A door
of blackened metal bars blocks the corridor
here, sealing
off passages that run north, south, and east. Beyond this portal, a point of light flares for an instant. The barred door does not seem to have hinges
or handles on
|
The door’s hinges are on the east side.
It’s also barred from the
east side, and a padlock holds the bar
in place. A character can
try to reach through the bars and pick
the lock, but the bugbear
guard (see below) might have something
to say about that. The
guard carries a key to the padlock.
A knock spell
opens the door. A character can force the door
with an Open
Doors roll, but reduce the chance for success by
1. A successful Bend
Bars/Lift Gates roll also forces the door. The
party can beat the door down with weapon
attacks; the door can
withstand 50 points of damage
before falling apart.
A bugbear always stands guard here. He stays
out of sight, in a
shadowy alcove
just south of the door. The guard has
no comforts
other than a 3-legged stool and a rack
to hold his weapons.
He keeps an eye on the door and the corridor
beyond using a
hand mirror
(that’s the flash of light mentioned in the boxed text).
Bugbear:
AC 5; MV 9”; HD 3+1; hp 14 <17>; #AT 1; D 2–8 (morning
star)
or 1–6 (<ash> spear). <+1 damage>
<THACO 16>
<XP: 203>
If the PCs start working on the door, the
bugbear
takes action. Melee
attacks with slashing or bludgeoning weapons
cannot pass through the door, but attacks
with piercing or thrusting
weapons can. Thrusting weapons with thin
heads and long shafts,
such as pikes
or spears, work through the door without penalty.
Shorter thrusting weapons, such as daggers
or short swords, also
work, but they have a –1 “to hit” penalty.
Long blades, such as
swords, work through the door, but the
attacker must thrust with
them and take a –2 “to hit” penalty.
Ranged weapons work through the door, but
the bars provide
50% cover (+4 bonus to AC
for the target).
While the party is on the west side of the
door, the bugbear uses
his <ash> spear.
He switches to his morning star if a foe gets past the
door or reaches through it.
Any fighting here alerts the bugbear guard
in area 52, who alerts
the guard in area 53
and then advances to help defend the door.
>>52.