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The player character's eyes are attracted to a few pterodactyls circling and diving on small figures on the rocky shoreline. The flying dinosaurs leave before the PCs get close. Their victims are orcs, huddled in a relatively safe place at the base of the cliffs (which is where the pterodactyls are nesting). In their midst is a mermaid they have captured and tied up with ropes. If rescued, she gives the PCs a plain comb of decorative seashell which, when dipped in ocean water and blown like a whistle, will summon a sea creature to their aid (the GM must choose what sort). She was able to use it twice before the orcs took it away from her (the last time, the summoned creature wrecked their small boat) and it has only one use left. The orcs have bags with 2,000 sp and 500 gp with them. Orc Warrior: AC 11, HD 2, #At 1 longsword, Dam 1d8, Mv 40', Sv F2, ML 8, XP 75 12 Orcs: AC 11, HD 1, #At 1 longsword, Dam 1d8, Mv 40', Sv F1, ML 9 (8), XP 25 ea. HP
JN2 Monkey Isle, special land encounter 15. Monsters: Orc Warrior : AC 11, HD 2, #At 1 longsword, Dam 1d8, Mv 40', Sv F2, ML 8, XP 75 HP [10]; 12 Orcs [bestiary:Core-orc-111]: AC 11, HD 1, #At 1 longsword, Dam 1d8, Mv 40', Sv F1, ML 9 (8), XP 25 ea. HP [8, 5, 8, 4, 8, 4, 7, 3, 7, 1, 6, 1] Treasure mentions: 500 gp
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