The hobgoblins
mount a guard on the
curtain wall in order to sound the alarm
if
intruders approach. But they only march
on
the wall top for they fear the inner walk
is
haunted and none will enter it nor will
they
pay any attention to any sounds from
within.
The walkway is open to the west and to
the east. Hobgoblins guards pace back and forth along each section. From below the hobgoblins appear as ghost-white figures. Pallid moonlight illuminates <Weather in the World of Greyhawk, WG0> the wall, casting eerie, ink-black shadows. Only a light breeze blows and <wind SPEED = x> sound carries muffled. |
Along the walkway are piles of broken
stones for
throwing down on invaders. In <Grenade-Like
Missiles, DMG>
the floor of the eastern walkway is a trapdoor,
heavily barred for fear that the
evil
spirits below might break out. The guards
will cry an alarm if the trapdoor
opens and
fire at +4 to hit anything coming out of
the
hole.
Hobgoblins
(2): AC 5; MV 9 "; HD 1+1; hp
6 each; #AT 1 or 2 with bow;
D <2-8 by <broad>sword,
1-6 by composite <long>
bow>
THACO 18
XP 32 each
There is a stained, decaying skull hanging
on this door. The skull is that of a hobbit. |
Within the guard house are 2 bunks, a
wooden table, and 2 benches. A
small <round table>
coal fire
burns in a stone box in the center of
the room. 2 hobgoblins
are in the room.
1 is asleep
on 1 of the bunks, while the
other is warming
himself at the fire. The 2
are armed with spear
and hand axe. There is
no other light
in the room, as drapes have
been hung over the arrow
slits.
<broken furniture: chandelier (x2), hogshead, cupboard, barrel, padded chair>
If the hobgoblins
realize they are outnumbered,
they will yell to the party to surrenler,
and call for help. If they are then
attacked, they will defend themselves until
help can arrive.
Hobgoblins
(2): AC 5; MV 9"; HD 1 + 1;
hp 9, 7; #AT 1; D by weapon <1-6 by
spear,
1-6 by hand axe>
THACO 18
XP 38, 34
Inside this room are stacks of sealed
crates. Many of the stacks reach almost to the ceiling. As the party nears one, a crate topples off the stack, narrowly missing the party! |
The fallen crate was precariously balanced,
and was knocked off the stack by a cat
belonging to one of the guards. The guards
in 1d will come to investigate
the noise.
All the crates are filled with food.
<meal (grain), mead, pheasant, greens,
porridge, etc.>
Against
the north wall are 2 sections of a ladder
that can be hooked together for a length
of
10 feet. This ladder is used to climb to
the
wall walk, because the guards refuse to
reach the wall through the haunted 2nd
floor.
From behind this door come rhythmic
sounds, as of a knife on a butcher's block. |
In this room are 2 bunks, a low table
with a box to sit on, and 2 stools. 3
hobgoblins
occupy this room: 2 guards
and a sergeant with long
sword and <ox-tongue> spear.
One of the guards is practicing throwing
a
knife
at a crude target drawn on a broken
table top. The other is bored and is drawing
on a wall with a lump of coal. The sergeant
is sitting at the table eating bread and
cheese
and feeding a pet crow.
Against the wall
behind him is a small bag
of coal. The hobgoblins
will try to defend themselves, holding
the party in the room until help arrives.
Each hobgoblin
carries 2-12 sp, while the
sergeant also carries 2
gp. Beneath the knifethrower's
bunk is a piece of mahogany
carved into the shape of a hawk,
worth 25
sp.
Hobgoblins
(3): AC 5; MV 9"; HD 1 +1;
6 hp each; #AT 1 or 2 with bow; D by
weapon <1-6 by spear,
2-8 by holy water sprinkler> and
a sergeant with long
sword (1-8) and <ox-tongue> spear
(1-6)
THACO 18, 16
XP 32 each
>>2.