diff --git a/pages/dungeon23/floor01.md b/pages/dungeon23/floor01.md index d0e0e5f..1a44305 100644 --- a/pages/dungeon23/floor01.md +++ b/pages/dungeon23/floor01.md @@ -5,6 +5,10 @@ Footer: This content is available under the OGL v1.0a an
# 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]: