ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)
Kitchen, Galley, Larder Continued
Elf Warriors (10/5 reinforcements)
HD
1, Hp 4, AC 15 (non-magical Elvish chain mail)
Fort
+0, Ref +2, Will +2
(Immunity to sleep spells
and effects, ghoul paralysis, and a +2 racial saving throw bonus against
enchantment spells or effects.)
Melee:
Rapier +2 to hit 1d6+1
Ranged:
+1 Magic Longbow +3 to hit 1d8+1 (10 arrows)
Spells:
To cast +2 Spellcheck DC 13, Save Against DC 13, 3 failures/encounter
Magic
Missile: 6 impact
damage + Knocked down. (Ref Sv all damage) Short range.
(Just
to make things simple, the Elf Warriors only use this spell here. Figure 1/3
are casting spells, 1/3 firing arrows, and the rest are engaging in melee.)
Duke Torren (or another Elf noble if needed)
HD
6, Hp 36, AC 17 (+2 magical Elvish chain mail shirt), Enhanced Init +3
Fort
+2, Ref +8, Will +5
(Immunity to sleep spells
and effects, ghoul paralysis, and a +2 racial saving throw bonus against
enchantment spells or effects.)
Melee:
Rapier +9 to hit 1d6+3
Ranged:
+1 Magic Longbow +10 to hit 1d8+1 (10 arrows)
Spells:
To cast +5 Spellcheck, Save Against DC 15, 3 failures/encounter
1st
Level Spells, DC 13 to cast
Magic
Missile: 9 impact
damage + Knocked down. (Ref Sv all damage) Short range.
Shield: Invisible disc gives + 4 to AC,
blocks magic missiles. Encounter.
2nd Level Spell, DC 14 to cast
Web: Fills 20-ft.-radius spread with
sticky spiderwebs. Entangled 4 rds (Ref Sv to avoid. DC 18 Str to break or
Escape Artist skill)
3rd Level
Spells, DC 15 to cast
Displacement: Successful attacks miss subject
50%. Encounter.
Hold
Person: Paralyzes
one humanoid for 6 rds. (Will Sv)
Lightning
Bolt: 11
electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.
(Torren
will have already cast Displacement and Shield upon himself before the attack
begins. He’ll attempt to capture a
character using Web and Hold Person and drag them into the Larder. If those fail, he’ll likely focus on using
Lightning Bolt and his bow to kill. Torren
will hang back to the rear of fight, keeping at least a couple of Elves between
himself and the party.)
HD
1, Hp 3, AC 15 (rough leather armor)
Fort
+3, Ref +1, Will –1
Melee:
Short Sword +2 to hit 1d6
Ranged:
Javelin +3 to hit 1d4
(Figure
half the group throwing Javelins and the other half engaging in melee. Unlike the Elves, the Goblins do not have the
Crackshot ability and must make a Called Shot (natural 12) against someone
engaged in melee, or they’ll hit the other person.
Here,
the Goblins will make an attempt at grappling in a Swarm to take a
captive. They’ll attack in groups of 4,
at +4 to hit. DC 18 Str check or Escape
Artist to get free the next rd. It will
take the Goblins 2 rds to drag a held person off into the Larder and disappear.)
Goblin Captain (Noose, if he’s alive, or
someone else)
HD
5 (d12 Barbarian class), Hp 35, AC 17 (rough leather armor)
Fort
+5, Ref +3, Will +1
Melee:
Battle Axe +6 to hit 1d8+1 + poison DC 12 Fort Sv or sickened 1 turn (no
bonuses for skills or combat), if recovered, figure 1d4 uses remaining before
the poison is wiped off.
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