Dungeon23 days 2 and 3, another room and kobold stat blocks

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Brian S. Stephan 2023-01-04 18:52:55 -06:00
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@ -22,8 +22,65 @@ the east and west.
Crude furniture, weapons, and the like, suitable for small humanoids, are strewn about the room. PCs may discover 30 gp
with a DC 15 skill check; mundane weapons are clearly available.
**KOBOLD GUARD:** there is a 50% chance that a kobold is patrolling the room as the PCs enter. He is certainly
outmatched alone, and will attempt to flee to the east, yelling and barking as he runs. One attempt at a DC 20 skill
**KOBOLD GUARD:** there is a 50% chance that a kobold is patrolling the room as the PCs enter. It is certainly
outmatched alone, and will attempt to flee to the east, yelling and barking as it runs. One attempt at a DC 20 skill
check will convince the kobold to stay and provide information about the rooms known to the kobolds, though it is still
wary of the PCs. [Use the SRD Kobold Warrior stats if necessary.]
wary of the PCs. Use the [kobold warrior](#kobold-warrior) stat block if necessary.
**EXITS:** A passage to the east leads to the [Barracks](#02-barracks) and beyond. A passage to the west leads to [???].
## 02. Barracks:
> Well-armed and numerous, kobolds inhabit this poorly-lit room lined with bunks. They watch the PCs with skeptical
> eyes. A passage to the north has been securely blocked, and the passage from the foyer continues to the east.
The kobolds in this room make up the majority of those living in the dungeon. They have sealed off the section of the
dungeon to the north, fearing the monsters within.
**KOBOLDS:** The kobolds are ready to fight but would prefer not to. They are on high alert and might even strike first
if the guard in the foyer alerted them, or if the PCs triggered the alarm traps on the way in. If the PCs make their
intentions clear, or are accompanied by said kobold, they are willing to stand down and explain their origins. They are
the remnants of a larger clan which moved in to the dungeon recently. Dungeon monsters treated them as prey, which is
why they sealed off the north, but they are still keen to find a way to find treasures deeper within. If instead of
sharing information, combat is enjoined, a [kobold hero](#kobold-hero) leads three [kobold warriors](#kobold-warrior)
and five [kobold archers](#kobold-archer).
## 03. Eastern Sealed Room:
[traps, kind of a firewall between kobolds and rest of dungeon]
## 04. [beyond]:
# Stat Blocks
## Kobold Archer
**1st level mook [humanoid]**
* **AC 16; PD 14; MD 10; HP 6;** Init +4
* **Simple knife +6 vs. AC** --- 3 damage
* **R: Tiny crossbow or javelin +7 vs. AC** --- 3 damage
* *Evasive:* Kobolds take no damage from missed attacks.
* *Split off:* When one of the kobold's allies engages a creature engaged with the kobold, the kobold can pop free as a
free action.
## Kobold Hero
**2nd level leader [humanoid]**
* **AC 18; PD 16; MD 12; HP 34;** Init +3
* **Shortsword +7 vs. AC** --- 6 damage, and each nearby non-leader kobold deals +3 damage with its next attack this
battle that hits.
* *Natural even miss:* 3 damage.
* *Evasive:* Kobolds take no damage from missed attacks.
## Kobold Warrior
**1st level troop [humanoid]**
* **AC 18; PD 15; MD 12; HP 22;** Init +4
* **Spear +8 vs. AC** --- 4 damage
* *Natural even hit or miss:* The kobold warrior can pop free from the target.
* *Evasive:* Kobolds take no damage from missed attacks.
* *Not brave:* Kobold warriors with single digit hit points will run away the first chance they get.
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