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13. Chief's Quarters
jn1-room-caves-13 • jn1-room-caves-13 • JN1: Chaotic Caves
The wily orc chief resides here. A war leader and a couple of common orcs are also usually found here. The chief has a key that opens the eastern temple door at room #9 attached to a necklace of long pencil-thin gold bars (value 100 gp). Treasure is housed in a locked chest with a gas trap inside it. The trap is released when it is opened, unless some long pencil-sized object is inserted into a hole in back (the chief's necklace is used for this). The gas will affect a 10' area around the chest (save vs. Poison or die; alternately the GM may substitute a similarly-nasty effect of his or her own devising). In the chest are 800 gp, 500 ep, 700 sp, and a Potion of Healing. This room contains various bits of stout wooden furniture. Under a heavy chair in the northeast corner is the alarm bell that rings if either of the trapped secret doors in room #11 is opened without disarming it first. Orc Chief: AC 15, HD 4, #At 1 longsword, Dam 1d8+2, Mv 20', Sv F4, ML 9, XP 240 Orc War Leader: AC 14, HD 2, #At 1 longsword, Dam 1d8+1, Mv 30', Sv F2, ML 9, XP 75 2 Orcs: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8 (9 while chief and/or leader are present), XP 25 ea. HP
JN1 The Chaotic Caves, room 13. Monsters: Orc Chief : AC 15, HD 4, #At 1 longsword, Dam 1d8+2, Mv 20', Sv F4, ML 9, XP 240 HP [18]; Orc War Leader : AC 14, HD 2, #At 1 longsword, Dam 1d8+1, Mv 30', Sv F2, ML 9, XP 75 HP [10]; 2 Orcs [bestiary:Core-orc-111]: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8 (9 while chief and/or leader are present), XP 25 ea. HP [4, 4] Hazards: trap, trapped Treasure mentions: 100 gp, 800 gp
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