Past the trenches,
the PCs must cover 20 feet of open ground with high grass as before
(but no gopher holes). Then they must scale the wall. This wooden wall
is 20 feet high and 20 feet wide -- a huge square slab of hardwood.
On the other side, two Fang Warband hobgoblins wait with longspears.
Player characters
must succeed at a Climb check (DC 15) to scale the wall. It is roughly
hewn and tree-like, but otherwise has no ropes or netting to help anyone
climb over. Climbing characters move at half speed as a full-round action.
Failing the Climb check means that they make no progress. A check that
fails by more than 5 means that the character falls.
The top of the wall
is lined with jagged metal and broken pottery. When going over, PCs
must make a Climb check (DC 10) or take 1 point of damage from the jagged
edge at the top.
Coming down on the
other side requires another Climb check (DC 15). Anyone who climbs down
10 feet may also make a Jump check at (DC 15) to land safely at the
bottom.
Creatures:
The two Fang Warband hobgoblins await the PCs on the other side of the
wall.
Fang Warband
Members (2): Male hobgoblin Ftr1; CR 1; Medium-size humanoid (goblinoid);
HD 1d10+1; hp 6; Init +1; Spd 20 ft.; AC 16 (touch 11, flat-footed 15);
Atk +2 melee (1d8+1/x3, shortspear or 1d6+1, club); SQ Darkvision 60
ft.; AL LE; SV Fort +3, Ref +1, Will +1; Str 13, Dex 13, Con 13, Int
10, Wis 12, Cha 10.
Skills and Feats:
Climb +0, Jump +0, Listen +3, Move Silently +0, Spot +3; Alertness,
Dodge.
Possessions:
Chainmail, shortspear.
Tactics:
The two hobgoblins with longspears take jabs at the first two PCs down
the wall, but after that, quickly back off so that their reach weapon
does not hinder their ability to defend themselves. If an aggressive
PC gets inside a hobgoblin's reach, he drops the spear and attempts
to fight with his fists.
If the PCs attempt
to run around the wall instead of going over it, the hobgoblins have
readied partial attack actions to attack as soon as they see a PC come
around the side. If they see someone come over the top before they see
someone come around the side, they drop their readied actions at the
next opportunity and attack as necessary either to bedevil PCs coming
over the wall or to defend themselves from someone coming around the
side.