B — Orc Lair
B — Orc Lair
Upon entering, the party will see that the wall 30’ to the north is decorated with heads and skulls (human, elven, dwarven) in various stages of decay. These cheerful greetings are placed in niches which checker about 100 square feet of the surface of the wall. Close inspection will show that one is orcish (see g. below). Sounds of activity can be heard from the west, but all is quiet to the east.
Areag: This narrowing area is a guard post, the watcher (Orc: AC 7, HD 1, hp 5, #AT 1, D 1-6, MV (40’), Save F 1, ML 8) having a small, windowlike opening from which he can observe the entrance to the lair. A piece of gray canvas behind gives the impression that the guard’s head is another of the ghastly trophies which decorate the wall. If adventurers enter, he will quickly duck down, slipping a goblin head into the place his own was, and alert the orcs at 7.
GM development
GM notes
(DM Note: Orc losses cannot be replaced, but after an initial attack by adventurers, the males at location 10. will move four of their number into area 9., arm these orcs with crossbows, and lay an ambush for intruders. If the leader is slain, all surviving orcs from this locale will seek refuge with the tribe at C. (see below), taking everything of value (and even of no value) with them, and B. will thereafter be deserted.)
Source: B2, PDF pages 20, 21. Original mechanics retained.
Orc Entrance Watcher
Original Basic D&D statistics — B2
| Armor Class (descending) | 7 |
|---|---|
| Hit Dice | 1 |
| Hit Points | 5 |
| Attacks | 1 |
| Damage | 1-6 |
| Movement per round | 40 feet |
| Save As | F 1 |
| Morale | 8 |
Source notes
The watcher at g alerts the guards in area 7.
Source stat line
AC 7, HD 1, hp 5, #AT 1, D 1-6, MV (40 feet), Save F 1, ML 8
Source: B — Orc Lair. Unlisted statistics have not been invented.