view orpg/templates/nodes/FFE_adventure.xml @ 225:2c6db2043764 alpha

Traipse Alpha 'OpenRPG' {100503-01} Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the productivity of the user. Update Summary (Patch-2) Moved to Beta! New Features: New Namespace method with two new syntaxes New Namespace Internal is context sensitive, always! New Namespace External is 'as narrow as you make it' New Namespace FutureCheck helps ensure you don't receive an incorrect node New Namespace 2.0 documentation in the User Manual New Namespace plugin, Allows Traipse users to use the Standard syntax !@ :: @! New Mini Library with minis from Devin Knight New PluginDB access for URL2Link plugin New to Forms, they now show their content in Design Mode New to Update Manager, checks Repo for updates on software start New to Mini Lib node, change title in design mode New to Game Tree, never lose a node, appends a number to the end of corrupted trees New to Server GUI, Traipse Suite's Debug Console New Warhammer PC Sheet Updates: Update to White Board layer, uses a pencil image for color button Update to Grid Layer, uses a grid image for color button Update to Chat Window, size of drop down menus Update to default lobby message Update to template Text node Update to 4e PC Sheet node Update to how display names are acquired Update to Server, added some 'Pious' technology Update to features node Fixes: Fix to Server GUI startup errors Fix to Server GUI Rooms tab updating Fix to Chat and Settings if non existant die roller is picked Fix to Dieroller and .open() used with .vs(). Successes are correctly calculated Fix to Alias Lib's Export to Tree, Open, Save features Fix to alias node, now works properly Fix to Splitter node, minor GUI cleanup Fix to Backgrounds not loading through remote loader Fix to Node name errors Fix to rolling dice in chat Whispers Fix to Splitters Sizing issues Fix to URL2Link plugin, modified regex compilation should remove memory leak Fix to mapy.py, a roll back due to zoomed grid issues Fix to whiteboard_handler, Circles work by you clicking the center of the circle Fix to Servers parse_incoming_dom which was outdated and did not respect XML Fix to a broken link in the server welcome message Fix to InterParse and logger requiring traceback Fix to Update Manager Status Bar Fix to failed image and erroneous pop up Fix to Mini Lib node that was preventing use Fix to plugins that parce dice but did not call InterParse Fix to nodes for name changing by double click Fix to Game Tree, node ordering on drag and drop corrected Fix to Game Tree, corrupted error message was not showing Fix to Update Manager, checks for internet connection Fix to Update Manager, Auto Update corrections Fix to Server GUI's broadcast, room, player messaging
author sirebral
date Mon, 03 May 2010 03:28:29 -0500
parents 4385a7d0efd1
children
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<nodehandler class="group_handler" module="containers" name="Fast Forward Entertainment Sponsorship of OpenRPG" version="1.0">
  <nodehandler class="link_handler" icon="html" module="forms" name="Fast Forward Entertainment WebSite" version="1.0">
    <link href="http://www.fastforwardgames.com/"/>
  </nodehandler>
  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Introduction" version="1.0">
    <text multiline="1" send_button="1">Welcome to Fast Forward Entertainment's free mini-campaign for OpenRPG. FFE is proud to sponsor such a wonderful project and community, one that has opened up a whole new world for those of us who love both computers and role playing games. It is our hope at Fast Forward that many more companies will follow suit in support of the OpenRPG project, which in the end can do nothing but benefit the hobby as a whole. Fast Forward hopes to include several free adventures in future builds of OpenRPG as well, supporting our products and d20 games in general.

Included in this build of OpenRPG is a chapter from one of Fast Forward's best selling products of 2002-Treasure Quests. In the TQ campaign adventure the heroes travel overland on their way to Capital City, and along the way are finding clues and treasures left behind by three great heroes of the land: Ren the High Wizard, Thayer the Bard, and Hedras the Warlord. The included mini-campaign is a portion of Treasure Quests where the character's travel overland through a valley ruled by an unpleasant stone giant and his humanoid minions. How the Game Master incorporates these adventures into their OpenRPG campaign is up to them; they can break the sections into individual encounters, or play the entire mini-campaign as a whole.

and if you want to see how it ends, pick up Treasure Quests at you local retailer!
</text>
  </nodehandler>
  <nodehandler class="group_handler" module="containers" name="Valley of the Stone Giant" status="useful" version="1.0">
    <nodehandler class="group_handler" module="containers" name="Scenario #2a: The Stone Giant Toll" version="1.0">
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #1: Stone Giant's Lair" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #1 DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #1: Empty Stone Giant Lair
   Overlooking the valley from a slight rise can be seen the gaping mouth of the lair said to belonging to the stone giant known as Sledge; however, at this time he is not here. He only returns to the lair to stash and accumulation of treasure he has obtained, or to sleep. The lair can be seen from most portions of this small valley on a Spot check (DC of 10-8 if the heroes know of its existence).

   Reaching the lair is no easy feet for someone smaller than the giant, who simply jumps up the cave mouth. Before the entrance is a shear vertical slope, with a jagged edge jutting out from the cave's lip 20 feet up. Short of flying or magical spells (such as jump, levitate, or fly), heroes wanting to enter the lair must climb over the ledge. The base DC to climb this shear is 25; items such as a rope or climbing pitons can subtract from this number. For further information on climbing skill checks see page #65 of the Player's Handbook.

   The interior of the lair is nondescript, being a rough hewn semi-circle 80 feet in diameter with a concave ceiling that reaches a height of 50 feet. In the center of the cave is an enormous boulder of irregular shape. Beneath the boulder is the giant's cache of treasure; however, the unbalanced shape of the boulder prevents it from being simply rolled to the side. Sledge's size and strength (13 feet tall, STR 27) allow him to lift the rock to one side, exposing the treasure vault. DC of 27 to move the rock.

   The rock weighs 3,000 pounds, and will take the combined effort of several characters to move. Beneath the rock is the following: 2,433 gold, 1,289 silver, 766 copper, a rough-cut sapphire worth 500gp, and a ring of chameleon power.
</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #1: Treasure (DM)" version="1.0">
          <text multiline="1" send_button="1">The rock weighs 3,000 pounds, and will take the combined effort of several characters to move. Beneath the rock is the following: 2,433 gold, 1,289 silver, 766 copper, a rough-cut sapphire worth 500gp, and a ring of chameleon power.</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #1: Treasure (Player)" version="1.0">
          <text multiline="1" send_button="1">Inside the hole appears to be a treasure cache. The sacks this treasure is in are extremely large -- giant size as it were. Beneath the rock is the following: 2,433 gold, 1,289 silver, 766 copper, a rough-cut sapphire, and a copper ring w/runes.</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #1 Cave Description" version="1.0">
          <text multiline="1" send_button="1">The interior of the lair is nondescript, being a rough hewn semi-circle 80 feet in diameter with a concave ceiling that reaches a height of 50 feet. In the center of the cave is an enormous boulder of irregular shape.

See lifting and dragging rules on page 142 of PHB</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #1: Conclusion/Read to Players" version="1.0">
          <text multiline="1" send_button="1">It is mid afternoon and you have just pillaged the giant's lair. From this perch you can see the entrance to the valley, and it seems to be blocked by some structure. It is hard to tell from this distance.</text>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #2: Toll Block" version="1.0">
        <nodehandler class="tabber_handler" icon="orc" module="containers" name="Orcs (10)" version="1.0">
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Orc NPC" version="1.0">
            <text multiline="1" send_button="0">OpenRPG D&amp;D CHARACTER RECORD SHEET (3rd Edition)
*******************************************************************************
Character Name: Orc NPC
Class:      Fighter 1
Level:      1
Race:       Orc
Alignment:      Chaotic Evil
Gender:     M
Size:       M
Experience Points (XP):     0
(XP) Needed for Next Level:     1000
*******************************************************************************
Description:
*******************************************************************************
Languages: Orc
*******************************************************************************
Score:  Mod:    Abilities:
15  +2  :Strength (STR)
10  +0  :Dexterity (DEX)
11  +0  :Constitution (CON)
9   -1  :Intelligence(INT)
8   -1  :Wisdom(WIS)
8   -1  :Charisma(CHA)
*******************************************************************************
14  :(AC) Armor Class
10  :(AC) vs. Touch
14  :(AC) Flat footed
10  :(HP) Maximum Hit Points
*******************************************************************************
+0  :Initiative
*******************************************************************************
Attacks Weapons Melee &amp; Ranged:
Melee Bonuses:
+1
Ranged Bonuses:
+1
Weapon Name:
Bonus:  Damage: Crit.   Range:
*Greataxe
+3  1d12+3  20/x3   0'
Crossbow (Light)
+1  1d8 19-20/x2    80'
*******************************************************************************
Armor Name:
Bonus:  Max Dex:    Penalty:    Spell Failure:
*Scale Mail
+4  +3  -4  25
*******************************************************************************
Saving Throws:
+2  :FORTITUDE (CON)
+0  :REFLEX (DEX)
-1  :WILL (WIS)
*******************************************************************************
Skills:
Total:  Name:
2   Jump
3   Listen
3   Spot
*******************************************************************************
Carrying Limits:
Light:  Medium: Heavy:
66.0    133.0   200.0
57.0 lbs    :Total Encumbrance
Light   :Carry Load
200.0   :Carry Capacity
*******************************************************************************
Equipment List:
Qty:    Name:
1   Scale Mail
1   Greataxe
1   Crossbow (Light)
1   Bolts (Crossbow/10)
*******************************************************************************
Funds:
Gold Pieces: 190
Misc Finds:
Misc Magic:
Total Valued: 106.0 gp
*******************************************************************************
Feats:
Alertness,Armor Proficiency (Heavy) (1x),Armor Proficiency (Light) (1x),Armor Proficiency (Medium) (1x),Martial Weapon Proficiency,Point Blank Shot,Shield Proficiency,Simple Weapon Proficiency
*******************************************************************************
Class Abilities:
Light Sensitivity(Ex)
*******************************************************************************
Racial Traits:

*******************************************************************************

*******************************************************************************</text>
          </nodehandler>
          <nodehandler class="tabber_handler" icon="tabber" module="containers" name="Combat" version="1.0">
            <nodehandler class="form_handler" icon="form" module="forms" name="AC / HP" version="1.0">
              <form height="140" width="400"/>
              <nodehandler class="textctrl_handler" icon="d20" module="forms" name="ORC INITIATIVE ROLL" version="1.0">
                <text multiline="0" send_button="1">[1d20+0]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC ARMOR CLASS (AC)" version="1.0">
                <text multiline="0" send_button="1">14</text>
              </nodehandler>
              <nodehandler class="form_handler" icon="form" module="forms" name="ORC HIT POINTS" version="1.0">
                <form height="400" width="400"/>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 1 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 2 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 3 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 4 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 5 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 6 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 7 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 8 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 9 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 10 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
              </nodehandler>
            </nodehandler>
            <nodehandler class="form_handler" icon="form" module="forms" name="Weapons" version="1.0">
              <form height="900" width="400"/>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Attack with" version="1.0">
                <text multiline="1" send_button="1">*Greataxe (Crit.20x3) - [1d20+3]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Normal Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[1d12+3]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Critical Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[3*1d12+3]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Attack with" version="1.0">
                <text multiline="1" send_button="1">Crossbow (Light) (Crit.19-20x2) - [1d20+1]
</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Normal Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[1d8]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Critical Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[2*1d8]</text>
              </nodehandler>
            </nodehandler>
            <nodehandler class="form_handler" icon="form" module="forms" name="Saving Throws" version="1.0">
              <form height="200" width="400"/>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - FORTITUDE" version="1.0">
                <text multiline="0" send_button="1">[1d20+2]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - REFLEX" version="1.0">
                <text multiline="0" send_button="1">[1d20+0]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - WILL" version="1.0">
                <text multiline="0" send_button="1">[1d20-1]</text>
              </nodehandler>
            </nodehandler>
          </nodehandler>
          <nodehandler class="form_handler" icon="form" module="forms" name="Skill Checks" version="1.0">
            <form height="1410" width="400"/>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Jump [1d20+2]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Listen [1d20+3]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Spot [1d20+3]</text>
            </nodehandler>
          </nodehandler>
          <nodehandler class="form_handler" icon="form" module="forms" name="Abilities Checks" version="1.0">
            <form height="200" width="400"/>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Strength (STR) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+2]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Dexterity (DEX) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+0]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Constitution (CON) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+0]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Intellengence (INT) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-1]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Wisdom (WIS) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-1]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Charisma (CHA) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-1]</text>
            </nodehandler>
          </nodehandler>
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #2a: Random Orc Treasure" version="1.0">
            <text multiline="0" send_button="1">[3d10] gold pieces each</text>
          </nodehandler>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #2: DM Information" version="1.0">
          <text multiline="1" send_button="1">Encounter #2: Stone Giant Toll Block
   The only way to access this small valley is through either a north or south toll set up by the stone giant Sledge. The stone giant is currently at Scenario #2f: Mountain Pass.

   The tolls here are constructed from several fallen oak trees from the center of the valley. The trees are layered together to form a barrier across the road, and jagged terrain in the area make passage around the toll by horse or wagon treacherous and impassable. For someone who is not the size and strength of a stone giant, a combined strength of 35 is needed to move the trees. Sledge's mass and leverage allow him to move the fallen oaks on his own. In addition, moving the trees cause them to fall with a tremendous &quot;THUD&quot; to the ground, and can possibly be heard from anywhere in the general locale (Listen check vs. DC 12).

   The levy is enforced by a small group of orcs hired by the stone giant. They're allowed to keep  of all the tolls they collect, and with the threat of the giant's wrath they're pockets are kept lined with gold.

Orcs (15): SZ M; HD 1d8+4; hp8; Init +0; Spd 20; AC 14 (+4 scale mail); Atk: greataxe (1d12+3) or light crossbow +0 (1d8); Face 5 ft. x 5 ft.; Reach 5 ft.; Save Fort +2, REF +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Chr 8; AL CE; Skills: Listen +4, Spot +3; Feats: Alertness; Orcs suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

   Each orc carries a longsword and 3d10 gold pieces. If the fight is going against them they flee towards Encounter #6: Orc Lair, where there are additional orc brethren.

   The toll exacted here is two gold pieces per person to pass, five gold per horse, and 10 gold per wagon. The fee is always negotiable, and Sledge and the orcs often try and get more coins out of weary travelers.</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #2: Read to Players" version="1.0">
          <text multiline="1" send_button="1">The tolls themselves are constructed from several fallen oak trees from the center of the valley. The trees are layered together to form a barrier across the road, and jagged terrain in the area make passage around the toll by horse or wagon treacherous and impassable. </text>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #3: Gold Mine" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #3 DM Information" version="1.0">
          <text multiline="1" send_button="1">Encounter #3: Dangerous Gold Mine
   An old boarded up mine is located on a small incline to not far from the southern toll. The mine was &quot;played out&quot; many years ago by local dwarves, and the entrance has since become overgrown with shrubbery. Locating the mine is difficult even during daylight hours, and near impossible at night. A spot skill check versus a DC of 20 is needed to find the entrance from a distance greater than 30 feet (DC 30 at night), but drops to 12 if the heroes approach. Sledge knows of the mine's existence (and its lack of gold), but the orcs from Encounter #6 have never found it despite its proximity

   The mine delves several hundred feet into the hillside, but the ceiling inside is extremely unstable. In its weakened state, 10 points of damage dealt to any portion of the mine (ceiling, supports, walls, etc) is enough to cause a collapse. Each section collapsed is 2d10 feet in length, and victims sustain 8d6 points of damage, half that amount if they make a successful Reflex saving throw (DC 15). Those that fail are pinned and unable to free themselves. For further information on cave-ins and collapses see page #114 of the Dungeon Master's Guide.
</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #3 Read to Players" version="1.0">
          <text multiline="1" send_button="1">An old boarded up mine is located on a small incline to not far from the southern toll. The mine was likely &quot;played out&quot; many years ago, as the entrance has since become overgrown with shrubbery.
</text>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #4: Rock Fall Trap" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #4 DM Information" version="1.0">
          <text multiline="1" send_button="1">Encounter #4: Rock Fall Trap
   The unlawful tolls of the stone giant Sledge have been in jeopardy on more than one occasion. The giant set up this rock fall trap to cause a large avalanche of boulders to more effectively block the entrance to the pass should his position be threatened. While this landslide won't prevent those capable of climbing over piles of rocks, horses and wagons won't be able to pass through. Sledge (and the orcs too) are not afraid to trigger the rock fall, since it only takes the stone giant half a day to rest the trap. One orc (see Encounter #2 for stats) is always on duty here.

   Though its primary function is to block the pass, on more than one occasion the fall has caught an unwary traveler. Victims caught in the slide zone of the fall (it is too small to have an effective bury zone) sustain 3d6 points of damage, or no damage on a successful Reflex saving throw (DC 15). Those who fail their save are pinned, suffering 1d6 points of subdual damage per minute. If a pinned victim falls unconscious, they must make a Constitution check (DC 15) or take 1d6 points of normal damage each minute until death.
</text>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #5: Dire Bear Den" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #5 Text" version="1.0">
          <text multiline="1" send_button="1">Encounter #5: Dire Bear Den
   This bear is an adopted pet, of sorts, for the stone giant Sledge. While the two do not have a loveable master-pet relationship, the giant often throws the bear meat scraps-which are sometimes humanoid or other unfortunate victims. Hence, the bear has developed a liking for humanoid flesh, and does not back down from the heroes or any other two-legged creatures. If the bear is killed, Sledge will be extremely upset.

   The bear's den consists of one large circular cavern, 40 feet in diameter, with a small puddle fed by a slowly dripping spring. Bones of animal and humanoid meals line the walls, and the uneven ceiling of the cave varies from seven to 10 feet (1d6+4). Treasure accumulated from victims here (Spot check vs. DC 12) includes a pouch with 166gp and 20sp. A half-buried boney finger has a ring of protection +2 on it and is clutching a potion of remove blindess/deafness.

Dire Bear: HD: 12d8+48 (102 hp); Init +1; Spd 40; AC 17 (-1 size, +1 Dex, +7 natural); Atk: 2 claws +18 melee, bite +13 melee; Dam claw 2d4+10, bite 2d8+5; Face 10ft. x 20ft./10ft; Special Atk Improved Grab; Special Qualites Scent; Saves Fort +12, Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12 Cha 10; AL N; Skills Listen +7, Spot +7, Swim +13

Improved Grab (Ex): To use this ability, the dire lion must hit with its bite attack. If it gets a hold, it can rake.

Scent (Ex): This ability allows the creature to detect approaching enemies, sniff out hidden goes, and track by sense of small.
</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Dire Bear Treasure (Player)" version="1.0">
          <text multiline="1" send_button="1">Treasure accumulated from victims here includes a pouch with 166gp and 20sp. A half-buried boney finger has a gold ring on it, and the other hand is clutching a potion.</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Dire Bear Treasure (DM)" version="1.0">
          <text multiline="1" send_button="1">Treasure accumulated from victims here (Spot check vs. DC 12) includes a pouch with 166gp and 20sp. A half-buried boney finger has a ring of protection +2 (AC) on it and is clutching a potion of remove blindess/deafness.</text>
        </nodehandler>
        <nodehandler class="tabber_handler" icon="tabber" module="containers" name="Dire Bear" version="1.0">
          <nodehandler class="form_handler" icon="form" module="forms" name="Details" version="1.0">
            <form height="600" width="400"/>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Race" version="1.0">
              <text multiline="0" send_button="0">Dire Bear</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Speed" version="1.0">
              <text multiline="0" send_button="0">Walk 40'</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="AC: Total / Touch / Flat Footed" version="1.0">
              <text multiline="0" send_button="0">17 / 10 / 16</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Face / Reach" version="1.0">
              <text multiline="0" send_button="0">5 ft. by 5 ft./10</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="XP / For Next" version="1.0">
              <text multiline="0" send_button="0">0 / </text>
            </nodehandler>
            <nodehandler class="rpg_grid_handler" icon="grid" module="rpg_grid" name="Abilities" version="1.0">
              <grid autosize="1" border="1">
                <row version="1.0">
                  <cell>STR</cell>
                  <cell>31</cell>
                  <cell>+10</cell>
                </row>
                <row version="1.0">
                  <cell>DEX</cell>
                  <cell>13</cell>
                  <cell>+1</cell>
                </row>
                <row version="1.0">
                  <cell>CON</cell>
                  <cell>19</cell>
                  <cell>+4</cell>
                </row>
                <row version="1.0">
                  <cell>INT</cell>
                  <cell>2</cell>
                  <cell>-4</cell>
                </row>
                <row version="1.0">
                  <cell>WIS</cell>
                  <cell>12</cell>
                  <cell>+1</cell>
                </row>
                <row version="1.0">
                  <cell>CHA</cell>
                  <cell>10</cell>
                  <cell>+0</cell>
                </row>
              </grid>
              <macros>
                <macro name=""/>
              </macros>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Special Abilities" version="1.0">
              <text multiline="1" send_button="0">Improved Grab(Ex); Scent(Ex); </text>
            </nodehandler>
          </nodehandler>
          <nodehandler class="form_handler" icon="form" module="forms" name="Combat" version="1.0">
            <form height="600" width="400"/>
            <nodehandler class="textctrl_handler" icon="d20" module="forms" name="Initiative" version="1.0">
              <text multiline="0" send_button="1">[1d20+1]</text>
            </nodehandler>
            <nodehandler class="listbox_handler" icon="gear" module="forms" name="Abilities" version="1.0">
              <list send_button="1" type="0">
                <option selected="0" value="0">STR [1d20+10]</option>
                <option selected="0" value="0">DEX [1d20+1]</option>
                <option selected="0" value="0">CON [1d20+4]</option>
                <option selected="0" value="0">INT [1d20-4]</option>
                <option selected="0" value="0">WIS [1d20+1]</option>
                <option selected="0" value="0">CHA [1d20+0]</option>
              </list>
            </nodehandler>
            <nodehandler class="listbox_handler" icon="gear" module="forms" name="Dire Bear Skills" version="1.0">
              <list send_button="1" type="0">
                <option selected="0" value="0">Listen +7</option>
                <option selected="1" value="0">Spot +7</option>
                <option selected="0" value="0">Swim +13</option>
              </list>
            </nodehandler>
            <nodehandler class="listbox_handler" icon="gear" module="forms" name="Saving Throws" version="1.0">
              <list send_button="1" type="0">
                <option selected="0" value="0">Fortitude [+12+1d20]</option>
                <option selected="0" value="0">Reflex [+9+1d20]</option>
                <option selected="1" value="0">Will [+8+1d20]</option>
              </list>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Current HP (out of 102)" version="1.0">
              <text multiline="0" send_button="0"></text>
            </nodehandler>
            <nodehandler class="listbox_handler" icon="gear" module="forms" name="Attacks" version="1.0">
              <list send_button="1" type="3">
                <option selected="1" value="0">Bite (Natural/Secondary): [1d20+13]  Damage [2d8+5]</option>
                <option selected="1" value="0">Claw (Natural/Primary): [1d20+18/+18]  Damage [2d4+10]</option>
              </list>
            </nodehandler>
          </nodehandler>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #6: Orc Lair" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #6 Text" version="1.0">
          <text multiline="1" send_button="1">Encounter #6: Orc Lair
   When Sledge erected the tolls some time ago, he understood that he could not attend them all the time; hence, he enlisted the aid of a small tribe of orcs known as the Broken Claws. These orc warriors and their families populate this small cave complex of 4 interlocking caverns. The total number of orcs is 20 males, 11 females, and currently six children.

   Any orcs not detailed in other areas can be found here. With the exception of the children, use the stats from Encounter #2 for all orcs, though arm females with clubs or short swords. If all the males are slain, the female orcs beg for their lives and those of their children. They will plead to be let go, telling the heroes they will leave the area forever. This is in fact a lie, as one or two of them attempt to inform Sledge of recent happenings.

   This is a typical orc lair, filled with filth and refuse, and having an extremely unpleasant smell to it. A small fire burning in the entrance cavern fills the complex with black smoke and soot, causing a -1 to all rolls involving vision beyond a five foot distance. Searching the caves for treasure is difficult and time-consuming, requiring a Search check (DC 15) for each of the four caverns. Treasure distributed among the caves: 335gp, 501sp, uncut diamond worth 250gp, and a potion of charisma.
</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #6 Orc Treasure (DM)" version="1.0">
          <text multiline="1" send_button="1">Searching the caves for treasure is difficult and time-consuming, requiring a Search check (DC 14) for each of the four caverns. Treasure distributed among the caves: 335gp, 501sp, uncut diamond worth 250gp, and a potion of charisma.</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #6 Orc Treasure (Players)" version="1.0">
          <text multiline="1" send_button="1">treasure distributed among the caves: 335gp, 501sp, uncut diamond, and a potion.</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Read to Players: Approaching Orc Lair" version="1.0">
          <text multiline="1" send_button="1">The area up ahead seems to be the entrance to the orc's lair from this area. This is a typical orc lair, filled with filth and refuse, and having an extremely unpleasant smell to it. A small fire burning in the entrance cavern fills the complex with black smoke and soot. Several guards are out front.</text>
        </nodehandler>
        <nodehandler class="tabber_handler" icon="orc" module="containers" name="Orcs (31 total)" version="1.0">
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Orc NPC" version="1.0">
            <text multiline="1" send_button="0">OpenRPG D&amp;D CHARACTER RECORD SHEET (3rd Edition)
*******************************************************************************
Character Name: Orc NPC
Class:      Fighter 1
Level:      1
Race:       Orc
Alignment:      Chaotic Evil
Gender:     M
Size:       M
Experience Points (XP):     0
(XP) Needed for Next Level:     1000
*******************************************************************************
Description:
*******************************************************************************
Languages: Orc
*******************************************************************************
Score:  Mod:    Abilities:
15  +2  :Strength (STR)
10  +0  :Dexterity (DEX)
11  +0  :Constitution (CON)
9   -1  :Intelligence(INT)
8   -1  :Wisdom(WIS)
8   -1  :Charisma(CHA)
*******************************************************************************
14  :(AC) Armor Class
10  :(AC) vs. Touch
14  :(AC) Flat footed
10  :(HP) Maximum Hit Points
*******************************************************************************
+0  :Initiative
*******************************************************************************
Attacks Weapons Melee &amp; Ranged:
Melee Bonuses:
+1
Ranged Bonuses:
+1
Weapon Name:
Bonus:  Damage: Crit.   Range:
*Greataxe
+3  1d12+3  20/x3   0'
Crossbow (Light)
+1  1d8 19-20/x2    80'
*******************************************************************************
Armor Name:
Bonus:  Max Dex:    Penalty:    Spell Failure:
*Scale Mail
+4  +3  -4  25
*******************************************************************************
Saving Throws:
+2  :FORTITUDE (CON)
+0  :REFLEX (DEX)
-1  :WILL (WIS)
*******************************************************************************
Skills:
Total:  Name:
2   Jump
3   Listen
3   Spot
*******************************************************************************
Carrying Limits:
Light:  Medium: Heavy:
66.0    133.0   200.0
57.0 lbs    :Total Encumbrance
Light   :Carry Load
200.0   :Carry Capacity
*******************************************************************************
Equipment List:
Qty:    Name:
1   Scale Mail
1   Greataxe
1   Crossbow (Light)
1   Bolts (Crossbow/10)
*******************************************************************************
Funds:
Gold Pieces: 190
Misc Finds:
Misc Magic:
Total Valued: 106.0 gp
*******************************************************************************
Feats:
Alertness,Armor Proficiency (Heavy) (1x),Armor Proficiency (Light) (1x),Armor Proficiency (Medium) (1x),Martial Weapon Proficiency,Point Blank Shot,Shield Proficiency,Simple Weapon Proficiency
*******************************************************************************
Class Abilities:
Light Sensitivity(Ex)
*******************************************************************************
Racial Traits:

*******************************************************************************

*******************************************************************************</text>
          </nodehandler>
          <nodehandler class="tabber_handler" icon="tabber" module="containers" name="Combat" version="1.0">
            <nodehandler class="form_handler" icon="form" module="forms" name="AC / HP" version="1.0">
              <form height="140" width="400"/>
              <nodehandler class="textctrl_handler" icon="d20" module="forms" name="ORC INITIATIVE ROLL" version="1.0">
                <text multiline="0" send_button="1">[1d20+0]</text>
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              <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC ARMOR CLASS (AC)" version="1.0">
                <text multiline="0" send_button="1">14</text>
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              <nodehandler class="form_handler" icon="form" module="forms" name="ORC HIT POINTS 1-10" version="1.0">
                <form height="400" width="400"/>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 1 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 2 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 3 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 4 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 5 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 6 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 7 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 8 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 9 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 10 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
              </nodehandler>
              <nodehandler class="form_handler" icon="form" module="forms" name="ORC HIT POINTS 11-20" version="1.0">
                <form height="400" width="400"/>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 11 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 12 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 13 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 14 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 15 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 16 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 17 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 18 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 19 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 20 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
              </nodehandler>
              <nodehandler class="form_handler" icon="form" module="forms" name="ORC HIT POINTS 21-31" version="1.0">
                <form height="400" width="400"/>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 21 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 22 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 23 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 24 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 25 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 26 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 27 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 28 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 29 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 30 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 31 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
              </nodehandler>
            </nodehandler>
            <nodehandler class="form_handler" icon="form" module="forms" name="Weapons" version="1.0">
              <form height="900" width="400"/>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Attack with" version="1.0">
                <text multiline="1" send_button="1">*Greataxe (Crit.20x3) - [1d20+3]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Normal Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[1d12+3]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Critical Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[3*1d12+3]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Attack with" version="1.0">
                <text multiline="1" send_button="1">Crossbow (Light) (Crit.19-20x2) - [1d20+1]
</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Normal Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[1d8]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Critical Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[2*1d8]</text>
              </nodehandler>
            </nodehandler>
            <nodehandler class="form_handler" icon="form" module="forms" name="Saving Throws" version="1.0">
              <form height="200" width="400"/>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - FORTITUDE" version="1.0">
                <text multiline="0" send_button="1">[1d20+2]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - REFLEX" version="1.0">
                <text multiline="0" send_button="1">[1d20+0]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - WILL" version="1.0">
                <text multiline="0" send_button="1">[1d20-1]</text>
              </nodehandler>
            </nodehandler>
          </nodehandler>
          <nodehandler class="form_handler" icon="form" module="forms" name="Skill Checks" version="1.0">
            <form height="1410" width="400"/>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Jump [1d20+2]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Listen [1d20+3]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Spot [1d20+3]</text>
            </nodehandler>
          </nodehandler>
          <nodehandler class="form_handler" icon="form" module="forms" name="Abilities Checks" version="1.0">
            <form height="200" width="400"/>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Strength (STR) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+2]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Dexterity (DEX) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+0]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Constitution (CON) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+0]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Intellengence (INT) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-1]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Wisdom (WIS) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-1]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Charisma (CHA) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-1]</text>
            </nodehandler>
          </nodehandler>
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC TREASURE" version="1.0">
            <text multiline="0" send_button="1">[3d10] gold pieces each</text>
          </nodehandler>
        </nodehandler>
      </nodehandler>
      <group_atts border="1" cols="1"/>
      <nodehandler class="link_handler" icon="compass" module="forms" name="The Stone Gaint Troll Layer Map" version="1.0">
        <link href="http://www.openrpg.com/orpgnuke/modules/My_eGallery/gallery/maps/Woodland/tq2a.jpg"/>
      </nodehandler>
    </nodehandler>
    <nodehandler class="group_handler" module="containers" name="Scenario #2b: Empty Dragon's Lair" version="1.0">
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #1: Cave Pool" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #1: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #1: Cave Pool
   The entrance to this long abandoned dragon's lair is dominated by a significant pool of water. This pool is likely fed by the same subterranean source as the underground river in Encounter #6, and is quite drinkable and refreshing. A light source reveals no visible bottom to the pool, though brief movement can be seen it disappears quickly once exposed.

   The pool is 60 feet in depth at its deepest point, which slopes downward to the north after 30 feet in depth. The most dangerous part about this pool, however, it a crosscurrent sweep running north to south-eventually leading to the underground river. Any hero attempted to explore the pool gets caught up in the cross flow after a depth of 25 feet, and is in danger of being swept away to the river. Escaping (or passing through) the current requires a Swim or Strength skill check (DC 15) to avoid being swept away. The DM should also take note of The Drowning Rule on page #85 of the Dungeon Master's Guide for any hero going underwater.

   The movement underneath the surface is an illusion caused by the crosscurrent, as there is nothing &quot;alive&quot; in the pool. At the bottom, however, are the remains of a knight who long ago came to this cave to fight the resident dragon. The full armor of the knight is completely rusted and useless, but in the body's hand is a weapon that appears unaffected by the water. The greataxe of mighty cleaving +4 is heavy, imposing a -1 to all rolls in reaching the surface. Remember that heroes must pass though the current a second time to escape the pool.
</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #1: Player's Text" version="1.0">
          <text multiline="1" send_button="1">The entrance to this dragon's lair is dominated by a significant pool of water. A light source reveals no visible bottom to the pool, though brief movement can be seen-but disappears quickly once exposed.</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #1: Treasure (DM)" version="1.0">
          <text multiline="1" send_button="1">At the bottom, however, are the remains of a knight who long ago came to this cave to fight the resident dragon. The full armor of the knight is completely rusted and useless, but in the body's hand is a weapon that appears unaffected by the water.

Greataxe of mighty cleaving +4 (heavy, imposing a -1 to all rolls)


</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #1: Treasure (Players)" version="1.0">
          <text multiline="1" send_button="1">Greataxe -- very heavy
Rusted full plate of armor</text>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #2: Bottomless Pit" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #2: DM Information" version="1.0">
          <text multiline="1" send_button="1">Encounter #2: Bottomless Pit
   While not truly bottomless, this roughly-hewn pit ranges from 20-25 feet in diameter and is a little more than one mile deep. When the dragon occupied the cave he often threw various refuse and other undesirable bits and pieces into the pit. Any heroes who happen to fall down this pit have a slim chance of survival. Unless a falling victim is lucky enough to grasp an outcropping of rock (Dexterity roll vs. DC 15), the one mile fall means instant death.

   The pit does have several residents, a large flock of stirges who burst from the pit once any of the heroes approach the edge. The stirges erupt from the pit to attack with such surprise they gain a +1 to their initial attack.

Stirges (50): Tiny Beast; Hit Dice: 1d10 (5 hp); Initiative: +4 (Dex); Speed: 10 ft., fly 40 ft.; AC: 16 (+2 size, +4 Dex); Attacks: Touch +6; Damage: Touch 1d3-4; Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.; Special Attack: Attach, blood drain; Saves: Fort +2, Ref +6, Will +1; Abilities: Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6; AL N; Skills: Hide +14; Feats: Weapon Finesse (touch)

   Stirges attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.

   Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent's body. An attached stirge has an AC of 12.

   Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of temporary Constitution damage each round it remains attached. Once it has drained 4 points of Constitution, it detaches and flies off to digest the meal.
</text>
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        <nodehandler class="tabber_handler" icon="skull" module="containers" name="Stirges" version="1.0">
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Stirge" version="1.0">
            <text multiline="1" send_button="0">OpenRPG D&amp;D CHARACTER RECORD SHEET (3rd Edition)
*******************************************************************************
Character Name: Stirge
Class:      Beast 1
Level:      1
Race:       Stirge
Alignment:      Neutral
Gender:     M
Size:       T
Experience Points (XP):     0
(XP) Needed for Next Level:     0
*******************************************************************************
Description:
*******************************************************************************
Languages:
*******************************************************************************
Score:  Mod:    Abilities:
6   -2  :Strength (STR)
25  +7  :Dexterity (DEX)
15  +2  :Constitution (CON)
4   -3  :Intelligence(INT)
14  +2  :Wisdom(WIS)
9   -1  :Charisma(CHA)
*******************************************************************************
19  :(AC) Armor Class
19  :(AC) vs. Touch
12  :(AC) Flat footed
12  :(HP) Maximum Hit Points
*******************************************************************************
+7  :Initiative
*******************************************************************************
Attacks Weapons Melee &amp; Ranged:
Melee Bonuses:
+0
Ranged Bonuses:
+0
Weapon Name:
Bonus:  Damage: Crit.   Range:
Touch (Natural/Primary)
+11 1d3-2   20/x2   0'
*******************************************************************************
Armor Name:
Bonus:  Max Dex:    Penalty:    Spell Failure:
*******************************************************************************
Saving Throws:
+4  :FORTITUDE (CON)
+9  :REFLEX (DEX)
+2  :WILL (WIS)
*******************************************************************************
Skills:
Total:  Name:
18  Hide
*******************************************************************************
Carrying Limits:
Light:  Medium: Heavy:
10.0    20.0    30.0
0.0 lbs :Total Encumbrance
Light   :Carry Load
30.0    :Carry Capacity
*******************************************************************************
Equipment List:
Qty:    Name:
1   Touch (Natural/Primary)
*******************************************************************************
Funds:
Gold Pieces: 0.00
Misc Finds:
Misc Magic:
Total Valued: 0.0 gp
*******************************************************************************
Feats:
Weapon Finesse (Touch)
*******************************************************************************
Class Abilities:
Attach(Ex),Blood Drain(Ex)
*******************************************************************************
Racial Traits:

*******************************************************************************

*******************************************************************************</text>
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              <nodehandler class="textctrl_handler" icon="d20" module="forms" name="INITIATIVE ROLL" version="1.0">
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                <text multiline="0" send_button="1">19</text>
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                <text multiline="0" send_button="1">12 each</text>
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              <form height="900" width="400"/>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Attack with" version="1.0">
                <text multiline="1" send_button="1">Touch (Natural/Primary) (Crit.20x2) - [1d20+11]</text>
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              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Normal Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[1d3-2]</text>
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                <text multiline="0" send_button="1">[2*1d3-2]</text>
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              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - FORTITUDE" version="1.0">
                <text multiline="0" send_button="1">[1d20+4]</text>
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              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - REFLEX" version="1.0">
                <text multiline="0" send_button="1">[1d20+9]</text>
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                <text multiline="0" send_button="1">[1d20+2]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Hide [1d20+18]</text>
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              <text multiline="0" send_button="1">[1d20+7]</text>
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              <text multiline="0" send_button="1">[1d20+2]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Intellengence (INT) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-3]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Wisdom (WIS) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+2]</text>
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              <text multiline="0" send_button="1">[1d20-1]</text>
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      </nodehandler>
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        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #3: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #3: Skeleton &amp; Falling Ceiling
   This area was once the primary sleeping area for the dragon, and was also where the wyrm was eventually slain. In the battle that finally killed the dragon the force of the conflict weakened the walls and ceiling of the area, and they're now on the verge of collapse. If more than 20 points of damage are done to either the walls or ceiling here, the entire cavern will give way. Anyone in the cavern sustains 8d6 points of damage, half that amount if they make a successful Reflex saving throw (DC 15). Those that fail are pinned and unable to free themselves.

   As the heroes enter this area, they come face-to-face with an undead skeleton warrior dressed in a purple tunic and cloak. The undead warrior confronts the heroes by commanding them to leave &quot;his&quot; lair-or die. During any conflict the warrior taunts the heroes, even if he is losing the battle.

Purple Skeleton Warrior: Medium-Size Undead; Hit Dice: 12d12 (48 hp); Initiative: +1 (Dex); Speed: 20 ft.; AC: 25 (+1 Dex, +4 natural, +10 armor); Attacks: bastard sword +2 +20/+15/+10 melee; Damage: bastard sword +2 1d10+9; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Fear aura, find target; Special Qualities: Undead, damage reduction 10/+1, SR 28, turning, immunity, darkvision 60 ft.; Saves: Fort +11, Ref +6, Will +7; Abilities: Str 21, Dex 13, Con -, Int 12, Wis 13, Cha 14; Skills: Climb +9, Intimidate +9, Jump +11, Listen +11, Ride +8, Search +5, Sense Motive +7, Spot +14, Swim +10; Feats: Alertness, Armor Proficiency (all), Cleave, Great Cleave, Martial Weapon; Proficiency (all), Power Attack, Shield Proficiency, Simple Weapon Proficiency; (all), Sunder, Track, Weapon Focus (bastard sword), Weapon Specialization (bastard sword);

Magic: full plate armor +2, bastard sword +2, purple cloak of resistance +2 (Fort), boots of speed.

   Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
</text>
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            <text multiline="0" send_button="1">25</text>
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          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Current Hit Points" version="1.0">
            <text multiline="0" send_button="1">48</text>
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            <text multiline="0" send_button="1">[1d20+1]</text>
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            <text multiline="0" send_button="1">Bastard Sword [1d20+10] | Damage [1d10+9]</text>
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            <text multiline="1" send_button="1">Fear Aura
Find target
Undead
Damage reduction 10/+1
SR 28
turning immunity +3
darkvision 60'

</text>
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              <option selected="1" value="">Save - Fort [1d20+11]</option>
              <option selected="0" value="">Save - Reflex [1d20+6]</option>
              <option selected="0" value="">Save - Will [1d20+7]</option>
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            <list send_button="1" type="0">
              <option selected="0" value="0">Climb [1d20+9]</option>
              <option selected="0" value="0">Intimidate [1d20+9]</option>
              <option selected="0" value="0">Jump [1d20+11]</option>
              <option selected="0" value="0">Listen [1d20+11]</option>
              <option selected="0" value="0">Ride [1d20+8]</option>
              <option selected="0" value="0">Seach [1d20+5]</option>
              <option selected="1" value="0">Sense Motive [1d20+7]</option>
              <option selected="0" value="0">Spot [1d20+14]</option>
              <option selected="0" value="0">Swim [1d20+10]</option>
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          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Feats" version="1.0">
            <text multiline="1" send_button="0">Alertness, Cleave, Great Cleave, Power Attack, Track, Weapon Focus (bastard sword)</text>
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        </nodehandler>
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          <text multiline="1" send_button="1">Magic:
full plate armor +2
bastard sword +2
purple cloak of resistance +4 (Fort)
boots of speed.</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #3: Magic (Player)" version="1.0">
          <text multiline="1" send_button="1">Full plate armor
Bastard sword
Purple cloak
Boots</text>
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        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #3: Player's Text" version="1.0">
          <text multiline="1" send_button="1">As you enter this area, they come face-to-face with an undead skeleton warrior dressed in a purple tunic and cloak. The undead warrior confronts you and commands &quot;Leave here or die!&quot;</text>
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      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #4: Roper" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #4: DM Information" version="1.0">
          <text multiline="1" send_button="1">Encounter #4: Ropers
   The ceiling in his corridor disappears off into the darkness like a reverse crevasse, to a height of 70 feet. Years after the dragon here was slain a roper took up residence. With a steady flow of adventurers seeking the dragon's hidden horde, the roper has been well fed over the years. If the party is too weak to fight a CR 10 creature, limit the number of strands the roper has.

Roper: Large Magical Beast; Hit Dice: 10d10+30 (85 hp); Initiative: +5 (+1 Dex, +4 Improved Initiative); Speed: 10 ft.; AC: 24 (-1 size, +1 Dex, +14 natural); Attacks: 6 strands +11 ranged, bite +8 melee; Damage: Strand (see text), bite 2d6+2; Face/Reach: 5 ft. by 5 ft./10 ft. (50 ft. with strand); Special Attacks: Strands, attach, weakness; Special Qualities: Electricity immunity, cold resistance 30, fire vulnerability, SR 28; Saves: Fort +10, Ref +8, Will +8; Abilities: Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha_12; Skills: Climb +7, Hide +10*, Listen +13, Spot +13; Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand); AL: CE; CR 10

*Ropers receive a +8 racial bonus to Hide checks in stony or icy areas.

   A roper hunts by standing very still and imitating a bit of rock. This usually allows it to attack with surprise. When it notices prey, it lashes out with its strands and bites adjacent opponents with its powerful maw.

   The roper has accumulated a sizable horde of treasure over the years from would-be treasure seekers. Found high up in the crevasse (Climb DC 15 to reach) on a ledge among bones and refuse is: finely cut emerald worth 500gp, 1,600gp gold brick, chain mail +1, large steel shield w/spell resistance (SR13), scroll: feeblemind, and potion of love.</text>
        </nodehandler>
        <nodehandler class="tabber_handler" icon="skull" module="containers" name="Roper" version="1.0">
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            <text multiline="1" send_button="0">OpenRPG D&amp;D CHARACTER RECORD SHEET (3rd Edition)
*******************************************************************************
Character Name: Roper
Class:      Magical Beast 10
Level:      10
Race:       Roper
Alignment:      Chaotic Evil
Gender:     M
Size:       L
Experience Points (XP):     0
(XP) Needed for Next Level:     0
*******************************************************************************
Description:
*******************************************************************************
Languages:
*******************************************************************************
Score:  Mod:    Abilities:
19  +4  :Strength (STR)
13  +1  :Dexterity (DEX)
17  +3  :Constitution (CON)
12  +1  :Intelligence(INT)
17  +3  :Wisdom(WIS)
12  +1  :Charisma(CHA)
*******************************************************************************
24  :(AC) Armor Class
10  :(AC) vs. Touch
23  :(AC) Flat footed
85  :(HP) Maximum Hit Points
*******************************************************************************
+5  :Initiative
*******************************************************************************
Attacks Weapons Melee &amp; Ranged:
Melee Bonuses:
+10/+5
Ranged Bonuses:
+10/+5
Weapon Name:
Bonus:  Damage: Crit.   Range:
Bite (Natural/Secondary)
+8  2d6+2   20/x2   0'
Strand (Natural/Primary)
+13/+13/+13/+13/+13/+13 0   20/x2   0'
*******************************************************************************
Armor Name:
Bonus:  Max Dex:    Penalty:    Spell Failure:
*******************************************************************************
Saving Throws:
+10 :FORTITUDE (CON)
+8  :REFLEX (DEX)
+6  :WILL (WIS)
*******************************************************************************
Skills:
Total:  Name:
10  Hide
14  Listen
14  Spot
7   Climb
*******************************************************************************
Carrying Limits:
Light:  Medium: Heavy:
233.0   466.0   700.0
0.0 lbs :Total Encumbrance
Light   :Carry Load
700.0   :Carry Capacity
*******************************************************************************
Equipment List:
Qty:    Name:
1   Bite (Natural/Secondary)
1   Strand (Natural/Primary)
*******************************************************************************
Funds:
Gold Pieces: 0.00
Misc Finds:
Misc Magic:
Total Valued: 0.0 gp
*******************************************************************************
Feats:
Alertness,Improved Initiative
*******************************************************************************
Class Abilities:
Strands(Ex),Attach(Ex),Weakness(Ex),Fire Vulnerability(Ex),+8 to Hide in Stony or Icy areas
*******************************************************************************
Racial Traits:

*******************************************************************************

*******************************************************************************</text>
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</text>
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                <text multiline="0" send_button="1">[1d20+8]</text>
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            <form height="200" width="400"/>
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              <text multiline="0" send_button="1">[1d20+4]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Dexterity (DEX) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+1]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Constitution (CON) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+3]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Intellengence (INT) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+1]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Wisdom (WIS) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+3]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Charisma (CHA) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+1]</text>
            </nodehandler>
          </nodehandler>
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Feats" version="1.0">
            <text multiline="1" send_button="0">Alertness
Improved Initiative
Iron Will
Weapon Focus (strand)</text>
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        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #4: Treasure (DM)" version="1.0">
          <text multiline="1" send_button="1">The roper has accumulated a sizable horde of treasure over the years from would-be treasure seekers. Found high up in the crevasse (Climb DC 15 to reach) on a ledge among bones and refuse is: finely cut emerald worth 500gp, 1,600gp gold brick, chain mail +1, large steel shield w/spell resistance (SR13), scroll: feeblemind, and potion of love.</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #4: Treasure (Player)" version="1.0">
          <text multiline="1" send_button="1">Finely cut emerald
Gold brick
chain mail
large steel shield
scroll: feeblemind
potion</text>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #5: Hidden Hoard" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #5: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #5: Hidden Dragon Horde
   This cavern is where the dragon kept his horde, which mysteriously has never been found. Part of the reason for this is the presence of the roper, who feeds on those trying to reach the cavern, but the other reason is the horde is hidden by magic. Like most dragons, the former owner of this lair was very greedy about his horde and used powerful magic to hide from others. It has remained here since the dragon's death.

   The cavern is roughly 90 feet in diameter, with a 40 foot high ceiling-the later of which is the key. The ceiling height is actually 70 feet, with the last 30 feet being a powerful illusion laced with magical traps. The actual horde rests on a ledge to the west above the illusion, which is trapped with a symbol of death and a symbol of insanity.

This area is riddled with symbols of stunning. Anyone stepping or moving on the ledge has an 8 in 10 chance of triggering one. If the players use detect magic they'll be able to see the symbols and easily avoid them.

   The dragon's horde consists of the following: large steel shield +2; 3,966gp, potion of charisma, potion of vision, scrolls: ever scent, steal sleep; Summon Monster II (l2, cl3); light crossbow of distance +1, and an amulet of natural armor +2.
</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #5: Treasuire (DM)" version="1.0">
          <text multiline="1" send_button="1">large steel shield +2
3,966gp
potion of charisma
potion of vision
scrolls: ever scent, steal sleep; Summon Monster II (l2, cl3);
light crossbow of distance +1,
amulet of natural armor +2.</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #5: Treasuire (Player)" version="1.0">
          <text multiline="1" send_button="1">large steel shield
3,966gp
potion
potion
scroll: ever scent, steal sleep; Summon Monster II (l2, cl3);
light crossbow
amulet</text>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #6: Underground River" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #6: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #6: Underground River
   A long subterranean passage here leads to an underground river. The slope is steep (45 degree decline) and extremely slippery from moss and moisture, making for treacherous footing. Anyone making their way down the corridor must make a Dexterity check (DC 15) or begin sliding towards the river.

   Heroes failing the check are allowed one final attempt to stop before reaching the bottom. With a successful Strength check (DC 15) a victim can catch themselves half way down the slope. However, if multiple heroes are sliding down the slope an additional Strength check is needed for each person slamming into someone else. Those failing their rolls plunge into the river and are swept miles away where the river exits the mountain range.
</text>
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      </nodehandler>
      <group_atts border="1" cols="1"/>
      <nodehandler class="link_handler" icon="compass" module="forms" name="Dragon's Lair Map" version="1.0">
        <link href="http://www.openrpg.com/orpgnuke/modules/My_eGallery/gallery/maps/Dungeon/tq2b.jpg"/>
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    </nodehandler>
    <nodehandler class="group_handler" module="containers" name="Scenario #2c: Brown's Farm" version="1.0">
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #1: Cattle Barn" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #1: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #1: Cattle Barn
   The cattle barn is a large structure, second only to the main cabin on the farm. Built from sturdy oaks that were cleared when the small farm was cultivated, the barn was built by Jebidiah Brown and his cousin Siegfried who lives at Encounter #5. There are 20 head of cattle found here or in the nearby pasture, along with five goats and several dozen chickens-all of which never stray far from the safety of the barn.

   If the heroes befriend the Brown family, they are allowed to spend the night in the barn's rafters if they don't mind the accommodations. This is all Jebidiah has to offer weary travelers, and can be rather cozy if the weather outside is cold or wet. Ample amounts of hay here keep the heroes warm, but are warned by Jebidiah not to use fire of any sort here since the dry environment would easily ignite his cattle's hay.
</text>
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      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #2: Main Cabin" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #2: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #2: Main Log Cabin

   This cabin is the home of Jebidiah Brown, his wife Ginna, and their two little girls May and Brinna. The Brown family is kind and generous, and will offer the shelter of their barn to anyone traveling through the area. They have little of worth, living well off of their livestock and the small crops they produce.

   An adventurer in his youth, Jebidiah (Half-Elf, Ftr6) was once a companion of the famous bard Thayer, and had amassed a fine fortune on which to start a family. Jebidiah was with Thayer when the rogue killed the dragon that was terrorizing the area, though he was knocked unconscious during the battle in which Thayer delivered the wyrm a killing blow. Though they found little treasure at the lair, the people of the area all contributed to give Thayer and his companions a reward. Jebidiah took his portion and built this farmstead.

   Anyone accepting the hospitality of the Brown family learns about all the good deeds Thayer did around this area. Once the area was infested with orcs, goblins, and evil cultists and their undead, and it was Thayer and various other companions who help clear them out. The bard was most recognizable by his gleaming gold chain mail armor and emerald-encrusted magical gauntlets. All of his items also had the letter &quot;T&quot; on them somewhere. Jebidiah also tells the heroes Thayer had a magical harp and dagger, both of which supposedly spoke to him-though only Thayer could hear them.
</text>
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      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #3: Horse Pasture" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #3: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #3: Horse Pasture

   The Brown family has two horses, which they use to plow their fields and ride to nearby villages. They also have a wagon, but the left wheel is broken. If the heroes have horses with them, Jebidiah offers to shelter them in this penned pasture while they rest.

   If the heroes take the time to search the area east of the pastures, they may discover something of note. A successful Spot check (DC 12) allows a hero in the area to find a set of strange animal footprints. These prints were made by the dire wolverine that has taken up residence south of the trout pond. While searching for food, the large wolverine was recently checking out the Brown's livestock.

   If the heroes stake out the pasture that evening, they see the wolverine return that night to kill a horse (possibly a heroes' horse if they have any). If they do not notice the prints, the next day one of the horses would have been slain and dragged away. Stats for the wolverine can be found in Encounter #4, which is where the tracks lead the heroes.
</text>
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      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #4: Trout Pond" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #4: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #4: Trout Pond

   This small, natural pond is fed from an underground river that flows through the area. Some years ago Jebidiah transplanted some trout in the pond, which make their way there every year since to spawn. During a conversation with Jebidiah about the area, he mentions the disturbing lack of fish this season.

   The reason for the lack of fish is the appearance of a dire wolverine in the area. The creature has been eating up much of the smaller wildlife over the past month, including the resident trout. If not encountered in the horse pasture, the heroes find the wolverine here looking for food. In addition, if the wolverine killed a horse the night before, the half-eaten carcass is here.

Dire Wolverine: HD: 5d8+20 (42 hp); Init +3 (Dex); Spd 30, climb 10ft.; AC 16 (-1 size, +3 Dex, +4 natural); Atk: 2 claws +8 melee, bite +3 melee; Dam claw 1d6+6, bite 1d8+3; Face 5ft. x 10ft./5ft; Special Atk Rage; Special Qualites Scent; Saves Fort +8, Ref +7, Will +5; Str 22, Dex 17, Con 19, Int 2, Wis 12 Cha 10; AL N; Skills Climb +10, Listen +9, Spot +8

   Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
</text>
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        <nodehandler class="tabber_handler" icon="orc" module="containers" name="Dire Wolverine" version="1.0">
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            <text multiline="1" send_button="0">OpenRPG D&amp;D CHARACTER RECORD SHEET (3rd Edition)
*******************************************************************************
Character Name: Dire Wolverine
Class:      Animal 5
Level:      5
Race:       Dire Wolverine
Alignment:      Neutral
Gender:     M
Size:       L
Experience Points (XP):     0
(XP) Needed for Next Level:     0
*******************************************************************************
Description:
*******************************************************************************
Languages:
*******************************************************************************
Score:  Mod:    Abilities:
22  +6  :Strength (STR)
17  +3  :Dexterity (DEX)
19  +4  :Constitution (CON)
4   -3  :Intelligence(INT)
12  +1  :Wisdom(WIS)
10  +0  :Charisma(CHA)
*******************************************************************************
16  :(AC) Armor Class
12  :(AC) vs. Touch
13  :(AC) Flat footed
52  :(HP) Maximum Hit Points
*******************************************************************************
+3  :Initiative
*******************************************************************************
Attacks Weapons Melee &amp; Ranged:
Melee Bonuses:
+3
Ranged Bonuses:
+3
Weapon Name:
Bonus:  Damage: Crit.   Range:
Bite (Natural/Secondary)
??? 1d8 20/x2   0'
Claw (Natural/Primary)
+8/+8   1d6+6   20/x2   0'
*******************************************************************************
Armor Name:
Bonus:  Max Dex:    Penalty:    Spell Failure:
*******************************************************************************
Saving Throws:
+8  :FORTITUDE (CON)
+7  :REFLEX (DEX)
+2  :WILL (WIS)
*******************************************************************************
Skills:
Total:  Name:
*******************************************************************************
Carrying Limits:
Light:  Medium: Heavy:
346.0   693.0   1040.0
0.0 lbs :Total Encumbrance
Light   :Carry Load
1040.0  :Carry Capacity
*******************************************************************************
Equipment List:
Qty:    Name:
1   Bite (Natural/Secondary)
1   Claw (Natural/Primary)
*******************************************************************************
Funds:
Gold Pieces: 0.00
Misc Finds:
Misc Magic:
Total Valued: 0.0 gp
*******************************************************************************
Feats:

*******************************************************************************
Class Abilities:
Rage(Ex),Scent(Ex)
*******************************************************************************
Racial Traits:
Scent(Ex), Rage(Ex)
*******************************************************************************

*******************************************************************************</text>
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              <nodehandler class="textctrl_handler" icon="note" module="forms" name="CURRENT ARMOR CLASS (AC)" version="1.0">
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                <text multiline="0" send_button="1">[1d6+10]</text>
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              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - WILL" version="1.0">
                <text multiline="0" send_button="1">[1d20+2]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill: Climb +10" version="1.0">
              <text multiline="0" send_button="1"> [1d20+10]</text>
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              <text multiline="0" send_button="1"> [1d20+9]</text>
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              <text multiline="0" send_button="1"> [1d20+8]</text>
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              <text multiline="0" send_button="1">[1d20+6]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Dexterity (DEX) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+3]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Constitution (CON) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+4]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Intellengence (INT) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-3]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Wisdom (WIS) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+1]</text>
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              <text multiline="0" send_button="1">[1d20+0]</text>
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      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #5: Cousin's Cabin" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #5: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #5: Cousin's Log Cabin
   Jebidiah Brown's half-elf cousin Siegfried lives here in a one-room log cabin. Considerably older than his cousin, Siegfried was also an adventurer in his youth; however, he lost his right leg during a battle with a hill giant several years ago and retired here. Siegfried is good with animals, and Jebidiah allows him to work his keep by tending livestock.

   If the heroes stop at the cabin, they immediately sense that something is wrong. Late the night before Siegfried was attacked by a wandering wight who had happened upon the farmstead. The creature entered Siegfried's cabin and drained his life as the sun rose that morning. Disliking the daylight hours, Siegfried and his wight master are waiting for nightfall to leave when the heroes stop to visit. If the heroes do not intervene, Siegfried pays his brother a visit the next night. There is nothing else of value here.

Wights (2); Medium-Size Undead; Hit Dice: 4d12 (29, 18 hp); Initiative: +1 (Dex); Speed: 30ft. (15 for Siegfried); AC: 15 (+1 Dex, +4 natural); Attacks: Slam +3 melee; Damage: Slam 1d4+1 and energy drain; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Energy drain, create spawn; Special Qualities: Undead; Saves: Fort +1, Ref +2, Will_+5; Abilities: Str 12, Dex 12, Con_-, Int 11, Wis 13, Cha 15; Skills: Climb +5, Hide +8, Listen +8, Move Silently +16*, Search +7, Spot +8; Feats: Blind-Fight
* Skills: Wights receive a +8 racial bonus to Move Silently checks.

   Energy Drain (Su): Living creatures hit by a wight's slam attack receive one negative level. The Fortitude save to remove the negative level has a DC of 14.

   Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

   Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
</text>
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          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Wights" version="1.0">
            <text multiline="1" send_button="0">OpenRPG D&amp;D CHARACTER RECORD SHEET (3rd Edition)
*******************************************************************************
Character Name: Wights
Class:      Undead 4
Level:      4
Race:       Wight
Alignment:      Lawful Evil
Gender:     M
Size:       M
Experience Points (XP):     0
(XP) Needed for Next Level:     0
*******************************************************************************
Description:
*******************************************************************************
Languages:
*******************************************************************************
Score:  Mod:    Abilities:
12  +1  :Strength (STR)
12  +1  :Dexterity (DEX)
--  0   :Constitution (CON)
11  +0  :Intelligence(INT)
13  +1  :Wisdom(WIS)
15  +2  :Charisma(CHA)
*******************************************************************************
15  :(AC) Armor Class
11  :(AC) vs. Touch
14  :(AC) Flat footed
32  :(HP) Maximum Hit Points
*******************************************************************************
+1  :Initiative
*******************************************************************************
Attacks Weapons Melee &amp; Ranged:
Melee Bonuses:
+2
Ranged Bonuses:
+2
Weapon Name:
Bonus:  Damage: Crit.   Range:
Slam (Natural/Primary)
+3  1d4+1   20/x2   0'
*******************************************************************************
Armor Name:
Bonus:  Max Dex:    Penalty:    Spell Failure:
*******************************************************************************
Saving Throws:
+1  :FORTITUDE (CON)
+2  :REFLEX (DEX)
+5  :WILL (WIS)
*******************************************************************************
Skills:
Total:  Name:
5   Climb
5   Hide
*******************************************************************************
Carrying Limits:
Light:  Medium: Heavy:
43.0    86.0    130.0
0.0 lbs :Total Encumbrance
Light   :Carry Load
130.0   :Carry Capacity
*******************************************************************************
Equipment List:
Qty:    Name:
1   Slam (Natural/Primary)
*******************************************************************************
Funds:
Gold Pieces: 110.00
Misc Finds:
Misc Magic:
Total Valued: 0.0 gp
*******************************************************************************
Feats:
Blind-Fight
*******************************************************************************
Class Abilities:
 ability damage, and disease. Not subject to critical hits, energy drain, or death from massive damage., paralysis, poison, sleep, stunning, subdual damage,Create Spawn(Su),Energy Drain(Su),Immune to mind-influencing effects
*******************************************************************************
Racial Traits:
Energy Drain(Su), Create Spawn(Su)
*******************************************************************************

*******************************************************************************</text>
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                <text multiline="1" send_button="0">Blind-Fight [General]

Benefit: In melee, every time a character misses because of concealment, the character can reroll the miss chance percentile roll one time to see if the character actually hit.

An invisible attacker gets no bonus to hit the character in melee. That is, the character doesnt lose a Dexterity bonus to Armor Class, and the attacker doesnt get the usual +2 bonus. The invisible attackers bonuses do still apply for ranged attacks, however.

The character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal, instead of one-half.
</text>
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                <text multiline="1" send_button="1">   Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</text>
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                <text multiline="1" send_button="1">   Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Energy Drain" version="1.0">
                <text multiline="1" send_button="1">   Energy Drain (Su): Living creatures hit by a wight's slam attack receive one negative level. The Fortitude save to remove the negative level has a DC of 14.</text>
              </nodehandler>
            </nodehandler>
          </nodehandler>
          <nodehandler class="form_handler" icon="form" module="forms" name="Skill Checks" version="1.0">
            <form height="1410" width="400"/>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Climb [1d20+5]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Hide [1d20+8]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Listen [1d20+8]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Move Silently [1d20+16]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Search [1d20+7]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Spot [1d20+8]</text>
            </nodehandler>
          </nodehandler>
          <nodehandler class="form_handler" icon="form" module="forms" name="Abilities Checks" version="1.0">
            <form height="200" width="400"/>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Strength (STR) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+1]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Dexterity (DEX) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+1]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Constitution (CON) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Intellengence (INT) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Wisdom (WIS) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+1]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Charisma (CHA) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+2]</text>
            </nodehandler>
          </nodehandler>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #6: Ruined Tower" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #6: DM Information" version="1.0">
          <text multiline="1" send_button="1">Encounter #6: Ruined Ancient Tower
   Jebidiah Brown knows little about this tower, other than it was here long before anyone in the area can remember. It was rumored to once by the home of a powerful wizard, but no one knows for sure. Jebidiah has searched the structure many times, always finding nothing. He had even shown it to Thayer, a powerful bard,  once and the bard said he found nothing as well.

   In truth, Thayer returned to the tower after visiting Jebidiah years ago to hide his magical dagger and harp. The items can only be found using a detect magic, instantly revealing their location. This is the only way to find the items.

   Thayer's dagger is called Blind Sight, which has an emerald encrusted hilt and wicked barb at its tip. The weapon has a +3 enchantment, and when held grants darkvision, bestows the feat Blind-Fight, and senses the approach of anyone in a 50 foot radius (Semiempathy, Int 9, Wis 10, Cha 11, AL: Chaotic Good).

   The bard's magical harp is called Entrancer, and is a small harp of masterwork quality. The harp is gold with jade interwoven into it, and its strings are of the purest dwarven mithral. Three times per day the music of the harp (Perform check vs. DC 12) can cast charm monster, which aided Thayer in his defeat of many beasts in the area. The harp talks to the wielder constantly (Telepathy, Wis 12, Int 10, Cha 12, AL: Chaotic Neutral), demanding to entrance more and more monsters. Eventually Thayer tired of the harp's prattling and dumped it at this ruined tower.
</text>
        </nodehandler>
        <nodehandler class="form_handler" icon="form" module="forms" name="Treasure" version="1.0">
          <form height="400" width="400"/>
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Treasure (Players)" version="1.0">
            <text multiline="1" send_button="1">Magical Dagger
Magical Harp</text>
          </nodehandler>
          <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #2: Sleeping Quarters" version="1.0">
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #2: DM Information" version="1.0">
              <text multiline="1" send_button="0">Encounter #2: Sleeping Quarters
   These six chambers once served as sleeping quarters for the dwarves stationed here. The door to each room is still intact, but hangs rotted on rusty hinges. Each room at one time contained two dwarf-sized cots, and a small table with an iron bowl for wash water. Currently many of the beds are either overturned or broken, the rotted wood littering the floor in hundreds of pieces.

   These rooms now serve as daytime nests for the wights that dwell here. The number of wights in these chambers has grown in the past year, as more and more would-be heroes come to investigate the mountain ruins. The slightest sound from any of the other rooms here rousts them from their undead rest (Listen +8 vs. DC 12), causing them to swarm to the source of the noise. There are seven human, three dwarven, and five orc wights total for this entire catacomb.

Wights (15); Medium-Size Undead; Hit Dice: 4d12 (20hp each); Initiative: +1 (Dex); Speed: 30ft.; AC: 15 (+1 Dex, +4 natural); Attacks: Slam +3 melee; Damage: Slam 1d4+1 and energy drain; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Energy drain, create spawn; Special Qualities: Undead; Saves: Fort +1, Ref +2, Will_+5; Abilities: Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15; Skills: Climb +5, Hide +8, Listen +8, Move Silently +16*, Search +7, Spot +8; Feats: Blind-Fight
* Skills: Wights receive a +8 racial bonus to Move Silently checks; AL: CE; CR: 3

   Many of the wights still carry items of treasure upon them, but have either forgotten about them or care not in their undead state. Distributed among the 15 wights is the following: 86sp, 94gp, 149pp, potion of blur, ring of feather falling, potion of flaming fists; scroll: protection from arrows (arcane, caster level 3).
</text>
            </nodehandler>
            <nodehandler class="tabber_handler" icon="tabber" module="containers" name="Wights (15)" version="1.0">
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Wights" version="1.0">
                <text multiline="1" send_button="0">OpenRPG D&amp;D CHARACTER RECORD SHEET (3rd Edition)
*******************************************************************************
Character Name: Wights
Class:      Undead 4
Level:      4
Race:       Wight
Alignment:      Lawful Evil
Gender:     M
Size:       M
Experience Points (XP):     0
(XP) Needed for Next Level:     0
*******************************************************************************
Description:
*******************************************************************************
Languages:
*******************************************************************************
Score:  Mod:    Abilities:
12  +1  :Strength (STR)
12  +1  :Dexterity (DEX)
--  0   :Constitution (CON)
11  +0  :Intelligence(INT)
13  +1  :Wisdom(WIS)
15  +2  :Charisma(CHA)
*******************************************************************************
15  :(AC) Armor Class
11  :(AC) vs. Touch
14  :(AC) Flat footed
32  :(HP) Maximum Hit Points
*******************************************************************************
+1  :Initiative
*******************************************************************************
Attacks Weapons Melee &amp; Ranged:
Melee Bonuses:
+2
Ranged Bonuses:
+2
Weapon Name:
Bonus:  Damage: Crit.   Range:
Slam (Natural/Primary)
+3  1d4+1   20/x2   0'
*******************************************************************************
Armor Name:
Bonus:  Max Dex:    Penalty:    Spell Failure:
*******************************************************************************
Saving Throws:
+1  :FORTITUDE (CON)
+2  :REFLEX (DEX)
+5  :WILL (WIS)
*******************************************************************************
Skills:
Total:  Name:
5   Climb
5   Hide
*******************************************************************************
Carrying Limits:
Light:  Medium: Heavy:
43.0    86.0    130.0
0.0 lbs :Total Encumbrance
Light   :Carry Load
130.0   :Carry Capacity
*******************************************************************************
Equipment List:
Qty:    Name:
1   Slam (Natural/Primary)
*******************************************************************************
Funds:
Gold Pieces: 110.00
Misc Finds:
Misc Magic:
Total Valued: 0.0 gp
*******************************************************************************
Feats:
Blind-Fight
*******************************************************************************
Class Abilities:
 ability damage, and disease. Not subject to critical hits, energy drain, or death from massive damage., paralysis, poison, sleep, stunning, subdual damage,Create Spawn(Su),Energy Drain(Su),Immune to mind-influencing effects
*******************************************************************************
Racial Traits:
Energy Drain(Su), Create Spawn(Su)
*******************************************************************************

*******************************************************************************</text>
              </nodehandler>
              <nodehandler class="tabber_handler" icon="tabber" module="containers" name="Combat" version="1.0">
                <nodehandler class="form_handler" icon="form" module="forms" name="AC / HP" version="1.0">
                  <form height="140" width="400"/>
                  <nodehandler class="textctrl_handler" icon="d20" module="forms" name="INITIATIVE ROLL" version="1.0">
                    <text multiline="0" send_button="1">[1d20+1]</text>
                  </nodehandler>
                  <nodehandler class="textctrl_handler" icon="note" module="forms" name="CURRENT ARMOR CLASS (AC)" version="1.0">
                    <text multiline="0" send_button="1">15</text>
                  </nodehandler>
                  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Wight Hit Points" version="1.0">
                    <text multiline="0" send_button="1">20 each</text>
                  </nodehandler>
                </nodehandler>
                <nodehandler class="form_handler" icon="form" module="forms" name="Weapons" version="1.0">
                  <form height="900" width="400"/>
                  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Attack with" version="1.0">
                    <text multiline="1" send_button="1">Slam (Natural/Primary) (Crit.20x2) - [1d20+3]</text>
                  </nodehandler>
                  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Normal Damage Roll" version="1.0">
                    <text multiline="0" send_button="1">[1d4+1]</text>
                  </nodehandler>
                  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Critical Damage Roll" version="1.0">
                    <text multiline="0" send_button="1">[2*1d4+1]</text>
                  </nodehandler>
                </nodehandler>
                <nodehandler class="form_handler" icon="form" module="forms" name="Saving Throws" version="1.0">
                  <form height="200" width="400"/>
                  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - FORTITUDE" version="1.0">
                    <text multiline="0" send_button="1">[1d20+1]</text>
                  </nodehandler>
                  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - REFLEX" version="1.0">
                    <text multiline="0" send_button="1">[1d20+2]</text>
                  </nodehandler>
                  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - WILL" version="1.0">
                    <text multiline="0" send_button="1">[1d20+5]</text>
                  </nodehandler>
                </nodehandler>
                <nodehandler class="form_handler" icon="form" module="forms" name="Feats" version="1.0">
                  <form height="400" width="400"/>
                  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Blind Fighting " version="1.0">
                    <text multiline="1" send_button="0">Blind-Fight [General]

Benefit: In melee, every time a character misses because of concealment, the character can reroll the miss chance percentile roll one time to see if the character actually hit.

An invisible attacker gets no bonus to hit the character in melee. That is, the character doesnt lose a Dexterity bonus to Armor Class, and the attacker doesnt get the usual +2 bonus. The invisible attackers bonuses do still apply for ranged attacks, however.

The character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal, instead of one-half.
</text>
                  </nodehandler>
                </nodehandler>
                <nodehandler class="form_handler" icon="form" module="forms" name="Special" version="1.0">
                  <form height="400" width="400"/>
                  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Undead" version="1.0">
                    <text multiline="1" send_button="1">   Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</text>
                  </nodehandler>
                  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Create Spawn" version="1.0">
                    <text multiline="1" send_button="1">   Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.</text>
                  </nodehandler>
                  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Energy Drain" version="1.0">
                    <text multiline="1" send_button="1">   Energy Drain (Su): Living creatures hit by a wight's slam attack receive one negative level. The Fortitude save to remove the negative level has a DC of 14.</text>
                  </nodehandler>
                </nodehandler>
              </nodehandler>
              <nodehandler class="form_handler" icon="form" module="forms" name="Skill Checks" version="1.0">
                <form height="1410" width="400"/>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
                  <text multiline="0" send_button="1">Climb [1d20+5]</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
                  <text multiline="0" send_button="1">Hide [1d20+8]</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
                  <text multiline="0" send_button="1">Listen [1d20+8]</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
                  <text multiline="0" send_button="1">Move Silently [1d20+16]</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
                  <text multiline="0" send_button="1">Search [1d20+7]</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
                  <text multiline="0" send_button="1">Spot [1d20+8]</text>
                </nodehandler>
              </nodehandler>
              <nodehandler class="form_handler" icon="form" module="forms" name="Abilities Checks" version="1.0">
                <form height="200" width="400"/>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="Strength (STR) Check" version="1.0">
                  <text multiline="0" send_button="1">[1d20+1]</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="Dexterity (DEX) Check" version="1.0">
                  <text multiline="0" send_button="1">[1d20+1]</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="Constitution (CON) Check" version="1.0">
                  <text multiline="0" send_button="1">[1d20]</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="Intellengence (INT) Check" version="1.0">
                  <text multiline="0" send_button="1">[1d20]</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="Wisdom (WIS) Check" version="1.0">
                  <text multiline="0" send_button="1">[1d20+1]</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="Charisma (CHA) Check" version="1.0">
                  <text multiline="0" send_button="1">[1d20+2]</text>
                </nodehandler>
              </nodehandler>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #2: Treasure (DM)" version="1.0">
              <text multiline="1" send_button="0">Distributed among the 15 wights is the following: 86sp, 94gp, 149pp, potion of blur, ring of feather falling, potion of flaming fists; scroll: protection from arrows (arcane, caster level 3).</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #2: Treasure (Player)" version="1.0">
              <text multiline="1" send_button="0">86sp
94gp
149pp
potion
ring
potion
scroll: protection from arrows (arcane, caster level 3).</text>
            </nodehandler>
          </nodehandler>
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Treasure (DM)" version="1.0">
            <text multiline="1" send_button="1">   Thayer's dagger is called Blind Sight, which has an emerald encrusted hilt and wicked barb at its tip. The weapon has a +3 enchantment, and when held grants darkvision, bestows the feat Blind-Fight, and senses the approach of anyone in a 50 foot radius (Semiempathy, Int 9, Wis 10, Cha 11, AL: Chaotic Good).

   The bard's magical harp is called Entrancer, and is a small harp of masterwork quality. The harp is gold with jade interwoven into it, and its strings are of the purest dwarven mithral. Three times per day the music of the harp (Perform check vs. DC 12) can cast charm monster, which aided Thayer in his defeat of many beasts in the area. The harp talks to the wielder constantly (Telepathy, Wis 12, Int 10, Cha 12, AL: Chaotic Neutral), demanding to entrance more and more monsters. Eventually Thayer tired of the harp's prattling and dumped it at this ruined tower.</text>
          </nodehandler>
        </nodehandler>
      </nodehandler>
      <group_atts border="1" cols="1"/>
      <nodehandler class="link_handler" icon="compass" module="forms" name="Farmer Brown's Farm Map" version="1.0">
        <link href="http://www.openrpg.com/orpgnuke/modules/My_eGallery/gallery/maps/Woodland/tq2c.jpg"/>
      </nodehandler>
    </nodehandler>
    <nodehandler class="group_handler" module="containers" name="Scenario #2d: Hill Ruins" version="1.0">
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #2: Hedras' Ruined Tower" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #2: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #2 Hedras' Ruined Tower
   This fortress tower once belonged to the warlord Hedras, comrade of the wizard Ren and bard Thayer, and stood here has a deterrent to invaders entering this pass. The structure now lies in ruin, but no one in the area seems to know exactly how the tower was destroyed. One rumor speaks of a magical experiment gone wrong; while another says a clan of vengeful stone giants besieged it. The later of the two rumors was started by Sledge make him more imposing mountain residents.

   There is little left of Hedras' original tower other than a gutted spire and scattered bricks, all covered in years of vine and moss growth. The area has been searched a dozen times by countless passers by, and if the warlord left any possessions behind they have long since been pillaged. A thorough search of the tower (Search DC 15) does reveal one clue an oblong carving in the wall that is roughly circular with a point at one end. This is a clue to nearby hidden treasure.

   In truth, Hedras did leave a cache of treasure behind, though it is not in the tower. A mere 30 yards west of the tower, at the crest a nearby hill is a large boulder whose shape is identical to that of the tower drawing. If the heroes state they're looking specifically for something nearby of that &quot;shape&quot;, they spy the boulder on a successful Spot check (DC 10). Otherwise the chance to put two-and-two together with the nearby boulder requires both a successful Spot (DC 15) and Search (DC 15) check. The boulder weighs 1,400 pounds, and requires several heroes to move (see page #142 of the Player's Handbook).

   Beneath the rock are Hedras' enchanted gloves and bracers, which he often kept here when not adventuring. The gloves are gloves of storing, and currently have a dagger +2 hidden away in stasis. The bracers are bracers of armor +4, but only seem to function for warrior-class characters. Should a wizard, rogue, or other non-fighter class put them on they sear the wearer's wrists for 1d3 points of damage each round.
</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #2: Read to Players" version="1.0">
          <text multiline="1" send_button="1">The structure now lies in ruin, but no one in the area seems to know exactly how the tower was destroyed. There is little left of the original tower other than a gutted spire and scattered bricks, all covered in years of vine and moss growth.

</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #2: Treasure (DM)" version="1.0">
          <text multiline="1" send_button="0">Gloves of Storing

Dagger +2

Bracers of Armor +4
(Only seem to function for warrior-class characters. Should a wizard, rogue, or other non-fighter class put them on they sear the wearer's wrists for 1d3 points of damage each round)</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #2: Treasure (Player)" version="1.0">
          <text multiline="1" send_button="1">Leather gloves
Bracers

</text>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #3: Thayer's Ruined Mansion" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #3: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #3: Thayer's Ruined Mansion
   Much like Hedras' tower, there is little that remains of the structure that was once Thayer the bard's mansion. Local legend says Thayer destroyed the mansion himself instead of allowing it to fall into the evil's hands, which is actually a true account of events. The what, where, and who of the evil was apparently only known to Thayer himself.

   The remaining shattered walls and crumbling pillars often serves as daylight protection for various types of undead. Some of the more intelligent creatures have dug small burrows for further defense, which are easily found on a Spot check (DC 10). Currently, the ruins are home to a group of six ghasts who are typically inactive during the day; however, if disturbed they do venture out into the light to feed.

Ghasts (6); Medium-Size Undead; Hit Dice: 4d12 (26 hp each); Initiative: +2 (Dex); Speed: 30 ft.; AC: 16 (+2 Dex, +4 natural); Attacks: Bite +4 melee, 2 claws +1 melee; Damage: 1d8+1 and paralysis, claws 1d4 and paralysis; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Stench, paralysis, create spawn; Special Qualities: Undead, +2 turn resistance; Saves: Fort +1, Ref +3, Will +6; Abilities: Str 13, Dex 15, Con  , Int 13, Wis 14, Cha 16; AL: CE; Skills: Climb +6, Escape Artist +8, Hide +8, Listen +8, Move Silently +7, Search +6, Spot +8, Jump +6, Intuit Direction +3; Feats: Multiattack, Weapon Finesse (bite)

   The ghasts have little treasure, having just taken up residence in these parts, but one of them has a ring of regeneration on his right hand (though it doesn't work for undead).
</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #3: Read to Players" version="1.0">
          <text multiline="1" send_button="1">Much like other structures in this area, there is little that remains of the structure that was once a great mansion. Shattered walls and crumbling pillars are all that are left of the building.</text>
        </nodehandler>
        <nodehandler class="tabber_handler" icon="skull" module="containers" name="Ghasts (6)" version="1.0">
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Ghast" version="1.0">
            <text multiline="1" send_button="0">OpenRPG D&amp;D CHARACTER RECORD SHEET (3rd Edition)
*******************************************************************************
Character Name: Ghast
Class:      Undead 4
Level:      4
Race:       Ghast
Alignment:      Chaotic Evil
Gender:     M
Size:       M
Experience Points (XP):     0
(XP) Needed for Next Level:     0
*******************************************************************************
Description:
*******************************************************************************
Languages: Common
*******************************************************************************
Score:  Mod:    Abilities:
13  +1  :Strength (STR)
15  +2  :Dexterity (DEX)
--  0   :Constitution (CON)
13  +1  :Intelligence(INT)
14  +2  :Wisdom(WIS)
16  +3  :Charisma(CHA)
*******************************************************************************
16  :(AC) Armor Class
12  :(AC) vs. Touch
14  :(AC) Flat footed
37  :(HP) Maximum Hit Points
*******************************************************************************
+2  :Initiative
*******************************************************************************
Attacks Weapons Melee &amp; Ranged:
Melee Bonuses:
+2
Ranged Bonuses:
+2
Weapon Name:
Bonus:  Damage: Crit.   Range:
Bite (Natural/Primary)
+3  1d6+1   20/x2   0'
Claw (Natural/Secondary)
-2/-2   1d4 20/x2   0'
*******************************************************************************
Armor Name:
Bonus:  Max Dex:    Penalty:    Spell Failure:
*******************************************************************************
Saving Throws:
+1  :FORTITUDE (CON)
+3  :REFLEX (DEX)
+6  :WILL (WIS)
*******************************************************************************
Skills:
Total:  Name:
6   Climb
5   Hide
*******************************************************************************
Carrying Limits:
Light:  Medium: Heavy:
50.0    100.0   150.0
0.0 lbs :Total Encumbrance
Light   :Carry Load
150.0   :Carry Capacity
*******************************************************************************
Equipment List:
Qty:    Name:
1   Bite (Natural/Primary)
1   Claw (Natural/Secondary)
*******************************************************************************
Funds:
Gold Pieces: 80.00
Misc Finds:
Misc Magic:
Total Valued: 0.0 gp
*******************************************************************************
Feats:
Multiattack
*******************************************************************************
Class Abilities:
 ability damage, and disease. Not subject to critical hits, energy drain, or death from massive damage., paralysis, poison, sleep, stunning, subdual damage,+2 Turn Resistance,Create Spawn(Su),Immune to mind-influencing effects,Paralysis(Ex),Stench(Ex)
*******************************************************************************
Racial Traits:
+2 Turn Resistance, Stench(Ex), Paralysis(Ex), Create Spawn(Su)
*******************************************************************************

*******************************************************************************</text>
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              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Normal Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[1d4]</text>
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                <text multiline="0" send_button="1">[1d20+3]</text>
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              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - WILL" version="1.0">
                <text multiline="0" send_button="1">[1d20+6]</text>
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              <text multiline="0" send_button="1">Climb [1d20+6]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Hide [1d20+8]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Listen [1d20+8]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Move Silently [1d20+7]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Search  [1d20+6]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Spot [1d20+8]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Jump [1d20+6]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Intuit Direction [1d20+3]</text>
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            <form height="200" width="400"/>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Strength (STR) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+1]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Dexterity (DEX) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+2]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Constitution (CON) Check" version="1.0">
              <text multiline="0" send_button="1">[1d200]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Intellengence (INT) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+1]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Wisdom (WIS) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+2]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Charisma (CHA) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+3]</text>
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          </nodehandler>
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Feats" version="1.0">
            <text multiline="1" send_button="0">MultiAttack
Weapon Finesse - Bite</text>
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          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Undead Abilities" version="1.0">
            <text multiline="1" send_button="0">Stench (Ex): The stink of death and corruption surrounding these creatures is sickening. Those within 10 feet must succeed at a Fortitude save (DC 15) or be wracked with nausea, suffering a -2 circumstance penalty to all attacks, saves, and skill checks for 1d6+4 minutes.

Paralysis (Ex): Those hit by a ghasts bite or claw attack must succeed at a Fortitude save (DC 15) or be paralyzed for 1d6+4 minutes. Even elves are vulnerable to this paralysis.
</text>
          </nodehandler>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #3: Ghast Treasure - DM" version="1.0">
          <text multiline="0" send_button="0">Ring of Regeneration</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #3: Ghast Treasure - Player" version="1.0">
          <text multiline="0" send_button="0">Magical ring</text>
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      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #4: Stone Cliff Ruins" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #4: DM Introduction" version="1.0">
          <text multiline="1" send_button="0">Encounter #4: Granite Stone Cliff Ruins
   Carved into the side of a steep nearby cliff is an old outlook post used by Thayer and Hedras. The post suffered considerable damage some years ago when giants pummeled it with boulders, and since has been abandoned. Due to the steep nature of the cliff, reaching the outpost is difficult (Climb DC 20). There is nothing of value left in the ruins, though the location offers excellent shelter from the elements or to spend the night.

If the PCs are taking no efforts to conceal their approach into this section of the valley, there is a chance (opposed Spot) they will be spotted by the Ogres in this area, who will set up an ambush from this look out.
</text>
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        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #4: Read to Players" version="1.0">
          <text multiline="1" send_button="1">Carved into the side of a steep nearby cliff is an old outlook post or lookout platform. The post suffered considerable damage at some point when it was pummeled it with boulders, and since has been abandoned. Due to the steep nature of the cliff, reaching the outpost is difficult.

</text>
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      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #5 Destroyed Castle" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #5: DM Introduction" version="1.0">
          <text multiline="1" send_button="0">Encounter #5: Destroyed Castle
   Like many of the other structures in this area, this once proud castle now lies in utter ruin only remnants of the foundation remain. Also like other ruins in the area, adventurers and monsters alike picked it clean of booty years ago. Recently the ogres living at Encounter #6 have been staking out this area looking for easy prey, since travelers often explore the ruins.

   Anyone entering the area of the ruined castle has a chance (Spot roll) of attracting the attention of the nearby ogres. Since the ogres know the terrain better than the heroes, it is more difficult to see them approach (Spot DC 18). See Encounter #6 for the ogre's stats.
</text>
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          <text multiline="1" send_button="1">Like many of the other structures in this area, this once proud castle now lies in utter ruin. Only remnants of the foundation remain. Also like other ruins in the area, adventurers and monsters alike picked it clean of booty years ago.</text>
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      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #6: Ogre Catacomb" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #6: DM Introduction" version="1.0">
          <text multiline="1" send_button="0">Encounter #6: Ogre Catacomb
   In the hillside here are a small complex of catacombs that serve as the home for a group of ogre raiders. The ogres had often joined with Sledge the stone giant on raids of the area, and took up residence in these local caves. There are six ogre males and two females here, though the females do not leave the catacombs unless threatened. From the mouth of their cave they can see most of the valley, and use this advantage to ambush unwary travelers.

Ogres (8): Large Giant; HD 4d8+8 (26 hp); Init  1 (Dex); Spd 30ft.; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide); Atk: Huge greatclub +8 melee; or Huge longspear +1 ranged; Dam Huge greatclub 2d6+7; or Huge longspear 2d6+5; Face 5 ft. by 5 ft./10 ft. (15-20 ft. with longspear); Save Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7; AL CE; Skills: Climb +4, Listen +2, Spot +2; Feats: Weapon Focus (greatclub).

   The ogres have a large iron chest where they keep their treasure, buried beneath bones and other refuse near the rear of the caves. The treasure consists of: 1,401cp, 141sp, 1,345gp, 5pp, scroll: heat metal (divine, caster level 3), wand of magic missle (5th, 20 charges), potion of vision, and a ring of protection +2.
</text>
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        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #6: Read to Players" version="1.0">
          <text multiline="1" send_button="1">In the hillside here are a small complex of catacombs. Smoke and a foul stench can be detected from across the valley. </text>
        </nodehandler>
        <nodehandler class="tabber_handler" icon="orc" module="containers" name="Ogres (8)" version="1.0">
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Ogre" version="1.0">
            <text multiline="1" send_button="0">OpenRPG D&amp;D CHARACTER RECORD SHEET (3rd Edition)
*******************************************************************************
Character Name: Ogre
Class:      Giant 4
Level:      4
Race:       Ogre
Alignment:      Chaotic Evil
Gender:     M
Size:       L
Experience Points (XP):     0
(XP) Needed for Next Level:     0
*******************************************************************************
Description:
*******************************************************************************
Languages: Giant
*******************************************************************************
Score:  Mod:    Abilities:
21  +5  :Strength (STR)
8   -1  :Dexterity (DEX)
15  +2  :Constitution (CON)
6   -2  :Intelligence(INT)
10  +0  :Wisdom(WIS)
7   -2  :Charisma(CHA)
*******************************************************************************
13  :(AC) Armor Class
8   :(AC) vs. Touch
13  :(AC) Flat footed
26  :(HP) Maximum Hit Points
*******************************************************************************
-1  :Initiative
*******************************************************************************
Attacks Weapons Melee &amp; Ranged:
Melee Bonuses:
+3
Ranged Bonuses:
+3
Weapon Name:
Bonus:  Damage: Crit.   Range:
*Greatclub
+8  1d10+7  20/x2   0'
*******************************************************************************
Armor Name:
Bonus:  Max Dex:    Penalty:    Spell Failure:
*******************************************************************************
Saving Throws:
+6  :FORTITUDE (CON)
+0  :REFLEX (DEX)
+1  :WILL (WIS)
*******************************************************************************
Skills:
Total:  Name:
2   Listen
2   Spot
*******************************************************************************
Carrying Limits:
Light:  Medium: Heavy:
306.0   613.0   920.0
10.0 lbs    :Total Encumbrance
Light   :Carry Load
920.0   :Carry Capacity
*******************************************************************************
Equipment List:
Qty:    Name:
1   Greatclub
*******************************************************************************
Funds:
Gold Pieces: 0.00
Misc Finds:
Misc Magic:
Total Valued: 5.0 gp
*******************************************************************************
Feats:
Armor Proficiency (Light) (1x),Armor Proficiency (Medium) (1x),Martial Weapon Proficiency,Weapon Focus (Greatclub),
*******************************************************************************
Class Abilities:

*******************************************************************************
Racial Traits:

*******************************************************************************

*******************************************************************************</text>
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                <text multiline="0" send_button="1">13</text>
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                <text multiline="0" send_button="1">[1d10+7]</text>
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                <text multiline="0" send_button="1">[1d20+1]</text>
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                <text multiline="0" send_button="1">[2d6+5]</text>
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                <text multiline="0" send_button="1">[1d20+6]</text>
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                <text multiline="0" send_button="1">[1d20+0]</text>
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              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - WILL" version="1.0">
                <text multiline="0" send_button="1">[1d20+1]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Listen [1d20+2]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Spot [1d20+2]</text>
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              <text multiline="0" send_button="1">[1d20+5]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Dexterity (DEX) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-1]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Constitution (CON) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+2]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Intellengence (INT) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-2]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Wisdom (WIS) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+0]</text>
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            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Charisma (CHA) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-2]</text>
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          </nodehandler>
        </nodehandler>
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          <text multiline="1" send_button="0">   The ogres have a large iron chest where they keep their treasure, buried beneath bones and other refuse near the rear of the caves. The treasure consists of:

1,401cp
141sp
1,345gp
5pp
Scroll: heat metal (divine, caster level 3)
wand of magic missle (5th, 20 charges)
potion of vision
ring of protection +2 (Reflex)</text>
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        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #6: Treasure (Player)" version="1.0">
          <text multiline="1" send_button="0">The ogres have a large iron chest where they keep their treasure, buried beneath bones and other refuse near the rear of the caves. The treasure consists of:

1,401cp
141sp
1,345gp
5pp
Scroll: heat metal (divine, caster level 3)
Wand
Potion
Ring
</text>
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      </nodehandler>
      <group_atts border="1" cols="1"/>
      <nodehandler class="link_handler" icon="compass" module="forms" name="Hill Ruins Map" version="1.0">
        <link href="http://www.openrpg.com/orpgnuke/modules/My_eGallery/gallery/maps/Woodland/tq2d.jpg"/>
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    </nodehandler>
    <nodehandler class="group_handler" module="containers" name="Scenario #2e: Dwarven Catacomb" version="1.0">
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #1: King's Hall" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #1: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #1: King's Hall
   This elongated chamber was once called King's Hall, serving as both a grand meeting place and tribute to dwarven kings of old; however, now the room lies gutted and in ruin. Tattered remnants of tapestries hang from the all of the walls, and the floor here is jagged and covered in rubble. The later is from the removal of gold that had been inlayed into the stone floor, proving that others have been through this area before.

   There is little else of value in this chamber; however, even the slightest bit of noise in this room draws the attention of wights from Encounter #2. These wights are a mix of humans, dwarves, and orcs a collection of several races who have investigated these catacombs over the years and did nothing but add to the wight's numbers. Stats for the undead can be found in Encounter #2 for all wights found in this area.
</text>
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      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #3: Blacksmith Chambers" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #3: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #3: Dwarven Blacksmith Chambers
   Any dwarf or hero with weaponsmithing instantly recognizes this area as being a blacksmithing room, despite its shambled appearance. A 75 pound anvil lies buried beneath several large chunks of ceiling rubble, and a cursory Search (DC 10) reveals several (6 total) blocks of iron and steel used to craft weapons. All items of value were removed by raiders long ago, but all the tools to craft or repair armor or weapons can still be found here.

   The only other item of note here is mauled the body of a dwarf, a member of the last dwarven expedition to try and reclaim these catacombs from the current undead residents. The dwarf has only been dead a couple of weeks, allowing the heroes to use speak with dead if there are any clerics present. The dwarf was Lawful Good in alignment for the purposes of the spell.

   The dwarven corpse says that he and three other dwarves came here looking for the Crown of Moradin, and ancient relic of the dwarves rumored to be hidden here. When the wights attacked before they found it, and he was struck in the head and killed before he could be converted to an undead. The wights then fed on his flesh and left him where he fell. That is all the corpse remembers. DM should be sure to thoroughly read the speak with dead spell before answering further questions posed by the heroes.
</text>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #4: Hidden Treasure Chamber" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #4: DM Information" version="1.0">
          <text multiline="1" send_button="0">#4: Hidden Treasure Chamber
   This dwarven treasure vault has stood undisturbed since these catacombs were first invaded. Between the resident undead and the difficulty in finding the entrance, the horde of these dwarves has yet to be discovered. The reason for this is the trigger to open the tomb is not near the secret door, but is in Encounter #6: Dwarven Temple.

   Within the temple is a small altar dedicated to Moradin, lawful good God of the Dwarves. If a donation is placed on the altar (see Encounter #6), a button magically appears three feet off the ground at the treasure chamber entrance. The button is only visible for two seconds, before disappearing again. Pressing the button is the only way to open the treasure vault..

   Any dwarf may make a Wisdom check (DC 22) to see if they can decipher the way into the chamber. Others with Knowledge-Religion (DC 30) may try as well. In places of dwarven worship, this is a common form of tribute to Moradin. Items placed on the altar are not transported to this treasure chamber.

   Once opened the vault reveals a literal horde of treasure, which consists of: 3,001cp, 2,701sp, 4,551gp, 30pp, 12 assorted gems (14gp, 90gp, 8gp, 6gp, 900gp, 1,000gp, 40gp, 7gp, 60gp, 500gp, 40gp, 12gp), scroll: heat metal, doom, lesser restoration (divine, caster level 3), ring of wizardry I, and the Crown of Moradin.

   The Crown of Moradin is a dwarven relic native to this region of the world. It was created by a dwarven blacksmith and cleric in this very catacomb long ago, and has actually never left these chambers. To a non-dwarf the crown is just a hunk of metal, though it is inlayed with assorted gems totaling 9,000gp in value. When placed on the head of a dwarf, however, his or her Charisma is considered to be 25 to all other dwarves, and gains an additional +3 points to all others. The crown was originally crafted for some forgotten royalty, but for unknown reasons never left these caverns.
</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #4: Treasure (DM)" version="1.0">
          <text multiline="1" send_button="0">   Once opened the vault reveals a literal horde of treasure, which consists of: 3,001cp, 2,701sp, 4,551gp, 30pp, 12 assorted gems (14gp, 90gp, 8gp, 6gp, 900gp, 1,000gp, 40gp, 7gp, 60gp, 500gp, 40gp, 12gp), scroll: heat metal, doom, lesser restoration (divine, caster level 3), ring of wizardry I, and the Crown of Moradin.

   The Crown of Moradin is a dwarven relic native to this region of the world. It was created by a dwarven blacksmith and cleric in this very catacomb long ago, and has actually never left these chambers. To a non-dwarf the crown is just a hunk of metal, though it is inlayed with assorted gems totaling 9,000gp in value. When placed on the head of a dwarf, however, his or her Charisma is considered to be 25 to all other dwarves, and gains an additional +3 points to all others. The crown was originally crafted for some forgotten royalty, but for unknown reasons never left these caverns.
</text>
        </nodehandler>
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #4: Treasure (Player)" version="1.0">
          <text multiline="1" send_button="1">   Once opened the vault reveals a literal horde of treasure, which consists of: 3,001cp, 2,701sp, 4,551gp, 30pp, 12 assorted gems (14gp, 90gp, 8gp, 6gp, 900gp, 1,000gp, 40gp, 7gp, 60gp, 500gp, 40gp, 12gp), scroll: heat metal, doom, lesser restoration (divine, caster level 3), ring, and a crown.</text>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #5: Armory" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #4: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #5: Dwarven Armory
   Racks once holding suits of dwarven armor and weapons now lie empty among rubble in this chamber. The ceiling here has begun to fail, and much of the outer mortar has already fallen to the floor. While the room appears to be structurally in poor condition, with the exception of a few falling of bricks (1 point of damage if jarred) the outer supports of the cavern are sound. In fact, the two doors to this chamber are constructed of heavy iron, and can be barred from the inside if the heroes are fleeing the local undead.

   This room has been undisturbed for a long time, as even the undead have had not reason to venture in here. With the exception of its secure doors, there is nothing else of value here.
</text>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #6: Dwarven Temple" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #6: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #6: Dwarven Temple
   This long chamber was once a temple to Moradin, Dwarven God of the Earth and Protection. Like many of the chambers here, a thick layer of dust and fallen mortar cover the floor. Although it's in disarray, the divine presence of Moradin can still be felt here by any dwarf who worships him. Lawful good heroes also feel a sense of virtue while in this chamber. The wights will not enter this room.

   The altar here was sacred to the dwarves, who often placed finely crafted items on it in tribute to their god. The altar is a simple stone slab with dwarven runes encircling it at the top. The runes tell of how the world was created by Moradin, who then entrusted it to the dwarves. This is one of many version of creation told to worshipers of the God of the Dwarves, and is commonly duplicated in other faiths. Outside of the altar, there is nothing else of value here.

   As outlined in Encounter #4 any item placed on the altar disappears (considered out of game play) in tribute, and briefly activates a button used to access the treasure vault. This is the only way to activate the secret button, though magic such as true seeing does reveal the location of the vault. </text>
        </nodehandler>
      </nodehandler>
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #7: Mines" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #7: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #7 Dwarven Mines
   Though hardly extensive compared to other dwarven mining operations, these tunnels produced a large amount of gold, iron ore and some mithral hundreds of years ago. Unfortunately, the veins were small and played out quickly. Afterwards, a few of the dwarves stayed to worship Moradin and craft armor for their brethren far away. It is a mystery what caused their deaths, for any dwarf (or anyone that knows them) would tell you they would never have abandoned the caverns-especially with such a large cache of treasure still here.

   The only current resident of the caverns is a gibbering mouther who has been slowly starving to death (undead are not to its liking). Like the wights, if the heroes are heard by the mouther it immediately comes forward looking for a meal.

Gibbering Mouther: Medium-Size Aberration; Hit Dice: 4d8+4 (22 hp); Initiative: +1 (Dex); Speed: 10 ft., swim 20 ft.; AC: 19 (+1 Dex, +8 natural); Attacks: 6 bites +4 melee; Damage: Bite 1; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation; Special Qualities: Amorphous; Saves: Fort +2, Ref +2, Will +5; Str 10, Dex 13, Con 12, Int 4, Wis 13, Cha 13; Skills: Listen +8, Spot +12; Feats: Weapon Finesse (bite); AL: N; CR: 5
</text>
        </nodehandler>
        <nodehandler class="tabber_handler" icon="orc" module="containers" name="Gibbering Mouther" version="1.0">
          <nodehandler class="form_handler" icon="form" module="forms" name="Details" version="1.0">
            <form height="600" width="400"/>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Name" version="1.0">
              <text multiline="0" send_button="0">Gibbering Mouther</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Race" version="1.0">
              <text multiline="0" send_button="0">Gibbering Mouther</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Speed" version="1.0">
              <text multiline="0" send_button="0">Walk 10', Swim 20'</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="AC: Total / Touch / Flat Footed" version="1.0">
              <text multiline="0" send_button="0">19 / 11 / 18</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Face / Reach" version="1.0">
              <text multiline="0" send_button="0">5 ft. by 5 ft./5</text>
            </nodehandler>
            <nodehandler class="rpg_grid_handler" icon="grid" module="rpg_grid" name="Abilities" version="1.0">
              <grid autosize="1" border="1">
                <row version="1.0">
                  <cell>STR</cell>
                  <cell>10</cell>
                  <cell>+0</cell>
                </row>
                <row version="1.0">
                  <cell>DEX</cell>
                  <cell>13</cell>
                  <cell>+1</cell>
                </row>
                <row version="1.0">
                  <cell>CON</cell>
                  <cell>12</cell>
                  <cell>+1</cell>
                </row>
                <row version="1.0">
                  <cell>INT</cell>
                  <cell>3</cell>
                  <cell>-4</cell>
                </row>
                <row version="1.0">
                  <cell>WIS</cell>
                  <cell>13</cell>
                  <cell>+1</cell>
                </row>
                <row version="1.0">
                  <cell>CHA</cell>
                  <cell>14</cell>
                  <cell>+2</cell>
                </row>
              </grid>
              <macros>
                <macro name=""/>
              </macros>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Feats" version="1.0">
              <text multiline="1" send_button="0">Weapon Finesse - Bite</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Templates" version="1.0">
              <text multiline="1" send_button="0"></text>
            </nodehandler>
          </nodehandler>
          <nodehandler class="form_handler" icon="form" module="forms" name="Combat" version="1.0">
            <form height="600" width="400"/>
            <nodehandler class="textctrl_handler" icon="d20" module="forms" name="Initiative" version="1.0">
              <text multiline="0" send_button="1">[1d20+1]</text>
            </nodehandler>
            <nodehandler class="listbox_handler" icon="gear" module="forms" name="Abilities" version="1.0">
              <list send_button="1" type="0">
                <option selected="0" value="0">STR [1d20+0]</option>
                <option selected="0" value="0">DEX [1d20+1]</option>
                <option selected="0" value="0">CON [1d20+1]</option>
                <option selected="0" value="0">INT [1d20-4]</option>
                <option selected="0" value="0">WIS [1d20+1]</option>
                <option selected="0" value="0">CHA [1d20+2]</option>
              </list>
            </nodehandler>
            <nodehandler class="listbox_handler" icon="gear" module="forms" name="Saving Throws" version="1.0">
              <list send_button="1" type="0">
                <option selected="0" value="0">Fortitude [+2+1d20]</option>
                <option selected="0" value="0">Reflex [+2+1d20]</option>
                <option selected="1" value="0">Will [+3+1d20]</option>
              </list>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Current HP (out of 22)" version="1.0">
              <text multiline="0" send_button="0"></text>
            </nodehandler>
            <nodehandler class="listbox_handler" icon="gear" module="forms" name="Attacks" version="1.0">
              <list send_button="1" type="3">
                <option selected="0" value="0">Bite (Natural/Primary): [1d20+3/+3/+3/+3/+3/+3]  Damage [1]</option>
              </list>
            </nodehandler>
            <nodehandler class="listbox_handler" icon="gear" module="forms" name="Skills" version="1.0">
              <list send_button="0" type="0">
                <option selected="0" value="0">Listen [1d20+8]</option>
                <option selected="0" value="0">Spot [1d20+12]</option>
              </list>
            </nodehandler>
          </nodehandler>
        </nodehandler>
      </nodehandler>
      <group_atts border="1" cols="1"/>
      <nodehandler class="link_handler" icon="compass" module="forms" name="Dwarven Empty Catacombs Map" version="1.0">
        <link href="http://www.openrpg.com/orpgnuke/modules/My_eGallery/gallery/maps/Dungeon/tq2e.jpg"/>
      </nodehandler>
    </nodehandler>
    <nodehandler class="group_handler" module="containers" name="Scenario #2f: Mountain Pass" version="1.0">
      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #1: Mystical Pool" version="1.0">
        <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #1: DM Information" version="1.0">
          <text multiline="1" send_button="0">Encounter #1: Mystical Bubbling Pool
   At the center of this mountain pass is a bubbling pool, one the locals say has magical powers. Of all the locations in the mountain, this region is the most cherished by the stone giant Sledge and his associates. Sledge will be in this area when the PCs arrive, along with 1d6 ogres (stats from Encounter #2D) and 1d8 orcs (stats from Encounter #2A). The giant will actually be here or guarding the pass at Encounter #3 (stats for Sledge there).

   The bubbling pool does have minor magical abilities; curing 2d4 hit points from any injured party up to twice per day. The pool is surrounded by a series of boulders, and each have an elven rune carved upon them. Anyone able to read elf can determine the effects of the pools magic without drinking first. The water in the pool is crystal clear, has a diameter of five feet, and is roughly three feet in depth at the center.
</text>
        </nodehandler>
        <nodehandler class="tabber_handler" icon="orc" module="containers" name="Orcs (1d8)" version="1.0">
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Orc NPC" version="1.0">
            <text multiline="1" send_button="0">OpenRPG D&amp;D CHARACTER RECORD SHEET (3rd Edition)
*******************************************************************************
Character Name: Orc NPC
Class:      Fighter 1
Level:      1
Race:       Orc
Alignment:      Chaotic Evil
Gender:     M
Size:       M
Experience Points (XP):     0
(XP) Needed for Next Level:     1000
*******************************************************************************
Description:
*******************************************************************************
Languages: Orc
*******************************************************************************
Score:  Mod:    Abilities:
15  +2  :Strength (STR)
10  +0  :Dexterity (DEX)
11  +0  :Constitution (CON)
9   -1  :Intelligence(INT)
8   -1  :Wisdom(WIS)
8   -1  :Charisma(CHA)
*******************************************************************************
14  :(AC) Armor Class
10  :(AC) vs. Touch
14  :(AC) Flat footed
10  :(HP) Maximum Hit Points
*******************************************************************************
+0  :Initiative
*******************************************************************************
Attacks Weapons Melee &amp; Ranged:
Melee Bonuses:
+1
Ranged Bonuses:
+1
Weapon Name:
Bonus:  Damage: Crit.   Range:
*Greataxe
+3  1d12+3  20/x3   0'
Crossbow (Light)
+1  1d8 19-20/x2    80'
*******************************************************************************
Armor Name:
Bonus:  Max Dex:    Penalty:    Spell Failure:
*Scale Mail
+4  +3  -4  25
*******************************************************************************
Saving Throws:
+2  :FORTITUDE (CON)
+0  :REFLEX (DEX)
-1  :WILL (WIS)
*******************************************************************************
Skills:
Total:  Name:
2   Jump
3   Listen
3   Spot
*******************************************************************************
Carrying Limits:
Light:  Medium: Heavy:
66.0    133.0   200.0
57.0 lbs    :Total Encumbrance
Light   :Carry Load
200.0   :Carry Capacity
*******************************************************************************
Equipment List:
Qty:    Name:
1   Scale Mail
1   Greataxe
1   Crossbow (Light)
1   Bolts (Crossbow/10)
*******************************************************************************
Funds:
Gold Pieces: 190
Misc Finds:
Misc Magic:
Total Valued: 106.0 gp
*******************************************************************************
Feats:
Alertness,Armor Proficiency (Heavy) (1x),Armor Proficiency (Light) (1x),Armor Proficiency (Medium) (1x),Martial Weapon Proficiency,Point Blank Shot,Shield Proficiency,Simple Weapon Proficiency
*******************************************************************************
Class Abilities:
Light Sensitivity(Ex)
*******************************************************************************
Racial Traits:

*******************************************************************************

*******************************************************************************</text>
          </nodehandler>
          <nodehandler class="tabber_handler" icon="tabber" module="containers" name="Combat" version="1.0">
            <nodehandler class="form_handler" icon="form" module="forms" name="AC / HP" version="1.0">
              <form height="140" width="400"/>
              <nodehandler class="textctrl_handler" icon="d20" module="forms" name="ORC INITIATIVE ROLL" version="1.0">
                <text multiline="0" send_button="1">[1d20+0]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC ARMOR CLASS (AC)" version="1.0">
                <text multiline="0" send_button="1">14</text>
              </nodehandler>
              <nodehandler class="form_handler" icon="form" module="forms" name="ORC HIT POINTS" version="1.0">
                <form height="400" width="400"/>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 1 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 2 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 3 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 4 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 5 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 6 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 7 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 8 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 9 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
                <nodehandler class="textctrl_handler" icon="note" module="forms" name="ORC 10 (10)" version="1.0">
                  <text multiline="0" send_button="1">10</text>
                </nodehandler>
              </nodehandler>
            </nodehandler>
            <nodehandler class="form_handler" icon="form" module="forms" name="Weapons" version="1.0">
              <form height="900" width="400"/>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Attack with" version="1.0">
                <text multiline="1" send_button="1">*Greataxe (Crit.20x3) - [1d20+3]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Normal Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[1d12+3]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Critical Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[3*1d12+3]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Attack with" version="1.0">
                <text multiline="1" send_button="1">Crossbow (Light) (Crit.19-20x2) - [1d20+1]
</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Normal Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[1d8]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Critical Damage Roll" version="1.0">
                <text multiline="0" send_button="1">[2*1d8]</text>
              </nodehandler>
            </nodehandler>
            <nodehandler class="form_handler" icon="form" module="forms" name="Saving Throws" version="1.0">
              <form height="200" width="400"/>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - FORTITUDE" version="1.0">
                <text multiline="0" send_button="1">[1d20+2]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - REFLEX" version="1.0">
                <text multiline="0" send_button="1">[1d20+0]</text>
              </nodehandler>
              <nodehandler class="textctrl_handler" icon="note" module="forms" name="Saving Throw - WILL" version="1.0">
                <text multiline="0" send_button="1">[1d20-1]</text>
              </nodehandler>
            </nodehandler>
          </nodehandler>
          <nodehandler class="form_handler" icon="form" module="forms" name="Skill Checks" version="1.0">
            <form height="1410" width="400"/>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Jump [1d20+2]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Listen [1d20+3]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Skill" version="1.0">
              <text multiline="0" send_button="1">Spot [1d20+3]</text>
            </nodehandler>
          </nodehandler>
          <nodehandler class="form_handler" icon="form" module="forms" name="Abilities Checks" version="1.0">
            <form height="200" width="400"/>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Strength (STR) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+2]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Dexterity (DEX) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+0]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Constitution (CON) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20+0]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Intellengence (INT) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-1]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Wisdom (WIS) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-1]</text>
            </nodehandler>
            <nodehandler class="textctrl_handler" icon="note" module="forms" name="Charisma (CHA) Check" version="1.0">
              <text multiline="0" send_button="1">[1d20-1]</text>
            </nodehandler>
          </nodehandler>
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Encounter #2a: Random Orc Treasure" version="1.0">
            <text multiline="0" send_button="1">[3d10] gold pieces each</text>
          </nodehandler>
        </nodehandler>
        <nodehandler class="tabber_handler" icon="orc" module="containers" name="Ogres (1d6)" version="1.0">
          <nodehandler class="textctrl_handler" icon="note" module="forms" name="Ogre" version="1.0">
            <text multiline="1" send_button="0">OpenRPG D&amp;D CHARACTER RECORD SHEET (3rd Edition)
*******************************************************************************
Character Name: Ogre
Class:      Giant 4
Level:      4
Race:       Ogre
Alignment:      Chaotic Evil
Gender:     M
Size:       L
Experience Points (XP):     0
(XP) Needed for Next Level:     0
*******************************************************************************
Description:
*******************************************************************************
Languages: Giant
*******************************************************************************
Score:  Mod:    Abilities:
21  +5  :Strength (STR)
8   -1  :Dexterity (DEX)
15  +2  :Constitution (CON)
6   -2  :Intelligence(INT)
10  +0  :Wisdom(WIS)
7   -2  :Charisma(CHA)
*******************************************************************************
13  :(AC) Armor Class
8   :(AC) vs. Touch
13  :(AC) Flat footed
26  :(HP) Maximum Hit Points
*******************************************************************************
-1  :Initiative
*******************************************************************************
Attacks Weapons Melee &amp; Ranged:
Melee Bonuses:
+3
Ranged Bonuses:
+3
Weapon Name:
Bonus:  Damage: Crit.   Range:
*Greatclub
+8  1d10+7  20/x2   0'
*******************************************************************************
Armor Name:
Bonus:  Max Dex:    Penalty:    Spell Failure:
*******************************************************************************
Saving Throws:
+6  :FORTITUDE (CON)
+0  :REFLEX (DEX)
+1  :WILL (WIS)
*******************************************************************************
Skills:
Total:  Name:
2   Listen
2   Spot
*******************************************************************************
Carrying Limits:
Light:  Medium: Heavy:
306.0   613.0   920.0
10.0 lbs    :Total Encumbrance
Light   :Carry Load
920.0   :Carry Capacity
*******************************************************************************
Equipment List:
Qty:    Name:
1   Greatclub
*******************************************************************************
Funds:
Gold Pieces: 0.00
Misc Finds:
Misc Magic:
Total Valued: 5.0 gp
*******************************************************************************
Feats:
Armor Proficiency (Light) (1x),Armor Proficiency (Medium) (1x),Martial Weapon Proficiency,Weapon Focus (Greatclub),
*******************************************************************************
Class Abilities:

*******************************************************************************
Racial Traits:

*******************************************************************************

*******************************************************************************</text>
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              <text multiline="0" send_button="1">[1d20-1]</text>
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              <text multiline="0" send_button="1">[1d20-2]</text>
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              <text multiline="0" send_button="1">[1d20+0]</text>
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              <text multiline="0" send_button="1">[1d20-2]</text>
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          <text multiline="1" send_button="0">Encounter #2: Trees
   On the hill just south of the pool is a small copse of five towering oak trees, planted here by elves long ago. The trees are ancient, planted by the same mystical elves that enchanted the bubbling pool. Originally there were two dozen oak trees dotting the hillside, but over the millennia they have either died off or have been harvested for their wood. Any elf heroes instantly see the trees for the sacred symbol they represent, and have a chance (Wisdom vs. DC 20) to notice that one of the trees is actually a treant.

   The treant has been keeping a low profile in recent years, given the presence of Sledge and other evil forces in the mountain area. He is the last of a group of treants left here by the elves to protect the mystical pool from evil, and considers himself a disappointment for failing to fulfill his promise. If a hero in the group is a good aligned elf or half-elf, the treant may consider speaking with them if it's sure others in the party are as moral in nature. The treant knows of the powers of the pool, and may assist the heroes to help them against Sledge if it seems like they have a good chance at winning. Though he considers himself to have failed in his duty he is not about to abandon the pool, and will not throw his life away in a futile attempt to try and defeat the storm giant.

Treant: Huge Plant; Hit Dice: 7d8+35 (66 hp); Initiative: -1 (Dex); Speed: 30 ft.; AC: 20 (-2 size, -1 Dex, +13 natural); Attacks: 2 slams +12 melee; Damage: Slam 2d6+9; Face/Reach: 10 ft. by 10 ft./15 ft.; Special Attacks: Animate trees, trample, double damage against objects; Special Qualities: Plant, fire vulnerability, half damage from piercing; Saves: Fort +10, Ref +1, Will +6; Str 29, Dex 8, Con 21, Int 12, Wis 15, Cha 12; Skills: Hide -9*, Intimidate +8, Knowledge (any one) +8, Listen +9, Sense Motive +9, Spot_+9, Wilderness Lore +9; Feats: Iron Will, Power Attack; AL: NG; CR 8

*Treants receive skills as though they were fey*. They have a +16 racial bonus to Hide checks made in forested areas

   If the heroes admirably defend the pool from evil forces, the treant rewards the bravest party member (or good aligned elf) with an elven masterwork longsword +3 which is hidden among its branches.

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              <text multiline="0" send_button="0">Treant</text>
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              <text multiline="1" send_button="0">Treants speak their own language, plus Common and Sylvan.

Combat

Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.

Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 and fights as a treant in all respects. Animated trees lose their ability to move if the treant who animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak as cast by a 12th-level druid.

Trample (Ex): A treant or animated tree can trample Medium-size or smaller creatures for 2d12+5 points of damage. Opponents who do not make attacks of opportunity against the treant or animated tree can attempt a Reflex save (DC 20) to halve the damage.

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Fire Vulnerability (Ex): A treant or animated tree takes double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a success.

Half Damage from Piercing (Ex): Piercing weapons deal only half damage to treants, with a minimum of 1 point of damage.

Skills: Treants receive skills as though they were fey*. They have a +16 racial bonus to Hide checks made in forested areas.

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      <nodehandler class="tabber_handler" icon="d20" module="containers" name="Encounter #3: Stone Giant Raiders" version="1.0">
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          <text multiline="1" send_button="0">Encounter #3: Stone Giant Raiders
   The entrance to this enchanted valley is where Sledge will make his stand against the heroes, not willing to give up any ground against them. Sledge has been tracking the hero's progress through the mountain ruins, and if there are any surviving orcs or ogres from previous encounters the giant gathers them together here.

   Sledge is prepared for the hero's approach, day or night. Unless the group states they approaching with stealth, there is a good chance the stone giant will get the drop on them as they approach. If all the orcs and ogres from earlier encounters have been slain, Sledge angrily faces the heroes alone. He is not afraid of death, and takes great pains to make sure that if he is to die one of the heroes is going to follow him to the afterlife.

Sledge, Stone Giant: Large Giant (Earth); HD: 14d8+56 (119 hp); Int +2 (Dex); Spd 40ft.; AC 25 ( 1 size, +2 Dex, +11 natural, +3 Hide armor); Atk huge greatclub +3 +20/+12 melee, or rock +12/+7 ranged; Dam huge greatclub +3 2d6+15, rock 2d8+8; Face 5 ft. by 5 ft./10 ft.; Special Attacks Rock Throwing; Special Qualities Rock Catching; Saves Fort +13, Ref +6, Will +4; Str 27, Dex 15, Con 19, Int 12, Wis 12, Cha 11; Skills Climb +10, Hide +0*, Jump +10, Spot +3; Feats Combat Reflexes, Point Blank Shot, Power Attack, Precise Shot; AL: N(E); CR: 8

*A stone giant gains a +8 racial bonus to Hide checks in rocky terrain.

   Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

   Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

   The stone giant Sledge carries a powerful magical weapon, one that allows him to escape defeat at the hands of the heroes a green glowing huge greatclub +3. In addition to the weapon's magical bonues', the club has the following powers at a 13th level of ability: dimension door 3x/day, cure serious wounds 3x/day, and protection from arrows 2x/day. The DM should keep track the use of these special powers should the heroes encounter the giant more than once per day. The club requires a Strength of 27 just to lift, and cannot be used by the heroes.
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Point Blank Shot
Power Attack
Precise Shot
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              <text multiline="1" send_button="0">(Elder Abilities); +8 to Hide in Rocky Terrain; Rock Catching(Ex); Rock Throwing(Ex); </text>
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              <text multiline="1" send_button="0">The stone giant Sledge carries a powerful magical weapon, one that allows him to escape defeat at the hands of the heroes a green glowing huge greatclub +3. In addition to the weapon's magical bonues', the club has the following powers at a 13th level of ability: dimension door 3x/day, cure serious wounds 3x/day, and protection from arrows 2x/day. The DM should keep track the use of these special powers should the heroes encounter the giant more than once per day. The club requires a Strength of 27 just to lift, and cannot be used by the heroes.
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          <text multiline="1" send_button="0">#4 Wizard's Cabin
   This cabin is the home of Riddick the Hermit, a 60 year old retired wizard who wants nothing else than to be left alone. Once a high-wizard of a nearby kingdom, Riddick has retreat to this remote mountain cabin for the rest and relaxation of retirement after years of hard work in the world of man. While he is rather cranky about being left alone, Riddick is not above helping anyone in dire need. He wants nothing to do with Sledge or his forces, for they leave him alone and vice versa.

   Riddick does have one weakness: pretty girls. He does not know about dryad the from Encounter #5, and will be very pleased if the heroes impart that information (she has been hiding from him because she distrusts wizards). If any of the heroes is a human female with a Charisma of 13 or greater, the wizard can possibly be talked into helping them against Sledge. Riddick is a grumpy, but colorful character that can be used as a future NPC for the group. He knows much about Thayer and Hedras, and can impart to them any information about the two presented in this section. He also knows about the pool's curative powers, and of the treant that lives across the pass.

Riddick, Male Human Wiz10/Ftr3: CR 13; Size M (5 ft., 11 in. tall); HD 10d4+10 + 3d10+3; hp 59; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +11/+6 (+8 Base, +3 Str) melee, or +9/+4 (+8 Base, +1 Dex) ranged; SV Fort +7, Ref +5, Will +12; AL NG; Str 17 (+3), Dex 13 (+1), Con 13 (+1), Int 19 (+4), Wis 18 (+4), Cha 12 (+1); Skills: Climb +7, Diplomacy +2, Forgery +5, Heal +6.5, Hide +2, Jump +9, Knowledge +17, Knowledge (arcana) +17, Listen +4, Move silently +1, Open lock +6, Profession +16, Ride +7, Scry +17, Search +5, Spellcraft +14, Spot +4, Swim +9, Tumble +1.5; Feats: Combat casting, Craft wondrous item, Dodge, Empower spell, Improved critical (lance, light), Improved unarmed strike, Maximize spell, Quicken spell, [Scribe scroll], Weapon focus (sword, short), Weapon focus (longbow, composite); AL: NG; CR 13

   Spells (4/5/5/4/4/2): 0th: Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance.  1st: Detect Secret Doors, Feather Fall, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Silent Image, Summon Monster I. 2nd: Alter Self, Blur, Levitate, Resist Elements, Web. 3rd: Dispel Magic, Fireball, Flame Arrow, Fly, Haste, Hold Person, Lightning Bolt, Slow, Summon Monster III. 4th: Arcane Eye, Charm Monster, Fear, Improved Invisibility, Polymorph Other. 5th: Cloudkill, Dominate Person, Leomund's Secret Chest, Summon Monster V, Teleport.

   If asked, Riddick knows nothing about the ruined tower to the west. He looked it over once, and his magic told him nothing was hidden there-though if pressed he mentions that something isn't right about that area.

***NOTE REGARDING RIDDICK***
Riddick is an NPC that should benefit the party, not threaten it. Should the PCs foolishly attack the hermit wizard he disappears and does nothing to help the party. Befriended he is a great ally, and will help the PCs even beyond this encounter.</text>
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          <text multiline="1" send_button="0">Encounter #5: Dryad Glen
   Much like Encounter #2, this area consists of a small copse of oak trees, though these are not as old or large as the others (and there is no treant here). This lesser grove is home to a dryad, who will hide from the heroes unless there is an elf or druid in the party-or they attack her trees. Much like the treant the dryad was here during the time of the elves, and has seen many of the trees here put to the axe over the centuries.

   The dryad is kind, but very sad over the condition of the area. She observes the heroes for some time before approaching, trying to determine their allegiance and reason for being here. Since Sledge uses this pass as a gathering area for his raiders, she will be suspicious at first. The dryad wants nothing from the heroes, though she will thank them for defending the pool or her friend the treant. She has been avoiding the hermit wizard, since wielders of magic destroyed many trees in this area long ago. If befriended (i.e. killing Sledge, befriending the treant), she gives the heroes a potion of hiding she has been saving for a special use. The dryad knows nothing about the nearby ruined tower, since it is just beyond her ability to travel from her tree home.
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Dodge
Improved Initiative</text>
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                  <cell>Total</cell>
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                  <cell>13</cell>
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                  <cell>9</cell>
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Combat

Spell-Like Abilities: Dryads can communicate with plants at will (as speak with plants). They can also, at will, step inside any tree and use dimension door as cast by a 7th-level sorcerer to reach their own oak tree. A dryad can use charm person three times per day, as cast by a 4th-level sorcerer; targets must succeed at a Will save (DC 15) or be charmed for 4 hours.

Symbiosis (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryads oak does not radiate magic.

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          <text multiline="1" send_button="0">Encounter #6: Ruined Treasure Tower
   This tower was once an elven repository for treasure and magic, which despite appearances is still functional. A large boulder near the center of the shattered tower walls (Search DC 20 to find) covers a marble platform encircled with ancient elvish ruins. The ruins read, &quot;An elven traveler without knowledge is a bird without wings.&quot; This phrase is written in an old elven tongue (Knowledge (+ elven language) vs. DC 20 to read properly), and if read while standing on the platform teleports one person 100 yards beneath the surface to a secret treasure vault. Only one person can transport at any time, no one else can until the first returns.

   Hidden in the vault is the following: 1351sp, 2,451gp, 783pp, scroll: levitate, displacement, blindness (arcane, caster level 5), potion of speak with animals, an elven masterwork longsword +2, oil of timelessness, full plate +2 (medium sized), and a staff of fire w/34 charges, and a bag of holding (type 4).

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2,451gp
783pp
scroll: levitate, displacement, blindness (arcane, caster level 5)
potion of speak with animals
elven masterwork longsword +2
oil of timelessness
full plate +2 (medium sized)
staff of fire w/34 charges
bag of holding (type 4).

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2,451gp
783pp
scroll: levitate, displacement, blindness (arcane, caster level 5)
potion
elven masterwork longsword
vile of oil
full plate (medium size)
staff
bag</text>
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