The Bite-Cave
- Rooms
- 12
- Foes
- 29, CR 1/8 to 2
- Traps
- 13
- Treasure
- 534 gp
At a glance
The threat
At the deepest end, the kobold chief Kesh keeps a young cave drake chained beside the old mine's locking wheel.
Wandering monsters (1d3)
- 1
1d4 + 1× Gutter RatsCR 1/4
When: They emerge when food is opened, blood is spilled, or a party rests noisily.A loose pack of pale dire rats, their whiskers stained blue by mineral water. - 2
1d4× Warren RunnersCR 1/8
When: They patrol the corridors after the bell in is rung or a trap is triggered.Kobold runners carrying slings and alarm whistles, moving in pairs between the sentry rooms. - 3
Blueback LizardCR 1/2
When: It prowls near rooms 5 and 8 when creatures disturb the stream or leave fresh meat.A starving cave lizard with a mineral crust along its spine, snapping at anything that blocks its route to the spring.
Rooms
12The Mouth
What they see
Read aloud
A natural cave mouth opens into a square vestibule, its floor worn smooth by generations of feet and paws. The only obvious route east has a battered wooden door, and faint tapping carries from beyond it.
Features
- A low stone ledge offers cover near the entrance.
- A soot-blackened warning carving is almost hidden by moss.
What the GM knows
Traps
Bone NeedleDC 12 piercing
A gut-cord tripline snaps a sharpened bone dart from a wall crack at the first creature through the eastern passage.Disarm. A character who finds the cord can sever it safely; a careful search of the crack reveals the dart spring and allows it to be wedged.Treasure
Dry Flint Kit5 gp
A weatherproof tinderbox tucked into a crevice, still usable.Notes
The warning carving reads, in a rough local hand, 'Keep your fingers from the third tooth.' The tripline in the connecting passage is easy to miss while crossing quickly.
5 doors: S (secret), N (normal), W (normal), E (locked), W (normal)
The place
What it is
The Bite-Cave is a worked network of limestone chambers expanded by kobolds into a defensive warren.
Atmosphere
Cold mineral damp beads on the walls, mixing with rat musk, old smoke, and the sour reek of kobold cookfires.
The threat
At the deepest end, the kobold chief Kesh keeps a young cave drake chained beside the old mine's locking wheel.
History
A mining clan first cut these chambers to reach a vein of blue limestone, then turned the best-dressed rooms into a waystation and record vault.
Rumors
1d4- 1The cave's old warning says to keep your fingers from the third tooth, and the kobolds have carved teeth above every door.
- 2A miner swears the rat shrines are empty at noon, when the beasts crowd around a hidden spring.
- 3Travelers hear tapping beneath the road after heavy rain, as if someone is working a pick in the dark.
- 4A survivor claims the chief keeps a chained monster that can smell fear through stone.
Plot hooks
3Corridors
3Passage between and
A tripline of gut cord runs ankle-high between two cracked stalagmites. It rattles a hanging cluster of bone chips if disturbed, alerting creatures in rooms 1 and 2.
Passage between and
Tiny claw marks and a trail of rat droppings follow a narrow gutter in the floor. The gutter conceals a pressure plate that drops a stone grille across the passage.
Passage between and
A thin stream runs beneath a natural stone lip; several scales and fresh blood flecks suggest something large has recently dragged prey through it.
Media
0 imagesNo images yet.
Turn The Bite-Cave into a sheet
A high-res, share-ready sheet you can post or print.