The Kobold Outpost

I find it’s easiest to get into a new character if I start with a bit of adventure, so I needed a little mini-dungeon to explore. As before, I started from a DM Muse generator to create it – at least, the first floor. Here’s what I started with.

Okay, the passages wind a lot, so in my notes I just have boxes for each room connected by short lines that show the branches and locked doors. Based on the text, it seems kobolds are the dominant species here (I learned that boggles aren’t particularly intelligent).

Looking into kobolds a little bit, I found that they’re very fond of traps. I don’t know if this generator includes traps but I added a few: one near the entrance, another in the passage beyond room 1, and one by the door to room 4. I then rolled from the Crafts score given in the Fate Core stats to find the trap difficulty. The second trap actually ended up with a negative value; I decided that it would be so obvious to anyone that came through, that they might find a way to use it against the kobolds.

I’ll be honest – I didn’t generate the second floor until I had already played through part of the first. I wanted it to be the final floor but forgot to turn off the stairs leading downward. I did read that kobolds always make an emergency exit tunnel, though, so that’ll be it.

Honestly, the only interesting thing here is rooms 1 and 3. That said, 3 is really interesting. I think it needs to be the stage for a boss fight. The only monster specified is a very weak one, but that gives me room to come up with something fitting for the evil altar room. Probably some kind of kobold sorcerer and a minion or two?

This is a pretty small area, but I prefer it that way. Spending session after session in a single dungeon kind of makes it hard to make progress on the hex map, and I intend this first campaign to be relatively short. This concludes the prep work, so next time you’ll get to see how it went playing this dungeon.


Author: Phil N. Schipper

22-year-old creative writing student at Western Michigan University. After self-publishing my first book in April of 2013, I turned to game design. Also contributing at OpRainfall.

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