port of existing dungeon23 stuff to Cypher System
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Title: Dungeon23 - Floor 01
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Description: The first floor of Dungeon23.
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Footer: <a href="legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
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Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
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trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
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characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
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Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
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Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
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<div markdown=1 class="dungeon">
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# Dungeon23 - Floor 01 {: .dungeon }
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@ -24,12 +28,13 @@ the east and west.
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> --- the stairs open into a room, where there are signs that small humanoids use it as a staging area of some sort.
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Crude furniture, weapons, and the like, suitable for small humanoids, are strewn about the room. PCs may discover 30 gp
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with a DC 15 skill check; mundane weapons are clearly available.
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and 1d3 usable weapons (use e.g. the *Godforsaken* random weapon table) (difficulty 2).
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**KOBOLD GUARD:** there is a 50% chance that a kobold is patrolling the room as the PCs enter. It is certainly
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outmatched alone, and will attempt to flee to the east, yelling and barking as it runs. One attempt at a DC 20 skill
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check will convince the kobold to stay and provide information about the rooms known to the kobolds, though it is still
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wary of the PCs. Use the [kobold warrior](#kobold-warrior) stat block if necessary.
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**GM INTRUSION: KOBOLD GUARD:** A kobold is patrolling the room as the PCs enter. It is certainly outmatched alone, and
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will attempt to flee to the east, yelling and barking as it runs. A difficulty 3 task may convince the kobold to stay
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and provide information about the rooms known to the kobolds, though it is still wary of the PCs.
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* **KOBOLD:** level 2, Speed defense as level 3.
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**EXITS:** A passage to the east leads to the [Barracks](#02-barracks) and beyond. A passage to the west leads to [Lake
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in the Cave](#04-lake-in-the-cave).
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@ -47,13 +52,17 @@ if the guard in the foyer alerted them, or if the PCs triggered the alarm traps
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intentions clear, or are accompanied by said kobold, they are willing to stand down and explain their origins. They are
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the remnants of a larger clan which moved in to the dungeon recently. Dungeon monsters treated them as prey, which is
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why they sealed off the north, but they are still keen to find a way to find treasures deeper within. If instead of
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sharing information, combat is enjoined, a [kobold hero](#kobold-hero) leads three [kobold warriors](#kobold-warrior)
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and five [kobold archers](#kobold-archer).
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sharing information, combat is enjoined, a kobold hero, well armed, leads eight kobolds armed with short swords and
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bows.
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**SEALED ROOM:** The door leading deeper into the dungeon has been fairly well barred by the kobolds. They can be
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convinced to hack at the planks and furniture to let the PCs through with a DC 25 check, but there's little need as they
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won't stop the PCs' attempts. Either way, wary of the monsters deeper within, they do not mention that the room ahead is
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trapped. The passage, opened, leads to [Snare Room](#03-snare-room).
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* **KOBOLD HERO:** level 3, Speed defense as level 4; Armor 1; other kobolds attacking the same target as the kobold
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hero deal an extra point of damage.
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* **KOBOLDS:** level 2, Speed defense as level 3.
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**SEALED ROOM:** The door leading deeper into the dungeon has been fairly well barred by the kobolds. It takes little
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effort, just time, to hack at the planks and furniture, though a task may speed things up. Unless convinced to join the
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PCs (difficulty 4), wary of the monsters deeper within, they do not mention that the room ahead is trapped. The passage,
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opened, leads to [Snare Room](#03-snare-room).
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## 03. Snare Room:
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@ -61,14 +70,12 @@ trapped. The passage, opened, leads to [Snare Room](#03-snare-room).
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> south shows evidence that it has been barred and secured on the other end, while the north end of the room features a
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> doorless frame, and only darkness can be seen beyond.
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The kobolds have set a snare trap in this room to keep monsters of dungeon from reaching the rooms they inhabit. A DC 20
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skill check will make the existence of the trap evident, be it by noticing the fine threads that can entrap the PCs, or
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by realizing the debris draws visitors down a certain path, or whatever other solution the PCs may come up with. It is
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easily to disarm the trap, once it is known. Barring that, the first PC to venture into the room triggers the trap,
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risking getting snapped up and tangled in a web of fine razor-sharp threads.
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The kobolds have set a snare trap made of fine razor-sharp threads in this room to keep monsters of dungeon from
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reaching the rooms they inhabit, and have arranged the room to draw visitors down one specific path. Barring detection,
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the first PC to venture into the middle of the room triggers the trap, risking getting snapped up and tangled in a web
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of fine razor-sharp threads.
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**RAZOR SNARE TRAP:** +10 vs. PD; 3d6 damage and the target is stunned, save ends. Once the trap is sprung, it must be
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reset before it can make another attack.
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**RAZOR SNARE TRAP:** level 4; deals damage in addition to entanglement, otherwise as net.
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## 04. Lake in the Cave:
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@ -90,17 +97,13 @@ way deeper into the dungeon. They may, however, entice the PCs to go this way in
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Traversing the islands brings the PCs [Beyond the Lake](#05-beyond-the-lake).
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**GHOULS:** Ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (DC 10 skill check, only
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necessary in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. Two
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[lake ghouls](#lake-ghoul) and eight [ghoulranhas](#ghoulranha) attack the party once the *second* PC reaches the middle
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of the lake.
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**GHOULS:** Two ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (difficulty 2 in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. As core book.
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**DROWNING:** +5 vs. PD; 2d6 damage; attacks every round at the start of the PC's turn while the PC is underwater; DC 15
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skill check to avoid taking damage, with the option to return to the surface, assuming the PC is not engaged in combat,
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or to hold their breath and stay submerged.
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**DROWNING:** The PC must make a difficulty 4 Might task to hold their breath or take 5 damage at the start of every
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turn they are underwater.
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**LAKE TREASURE:** At the bottom of the lake rests the remnants of devoured adventurers. Among the bones is 120 gp, two
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*potions of healing*, some ruined tomes of unknown importance, and a ruby that is always warm to the touch.
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cyphers, some ruined tomes of unknown importance, and a ruby that is always warm to the touch.
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## 05. Beyond the Lake:
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@ -122,9 +125,8 @@ cave walls themselves were lamenting something lost. The cause is unknown.
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It seems as if the pedestal at one point had an inscription, but it has been lost to time. [I haven't decided why this
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is here yet.]
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**GREAT GOLD WYRM, DIABOLIST:** The lynx may represent Marrowmaw, the fabled companion of a great ranger demon hunter.
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(*Effect:* +1 inspiration bonus to attack and damage against demons if the PC makes a small appeal to Marrowmaw after a
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full heal-up.)
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The lynx may represent Marrowmaw, the fabled companion of a great ranger demon hunter. PCs who appeal to Marrowmaw gain
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a subtle cypher.
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**BEYOND:** The cave passage continues through this room to the various chambers that make up the [Hell-touched
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Colony](#07-hell-touched-colony).
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@ -135,73 +137,17 @@ Colony](#07-hell-touched-colony).
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> Light casts odd shadows from the varying stalagmites and short walls, making it difficult to immediately discern the
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> size and depth of the chamber. The rock gives off a slight warmth.
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Portions of this section of the dungeon have been touched by the Diabolist's influence. Also by the hellbugs. The
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Portions of this section of the dungeon have been touched by a demonic influence. The
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corruption tears through floors of the dungeon, though the depths are not reachable from this area of the first floor.
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**HELLBUGS:** Two hook scuttlers and three giant scorpions prawl the cavern walls and ceilings. They can be spotted with
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a DC 20 skill check, or a DC 15 skill check with ample lighting or dungeonsense or similar extraordinary ability. Adept
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hunters, they will strike if the party splits itself up investigating the cavern, or if it seems their prey is about to
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leave. [Give the giant scorpions a hellish ability, or maybe just fire damage?]
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**SHADOWS:** Sixteen or so shadows lurk the chambers, waiting for intelligent prey hopefully carrying light sources. As
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*Godforsaken*.
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**GM INTRUSION:** Any shadows surviving the encounter stalk the PCs, waiting for them to make camp.
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**TREASURE:** The PCs need to take some time before or after the battle to find it, but one of the chambers contains the
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skeletal remains of a long-since passed adventurer. Resting on the bones is a *+1 cloak of adroit avoidance* and a
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nonmagical ring bearing a family crest. [This should be some kind of nod or hook for something later in the dungeon.]
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skeletal remains of a long-since passed adventurer. Resting on the bones is a cypher and a nonmagical ring bearing a
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family crest. [This should be some kind of nod or hook for something later in the dungeon.]
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# Stat Blocks
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## Ghoulranha
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**1st level mook [undead]**
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* **AC 17; PD 12; MD 10; HP 5;** Init +2; Vulnerability: holy
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* **Claw as cold as the deep +5 vs. AC** --- 3 damage, or 6 damage if the target is vulnerable
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* *Natural 18+, or natural 12+ if the target is stunned:* the ghoulranha grabs the target and plunges with them into
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the lake, see rules on DROWNING.
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* *Aquatic predators from beyond:* The ghoulranha does not need to breathe, and is as mobile in water as on land.
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## Kobold Archer
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**1st level mook [humanoid]**
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* **AC 16; PD 14; MD 10; HP 6;** Init +4
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* **Simple knife +6 vs. AC** --- 3 damage
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* **R: Tiny crossbow or javelin +7 vs. AC** --- 3 damage
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* *Evasive:* Kobolds take no damage from missed attacks.
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* *Split off:* When one of the kobold's allies engages a creature engaged with the kobold, the kobold can pop free as a
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free action.
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## Kobold Hero
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**2nd level leader [humanoid]**
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* **AC 18; PD 16; MD 12; HP 34;** Init +3
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* **Shortsword +7 vs. AC** --- 6 damage, and each nearby non-leader kobold deals +3 damage with its next attack this
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battle that hits.
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* *Natural even miss:* 3 damage.
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* *Evasive:* Kobolds take no damage from missed attacks.
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## Kobold Warrior
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**1st level troop [humanoid]**
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* **AC 18; PD 15; MD 12; HP 22;** Init +4
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* **Spear +8 vs. AC** --- 4 damage
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* *Natural even hit or miss:* The kobold warrior can pop free from the target.
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* *Evasive:* Kobolds take no damage from missed attacks.
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* *Not brave:* Kobold warriors with single digit hit points will run away the first chance they get.
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## Lake Ghoul
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**3rd level spoiler [undead]**
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* **AC 18; PD 15; MD 12; HP 36;** Init +8; Vulnerability: holy
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* **Claws and bite like a shark +8 vs. AC** --- 8 damage
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* *Natural even hit:* The target is vulnerable to attacks by undead until the end of the lake ghoul's next turn.
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* *Natural 18+, or natural 12+ if the target is stunned:* the lake ghoul grabs the target and plunges with them into
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the lake, see rules on DROWNING.
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* *Pound of flesh:* The lake ghoul's *claws and bite like a shark* attack deals +4 damage against vulnerable targets.
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* *Paralyzing bite:* When the lake ghoul hits a vulnerable target with a natural even attack roll, the target is also
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stunned (save ends).
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* *Aquatic predators from beyond:* The lake ghoul does not need to breathe, and is as mobile in water as on land.
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* *Infected bite:* Any creature that is slain by a lake ghoul and not consumed will rise as a lake ghoul the next night.
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</div>
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Title: Dungeon23
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Description: bss's Dungeon23 entry.
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Footer: <a href="legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
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Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
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trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
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characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
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Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
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Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
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# Dungeon23
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This dungeon is designed for [13th Age](/13th-age/) adventurers starting out at level 1, and running through level 10
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(and beyond?). Given the size of the dungeon, it is probably appropriate to level up the characters when they advance a
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level in the dungeon.
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Combats are generally, vaguely, built around the assumption of parties consisting of four PCs, but this is not a hard
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rule.
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This dungeon is designed for [Cypher System](/cypher/) adventurers starting out at tier 1, and slowly escalating to tier
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6 (and beyond?). Combats are generally, vaguely, built around the assumption of parties consisting of four PCs, but this
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is not a hard rule.
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## Appearance to the World
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