106 lines
5.8 KiB
Markdown
106 lines
5.8 KiB
Markdown
Title: Dungeon23 - Floor 01
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Description: The first floor of Dungeon23.
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Footer: <a href="legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</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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with a DC 15 skill check; mundane weapons are clearly available.
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**KOBOLD GUARD:** there is a 50% chance that a kobold is patrolling the room as the PCs enter. It is certainly
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outmatched alone, and will attempt to flee to the east, yelling and barking as it runs. One attempt at a DC 20 skill
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check will convince the kobold to stay and provide information about the rooms known to the kobolds, though it is still
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wary of the PCs. Use the [kobold warrior](#kobold-warrior) stat block if necessary.
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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 [???].
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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 PCs 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](#kobold-hero) leads three [kobold warriors](#kobold-warrior)
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and five [kobold archers](#kobold-archer).
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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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## 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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# Stat Blocks
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## Kobold Archer
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**1st level mook [humanoid]**
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* **AC 16; PD 14; MD 10; HP 6;** Init +4
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* **Simple knife +6 vs. AC** --- 3 damage
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* **R: Tiny crossbow or javelin +7 vs. AC** --- 3 damage
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* *Evasive:* Kobolds take no damage from missed attacks.
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* *Split off:* When one of the kobold's allies engages a creature engaged with the kobold, the kobold can pop free as a
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free action.
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## Kobold Hero
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**2nd level leader [humanoid]**
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* **AC 18; PD 16; MD 12; HP 34;** Init +3
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* **Shortsword +7 vs. AC** --- 6 damage, and each nearby non-leader kobold deals +3 damage with its next attack this
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battle that hits.
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* *Natural even miss:* 3 damage.
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* *Evasive:* Kobolds take no damage from missed attacks.
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## Kobold Warrior
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**1st level troop [humanoid]**
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* **AC 18; PD 15; MD 12; HP 22;** Init +4
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* **Spear +8 vs. AC** --- 4 damage
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* *Natural even hit or miss:* The kobold warrior can pop free from the target.
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* *Evasive:* Kobolds take no damage from missed attacks.
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* *Not brave:* Kobold warriors with single digit hit points will run away the first chance they get.
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</div>
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