port of existing dungeon23 stuff to Cypher System
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				| @ -1,6 +1,10 @@ | ||||
| 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> | ||||
|  | ||||
| @ -1,15 +1,16 @@ | ||||
| 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 | ||||
| 
 | ||||
|  | ||||
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