Moonlight
filters through from the inner <1,
2,
3>
grounds of the keep, illuminating the narrow entryway. On either side of the driveway are stacked several <large> chests, barrels, and bales. The portcullis is jammed open and enough space remains to crawl under it to reach the cracked flagstone drive. The passageway is about 20 feet long and appears to open out onto a dusty parade ground. Across the parade ground is an archway that appears to give access to the remainder of the keep. |
<broken furniture: hassock, shelf, cresset>
If the anhkheg is battled in silence
and the
guards are not alerted by the battle, this
trap
will not be set off.
The AREA befare the gate will be well lit
by
fire and
guards on the walls will shoot <long
bows>
arrows at the party. Because of the bad
angle of fire only 6 arrows will be fired
per
round. The arrows will hit only on a 19
or
20. If the party should attempt to retreat
across the courtyard 12 arrows will be
fired
per round at normal chances to hit and
the
mud will slow movement
of the characters
to 1/4 SPEED. If the party attempts
to fire back at the hobgoblins
on the wall,
they will be firing blind into darkness
(-4 to
hit). The hobgoblin guards on the wall
have
75% cover,
giving +7 to their AC (AC 6 (-
1); MV 9"; HD 1 + 1; hp 6 each; #AT 2 with
bow; D 1-6. They will each fire 1 arrow
per round. The guards will not bargain
with
the party.
The fire
leaps and roars intermittently,
but a narrow channel down the middle of
the corridor appears to be free of flaming
debris. Any person running through this
burning AREA will take damage
according to
his movement speed. The Flaming Passage
table indicates both the number of segments
it takes to MOVE through the flames and
the
amount of damage taken. 3 points of
damage will be taken per segment in the
flame.
The Flaming Passage
Movement | 12" | 9" | 6" | 3" |
Segments | 2 | 3 | 4 | 8 |
Damage points | 6 | 9 | 12 | 24 |
A potion
of speed doubles movement rate
(thus halving damage).
If a character saves
vs. Breath Weapons,
damage taken is
reduced by 1/2. The fire
will not die down.
Characters may soak a blanket with
water
(1 water skin full is the smallest
amount that will be effective) and wrap
it
around themselves or, more expediently,
roll in the wet mud, and then run through
the passage. If either these or similar
precautions
are taken, the character will take only
1 point of damage
per segment (no saving
throw).
>>7.