Beyond the stone
facade is an enclosed
courtyard wooded with small trees, shrubs, bushes, and vines. In the center of the courtyard is a circular stone fountain, while along either side and at the south end is a roofed walkway 10 feet high and 10 feet wide, supported by wooden pillars and trellises overgrown with ivy. There are 2 small trees growing to either side at the south end of this courtyard. The air is cool and still, and <temperature = x> the cold fire of lightning bugs performs a faery dance through the shrubbery. |
From the fountain the party will be able
to see the double doors
at the south end of
the courtyard beneath the porched walkway.
If the party remains at the fountain for
2 rounds or longer, 12 hobgoblins
climb
through the trapdoor
in the roof, position
themselves 4 to each side of the courtyard,
and attack. The guardhouse will have
50% cover
which will increase the AC to 2.
The party will be surprised
on a roll of 1-4
on d6, unless someone is watching the
roofs. If someone is watching, the chance
of
surprise is normal. If the party is not
surprised
4 hobgoblins will be spotted clambering
over the roofs. The hobgoblins will
hide behind the roof edge if fired upon.
On the hobgoblins'
1st attack round,
2 will throw a net down upon the nearest
group of people (save
vs. Paralyzation or be
entangled).
The other 10 will attack with
<composite
short> bows. The net covers a 10-foot-by-10-foot
area. Those caught by the net must cut
themselves loose with an edged weapon
(striking to hit AC 9 to cut 1 strand;
4
strands must be cut before the character
is
loose). A dagger
is capable of cutting 2
strands per round. When in the net, characters
do not receive Dexterity
adjustments to
AC and cannot fight. Captured members
may be dragged to shelter by their compatriots,
but will receive 1 point of damage
and be stunned for 2 rounds from being
dragged and thrown about. After the net
is
thrown, all hobgoblins use composite
<short> bows.
The party may seek cover
underneath the
walkway or concealment in the bushes. The
walkway will provide 100% cover (the
party cannot be seen) from 4 of the
attackers and 50% concealment (-2 to AC)
from the other 8. The shrubbery and the
small trees provide
50% concealment (-2 to
AC) from all hobgoblin
fire.
Hidden on the porch roof near the treetops
are 4 carnivorous
apes who are
working with the hobgoblins.
If anyone
makes for the doors
2 of the apes come
swinging down through the trees and
attack. The other 2 attack when help
arrives for the victims. The apes fight
to the
death and
will pursue the party into the corridor.
The oak
door into the corridor is locked. <Open
Locks, PH>
A thief
must have 1 undisturbed round to
attempt to open it. A knock
spell will open
the door, or it may be opened by rolling
a 1
on 1d6 while 2 characters strike the door
simultaneously. The hobgoblins
will not follow
into the corridor.
Any attempt by the party to gain the roof
will result in arrows being fired upon
them
at +4 to hit by guards on the walls who
have 50% cover
and are thus AC 2 (6 hp
each). The trapdoor
on the roof is concealed
as a chimney pot.
12 Hobgoblins:
AC 6, 2 in 50% cover; MV 9”;
HD 1 + 1; hp 6 each; #AT 2; D 1-6 by composite
short bow
THACO 18
XP 32 each
Carnivorous
apes: AC 6: MV 12”; HD 5;
hp 27, 26, 23, 19; #AT 3; D 1-4/1-4/1-8
plus rending damage (1-8) if it strikes
with the first 2 attacks
THACO 15
XP 305, 300, 285, 265
>>14.