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Monday 6 July 2020

Gnoll Lair J



Former goblin lair now held by 36 wolf-head gnolls.

J. GNOLL LAIR: The entry into this place Is a small cave.
and only at the end will worked stone be visible. If the
adventurers have a light or make much noise, the
guards (46.) will certainly be alerted and ready.
46. GUARD ROOM: There are always 4 gnolls (AC 5, HD 2, hp 9 each, llAT 1, D 2·8, MV (30'), Save F 2, ML 8) on duty
here. Two have bows, and will shoot at intruders until
melee tokes place; they will then run for help while the
other two fight. Each gnoll has d8 each of electrum.
silver, and copper pieces.
47. GUARD ROOM: 3 males (AC 5, HD 2, hp 8 each, AT 1, D
2d4, Save F 2. ML 8) and 5 females (AC 6, HD 2 + 1, hp 10
each, NAT 1, D 2d4+1. Save F 3, ML 8) are quartered here.
They will be ready to fight immediately. The moles hove
d6 gold pieces each, the females have d8. There is a scattering of rude furniture in the place, heaps of bedd ing on the floor, several hides and pelts on the walls (one is a valuable sable cloak worth 450 g.p.), and a barrel of water in the southwest corner of the room.
Need help identifying what kind of sword this is and if it's just ...
enchanted sword
48. LOCKED ROOM: This chamber is a store room and armory. Besides the usual provisions, there ore 7 shields, a
suit of dwarf·sized chain mail, 12 hand axes, 3 longbows. 5 quivers of arrows (20 in each). and a sword -1, cursed.

One barrel of exceptionally fine ale is leaking.
and the odor will tempt adventurers to taste it. It is so
good, in fact. that there is a 5 in 6 chance per taste that
he or she will draw a healthy draught and then spend
the next 1-4 turns drinking. (If this occurs, be sure that
you hove the appropriate characters sing, make noise.
and act foolishly. Any of their attacks will be at -2 to hit;
this will continue for as many turns as they spent drink·
ing, i.e. 1-4).
49. COMMON ROOM: This place quarters the gnoll tribe -
6 males (AC 5, HD 2. hp 8 each. llAT 1, D 2·8, Save F 2. ML
8). 11 females (AC 5, HD 2 + 1, hp 10 each, NAT 1, D 2d4+1,
Save F 1, ML 8), and 18 young who do not fight. Males
hove d6 each of electrum and silver pieces, females
d10 gold pieces each. There is the usual clutter of
worthless furniture in the room.
50. GNOLL CHIEFESS QUARTERS: The gnoll leader (AC 3
due to pieces of plate moil worn, HD 3, hp 17, *AT 1. D 4-
10 (2d4+2) due to her strength, Save F 3, ML 10), her two
sons (AC 4, HD 2+1, hp 10 each, #AT 1, D 3-9 (2d4+1),
Save F 2, ML 10) and four female gnolls (AC 6, HD 2 + 1,
hp 10 each. #AT 1, D 2d4+1, Save F 3, ML 9) ore waiting in this
room. The chiefess has a pair of silver armbands worth
50 gold pieces each, and there are 39 gold pieces in
her belt pouch. Her sons have d10 each of gold, electrum and silver pieces. Each female wears a silver neck chain worth 30 gold pieces and has 2d6 electrum
pieces in addition. The furnishings of the p lace are
crude and battered. A large metal pot beneath a flagstone in the fireplace alcove hides 200 copper. 157 siIver. 76 electrum. and 139 gold pieces.
The secret door and passage to area K., 63., is unknown to all. Just inside the entrance is the skeleton of a human thief, his leg is broken and he must have died
here trying to escape through the secret door. The
rotten leather armor and corroded weapons are valueless, but the purse at his belt holds 12 small diamonds of 50 g.p. base value each, and the elven boots upon his bony
feet ore still in usable shape.

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