This is an ongoing series of posts for the Dungeon23 challenge. For the first post which offers a link to the challenge, the expectations of my solo mega dungeon, and a custom character background, click here:
https://2d6orcs.blogspot.com/2023/01/dungeon23-intro-and-day-1365.html
Room 4: An Unexpected Party
From your side of the door, you can smell smoke and hear a crackling sound, similar to a campfire.
Stealth (Dexterity) DC 10: If you want to quietly open the door, use this option. The occupant won't notice you until you act, and you will have advantage on your first action.
The door opens into a roughly circular grotto that is about eight feet in diamater. Worked stone blocks end at the door, and give way to stone, dirty, and even some trees and moss. An icy stream runs through the middle of the grotto, from one side to the other. Far overhead (about two hundred feet), there is a large crack in the ceiling that allows some daylight and a breeze inside: only the center twenty feet are in daylight, the rest of this area is dimly lit.
In the daylight sits a small, green-skinned humanoid, maybe three feet tall and slight of build. His sharp teeth chatter and wet clothes of poor quality stick to him. He rubs his hands and torso vigorously, seeking warmth. Upon noticing the hero, he will leap to his feet and draw his short sword, prepared to fight. He has disadvantage on attacks, saves, and ability checks due to the chill.
Violence: The battle unfolds as you might expect, and the goblin will fight back with all of the courage he can muster. He is lost and miserable and fights to the death. He has 1 gold worth of small trinkets and rocks on him. You gain 50 experience for defeating him.
Diplomacy: You can try to get the goblin to stand down with a DC 10 Intimidate (charisma) or DC 10 Persuasion (Charisma). You gain advantage on this roll if you offer a physical bribe like food or a warm blanket. Once convinced that you need no harm, he goes back to trying to warm up. You gain 50 experience.
Grok the Goblin: He will introduce himself as Grok. He was separated by the rest of his tribe (the Rot Dog Clan) while fishing: he fell into the frigid waters and was swept to this grotto. He intends to head out after he finishes his short rest, which will remove the chill from him. The hero is welcome to take a short rest with him: this area is safe.
Dynamic Duo: He is not enthusiastic about trying to find his way back alone and can be easily persuaded to team up (no roll). He won't sacrifice himself for the hero, but he is willing to help in combat and may have other skills that can come in handy. If the hero declines, Grok will stay behind when the hero leaves, and who knows what will become of him.
The Exit: The water flowing in from the one side is too strong to swim against, and the water leaving the grotto spends far too long in airless tunnels. If the hero can breathe underwater, they can leave the dungeon this way, depositing themselves in a huge mountain lake three miles away, and out of the adventure. The only way forward are the labyrinthine caves beyond the grotto: the floor starts to slope down at this point, leading deeper underground.
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