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Add interconnecting side passages that rejoin the main corridor further along, so that it looks like there is more dungeon to explore than there really is, helping adventurers get lost. Train the kobolds to remove any traces that adventurers might leave behind to mark their way.
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|]But then with the main passage having turns in it. Yeah, the pattern is pretty regular- the intersections are all equally far apart, and which is the 'correct' way can be deduced once the pattern is grasped-, but in the dark, with traps and monsters to worry about, it could take even canny explorers some time to figure it out. (-6)
The kobolds do not need much encouragement. Surprisingly, they are quite effective- there seem to be more people on the road, and less guards. Half a dozen casualties and many more injuries later, a party of adventurers show up to investigate. Sword, bow, staff. Second-hand equipment.
[6] They appear young, but not unskilled. They are able to surprise a group of kobolds, and make quick work of them, but let one escape- so they can follow the trail of blood to you. Upon encountering the restored cave and ominous
entrance, they react cautiously. They delve only until the first trap- which they spot before it strikes, and disarm-, then retreat. Nevertheless, this brief incursion provides a modicum of energy (+1).
A day later, they return. They again enter cautiously.
[4] They defeat several kobolds, avoid several traps, and smash several pots
(and slay one Matt). They take some damage in the process, but the staff-wielder is able to heal their minor injuries. Though they are not significantly challenged, they have a certain vibrancy of spirit that belies their young age, and their emotions (apprehension, pain, excitement, determination) are all worth consuming (+2).
[1] However, your new layout proves too overwhelming, and the tendency of kobolds to sneakily scrub out the chalk marks they leave on your walls lead to them going in circles several times. As the realisation dawns that they have become lost, a wonderful bloom of fear is exuded (+2). Though still healthy in body, mental exhaustion starts to build, and subsequent fights with kobolds see several mistakes made, resulting in more serious injuries (+1). They eventually opt to pause in a side room for a while, to rest and calm their minds.
This presents an opportunity to make some quick changes. You could try to finish them off... or help them escape. You could place something in their path before they resume.
A: A big monster- have it hunt them down while they are shaken. (-4)
B: A sneaky monster- have it trick them into delving deeper still. (-4)
C: A horde of monsters- wear them down. (-5)
D: An artifact of some sort, to make it all worthwhile. (-4)
E: A friendly spirit to guide them out. (-2)
F+: Other.
ENERGY RESERVE: 6
KILL COUNT: 9
REPUTATION: Kobold Nest
DUNGEON DETAILS
LAYOUT (Applies to entire dungeon): Corners, Regular Side-Passage Bypasses, Small Side Rooms, Alcoves
ENTRY: Modest but intriguing.
FIRST SEGMENT:
Inhabited By: Matt, Kobolds
Traps: Spikey
Features: None
SECOND SEGMENT:
Inhabited By: Kobolds
Traps: Spikey
Features: Spinning Maze
THIRD SEGMENT:
No notable features.
FURTHER SEGMENTS: Unexplored and unmodified.