Found my old notes.
19. The first two zones are a ladder leading downwards, the third is a small room, and the others are a staircase leading upwards. The fifth zone contains a water trap. When the water trap is triggered, the giant eel from room #23 appears in the third zone. It will attack the PCs, but it can't enter any zone that's not underwater.
20. There is no room 20. I made a mistake creating the map. Oops. I'll add it later, and when I do it'll contain a giant scorpion sitting on a pile of gold.
21. The room contains a sleeping crusher trap.
22. Both of the zones adjacent to the entrance zone contain glue traps. The back row of zones contains imps hovering over concealed pit traps. The hallway that leads to room #27 can only be accessed from the bottom of the left-hand pit.
23. The two rows of zones in the middle are a moat full of water. There's a zone border with a value of 1 blocking entry or exit to or from them. There's a giant eel in one of the water zones, and each of the three zones at the back of the room contains a kobold sniper and a kobold guard. The doors to rooms #24 and 25 are made out of transparent magical force fields (difficulty 16 to destroy). The door to room #26 is locked (difficulty 4 to unlock, difficulty 7 to kick down) and set with a door-opening trap.
24. The room contains six bomblings.
25. The room contains a giant python.
26. The door to room 27 is set with a mind-zap trap.
27. The room contains 1 kobold chieftan, 1 kobold alchemist, 10 kobold soldiers and 5 kobold guards. There are four zones with spiked pit traps, and four zones with non-spiked pits that have viper swarms at the bottom. The kobolds know where the pits are and will avoid them. Which zones are trapped and which contain kobolds is up to the GM.
Pit Trap
Trigger: Someone enters the trapped zone or fails to find the trap or fails to disable the trap.
Notice DC: 2
Disable DC: 7
Effect: The character that triggered the trap falls and suffers an accuracy 6 weapon 0 physical attack. If they then attempt to leave the zone, they face a 2-shift zone border. The trap becomes clearly visible to everyone.
Avoidance Method: A character who is aware of the trap's presence may move through the zone without triggering it by making a difficulty 4 Athletics roll. Flying characters never trigger the trap.
Spiked Pit Trap
Trigger: Someone enters the trapped zone or fails to find the trap or fails to disable the trap.
Notice DC: 2
Disable DC: 7
Effect: The character that triggered the trap falls and suffers an accuracy 6 weapon 2 physical attack. If they then attempt to leave the zone, they face a 2-shift zone border. The trap becomes clearly visible to everyone.
Avoidance Method: A character who is aware of the trap's presence may move through the zone without triggering it by making a difficulty 4 Athletics roll. Flying characters never trigger the trap.
Mind Zap Trap
Trigger: Someone opens the trapped door or fails to disarm the trap.
Notice DC: 4
Disable DC: 5
Effect: Everyone in the zone in front of the door suffers an accuracy 4 weapon 3 mental attack.
Avoidance Method: Kobolds never trigger the trap.
Sleeping Crusher Trap
Trigger: Someone enters the trapped zone or fails to find the trap.
Notice DC: 4
Disable DC: 4
Effect: The person who set off the trap must roll Discipline against difficulty 6. If they fail, they fall unconscious for a number of rounds equal to their margin of failure. Meanwhile, the ceiling lowers itself onto them. Attempts to enter or exit the trapped zone face a border with a shift value equal to the number of exchanges since the trap went off, and in each exchange from the third onwards each character in the zone suffers a stress hit equal to twice the number of exchanges since the trap went off.
Glue Trap
Trigger: Someone enters the trapped zone or fails to disable the trap.
Notice DC: 1 (4)
Disable DC: 3
Effect: The character who set of the trap receives a GLUED TO THE FLOOR Aspect that can be tagged by anyone who wants to hurt them. They also face a 4-shift block against any attempt to leave the zone for as long as the Aspect remains in place. Leaving the zone removes the Aspect.
Avoidance Method: A character who is aware of the trap's presence may move through the zone without triggering it by making a difficulty 4 Athletics roll. Flying characters never trigger the trap.
Water Trap
Trigger: Someone enters the trapped zone, fails to find the trap, or fails to disable the trap.
Notice DC: 5
Disable DC: 4
Effect: The room starts to fill with water. The lowest zone is filled first. The zones adjacent to it are filled in the next exchange, then the zones adjacent to those ones are filled in the exchange after that, and so on.
Kobold Chieftain (Chest Deep)
High Concept: Kobold Chieftain
Other Aspects: Biggest Kobold Around, Dungeon Creature, Lead By Example
Skills:
Superb: Weapons, Athletics
Great: Alertness, Discipline
Good: Endurance, Conviction
Fair: Fists, Intimidation
Average: Stealth, Presence
Stunts:
War Leader (Weapons): Use Weapons +1 to lead in combat.
Avenging My People (Weapons): Inflict +2 stress to anyone who's killed a kobold in the chieftain's presence.
Total Refresh Cost:
-0 (Pure Mortal)
Refresh Total:
8
Bombling (Hydrophobic)
High Concept: Living Bomb
Other Aspects: Amateur Alchemist
Skills:
Good: Lore
Fair: Alertness, Athletics
Average: Discipline, Conviction, Investigation
Stunts:
Suicide Attack (Lore): May get +2 to a Lore attack roll by taking a -2 penalty to defence rolls for the next turn.
On My Toes (Alertness): +2 to initiative.
Powers:
Diminutive Size [-1]
Wings [-1]
Ritual (Crafting) [-2]
Magic:
Enchanted Item: Bomb (weapon 4 zone attack, melee range, aimed with Lore, one use/session)
Total Refresh Cost:
-6
Refresh Total:
-4
Giant Python (Chest Deep)
High Concept: Huge-Ass Snake
Other Aspects: Very Hungry, Not Smart
Skills:
Superb: Might, Fists
Great: Alertness, Athletics
Good: Endurance, Conviction
Fair: Discipline, Intimidation
Average: Investigation, Survival
Stunts:
Wrestler (Might): +1 to maintain a grapple.
Powers:
Echoes Of The Beast [-1]
Claws [-1]
Supernatural Strength [-4]
Supernatural Toughness [-4]
The Catch (unknown) [+0]
Total Refresh Cost:
-11
Refresh Total:
-3
Giant Eel (Submerged)
High Concept: Giant Eel
Other Aspects: Unreasonably Fast, Always Hungry, Smarter Than It Looks
Skills:
Superb: Fists, Athletics
Great: Might, Discipline
Good: Conviction, Endurance
Fair: Alertness, Intimidation, Survival
Average: Presence, Lore, Investigation, Scholarship, Empathy
Stunts:
Feeding Frenzy (Fists): Can go berserk, giving it +1 accuracy and stress but also giving it -1 defence.
Smell Prey (Alertness): +2 to detect potential food.
Powers:
Echoes Of The Beast [-1]
Aquatic [-1]
Claws [-1]
Hulking Size [-2]
Supernatural Strength [-4]
Supernatural Speed [-4]
Supernatural Toughness [-4]
The Catch (Unknown) [+0]
Total Refresh Cost:
-19
Refresh Total:
-9
Imp (Feet In The Water)
High Concept: Little Flying Demon
Other Aspects: Pyromancer, Annoying As Hell
Skills:
Good: Athletics, Conviction, Discipline
Fair: Intimidation, Alertness, Lore
Average: Fists, Investigation, Presence, Deceit, Scholarship
Stunts:
Very Annoying (Intimidation): +2 to make people angry.
Powers:
Channelling (Fire) [-2]
Wings [-1]
Diminutive Size [-1]
Inhuman Toughness [-2]
The Catch (holy stuff) [+1]
Physical Immunity [-8]
The Catch (anything other than fire) [+5]
Magic:
Foci: Ring (+2 offensive fire control)
Total Refresh Cost:
-9
Refresh Total:
-3
Giant Scorpion (Feet In The Water)
High Concept: Giant Scorpion
Other Aspects: Treasure Guardian, Operates On Instinct
Skills:
Great: Fists, Discipline
Good: Endurance, Alertness
Fair: Survival, Might
Average: Conviction, Investigation
Stunts:
No Brain (Discipline) +2 to defend against magical mental attacks.
Lightning Strike (Alertness): +4 to initiative on the first round of a fight.
Powers:
Venomous Claws [-3]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Echoes Of The Beast [-1]
Total Refresh Cost:
-10
Refresh Total:
-4
Viper Swarm (Feet In The Water)
High Concept: Swarm Of Vipers
Other Aspects: Poisonous, Can't Climb
Skills:
Great: Fists
Good: Endurance, Alertness
Fair: Might, Athletics, Investigation
Average: Conviction, Discipline, Survival, Intimidation
Stunts:
A Hundred Bites (Fists): +1 to attempts to poison someone.
Powers:
Echoes Of The Beast [-1]
Venomous Claws [-3]
Supernatural Toughness [-4]
The Catch (area attacks) [+3]
Total Refresh Cost:
-6
Refresh Total:
0