Kobold Morale [2d6]=9
This is normally a pretty good morale result, but Kobolds are cowards (-2) and these ones are Surprised (-1) and just got hit by fire breath (-1).
On its own this forces a Flee result and they scatter. Since they were surprised they don't effectively attack you before this happens.
Everyone in melee thus makes their attacks unopposed and you carve a bloody trail through them.
But now the hive is in a tizzy and everyone is waking up to the threat. For most of them it will be far too late.
In the confusion and panic of
Darfilla's fire breath the party hacks their way forward, easily repelling those few kobolds fool enough to attack instead of immediately fleeing. They are armed with primitive weapons and without their traps and set defenses pose no threat aside from the chance is slipping in their blood, tripping over them or being struck by collapsing structures. Kobolds are cunning, but they are not terribly diligent in their constructions and thus what was close to a barracks is now mostly a chamber filled with burning rubble.
The one advantage of the many tunnels they have carved and their experience with smoke means that the area has much better ventilation than Eastfort did as so instead of a pall of choking smoke all there is merely an acrid tinge to the air as it wafts away.
And so they push on and enter the Dragon's lair...
Dragon Awakens on 5 [1d6]=3
Where, despite the frenzied activity of the Kobolds, the great beast has yet to stir.
By the light of their torches it is hard to make out the full state of the chamber, but the dragon lies curled in the northeastern corner where in the other Watchforts the great forges had been placed. It seems that the beast has made its bedding out of the ruins of those marvelous works. It is a massive, darkened form but as it breathes tiny flickering flames dance out from its nostrils and maw. These meager lights shine out on heaps of gold, silver and copper coins, and reflect in a thousand beams from scattered gemstones. Among the treasures it uses as its mattress are hundreds of axe blades and knives and many more hundreds of tools marred with rust from both heat and time. It is impossible to see how truly large the dragon is, but the rumbling of its respiration leaves no doubt that it is greater than any creature anyone present has ever beheld.
At least that is what most of them can tell, but
Earnan has eyes keen enough to truly see the terrible creature by torchlight. The Elven traveler perceives a sinuous form twisted upon itself with long, gangling limbs folded as if it were a sleeping cat and great wings held tight to its torso. He follows the silhouettes cast by the dancing lights and with instincts honed by decades as a hunter he knows that each wing can stretch to span the width of this chamber. With the smallest of turns it could reach out from its corner and touch the doorway they must use to enter.
The Dawi present can't see what the Elf does but their Stonecunning gives them pause. This place is shot through with extraneous tunnels that compromise the integrity of the stone. If the dragon were to charge there is little hope that the walls could stand against it, and were it to rear up to its full stature the ceiling will surely give way.
What is not in doubt is that of the many Kobolds who fled this way, those same cravens have been turned back around by things they fear more than the invaders. There are perhaps three dozen of them ready to rush back into the fray, driven by their overseers who themselves are driven by the dragonborn. They stand well above their lesser kindred, and glitter in the dancing firelight. Their scaly bodies are girded with crudely assembled maille, and they wield weapons and shields of Dwarven make.
A trio of them have made their own lair by the side of their slumbering creator and while the dragon still sleeps they do not and with a screaming battle cry they extol their lesser kin to attack.
You have options. The pic is pretty awful but it should help.
You are coming through the entrance.
Everyone has to move this round to get into the room.
The kobolds are within range to charge.
Your Front peeps are charging to meet the kobolds or joining the Center.
The Center can hold near the door or move forward to engage. They may use Ranged weapons (Earna can use Arcane Archery, Morwen can use her Wand)
The Rear enter the chamber this turn. They can only attack back the way you came.
Front: Jiho, Magarra, Dramm , Beletreda, Gurav, Korev, Grimnir
Center: Si-woo, Earnan, Hemia, Borav, Barnaby, Morwen, Macnav
Rear: Rolton, Darfilla, Hodlar, Bardin, Drotik
Ahead of you are:
35 Kobolds
4 Overseers
3 Dragonborn
They all have melee and hurled ranged weapons.