Here is a natural corridor 15 feet high
and 15 feet wide, with openings at each end. The corridor is approximately 80 feet long, and the walls and floor appear to have been worked smooth. |
Those under the net must make a saving
throw vs. Paralyzation
to avoid being
caught. Trapped party members will be
unable to attack and will have no Dexterity
bonuses to AC. Opponents will be at +4
to
hit. Those inside the net can try to free
themselves with edged weapons.
A successful
hit on AC 9 wdl cut 1 strand of the net.
A dagger
can be used to cut 2 strands per
round. 4 strands must be cut to free a
character.
18b. The Guard Outpost
The guard who works the net is stationed
in this niche. The niche is concealed by
a
canvas screen painted to look like the
surrounding
stone. The screen has spyholes cut
in it. Those searching the AREA with infravision
in the dark will see an apparent opening
in the corridor here. Those without infravision
have to make a successful roll to locate
secret
doors in order to find the outpost.
18c. Elite Goblin Barracks
If the jebli
here have any warning of
the party’s presence, they attack before
the
party reaches the barracks. There are 9
goblins commanded by a leader armed with
a halberd
+1 . The goblins have 9 worgs
that they use as mounts and guards.
If the jebli
are warned of intruders
from the east, they mount their worgs
and
charge
down the corridor on the round following
the net dropping. They charge in
3 ranks of 3.
In a charge,
lances do 2-12 points of damage,
and are at +2 to hit (+4 for people
caught in the net). As the 1st rank clears
the party, a 2nd rank will charge while
the 1st rank dismounts and attacks from
the rear. The 3rd rank is used as a reserve.
All attacks are co-ordinated by the jebli
leader, who will avoid combat
until the
party is surrounded. The worgs
will attack
any characters not caught in the net, while
the goblins will concentrate on attacking
those in the net(+4 to hit and the characters
are not allowed Dexterity
adjustments to
their AC.)
If attacked from the north, the jebli
send the worgs
to attack first, then join in
the battle when the party is weakened.
Jebli (9):
AC 4; MV 6”; HD 2; hp 13, 13,
12, 12, 11, 11, 10, 9, 9; #AT 1; D lance
1-6 or 2-12 charging, morning
star 2-8
THACO 16
XP 46, 46, 44, 44, 42, 42, 40, 38, 38 (total: 380)
Jebli leader:
AC 4; MV 6”; HD 2; hp 14;
#AT 1: D 2-11 (halberd
+1)
THACO 16
XP 48
Worgs
(9): AC 6; MV 18”; HD 4 +4; hp 27,
25, 22. 20, 20. 19, 19, 19, 16: #AT 1:
D 2-8
THACO 15
XP 215, 200, 190, 190, 185, 185, 185, 170 (total: 1520)
When the party reaches the barracks,
read the following description:
The room is a spacious natural chamber,
approximately 70 feet in diameter and 25 feet high. Inside are <long> tables, <padded> chairs, and sleeping mats. Boxes of food, of suspicious origin, <apples, soup, wine (Celene ruby), meat, meat, plums> are scattered around the room, as are barrels of water. Weapons, <baselard, spear, sling (bullets), holy water sprinkler> 6 <short> bows, and <6> quivers of <12> arrows are hanging on the walls. |
If the weapons are examined, the party
will find a black,
rune-encrusted arrow in
one of the quivers. It is an arrow of bow
breaking and will break any normal bow
it
is used in: magical bows get a saving throw
of 10% per magical plus. In a thorough
SEARCH of the room the party will also
find
130 gp and
an agate worth 10 gp. On the
leader’s body there is a ring with 2 keys
that open the portcullis
to the kennels. If the
bodies of the jebli
are searched, the party
will find a pouch of foul-smelling herbs
on
each corpse. These pouches are used to
warn the 2 watchworgs at 21
that the
bearers are friendly.
>>19.