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Cooperative Dungeon IV: Update
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<blockquote data-quote="Elephant" data-source="post: 1560297" data-attributes="member: 17431"><p>Room 4 - The Gnoll Barracks (Brian Thompson)</p><p></p><p>Door: A Good Wooden Door, Unlocked, opens inward. (Break DC 16, Hardness 5, 15hp) The players will hear Gnolls inside on a DC 5 Listen check.</p><p></p><p>Room: Refer to the table below for the appropriate description.</p><p>Nighttime: </p><p>Day or evening: </p><p></p><p>Features: There are eight beds in the room, four along each side wall. Various bits of garbage, pieces of broken pottery, and human bones are scattered about the room. At the end of the room, opposite the door, a small wooden idol of Hrauk sits on a wall shelf.</p><p></p><p>Encounter: </p><p></p><p>Room State:</p><p>Night(EL 3): Three slackers are dicing between the beds near the door. They have been drinking heavily, and their grumbling can be heard with a DC 5 Listen check.</p><p>Day(EL 4): Four Gnolls are in a deep slumber. Snoring can be heard from the hall with a DC 5 Listen check. Waking them will result in a large, noisy battle. If a light source is brought into the room, the Gnolls will wake up, though light from the corridor will not affect them.</p><p>Evening(EL 2): As Day, but there are only 2 Gnolls here.</p><p></p><p>In all cases, refer to Room 6 if combat begins.</p><p></p><p>Gnolls: 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></p><p>If attacked, the Gnolls will attempt to draw the PCs into the room with taunts and swarm around them. One of them will try to get past the party, shouting about the intruders, to find 1d4+1 reinforcements who will arrive ten rounds later.</p><p></p><p>Other Features: In or under each bed, 2d12x10 cp and 1d12 sp can be found. 1d6 Daggers may be found about the room, as well. Behind the idol on the shelf, a secret panel (Search DC 20) can be slid aside to reveal a bag filled with 6 amethysts, each valued at 100 gp.</p><p></p><p>Notes: If combat starts in Room 2 or 6, the Gnolls in this room will make Listen checks (DC 0, with the Gnolls taking a –16 penalty on their rolls if sleeping and –11 if gambling for hearing combat in Room 2; -15/-10 for Room 6). If gambling Gnolls make their Listen check, one of them must also make a DC 15 Wisdom check or ignore the noises outside. In all cases, the Gnolls will ignore all sound from Room 5; they are used to hearing their shaman (recently dead in Room 14) and Nazgra in there.</p><p></p><p>-----------------------</p><p></p><p>Edit: Word doc uploaded.</p></blockquote><p></p>
[QUOTE="Elephant, post: 1560297, member: 17431"] Room 4 - The Gnoll Barracks (Brian Thompson) Door: A Good Wooden Door, Unlocked, opens inward. (Break DC 16, Hardness 5, 15hp) The players will hear Gnolls inside on a DC 5 Listen check. Room: Refer to the table below for the appropriate description. Nighttime: Day or evening: Features: There are eight beds in the room, four along each side wall. Various bits of garbage, pieces of broken pottery, and human bones are scattered about the room. At the end of the room, opposite the door, a small wooden idol of Hrauk sits on a wall shelf. Encounter: Room State: Night(EL 3): Three slackers are dicing between the beds near the door. They have been drinking heavily, and their grumbling can be heard with a DC 5 Listen check. Day(EL 4): Four Gnolls are in a deep slumber. Snoring can be heard from the hall with a DC 5 Listen check. Waking them will result in a large, noisy battle. If a light source is brought into the room, the Gnolls will wake up, though light from the corridor will not affect them. Evening(EL 2): As Day, but there are only 2 Gnolls here. In all cases, refer to Room 6 if combat begins. Gnolls: 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). If attacked, the Gnolls will attempt to draw the PCs into the room with taunts and swarm around them. One of them will try to get past the party, shouting about the intruders, to find 1d4+1 reinforcements who will arrive ten rounds later. Other Features: In or under each bed, 2d12x10 cp and 1d12 sp can be found. 1d6 Daggers may be found about the room, as well. Behind the idol on the shelf, a secret panel (Search DC 20) can be slid aside to reveal a bag filled with 6 amethysts, each valued at 100 gp. Notes: If combat starts in Room 2 or 6, the Gnolls in this room will make Listen checks (DC 0, with the Gnolls taking a –16 penalty on their rolls if sleeping and –11 if gambling for hearing combat in Room 2; -15/-10 for Room 6). If gambling Gnolls make their Listen check, one of them must also make a DC 15 Wisdom check or ignore the noises outside. In all cases, the Gnolls will ignore all sound from Room 5; they are used to hearing their shaman (recently dead in Room 14) and Nazgra in there. ----------------------- Edit: Word doc uploaded. [/QUOTE]
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