port of existing dungeon23 stuff to Cypher System

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Brian S. Stephan 2023-01-21 18:11:10 -06:00
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2 changed files with 47 additions and 100 deletions

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

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Title: Dungeon23
Description: bss's Dungeon23 entry.
Footer: <a href="legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
# Dungeon23
This dungeon is designed for [13th Age](/13th-age/) adventurers starting out at level 1, and running through level 10
(and beyond?). Given the size of the dungeon, it is probably appropriate to level up the characters when they advance a
level in the dungeon.
Combats are generally, vaguely, built around the assumption of parties consisting of four PCs, but this is not a hard
rule.
This dungeon is designed for [Cypher System](/cypher/) adventurers starting out at tier 1, and slowly escalating to tier
6 (and beyond?). Combats are generally, vaguely, built around the assumption of parties consisting of four PCs, but this
is not a hard rule.
## Appearance to the World