34. Main Gallery
 
The slightest sound in here triggers a chorus of echoes that reverberate
along a double row of massive, chiseled columns in a
cavernous hall.

Characters can enter through the arch freely.

During daylight hours, 2 human guards are on duty here, keeping
watch over the quarry pit outside and the passages leading
west. If attacked, they use the same general tactics described in
area 6.

Human Guards (2): AC 4 or 5 <chain mail>; MV 9”; HD 1; hp 4 each; #AT
1; D 2–8 (broadsword) or 1–6 (short bow). Each guard carries a
shield (AC 4) but cannot use it while wielding a shortbow (AC
drops to 5). <medium shield, large shield>
<broadsword specialist:>
<short bow specialist:>

After sunset, 4 goblin warriors stand guard here. In a battle, the
goblins toss their spears, then try to hang back and use their slings,
though they use their short swords if necessary.

Goblins (4): AC 6; MV 6”; HD 1–1; hp 3 each <2 each>; #AT 1; D 1–6
(spear), 1–6 (short sword), or 1–4 (sling). <-1 damage>
<short sword, cinquedea, model 1832 foot artillery sword, short sword>
<THACO 20>
<XP 48 total>

The guards, whether human or goblin, challenge any strangers not
accompanied by Brubgrok or Glyrthiel. The PCs can
try to bluff their way into the tunnels by not attacking the guards.
See area 1 for details on how the slavers deal with nonviolent visitors.
Any combat here attracts the guards in area 36.

>>34.