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Cooperative Dungeon IV: Update
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<blockquote data-quote="Elephant" data-source="post: 1562268" data-attributes="member: 17431"><p>Based on the rooms detailed so far, I'm assuming that we need a total of 24 Gnoll redshirts in the complex, in addition to the named Gnolls statted in various rooms. What follows is an attempt at describing the organization and lifestyle of this Gnoll band.</p><p></p><p>Some of the rooms feature dead Gnolls. I'll assume that these are all recent enough casualties that they have not been replaced.</p><p></p><p>In Room 4, 12 Gnolls sleep during the day, double-bunking in four of the beds (it used to be 16 before the losses mentioned in the room descriptions). 8 more sleep during the evening (they pull guard and patrol duty during the day). At night, 4 of the Gnolls will be drinking and dicing.</p><p></p><p>In Room 5, the dead Shaman from Room 14 used to share the bed with Nazgra from Room 7. He was the extra-jealous type and didn't want anyone scoring some of his booty, so he maintained the trap to punish any Gnoll foolish enough to trespass.</p><p></p><p>In Room 6, the named Gnolls have beds to themselves(this includes some of the dead Gnolls), where they sleep during the day. During the evening, when Room 4 is occupied by sleepers, 4 Gnolls will be drinking and dicing there. At night, a single named Gnoll (TBA) will occupy this room, plotting ways to gain the attentions of Nazgra and the demise of his chief rivals.</p><p></p><p>At all times, four Gnolls are on guard duty (Rooms 1 and 2), and four more are on patrol duty. The patrols (2 Gnolls each) will encounter the party as they pass through Rooms 1 and 2 for the <em>second</em> time.</p><p></p><p>During the night, two hunting bands of four Gnolls each roam the lands around the tomb. Each band has a 50% chance of encountering the party if they are within 5 miles of the tomb.</p><p></p><p>The following table accounts for all the remaining Gnoll redshirts. Gnolls 1-4 are the dead ones, and the named ones have important places to be <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>[CODE]Bunk Gnoll 8-4p 4-12a 12-8a</p><p>A 5 sleep Guard 1 Patrol 1</p><p>B 6 sleep Guard 1 Patrol 1</p><p>B 7 sleep Guard 2 Patrol 2</p><p>C 8 sleep Guard 2 Patrol 2</p><p>C 9 sleep Dicing 6 Guard 1</p><p>D 10 sleep Dicing 6 Guard 1</p><p>E 11 sleep Dicing 6 Guard 2</p><p>F 12 sleep Dicing 6 Guard 2</p><p>F 13 sleep Patrol 1 Dicing 4</p><p>G 14 sleep Patrol 1 Dicing 4</p><p>H 15 sleep Patrol 2 Dicing 4</p><p>H 16 sleep Patrol 2 Dicing 4</p><p>A 17 Guard 1 sleep Hunting</p><p>B 18 Guard 1 sleep Hunting</p><p>C 19 Guard 2 sleep Hunting</p><p>D 20 Guard 2 sleep Hunting</p><p>E 21 Patrol 1 sleep Hunting</p><p>F 22 Patrol 1 sleep Hunting</p><p>G 23 Patrol 2 sleep Hunting</p><p>H 24 Patrol 2 sleep Hunting</p><p>[/CODE] </p><p></p><p>What does everyone think of this? I tried to set up a reasonable, functioning Gnoll band without completely overpowering the party or having Gnolls just disappear for large sections of the day.</p></blockquote><p></p>
[QUOTE="Elephant, post: 1562268, member: 17431"] Based on the rooms detailed so far, I'm assuming that we need a total of 24 Gnoll redshirts in the complex, in addition to the named Gnolls statted in various rooms. What follows is an attempt at describing the organization and lifestyle of this Gnoll band. Some of the rooms feature dead Gnolls. I'll assume that these are all recent enough casualties that they have not been replaced. In Room 4, 12 Gnolls sleep during the day, double-bunking in four of the beds (it used to be 16 before the losses mentioned in the room descriptions). 8 more sleep during the evening (they pull guard and patrol duty during the day). At night, 4 of the Gnolls will be drinking and dicing. In Room 5, the dead Shaman from Room 14 used to share the bed with Nazgra from Room 7. He was the extra-jealous type and didn't want anyone scoring some of his booty, so he maintained the trap to punish any Gnoll foolish enough to trespass. In Room 6, the named Gnolls have beds to themselves(this includes some of the dead Gnolls), where they sleep during the day. During the evening, when Room 4 is occupied by sleepers, 4 Gnolls will be drinking and dicing there. At night, a single named Gnoll (TBA) will occupy this room, plotting ways to gain the attentions of Nazgra and the demise of his chief rivals. At all times, four Gnolls are on guard duty (Rooms 1 and 2), and four more are on patrol duty. The patrols (2 Gnolls each) will encounter the party as they pass through Rooms 1 and 2 for the [I]second[/I] time. During the night, two hunting bands of four Gnolls each roam the lands around the tomb. Each band has a 50% chance of encountering the party if they are within 5 miles of the tomb. The following table accounts for all the remaining Gnoll redshirts. Gnolls 1-4 are the dead ones, and the named ones have important places to be :) [CODE]Bunk Gnoll 8-4p 4-12a 12-8a A 5 sleep Guard 1 Patrol 1 B 6 sleep Guard 1 Patrol 1 B 7 sleep Guard 2 Patrol 2 C 8 sleep Guard 2 Patrol 2 C 9 sleep Dicing 6 Guard 1 D 10 sleep Dicing 6 Guard 1 E 11 sleep Dicing 6 Guard 2 F 12 sleep Dicing 6 Guard 2 F 13 sleep Patrol 1 Dicing 4 G 14 sleep Patrol 1 Dicing 4 H 15 sleep Patrol 2 Dicing 4 H 16 sleep Patrol 2 Dicing 4 A 17 Guard 1 sleep Hunting B 18 Guard 1 sleep Hunting C 19 Guard 2 sleep Hunting D 20 Guard 2 sleep Hunting E 21 Patrol 1 sleep Hunting F 22 Patrol 1 sleep Hunting G 23 Patrol 2 sleep Hunting H 24 Patrol 2 sleep Hunting [/CODE] What does everyone think of this? I tried to set up a reasonable, functioning Gnoll band without completely overpowering the party or having Gnolls just disappear for large sections of the day. [/QUOTE]
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