From your examination of the Kobold Lair, you can conclude that the Kobolds had been camped here for a long time. There are bedrolls, scurrying mice, the remains of various small campfires, and a small stash of food. There are no stocks, irons, chains, cages or other signs that prisoners were taken during Kobold raids.
In the northeast corner, there is an area where loot was kept; there is a small locked chest jammed into a hollow in the rock. From the size of the bedroll, that area also appears to have been Irontooth’s quarters.
Your search of the Kobolds turns up coin consisting of 12 gp and 48 sp. Bralm and Aloysius have examined Irontooth’s armor and believe it could be worn by a dwarf (with the usual adjustments a blacksmith would make to fit armor to a new wearer). His chain shirt and battleaxe are good quality, especially for a Goblin, but an extended examination by various party members does not indicate that they have magical powers.
As you are examining Irontooth’s arms and armament, Bralm calls the party’s attention to a small cloth bag that he found on Irontooth. He moves to a torchlit area and loosens its drawstrings in the flickering light. Inside there is a small silver key and a rolled up piece of parchment.
Bralm unrolls the parchment, and you can see by looking over his shoulder that it is a handwritten note. The handwriting is over-inked and angular, as if it were written by a serial killer. Bralm reads the chilling words aloud to you :
“Irontooth: Be aware, and don’t let your Kobolds slack or I will have all your eyeballs in my SOUP for dinner. My spy in Vergwild suggests we keep an eye out for visitors to the area. Really, it is too late for them now anyway! In just a few more days, I’ll completely open The Rift. Then Vergwild’s people will serve as slaves or worse for all those Lord Orcus sends TO DO MY BIDDING. Remember, serve me tirelessly now and you will be at my right hand when my day comes. (Signed) Kalarel”
You all stand in silence, pondering the gravity of what you have just heard.
Your experiences thus far in your characters’ journeys can be summed up as follows:
1st Kobold/King’s Road Ambush: 100 XP each
Vergwild and Lord Pradaig: 50 XP each
2nd Kobold/King’s Road Ambush: 125 XP each
Kobold Lair, Outside: 105 XP each
Kobold Lair, Inside: 250 XP each
TOTAL: 630 XP, more than halfway to 2nd level!
After spending the night in the Kobold Lair recuperating (it is a pretty neat place to hole up—-once you get rid of the Kobolds), you have the option of going straight back to Vergwild or following Iados’ map to the spot marked as a dragon’s tomb.
Finally, it occurs to you that bundling up the kobolds weapons and armor and bringing it all back to Vergwild would be an excellent way to demonstrate that the Kobold problem has been dealt with.