59
LOUNGE. This large room holds 1d3+2 Black Tooth gnolls and 1d3+2
Yellow Fang gnolls. They use this room for recreational purposes to
compete and show each other up.
Black
Tooth Gnolls (AC 5; MV 9”; HD 2; hp 9, 9, 13, 12, 8; #AT 1; D By
weapon type +1 to damage due to strength; XP 38, 38, 46, 44, 36)
Yellow
Fang Gnolls (AC 5; MV 9”; HD 2; hp 10, 8, 9, 12, 10; #AT 1; D By
weapon type +1 to damage due to strength; XP 40, 36, 38, 44, 40)
Black
Tooth gnolls have applied a black substance to their teeth for beauty
purposes. Yellow Fang gnolls wear a yellow skull cap and yellow
vest. Each gnoll has 0-9 (1d10-1) gold crescents, 0-22 (2d12-2)
silver spanners, and 0-22 (2d12-2) copper pieces. They will each
carry a broad sword and one second weapon: 30% chance of battle axe,
30% chance of morning star, and 40% chance of a glaive-guisarme.
When
the party enters they will be engaged in one of the following
relaxing activities:
1d12
|
Activity
|
1
|
Betting
on giant rat races
|
2
|
Betting
on gnome races
|
3
|
Comparing
teeth collections
|
4
|
Doing
nuthin'
|
5
|
Drinking
beer
|
6
|
Painting
the walls
|
7
|
Playing
shuffleboard
|
8
|
Practicing
their fighting moves
|
9
|
Smoking
cigars
|
10
|
Snacking
on fried rat skin
|
11
|
Telling
stories about their exploits
|
12
|
Using
small hammers to crack snail shells, then eating said snails
|
Betting
on giant rats:
4
Giant Rats (AC 7; MV 12"//6"; HD 3 each; hp ; #AT 1 bite; D
1-3; SA Disease; XP 10 each)
Each
giant rat will be wearing a yellow, black, orange, or brown harness.
They are trained to run fast from one side of the room to the other.
Betting
on gnomes:
4
Gnomes (AC 6; MV 6”; HD 1; hp 7 each; #AT 1; D By weapon type; XP
17 each)
Each
gnome will be wearing a yellow, black, orange, or brown smock. These
are slaves and have no weapons. There is a 50% chance that they are
lawful good surface dwellers and a 50% chance they are chaotic evil
gnomes from elsewhere in the dungeon.
Comparing
teeth collections:
The
teeth have no intrinsic value
Doing
nuthin':
The
gnolls are sitting around on couches. They have an extra 1 in 6
chance to be surprised since they are not being careful.
Drinking
beer:
They
have opened a keg the purchased from the hobgoblins on this level.
They are drinking from wooden cups. The beer is almost gone but the
gnolls have a high tolerance and are not inebriated.
Painting
the walls:
The
gnolls are busy painting scenes of dungeon life on the walls. They
use a lot of yellows, blacks, browns, and especially red (for blood
spilled). Their art skills are awful and the paintbrushes are in
poor shape.
Playing
shuffleboard:
Replace
the gnolls' weapons with sharp shuffleboard sticks, which should be
treated as military forks.
Practicing
their fighting moves:
The
gnolls are already up with their weapons ready. They are 1 in 6 less
likely to be surprised.
Smoking
cigars:
The
gnolls bought these cigars from the hobgoblins. They are low quality
and the smoke causes everyone in the room (gnolls included) to attack
at -2 on “to hit” rolls and make saves at -2. The gnolls will
continue to smoke as they fight.
Snacking
on fried rat skin:
A
gnollish delicacy.
Telling
stories about their exploits:
This
will make them feel more powerful and be more aggressive. Deduct 10%
from reaction rolls (page 63 of the Dungeon Master's Guide),
Cracking
snail shells:
Another
gnollish delicacy. The hammers are not big enough to be used as
effective weapons.
The
room is supplied with several dirty and worn couches. Paints are
piled in the southwest corner and the shuffleboard equipment is
usually kept in the southeast corner. The gnolls keep this room lit
with large oil lamps.