Dungeon23 days 4 and 5, vaguely

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Brian S. Stephan 2023-01-06 00:06:59 -06:00
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@ -31,11 +31,12 @@ outmatched alone, and will attempt to flee to the east, yelling and barking as i
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.
**EXITS:** A passage to the east leads to the [Barracks](#02-barracks) and beyond. A passage to the west leads to [???].
**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).
## 02. Barracks:
> Well-armed and numerous, kobolds inhabit this poorly-lit room lined with bunks. They watch the PCs with skeptical
> Well-armed and numerous, kobolds inhabit this poorly-lit room lined with bunks. They watch the party 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
@ -62,16 +63,55 @@ trapped. The passage, opened, leads to [Snare Room](#03-snare-room).
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. The
first PC to venture into the room triggers the trap, risking getting trapped in a web of fine razor-sharp threads.
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.
**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.
## 04. [beyond]:
## 04. Lake in the Cave:
> The stone corridor from the entrance abruptly ends in a small natural cave opening, as if the dungeon that used to be
> here suddenly collapsed into a natural abyss. This cave, unlike the areas inhabited by kobolds, is unlit, though there
> is some evidence of kobolds and other humanoids coming through this area. The natural area in front of the dungeon
> corridor is relatively small, while the overall cavern is dominated by a lake. It is impossible to see the other end
> of the lake from the shore without aid, nor is it possible to see the bottom of the lake from the surface --- in both
> cases, it is too dark and too vast.
>
> Leading into the darkness, seven stalagmites, almost like tiny islands, break the surface, creating a traversable path
> to the unknown beyond.
This natural-seeming area breaks up the entrance area of the stone dungeon into two general branches --- this branch,
leading deeper within but usually not a return route for the monsters, and the branch through the
[Barracks](02-barracks) and [Snare Room](03-snare-room) which leads to a different section of the dungeon. Given the
size and terrain, few creatures ever come to the entrance this way, and the kobolds similarly ignore it, nor use it as a
way deeper into the dungeon. They may, however, entice the PCs to go this way in search of treasure.
**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.
**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.
**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.
# 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]**
@ -102,4 +142,19 @@ reset before it can make another attack.
* *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.
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@ -8,6 +8,9 @@ This dungeon is designed for [13th Age](/13th-age/) adventurers starting out at
(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.
## Appearance to the World
The dungeon is a recently-appearing living dungeon.