This wall top joins the stockade
parapet,
so that the guards from the gatehouse
may
reinforce the stockade walls if there is
an
invasion. If the alarm is sounded,
the hobgoblins
within the guardhouses arrive in
2 rounds to reinforce the wall guards.
9a. Gatehouse
Wall Walks
2 hobgoblins
patrol each of these sections.
They are armed with composite
<long> bows
and <long>
swords. They use their bows to attack
any intruders sighted on the ground below.
Each hobgoblin carries 2-12
sp. <6, 4>
On each section, chained to the wall, is
a
blue-gray,
3-foot-tall, vaguely humanoid
creature. These are boggles
(MMII, page
20). The boggles have a very keen sense
of <Odor Detection, DSG>
smell and can detect even invisible
creatures
up to 40 feet away. The boggles are used
as
guardians and watchbeasts to sound the
alarm if the guards fail to. The
boggles will
set up a keening wail if they sense an
intruder.
Hobgoblins
(2): AC 6; MV 9"; HD 1+1;
<x> hp 5 each; #AT 1; D <1-6 by composite
long bow or 1-8 by long sword>
THACO 18
XP 30 each
Boggles:
AC 5; MV 9"; HD 4+3; hp 21 each; #AT 3: D 1-4 each;
able to spider
climb; -1 point of damage per die from
weapon
attacks
THACO 15
XP 275 each
This room appears to be a guardroom.
There are 7 hobgoblins in the room sitting on benches at <trestle> tables or leaning back against the wall talking. They jump to their feet and draw their weapons. In the southeast corner of the room there is a trapdoor in the floor and 1 in the ceiling with a ladder leading up to it. |
6 of the hobgoblins
are normal guards,
the 7th is their sergeant. The hobgoblins
are sitting around talking about their
past exploits, waiting for their shift.
1 of
the hobgoblins leaning against the wall
is
sleeping
and will be too stunned, if awakened
suddenly, to do anything for 2
rounds. Another 1 of the hobgoblins is
sitting quietly chewing on a hunk of hickory
bark. If intruders attack them he will
first
spit in their eye (save
vs. Breath Weapon or
be blinded for 2 rounds) and then attack.
Each hobgoblin has 2-12
sp, and the sergeant
<8 sp,
10 sp, 9 sp,
9 sp, 6 sp, 7
sp, 11 sp (60
sp total)>
has a silver, horn-shaped
amulet
worth 20 gp. The trapdoor
in the floor is
bolted shut from below.
6 Hobgoblin
guards: AC 5; MV 9"; HD 1+1;
hp 6 each; #AT 1 or 2; D <d6+1 by spetum
("tri-spear")>
THACO 18
XP 32 each
Sergeant: AC 4; MV 9"; HD 2; hp 9; #AT
1
or 2; D <2-8 by broadsword
or 1-6 by composite short
bow>
THACO 16
XP 38
This room appears to be a guardroom.
There are several hobgoblins crowded around a <round> table in the center of the room. 3 other hobgoblins are asleep on pallets on the floor. In the southeast corner of the room there is a trapdoor in the floor and 1 in the ceiling with a ladder leading up to it. A wolf cub is running around the room and spots the party as they enter and begins to yip at them. |
The hobgoblins
in the center of the room
are watching their sergeant arm-wrestle
another 1 of their number. On either side
of the contestants hands are 2 steaming
plates of very hot stew.
The hobgoblins
turn to see who has
entered the room and will be surprised
by
the party unless a lot of noise was made
prior to entering. The sergeant will kick
over the <round> table, dumping his
opponent on the
floor, and yell to his troops to attack.
The
sleeping
hobgoblins will take 2 rounds to
enter the battle. There are 11 hobgoblin
guards in this room armed with <long>
swords. The
sergeant is armed with a footman’s
mace
and will grab a stool to use as a shield.
The
wolf
cub will be a nuisance in battle weaving
about the party’s legs and nipping at
their ankles, but causing no damage. Each
round a character is attacked by the wolf
cub the character must roll his or her
Dexterity
or less on 1d20 or fall and be stunned
for 1 round.
The hobgoblins
each carry 2-12 sp. The
<4 sp,
12 sp, 9 sp,
9 sp, 10 sp,
8 sp, 8 sp, 9
sp, 5 sp, 11
sp, 12 sp (97
sp total)>
sergeant has 8 gp
and a silk handkerchief
worth 5 gp.
11 Hobgoblin
guards: AC 6; MV 9”; HD 1+1;
hp 6 each; #AT 1; D <1-8 by long
sword>
THACO 18
XP 32 each
Sergeant: AC 4; MV 6”; HD 2; hp 9; #AT 1;
D 2-7 by footman’s
mace (+1 damage for STR)
THACO 16
XP 38
Wolf
cub: AC 6 due to size; MV 9”;
HD 1+1; hp 5; #AT 1; D nil
>>10.