PDA

View Full Version : My First Dungeon! (Or, how badly did I screw this up?)



Amoren
2012-07-21, 01:50 PM
So, I'll be throwing my hat into trying out being a Dungeon Master for once this coming week, mostly because I've been having a storyline for a DnD campaign brewing in my head for quite some time, and I thought I'd finally try and act upon it. Unfortunately, this will be my first time on the other side of the screen, and I'm a bit paranoid about making it to hard and killing everyone, or not crafting a decent enough experience... Even though this will be starting at level one, and would give me some time to put my toes in the water to start working up the story and plot lines.

With that said, I've created a convenient write up of my notes, and I've decided to indulge my paranoia by throwing it up here for the playgrounders to critique before I subject live test subjec- I mean friends, to it! The thing I'm most concerned about right now is the final boss, a level four sorcerer kobold with color spray prepared...


Premise:
The party is brought together after being hired by the Church of Pelor with armed help in an excavation site. An ancient cathedral to Pelor was recently unearthed, except that kobolds have attacked the site and taken it over – with suspicions that they might be using it as a new warren. The Church wants the party to get rid of the kobolds by whatever means they think best, while avoiding damaging any important religious icons or artifacts (with the stipulation of “If you don't know if its valuable, assume it is”). In addition to the flat pay for succeeding, they'll also offer a 100gp bounty per important artifact they find or reclaim from the kobolds (this is divided by the party).

They'll offer that they aren't sure how many kobolds are in the lower levels of the cathedral, but the guards of the excavation when attempting to drive them out of the lower levels injured at least a dozen kobolds, with more fresh kobolds pouring out to fight while the injured ones limped away. Eventually they had to retreat and leave the camp before they were overwhelmed during the night when the kobolds would likely strike. They believe that hiring a small group of adventures could take the kobolds by surprise during the daylight, so they aren't ambushed by the entire hoard. The church would do this itself, but the guards on the expedition are still licking their wounds from their fight, and they can't spare any paladins or clerics to cleanse it themselves (the Church of Pelor is largely responsible for trying to curb the outbreak of mind-flayer surface invasions which have been abducting more and more people in recent years).

The roleplay should start with the players on their way to the objective, although some are welcome to roleplay how their character heard/accepted this job in private if they so wish.

House Rules:
Racial hit die. Medium sized players get 1d8+con mod extra HP, small sized players get 1d6+con mod extra HP. Hide and Move Silently collapsed into one skill, stealth. Spot and listen collapsed into perception. Use magic device works on psionic and magic devices. Everyone gets able learner (always spend one skill point into a skill for one rank. Maximum skill ranks is still the same for class skills/non-class skills). Toughness and Improved Toughness are combined to the same feat (now grants 3 HP at level one, and 1 HP every level after one. Bonuses are retroactive).

Outside/Ruins:
Standing guard on the surface are four kobolds, suffering from light blindness due to it being day time. They are standard level 1 warriors as on d20srd, except two are equipped with light crossbows rather than spears. Upon spotting the party, the kobolds will take up hiding positions (DC 16 spot check will allow the party to spot the kobolds from afar before they notice the party, due to light sensitivity. Otherwise, the kobolds will automatically see the party first and get to hiding unless they're attempting to be approach stealthily. I'll roll once for each party member using their spot score once as they approach, if they don't try to take a glance from afar first. (At which point, they get to roll for themselves.). If the party approaches, they will spring from ambush and attack when they get too close (start combat, Encounter Level 1).
Diplomacy Route: If they call out to the kobolds and attempt to talk, a single kobold will, hesitantly, step out and start talking in undercommon, with him stating firmly that they should leave – as this is their home now. They start as unfriendly, and firmly state that they won't let the PCs enter, and that if they get too close they'll drive them off.
Sense Motive (DC 15): Will reveal that the kobold(s) is/are unnerved. There's something that's keeping them on edge, and its not the adventurers in front of them.
Sense Motive (DC 20): Will reveal that whatever it is that has the kobolds worried is their chief.
Diplomacy (DC 15): Will put the kobolds at ease, and give the players a final warning that they can't betray their chief.
Diplomacy (DC 20): The kobold(s) will reveal that something has made their chief... different, and its disconcerting. He's also commonly whispering to himself, as if he's talking to someone that isn't there.
Diplomacy (DC 25): The kobolds will escort the party inside to speak to their chief, if they ask. They'll be taken to the first room inside and told to wait while the chief is fetched. The kobold returns, sporting a figure which keeps out of reach of any light sources the party is using. He speaks in a weird, slow-tongued accent, and basically tells the party to piss off. If a fight breaks out, the chief will retreat and the kobolds will attack (truly high diplomacy and RP with the kobolds 'holding' them may lead to them betraying the chief. Things along the lines of “Something is clearly wrong with your chieftain, yet us help” are one example).

Inside/Level One:
Room One;
Originally a rectangular room (long side front and back relative to the entrance to the east) with four exits on each wall, the left exit has suffered a cave in, and rubble now lines the wall and blocks the path. Spare spears and evidence of the brief scuffle between the guards and the kobolds are displayed here, yet no dead bodies are evident. The room, and the rest of what must have been the cathedral's basement, are in disrepair, which isn't aided by obvious damage and arrangements composed by its new kobold occupants.
Monsters: Two dire weasels and one kobold (spear user), the weasels are sleeping and spend the first round waking up. The Kobold attempts to flee into the room to the west (Room 2). (Encounter Level 4)
Special: During the fight, the party will find that their wounds heal rapidly. They (and the things they are fighting) regenerate 1 HP per round, and recover ability damage at a rate of one per minute. This continues throughout the rest of the dungeon and the caverns below. Undead are harmed by 1 HP per round.

Room Two (West of Room One):
Divided with an antechamber on the north and south sides, this dead end room has been used as a garrison for the kobolds. Several kobold spears and a few crossbows line the west wall, along with a few captured armaments from the Pelor guards (two longswords, a heavy shield, and a chain shirt). Within each antechamber are open sarcophagi, each looted by the kobolds. The bodies within should have been decomposed to dust with the age of the ruins but instead look like they had just passed away mere minutes ago.
Monsters: Seven kobolds are sleeping here, with 1d4 of them awake (if fleeing kobold is stopped in room 1), or more depending on how long the party takes to dispatch the dire weasels and chase (2 if they follow the round after, including the runner. 3 if two rounds. 5 if three. All eight in four or more rounds.)(Encounter Level 2)
Loot: Search DC 15 reveals a discarded tome underneath some kobold rags that is in serviceable condition (100gp bounty) and two gems (~275 worth gp each)

Room 3/Corridor (North of Room One):
A room to the north of the entry door reveals a plane, but crumbling room, with a ten-foot wide corridor branching off of this room to the west. A crumbling doorway, decayed by time guards the entry way to this room. The corridor to the west has three doorways on its right (north) side (one leading to Room 4, then two to room 5) before turning to the left (south). Aside from a few piles of already picked over rubble, there is nothing else of note within this room.

Room 4 (First northern exit of corridor):
A pile of rubble has previously fallen upon what looks to be the remains of an ancient table. The furnishings of the room are a modest deal better than those within the make shift garrison earlier, and have been made to the quarters for the kobold's captain. The kobold bedding shows that five kobolds slumbered here.
Monsters: The kobold captain, a 2nd level marshal and his three elite guard kobolds have been awoken by the fight in the barracks (or against the dire weasels) and have fallen back into a defensive position, while one of the captain's guard has ran off to alert the rest of the kobolds to the adventurer's invasion.
Slishk Battlescale (Level 2 Kobold Marshall, Elite Array Str 10, Dex 15, Con 12, Int 10, Wis 8, Cha 15, Auras Known: Master of Tactics and Motivate Care), and three kobold warriors. Slish is equipped with small sized chainmail, a small sized heavy wooden shield, and a small sized masterwork spear, as well as a belt of healing (Magic Item Compendium) with all three charges. His warriors are slightly better equipped with studded leather and heavy wooden shields.
Tactics: As long as Slish is alive, the kobolds act with greater coordination, typically parring off to flank two creatures and he'll attempt to sunder any mundane light sources the party is using. If he gets to low health, he'll burn all three charges of his belt of healing to keep himself up. If things look grim, he and his surviving men will fall back into the dungeon.
Diplomacy: If the party has managed to convert one or more of the kobold guards from the surface to their cause, Slish will hold off on attacking the party to curse the betraying kobolds and damn them as beetle born in the eyes of Kurtulmak. The party may try to negotiate with Slish and bring him to his side, but his attitude starts at hostile (due to the killing of his men). Sense Motive DC of 15 will reveal that he's merely taking this opportunity to delay until reinforcements from deeper in the dungeon move in to flank the party.
Loot: An ancient, worn and unusable bastard sword with a worn engraving of Pelor's symbol on the hilt lies near Slishk's bedding (100g Artifact bounty). ~100 gold pieces worth of coin (split between platinum and gold), and any items on the slain kobolds.

Corridor (Between Room 4 and 5):
While moving towards the corridor the party gets an automatic DC 15 perception (spot) check to notice that the floor here seeps down. A successful spot check will allow a DC 10 architecture and engineering (or DC 15 intelligence check) to realize that the floor here is weak and liable to give way.
Trap (Camouflaged Pit Trap, DC 20 Reflex Save avoids; 10ft fall (1d6 damage); Search DC 24; Disable Device DC 19, Activates when a medium sized creature steps within the trapped square, CR 2). The kobolds have already discovered a section of the floor that has fallen through and have taken advantage of it to create a pit trap. Successfully identifying the weak floor (and care being taken to avoid falling in case it collapses) will grant a +4 save bonus to the reflex save to avoid falling in.
If one minute passes since the end of the kobold captain encounter, the monsters from room 6 and any survivors attack in this room. If survivors successfully escaped the survivors and kobolds in Room Six lay in wait for the party to come to them.

Room 5
The second north room from the corridor, two entrances to this room reveal a rather lavish (at least amongst kobolds) interior, seemingly the quarters of the kobold chieftan, although he is absent. Four broken sarcophagi, as well as the remains of an ancient, crumbling altar decorate this room amidst kobold bedding. DC 15 Knowledge: Religion check reveals that there are no icons to any kobold or dragon gods within the room, odd given its likely place as the chieftan's quarters. Search DC 15 reveals a tattered scroll containing an ancient Pelorite prayer (100 artifact gold bounty), and the remains of a smashed, glass orb (DC 15 spellcraft reveals it to be the remains of a Glowing Orb spell (Spell Compendium)), and assorted coins of 57 gold piece value.

Room 6
Another burial room, this time utilized by the kobolds to house their valued spellcasters. Four mats are arranged for the use of its occupants, while empty and ruined tombs are surrounded by scattered stone fragments. A hidden room is located along the south side of the wall, found with a DC 20 search check. A knowledge: engineering and architecture check of 10 will reveal that there's something likely hidden in the immediate area of the hidden room, due to the contours of the corridors compared to the rest of the tomb so far. The hidden room is untouched by the kobolds, with a fairly well preserved tomb to an apparent significant figure. The Pelorites will award a bounty of 200gp for discovering the room and leaving its contents unmolested (any items in the tomb have been worn and lost their magical potency, if any, over the centuries).
Monsters: Gregix (Level 2 Dragon Fire-Adept, elite array Str 8, Dex 15, Con 12, Int 8, Wis 10, Cha 15, Sickening Breath effect and Darkness invocation, Ability Focus: Breath feat), two kobold adepts level 1 (nonelite array, Str 4, Dex 13, Con 10, Int 10, Wis 13, Cha 9) with sleep and protection from good, and one kobold warrior 1 (wearing studded leather and equipped with spear and heavy wooden shield). Encounter level 3.
Tactics: The warrior will take up a position to defend the spellcasters up front, and an adept will cast protection from good on him. The other adept will cast sleep on the party. The dragonfire adept will open with a sickening breath, followed by a darkness outside the door to prevent any ranged from sniping in. He'll then continue with normal and sickening breaths.
Loot: Collection of 90gp worth of coin between all four kobolds and scattered throughout the room. 1 valuable gem (valued at ~600gp), and a Sun Disk of Pelor (Complete Champion) tossed in some corner of the room (the Pelorites will offer it as a reward to any followers of Pelor in the party, but will otherwise offer the full purchase cost of the icon for the party).

Room 7:
Turning another corner, the corridor heads towards the east and meets back up with the blocked entrance due to debris from earlier. There is a single, locked but barley hanging together doorway to the south (DC 18 Open Lock) leading towards room 7. The doorway is trapped with a poisoned arrow (crossbow) trap, set to go off when the door is opened; Open Lock DC 30 (lock bypass), Atk +12 (1d8 plus 1d4/1d4 poison, DC 14 Fortitude), Search DC 19 to detect, Disable Device DC 15 to disable.
The room appears to be some sort of alter, with several indications of where ancient candle racks once stood, although they have long since wasted away with time. A trap door on the east-side of the room leads out of ruined cathedral basement and into tunnels. At the southern face of the wall on a raised dais stands what appears to be a draconic metal statue, holding an ancient greatsword that refuses to budge from the creature's hands. Knowledge Arcana 15 will reveal that the statue is, in fact, a currently inanimate construct, although of an oddly life like appearance for the typical sort. DC 20 will reveal that its a construct specifically designed to mimic living creatures. DC 25 will reveal that it is, in fact, a warforged (in this setting, a relic of a bygone era, the art of creating them is lost and these living constructs are only found referenced in ancient tomes), however it appears altered by some unknown source from its original design. DC 15 Knowledge Religion check will discover that whatever it is has been changed by divine magic. DC 20 will reveal that the creature was a dragonborn, a recipient of a blessing from Bahamut and turned into a draconic creature. Why a follower of Bahamut was/is in a temple of Pelor, and why he's mechanical, is unknown (unless the party makes the required knowledge arcana roll). The dragonborn warforged does not budge, and for all intents and purposes appears to be dead, kept in the same state of preservation as the earlier discovered bodies. A DC 10 wisdom check will hint that this room can be easily barricaded by moving something heavy onto the trap door, allowing the party to rest if need be before adventuring into the depths after the kobold chieftan. (They should, if I have the encounter levels determined right and xp distribution, level if they do so – the last encounteris intended for a party of 4 level 2 characters).

Caverns
Beneath the cathedral ruin's is a tunnel making its way down, complete with worn, stone steps to allow for an easy descent. The air is moist, with the occasional breeze. After a few minutes of passage the party comes to a section of the tunnels that was originally barricaded, but broken, spent picks and the sharp grooves found here indicate that the kobolds have since tunneled there way past. A few minutes down further, and the party finally comes to an opening of a vast, dark chamber (knowledge: dungeoneering check DC of 20 will reveal that these caverns were originally formed by flowing, underground water that seems to have since receded.) On the overlook of this vast cavern, five kobolds, including their chieftan, stand. With a good light source, the party will discover that the kobold chieftan has indeed been changed. Normal scales have given way to clear, slimy skin that's lost its durability, making the kobold look almost amphibious in appearance.

Zizzlack, Kobold (Amphibious) Sorcerer 4 (Str 4, Dex 15, Con 12, Int 10, Wis 12, Cha 16), Improved Initiative, Toughness, Loses Kobold Natural Armor bonus. Spells known; Scorching Ray, Enlarge Person, Color Spray, Ray of Enfeeblement. Equipment: Armband of Elusive Action (Magic Item Compendium), Cloak of Resistance +1, Memento Magica (1st)(Races of the Dragon). Unlike everyone else in the caverns and cathedral, Zizzlack does not gain the 1 HP/turn regeneration.
Four Level 1 Kobold Warriors (Basic), except one is wielding a greatpick (1d8 damage, x4 crit)
Encounter Level 5
Tactics: Zizzlack will immediately attack the party on sight, opening with a color spray if they are grouped together (or if not, casting enlarge person on one of his kobold guards). He'll then intermingle ray of enfeeblement and scorching ray, as well as color spray if he can hit multiple party members with it while not affecting his kobold guards. He starts with mage armor already affecting him, and his memento magica used up (regaining the spell slot used for mage armor). He routinly screams about not letting the party stop him from accomplishing the commands of his Master. Upon being near death his body will freeze, eyes glazing over before unleashing an unholy shriek before launching a huge fire ball from his body – collapsing the tunnel behind the party and trapping them within the caverns. Zizzlack collapses, dead, immediately after this demonstration. After his death, any surviving kobold warriors attempt to flee into the cavern (any kobold allies from the guards on the surface will leave after them, hoping to gather the survivors of the tragedy and lead them back to their old warren).
Loot: In addition to the equipment between all five kobolds, Zizzlack had a bag of holding (type 1) with an assortment of gold and silver pieces adding up to 2,400 gold.
Note: Spellcraft DC 25 will reveal that, whatever Zizzlack did, was not of his doing. Someone took control of him and forced him to use his very life essence to power magic that was beyond his capability, thus killing him.

Cavern Chamber:
With the party trapped by an impenetrable pile of stone blocking the way they came, they are left with exploring deeper into the cavern to find another way out. The path originally leads down farther along the edge of the cavern, until finally reaching the bottom where the sound of running water can be heard. Following the sound, the party will find a small stream of water falling from a spire of stone, reaching 100ft up to the ceiling, with a natural path leading upwards. At the top the party finds that there is a small opening to the river next to the cathedral near the surface, close enough that light filters down through the water and through the hole (dwarves are aware that they're currently 10 to 20 ft below the surface, a short swim). The wall of stone is weak enough to try and smash with a DC 20 Strength Check, resulting in a rush of water that quickly breaks the opening large enough for the party to escape through (DC 15 climb checks are required to prevent from being washed back by the rushing water, DC 20 to make progress against the torrent).

As the party tries to make their way into calmer waters for an easy swim to the surface, the pillar they're one starts to shudder and collapse, pieces of stone breaking away to the cavern floor and landing a 100ft below with echoing slams. After a few moments, the party is aware of the feeling of the ground moving beneath them, until eventually the column collapses and a psychic screech assaults their mind (DC 20 will save or fall unconscious immediately). Those who make the save manage to fight past the pain for one round before falling unconscious, glancing back soon enough to spot a gargantuan, 60ft long creature crawl its way free of the remains of the pillar. Long, powerful tentacles grasp and tug its huge, stone-covered bulk into the deepening waters, while a set of bright red eyes briefly catches their glance. Moments before they pass out, they notice a bright white flash of energy, followed by the presence of something large suddenly appearing next to them...

Amidus Drexel
2012-07-21, 02:44 PM
Seems like a cool adventure, if a bit tough (although that depends on your party's optimization level, and not so much on their character level). The accelerated healing and the extra hit points will help everyone a lot, but your spellcasters might run out of spells by the time you get to the EL 3 encounter. Is the party going to have time to rest before room 7?

Amoren
2012-07-21, 02:56 PM
I was a bit worried about the CR of the encounters... But, personally, I'm of the opinion that an encounter that's over as soon as the fighter or barbarian gets a turn and one shots the enemy with a power attack aren't exactly fun; so I was aiming at fewer but tougher engagements.

There's always the option of pulling back and camping out in the wilderness around the ruins if need be. I'd likely mix up the monsters left and have them be on guard for their return (and have a chance for them to be discovered a search party looking for them at night).