I've posted this before, but I've added some new things based on suggestions of the kobold theme, and heres what i have so far.
The Kobold Assassins [Lvl 4 Quest]
The party arrives on a trail leading into a major city, it is heavily forested and the road is mostly rocks. While heading in a noise can be heard
with a succesful listen check of "18" if succesful the player hears the grunts of several kobolds deep in the forest. if heard skip to the first encounter
with the second setting.

If the listen check fails they continue down the road noticing that traffic is much quieter than normal. As they approach the last mile into the city
a gang of 4 kobolds jump out from the shrubbery.
Read Aloud "You walk over the final hill finally getting sight of the walls surrounding the approaching city, but the roads seem much more silent
you remember.. You get the feeling that something may be watching you."
Encounter 1

CR:3 Kobold Monk x4
Lawful Evil Small Humanoid (Reptilian, Dragonblood)
Initiative +2 - Senses Darkvision 60 ft. - Listen +2 - Spot +2
Languages - Draconic
AC 16 - Touch 15 - Flat Footed 15 (Dex+2/Size +1/Wisdom +2/Natural+1)
HP 24
Enhancements - Resist Evasion/Still Mind
Fort +5/Ref +6/Will +6
Spd 40 ft. (8 squares)
Melee - Unarmed Strike +5 (1d6+1 Magic)
Base Attack +3/Grp +0
Space 5 ft / Reach 5 ft
Atk Options - Draconic Fist (4 per day) 1d6 Electric dmg
Combat Gear - Potion Cat's Grace, Potion Mages Armor, Potion Shield of Faith +2
Special Actions - Dodge/Deflect Arrows/Slow Fall(20 ft.)
Abilities - Str 12/Dex 15/Con 12/Int 10/Wis 14/Cha 8
SQ Kobold Traits
Feats - Deflect Arrows/Dodge/Weapon Finesse
Skills - Climb +8/Tumble +9
Make a Path relatively straight 100 feet long (20 blocks) and 25 feet wide (5 blocks)
The paths are surrounded by heavy shrubbery that arent practically unpassable without getting tangled
The kobolds will start near the end of the path (about 4 blocks in from the end) lined up next to each other
The advenuters will start near the beginning of the path (about 6 blocks in from the entrance) choosing positions by eachother
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- - - - - - - - - -
For the second version of the encounter create a 10 block by 10 block square with the kobolds on
the one side of the square with the adventures on the other side
Creature Tactics
These kobolds have been hired to take down the group of adventurers and are thirsty for the reward, they are focused on the prize and
have a +1 bonus to all melee attacks. They also like to go after the same PC all at once. Once down to the last kobold he tries to retreat into the
shrubbery, if he manages to escape disregard him from the loot.
Encounter Exp Rewards
1 PC: 800 4 PC: 200
2 PC: 400 5 PC: 100
3 PC: 300 6 PC: 75

Each kobold contains the following:
Potion of Cure Moderate Wounds
15 PP
Masterwork Shortbow
x10 Arrows
Iron Dagger
Potion of Mage Armor
Read Aloud
"You continue on the path into the city after the vigorous battle with the kobolds, you make out a wagon in the distance, as you approach it you see
that it is unattended, missing the horse as well, at the wagon now you see what may of been the sanctuary of many valuable goods, but all the
goods have been stripped from their place."
After the first encounter the players continure down the path to find a wagon left unattended on the side of the road with the horses missing.
A player can make a search attempt (Search Check of 22) to find a small bag of money (listed below) that increases with the number of PC's
(Multiply the money by the amount of Players) if found all PC's gain 200 xp
Small Bag of Money
23 pp 68 sp 34 cp
Read Aloud
"After investigating the ransacked merchants wagon, you notice a trampled down path in the thick shrubbery behind the wagon. A small
humanoid is standing in the distance and quickly runs into the remaining shrubbery. Heading down the path you notice the woods getting
thicker and thicker."
Pitfall Trap
Up ahead a pitfall trap has been planted by the kobolds, a succesful spot check of 24 (Apply the bonus of whoever has the highest Spot)
will reveal the trap to the players, allowing them to avoid damage before exploring further into the buried cave.
If the spot fails the players will fall into the trap unexpectedly. This does 1d8 damage to the players however a reflex save of 26 will negate all
damage allowing the player to catch themselves on the harsh landing.
Read Aloud
"After adjusting to the darkness of the pitfall room you make out torches in the distance, the pitfall is made of smooth stone and is impossible to
climb out of without tools. Looking across the room again you see a narrow hallway, a way out perhaps?"
The Room:
The Pitfall is a 3x3 square, a room extends off of it to the north 5x8 blocks big. Directly across from the pitfall room is a 5 foot wide hallway that
leads to another room. The kobolds wait around the corner to make a surprise attack on theparty. (The character with the highest listen skill makes a skill check to hear
the kobolds around the corner. DC: 25) If the listen check fails the kobolds get a surprise round.
Creature Tactics
These kobolds are in defensive mode and will back away from the enemies as far as possible turning around to throw a javelin. If a kobold runs
out of javelins it immediately runs to the next room as fast as possible. A kobold will also try to run if they're the last one in the room.
Encounter 2

Kobold Scout x4 (HP: 16, 14, 14, 13)
Chaotic Evil Small Humanoid (Reptilian, Dragonblood)
Initiative +2 - Senses Darkvision 60 ft.
Languages - Draconic
AC - 17 (10 + 3 Armor + 3 Dex + 1 Dodge)
Enhancements - Skill: Listen/Skill: Spot
Fort +2/Reflex +7/Will +4
Spd 30 ft. (6 squares)
Melee - Shortsword (1d6 Pierce Damage - Crit: 19-20 - Multiplier: x3
Ranged - x6 Javelin (1d6 Pierce Damage - Crit: 20 - Multiplier x2 - Range 30 ft (6 Squares))
Base Attack +3
Combat Gear - Studded Leather Armor/Shortsword/
Abilities - Str 10/Dex16/Cha8/Int10/Wis8
Feats - Dodge
Skills - Climb +5/Tumble +6/Listen +6/Spot +5
Encounter Exp Rewards
1 PC: 800 4 PC: 200
2 PC: 400 5 PC: 100
3 PC: 300 6 PC: 75

x4 Shortswords
x24 Javelins
x1 Potion of Bull's Strength
16 pp 45 gp 78 sp 95 cp
If a player searches the room they find a small bag of and additional 23 pp and an Iron Key.
The Hallway
1 square wide, 20 squares long
Spike Trap
Once players enter the hallway a spike trap activates on the second square in.
Reflex Save DC: 24
Jump DC: 26
Search DC (For Device Box): 24 - Located on the right side of the first square into the hallway.
Disable Device DC:24 - If fails player takes 1d6 fire damage (Reflex DC: 24 negates the damage) from the device box exploding.
At the end of the hallway the players approach a locked wooden door (Unless opened by a kobold from the last room)
The door can also be unlocked with an iron key found by searching the last room.
Open Lock DC: 24
Strength DC: 22
Hardness: 10
HP: 60