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<blockquote data-quote="Evilhalfling" data-source="post: 2580775" data-attributes="member: 16991"><p>Encounter 21: Obligitory Bar fight. </p><p></p><p>after opening this door the players all fall asleep and wake up in the tavern the Pleasent Haddock in the town of Lum, in west Hayt.</p><p>the tavern is apparently empty, containing only 2 elven women and four peasents drinking at a table. The Bartender will over a variety of excellent beers and paastries. When the peasnts hear the characters speak they will know them for eniemies and attack immediatly- One peasents is actually a Ninja! The other for are noncombatants and will not fight unless they are attacked. If they fight or are killed, use the stats for hobgoblins from <strong>encounter 2: a dark smellty cave</strong>, except that they each have 10hp, are not wearing armour, but do use tables as shields and they must each spend 1d4 rounds to get weapons from among those haning on the walls. </p><p></p><p>Ninja - lvl 8 hp 40, AC 22 (+6 armor, +6 dex) BAB +6/+1, sword +12(1d10) or Shuriken +12/+7(1) </p><p> </p><p>Skills and Feats - Hide +17, Move silently +17, Spot +11, Listen +11, Search +11, Tumble +17, Jump +13</p><p>Climb +17 Weapon finess, improved iniative, Doge, Mobility, Spring Attack;</p><p>Class abilities: Sudden strike +4d6, ki power, ki dodge, great leap, Acrobatics +2, Gost step (invisibility) Ghost strike. </p><p></p><p>Equipment: +1 Katana, +2 Ninja Armor, 100 gp </p><p></p><p>The Inn keeper will allow the players to spend the night, and he is honest. </p><p>players may level up and regain spells before being teleported back to the dungeon the next morning.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 2580775, member: 16991"] Encounter 21: Obligitory Bar fight. after opening this door the players all fall asleep and wake up in the tavern the Pleasent Haddock in the town of Lum, in west Hayt. the tavern is apparently empty, containing only 2 elven women and four peasents drinking at a table. The Bartender will over a variety of excellent beers and paastries. When the peasnts hear the characters speak they will know them for eniemies and attack immediatly- One peasents is actually a Ninja! The other for are noncombatants and will not fight unless they are attacked. If they fight or are killed, use the stats for hobgoblins from [B]encounter 2: a dark smellty cave[/B], except that they each have 10hp, are not wearing armour, but do use tables as shields and they must each spend 1d4 rounds to get weapons from among those haning on the walls. Ninja - lvl 8 hp 40, AC 22 (+6 armor, +6 dex) BAB +6/+1, sword +12(1d10) or Shuriken +12/+7(1) Skills and Feats - Hide +17, Move silently +17, Spot +11, Listen +11, Search +11, Tumble +17, Jump +13 Climb +17 Weapon finess, improved iniative, Doge, Mobility, Spring Attack; Class abilities: Sudden strike +4d6, ki power, ki dodge, great leap, Acrobatics +2, Gost step (invisibility) Ghost strike. Equipment: +1 Katana, +2 Ninja Armor, 100 gp The Inn keeper will allow the players to spend the night, and he is honest. players may level up and regain spells before being teleported back to the dungeon the next morning. [/QUOTE]
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