Hobgoblin Guard’s Quarters

Aegon and the Troupe make their way deeper into the Iron Throne’s mine, encountering wave after wave of armed guards. After a short battle with hobgoblin guards, they are aware they are entering a trap. Unfortunately they have no choice but to keep moving forward.

1 Eleint 1368

The corpses of the hobgoblin guard lay before us. They were trying to draw us into the room ahead. We know it’s an ambush. But we can’t risk retreating and having more of the enemy follow us. We must press on and face whatever lies in wait.

The room is a bedchamber for the hobgoblins. Off to our north side we see a group of hobgoblins with their bows pulled. Before they can release I charge at them with shield raised high. It’s enough to distract them that they miss.

Aegon charges the hobgoblin archers.

As I’ve come to expect by now, Kivan is the first to score a kill.

Kivan kills a hobgoblin archer.

One of the archers pulls me away from the fight, giving the others a clear shot. I feel a sharp pain in my shoulder as an arrow pierces a gap in my armour. On seeing this, Branwen shouts and throws me a Potion of Healing.

Aegon drinks a Potion of Healing.

A flurry of arrows follow, and Kivan and Kieria kill the hobgoblins before they can do any more damage. Their trap has only succeeded in sending them to the next world.

Kivan and Kieria wipe out the hobgoblin archers.

They have meagre equipment, but I’m surprised to find a few scrolls among their possessions: a Scroll of Magic Missile, a Scroll of Chill Touch, and a Scroll of Dimension Jump. Dynaheir scribes Dimension Jump into her spellbook so she can use it to escape tough situations.

Item

Dimension Jump

Dimension Jump
Level: 1
School: Conjuration
Range: Personal
Duration: Instant
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

This spell transports the caster to any place within sight. When the spell is cast, a dimensional portal opens up in front of the caster, which he immediately steps through. Upon passing through the portal, the caster finds himself at his chosen destination. The caster always arrives at exactly the spot desired, and the dimensional door doesn’t allow anyone or anything else to pass through. Spells about to be cast upon the wizard will fail, and missiles about to hit him will instead hit thin air.

Not usable by:
Druid
Fighter
Monk
Paladin
Ranger
Shaman
Thief
Barbarian

We search the room and find that many of the chests are locked. Kieria struggles to pick them open, but Aura’s nimble fingers pop the locks open with ease.

Aura picks open the locks in the guard's quarters.

The chests mostly contain weapons, but we do find a Potion of Magic Resistance. I hold onto it, ready for our next mage encounter.

Item

Potion of Magic Resistance

This potion confers 20% magic resistance to the drinker, or adds 20% if he or she already has a resistance to magic. Multiple uses of this potion are not cumulative. The duration of the effect is 5 turns, and cannot be dispelled.

We also find a couple of Scrolls of Protection, the first of which will protect someone from the effects of acid.

Item

Protection from Acid

Protection from Acid scroll protects its reader from all acid-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like acidic dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Melf’s Acid Arrow and Acid Fog. The effect is not permanent, however, and will wear off after 10 turns.

Requires: 9 Intelligence

Not usable by:
Wizard Slayer

I can’t read the other scroll, so I ask Aura if she can make any sense of it. Unfortunately even a tinkerer like her can’t identify it.

Item

Protection Scroll

NOT IDENTIFIED

A protection scroll is a set of magical runes imprinted on enchanted parchment. These scrolls are unique in that any class of character can read them, whether adept in magic or not. When the runes are read aloud, the protective magic is released upon the target of the reader’s choice. These scrolls can have a wide variety of beneficial effects, though care should be taken with scrolls gained from suspicious sources.

A corridor leads to the east here, so we follow it into another guard’s quarters. The occupants are still alive and waiting for us.

The Troupe encounters more hobgoblin guard.

We fight, but once again it is Kivan’s skill with the bow that takes the hobgoblins out. After three are killed, a wounded hobgoblin tries to flee, but Kivan already has an arrow in flight towards it.

Kivan shoots a fleeing hobgoblin.

One final arrow finishes the last guard, and we move in to search the room.

Kivan kills everyone.

The hobgoblins have only a few pieces of silver jewellery among their equipment. Many of the chests in the room are locked, but Aura takes the opportunity to show off her skills again.

Aura unlocks all the chests.

These chests are better stocked. We find an enchanted halberd alongside a Spear of Fire in the large chest to the north of the room. Kivan prefers his Dragon Spear so we pack these into the Bag of Holding.

Item

Spear of Fire

This Spear’s head is magically burning, which make this spear very deadly in combat.

STATISTICS:

THAC0: +1
Damage: 1d10+1 (piercing), +1d10 fire damage
Speed Factor: 6
Proficiency Type: Spear
Type: Two-handed
Requires:
5 Strength

Weight: 3

Not usable by:
Cleric
Monk
Thief
Cleric / Mage
Cleric / Ranger
Fighter / Cleric
Fighter / Mage / Cleric

We also find an Amulet of Great Foresight, a magic item that allows the wearer to see/hear things from other areas. Kivan

Item

Amulet of Great Foresight

Amulet of Great Foresight Known for its ability to enhance the vision of its wearer, the Amulet of Great Foresight is highly sought after by leaders of great armies since they are able to see things from miles away and react to enemy strategies. Its origin and recent history are unknown.

STATISTICS:

Equipped abilities:
– Clairvoyance

Weight: 1

Not usable by:
Wizard Slayer

Kivan decides to wear it. If he can see his enemies around corners, he will be even more deadly. He places amulet around his neck and his eyes glaze over, turning a milky-white. He yells out that he cannot see, and the amulet won’t budge from his neck.

Kivan is blinded by a cursed amulet.

He can see around corners, but not right in front of him. I remember we still have some of Gellana’s Curse Removing Soap, so I find it in our Bag of Holding and apply it to the amulet. Once the archer slips it off and is able to see again, we continue searching through the chests.

The chest at the foot of the first bed contains several pieces of jewellery and 2 Potions of Superior Healing. I place these in my belt. I take most of the hits in our fights, so I’ll need these to stay alive.

Item

Potion of Superior Healing

With the power to return people from the very brink of death, these potions do not come cheaply. When consumed, this potion restores 50 hit points to the imbiber. The effect is instantaneous, and the potion is destroyed in the process.

In the other chests we find some powerful weapons. It’s odd that the hobgoblins weren’t using these to defend themselves. Then again, Kivan’s aim would have taken care of them before they could make a single blow anyway.

In one chest we find a battle axe that can send it’s weilder into a rage. Good for confidence and power, but sacrifices their self-control.

Item

Battle Axe +2, Enrager

The history of this weapon is unknown, but one look at it and it is easy to tell that it is a very fine axe created by dwarven hands. The weapon seems to call to you to wield it and charge into battle.

STATISTICS:

Combat abilities:
– Each successful hit has 50% chance to cause the wielder to go berserk (Save vs. Spell negates)

THAC0: +2
Damage: 2D4 + 2 (slashing)
Speed Factor: 6
Proficiency Type: Axe
Type: One-handed
Requires:
10 Strength

Weight: 7

Usable by:
Bard
Fighter
Paladin
Ranger
Fighter / Mage
Fighter / Mage / Thief
Fighter / Thief
Mage
Mage / Thief

In another chest we find a pole axe that I can sense is enchanted. I don’t recognise the weapon, but Aura tells me it was once wielded by the general of the “Silver Knights,” a man named Kilther. This seems strange, I could swear we already had one of these in our Bag. Did Kilther carry two of these weapons?

Item

Pole Axe +2, Kilther

Kilther was the general of “Silver Knights”. When they were invaded by a huge Orc Cavalry, all of his knights wanted to ride mounts into the orc hoards. But, Kilther banned this. He forced his men to walk on foot, equipped with bow, halberd or pole axe. He chose this particular one. When fighting began, the poles stopped the orcs advance. Showers of arrows were launched and the axes brought the Orcs mounts to a halt. The Orcs lost thousands while the Silver Knights lost only 19 men, including Kilther.

STATISTICS:

THAC0: +2
Damage: 1d12+2 (slashing)
Speed Factor: 6
Proficiency Type: Axe
Type: Two-handed
Requires:
12 Strength

Weight: 10

Usable by:
Bard
Fighter
Paladin
Ranger
Fighter / Mage
Fighter / Mage / Thief
Fighter / Thief
Mage
Mage / Thief

After storing the weapons in our Bag of Holding, we take another corridor leading to the east out of the bedchamber. At the end of the corridor we come to a junction on a corridor leading north/south.

We follow the northern corridor. It bends to the west where we encounter more hobgoblin guards. Kivan is ready with his bow before they even spot us.

The Troupe encounters more hobgoblin guard.

It is a slaughter. Kivan and Kieria make pincushions out of their corpses. I don’t even land a blow with Bashrik’s Hammer.

The Troupe kills another group of hobgoblin guards.

Along the corridor there is a room to the north. Inside there is a human woman protected by two hobgoblins, these more heavily armed than those we’ve encountered so far.

The Troupe finds a human mage protected by hobgoblins.

As soon as she sees us she activates her magical defenses. A Dispelling Screen glows around the floor, protecting both her and her guard. We won’t be able to ask the Weave to Dispel her magic. Her skin turns to stone, and a pale blue Shield forms around her. A barrage of Magic Missiles will have no effect on her either.

The mage puts up her magical defenses.

I call out to the others to focus their attacks on the mage. As I charge at her, the hobgoblins try to stop me with their bows, and she tries to Slow me down with a spell.

The mage attempts to Slow Aegon.

We break through the mage’s Stoneskin, but she has already prepared another spell. Her skin turns back to flesh for a moment before turning back to rock.

The mage calls upon more Stoneskin.

She then summons a Cone of Cold, unaware that I’m protected from elemental magic. The cone passes right through me and freezes the hobgoblins behind me. They fall to the ground and shatter into several pieces.

The mage accidentally kills her guards.

Her second Stoneskin is broken, and several arrows stick into her. With her robes pooling up with blood, she resorts to Mirror Images to protect herself this time.

The mage summons some mirror images

The attacks come quickly enough that we destroy the mirror images. She attempts to Dispel any magical protections we have, unaware that we have none to dispel.

The mage attempts to Dispel Magic.

Seeing it has no effect, and clutching at her wounds, she calls upon the Weave to turn her Invisible, her last line of defense.

The mage turns invisible.

She is almost silent, and we can’t see where she is. The others block the exit, while I hold my shield steady. I hear her quaffing a potion – she must be healing herself up! I turn to the Weave for the first time, asking for some Silence. She cannot escape now, and she can’t cast any more spells.

Aegon Silences the mage.

When she appears once again she is casting a spell! A spell with no vocal components that can allow her to Vocalise once again. Her magic is back, we have to kill her quickly!

The mage Vocalises herself.

Thankfully, her potions didn’t bring her back to full strength, and she no longer has any protections. Kivan’s arrow pierces her chest, and she slumps to the ground against the northern wall.

Dynaheir says that she has learned a lot from watching the mage, and believes she can better use defensive magic now.

Dynaheir is now a 4th-level Invoker.

On her corpse we find she had some more protection in the form of a magical amulet. I suggest that Kivan wear it, assuring him that we still have some Curse Removing Soap should it turn out like the last amulet he tried.

Item

Amulet of Protection +1

Amulets, cloaks and rings of this sort are among the most popular protective items on the market. The original design may have originated in the east. In fact, the earliest arcane guilds, but the widespread, ultimately arcane protective enchants other amulets, cloaks, kind of stacks, and thus this amulet can be worn with others.

STATISTICS:

Equipped abilities:
Armor Class: +1
Saving Throws: +1

Not usable by:
Wizard Slayer

Her other protection was a Traveller’s Robe, often worn by mages to provide some protection against ranged weapons.

Item

Traveller’s Robe +2

This mage robe has been designed for use by travelling mages that have been rumpling through town and countryside. Protection to movement, enchantments and not slow down the wearer to move with extraordinary speed without effort. As with other robes of its kind, the Traveller’s Robe can only be worn by mages.

STATISTICS:

Equipped abilities:
Armor Class: 2
Saving Throws vs. missiles: +2
Saving Throws vs. breath: +2
Movement Rate: +2

Weight: 4

Not usable by:
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Shaman
Thief

She carried a dagger in her belt. It is a Spinesheath, enchanted to help rogues stab people in the back. Or in the front.

Item

Spinesheath+1

The back of this dagger is coated in the ghostly name of this weapon. To use it for anything but thrusting through armor was designed specifically by the assassin Beldor. The specially balanced poison causes the victim to swell up and then explode.

STATISTICS:

THAC0: +1
Damage: 1d4+1 (piercing)
Speed Factor: 1
Proficiency Type: Dagger
Type: One-handed

Weight: 1

Not usable by:
Mage
Cleric
Cleric / Thief
Fighter / Cleric
Fighter / Mage / Cleric

I find her scroll pouch containing several spells. The first is a Slow spell, one she attempted to use on me.

Item

Slow

Slow
Level: 3
Range: Long
Area of Effect: 10’ radius
Duration: 5 rounds
Casting Time: 3
Saving Throw: Spell negates

A Slow spell causes creatures in and up to a 10-foot radius spread at the targeted location to move and attack at 50% their normal rates. It negates a Haste spell or equivalent, as well as any spell or effect that alters movement rate. The spell affects even creatures immune to polymorph attacks. A successful saving throw vs. spell prevents the effects from taking hold. The area of effect can be centered on a creature, and the point of origin for the spell will be no more than 5 feet distant from the caster. Haste spells do not stack with each other or with other similar magic.

Not usable by:
Druid
Fighter
Monk
Ranger
Shaman
Thief
Barbarian

She also has a Hold Person scroll. Being able to paralyse someone in combat will prove useful, so I scribe this into my spellbook.

Item

Hold Person

Hold Person
Level: 2
Range: Long
Duration: 1 turn
Casting Time: 5
Area of Effect: 1 target, and enemies within 5’ radius
Saving Throw: Negates

This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for up to 9 rounds. It is impossible to get within 5 feet of the target while the spell is in effect. Undead creatures cannot be held by this spell. The spell holds any number of targets around or even behind the caster, but they must be within the 20-foot radius area of effect. A normal saving throw vs. spell must be made for each target being affected. If a target succeeds on the initial saving throw, they are not affected by this spell for the duration.

Not usable by:
Druid
Fighter
Monk
Paladin
Ranger
Shaman
Thief
Barbarian

She also has a Scroll of Mirror Image, which I also scribe. It didn’t help her stay alive, but it might help me one day.

Item

Mirror Image

Mirror Image
Level: 2
School: Illusion
Range: Caster
Duration: 5 turns
Casting Time: 2
Area of Effect: Caster
Saving Throw: None

When a Mirror Image spell is invoked, the wizard creates an illusory duplicate of himself. The number of images created is up to a maximum of 4, determined by rolling 1d4. These images will attack along with the caster, and will be indistinguishable from the real caster until hit. Any attack that strikes and destroys an image causes it to vanish, and the caster will be unable to create a replacement image for that spell duration. It is important to note that this spell will not affect anyone who is immune to the effects of illusion or who can see through illusions with True Sight or similar magic.

Not usable by:
Druid
Fighter
Monk
Ranger
Shaman
Thief
Barbarian

A Lance of Disruption can be used to hurt a lot of enemies in my path. Unfortunately I fail to copy this one into my spellbook.

Item

Lance of Disruption

Lance of Disruption
Level: 3
Range: 100 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 12 ft. radius
Saving Throw: Spell for half damage

This spell shoots a lance of pure force, which travels from the caster to a location up to 100 feet in the direction the caster is facing. The spell does 6d6 points of disruption damage (max 30 points) to all creatures in a 12-foot radius area surrounding the point of impact. A successful saving throw vs. spell will halve the damage.

Not usable by:
Druid
Fighter
Monk
Paladin
Ranger
Shaman
Thief

Mage Armour can conjure up some protection for any mage. Dynaheir wants to improve her defensive magic, but unfortunately she fails to scribe this spell.

Item

Mage Armor

Mage Armor
Level: 1
School: Conjuration
Range: Caster
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None

By means of this spell, the wizard creates a magical field of force which sets the wizard’s base class to 6. This improves AC by 1 AC for every level, adds the caster’s intelligence bonus to AC, and does not hinder movement. This armor does not run out, does prevent the caster from successfully casting other spells, or encumber, run out, or does dispel during its duration.

Not usable by:
Druid
Fighter
Monk
Paladin
Ranger
Shaman
Thief
Barbarian

The last scroll allows the mage and her allies to Resist Fear. Dynaheir attempts, but also fails to scribe this spell as well.

Item

Resist Fear

Resist Fear
Level: 1
School: Abjuration
Range: Long
Duration: 10 turns
Casting Time: 1
Area of Effect: 30’ radius
Saving Throw: None

Saving Throws vs. Fear effects are bolstered in allies, raising their morale by two points. The spell also grants immunity to magical fear. If the recipient is already affected, this is retroactive, dispelling the duration of the spell.

Not usable by:
Druid
Fighter
Monk
Paladin
Ranger
Shaman
Barbarian

We search the rest of the room, but find only a few gold coins. We return to the corridor and continue to the west. We come across a room with several armour stands and weapon racks on display. This must be the hobgoblins’ armoury!

The Troupe finds an armoury.

We spend some time searching through the armoury for anything useful. Most of it is mundane equipment, but we pack it into our Bag of Holding anyway. If the armoury is empty they won’t be able to re-arm themselves. Among the equipment we find some enchanted leather armour and a small enchanted shield, but our equipment is still superior to these finds.

The corridor turns south here, toward the west end of the guard’s quarters. We pass by a room that is occupied by a human guard this time.

Guard: What are you doing in my room?! You're not supposed to be here!

Guard: What are you doing in my room?! You’re not supposed to be here!

I swing Bashrik’s Hammer up to his chin and his jaw cracks in twain. We step over the body and search the room. We find some potions in a cabinet on the opposite side. One will protect us from the gaze of a basilisk.

Item

Potion of Mirrored Eyes

This potion protects the drinker from all forms of gaze attacks, such as the gaze of a beholder, the dominating gaze of a vampire, or the confusing gaze of an Umber Hulk. The effect will last 5 turns, and cannot be dispelled.

The other will allow someone to enter into a rage during combat.

Item

Potion of Rage

When consumed, this potion will give the drinker a surge of energy such that his or her muscles will seem to ripple and bulge. The drinker gains +1 to strength and rage. The +1 bonus to attack and damage rolls. The +2 bonus to hit points. However, the enraged character is unable to perform actions that require concentration, like casting spells. The effect lasts for 1 turn, and cannot be dispelled.

In a chest next to his bed we find a Scroll of Ghost Armour, a more powerful Mage Armour that I scribe into my spellbook.

Item

Ghost Armor

Ghost Armor
Level: 3
School: Illusion
Range: Touch
Duration: 1 creature
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, a quasi-real suit of armor is created around the recipient. This semi-tangible armor does not actually encumber the wearer, and it is not subject to damage or dispelling. The Ghost Armor lasts for 2 hours. Until it is dispelled or destroyed, the recipient of the spell appears to be wearing ghostly armor. The case with other forms of magical armor, this armor does not prevent the recipient from using weapons or magical devices. The Ghost Armor grants 20% bonus to Hide in Shadows.

Not usable by:
Druid
Fighter
Monk
Paladin
Ranger
Shaman
Thief
Barbarian

In a locked chest at the foot of the bed, Aura finds a potion that will grant the imbiber the strength of a fire giant.

Item

Potion of Fire Giant Strength

When this potion is consumed, the individual temporarily gains the strength of a fire giant (22) and the consequential bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts 1 turn.

We leave the room and continue to the south. We find the entrance to the hobgoblin guards’ quarters where we started. Where they tried to ambush us. We decide to go through to the other side and take the path to the south.

We find a large room with a tall ceiling. Human bodies lay strewn across an otherwise empty room. Their wounds are not that of combat. These people have been tortured. The blood stains on the floor are dry, they are not recent. But one body still has colour, and his blood is still wet.

Then a deep laughter fills the room. Whoever, whatever, did this to these people is still here! And its voice starts to taunt us.

Ogre Mage: So, have you come to look at my handiwork? Rather impressive, ain't it? The guy to the left of me screamed quite a while before he finally expired. HA ha ha ha.

Ogre Mage: So, have you come to look at my handiwork? Rather impressive, ain’t it? The guy to the left of me screamed quite a while before he finally expired. HA ha ha ha.

We draw our weapons and attempt to retreat.

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