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Saturday, 13 June 2026

6-Room Dungeon redbrick revision 1



These are extra details for my 6-room dungeons
I think compiling all this in a PDF to be a manageable project
I see if i can set up as a charity thing in a way that doesnt go through me would be preferable

These will be compiled with earlier work and might need to be reworked if repeats too much
Origional Series
1 Redbrick
2 Goblin Mine
3 Gothic Tomb
4 Magic Mansion
5 Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate

mapping your 6 room dungeon

Revision series 
Environment 
Dungeon Defence 
Conditions
d12 Sounds & Smells
d12 Rumours
d12 Missions
d12 Factions
d12 Allies 
d12 Enemies
d12 Special Treasure
d12 Special Feature 

To date, I've had kobold slavery in my setting, so yes kobolds can be wageslaves in a contract, which can also be slavery with extra steps. Being lawful they might accept these conditions longer than neutrals and chaotics. Kobolds can also be outcast for antisocial behaviour and these eventually feel desperate for a hierarchy and may just start following humans home to work with them for food and board. They can if well treated, be fine fellows but have wicked spite to those who abuse their labour. Wild kobolds might shun kobolds raised in human lands. 

Redbrick Dungeon Environment
Walls and floor are brick, possibly worn in places and some etched graffiti. Floors are cobblestone but might if damp, grow some slime. Running water might wear grooves through bricks. Long used steps and paths may be worn smooth. Sometimes you get calcium formations like caves that grow and help you estimate age of the works. Doors are wood with locks and bolts or with bars. Some doors are reinforced with iron strips and studs with little spy hatches for guards at kobold height. Very uniform design as Kobolds let loose start making bricks and building these complexes by instinct.

Dungeon Defence Conditions
5 DEFCON Blue - Peace 1in12 encounters
-peaceful kobolds working, mostly civilians and occasionally see militia or hunters
4 DEFCON 
Green - Increased intelligence 2in12 encounters
-guard post checks, more patrols, scouts, alarms set, armour and weapons made ready
DEFCON Yellow - War Ready 3in12 encounters
-guards and patrols size increased, drills, recruiting, baricades, traps set, doors locked
DEFCON Red - Ready to deploy 4in12 encounters
-scouts and assault squads ready, hide loot, evacuate civilians, more traps and barricades
DEFCON White - Total war imminent 6in12 encounters
-frenzy inspired by leaders, seal sections with cave-ins or rubble, call allies and divine aid

d12 Sounds & Smells
1 Hear chiselling and hammering into rock or brickwork
2 Hear rattling chains
3 Hear rubble being dumped
4 Hear a drunk kobold singing or perhaps a group
5 Hear diggling kobold kids running
6 Clang of a dropped tool or weapon
7 Sulphurous odour of brimstone
8 Smell of earth or clay
9 Smell of acrid acid or urine
10 Smell of burned fuel
11 Smell of candles or torches
12 Smell of sewerage

d12 Rumours
1 Kobolds all know how to dig, make traps and bricks 
2 Kobolds build in a similar minimal brick style in many lands
3 Some cities are riddled with kobold tunnel infestations
4 Kobold dungeons are often hijacked by other stronger humanoids
5 Kobolds are long-lived and breed fast, but often are slaughtered
6 Redbrick dungeons are common on the frontier and even in rural districts
7 People may kidnap kobold young and sell them as servants
8 Some kobolds worship dragons and refuse to surrender to humans 
9 Kobolds like to party and drink and fornicate when at peace and well fed
10 Kobolds can be tamed with treats and coins and work as hard as a human
11 Kobolds used to live in many places and left many structures behind
12 Evil wizards and dark lords love to get kobold work crews on their dungeons

d12 Missions
1 kill king kobold!
2 How large is the Kobold Complex
3 Destroy all kobolds
4 Kidnap lots of kobolds for the market
5 Kobolds have seized valuable goods
6 New boss or spell user encouraging aggression, get them
7 Some wizard seems to be directing the kobolds so get them
8 Hellish cult working with evil kobolds
9 See if the kobolds have a dragon like they say
10 Go make a deal with kobolds and estimate their numbers
11 Kobolds are hiding a wanted bandit gang for some reason
12 Kobolds have kidnapped some well-liked gnomes

d12 Factions
1 Draconic clan kobolds, some with wings and elemental magic, might know a dragon for real
2 Miner kobold clan with little pointy caps who sing, often humans leave offerings
3 Hells kobold clan can't wait to go to hell and rank up, then get revenge on the world
4 Koboldi more goat-legged satyr-like hedonists into drink, dance and sex
5 Dog Clan are a yipping dog cult tribe who ride dogs and resembles small dog humanoids 
6 Royal Clan Kobolds have fancy armour, weapons and teamwork, ride goat chariots 
7 Arcane Kobolds use wizardry, alchemy, guns and dangerous trappers 
8 Kobold sappers mercenaries with expertise in digging, tunnel fighting and siege engineering
9 Flora cult clan related to growing life like cacti, turnips, mushrooms, pumpkins, apples, grass or more
10 Machine kobolds with spirit-powered mechanical machines like bikes, cars, moles, power armour or self-loading guns or crossbows
11 Hells kobolds seek to advance ranks in hell, weat devil symbols and we;; equipped
12 Necro kobolds employ undead, especially of enemies' corpses, at war with ghouls

d12 Allies
1 Dungeon spirits might aid and warn kobolds, some might be ancestors
2 Goblins may be allies or mercenaries who sometimes surplant kobolds
3 Orc mercenaries, but the risk is that they take over after winning
4 Tamed pack of wild dogs or baboons 
5 Giant rat colony for meat, leather, sinew, teeth and milk
6 Beast folk abhumans or smaller beastling folk, (rat, lizard, fox, jackal, hare, draconic)
7 Elemental familiars allies of various types   
8 Flora, including slime, plants or fungi. Some are even humanoids and might be allies
9 Giant insects, worms, arachnids or other invertebrates can be food  
10 Rust monsters can be lured around with copper coins and tricked into the adventurer's path 
11 Mimics  tamed guardians that the kobolds feed
12 Hell sends some imps or a hellhound to help on request 

d12 Enemies
1 Gnome invaders here to kill all kobolds and take their stuff, might be of any type
2 Goblinoid enemies who try and surplant kobolds
3 Orc bullies taking over, and plan to eat and enslave kobolds
4 Gremlins crawling all over the place like vermin, even worse now its boggles too!
5 Giant rat colony of pests stealing food, biting babies, chewing stuff and spreading disease
6 Beast folk abhumans or smaller beastling folk, (dog, goat, wolf, cat, rabbit, pig, badger)
7 Reptilian enemy abhumans or smaller beastlings include draconic, serpentine, saurian,lizards etc. Often have pets 
8 Flora based on plants or fungi, even humanoids
9 Giant insects, worms, arachnids or other invertebrates eat kobolds
10 Amphibian folk may redirect water and flood dungeons to invade them and eat kobolds whole. They also can breed fast but need lots of bugs, use slaves to make compost and grow bug food  
11 Mimics might invade to eat kobolds 
12 A human cult or wizard seeks to control the kobold lair for themselves. They will use kobolds to expand

d12 Special Feature 
1 Bats everywhere and kobolds know the sounds of bat panic. May swarm and cause confusion and block vision and sound
2 Kobold youth gangs painting unauthorised signs and murals to mark gang turf and slander enemies
3 Advanced plumbing with pipes, taps and flushing toilets, clean tiled surfaces
4 Invading larger humanoids, so kobolds are on extra high alert
5 Some species here to hunt and eat kobolds like giant lizards, toads or bugs
6 Slime, roots and flowing water over walls and floors, humid and some giant fungi 
7 Construction scaffolding and building materials stacked about
8 Sewer pipes suitable for kobold transport in emergencies with locked grates
9 Secret passage, kobold crawlspace under the dungeon for service and stealth
10 Spirit of fire worshipped here may light or snuff candles or lamps or torches
11 Earth spirit likes kobolds and will signal them with knocks on walls if danger close
12 Kobold ancestral petty spirit may set off traps and alert kobolds to peril

d12 Special Treasure
1 Trap kit packed in box with instructions ready to install
2 Box of six smoke bombs or grenades with long fuses
3 Box with four incendiary bombs - clay pots in urn with fuel and lard with cloth fuse
4 Copper hand axe +1 makes sparks when strikes rock or metal
5 Dagger +1 +d3 electrical damage vs taller enemies
6 Bundle of thunder rock slingstones, each explodes over a 10 ft circle for 2s4
7 Returning +1 javelin returns to hand at end of round if within 100ft
8 Idol with two ruby eyes worth 100gp each, removing or carrying them results in a curse
9 Dog figurine when name called becomes real, if killed returns to figure form and shatters
10 Bag of kobold bones with 2d4 bone chips, each can be dropped and becomes a kobold with a tiny bow or club. After the battle will wander off to join a kobold tribe 
11 Spirit rattle, irritates spirits in 10 foot who may manifest or give a sign of presence. Might initiate crude conversation or manifest if offered a bribe or insulted
12 Lucky Flint in pocket or in wrist band or necklace. +1 saving throw, or you can destroy it to stop you bleeding to death and be restored to 1hp, you can activate unconscious 

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