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Title: Dungeon23 - Floor 01 Description: The first floor of Dungeon23. Footer: This content is available under the OGL v1.0a and the 13th Age Community Use Policy.

# 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. Within are simple, cleanly-cut stairs leading down some tens of feet.

One of the known entrances to the dungeon, the stairs end at a simple, moderately-sized room. Crude traps are present on the stairs and at the open entrance to the room; they are not part of the dungeon itself, but rather placed by the inhabitants of the room, and can be trivially avoided (if triggered intentionally, or by recklessness, they ring bells or make other forms of clatter). The stairs terminate at the south end of the room, and there are corridors leading to the east and west.

While the dungeon appears to be recently constructed, there is already evidence that creatures have made it their home --- the stairs open into a room, where there are signs that small humanoids use it as a staging area of some sort.

Crude furniture, weapons, and the like, suitable for small humanoids, are strewn about the room. PCs may discover 30 gp with a DC 15 skill check; mundane weapons are clearly available.

KOBOLD GUARD: there is a 50% chance that a kobold is patrolling the room as the PCs enter. It is certainly outmatched alone, and will attempt to flee to the east, yelling and barking as it runs. One attempt at a DC 20 skill check will convince the kobold to stay and provide information about the rooms known to the kobolds, though it is still wary of the PCs. Use the kobold warrior stat block if necessary.

EXITS: A passage to the east leads to the Barracks and beyond. A passage to the west leads to [???].

02. Barracks:

Well-armed and numerous, kobolds inhabit this poorly-lit room lined with bunks. They watch the PCs with skeptical eyes. A passage to the north has been securely blocked, and the passage from the foyer continues to the east.

The kobolds in this room make up the majority of those living in the dungeon. They have sealed off the section of the dungeon to the north, fearing the monsters within.

KOBOLDS: The kobolds are ready to fight but would prefer not to. They are on high alert and might even strike first 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 intentions clear, or are accompanied by said kobold, they are willing to stand down and explain their origins. They are the remnants of a larger clan which moved in to the dungeon recently. Dungeon monsters treated them as prey, which is why they sealed off the north, but they are still keen to find a way to find treasures deeper within. If instead of sharing information, combat is enjoined, a kobold hero leads three kobold warriors and five kobold archers.

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:

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]:

Stat Blocks

Kobold Archer

1st level mook [humanoid]

  • AC 16; PD 14; MD 10; HP 6; Init +4
  • Simple knife +6 vs. AC --- 3 damage
  • R: Tiny crossbow or javelin +7 vs. AC --- 3 damage
  • Evasive: Kobolds take no damage from missed attacks.
  • Split off: When one of the kobold's allies engages a creature engaged with the kobold, the kobold can pop free as a free action.

Kobold Hero

2nd level leader [humanoid]

  • AC 18; PD 16; MD 12; HP 34; Init +3
  • Shortsword +7 vs. AC --- 6 damage, and each nearby non-leader kobold deals +3 damage with its next attack this battle that hits.
    • Natural even miss: 3 damage.
  • Evasive: Kobolds take no damage from missed attacks.

Kobold Warrior

1st level troop [humanoid]

  • AC 18; PD 15; MD 12; HP 22; Init +4
  • Spear +8 vs. AC --- 4 damage
    • Natural even hit or miss: The kobold warrior can pop free from the target.
  • Evasive: Kobolds take no damage from missed attacks.
  • Not brave: Kobold warriors with single digit hit points will run away the first chance they get.