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This is a holding area for captives and anyone the captain wants to throw into irons. The captain currently has the keys with him in room #36. The contents of the cells are as follows: Cell "a" has three merchants. They are noncombatants and (if rescued and returned to town) one offers a necklace with gems worth 100 gp, while the other two offer 100 gp each. Cell "b" is empty. Cell "c" contains a recalcitrant bandit, who was put here for pilfering and bad-mouthing everyone. She knows no boundaries and will attempt to get into anyone's good graces (posing as the guard of a merchant), only to steal what she can and run off. She has no armor and no weapon. Bandit: AC 11, HD 1, #At 1 fist, Dam 1d3, Mv 40', Sv F1, ML 8, XP 25 HP Cell "d" holds three jars of good wine, two jars of cheap wine, and a dozen bottles of ale in a box. Cell "e" is empty.
JN1 The Chaotic Caves, room 38. Monsters: Bandit : AC 11, HD 1, #At 1 fist, Dam 1d3, Mv 40', Sv F1, ML 8, XP 25 HP [4] Treasure mentions: 100 gp
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