15 GUARD ROOM. Three large orcs act as guards for the slaves in Room 16. Each has great helm decorated with ram horns to indicate their status as elite warriors. The orcs are playing “Jenny Cider” (a card game similar to “Old Maid”) while sitting at a table. The pack of cards is poorly made and worth only 7 copper pieces. For snacks they have salted and fried pork skin chips.
Berper (AC 5; MV 9”; HD 2; hp 11; #AT 1; D Halberd or whip +1 to damage due to strength of 16; XP 42)
Berper is a large orc who is in charge of the slaves. He carries a halberd but has a toothed whip tucked into his belt (1d3 damage). He covets Higg's position and is waiting for his chance to turn on the great orc. For treasure he carries a sack holding 20 gold crescents and two azurite gems worth 10 gold crescents each.
2 Orcs (AC 6; MV 9”; HD 1; hp 8 each; #AT 1; D Battle axe or short sword; XP 18 each)
These orcs are flunkies and more loyal to Berper than they are to Higg. Each has a battle axe, a short sword, 3-10 (1d8+2) gold crescents, 5-16 (1d12+4) silver spanners, and 5-24 (1d20+4) copper pieces.