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Cooperative Dungeon IV: Update
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<blockquote data-quote="Slife" data-source="post: 1557388" data-attributes="member: 16347"><p><strong>Room 5 - The small bedroom</strong> Tim Challener</p><p></p><p><strong>Door:</strong> The westward-facing stone door is unlocked, and the wooden bar has been broken through - the PCs approaching from hallway #2 will have no trouble opening it. The door is closed</p><p></p><p> </p><p></p><p><strong>Traps:</strong> The bed: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 8 ft. deep; pit spikes (Atk +5 melee, 1d4 spikes per target for 1d4 each); Single Target; Search DC 15; Disable Device DC 20; onset delay (1 round) (If the character doesn't stay on the bed for a complete round, the trap will not be triggered).</p><p></p><p>The bed splits into halves, dropping the unfortunate into the pit below. There is one hellhound below in the pit, hidden (Spot check -3) among the scattered bones. These bones act as spikes, dealing damage when the character falls in. The mechanism will take an entire round to give way.</p><p></p><p>The bed has been clumsily made (not in the constructed sense), and the bottoms of the pillows smell faintly of brimstone (if someone checks). The frame itself is made of wood (cheap oak), the panels extend to the floor, and the entire thing is bolted in place.</p><p></p><p><strong>Features</strong>: A thick gold necklace (Worth about 20gp for the raw gold, maybe 50 for the craftsmanship) is hung from a nail on the wall, about three feet above the bed. Grabbing the necklace will change the bed trap to an instant trigger</p><p></p><p><strong>Encounter:</strong> [CL 3] 1 hellhound, in pit trap below bed. It was placed there as a trap when the area changed hands, but hasn't been fed in a while. It's VERY hungry. If the adventurers leave without killing it, they will hear an ominous howl and some thumps. If they forget to close the door, the DM will roll a jump check every five minutes or so for the hellhound. If it succeeds, it gets out, going after the party with its excellent tracking abilities. It will not follow the party out of the tomb, but it will be lurking around if they come again later. (perhaps to finish looting). If the party reenters the room after the escape, the bed will have burnt up, and tracks from clawed feet will lead out the door through the dust.</p><p></p><p>Hellhound (1): Medium Outsider (Evil, Extraplanar, Fire, Lawful)</p><p>CR 3; HD 4d8+4; hp 22; Init +5; Speed 40 ft. (8 squares); 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; Base Atk +4; Grapple +5; Attack Bite +5 melee (1d8+1 plus 1d6 fire), Full Attack Bite +5 melee (1d8+1 plus 1d6 fire); Space/Reach 5 ft./5 ft.; SA Breath weapon, fiery bite; SQ Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; AL lawful evil; Saves Fort +5, Ref +5, Will +4; </p><p>Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6</p><p>Skills and feats: Improved Initiative, Run, TrackB, Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7 (+8 racial bonus when tracking by scent)</p><p></p><p><strong>Other Features:</strong> Obscured by the remains of less fortunate adventures, in the pit there are three small flasks of holy water, 137 copper pieces, some broken glass and assorted armor debris. The chest contains some (4-5) boring sounding books (Things like "A Brief History of the Curious Adaptations of Agriculture in the Glupa Inlets"). The books are worth a good bit to the right buyer, assuming they can find one. The cupboard contains a bottle of wine and some stale bread.</p><p></p><p>This room used to be a normal bedroom, with a secret compartment underneath the bed to hide valuables. The infernal creatures renovated the room, removing the treasure and installing a hellhound and trap, in order to catch unwise adventurers.</p><p></p><p></p><p></p><p>How's that? It's amazing how many times adventurers forget to close doors. This'll keep them on their toes.</p></blockquote><p></p>
[QUOTE="Slife, post: 1557388, member: 16347"] [B]Room 5 - The small bedroom[/B] Tim Challener [B]Door:[/B] The westward-facing stone door is unlocked, and the wooden bar has been broken through - the PCs approaching from hallway #2 will have no trouble opening it. The door is closed [B]Traps:[/B] The bed: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 8 ft. deep; pit spikes (Atk +5 melee, 1d4 spikes per target for 1d4 each); Single Target; Search DC 15; Disable Device DC 20; onset delay (1 round) (If the character doesn't stay on the bed for a complete round, the trap will not be triggered). The bed splits into halves, dropping the unfortunate into the pit below. There is one hellhound below in the pit, hidden (Spot check -3) among the scattered bones. These bones act as spikes, dealing damage when the character falls in. The mechanism will take an entire round to give way. The bed has been clumsily made (not in the constructed sense), and the bottoms of the pillows smell faintly of brimstone (if someone checks). The frame itself is made of wood (cheap oak), the panels extend to the floor, and the entire thing is bolted in place. [B]Features[/B]: A thick gold necklace (Worth about 20gp for the raw gold, maybe 50 for the craftsmanship) is hung from a nail on the wall, about three feet above the bed. Grabbing the necklace will change the bed trap to an instant trigger [B]Encounter:[/B] [CL 3] 1 hellhound, in pit trap below bed. It was placed there as a trap when the area changed hands, but hasn't been fed in a while. It's VERY hungry. If the adventurers leave without killing it, they will hear an ominous howl and some thumps. If they forget to close the door, the DM will roll a jump check every five minutes or so for the hellhound. If it succeeds, it gets out, going after the party with its excellent tracking abilities. It will not follow the party out of the tomb, but it will be lurking around if they come again later. (perhaps to finish looting). If the party reenters the room after the escape, the bed will have burnt up, and tracks from clawed feet will lead out the door through the dust. Hellhound (1): Medium Outsider (Evil, Extraplanar, Fire, Lawful) CR 3; HD 4d8+4; hp 22; Init +5; Speed 40 ft. (8 squares); 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; Base Atk +4; Grapple +5; Attack Bite +5 melee (1d8+1 plus 1d6 fire), Full Attack Bite +5 melee (1d8+1 plus 1d6 fire); Space/Reach 5 ft./5 ft.; SA Breath weapon, fiery bite; SQ Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; AL lawful evil; Saves Fort +5, Ref +5, Will +4; Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6 Skills and feats: Improved Initiative, Run, TrackB, Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7 (+8 racial bonus when tracking by scent) [B]Other Features:[/B] Obscured by the remains of less fortunate adventures, in the pit there are three small flasks of holy water, 137 copper pieces, some broken glass and assorted armor debris. The chest contains some (4-5) boring sounding books (Things like "A Brief History of the Curious Adaptations of Agriculture in the Glupa Inlets"). The books are worth a good bit to the right buyer, assuming they can find one. The cupboard contains a bottle of wine and some stale bread. This room used to be a normal bedroom, with a secret compartment underneath the bed to hide valuables. The infernal creatures renovated the room, removing the treasure and installing a hellhound and trap, in order to catch unwise adventurers. How's that? It's amazing how many times adventurers forget to close doors. This'll keep them on their toes. [/QUOTE]
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