From 8c1f0190393b419d7f98a1c31b2f3ea1f7b4c609 Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Wed, 4 Jan 2023 18:52:55 -0600 Subject: [PATCH] Dungeon23 days 2 and 3, another room and kobold stat blocks --- pages/dungeon23/floor01.md | 63 ++++++++++++++++++++++++++++++++++++-- 1 file changed, 60 insertions(+), 3 deletions(-) diff --git a/pages/dungeon23/floor01.md b/pages/dungeon23/floor01.md index 2b59c97..d0e0e5f 100644 --- a/pages/dungeon23/floor01.md +++ b/pages/dungeon23/floor01.md @@ -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.