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Cooperative Dungeon IV: Update
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<blockquote data-quote="Elephant" data-source="post: 1562421" data-attributes="member: 17431"><p>Room 6 - Elite Gnoll Barracks (Brian Thompson)</p><p></p><p>Door: A Good Wooden Door, Unlocked, opens inward. (Break DC 16, Hardness 5, 15hp) Use the same random Room State result as Room 4.</p><p></p><p>Room: Refer to the table below for the appropriate description.</p><p>Night: </p><p>Day: </p><p>Evening: </p><p></p><p>Traps: The bottom dresser drawer is trapped with an Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automatic reset; spell effect (inflict light wounds, 1st-level cleric, 1d8+1, DC 11 Will save half damage); Search DC 26; Disable Device DC 26. </p><p></p><p>Features: Seven wooden beds lie along opposite walls. The beds have not been made, and they smell like wet dog. A dented wooden dresser sits in the corner. Symbols of Hrauk have been painted in blood on the walls.</p><p></p><p>Encounter:</p><p></p><p>Room State:</p><p>Night(EL 4): Hintag the Bloodthirsty sits on the bed in the right corner, muttering to himself. </p><p>Day(EL 4): Hintag the Bloodthirsty is sleeping soundly in the bed to the right of the door. The three beds against the far wall are filled with Gnolls, but the remaining beds are empty.</p><p>Evening(EL 4): Four Gnolls are drinking heavily between rolls of a dice game. Their grumbling and arguing can be heard from the hallway with a DC 5 Listen check.</p><p></p><p>In combat, Hintag will head straight into melee and fight to the death, screaming for reinforcements. Make a Listen check at DC 5 (no modifiers on the roll). If successful, have two Gnolls enter combat 1d4+1 rounds later. This represents a random Gnoll patrol hearing the battle from the hallway past Room 2.</p><p></p><p>Otherwise, the Gnolls will try to swarm around the party, hoping to bring them down through weight of numbers.</p><p></p><p>Hintag the Bloodthirsty, Medium Humanoid (Gnoll) Ftr1; CR 2; HD 2d8+2+1d10+2; hp 20; Init +0; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15; Base Atk +2; Grp +4; Atk Battleaxe +5 melee (1d8+2/x3), or shortbow +3 ranged (1d6/x3); Full Atk (same); SA -; SQ Darkvision 60 ft.; AL neutral evil; SV Fort +6, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8</p><p>Skills and Feats: Listen +2, Spot +3, Power Attack, Cleave, Weapon Focus (Greataxe)</p><p>Possessions: MW battleaxe, Leather Armor, 3gp, 8sp, shortbow, arrows (40).</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></p><p>Other Features: In or under each bed, 2d10x10 sp and 1d8 gp can be found. 1d6 Short Swords may be found about the room, as well. A search of the dresser reveals the following:</p><p>Top Drawer: 2d4 gp, hidden underneath various clothes</p><p>Middle Drawer: Nothing but clothes</p><p>Bottom Drawer(trapped): Amulet of Natural Armor +1 and 1d10x100 gp</p><p></p><p>Notes: If combat starts in Room 2 or 4, the Gnolls in this room will make Listen checks (DC 0, with the Gnolls taking a –17 penalty on their rolls if sleeping and –12 if gambling for hearing combat in Room 2; -15/-10 for Room 4). 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>Hintag the Bloodthirsty is quite used to hearing brawls in Room 4 because of the dicing. If he makes his Listen check (-5 at night), he will walk to his door, open it, and yell for the brawlers to settle down. He will then close the door and return to his corner seat for 1d4+1 rounds. If the sounds of combat have not disappeared by this time, he will stomp down the hall, yelling about punishments for the dicing miscreants. Once in Room 4, he will be flat-footed in surprise for one round, then roll initiative as normal.</p><p></p><p>If he hears combat in Room 2 (-5 Listen modifier at night), he will immediately go to investigate, weapon in hand.</p><p></p><p>Hintag goes hunting outside the tomb in the evening.</p></blockquote><p></p>
[QUOTE="Elephant, post: 1562421, member: 17431"] Room 6 - Elite Gnoll Barracks (Brian Thompson) Door: A Good Wooden Door, Unlocked, opens inward. (Break DC 16, Hardness 5, 15hp) Use the same random Room State result as Room 4. Room: Refer to the table below for the appropriate description. Night: Day: Evening: Traps: The bottom dresser drawer is trapped with an Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automatic reset; spell effect (inflict light wounds, 1st-level cleric, 1d8+1, DC 11 Will save half damage); Search DC 26; Disable Device DC 26. Features: Seven wooden beds lie along opposite walls. The beds have not been made, and they smell like wet dog. A dented wooden dresser sits in the corner. Symbols of Hrauk have been painted in blood on the walls. Encounter: Room State: Night(EL 4): Hintag the Bloodthirsty sits on the bed in the right corner, muttering to himself. Day(EL 4): Hintag the Bloodthirsty is sleeping soundly in the bed to the right of the door. The three beds against the far wall are filled with Gnolls, but the remaining beds are empty. Evening(EL 4): Four Gnolls are drinking heavily between rolls of a dice game. Their grumbling and arguing can be heard from the hallway with a DC 5 Listen check. In combat, Hintag will head straight into melee and fight to the death, screaming for reinforcements. Make a Listen check at DC 5 (no modifiers on the roll). If successful, have two Gnolls enter combat 1d4+1 rounds later. This represents a random Gnoll patrol hearing the battle from the hallway past Room 2. Otherwise, the Gnolls will try to swarm around the party, hoping to bring them down through weight of numbers. Hintag the Bloodthirsty, Medium Humanoid (Gnoll) Ftr1; CR 2; HD 2d8+2+1d10+2; hp 20; Init +0; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15; Base Atk +2; Grp +4; Atk Battleaxe +5 melee (1d8+2/x3), or shortbow +3 ranged (1d6/x3); Full Atk (same); SA -; SQ Darkvision 60 ft.; AL neutral evil; SV Fort +6, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8 Skills and Feats: Listen +2, Spot +3, Power Attack, Cleave, Weapon Focus (Greataxe) Possessions: MW battleaxe, Leather Armor, 3gp, 8sp, shortbow, arrows (40). 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). Other Features: In or under each bed, 2d10x10 sp and 1d8 gp can be found. 1d6 Short Swords may be found about the room, as well. A search of the dresser reveals the following: Top Drawer: 2d4 gp, hidden underneath various clothes Middle Drawer: Nothing but clothes Bottom Drawer(trapped): Amulet of Natural Armor +1 and 1d10x100 gp Notes: If combat starts in Room 2 or 4, the Gnolls in this room will make Listen checks (DC 0, with the Gnolls taking a –17 penalty on their rolls if sleeping and –12 if gambling for hearing combat in Room 2; -15/-10 for Room 4). 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. Hintag the Bloodthirsty is quite used to hearing brawls in Room 4 because of the dicing. If he makes his Listen check (-5 at night), he will walk to his door, open it, and yell for the brawlers to settle down. He will then close the door and return to his corner seat for 1d4+1 rounds. If the sounds of combat have not disappeared by this time, he will stomp down the hall, yelling about punishments for the dicing miscreants. Once in Room 4, he will be flat-footed in surprise for one round, then roll initiative as normal. If he hears combat in Room 2 (-5 Listen modifier at night), he will immediately go to investigate, weapon in hand. Hintag goes hunting outside the tomb in the evening. [/QUOTE]
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