Dungeon23 making up for day 3, or maybe this is day 4, who knows yet

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Brian S. Stephan 2023-01-04 19:40:22 -06:00
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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]: