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7. The Transfer Room
dc1-room-ruins-l2-7 • dc1-room-ruins-l2-7 • DC1: Tales from the Laughing Dragon
This large room contains two doors on the north wall, one on the far west, and the other on the far east. There is nothing in this room other than an odd stain near the northwest door. The door at the east end of the north wall is trapped. If it is not disabled before the door is opened it will trigger a fire trap inflicting 1d6 points of fire damage to anyone with 10 feet of the door (save vs. Dragon Breath for half damage). 7E. SURPRISE! As you enter the hallway from the room you are assaulted by arrow fire coming from the north; a quick glance that direction shows a highly organized orc party already in defensive positions. Four orc fighters stand ready to block the hallway as two archers ready another volley. The orcs have been placed here to keep any interlopers from this side of the ruins, since the only way in and out is through the doors in room 10. The party doesn't know that anyone opening that door is supposed to call out a password before entering the hallway (although this may be revealed to the party by a creature trying to save its own life. If that happens, this encounter can play out differently). The two orc archers have surprise and will get a free attack round, and will attack as soon as the first character enters the hallway. They also get a +2 to their initiative the next round as well. 4 Orc Fighters: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP 2 Orc Archers: AC 14, HD 1, #At 1 shortbow or 1 shortsword, Dam 1d6, Mv 30', Sv F
DC1 The Ruins Level 2, room 7.
Monsters:
• 4 Orc Fighters — AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. [bestiary:Core-orc-111] HP: 4, 3, 8, 4.
• 2 Orc Archers — AC 14, HD 1, #At 1 shortbow or 1 shortsword, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. [bestiary:Core-orc-111] HP: 4, 3.
Hazards: trapped.
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