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9. The Jail

hrs1-cave-9 • hrs1-cave-9 • HRS1: Barks and Blades
Unusual for this location, this area appears to be some kind of jail though it looks more like a locker room than anything. It is mostly empty, save for a chair and two blankets on the floor. Beside the large room, five smaller individual cells are lined at the opposite end of the room, each with a wooden door and window barred with iron. Entering this area will prove to be difficult as it is locked from the inside and guarded by Dingo and his hounds. This is also where Marbic and Roderic Drekh are kept captive. A detailed description is given for each cell (see area 9a through 9e). Dingo is a tougher barkling that mostly keeps to himself and dislikes the company of others. He seldom leaves this area, being very dedicated to guarding it. His only companions will be two hounds, Crapo and Bite, whom he adores. These dogs are very obedient and will be commanded by Dingo to act in battle. The door to this room is kept locked at all times and only Dingo has the key. If he ever suspects that a threat looms on the other side, he will keep the door closed and brace for battle. The barkling is, however, not too bright and will be easily tricked into opening the door if the PCs come up with a reasonably clever plan. They could, for instance, make a captured barkling ask to open the door or even impersonate one of them. The hounds will, however, be a lot less easy to dupe unless, of course, an unusual treat is thrown at them. If both dogs are killed, Dingo will become frantic and fight to the death to avenge his hounds, immediately granting him a morale value of 12. Dingo: AC 15 (chainmail), HD 1, #At 1 bite or 1 small battle axe, Dam 1d4 bite, 1d4 small battle axe, Mv 20', Sv NM, ML 9 (special), XP 25 HP Dingo has a small pouch that contains 16 copper pieces, 12 silver pieces, and 6 gold pieces. Hanging from his belt, is a potion of Cure Light Wounds. He fights with a smaller version of a battleaxe and wears chainmail. Dingo also has a key ring with eight keys; one that opens the door to room 9, one for each of room 9’s cells, one that opens the door to room 6, and finally one that opens one of the locks on the door that leads to room 10. 2 Dogs: AC 14, HD 1+1, #At 1 bite, Dam 1d4 + hold, Mv 50', Sv F1, ML 9, XP 25 ea. HP
HRS1 The Black Paws Cave, room 9. Monsters: Dingo : AC 15 (chainmail), HD 1, #At 1 bite or 1 small battle axe, Dam 1d4 bite, 1d4 small battle axe, Mv 20', Sv NM, ML 9 (special), XP 25 HP [6]; 2 Dogs : AC 14, HD 1+1, #At 1 bite, Dam 1d4 + hold, Mv 50', Sv F1, ML 9, XP 25 ea. HP [3, 4]
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DI
Dingo
Barkling • AC 15 • HP 6
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