TEXT: 1
  HOBGOBLIN
  OUTPOST
  A Monster Manual
  v.3.5 Web Enhancement
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  Based on the original DUNGEONS & DRAGONS® game by E.
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  The organization entries in the Monster Manual
  give some indication of what kinds of groupings
  various creatures might form. These entries are
  intended as examples to get you thinking about
  how the creatures live and act from day to day.
  When you sit down to create an adventure or
  encounter featuring a group of creatures in their
  lair, you can use the organization entry (along
  with other elements of the creature description) as
  a creative springboard.
  The sample lair presented here is an outpost used by
  a hobgoblin war party. It also embodies some elements
  of a hobgoblin tribal lair.
  LOCATION AND
  PURPOSE OF THE LAIR
  This outpost is located in a hilly area of the sort hob-
  goblins favor (see the Environment section of the Mon-
  ster Manual’s Hobgoblin entry). The lair serves as a sort
  of advanced base for a group of hobgoblins bent on
  doing some raiding. Their targets might include
  human or elf settlements, passing caravans, or perhaps
  even mining camps in the area.
  The lair itself lies below ground. Thick vegetation
  (trees, tangled bushes, or a combination thereof) covers
  the surface above the lair, and the various entrances are
  well hidden.
  FEATURES
  The outpost consists of a series of tunnels and cham-
  bers carved out by the hobgoblins’ slaves. It has a single
  floor that lies about 15 feet below the surface, though a
  few areas are slightly lower than others are. Unless
  otherwise stated in the text for a specific area, the out-
  post’s major features are as follows.
  Walls: The walls are made of packed earth mixed
  with stones. The Climb DC for such a wall is 20.
  Ceilings: The ceilings within the outpost are 8
  feet high.
  Floors: Floors are made of packed earth and stone.
  Their composition is similar to that of the walls, except
  that the floors have been smoothed over with clay and
  covered with reeds and twigs that tend to crackle
  underfoot. Anyone moving along a floor takes a –5
  penalty on Move Silently checks.
  Doors: The few doors in the outpost are made of
  reinforced wood, and all of them have locks unless
  otherwise noted. The adept in area 7 and the sergeant
  in area 8 have keys to all the doors.
  
  2
  D Strong Wooden Door: 2 in. thick; hardness 5; hp
  20; Break DC 23; Open Lock DC 20.
  Light: The hobgoblins rely primarily on their
  darkvision to see, and no areas are lit except as noted.
  WITHIN THE OUTPOST
  The numbered sections that follow are keyed to the
  map. A short description of each area follows.
  Hobgoblins are highly organized and very disci-
  plined. When invaders enter the outpost, its personnel
  don’t just sit in their rooms waiting to be killed.
  Instead, they react according to a prearranged plan.
  The Development section in each area description
  explains what the hobgoblins there have been
  instructed to do. They follow their standing orders
  unless you decide that circumstances warrant differ-
  ent actions from them. 
  Vuroosk, the hobgoblin sergeant in area 8, takes
  charge whenever trouble arises. The development sec-
  tion in the area 8 description includes the plan that
  Vuroosk is most likely to use. If circumstances call for a
  different approach, feel free to alter the sergeant’s
  actions accordingly.
  AREA 1: ENTRANCES (EL 1)
  Each of these three areas provides access to the surface
  via a vertical shaft about 20 feet long. The top of each
  shaft is capped with a trapdoor disguised as a stump, a
  rock, or a tuft of bushes. A searcher who has not actu-
  ally seen another creature using an entrance needs a
  successful Search check (DC 20) to find it. The hobgob-
  lins are careful not to use any single entrance so often
  as to create a trail or path leading to it, and they usually
  double back on their own tracks when entering or leav-
  ing the outpost.
  These entrances reflect the hobgoblins’ passion for
  defense. They usually employ crude wooden ladders
  (Climb DC –5) to move between the outpost and the
  surface, but the ladders are stowed against the nearby
  walls when not in use. The guard on duty places a
  ladder in a shaft only when he hears someone open the
  trapdoor at the top and speak the correct password for
  that day—in Goblin. The ladder is removed and stowed
  again immediately after each use. Getting a ladder into
  place usually takes about 1 minute. The hobgoblins
  have, however, made provisions for a rapid descent (see
  the Trap section, below).
  The walls of the entrance shafts look just like the
  walls in the rest of the outpost. However, the stones in
  these walls are exceptionally loose, so the surface tends
  to crumble and break away when touched. This feature
  gives the shaft a base Climb DC of 30.
  The raised ledge near each entrance is about 5 feet
  high. It’s a fairly easy matter for a creature of at least
  Medium size to scramble up to one of these ledges
  (Climb DC 10), but a smaller creature must make a DC
  20 Climb check.
  Creatures (EL 1/2): A single hobgoblin warrior
  always keeps watch at each entrance.
  D Hobgoblin Warrior: hp 6; see page 153 in the
  Monster Manual.
  Tactics: The guard typically remains atop the
  raised ledge near the base of the shaft he guards, watch-
  ing and listening for any activity at the trapdoor above.
  When a visitor gives the correct password, the guard
  maneuvers a ladder into position. If the correct pass-
  word is not forthcoming, the guard unlocks the cover
  of the pit trap (see below) and shouts out in Common
  for the visitor to “stop wasting time and just jump.”
  Should an intruder who has not given the correct pass-
  word seem reluctant to jump, the warrior jumps up and
  down atop the latched pit cover and assures the
  intruder that all is well, then steps off the cover and
  unlatches it.
  If an intruder manages to get down the shaft with-
  out falling into the pit trap at the bottom, the guard
  tries to block off the passage. He stands at the top of the
  raised ledge and uses the total defense action until his
  comrades from area 2 arrive (see area 2).
  The extra hobgoblins take up positions in the
  alcoves to either side of the raised ledge. The one in the
  middle attacks the intruder, gaining a +1 bonus on his
  attack rolls for being on higher ground. Both of the
  additional hobgoblins use the aid another action—one
  to improve the center warrior’s Armor Class, and the
  other to improve his attack rolls.
  Trap: A pit with an exceptionally sturdy cover lies
  at the bottom of each shaft. These pits can provide a
  rude shock for intruders who try to force their way into
  the outpost.
  a Covered Pit Trap: CR 1; mechanical; location
  trigger; automatic reset, DC 15 Reflex save avoids; 10 ft.
  deep (1d6, fall); pit spikes (Atk +10 melee, 1 spike for
  1d6); Search (DC 20); Disable Device (DC 20). Market
  Price: 1,000 gp.
  The pit cover is hinged in the middle and can spin
  freely when not latched. One side of it is thickly
  padded, so that anyone who deliberately jumps down
  onto it from the trapdoor above takes only 1d6 points of
  nonlethal damage, or no damage at all with a successful
  
  3
  Jump or Tumble check (DC 10). Normally, the damage
  and the check DC for such a jump would be greater,
  even for a landing on a soft surface, but the pit covers
  are specifically designed and built to cushion falls.
  When the cover is unlatched, anyone jumping or
  falling from the shaft takes damage from it as noted
  above, but the pit cover also spins and dumps the
  victim into the pit below. The pit is 10 feet deep, and
  the bottom is lined with spikes. Together, the fall and
  the spikes deal 2d6 points of damage. Anyone merely
  stepping on the unlatched pit cover can attempt a
  Reflex save (DC 15) to avoid falling in.
  Development: Any combat here is certain to
  attract the attention of additional guards at the nearest
  guardpost (area 2). Any prolonged negotiation or other
  noise that doesn’t involve a fight eventually draws the
  attention of the sentries at the nearest guardpost (see
  the Development section of area 2).
  The entrance guards tend to stay at their posts no
  matter what else happens in the outpost. If called away
  by the warriors at area 2 (see the Development section
  there), the guard here unlatches the pit cover before
  leaving. 
  AREA 2: GUARDPOSTS (EL 1)
  These areas serve as backup guardposts for the
  entrances. The guards here have a table, chairs, and a
  few provisions, so their duty is somewhat easier than
  that of the entrance guards.
  Creatures: Two hobgoblin warriors are always on
  duty here. Each hour, one of them switches places with
  a guard at the nearest entrance. This arrangement helps
  keep everyone rested and fairly alert.
  D Hobgoblin Warriors (2): hp 6 each; see page
  153 in the Monster Manual.
  Tactics: These hobgoblins are charged with pre-
  venting unauthorized entry to or exit from the outpost.
  These guards overhear most activity at the entrance
  nearest them, but they ignore anything short of a
  pitched battle unless it continues for 1d4+1 rounds. If
  they hear fighting at the entrance, however, one goes
  to help defend the warrior there, while the second
  takes 1 round to dash to area 4, raise the alarm, and
  dash back here. Once that task is completed, the
  second guard also joins the fight at the entrance.
  Noise of combat inside the outpost alerts the guards
  here after 1d4+1 rounds. They do not react immedi-
  ately because martial noises of various kinds occur fre-
  quently in the outpost. Off-duty hobgoblins hold spar-
  ring matches, gladiatorial fights between slaves and
  prisoners from areas 10 and 11 are staged from time to
  time, and worship in area 9 can get noisy, too. Once
  they decide to investigate, however, one guard goes to
  the scene of the disturbance, and the other carries a
  warning to area 4, then returns here to wait for her
  comrade. If the absent sentry fails to return after 1d4+3
  rounds, the sentry here calls the guard at the entrance,
  and the two go off to join the fray themselves. The pair
  first goes to area 4 or 8 to get orders, but if no one is
  present in either area to instruct them, they seek out
  the battle themselves.
  Should any intruders get past the guard at the
  entrance without making a lot of noise, these guards
  try to delay them as long as possible, using tactics simi-
  lar to those described for area 1.
  Development: Should a fight develop in any of
  the guardposts, the hobgoblins from the rest of the out-
  post eventually converge there, as noted in the various
  Development sections.
  AREA 3: TRASH DUMP
  The door to this chamber is not locked, and it opens
  easily.
  The hobgoblins pile all their refuse here. The place
  features a great, smelly heap of used bedding and cook-
  ing scraps, plus several casks full of night soil. When
  this chamber gets full, the hobgoblins force their slaves
  to haul the waste to the surface, where they dump it far
  from the outpost.
  AREA 4: MAIN BARRACKS (EL 3)
  The hobgoblins eat, sleep, and relax here. Read or para-
  phrase the following when the characters enter this area.
  Light from two charcoal firepits bathes this long
  hall in a feeble, ruddy glow. The air in here smells
  strongly of smoke, seared meat, and sweaty
  bodies.
  Low beds with log frames line the area’s north
  and south walls. Along the center of the room are a
  couple of tables and perhaps a dozen stools, also
  made of logs. Two deeply scarred wooden dum-
  mies, roughly humanoid in shape, stand against
  the short east wall. Someone has added big,
  pointed ears made of leather to both dummies,
  which makes them look pretty ridiculous.
  At the west end of the north wall is a small,
  dark alcove. One wall section near the middle of
  the south wall appears to be made of fitted stone,
  not packed earth, like the walls in the rest of this
  complex. Set in the center of that wall section is a
  sturdy wooden door
  
  Six beds stand along the north wall, and nine along the
  south. (Some of the hobgoblins are obliged to share
  bunks with their comrades.) The beds are very low, and
  their mattresses are made from canvas ticks stuffed with
  leaves. Each bed has a few personal items (see the Trea-
  sure section, below) stored near it or under it. Also under
  each bed are a covered bucket for slops, a clay pitcher of
  water, and one or two sets of battered eating utensils.
  The hobgoblins use the firepits for cooking, and
  they usually keep the fires burning around the clock.
  The ceiling has a couple of small vents that let out the
  worst of the smoke, which is so dispersed by the time it
  reaches the surface that it’s unnoticeable. The system
  isn’t very efficient, but the hobgoblins are accustomed
  to the smoke. A small collection of cooking utensils is
  stacked near each pit.
  The two wooden dummies serve as targets for
  weapon practice. The leather ears have been added to
  make the figures look more like elves.
  See areas 4A and 4B for details on the dark alcove
  and the stone wall section.
  Creatures: This chamber is home to twenty-three
  hobgoblin warriors, but only six are ever here at once.
  Nine are standing guard in areas 1 and 2, and another
  eight are out on patrols or raids at any given time.
  Three goblin slaves are here at all times here as well,
  doing domestic chores for their hobgoblin masters.
  D Hobgoblin Warriors (6): hp 6 each; see page
  153 in the Monster Manual.
  D Goblin Slaves (3): CR 1/3; Small humanoid
  (goblinoid); HD 1d8; hp 4; Init +1; Spd 30 ft.; AC 12,
  touch 12, flat-footed 11; Base Atk +0; Grp –5; Atk +0
  melee (1d2–1, unarmed strike); Full Atk +0 melee
  (1d2–1, unarmed strike); SQ darkvision 60 ft.; AL NE;
  SV Fort +0, Ref +3, Will +0; Str 8, Dex 13, Con 10, Int
  10, Wis 11, Cha 9.
  Skills and Feats: Craft (woodworking) +1, Hide +7,
  Listen +2, Move Silently +7, Ride +5, Spot +2, Use
  Rope +2.
  Tactics: Three of the six hobgoblins in this cham-
  ber are awake, and the other three are asleep. They
  sleep in their armor and keep their weapons handy—
  either hanging from their bedframes or stashed under
  their beds. The sleepers tend to snooze through any
  disturbance except other hobgoblins shouting for help.
  It takes the sleepers a full-round action to wake up and
  4
  
  5
  get out of bed, and a move action to pick up their weap-
  ons. Once armed, the sleepers tend to use the tactics
  described below.
  The three hobgoblins that are awake lose no time
  responding to an intruder in this area. They form a
  battle line, and one of them orders one slave to area 6,
  one to area 7, and the third to area 8 (a free action).
  Then the warriors hurl javelins at whichever targets
  they think they have they best chance of hitting. They
  choose foes without cover over foes with cover, and
  unarmored targets over armored ones. Against foes
  within melee reach, the warriors try to maneuver into
  flanking positions if they can. Their general strategy is
  to eliminate weaker foes first. If they have difficulty
  hurting a foe, they either switch to easier targets or use
  the aid another action to improve their attack bonuses.
  The slaves obey their orders with alacrity because
  they know the price of disobedience only too well. See
  the Development sections of areas 6, 7, and 8 for details.
  Development: The hobgoblins here react quickly
  if one of their comrades brings a warning. They imme-
  diately wake their companions and send their slaves off
  to areas 6,7, and 8, as described in the Tactics section.
  As soon as all six hobgoblins are ready, they march off
  to the scene of the action, unless they receive orders to
  the contrary (see the Development section of area 8).
  Fighting in area 1 or 2 draws the attention of the
  hobgoblins here after 1d3 rounds. Once they notice
  something amiss, they react as noted above.
  Any fighting in this area eventually draws guards
  from areas 1 and 2, as noted in the Development sec-
  tions for those areas. It also brings the sergeant from
  area 8 and the adept from area 7, along with a pair of
  dire apes from area 6 (see the Development sections in
  those areas for details).
  Treasure: A small bag or box of valuables is
  stowed near each bed in this room. The container
  either lies underneath the bed or hangs from the frame.
  If the PCs search all the beds, they can collect the fol-
  lowing: 300 gp, 600 sp, 12 pieces of hematite (worth 10
  gp each), 8 pieces of malachite (worth 10 gp each), 10
  moss agates (worth 10 gp each), a set of eight of ivory
  dice with gold and amber pips (worth 8 gp each), 2
  silver cups (worth 12 gp each, 3 gold armbands (worth
  25 gp each), and a serpentine statuette of an erinyes
  devil (worth 80 gp).
  Area 4a: Storeroom
  The walls, ceiling, and floor of this area are all made of
  stone. The hobgoblins keep their food and drink here.
  Most of their provisions consist of game taken from the
  surface, so several dressed carcasses hang from hooks
  in the ceiling. A few barrels of hardtack, a crate of dried
  fruit, and several casks of ale and wine round out the
  food stores.
  Area 4b: Well
  This area features a stone-lined shaft about 100 feet
  deep. Very cold water fills the shaft to a height of 30
  feet. A big wooden bucket is attached to a ring on the
  west wall with an 80-foot rope. The slaves use this
  assembly to draw water from the well.
  AREA 5: SMITHY
  This alcove contains a crude forge built out of rocks
  collected from the surface. A pile of charcoal, a big, flat
  stone that serves as an anvil, and two stone troughs full
  of dirty water give mute testimony to its purpose.
  Hooks on the walls hold a couple of bellows, plus some
  hammers and a few sets of tongs.
  A barrel next to the forge holds miscellaneous bits
  of steel and iron—mostly old horseshoes, nails, and
  pieces of chain, but also arrowheads, notched axe
  blades, bent daggers, broken swords, and smashed hel-
  mets. A successful Search check (DC 15) through all
  this junk reveals a tarnished silver holy symbol of Pelor
  (taken from a cleric’s shield) with some of its rays bent
  or broken off. The symbol is worth 10 gp as is, or 25 gp
  if cleaned up and repaired.
  The hobgoblin adept from area 7 occasionally plies
  his metalworking craft here, but only when the hob-
  goblins are sure no enemies are nearby to see the
  smoke from the forge. An airshaft about 6 inches wide
  leads from above the forge directly to the surface.
  AREA 6: APE DEN (EL 5)
  The south door to this chamber is barred from the
  south side, but not locked.
  The hobgoblins keep a pair of dire apes in this room.
  Read or paraphrase the following when the characters
  enter.
  The door opens to reveal a dingy chamber that
  reeks of excrement and rotted flesh. By the light
  of a single touch set in the north wall, two gaunt,
  feral apes, both well equipped with claws and
  teeth, are visible. In the northeast corner beyond
  the apes stands a massive-looking wooden ladder.
  Its top is out of sight in a vertical shaft that is
  easily wide enough to accommodate the apes.
  The apes don’t seem too pleased with the intru-
  sion. They bare their bloodstained teeth and
  bellow out inhuman sounds that seem half growl,
  half scream.
  
  6
  The ladder in the northeast corner leads up about 12
  feet to a dead end. Three feet of packed earth separate
  the end of the shaft from the surface. The hobgoblins
  created this feature to serve as an emergency exit for
  the outpost. With about 1 minute of digging, a charac-
  ter working with a shovel or a sword can clear away the
  dirt and open a path to the surface.
  The torch stuck in the north wall is an everburning
  torch, set here to give the apes some light. It can easily
  be removed.
  Creatures: As noted above, this chamber serves as
  the lair of two dire apes.
  D Dire Apes (2): hp 35 each; see page 62 in the
  Monster Manual.
  Tactics: The adept in area 7 has reared and trained
  these apes to serve as fighting creatures. They attack
  any creature they see, except goblins or hobgoblins. If a
  foe should enter through the south door, both apes
  move to attack. Should the foe come from the west,
  where there’s room for only one ape to fight, the closest
  one charges in while the other tries to burst through
  the south door and attack the foe through area 7. (The
  apes aren’t very smart, but they know the outposts’
  layout and they’re eager to fight.)
  Development: If the PCs get this far without
  alerting the hobgoblins to their presence, the screams
  of the apes serve as an effective alarm. If Hoortchuc,
  the adept from area 7, is still alive, he is the first to
  arrive.
  If a general alarm has been raised before the party
  gets this far, the hobgoblins in area 4 have already sent
  a slave here (and one each to areas 7 and 8). Upon arriv-
  ing, the goblin goes to the south door and waits for the
  adept in area 7 to release the apes. If Hoortchuc does
  not appear within 3 rounds, the goblin lifts the bar to
  the south door and releases the creatures himself. 
  Once out of their chamber, the apes first try to go to
  area 7 to find the adept, if he is not present. If
  Hoortchuc is dead or absent, or if the apes can’t get into
  area 7, they go to area 4 and attack the first enemy they
  see or scent. If the adept is not on hand to take charge
  of the apes, the goblin slave picks up the everburning
  torch from the north wall and follows the apes. If the
  adept does take over, the goblin follows along but slips
  off to area 10 at the first opportunity.
  AREA 7: ADEPT’S CHAMBER (EL 4)
  This room contains a comfortable bed with an iron
  frame, a feather mattress, and pillows. A charcoal bra-
  zier provides heat, and a small writing desk in one
  corner holds a pile of parchments, pens, an inkwell,
  and a small water clock. About half the parchments are
  blank; the rest contain notes that form a sort of per-
  sonal journal (see the Creatures section, below, for
  details).
  In a niche in the north wall is a pile of humanoid
  skulls (mostly human and elf). Set into the wall above
  them is a small, double-bitted axe made from a single
  piece of silver. An artful combination of black and red
  enamel makes the blades appear to be dripping blood.
  The axe is the symbol of the deity Maglubiyet, patron
  of goblins and hobgoblins. Though useless as a tool or
  weapon, it’s worth 75 gp.
  Creature: The hobgoblin adept Hoortchuc calls
  this chamber home. He spends most of his time here
  considering plans for future raids, composing sermons
  to deliver to the rest of the outpost, and scribbling in
  his journal in Goblin.
  The journal features a careful accounting of the
  passing days, since Hoortchuc must give a sermon
  every eight days. He also fills many pages with theolog-
  ical musings, and these notes form the basis of his ser-
  mons. In addition, the adept keeps notes on all the loot
  and slaves the warband has collected. His journal indi-
  cates that the band has captured far more slaves and
  taken considerably more loot than the outpost actually
  contains at present. Most of the missing treasure and
  slaves have been passed on to the local tribal chieftain.
  The hobgoblins have spent the remaining cash and
  killed the remaining slaves, either in gladiatorial
  matches or as sacrifices to their god, Maglubiyet.
  Hoortchuc also handles the feeding and ongoing
  training of the apes in area 6. He isn’t too concerned
  about their hygiene, which accounts for the stench in
  the apes’ den.
  D Hoortchuc: Male hobgoblin Expert 2/Adept 2;
  CR 4; Medium humanoid (goblinoid); HD 2d6+2 plus
  2d6+2; hp 18; Init +1; Spd 30 ft.; AC 11, touch 11, flat-
  footed 10; Base Atk +2; Grp +1; Atk +1 (1d6–1, quarter-
  staff) or +3 ranged (1d8/19–20, light crossbow); Full
  Atk +1 (1d6–1, quarterstaff) or +3 ranged (1d8/19–20,
  light crossbow); AL LE; SV Fort +1, Ref +1, Will +10; Str
  8, Dex 12, Con 13, Int 15, Wis 14, Cha 12. 
  Skills and Feats: Appraise +9 (+11 for appraisals relat-
  ing to metalwork or traps), Concentration +6, Craft
  (metalworking) +7, Craft (trapmaking) +7, Diplomacy
  +3, Handle Animal +8, Heal +7, Intimidate +6, Knowl-
  edge (religion) +3, Ride +3, Sense Motive +7, Spot +7;
  Combat Casting, Iron Will.
  Adept Spells Prepared: (3/2; save DC 12 + spell
  level): 0—cure minor wounds, light, mending; 1st—bless,
  command.
  
  7
  Possessions: Quarterstaff, light crossbow, case of
  10 bolts, scroll of dispel magic, scroll of cure critical
  wounds, potion of cure moderate wounds, wand of burning
  hands (38 charges), wand of cure light wounds (22
  charges).
  Tactics: If attacked in this chamber, Hoortchuc
  flees to area 6, where his apes can help him. He uses his
  bless spell as soon as he can, followed by his command
  spell, which he aims at the foe that appears most physi-
  cally imposing. He uses his wand of cure light wounds on
  the apes when necessary. Otherwise, he plies his wand
  of burning hands and his crossbow whenever suitable
  targets present themselves.
  Development: Any disturbance here brings the
  apes from area 6. Likewise, Hoortchuc goes to help his
  apes if they’re attacked in their lair (see area 6).
  Hoortchuc remains lost in his own musings and
  unaware of activity elsewhere in the outpost until a
  messenger (typically one of the goblin slaves from area
  4) comes to rouse him. When informed of trouble,
  Hoortchuc goes to area 6 and sends the apes to area 4,
  then takes down the everburning torch and follows them.
  Once the trio reaches area 4, all three attack any ene-
  mies they find, using the tactics described in the
  entries for areas 4 and 6. If there is no enemy in area 4,
  Hoortchuc and the apes either go where the sergeant
  sends them or follow the sounds of battle and press the
  attack as best they can.
  If the alarm is raised, the goblin sent to summon
  Hoortchuc to area 4 tags along behind when the adept
  takes the apes to fight but slips away to area 10 as soon
  as possible. Should the goblin find Hoortchuc absent
  or dead, she immediately heads for area 10.
  AREA 8: SERGEANT’S CHAMBER (EL 5)
  Vuroosk, the sergeant in charge of the outpost, lives
  here. His chamber is similar to area 7, except that it has
  no water clock or niche with skulls and holy symbol.
  A neatly kept ledger on the writing desk details cap-
  tives and loot the hobgoblins have taken. The ser-
  geant’s notes are nearly identical to those kept by the
  adept in area 7, but easier to read. Vuroosk also keeps a
  roster of the outpost’s warriors, a pay ledger, and
  records of supplies both used and needed. A packet of
  reports detailing the exploits of Vuroosk’s troops (all
  addressed to the local hobgoblin chieftain, named
  Nygraag) lies at the bottom of the stack. All the records
  here are written in Goblin.
  Creatures: Vuroosk spends most of his time
  laying plans for future raids. He accepts suggestions
  from the adept and from his troops, incorporating the
  best of them into his schemes. He also spends a fair
  amount of time keeping records and writing reports for
  his chieftain.
  D Vuroosk: Male hobgoblin Fighter 2/Ranger 2;
  CR 4; Medium humanoid (goblinoid); HD 2d10+2 plus
  2d8+2; hp 29; Init +4; Spd 30 ft.; AC 18, touch 14, flat-
  footed 14; Base Atk +4; Grp +6; Atk +6 melee
  (1d6+2/19–20, masterwork short sword) or +9 ranged
  1d8+2/[TS]3, masterwork composite longbow [+2 Str
  bonus]); Full Atk +6 melee (1d6+2/19–20, masterwork
  short sword) and +6 melee (1d6+1/19–20, masterwork
  short sword) or +9 ranged 1d8+2/[TS]3, masterwork
  composite longbow [+2 Str bonus]); SQ combat style
  (two-weapon fighting), favored enemy (elves +2), wild
  empathy +2; AL LE; SV Fort +7, Ref +7, Will +1; Str 14,
  Dex 18, Con 13, Int 10, Wis 12, Cha 10.
  Skills and Feats: Climb +7, Hide +6, Jump +7, Spot
  +11, Survival +6; Dodge, Point Blank Shot, Precise Shot,
  Track, Weapon Focus (short sword).
  Favored Enemy: Vuroosk has selected elves as a
  favored enemy. He gains a +2 bonus on his Bluff,
  Listen, Sense Motive, Spot, and Survival checks when
  using these skills against elves. He gets the same bonus
  on weapon damage rolls against elves.
  Possessions: +1 studded leather armor, 2 master-
  work short swords, masterwork composite longbow (+2
  Str bonus), 3 potions of cure light wounds, eyes of the eagle.
  Tactics: Vuroosk prefers to fight behind a wall of
  his own troops, using his bow to harass enemy spell-
  casters when possible or to help defeat fighter-types
  when necessary. The sergeant is equally skilled in
  melee combat. Like the warriors in area 4, Vuroosk
  prefers to eliminate weaker opponents first, so as to
  strip more powerful foes of their support.
  If fighting alone, Vuroosk tries to stay out of melee
  range as long as he can. If he can’t avoid melee, he tries
  to stand in a doorway or corner, where be can’t be
  flanked.
  Treasure: Vuroosk keeps a locked strongbox
  under his bed. He has the only key.
  s Ironbound Strongbox: 2 in. thick; hardness
  5; hp 35; Break DC 27; Open Lock DC 25.
  Inside the box are a leather bag containing 350 gp, a
  leather pouch containing 28 pp, an unlocked wooden
  box that holds three strings of pearls (worth 500 gp
  each), eight packets of rare spices (worth 25 gp each),
  and a cloak of elvenkind. The gold coins represent
  Vuroosk’s pay chest; the other items are treasure that
  the hobgoblins wrested from their victims.
  Development: When foes try to enter the out-
  post, word of the assault eventually reaches Vuroosk.
  
  The sergeant tries to make a stand in area 4, where there
  is space to bring the apes from area 6 into play. He sends
  a few warriors off to delay the attackers but holds back
  at least half of his troops for the main battle in area 4.
  When fighting in area 4, Vuroosk tries to draw the
  foe to the east end of the chamber, so that any rein-
  forcements arriving from areas 1 and 2 can come up
  behind the foe.
  AREA 9: FANE OF MAGLUBIYET
  In the center of this chamber is a large firepit (usually
  cold). South of the firepit stand two rows of benches
  made of split logs, and north of it lies a big chopping
  block with a great, black, double-bitted axe embedded in
  it. Both axe and block are well spattered with bloodstains.
  The block is just a piece of bloodstained wood with
  hollows and channels cut in it to facilitate beheadings.
  The axe is a masterwork greataxe with a head made of
  blackened steel and a handle made of dark wood,
  stained black.
  AREA 10: SLAVE QUARTERS (EL 1)
  The door leading to this room is barred from the out-
  side but is not locked.
  Creatures: Seven goblin slaves (see area 4 for sta-
  tistics) live here in squalid conditions, but only four of
  them are here at any given time, and they are asleep
  unless the PCs have been very noisy. They don’t really
  mind the filth.
  Each goblin has a pile of straw and twigs for a bed.
  The slaves also have their own cooking pit and utensils,
  plus a small cache of supplies.
  Tactics: If the PCs enter this chamber, the goblins
  promptly hurl themselves at the characters’ feet and
  beg them to have mercy on poor, abused slaves. If
  attacked, the goblins do their best to evade blows and
  escape from the outpost.
  Development: Once the alarm is sounded, the
  goblin slaves from area 4 carry out their assignments
  and then try to make their way here and release their
  fellow goblins. If they manage to do so, all the goblins
  try to slip away from the outpost, either through one
  the entrances or via the emergency exit in area 6.
  If the PCs try to question the goblins here, the level
  of cooperation they get depends on what has happened
  to the hobgoblins in the outpost thus far. If the goblins
  believe (or know) that their hobgoblin masters have
  been defeated, they fawn on the PCs and truthfully
  answer any questions put to them. The goblins know
  the outpost quite well, but if the PCs have already
  defeated the hobgoblins, such information does them
  little good. The goblins know nothing about the hob-
  goblins’ plans for the surrounding area. They do know
  that the two chief hobgoblins, Vuroosk and Hoortchuc,
  answer to some “hobgoblin bigwig” in the area, but
  they don’t know who. They’ve never heard of Nygraag
  (see the area 8 entry), and they have no idea where such
  a person might be found.
  The goblins are much less helpful if they believe the
  PCs have not defeated the hobgoblins in the outpost.
  They pretend to be utterly cowed, and they usually
  reply to questions by cringing and whining.
  In any case, the goblins bide their time and try to
  escape from the PCs (and the hobgoblins) at the first
  opportunity.
  AREA 11: PRISON
  This long, narrow chamber features two rows of cov-
  ered pits that the hobgoblins use as prison cells. Each
  pit is 20 feet deep, and its walls are similar to those at
  the entrances (Climb DC 20). The pit covers are pad-
  locked from the top; otherwise, they are just like the
  doors in the rest of the outpost.
  Four 1st-level elf warriors are presently incarcerated
  here. (Use the statistics from page 102 in the Monster
  Manual, except that these elves have no equipment and
  2 hit points each.) They are starved nearly to death and
  in no shape to fight, but they are willing to give it a try
  if the PCs insist.
  If the PCs release these captives, the local elf lord
  offers them each a reward of 75 gp.
  ABOUT THE AUTHOR
  Skip Williams has been active in the game industry
  since 1974, when he took up wargaming and roleplay-
  ing while still in high school. He soon got an after-
  school job at TSR, Inc., the original publisher of the
  D&D game, and the rest (as they say) is history. Skip is
  a codesigner of the 3rd Edition D&D game (versions
  3.0 and 3.5) and the chief architect of the Monster
  Manual. He also coauthored the FORGOTTEN REALMS
  Campaign Setting. Skip keeps busy with freelance proj-
  ects for several different game companies and has
  been DRAGON Magazine’s Sage since 1986. When not
  devising swift and cruel deaths for player characters,
  Skip putters in his kitchen or garden (his borscht gets
  rave reviews).
  8
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/3.5 Updates & Web Enhancements/MM_HOBGOBLIN.pdf