Wherein your humble scribe presents a Five Room Dungeon for use with Mini Six, with some creation help from the random tables in D6 Fantasy Locations. This is, of course, largely compatible with D6 Fantasy as well.
Goblins have always been a problem for caravans between Woodville and Stonekeep, but lately they have been plaguing the trade routes with greater accuracy than ever before. The party has been hired to determine how the Goblins are managing these highly successful robberies.
Some careful tracking from the site of the last attack has lead the heroes (following the trail of what appears to be two Goblins who split off from the rest of the raiding party) to a hidden cave deep within the Jorngast Forest.
Room One: Entrance and Guardian(s)
Well-hidden beneath carefully placed brush is a cave entrance that the Goblins’ tracks appear to enter. A simple crossbow trap has been placed here, aimed to shoot anyone taller than a Goblin who disturbs the brushy cave covering. A Search roll (TN 15) will spot it. A Dodge roll (TN 18) is necessary to avoid the bolt. If not dodged, the bolt does 4D+1 damage.
A short passageway leads to a cramped cavern where a half-dozen hungry, ill-trained Kobold Warriors loiter. They will happily attack any intruders who look like they might have (or be) food. The Kobolds will attempt to flee – heading for the outside – once they have lost 1/2 their number.
Kobold Warrior (Scale 0)
Might 1D+1 Agility 2D+2 Wit 1D+2 Charm 1D+1
Skills: Javelin 2D+1, Dodge 3D+2, Stealth 3D+2, Traps 2D+2
Gear: Javelins (+1D), Leather Armor (+2)
Static: Dodge 11, Block 3, Parry 7, Soak 3 (5)
Room Two: Puzzle or Roleplaying Challenge
Three Kobold Lieutenants sit about this mid-sized cavern, gambling with knucklebones by candlelight. If the players can beat the Kobolds at their game (skill resolution required: Gambling, Wit-based) and convince them that they are here “on business” (roleplaying resolution required, fairly easy since the Kobolds are lazy and would rather let the trap in the next room do the hard work), the guards will let them pass without a fight. These Kobolds will also lay in ambush for anyone coming back into this room from the rope bridge cavern ahead.
Bik, Haarlit, and Fythang, Kobold Lieutenants (Scale 0)
Might 1D+2 Agility 3D Wit 1D+2 Charm 1D+1
Skills: Javelin 2D+2, Dodge 4D, Stealth 4D, Gambling 2D+2
Gear: Javelins (+1D), Leather Armor (+2), Shield (+4)
Static: Dodge 12, Block 5, Parry 8, Soak 3 (9)
Room Three: Trick or Setback
A deep chasm cuts across this cavern, a fast moving and rocky stream lies some 40 feet below. A ratty-looking rope bridge spans the gap. The chasm is almost too wide to jump, but a very skilled (or lucky) person might make it across (TN 20, using Athletics).
The bridge itself is trapped. Its ropes have been carefully frayed to cause them to snap if traversed by anyone heavier than a Goblin. A Search check (TN 15) will notice the trap. A person falling with the bridge can make an Athletics roll (TN 18) to avoid suffering damage (4D) from the fall and may then climb up the other side.
Room Four: Climax, Big Battle, or Conflict
The Kobold Seer and two emissaries from the Goblin King sit at a battered and wax-covered old table. The seer speaks to the Goblins in a gravelly and grandiose voice, telling them of visions and prophesies. These conspirators are not pleased to be interrupted by pinkies and will immediately move to attack. The Goblins will fight to the death in an effort to preserve their king’s lucrative raiding scheme. The Kobold has no such desire to die and will, if the fight begins to go against him, attempt to cast Invisibility and flee.
Vumra, Kobold Seer (Scale 0)
Might 1D+1 Agility 2D+2 Wit 3D Charm 3D
Skills: Dagger 2D+1, Dodge 3D+1, Magic 6D, Command 4D
Gear: Dagger (+1D+1) -> magic, +1D to hit, +2 pip damage
Spells: Control Weather, Curse, Divination, Hasten, Heal, Invisibility, Paralysis
Static: Dodge 10, Block 4, Parry 7, Soak 4
Niish & Padlum, Goblin Emissaries (Scale 0)
Might 2D Agility 3D Wit 2D Charm 1D+1
Skills: Sword 4D, Dodge 4D, Stealth 3D+2
Gear: Short Sword (+2D), Leather Armor (+2), Shield (+4)
Static: Dodge 12, Block 6, Parry 12, Soak 6 (12)
Room Five: Reward, Revelation, Or Plot Twist
The Seer’s chamber, contains a small trove of gold coins (454), a rough seeing crystal (+1D+2 to Clairvoyance & Divination attempts), and his star charts and diary of prophesies, including information on where and when the Goblins have been told will be good times to attack the trade routes for the next six months. Surely the Merchants’ Guild in Stonekeep will pay a handsome reward for this information!