Dungeon23 days 4 and 5, vaguely
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.dungeon blockquote p + p {
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blockquote {
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blockquote {
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font-style: italic;
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@ -31,11 +31,12 @@ outmatched alone, and will attempt to flee to the east, yelling and barking as i
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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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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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wary of the PCs. Use the [kobold warrior](#kobold-warrior) stat block if necessary.
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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 [???].
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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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## 02. Barracks:
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## 02. Barracks:
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> Well-armed and numerous, kobolds inhabit this poorly-lit room lined with bunks. They watch the PCs with skeptical
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> Well-armed and numerous, kobolds inhabit this poorly-lit room lined with bunks. They watch the party with skeptical
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> eyes. A passage to the north has been securely blocked, and the passage from the foyer continues to the east.
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> eyes. A passage to the north has been securely blocked, and the passage from the foyer continues to the east.
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The kobolds in this room make up the majority of those living in the dungeon. They have sealed off the section of the
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The kobolds in this room make up the majority of those living in the dungeon. They have sealed off the section of the
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@ -62,16 +63,55 @@ trapped. The passage, opened, leads to [Snare Room](#03-snare-room).
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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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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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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. The
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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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first PC to venture into the room triggers the trap, risking getting trapped in a web of fine razor-sharp threads.
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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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**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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**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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reset before it can make another attack.
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## 04. [beyond]:
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## 04. Lake in the Cave:
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> The stone corridor from the entrance abruptly ends in a small natural cave opening, as if the dungeon that used to be
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> here suddenly collapsed into a natural abyss. This cave, unlike the areas inhabited by kobolds, is unlit, though there
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> is some evidence of kobolds and other humanoids coming through this area. The natural area in front of the dungeon
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> corridor is relatively small, while the overall cavern is dominated by a lake. It is impossible to see the other end
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> of the lake from the shore without aid, nor is it possible to see the bottom of the lake from the surface --- in both
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> cases, it is too dark and too vast.
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>
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> Leading into the darkness, seven stalagmites, almost like tiny islands, break the surface, creating a traversable path
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> to the unknown beyond.
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This natural-seeming area breaks up the entrance area of the stone dungeon into two general branches --- this branch,
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leading deeper within but usually not a return route for the monsters, and the branch through the
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[Barracks](02-barracks) and [Snare Room](03-snare-room) which leads to a different section of the dungeon. Given the
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size and terrain, few creatures ever come to the entrance this way, and the kobolds similarly ignore it, nor use it as a
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way deeper into the dungeon. They may, however, entice the PCs to go this way in search of treasure.
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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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**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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**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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# Stat Blocks
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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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## Kobold Archer
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**1st level mook [humanoid]**
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**1st level mook [humanoid]**
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@ -102,4 +142,19 @@ reset before it can make another attack.
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* *Natural even hit or miss:* The kobold warrior can pop free from the target.
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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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* *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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* *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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</div>
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@ -8,6 +8,9 @@ This dungeon is designed for [13th Age](/13th-age/) adventurers starting out at
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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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(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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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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## Appearance to the World
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## Appearance to the World
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The dungeon is a recently-appearing living dungeon.
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The dungeon is a recently-appearing living dungeon.
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