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
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<div markdown=1 class="dungeon">
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# Dungeon23 - Floor 01 {: .dungeon }
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**NOTE:** Throughout this floor, unless otherwise noted, the dungeon walls consist of simply, but recently crafted,
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stone blocks, and the ceilings 10' tall. The front rooms, inhabited by the kobolds, are lit by torches placed in
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sconces, but the monstrous areas are unlit.
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## 01. Foyer:
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> A simple stone structure juts out of the surface world like a tooth, the open doors a humble invitation to enter.
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@ -45,9 +49,24 @@ why they sealed off the north, but they are still keen to find a way to find tre
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sharing information, combat is enjoined, a [kobold hero](#kobold-hero) leads three [kobold warriors](#kobold-warrior)
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and five [kobold archers](#kobold-archer).
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## 03. Eastern Sealed Room:
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**SEALED ROOM:** The door leading deeper into the dungeon has been fairly well barred by the kobolds. They can be
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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
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won't stop the PCs' attempts. Either way, wary of the monsters deeper within, they do not mention that the room ahead is
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trapped. The passage, opened, leads to [Snare Room](#03-snare-room).
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[traps, kind of a firewall between kobolds and rest of dungeon]
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## 03. Snare Room:
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> This small room is littered with broken furniture, simple tools, and the like, made of wood and stone. A door to the
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> south shows evidence that it has been barred and secured on the other end, while the north end of the room features a
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> doorless frame, and only darkness can be seen beyond.
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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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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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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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**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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## 04. [beyond]:
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