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This large room is filled with blankets and straw mats, about a dozen of them. Buckets of water can be found here and there, as well as two small wooden chests. It appears this area is where the barklings sleep or at least get some rest. A larger bunk, adorned with a thick fur blanket, sits at the other end of the room. Behind it, a large rug with beautiful motifs lines with the wall, hanging from the ceiling. The door to this area is kept closed at all times, but there is no lock. The room is therefore always accessible. There are exactly 13 straw mats in this area. All are shared among the barklings with the notable exception of Rosk’s (see area 22) bed that is reserved for his own exclusive use. This bunk is easily recognizable since it is isolated in the far end of the room (close to the secret door on the eastern wall) and covered with a thick bear fur blanket. Two chests can be found in this room. One is located on the western side of the room, among the barklings’ straw mats. It is not locked and contains tiny clothes, small boots, and wool blankets. The second chest is right next to Rosk’s bed. It is made of wood and reinforced with studded iron strips. It is locked and Rosk has the key on a chain around his neck (see area 22). The second chest contains the following: 31 sp, 10 gp, a precious malachite carved into a small frog (50 gp), and a silver goblet decorated with spiral motifs and tiny purple gems (450 gp). When the PCs first walk into the room, there will be eight barklings inside: seven regular soldiers and a stronger chieftain. Roll on the table below to determine in what situation the barklings will be encountered. If the PCs listen at the door, roll first to determine if the barklings are making noise. 1d6 Barkling situation All barklings will be asleep when the PCs first open the door, unless they walk in making excessive noise. Five barklings will be asleep while the chieftain and two soldiers will be awake, playing a game of cards, sitting in the far end of the room. All barklings will be asleep except for one regular soldier that will shout in an attempt to wake the others when he notices the PCs. Four barklings will be asleep, and four others will be awake, including the chieftain. The chieftain and three other barklings will be asleep, while four others will be playing a game of Fizzle at the center of the room. All barklings will be awake, having just woken up, armored, armed, and ready for a fight. 7 Barklings: AC 13 (leather) (11), HD ½ (1d4 hit points), #At 1 bite or 1 dagger, Dam 1d4 bite, 1d4 dagger, Mv 30' Unarmored 40', Sv NM, ML 7 (9), XP 10 ea. HP Barkling Chieftain: AC 15 (chainmail) (11), HD 2, #At 1 bite or 1 dagger, Dam 1d4+1 bite, 1d4+1 dagger, Mv 20' Unarmored 40', Sv NM, ML 7 (9), XP 75 HP When looting the bodies, the PCs will find 104 cp and 80 sp. The chieftain also wears a bronze necklace worth 10 gp, while one of the soldiers has a set of wooden die to play Fizzle (worth 5 sp). The rug hanging on the eastern wall covers the entrance to a corridor that leads to area 17. It is placed in a way that conceals the opening quite well and the PCs will have to actively look for it in order to find the secret corridor.
HRS1 The Black Paws Cave, room 16. Monsters: 7 Barklings [bestiary:Core-barkling-2]: AC 13 (leather) (11), HD ½ (1d4 hit points), #At 1 bite or 1 dagger, Dam 1d4 bite, 1d4 dagger, Mv 30' Unarmored 40', Sv NM, ML 7 (9), XP 10 ea. HP [4, 3, 3, 4, 4, 2, 1]; Barkling Chieftain : AC 15 (chainmail) (11), HD 2, #At 1 bite or 1 dagger, Dam 1d4+1 bite, 1d4+1 dagger, Mv 20' Unarmored 40', Sv NM, ML 7 (9), XP 75 HP [8] Hazards: secret door Treasure mentions: 10 gp, 450 gp, 50 gp
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