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<blockquote data-quote="Turanil" data-source="post: 2579642" data-attributes="member: 9646"><p><u>Encounter 2:</u></p><p></p><p>Whatever exit do the players choose lead them in fact to the same place. </p><p></p><p><strong>1) Dark Smelly Cave:</strong> While you get attuned to the obscurity, you notice three skeletons of dogs ahead of you in this 9 feet large by 15 feet long by 5 feet high room. Behind them is a door. The skeletons are of course undead who attack you when you have moved 4 feet ahead. Since the ceiling is so low, all those who are not small sized suffer a -2 penalty to all their attack rolls. A natural 1 means you just hit your nearest ally for half damage. </p><p></p><p>Once you've slain the skeletons, if you get the idea of crushing their skulls, dog #2 has a dagger +1 in it. This was the dagger of Grandugh the Thief, and is very important later in the story. The door is locked but can otherwise be broken albeit at a -2 penalty. Failing to break the door provokes a cave-in that deals 3d12 of damage to the PCs. Opening the lock (DC 17) does not provoke a cave-in.</p><p></p><p>Behind that door is another room just described in the following post. Then, once you leave that other room (the one with orcs and hobgoblins), you finally reach the same Alpine Meadow as below.</p><p></p><p><strong>2) Pleasant Alpine Meadow:</strong> All around you are very high mountains covered in snow. Then, to the right is a crow who speaks English and says "The daaager of Graaandugh" three times. He then flies away. If you follow him you come by a tunnel that lead into the cave described above. If you came from there in the first place, you cannot go back in it since there was a cave-in after you left (it it didn't already happened when trying to bash the door).</p><p></p><p>Other than that, there is a track heading to the north. If you succeed a Spot check at DC 32, you notice a small hut to the west. entering the hut is a staircase that goes below. See description of encounter 4 for more info).</p></blockquote><p></p>
[QUOTE="Turanil, post: 2579642, member: 9646"] [u]Encounter 2:[/u] Whatever exit do the players choose lead them in fact to the same place. [B]1) Dark Smelly Cave:[/B] While you get attuned to the obscurity, you notice three skeletons of dogs ahead of you in this 9 feet large by 15 feet long by 5 feet high room. Behind them is a door. The skeletons are of course undead who attack you when you have moved 4 feet ahead. Since the ceiling is so low, all those who are not small sized suffer a -2 penalty to all their attack rolls. A natural 1 means you just hit your nearest ally for half damage. Once you've slain the skeletons, if you get the idea of crushing their skulls, dog #2 has a dagger +1 in it. This was the dagger of Grandugh the Thief, and is very important later in the story. The door is locked but can otherwise be broken albeit at a -2 penalty. Failing to break the door provokes a cave-in that deals 3d12 of damage to the PCs. Opening the lock (DC 17) does not provoke a cave-in. Behind that door is another room just described in the following post. Then, once you leave that other room (the one with orcs and hobgoblins), you finally reach the same Alpine Meadow as below. [B]2) Pleasant Alpine Meadow:[/B] All around you are very high mountains covered in snow. Then, to the right is a crow who speaks English and says "The daaager of Graaandugh" three times. He then flies away. If you follow him you come by a tunnel that lead into the cave described above. If you came from there in the first place, you cannot go back in it since there was a cave-in after you left (it it didn't already happened when trying to bash the door). Other than that, there is a track heading to the north. If you succeed a Spot check at DC 32, you notice a small hut to the west. entering the hut is a staircase that goes below. See description of encounter 4 for more info). [/QUOTE]
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