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10. Orc Temple
jn1-room-caves-10 • jn1-room-caves-10 • JN1: Chaotic Caves
This temple was carefully cut from the living stone and is well- maintained. The four pillars are fluted and ornate; the floor is tiled with polished green and red marble. The ceiling sweeps up some 20' high. On a dais some 6' above the floor is the statue of a vindictive, evil orc god. It is carved from a single shining piece of black basalt, standing 12' high. It has two red gems for eyes (each worth 250 gp). Steps are not provided for getting atop the dais; no one is supposed to stand on it. B. ORC LAIR These orcs share (with those at lair A above) the duty of guarding the local orc temple from intruders. They have a cruel sense of humor. There is a 1-2 on 1d6 chance per hour (6 turns) that the player characters will encounter 1d6 orcs while exploring the caves. 1d6 Wandering Orcs: AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP ENTRANCE: Four orcs are immediately inside in the first chamber, along with a hobgoblin that went looking for greener pastures and latched onto the orcs. Each has 1d6 sp. 4 Orcs: AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP Hobgoblin: AC 14, HD 1, #At 1 scimitar, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 HP
JN1 The Chaotic Caves, room 10. Monsters: 4 Orcs [bestiary:Core-orc-111]: AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP [4, 4, 4, 4]; Hobgoblin [bestiary:Core-hobgoblin-76]: AC 14, HD 1, #At 1 scimitar, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 HP [5] Treasure mentions: 250 gp
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