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<blockquote data-quote="LostSoul" data-source="post: 4607092" data-attributes="member: 386"><p>Here's a little adventure for storming a hobgoblin fort for 5 Level 4 PCs.</p><p></p><p>Towers:</p><p></p><p>There are two towers, east and west. Each tower has 1 hobgoblin soldier, 4 hobgoblin archers (manning the arrow slits, superior cover), and 1 hobgoblin warcaster. (XP 900, level 4 encounter.) There is also a ballista (Standard; Recharge 6; Ranged 20/40; +8 vs. Ref; 3d8+3 damage) covering the area in front of the tower. A large bell hangs from the rafters.</p><p></p><p>Tactics: In case of attack from outside, the archers will continue to fire arrows (lending aid to one another). The warcaster and soldier man the ballista until targets get too close; then the warcaster will move them out of formation using Force Lure and the soldier will pour boiling oil on any below (Standard; Recharge 5,6; area burst 1 in a straight line down; +8 vs. Ref; 2d10+3 damage). If anyone tries to climb the tower, the warcaster will use Force Pulse to knock them back, waiting until he can hit the most targets.</p><p></p><p>The hobgoblins are not prepared from an attack launched from within the fort. PCs who succeed at a DC 12 Stealth check may gain surprise. They will attempt to form a battle line, some of the archers drawing steel alongside the soldier while the warcaster attempts to use Force Lure and Force Pulse to push PCs out of the tower.</p><p></p><p>One of the hobgoblins will attempt to ring the bell. The bell can be disabled with an attack (AC 5; Fort 10, Ref 5; HP 20) or with a Thievery check (DC 12). If the bell is rung, the fort will be alerted to the PC's presence and will arrive in 1d6+4 rounds.</p><p></p><p>If the bell is not rung, make a Perception check against DC 25 (+5 modifier) for the other hobgoblins in the fort each round. Add a +2 modifier each round that passes.</p><p></p><p>Main Gate:</p><p></p><p>The main gate is made of a gatehouse over a small entrance. A heavy iron gate blocks the main entrance, barred from the inside, and beyond that an iron portcullis (currently up) blocks further entrance into the courtyard. Murder holes allow the defenders to attack those trapped beneath both gates. A large bell allows the defenders to alert the fort to attack.</p><p></p><p>The main gate is manned by 4 hobgoblin soldiers, 6 hobgoblin archers, 1 hobgoblin warcaster, and 1 hobgoblin commander. (XP 1850, level 8). The hobgoblin soldiers are armed with spears instead of flails (basic melee; reach 2; +7 vs. AC; 1d10+4 damage, and the target is marked until the end of the hobgoblin soldier's next turn), which they can use to attack PCs in the area below. They also have boiling oil (see above for stats).</p><p></p><p>etc.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4607092, member: 386"] Here's a little adventure for storming a hobgoblin fort for 5 Level 4 PCs. Towers: There are two towers, east and west. Each tower has 1 hobgoblin soldier, 4 hobgoblin archers (manning the arrow slits, superior cover), and 1 hobgoblin warcaster. (XP 900, level 4 encounter.) There is also a ballista (Standard; Recharge 6; Ranged 20/40; +8 vs. Ref; 3d8+3 damage) covering the area in front of the tower. A large bell hangs from the rafters. Tactics: In case of attack from outside, the archers will continue to fire arrows (lending aid to one another). The warcaster and soldier man the ballista until targets get too close; then the warcaster will move them out of formation using Force Lure and the soldier will pour boiling oil on any below (Standard; Recharge 5,6; area burst 1 in a straight line down; +8 vs. Ref; 2d10+3 damage). If anyone tries to climb the tower, the warcaster will use Force Pulse to knock them back, waiting until he can hit the most targets. The hobgoblins are not prepared from an attack launched from within the fort. PCs who succeed at a DC 12 Stealth check may gain surprise. They will attempt to form a battle line, some of the archers drawing steel alongside the soldier while the warcaster attempts to use Force Lure and Force Pulse to push PCs out of the tower. One of the hobgoblins will attempt to ring the bell. The bell can be disabled with an attack (AC 5; Fort 10, Ref 5; HP 20) or with a Thievery check (DC 12). If the bell is rung, the fort will be alerted to the PC's presence and will arrive in 1d6+4 rounds. If the bell is not rung, make a Perception check against DC 25 (+5 modifier) for the other hobgoblins in the fort each round. Add a +2 modifier each round that passes. Main Gate: The main gate is made of a gatehouse over a small entrance. A heavy iron gate blocks the main entrance, barred from the inside, and beyond that an iron portcullis (currently up) blocks further entrance into the courtyard. Murder holes allow the defenders to attack those trapped beneath both gates. A large bell allows the defenders to alert the fort to attack. The main gate is manned by 4 hobgoblin soldiers, 6 hobgoblin archers, 1 hobgoblin warcaster, and 1 hobgoblin commander. (XP 1850, level 8). The hobgoblin soldiers are armed with spears instead of flails (basic melee; reach 2; +7 vs. AC; 1d10+4 damage, and the target is marked until the end of the hobgoblin soldier's next turn), which they can use to attack PCs in the area below. They also have boiling oil (see above for stats). etc. [/QUOTE]
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