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4. WOLF PEN. Both ends of this area are

jn1-room-caves-4 • jn1-room-caves-4 • JN1: Chaotic Caves
blocked by a wooden fence spanning the complete width and height of the halls; in the center of each is a wooden gate about 3' wide and 6' high, lashed shut by rope. Inside are three wolves. They are usually alert and will set up a clamorous barking and howling if they hear or smell careless parties, resulting in a chance of attracting orcs to see what is going on (use the wandering orc concept explained at the start of the lair for the chance and number of orcs). Make a "hear noise" roll to see if the jailers in #5 below hear and investigate as well. The soft earthen floor of the room is littered with wooden bowls full of water, bones, and offal, but nothing else. 3 Wolves: AC 13, HD 2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, ML 8, XP 75 ea. HP
JN1 The Chaotic Caves, room 4. Monsters: 3 Wolves : AC 13, HD 2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, ML 8, XP 75 ea. HP [9, 8, 7]
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