The Goblinoids have breached to the 3rd floor and Kobolds are making a stand trying to hold the bridges. Some goblins have made it past the bridge guard in time for them be pinned down by kobold reinforcements from below. Intent on driving the kobolds deeper and deeper they have set up temporary camps and supplies and even brought siege equipment of the smaller variety and assembled here.
The Kobolds have several wooden towers guarding the bridges. The 4 Kobolds operate two heavy Crossbows with proficiency as long as two are working the weapons. The towers are wood and leather and resistant to fire. The kobolds fire from slits in the tower granting them 3/4 Cover from outside attacks.
There is a last stand tower that is 5 by 5 and made of stone with a floor below it rising 20 feet to the ceiling. If the Kobold force is reduced by half the survivors fill the tower and wait out the enemy.
The Goblinoids have a Scorpion a lighter version of the Ballista. It can fire stones or bolts . If it is firing bolts it does piercing damage if round shot bludgeoning and if round shot is used it has the building destroyer property which does double damage to structures.
The Goblins holed up behind a wooden wall guarding the Goblinoid supplies are guarding a small entrance and have arrows slits in the wall which grants anyone firing through them 3/4 cover.
Kobolds already know the location of all secret doors.
If players attack the main camp in the N/E Corner of the Goblinoids in any way all goblinoids in adjacent rooms rush to defend the Camp.
A. 3,000 Silver in 2 burlap sacks. Guarded by a trap.
Scythe Blade In wall which the treasure sits by: DC 10 to find, DC 15 to disable; +7 to hit against all targets within a 5 ft. arc, 2d10 slashing damage; heroic tier, dangerous
B. 3,300 Silver in three pottery jars hidden under a pile of mud perception check DC 15 to notice. Guarded by a giant lizard
C. Trapped Door Electrified Floortile: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 12 save or take 2d10 lightning damage; heroic tier, dangerous. A magically prepared tile sends a jolt of lightning through the floor tile when the door is opened. A wire or metal rod can be used to discharge the tile with a DC 20 Sleight of Hand
D. Trapped Floor Tile. Poison Gas Trap: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 19 save or take 4d10 poison damage; heroic tier, deadly. A floor trigger causes openings in the ceiling to open and an alchemical mix to pour into chambers which produce gas that rapidly fills the room. Trap can be disabled by plugging the holes with clay, mold earth/stone, or otherwise blocked. DC 25 to disarm. the triggering mechanism.
E. Trapped Door. Falling Block: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 15 save or take 2d10 damage; heroic tier, dangerous. A large carved block falls from the ceiling onto the victim below. The trigger is a line hidden in the door that pulls the pin loose. Can be disabled by finding the line in the door gap and cutting the line. DC 20
F.1 and F.2 Both bridges are trapped to fall into the 150' deep chasm. They can be tripped by a lever by the attendant Kobolds. A DC 17 Dexterity check can allow the victim to grab onto the bridge as its center drops into the chasm and the ends flap against the walls of the chasm. A DC climb check gets them up the surface.