Kobolds take baths too...sort of...
As promised, here is a Keyed version of the map with my thoughts on what might be under each number. The stats are loosely for DCC RPG as that's the system that I'm enamored with right now, but it shouldn't be hard to convert on the fly to any B/X, Labyrinth Lord or other retro(clone) system.
General Information
Kobolds - All Kobolds throughout the complex 'bathe' in the mud and other less savory things found in area 6. When dried this coating makes them the exact shade of rusty ochre as the walls and floor of most of the complex. This grants all Kobolds a bonus of +4 to hide and surprise in rooms 3 through 10.
Kobolds - All Kobolds throughout the complex 'bathe' in the mud and other less savory things found in area 6. When dried this coating makes them the exact shade of rusty ochre as the walls and floor of most of the complex. This grants all Kobolds a bonus of +4 to hide and surprise in rooms 3 through 10.
The cowardly runts prefer to hurl tiny javelins coated with slime and feces, and then run away, unless their "Mother" in room 14 is threatened. If enemies breach the caves, all Kobolds will throw their volley and retreat room-to-room until pushed back to room 11, where they will fight with increased, nearly fanatical, morale.
They also defecate like rabbits,
leaving golf ball-sized pellets in all areas except 4, 10, 13 and 15. Anyone who ends up prone on the dungeon floor
in any of those areas has a chance of contracting Filth Fever.
Filth
Fever
- Fort Save DC 10 or contract Filth Fever - causes
Stamina loss of 1d5, incubates in 1d2 days and lasts 2d5 days. If the fever is not cured by magical means before running it's course, then a Fort Save DC 13 or 50% (round up)
of the stat loss is permanent.
Kobold: Init
+1; Atk tiny javelin -2 melee (1d4-1), or +0 ranged (1d4-1); AC 11; HD 1d4 (3);
MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
Room Key
1.
Trapped Entrance. The Kobolds have dug a 10' pit lined with
wooden spikes coated in filth. The
spikes are hung with strings tied with crude bells, pieces of scrap metal and
hollow reeds that make a terrific clatter if anyone falls into the pit. There is a 75% chance this noise alerts the
guards in room 3.
2. Un-trapped Entrance. This entrance is not exactly hidden but the
angles obscured by the large boulders make the cave unlikely to be spotted by
casual observers or passersby. Anyone
actively searching the area, however, will have a good chance to find the cave.
3. Flowstone Gallery. This gallery is festooned with several large
stalactite/stalagmite columns and rather beautiful formations of flowstone
between some of them. So beautiful, in
fact, that if they are somehow removed without crumbling they would fetch quite
a price (400 GP) to collectors or wealthier patrons. The process would be long and delicate,
requiring stone working or some related expertise.
4. Clean(ish) Water. This is one of the few rooms in the complex
the filthy Kobolds don't regularly defecate in.
The water is clean by their standards but still dangerous to civilized
creatures (see Filth Fever above if ingested).
There is a 50% chance that 2d3 Kobolds are here filling crude or
scavenged containers with water.
5. Main Living Area. This is the common room of the tribe. At any time except during a sacrifice (see 11
and 12) there are 10 +2d7 Kobolds here doing disgusting Kobold things.
6. Kobold "Baths". This is the room where the tribe comes daily
to bathe in the mud mixture that gives them their distinctive coloring. At any time, except during a sacrifice, there
are 3d4 Kobolds bathing here. Characters
entering the "bath" may contract Filth Fever as above but may (Luck
Check) stumble upon a silver torque that some creature lost here ages ago. It is worth 150 GP. There is, in fact, a slow moving underground
river that connects 6 and 4.
Enterprising characters may be able to discover this and travel between
the two if they succeed on a Stamina check DC 10.
7. Kobold Shaman. The tribes current Shaman lives here. He is responsible for the regular sacrifices
and keeping the prisoners in room 8 alive until needed. If the tribe runs out of outsiders to
sacrifice, the Shaman is also in charge of determining which Kobold gets to be
a martyr. Needless to say the Shaman is
universally feared by the tribe. He can cast Paralysis with +1 Spellcheck. He also has a Magic Necklace made from a dead rat that gives +2 bonus to Fortitude Saves but stinks to high hell (-2 Personality when interacting with any creature
with a sense of smell).
8. Prisoners. A small cage walls off the niche in the
passageway here. There is a 60% chance
that it is occupied by some unfortunate soul slated for sacrifice. Roll randomly. 1. Man-at-arms (service for safe return) 2.
Lizardman 3. Merchant (reward for safe return) 4. Dead Rat 5. Goblin 6. Elf -
tortured to death 7. Adventurer.
9. Elite Kobold Quarters. Kobolds highest in the pecking order live
here. How they decide who is elite,
however, is a great mystery, these Kobolds have the same stats as the
rest. 6 are usually in attendance,
except of course during sacrifice.
10. Gas Room. This room is dug out like the rest of the Kobold
complex but the tribe shuns it completely.
There is an odorless and tasteless gas that vents from below into this
room. It is highly flammable and
noxious. Observant characters (Luck DC
15) may notice a strange blue-green hue around open flames as they approach
this room. Any character searching may
also notice there are no tracks going into or out of this room and no Kobold
droppings either. If a torch travels 5'
into the room or a lantern or candle 10', the gas will ignite, causing 2d6
points of damage to anyone within the room as well as catching flammable items
aflame for another 1d6 per round until extinguished. Even if no open flame ignites the gas, any
character spending 5 consecutive turns in the room must make a Fort Save DC 14
or become nauseous for 1d4 hours (-2 attack and skill checks - including spell
checks).
11. Chaos Temple. Long ago this was an active temple to some
power of Chaos. The Kobolds accidentally
tunneled into it when they colonized this warren and claimed it for their
own. They soon discovered the secret
denizen of the Temple and through extensive trial and error (and many devoured
Kobolds) learned to live in equilibrium by continuing the sacrifices to the
Chaos Slug that lives in Room 13. The
walls and floor of this area as well as 14, 15 and 16 are of polished grey
marble with scenes of chaos etched in bas relief. The Kobolds do not gain their bonuses to Hide
and Surprise in these rooms. If the
tribe is sufficiently alerted, the bulk of the Kobolds able to fight will make
a stand here to protect their 'Mother', using the pit and columns to best
effect for defence. The original
entrance in the SW is blocked by rubble.
12. The Pit. The Pit is 30' deep and empties into a
widened passage that leads from 8 to 13.
Driven into the floor of the cave are 4 stone plinths with manacles
mortared to them. It is here that the
Chaos Priests sacrificed their victims to grow the Chaos Slug and where the
Kobolds have learned to do the same to keep it at bay. During any such sacrifice, nearly all of the
Kobold tribe will be gathered to watch from Room 11, cheering and jeering the
fate of the poor wretch(es) below. Only
those unlucky enough to be on guard duty at room 3 and the Kobold 'Mother' and
her Bodyguards will not be in attendance. If the Slug is due for a feeding (see Room 13)
any living creature entering this area will awaken it and the Slug will start
the slow journey to dinner.
13. The Chaos
Slug. The Chaos Slug (Init
+0; Atk bite +6 melee (1d6 plus poison);AC 16; HD 8d6(42); MV 10’(cannot run);
Act 1d24; SP detect living creatures 100’, poison; SV Fort -1, Ref +2, Will -1;
AL C with Type I (paralysis) poison, p. 398).
The Chaos slug is a creature raised from humble beginnings on the pain
and suffering of the human sacrifices the Chaos Priests fed it. The Slug is huge and deadly but slow moving
and relatively lazy. It is used to being
fed a steady diet of sacrifices and will not go out of its way for food unless
hungry. It will sense any living
creature that enters room 12 and immediately begin to wake and shuffle toward
them if it is hungry. The Slug needs one
Kobold sized sacrifice every 3 days or it will go in search of food. A human-sized meal will last a week or more. The bones of the Chaos Slug's former meals litter
the floor as well as assorted coins worth 200 GP, and a Shield +1 named Stalwart. Possessed by the spirit of a great soldier
and martyr Stalwart speaks any
language it's owner does. It constantly
urges it's owner to make hopeless last stands and berates them as a coward if
they don't...loudly...in a fussy, echoing, tinny voice. The Kobolds were too freaked out by the talking
shield to keep it so they let its previous owner die with it. The Shield was much pleased...
14. The Kobold "Mother". This is the former Sacristry of the Chaos
Temple. It has been taken over by the
grotesque "Mother" of the Kobolds.
She is 3 times the size of a normal Kobold and nearly immobile. She lays on a filthy bed of furs and refuse
and is constantly nursing 3d6 Kobold pups on her many, many engorged
udders. The "Mother" of the
Kobolds will not fight but is protected by the biggest and best warriors. 10 Kobolds with maximum HP and a +1 to hit
are constantly nearby. Under bed (Lice infestation assured!) is a sack with
various coins totaling 87 GP.
15. Nursery. When the Kobold "Mother" isn't
feeding them, here is where the young of the tribe live. There are 6d7 at any time and cannot
fight. They will cower or run if
threatened. Observant characters may
notice they are all males. The
"Mother" immediately eats any female offspring to protect her status
in the tribe.
16. Secret Vestry. The Kobolds have not discovered the secret
door that leads to this chamber. It was
the private Vestry of the Chaos Archpriest.
The remains of Cedar armoires and dressers line the walls and a gilded
altar rests in the middle of the far wall.
Most of the clothing and items are decayed to the point of unrecognizability. One cloak seems to
be in fine shape. The Magic Cloak bears many sigils and runes
of chaos and evil but also provides +1 on all Saving Throws as well as grants
the wearer Infravision of 60'. The altar
also has 2 golden candlesticks and an electrum collection plate worth 100 GP
total. Hidden in a leg of the plainest
armoire is a large ruby worth 125 GP and under a loose flagstone is an oilskin
wrapped Grimoire of Chaos that
contains the specifics on the Chaos rituals necessary to grow the Chaos Slug
ever more powerful, in theory, so powerful that it can eventually devour entire
cities! Lawful characters receive 1 Luck
point for destroying the book, Lawful Clerics will also gain 4 Experience
Points for doing so. Chaotic and Neutral
players will find no end to interested parties willing to steal, kill for, (or
even pay...if they have to...) for the book.
And here is a link for the map all cleaned up with a transparent background. Ready to drop right into your favorite Virtual Tabletop.
Kobold Hygiene .PNG
And here is a link for the map all cleaned up with a transparent background. Ready to drop right into your favorite Virtual Tabletop.
Kobold Hygiene .PNG
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