154 lines
9.3 KiB
Markdown
154 lines
9.3 KiB
Markdown
Title: Dungeon23 - Floor 01
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Description: The first floor of Dungeon23.
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Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
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trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
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characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
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Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
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Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
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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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> Within are simple, cleanly-cut stairs leading down some tens of feet.
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One of the known entrances to the dungeon, the stairs end at a simple, moderately-sized room. Crude traps are present on
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the stairs and at the open entrance to the room; they are not part of the dungeon itself, but rather placed by the
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inhabitants of the room, and can be trivially avoided (if triggered intentionally, or by recklessness, they ring bells
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or make other forms of clatter). The stairs terminate at the south end of the room, and there are corridors leading to
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the east and west.
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> While the dungeon appears to be recently constructed, there is already evidence that creatures have made it their home
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> --- the stairs open into a room, where there are signs that small humanoids use it as a staging area of some sort.
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Crude furniture, weapons, and the like, suitable for small humanoids, are strewn about the room. PCs may discover 30 gp
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and 1d3 usable weapons (use e.g. the *Godforsaken* random weapon table) (difficulty 2).
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**GM INTRUSION: KOBOLD GUARD:** A kobold is patrolling the room as the PCs enter. It is certainly outmatched alone, and
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will attempt to flee to the east, yelling and barking as it runs. A difficulty 3 task may convince the kobold to stay
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and provide information about the rooms known to the kobolds, though it is still wary of the PCs.
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* **KOBOLD:** level 2, Speed defense as level 3.
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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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> 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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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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dungeon to the north, fearing the monsters within.
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**KOBOLDS:** The kobolds are ready to fight but would prefer not to. They are on high alert and might even strike first
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if the guard in the foyer alerted them, or if the PCs triggered the alarm traps on the way in. If the PCs make their
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intentions clear, or are accompanied by said kobold, they are willing to stand down and explain their origins. They are
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the remnants of a larger clan which moved in to the dungeon recently. Dungeon monsters treated them as prey, which is
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why they sealed off the north, but they are still keen to find a way to find treasures deeper within. If instead of
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sharing information, combat is enjoined, a kobold hero, well armed, leads eight kobolds armed with short swords and
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bows.
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* **KOBOLD HERO:** level 3, Speed defense as level 4; Armor 1; other kobolds attacking the same target as the kobold
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hero deal an extra point of damage.
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* **KOBOLDS:** level 2, Speed defense as level 3.
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**SEALED ROOM:** The door leading deeper into the dungeon has been fairly well barred by the kobolds. It takes little
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effort, just time, to hack at the planks and furniture, though a task may speed things up. Unless convinced to join the
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PCs (difficulty 4), wary of the monsters deeper within, they do not mention that the room ahead is trapped. The passage,
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opened, leads to [Snare Room](#03-snare-room).
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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 made of fine razor-sharp threads in this room to keep monsters of dungeon from
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reaching the rooms they inhabit, and have arranged the room to draw visitors down one specific path. Barring detection,
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the first PC to venture into the middle of the room triggers the trap, risking getting snapped up and tangled in a web
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of fine razor-sharp threads.
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**RAZOR SNARE TRAP:** level 4; deals damage in addition to entanglement, otherwise as net.
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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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Traversing the islands brings the PCs [Beyond the Lake](#05-beyond-the-lake).
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**GHOULS:** Two ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (difficulty 2 in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. As core book.
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**DROWNING:** The PC must make a difficulty 4 Might task to hold their breath or take 5 damage at the start of every
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turn they are underwater.
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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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cyphers, some ruined tomes of unknown importance, and a ruby that is always warm to the touch.
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## 05. Beyond the Lake:
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> This small natural chamber has all the makings of a good place to make camp, should the party wish to, and is easily
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> defendable.
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The natural passage between the [Lake](#04-lake-in-the-cave) and the [Lynx Room](#06-lynx-room) branches off to the side
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in the middle, leading to this small chamber.
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**WAILING:** If the PCs rest here for an extended period of time, they are disturbed by occasional wailing, as if the
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cave walls themselves were lamenting something lost. The cause is unknown.
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## 06. Lynx Room
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> A large stone statue of a lynx dominates this cave chamber. It appears to be too heavy to have been simply dragged
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> into the chamber, but there are no signs of how it was placed here. A detectable magical aura eminates from the
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> statue.
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It seems as if the pedestal at one point had an inscription, but it has been lost to time. [I haven't decided why this
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is here yet.]
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The lynx may represent Marrowmaw, the fabled companion of a great ranger demon hunter. PCs who appeal to Marrowmaw gain
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a subtle cypher.
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**BEYOND:** The cave passage continues through this room to the various chambers that make up the [Hell-touched
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Colony](#07-hell-touched-colony).
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## 07. Hell-touched Colony
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> The winding passage leads to a larger cavern broken up by natural rock wall, creating smaller interconnected chambers.
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> Light casts odd shadows from the varying stalagmites and short walls, making it difficult to immediately discern the
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> size and depth of the chamber. The rock gives off a slight warmth.
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Portions of this section of the dungeon have been touched by a demonic influence. The
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corruption tears through floors of the dungeon, though the depths are not reachable from this area of the first floor.
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**SHADOWS:** Sixteen or so shadows lurk the chambers, waiting for intelligent prey hopefully carrying light sources. As
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*Godforsaken*.
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**GM INTRUSION:** Any shadows surviving the encounter stalk the PCs, waiting for them to make camp.
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**TREASURE:** The PCs need to take some time before or after the battle to find it, but one of the chambers contains the
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skeletal remains of a long-since passed adventurer. Resting on the bones is a cypher and a nonmagical ring bearing a
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family crest. [This should be some kind of nod or hook for something later in the dungeon.]
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