Main
12 — Orc Leader's Room
ORC LEADER’S ROOM: This large creature is clad in chain mail, has a shield +1, and carries a mace. He fights as a 4 hit dice monster, has 15 hit points, and adds +2 to damage he causes when successfully striking an opponent (thus, 3-8 points of damage). This is due to his strength and skill. He carries 31 gold pieces, and wears a ring set with a gem (total value 700 g.p.).
The room is carpeted, has tapestries upon the walls (note one of these covers the entrance to the small cave to the west), and battered but still serviceable furniture and a cot. His two mates sleep on cushions at the foot of his resting place. The two females in the place fight as males [statistics 1] and each has 2d6 gold pieces on her person. The chests and other furniture have nothing of value.
Original B2 statistics 1
AC 7, HD 1, hp 3 each, #AT 1, D 1-6, Save F 1, ML 8
If hard pressed, the leader will wiggle behind the tapestries on the south wall and attempt to work the catch on the secret door to the south and go to the rival tribe for help, but his very life must be in great peril before he will do so. (Adventurers can only spring this catch by rolling a 1 (on a d6) twice in a row, or having two characters do so simultaneously.) Area 1: This alcove is used by the orc leader to store arms and treasure. There are two complete suits of chain mail here (man-sized and dwarfsized), 4 swords, and a locked iron chest which holds 205 copper, 286 silver, 81 gold, and 13 platinum pieces. A small niche in the back wall, with a boulder in front covering it, hides a potion of healing and a scroll with a 6-die fire ball spell on it.
Source: B2, PDF pages 20, 21. Original mechanics retained.