Dungeon23 making up for day 3, or maybe this is day 4, who knows yet
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				| @ -5,6 +5,10 @@ Footer:         <a href="legal">This content is available under the OGL v1.0a an | ||||
| <div markdown=1 class="dungeon"> | ||||
| # Dungeon23 - Floor 01 {: .dungeon } | ||||
| 
 | ||||
| **NOTE:** Throughout this floor, unless otherwise noted, the dungeon walls consist of simply, but recently crafted, | ||||
| stone blocks, and the ceilings 10' tall. The front rooms, inhabited by the kobolds, are lit by torches placed in | ||||
| sconces, but the monstrous areas are unlit. | ||||
| 
 | ||||
| ## 01. Foyer: | ||||
| 
 | ||||
| > A simple stone structure juts out of the surface world like a tooth, the open doors a humble invitation to enter. | ||||
| @ -45,9 +49,24 @@ why they sealed off the north, but they are still keen to find a way to find tre | ||||
| sharing information, combat is enjoined, a [kobold hero](#kobold-hero) leads three [kobold warriors](#kobold-warrior) | ||||
| and five [kobold archers](#kobold-archer). | ||||
| 
 | ||||
| ## 03. Eastern Sealed Room: | ||||
| **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). | ||||
| 
 | ||||
| [traps, kind of a firewall between kobolds and rest of dungeon] | ||||
| ## 03. Snare Room: | ||||
| 
 | ||||
| > This small room is littered with broken furniture, simple tools, and the like, made of wood and stone. A door to the | ||||
| > 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. The | ||||
| first PC to venture into the room triggers the trap, risking getting trapped 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]: | ||||
| 
 | ||||
|  | ||||
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