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5. Door To Jail
jn1-room-caves-5 • jn1-room-caves-5 • JN1: Chaotic Caves
Behind this door are the quarters for the big, sweaty orc who serves as the warden of the jail (and also chief torturer) and two assistants. The key to the jail door is usually hung on a hide cord on the wall. Crude furniture and various simple wooden or stone interrogation devices fill the room. The warden has 1d6 gp and the other two orcs 1d6 sp. Orc Warden: AC 14, HD 2, #At 1 longsword, Dam 1d8+1 for strength, Mv 30', Sv F2, ML 8, XP 75 2 Orcs: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP JAIL AREA: The locked door to the east opens into the jail, where anyone captured will be held. Currently there is a merchant who is a normal man (bedraggled and missing a finger, which was sent off with a ransom note). If saved, he will give the party what he has at his home (100 gp; it is obvious the orcs think he's richer than he is). Merchant: AC 11, HD ½ (1d4 HP), #At 1 fist, Dam 1d3, Mv 40', Sv NM, ML 7, XP 10 HP
JN1 The Chaotic Caves, room 5. Monsters: Orc Warden : AC 14, HD 2, #At 1 longsword, Dam 1d8+1 for strength, Mv 30', Sv F2, ML 8, 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, XP 25 ea. HP [4, 4]; Merchant : AC 11, HD ½ (1d4 HP), #At 1 fist, Dam 1d3, Mv 40', Sv NM, ML 7, XP 10 HP [3] Treasure mentions: 100 gp, 6 gp
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