Overview: The path leads past two guard towers to the ruined keep. Both show signs of fire damage, but otherwise seem to be in fair shape. These towers are very similar to each other as they are two story towers with a common area on the first level a barracks on the second level, and a roof level. The second level has are arrow slits (4 per side), but the ground floor does not. There are hatches and ladders that lead between levels. The doors to the towers are re-enforced wooden doors with a hardness of 5, and 20 hps, and can be locked from the inside (pick locks CL +2, DC 15).
A. West tower. The west tower is empty when initially encountered.
B. East tower. The east tower is occupied by 6 goblins and one sergeant hobgoblin from the bestial host. There are two goblins on each level of the tower, with the sergeant on the second level. The two goblins on the roof are the lookouts to the tower, as the other inhabitants are either sleeping or playing some sort of goblin game with cards or abusing a small rat that they have captured. The lookouts on the roof are less than professional in their duties, and it is possible to sneak up on them, without being seen.
6 goblins. AC 15, HD1, HP3, Dam 1d6 (short sword) or 1d6 (light crossbow)
1 hobgoblin sergeant. AC 16 (buckler), HD2, HP16, Dam 1d8 (long sword) or 1d6 (light crossbow)
Treasure: The goblins have a total of 1d12 gold equivalent and the hobgoblin has 1d6 gold equivalent.
General tactics: The goblins are cowardly foes, and the two on the roof of the east tower will not engage foes unless it looks like they are headed to the keep, and which point they will fire from the protection of the roof ramparts. If they take fire back, they will sound the alarm. Once the alarm is sounded, the two goblins and the hobgoblin on the second floor will open fire through arrow slits. The goblins on the ground floor will guard the main door.
Revisits: Upon subsequent revisits to the keep, the bestial host will station goblin guards in one or both towers, led by a hobgoblin sergeant. Once the characters have revisited the keep and defeated the goblins three times, there will be no further guards stationed at the towers, and instead roll for a random monsters. . On subsequent visits, if the doors were destroyed, they will be replaced by a simple wooden door with a hardness of 2, and 10 hps and will not possess a lock. After the third visit, the doors will not be replaced.
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Note: For the write ups, I will be using the C&C monster stats to keep things simple, and to allow for easy conversion into other systems.
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