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Cooperative Dungeon IV: Update
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<blockquote data-quote="Trainz" data-source="post: 1556414" data-attributes="member: 2122"><p><strong>Room 1 - Outside the tomb</strong> (René Mongrain "Trainz")</p><p> </p><p><strong>Door:</strong> A huge stone double door that is unlocked but very heavy. It requires a DC 15 strength check to open (Strength DC 15; Hardness 8; hp 120) </p><p> </p><p><strong>Features :</strong> The two huge jackal statue's eyes and reliefs sculptures are gems, lapis lazuli worth 10 g.p. each (26 in all). They are 10 feet or more above ground, so are not readily reachable. Climbing the facade and stone statues is a DC 20 climb check. Standing from the ground, it is hard to see that there are gems in the sculptures and statues eyes (spot check DC 16) but close examination (if climbing) will make them very obvious.</p><p> </p><p>The dirt and rocks comes from the gnoll's excavations inside. If the characters take time to collect the lapis lazuli, there is a 1 in 20 chance after each gem retrieved that two gnolls come out with dirt bags. </p><p> </p><p><strong>Encounter : (EL 3)</strong> In the four trees south of the characters, there are two gnolls hiding in the branches 10 feet above ground with their bows ready (hide check roll 16, 20% concealment). They attack as soon as the characters are within 15 feet of the tomb. They can easily drop to the ground if needed via low branches (they have practiced the maneuver on those specific trees).</p><p> </p><p>Gnoll (2): CR 1; LA +1; Medium humanoid; HD 2d8+2; hp 11; Init +0; Spd 30 ft.; AC 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15; Base Atk +1; Grp +3; Atk Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3); Full Atk (same); Space/Reach 5 ft./5 ft.; SA —; SQ darkvision 60 ft.; AL (Usually) CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8.</p><p>Languages: Gnoll </p><p>Skills and Feats: Listen +2, Spot +3; Power Attack. </p><p>Possessions: battleaxe, leather armor, heavy steel shield, shortbow, arrows (40). </p><p>Description/Combat: Gnolls are hyena–headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish–brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7–1/2 feet tall and weighs 300 pounds. </p><p>Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position. Because of its shield, a gnoll’s modifier on Hide checks (untrained) is –2, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, cover, or some other form of advantageous terrain).</p><p> </p><p><strong>Notes :</strong> This tomb was once the final resting place of a great king, Toth Nekamek. It is now inhabited by aberrations, demons, and all sorts of fiendish creatures.</p></blockquote><p></p>
[QUOTE="Trainz, post: 1556414, member: 2122"] [b]Room 1 - Outside the tomb[/b] (René Mongrain "Trainz") [b]Door:[/b] A huge stone double door that is unlocked but very heavy. It requires a DC 15 strength check to open (Strength DC 15; Hardness 8; hp 120) [b]Features :[/b] The two huge jackal statue's eyes and reliefs sculptures are gems, lapis lazuli worth 10 g.p. each (26 in all). They are 10 feet or more above ground, so are not readily reachable. Climbing the facade and stone statues is a DC 20 climb check. Standing from the ground, it is hard to see that there are gems in the sculptures and statues eyes (spot check DC 16) but close examination (if climbing) will make them very obvious. The dirt and rocks comes from the gnoll's excavations inside. If the characters take time to collect the lapis lazuli, there is a 1 in 20 chance after each gem retrieved that two gnolls come out with dirt bags. [b]Encounter : (EL 3)[/b] In the four trees south of the characters, there are two gnolls hiding in the branches 10 feet above ground with their bows ready (hide check roll 16, 20% concealment). They attack as soon as the characters are within 15 feet of the tomb. They can easily drop to the ground if needed via low branches (they have practiced the maneuver on those specific trees). Gnoll (2): CR 1; LA +1; Medium humanoid; HD 2d8+2; hp 11; Init +0; Spd 30 ft.; AC 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15; Base Atk +1; Grp +3; Atk Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3); Full Atk (same); Space/Reach 5 ft./5 ft.; SA —; SQ darkvision 60 ft.; AL (Usually) CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8. Languages: Gnoll Skills and Feats: Listen +2, Spot +3; Power Attack. Possessions: battleaxe, leather armor, heavy steel shield, shortbow, arrows (40). Description/Combat: Gnolls are hyena–headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish–brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7–1/2 feet tall and weighs 300 pounds. Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position. Because of its shield, a gnoll’s modifier on Hide checks (untrained) is –2, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, cover, or some other form of advantageous terrain). [b]Notes :[/b] This tomb was once the final resting place of a great king, Toth Nekamek. It is now inhabited by aberrations, demons, and all sorts of fiendish creatures. [/QUOTE]
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