Dungeon23 days 4 and 5, vaguely
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				| @ -28,6 +28,10 @@ a { | ||||
|     text-indent: 3em; | ||||
| } | ||||
| 
 | ||||
| .dungeon blockquote p + p { | ||||
|     text-indent: 0; | ||||
| } | ||||
| 
 | ||||
| blockquote { | ||||
|     background: none; | ||||
|     font-style: italic; | ||||
|  | ||||
| @ -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. | ||||
| </div> | ||||
|  | ||||
| @ -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. | ||||
|  | ||||
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