This 100-foot stretch
of field has a 20-foot-wide strip of hot coals running down the center
of it. The PCs can see a table in the distance with armor and various
other indistinguishable items on it. The hobgoblins on the sides continue
to pepper them with javelins.
Creatures: Six
unarmed Fang Warband hobgoblins await the PCs as they make their way
to the end of the exercise.
Fang Warband
Members (6): 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 (1d3+1, unarmed strike); 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.
Equipment:
chainmail
Tactics:
Fang Warband hobgoblins wait at intervals just behind the line of javelineer
hobgoblins, one at 30 feet down the strip, one at 60, and one at 90,
with three on each side. They have readied actions to partial bull rush
when a PC passes their position. If a hobgoblin does not push his target
into the coals, he continues trying, but attempts to set up bull rushes
instead, on subsequent rounds until he succeeds in pushing a PC into
the coals.
As soon as the first
PC reaches the 30-foot mark and the first Fang Warband hobgoblin runs
out to attempt a bull rush, the javelineers stop throwing javelins.
They don't want to risk hitting one of their own troops. Since each
side has only three attacking hobgoblins, the PCs might outnumber the
attackers if they all stay on one side. If the PCs stay together, the
elite hobgoblins from the other side do not run around. Instead, they
prepare themselves for the final assault after this one.
Anyone pushed into
the hot coals takes 1d6 points of fire damage each round until he or
she gets back out. Note that it is very possible for a PC to turn on
the attacker and shove the hobgoblin into the hot coals, too, if he
or she thinks quickly.