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<blockquote data-quote="Kender42" data-source="post: 1301132" data-attributes="member: 4030"><p>I'll take #25.</p><p></p><p><strong>#25 - Trophy Display Area</strong></p><p></p><p><em>The door behind you shuts off the charnel-house reek of the storage area, and you see a 10' wide passageway ahead. The lighting here is dim, mostly emanating from glass cases mounted on the left and right walls. Mounted in these cases are grisly heads of differing races, backlit with a dim sickly-yellow light. There are small green glowing areas on the glass below each head, and you get a distinct feeling of unease as you enter this room. The corridor ends at a pair of solid double-doors.</em></p><p></p><p>This is a trophy area for the game room. All the 'losers' and a few of the winners of the games are displayed here. The area is under a low-grade fear effect (DC10) and is also <strong><em>unhallowed</em></strong>. Each one of the heads will open it's eyes <em>(Animate Dead)</em> and begin to shriek it's death-story (<em>Magic Mouth</em> - in the abyssal tongue) at the top of it's (non-existant) lungs. (The stories are left as an exercise for the student DM if anyone in the party speaks infernal - picture a football match meets basketball, meets rugby... but with weapons.) Each time a head begins it's story, the Fear DC in the room will rise by 5 points as people start to get freaked out. (The fear accumulates, for each head speaking at once.) Each head will speak for 10 rounds (1 minute) before closing it's eyes and falling silent.</p><p></p><p>If any of the glass is broken or the cases are opened (DC15 lock -easy), a magical silent alarm goes off. It summons the caretaker (and three-time game champion), Kreepo the Kobold. Kreepo will arrive 5 rounds after glass breaks.</p><p> </p><p><strong>Kreepo, Kobold(Reptilian), Ftr4/Rog8</strong> </p><p>CR 12; Small Humanoid; 5'/5'; - AL NE - HD 8d6+4d10+12; hp 84; </p><p>Init +6; Spd 60 ft/x4; - AC 25;</p><p><strong>Attacks</strong>: Atk +20/+15 One-handed (1d4+4 + 1d6 cold,15-20/x2, Frost Rapier +2), +19/+14 One-handed (1d3+2/19-20/x2, Hand Crossbow +1);</p><p><strong>Saving Throws:</strong> Fort +7, Ref +13, Will +1; </p><p>Str 10(+0), Dex 22(+6), Con 12(+1), Int 12(+1), Wis 7(-2), Cha 6(-2);</p><p></p><p><strong>Skills</strong>: Balance +16, Climb +8, Hide +28 <em>(+10 from armor)</em>, Jump +29, Listen +3, Move Silently +12, Open Lock +8, Search +11, Sleight of Hand +9, Spot +3, Swim +2, Tumble +25, Use Magic Device +1.</p><p></p><p><strong>Feats</strong>: Acrobatic, Dodge, Mobility, Spring Attack, Improved Critical(Rapier), Weapon Finesse, Weapon Focus(Rapier), Weapon Specialization(Rapier)</p><p><strong>Items</strong>: Amulet of Natural Armor +2, Gloves of Dexterity +2, Wand of Shadow (13 charges), Leather Armor +3 of Shadow, Boots of Striding and Springing</p><p></p><p>Kreepo will arrive and use his wand of Shadow (Fills 20' area with dark shadows - like darkness, except Darkvision may be used) and uses his Spring Attack coupled with enhanced speed of his boots to do Spring Attacks on the party. He will attempt to do as much damage as possible, and if losing, will retreat into area #26 to drink his potions and hide, waiting for the PC's to enter so he can sneak attack again.</p></blockquote><p></p>
[QUOTE="Kender42, post: 1301132, member: 4030"] I'll take #25. [B]#25 - Trophy Display Area[/B] [I]The door behind you shuts off the charnel-house reek of the storage area, and you see a 10' wide passageway ahead. The lighting here is dim, mostly emanating from glass cases mounted on the left and right walls. Mounted in these cases are grisly heads of differing races, backlit with a dim sickly-yellow light. There are small green glowing areas on the glass below each head, and you get a distinct feeling of unease as you enter this room. The corridor ends at a pair of solid double-doors.[/I] This is a trophy area for the game room. All the 'losers' and a few of the winners of the games are displayed here. The area is under a low-grade fear effect (DC10) and is also [B][I]unhallowed[/I][/B]. Each one of the heads will open it's eyes [I](Animate Dead)[/I] and begin to shriek it's death-story ([I]Magic Mouth[/I] - in the abyssal tongue) at the top of it's (non-existant) lungs. (The stories are left as an exercise for the student DM if anyone in the party speaks infernal - picture a football match meets basketball, meets rugby... but with weapons.) Each time a head begins it's story, the Fear DC in the room will rise by 5 points as people start to get freaked out. (The fear accumulates, for each head speaking at once.) Each head will speak for 10 rounds (1 minute) before closing it's eyes and falling silent. If any of the glass is broken or the cases are opened (DC15 lock -easy), a magical silent alarm goes off. It summons the caretaker (and three-time game champion), Kreepo the Kobold. Kreepo will arrive 5 rounds after glass breaks. [B]Kreepo, Kobold(Reptilian), Ftr4/Rog8[/B] CR 12; Small Humanoid; 5'/5'; - AL NE - HD 8d6+4d10+12; hp 84; Init +6; Spd 60 ft/x4; - AC 25; [B]Attacks[/B]: Atk +20/+15 One-handed (1d4+4 + 1d6 cold,15-20/x2, Frost Rapier +2), +19/+14 One-handed (1d3+2/19-20/x2, Hand Crossbow +1); [B]Saving Throws:[/B] Fort +7, Ref +13, Will +1; Str 10(+0), Dex 22(+6), Con 12(+1), Int 12(+1), Wis 7(-2), Cha 6(-2); [B]Skills[/B]: Balance +16, Climb +8, Hide +28 [I](+10 from armor)[/I], Jump +29, Listen +3, Move Silently +12, Open Lock +8, Search +11, Sleight of Hand +9, Spot +3, Swim +2, Tumble +25, Use Magic Device +1. [B]Feats[/B]: Acrobatic, Dodge, Mobility, Spring Attack, Improved Critical(Rapier), Weapon Finesse, Weapon Focus(Rapier), Weapon Specialization(Rapier) [B]Items[/B]: Amulet of Natural Armor +2, Gloves of Dexterity +2, Wand of Shadow (13 charges), Leather Armor +3 of Shadow, Boots of Striding and Springing Kreepo will arrive and use his wand of Shadow (Fills 20' area with dark shadows - like darkness, except Darkvision may be used) and uses his Spring Attack coupled with enhanced speed of his boots to do Spring Attacks on the party. He will attempt to do as much damage as possible, and if losing, will retreat into area #26 to drink his potions and hide, waiting for the PC's to enter so he can sneak attack again. [/QUOTE]
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