20. Barracks

The floor of this room is covered with piles of
dirt, straw, and furs, beside which are various
weapons, except in 1 area where 10 ogres are
playing an ogrish version of ninepins. If NOT surprised,
1/2 of the group will try to get their
weapons during the 1st round, while the rest
throw balls and pins at the intruders (treat as
thrown <bats>; range 1” 12” /3”, Dmg 3-8). In
the following rounds, those with weapons attack
with <ox tongue> spears && hand axes (ranges 1”/2”/3”,
Dmg 3-8) while the others arm themselves. If
hard pressed, the ogres retreat to room #20A.
Each ogre has 2-20 gp, but there is no other treasure
in the room.

Ogres (10): hp 25 each; XPV 215 each, 2,150
for all

20A. Weapons Closet

Once in this room, the ogres (room #20)
slam the door shut and bar it, possibly locking
some companions outside. 3 rolls of 1 or 2
(on ld6) are needed to open the door by force.
The ogres in the room will have rearmed
themselves by then with pole arms--1/2 with
7-foot halberds (Dmg 3-12), a 1/4 with 9-
foot glaives (Dmg 3-8), and the rest with 9-
foot spetums (Dmg 2-7). They try to keep the
party from entering the room. There is no
treasure herein.

When so armed against opponents wielding
shorter weapons, the ogres automatically win
initiative on the 1st round of melee, and gain a
+ 1 bonus to initiative rolls thereafter. As long as
they keep the initiative, the ogres gain a -4 AC
bonus against such melee attacks and can prevent
the PCs’ entry. If the party wins initiative
and the ogres fail to hit on their turn, the PCs
may force their way into the room.

>>21. Gargoyle Den>>