Encounter Level 2 (600 XP) Setup

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CHAPTER 1 | Loudwater 8 RAID ON LOUDWATER RAID ON LOUDWATER Encounter Level 2 (600 XP) Setup The characters start in Loudwater’s South Square. Place miniatures of the townspeople (T) on the battle grid as indicated by the tactical map. Then have play- ers put miniatures of their characters in unocupied squares on the map. Next, provide the readaloud text and then ask the players to roll initiative. This encounter includes the following creatures: 10 goblin cutters (C) 2 goblin warriors (W) 1 goblin hexer (H) When the goblins attack the South Square, read: The southern wall suddenly explodes, sending rubble and dust everywhere. Townspeople begin to scream and flee as goblins race forward through the hole in the wall. If a character starts in a square that is filled with rubble on the tactical map, he or she was standing near the wall when it fell. That character remains in that square but takes 1d10 damage and is knocked prone. Tactics The goblins have a round of surprise and use it to rush into the town. Place their miniatures on the battle grid according to their positions on the tactical map. Once regular combat begins, the cutters converge on the nearest enemy creatures, whether townspeo- ple or PCs. The goblins swarm around an opponent, cutting off escape. The townspeople have 10 for all their defenses and are killed if hit. The townspeople move away from the goblins in the safest way possible on an initiative count of 10. The goblin warriors loose their javelins at the clos- est enemy creatures in sight. They then move toward Garwan’s Curiosities in an attempt to fulfill their mission (see “Goblins on a Quest,” below). The goblin hexer, meanwhile, uses stinging hex on the closest foe or blinding hex on the most threatening opponent. The hexer tries to stay within 10 squares of at least one ally and use incite bravery . As soon as the goblins become aware of the danger the PCs represent, they focus their attacks on them. The goblins’ ultimate destination is Garwan’s Curi- osities, and if not stopped, they enter the shop, steal some items, including the horn totem (see page 11), and then attempt to retreat back through the hole in the wall. If the door to Garwan’s Curiosities is locked when the goblins arrive, they break the window (as a standard action) and seize the items on display, including the horn totem. Goblins on a Quest The goblins are from the Barrow of the Ogre King (see page 18). The goblin raiders seek to recover the horn totem, which was stolen from their lair by a Loudwater resident named Curuvar, who later sold it to Garwan’s Curiosities. 10 Goblin Cutters (C) Level 1 Minion Small natural humanoid XP 25 each Initiative +3 Senses Perception +1; low-light vision HP 1; a missed attack never damages a minion. AC 16; Fortitude 12, Reflex 14, Will 11 Speed 6; see also goblin tactics m Short Sword (standard; at-will) Weapon +5 vs. AC; 4 damage (5 damage if the goblin cutter has combat advantage against the target). Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Alignment Evil Languages Common, Goblin Skills Stealth +5, Thievery +5 Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 (–1) Cha 8 (–1) Equipment leather armor, short sword 2 Goblin Warriors (W) Level 1 Skirmisher Small natural humanoid XP 100 each Initiative +5 Senses Perception +1; low-light vision HP 29; Bloodied 14 AC 17; Fortitude 13, Reflex 15, Will 12 Speed 6; see also mobile ranged attack and goblin tactics m Spear (standard; at-will) Weapon +6 vs. AC; 1d8 + 2 damage. R Javelin (standard; at-will) Weapon Ranged 10/20; +6 vs. AC; 1d6 + 2 damage. R Mobile Ranged Attack (standard; at-will) The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack. Great Position If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn. Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Alignment Evil Languages Common, Goblin Skills Stealth +10, Thievery +10 Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 (–1) Cha 8 (–1) Equipment leather armor, spear, 5 javelins in sheaf FRCS_Chapt_01.indd 8 FRCS_Chapt_01.indd 8 6/17/08 4:51:53 PM 6/17/08 4:51:53 PM

Transcript of Encounter Level 2 (600 XP) Setup

Page 1: Encounter Level 2 (600 XP) Setup

C H A P T E R 1 | L o u d w a t e r8

RAID ON LOUDWATERRAID ON LOUDWATER

E n c o u n t e r L e v e l 2 ( 6 0 0 X P )

SetupThe characters start in Loudwater’s South Square. Place miniatures of the townspeople (T) on the battle grid as indicated by the tactical map. Then have play-ers put miniatures of their characters in unocupied squares on the map. Next, provide the readaloud text and then ask the players to roll initiative. This encounter includes the following creatures:

10 goblin cutters (C)2 goblin warriors (W)1 goblin hexer (H)

When the goblins attack the South Square, read:The southern wall suddenly explodes, sending rubble and dust everywhere. Townspeople begin to scream and f lee as goblins race forward through the hole in the wall.

If a character starts in a square that is filled with rubble on the tactical map, he or she was standing near the wall when it fell. That character remains in that square but takes 1d10 damage and is knocked prone.

TacticsThe goblins have a round of surprise and use it to rush into the town. Place their miniatures on the battle grid according to their positions on the tactical map. Once regular combat begins, the cutters converge on the nearest enemy creatures, whether townspeo-ple or PCs. The goblins swarm around an opponent, cutting off escape. The townspeople have 10 for all their defenses and are killed if hit. The townspeople move away from the goblins in the safest way possible on an initiative count of 10. The goblin warriors loose their javelins at the clos-est enemy creatures in sight. They then move toward Garwan’s Curiosities in an attempt to fulfill their mission (see “Goblins on a Quest,” below). The goblin hexer, meanwhile, uses stinging hex on the closest foe or blinding hex on the most threatening opponent. The hexer tries to stay within 10 squares of at least one ally and use incite bravery. As soon as the goblins become aware of the danger the PCs represent, they focus their attacks on them. The goblins’ ultimate destination is Garwan’s Curi-osities, and if not stopped, they enter the shop, steal some items, including the horn totem (see page 11), and then attempt to retreat back through the hole in

the wall. If the door to Garwan’s Curiosities is locked when the goblins arrive, they break the window (as a standard action) and seize the items on display, including the horn totem.

Goblins on a QuestThe goblins are from the Barrow of the Ogre King (see page 18). The goblin raiders seek to recover the horn totem, which was stolen from their lair by a Loudwater resident named Curuvar, who later sold it to Garwan’s Curiosities.

10 Goblin Cutters (C) Level 1 MinionSmall natural humanoid XP 25 each

Initiative +3 Senses Perception +1; low-light vision

HP 1; a missed attack never damages a minion.

AC 16; Fortitude 12, Refl ex 14, Will 11

Speed 6; see also goblin tacticsm Short Sword (standard; at-will) ✦ Weapon +5 vs. AC; 4 damage (5 damage if the goblin cutter has combat

advantage against the target).

Goblin Tactics (immediate reaction, when missed by a melee

attack; at-will)

The goblin shifts 1 square.

Alignment Evil Languages Common, Goblin

Skills Stealth +5, Thievery +5

Str 14 (+2) Dex 17 (+3) Wis 12 (+1)

Con 13 (+1) Int 8 (–1) Cha 8 (–1)

Equipment leather armor, short sword

2 Goblin Warriors (W) Level 1 SkirmisherSmall natural humanoid XP 100 each

Initiative +5 Senses Perception +1; low-light vision

HP 29; Bloodied 14

AC 17; Fortitude 13, Refl ex 15, Will 12

Speed 6; see also mobile ranged attack and goblin tacticsm Spear (standard; at-will) ✦ Weapon +6 vs. AC; 1d8 + 2 damage.

R Javelin (standard; at-will) ✦ Weapon Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.

R Mobile Ranged Attack (standard; at-will)

The goblin warrior can move up to half its speed; at any point

during that movement, it makes one ranged attack without

provoking an opportunity attack.

Great Position If, on its turn, the goblin warrior ends its move at least 4

squares away from its starting point, it deals an extra 1d6

damage on its ranged attacks until the start of its next turn.

Goblin Tactics (immediate reaction, when missed by a melee

attack; at-will)

The goblin shifts 1 square.

Alignment Evil Languages Common, Goblin

Skills Stealth +10, Thievery +10

Str 14 (+2) Dex 17 (+3) Wis 12 (+1)

Con 13 (+1) Int 8 (–1) Cha 8 (–1)

Equipment leather armor, spear, 5 javelins in sheaf

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Page 2: Encounter Level 2 (600 XP) Setup

C H A P T E R 1 | L o u d w a t e r

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Goblin Hexer (H) Level 3 Controller (Leader)Small natural humanoid XP 150

Initiative +3 Senses Perception +2; low-light vision

HP 46; Bloodied 23

AC 17; Fortitude 14, Refl ex 15, Will 16; see also lead from the rearSpeed 6; see also goblin tacticsm Hexer Rod (standard; at-will) ✦ Weapon +7 vs. AC; 1d6 + 1 damage.

R Blinding Hex (standard; at-will)

Ranged 10; +7 vs. Fortitude; 2d6 + 1 damage, and the target is

blinded (save ends).

R Stinging Hex (standard; recharge ⚄ ⚅ )

Ranged 10; +7 vs. Will; the target takes 3d6 + 1 damage if it

moves during its turn (save ends).

A Vexing Cloud (standard; sustain minor; encounter) ✦ Zone Area burst 3 within 10; automatic hit; all enemies within

the zone take a –2 penalty to attack rolls. The zone grants

concealment to the goblin hexer and its allies. The goblin hexer

can sustain the zone as a minor action, moving it up to 5 squares.

R Incite Bravery (immediate reaction, when an ally uses goblin tactics; at-will)

Ranged 10; the targeted ally can shift 2 more squares and

make an attack.

Goblin Tactics (immediate reaction, when missed by a melee

attack; at-will)

The goblin shifts 1 square.

Lead from the Rear (immediate interrupt, when targeted by a

ranged attack; at-will)

The goblin hexer can change the attack’s target to an adjacent

ally of its level or lower.

Alignment Evil Languages Common, Goblin

Skills Stealth +10, Thievery +10

Str 10 (+1) Dex 15 (+3) Wis 13 (+2)

Con 14 (+3) Int 9 (+0) Cha 18 (+5)

Equipment leather robes, hexer rod

Loudwater ResponseThe townspeople in the square attempt to f lee (speed 6), shifting when necessary to avoid attack. The shop merchants in the area lock their doors at the end of the second round (not including the surprise round). The Loudwater Patrol is capable of dealing with the goblins, but by the time it responds, the creatures will have escaped.

Features of the Area Illumination: Bright light. Wall Rubble: These squares are difficult terrain. Merchant Carts: These squares are difficult terrain. Well: The well has a small lip to prevent people from falling in. However, a creature that is forced into one of the well’s squares might fall the 20 feet to the bottom. (The creature is entitled to a saving throw to avoid falling.) The fall deals 2d10 damage, and the water at the bottom is 5 feet deep. The walls are slick and require a DC 20 Athletics check to climb. Doors: A DC 20 Strength check is necessary to break down a door. A locked door can be unlocked with a DC 20 Thievery check. Each door has AC 5, Reflex 5, Fortitude 10, and 20 hit points. Treasure: The goblin hexer has a message scroll among his possessions (see “Finding the Barrow” on page 18 for the scroll’s contents). Also, if the PCs prevent the goblins from escaping, Garwan offers them the horn totem as thanks for pro-tecting his shop.

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