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6. Cave Of Horrors
jn1-room-wilderness-6 • jn1-room-wilderness-6 • JN1: Chaotic Caves
Maps): This is a collection of what appears to be crudely-carved, cold, and dark winding tunnels. Bones litter the grassy area around the entranceway, and large footprints (ogre- sized) can be found in muddy areas or soft soil. C1. ENTRANCEWAY: Deep enough inside the entryway to avoid sunlight is evidence that the cave might be occupied: there are five thin cords strung across the width of the floor about 2' apart and an inch or two above the ground. They are covered by dust and hard to detect unless a close inspection is made. If tripped on, they release a broad frame that has been pulled back against the east wall. It is 8' high and wide, and lined with sharp wooden spikes. It strikes as a 2 HD monster and does 2d6 points of damage if it hits. A number of the spikes are covered in fresh blood and fur. C2. OGRE'S LAIR: Munching on the corpse of a bear is an ogre. This creature might be bribed into helping the PCs (provided the bribe is at least 200 gp), but it is also incredibly dense and self-interested. It will just as happily attack intruders or get a party lost leading them in circles. It gets bored quickly and rarely stays with even the most agreeable party for more than 1d6 days. The lair is furnished with hides, piles of leaves, a few tree trunks for benches and such items. The ogre has a large, knobby club for a weapon. It has a crude hide pouch on its belt. If made an ally, it thumps the pouch and says, "Me poor. Me need much money!" Inside are 231 cp. A set of natu
JN1 The Wilderness, placed encounter 6. Monsters: Ogre [bestiary:Core-ogre-110]: AC 15, HD 4+1, #At 1 huge club, Dam 2d6, Mv 30', Sv F4, ML 10, XP 240 HP [19]; Gray Jelly : AC 12, HD 3*, #At 1 pseudopod, Dam 2d8, Mv 1', Sv F3, ML 12, XP 175 HP [14]; 12 Stirges : AC 13, HD 1*, #At 1 bite, Dam 1d4 + 1d4/round blood drain, Mv 10' Fly 60', Sv F1, ML 9, XP 37 ea. HP [7, 4, 6, 4, 5, 3, 5, 3, 4, 2, 4, 1]; 6 Giant Cave Locust : AC 16, HD 2**, #At 1 bite or 1 bump or 1 spit, Dam 1d2 bite, 1d4* bump, or save vs Poison or be unable to move or act for 3d6 rounds from spit, Mv 20' Fly 60' (15'), Sv F2, ML 5, XP 125 ea. HP [9, 6, 9, 5, 8, 5]; Sea Snake : AC 14, HD 3*, #At 1 bite, Dam 1 + poison (save at -4), Mv 10' Swim 30', Sv F3, ML 7, XP 175 HP [9] Hazards: collaps Treasure mentions: 124 gp, 20 gp, 200 gp, 42 gp
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