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A. Grand hall

Room

DI MB1 · p.20

Open source p.20

A vast, damp hall with high ceilings and large square pillars, sculpted in the image of somewhat clichéd warrior kings and queens. Most wall surfaces are covered in runic writings. Flickering lights from an encampment, carefree conversation, and the appetizing smell of roast meat. To the south, one large alcove out of four (A1) is closed off with rough fabric curtains. To the north, a corridor entrance lets cold air in. Several doors on the eastern and western walls.

  • → Encampment. A tribe of two dozen orange-skinned humanoid residents has settled in the hall. Only 10 are seasoned warriors (both male and female). Their similar garb and well-tended equipment suggests strong discipline.
  • ▶ Parleying with them isn't too difficult. They only react aggressively if the hosts are mostly surface-dwellers, and they appreciate someone speaking their language (or even goblin, orc, or bugbear).
  • ▶ A peaceful approach leads to an invitation to share their 'man-roast' dinner (from the clients' bodies in B). Kholpoz proudly tells of the battle against the intruders a few days ago. He is adamant that no one escaped, but cannot recall if there were three or four intruders.

HOBGOBLIN WARRIORS (10). HD 2 (8 hp), ARM Δ6, ATT sword or bow , ML Δ8

Kholpoz, battle-proud hobgoblin leader. HD 3 (14 hp), ARM Δ8, ATT scimitar , ML Δ10

  • → Covered alcoves. Large alcove (A1). Behind the rough curtains resides the hobgoblin tribe's priest. Three fiercely loyal female hobgoblin warriors guard the curtains at all times. Inside is the priest, except it's actually Mandrake the wizard... (see sidebar).
  • → Corridor entrance. A vast archway leading to a corridor designed for guards to protect the entrance. Amidst the cold breeze (from the Bright Outside) is the smell of rotting corpses coming from B.