COMMON CHAMBER: This large place is used for meals, meetings, and general revels of the hobgoblin tribe. There are many tables and benches set out now, as the place is being readied for the coming feast. 4 males (AC 6, HD 1 + I, hp 5 each, #AT 1, D 1-8, MV (30’), Save F I, ML 8), 5 females (AC 7, HD I, hp 4 each, #AT I, D 1-6, Save F I, ML 7), and 9 young (who will not fight) are working here. Males have d4 gold pieces each, females 2d6 silver pieces. The head table has a set of pewter dishes on it, and their value is 25 g.p. for the set.
GUARD ROOM: 6 hobgoblins (AC 7 when using crossbows or 6, HD 1+ I, hp 6 each, #AT 1 or 1/2 for crossbows, D 1-6, Save F I, ML 8), 3 with crossbows which they’ll fire once before dropping and taking their maces for close combat. Each carries d4 each gold, silver, and copper pieces. If they hear the door being battered, or the bar falling, all but one will immediately rush to the entry, while the other will alert area 27., and then join his fellows. It takes two rounds for them to reach the entry, and the sixth will join the other guards on round four.
ARMORY: 3 hobgoblin guards (AC 5 due to chain mail, HD1+1, hp6 each, #AT 1, D1-8, Save F1, ML 8) are on duty here at all times. If warning comes, two will move to the door to wait in ambush, and the other will pass through the secret entrance (to area 31.) to alert the chief. Each guard has 2d4 each of silver. In the chamber are the following: 1 suit of man-sized plate mail 1 suit of dwarf-sized plate mail 3 suits of man-sized chain mail 2 suits of elf-sized chain mail 7 suits of man-sized leather armor 11 shields 6 daggers 1 battle axe 4 maces 3 swords 2 bows (short) 1 longbow 13 crossbows 11 score* arrows (14 arrows have silver heads) 9 score’ bolts 51 spears 19 pole arms 42 helmets of various sizes. Armor-type items are standing or hung from racks. Weapons are in chests or on pegs or in racks.
STOREROOM: Goods stolen from the stupid goblins are kept here until needed above. There will be a single guard (AC 6, HD 1 +I, hp 5, #AT I, D 1-8, Save F I, ML 8) on duty here at all times. He has 2d8 electrum pieces. (If the looting party does not encounter adventurers in area 21.. they will also be here: 4 hobgoblins (AC 6, HD 1 + 1, hp 6 each, #AT 1, D 1-8, Save F 1, ML 8). Each of the four carries d4 gold pieces.
GUARD ROOM: 2 hobgoblin guards with crossbows and swords stand here. (AC 7, HD 1+ I, hp 5 each, #AT 1 or 1/2 for crossbows, D 1-6, Save F 1, ML 8.) With them are 2 females who will fight (AC 7, HD I, hp 4 each, #AT I, D 1-6, Save F I, ML 7). Males have 2d6 each silver and copper pieces, females have no treasure. There are two cots, a bench, a stool, and a large box (filled with soiled clothing) in the room. If attackers are seen, one female will alert area 30., the other area 31.; then both will fight.
HOBGOBLIN CHIEF’S QUARTERS: This great, ugly creature (AC 2 due to his plate mail and shield, HD 5, hp 22, #AT I, D 3-10 due to Strength and skill, MV (30’), Save F 5, ML 10) has 5 platinum and 31 gold pieces in his purse. He wears a silver and gem studded belt (value 600 gold pieces). With him are 4 large female hobgoblins, each equal to a male (AC 6, HD 1 + 1, hp 6 each, #AT 1, D 1-8, Save F I, ML 10 due to the chief), and each has 2d6 gold pieces. The room is crowded with furniture and junk - all of no real worth, except that there is a false bottom in a huge iron box filled with mangy animal skins, The secret portion of the iron box holds 25 platinum, 200 gold, and 400 silver pieces plus a 100 gold piece gem and a potion of poison. Amidst a heap of kindling wood near the fireplace (southeast corner) there is concealed a wand of paralyzation, but it has only 7 charges left in it.
GUARD ROOM: 4 hobgoblins (AC 5 due to chain mail, HD 1 +I, hp 5 each, #AT I, D 1-8, Save F I, ML 8), each with 2d6 electrum, silver, and copper pieces. They are alert for danger, and when notified, they will pass the word to areas 29., 30., and/or 27., as required. The room is rather bare, having only 2 pallets, a stool, and a large water barrel. (DM Note: As usual, hobgoblin losses cannot be replaced during the course of normal play, which is a period of only several days or weeks of action. The hobgoblins are fairly smart, well-organized, and alert. If their chief is killed, they will typically seek to escape alive, unless their opponents are obviously weak and inferior. Survivors will reinforce the goblins at D., above, unless their attackers are very dangerous and the hobgoblins can see that the whole Caves’ area is in trouble. . . )