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.