or creatures wearing metal armor can ignore this hazard.