Wednesday, July 16, 2014

Endless Night: The Sun Room

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)





The Sun Room

Description: This is a plant-filled terrarium.  The dome overhead is clear and filled with bright sunlight.  This room is bigger than it seems from the outside or on the map, about four times the size.  There is a path leading from the door.   

Status: The glass door to the room is locked.  The lock has a Leaf symbol on it.  The plants and sunlight inside can clearly be seen.  There’s no way in without using that key on the lock.  The Leaf Key is in the Library.

Inhabitants: A couple of dangerous gardeners, a flock of Vampire Songbirds, and three dangerous plant forms of Nova Creighton.

Objective: Find Elf Duke Torren’s invitation to the Elf party in the Saloon.  His magical cloak and a valuable Crystal Rose are also there.  One of the plants inside can be used for healing.  Award 2 XP for this encounter.

Carter’s Introduction: “Meow.  Nova Creighton loved her garden.  When she died, her body was mulched and spread all over the plants.  Now she’s part of the garden.  Meow.”


Upon entering the party will hear pleasant sound of songbirds, though they don’t see any birds.  There are a couple of male-looking laborers wearing broad brimmed hats (one in red, one in blue) working the soil.  They notice the characters and suddenly run off.  Red Hat runs into the dense foliage and disappears.  Blue Hat takes off down the path. 


Tree Encounter
The Red Hat Gardener is a DC 12 Tracking skill to find.  If there isn’t a tracker in the group, the group hears the sound of two songbirds, Vampire Songbirds.  DC 12 Will Sv or enraptured for 2 rds, then the birds attack, preferring anyone who’s stunned. 

If tracked, or after defeating the songbirds, the group hears and sees two Songbirds in a large tree with Red Hat Gardener hiding behind it.  There’s also a patch of glowing mushrooms around the tree.  The birds will attack with their song again, while the Gardner staggers out and collapses in front of the group.  If examined, he explodes into the Centipede Swarm.  Suddenly, the large tree turns around, revealing an old woman’s face in the bark, “Ah, fresh fertilizer.” And Nova-Treebeard attacks as well. 


After defeating these creatures, Carter appears.  Depending on how the players attack these encounters, he’ll tell them how many forms of Nova are left, or that they’ve finished her off (the Grandfather clock tolls in the distance).  He also motions to the glowing mushrooms and tells them that they have some minor healing properties (8 mushrooms, 1d10 hp healed, can only take 1 per turn without getting sick for 1 turn and all stats and skills go to 0).     

Vampire Songbird (2 at tree, 2 wandering)
HD ½, Hp 2, AC 16 (natural), Enhanced Init +3
Fort +1, Ref +3, Will +0
Melee: Attach +4 to hit, next rd drains 1d8 hp in blood, it is helpless while attached, causes 1d4 damage to remove
Ranged: Charm Song DC 12 Will Sv or paralyzed 2 rds.
Can Fly

Red Hat Gardner (Minor Centipede Swarm)
HD 4, Hp 16, AC 18 vs physical attack, AC 12 vs fire (natural)
Fort +3, Ref +4, Will +0
Melee: Swarm +4 to hit 1d6 + Poison DC 12 Fort Sv or incapacitated 1 turn, anyone swarmed is covered by the swarm and can no longer defend themselves, taking 1d6 damage each rd.  Attacks against the swarm do ½ damage to the person covered.  A successful fire attack will cause the swarm to scatter if it fails a DC 12 Will Sv.

Nova-Tree Form (Minor Treant)
HD 7, Hp 28 AC 18 vs physical attacks, AC 12 vs fire (natural)
Fort +8, Ref +1, Will +5
Melee: Slam +10 to hit 2d6

Nova Treant is vulnerable to fire.  Any successful fire attack requires a DC 18 Fort Sv or she has caught on fire, taking 1d6 damage the first rd, 2d6 the next, 3d6 every rd thereafter.  However, Nova keeps fighting.  Add 1d6 fire damage to her attacks and causes an additional 1d6/rd until extinguished.

Tuesday, July 15, 2014

Endless Night: The Main Dining Room Continued

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



The Main Dining Room Continued

After the meal, with a flash of light and the smell of brimstone, Natasha, Queen of the Goblins appears. 


Yes, she’s human, or at least in human guise.  Surely there is an interesting tale as to how she became a Dark Fey queen, but that’ll have to keep for another adventure.  (Just to mention, Natasha’s stats aren’t included here.  If attacked, she simply disappears.)        

The Goblins hit the floor, groveling.  The characters would do well to show some respect as well.  Natasha takes the seat at the head of the table and appraises the characters, perhaps commenting on how sometimes Goblin food disagrees with mortals.  She’ll ask what they’re doing here in the house.  Any talk of the Creighton’s treasure will amuse her to no end. 

Natasha will proposition the characters after a little chit-chat.  (All of the Goblins are still face down on the floor, by the way.)  She assumes they’re here because they desire a favor from the Goblins.  Natasha is prepared to grant it in return for a favor of her own. 

She’d like them to get into the Elves party and embarrass Nobles there and then shout, “For the true Queen, Natasha!”  Be creative on how to the embarrass them.  “Those uptight pointy-eared pricks’ social standing is more than their own lives.”  Bloodshed isn’t necessary and unsanctioned violence will get one ejected from the party anyway (unless challenged to a duel).  Whatever the characters’ answer, she’ll smile and exit.  “I have a feeling, we will all meet again.” 

If the characters are there on the Elf mission, they may want to discuss things amongst themselves at this point.  The characters can excuse themselves to go to the bathroom or such.  “Sure,” says Noose, “When you get back, we’ll have dessert; chocolate moose. . . genitals.”  The Goblins squeal in anticipation.     

The rest of this assumes the characters are committed to completing the Elf mission.  If the players can figure out a way to create a diversion and steal the Gravy Boat, awesome.  Let them try it.  (The Music Box from the Conservatory would certainly do it.  They’ll all start dancing.)  It is filled with hot gravy, so unless it’s emptied first, it’s a DC 18 Stealth check (DC 12 otherwise).  The good news for the characters is that it’s pretty sturdy for crystal, so they don’t have to worry about breaking it, unless they actively try to. 

The drunk Goblins won’t notice and will be easy to distract.  Noose should get something like a DC 12 Will Sv (not drunk, but not that bright or observant out of the combat either) to distract and keep rolling that every rd that the Gravy Boat is off the table. 

Failing the Stealth check or Noose noticing will require some extreme fast talking (DC 18 Charisma check or Fast Talk skill).  This thing is a prized artifact to the Goblins.  In any case, if there isn’t a clean get away, there’s a fight.

If the party takes out Noose and most of the other Goblins haven’t yet been eliminated, they will have 1 rd to escape the room before the reinforcements show up and try to block the entrance.  Otherwise, Noose calls for them when half the Goblins are gone.  They arrive in 1 rd.  (I suppose it’s mentioning if the players ask, the tea kettle is still there on the table with enough for 4 cups, which give full healing.)  

The party just needs to exit the Dining Hall and make it into the Saloon with the Crystal Gravy Boat.  The Goblins will not pursue them.  Baron Louis will meet them and take the gravy boat and grant them a boon.  Carter the cat appears before the group can answer, “Let them into the Servant Areas.”  Louis agrees and tells them that the doors are open to them.

Goblin Warriors (11 party-5 reinforcements)(For the split stats, the first is for the drunks at the party, the second is for the reinforcements.)
HD 1, Hp 3, AC 15 (rough leather armor)
Fort +4/+3, Ref -1/+1, Will +2/–1
Melee: Short Sword +0/+2 to hit 1d6
Ranged: Javelin +0/+3 to hit 1d4 (3 javelins)
Figure about half the half the Goblins will be throwing javelins, while the rest engage in melee.  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.   

Goblin Captain (Noose party-1 reinforcement)
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.  The reinforcement Captain doesn’t have a poison axe, just a regular one.

Monday, July 14, 2014

Endless Night: The Main Dining Room

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)




The Main Dining Room



Description: This room is dominated by a large dining table with enough seating for 12.  There are two chandeliers overhead, providing the lighting. 

If the characters enter without Gypsy Creighton’s Special Tea, they will briefly see an unruly mob of Goblins feasting at the table.  The lights will go out and when they come back up, the Goblins and the feast are gone. 

If they arrive with the gift, the Goblins will immediately smell the tea on them and begin accosting the characters for it and inviting them to have a seat (knocking a few drunk Goblins out of their chairs).  Of note, a very large Goblin sits at the head of the table and a glittering Crystal Gravy Boat sits in the center of the table.

Status: Open to enter, but to join the Goblin dinner party, the group needs a gift.

The only thing that the Goblins will have any interest in is Gypsy Creighton’s Special Tea Blend.  To gain the tea, the characters will have to defeat her in the Parlor.  To enter the Parlor, they will need the Heart Key, which they can gain by defeating Electra Creighton in the Breakfast Room.
   
Inhabitants: Here is some of the Unseelie Court (the Goblins).  There are 11 drunken Goblins around the table, along with one of their captains, Noose (who can hold his liquor a lot better than they can).  If necessary, 5 (fully sober) Goblins and another captain may appear as reinforcements.  There’s also a cameo by Natasha the Goblin Queen (but no combat in this venue). 

Objective: 2 XP award if successful in stealing the Crystal Gravy Boat.  Otherwise, the group is given a mission by the Goblins to accomplish at the Elf Party in the Saloon.

Carter’s Introduction: If not on the mission for the Elves, and the group is bearing Gypsy’s Tea, “Meow.  The Goblins can get you into the Servant Areas of the house, if you can do them a favor.  Meow.”  Otherwise, Carter does not appear.


Well I went to a Goblin party
To chit-chat with some green Fey
(The temptation to finish the rest of the lyrics is almost unbearable, but I shall resist.)

There’s two possibilities for the party’s entrance to the party.  One, they’ve gotten in here before getting the mission from the Elf party in the Saloon.  Two, they’re here after having been given the mission by the Elves to steal the Crystal Gravy Boat (which did originally belong to the Elves).  Either way (unless the characters openly assault the place upon entry), they’ll receive the Goblin mission against the Elf party and perhaps have to choose between them.  The characters can leave and re-enter this party without completing the Goblin’s mission against the Elves, though with some suspicion.     

The big Goblin will introduce himself as Captain “Noose.”  He does have a prominent scar around his neck.  He’ll thank them for the tea, which is already being brewed and will be put in a kettle on the table, and invite the characters to enjoy a meal.  Noose will motion to a Goblin to go bring the Queen. 

A fine china bowl of interesting-looking goulash will be placed in front of each character.  Those not eating will offend the chef, who’s in the room, and will start crying.  The other Goblins will begin to jeer the offenders and throw food at them.  Stealing the Gravy Boat will be harder as all of the Goblins’ attention will focused on the characters.  (If they decide to eat it, returning the party will elicit the comment, “Back for seconds, eh?” and they’ll all be given another bowl.)

For anyone who eats the meal, roll 1d6.

1 No effect
2 Vomit (DC 12 Fort Sv or stunned 1 rd, causes everyone at the table to laugh)
3 Extreme diarrhea (DC 12 Fort Sv or stunned 1 turn and need a change of pants)
4 Extreme gluttony (DC 12 Will Sv or can’t stop eating for 1 turn (6 rds).  DC 18 Will Sv each rd to stop eating after failing save, though they can be dragged away from the table.  If eating for the full turn, DC 12 Fort Sv or Sleep 1 turn)
5 Change gender (DC 12 Will Sv or all bonuses go to 0 for 1 turn, new females will receive unwanted attention from Noose)
6 Donkey Head (DC 12 Will Sv or character literally becomes an “ass-head” for 1 turn to the ridiculing delight of the Goblins, don’t bother trying anything requiring Charisma or getting into the Elf party in this condition) 

Friday, July 11, 2014

Endless Night: The Conservatory

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)




The Conservatory


Description: There is a grand piano at one end of the room and a dozen chairs facing it.  Six of chairs are occupied with skeletons.  The piano plays by itself.  There are heavy curtains closing off the windows to the outside.  Opening the curtains reveals the naked, insanity-inducing Astral Plane outside.  DC 12 Will Save or driven catatonic for 1 turn.  Those saving are immune to this effect thereafter.

Status: The door to the room is closed, but not locked.  Music can be heard inside. 

Inhabitants: 6 Psi-Skeletons and a lovely melody.

Objective: Retrieve the Music Box inside the piano.  0 XP award.

Carter’s Introduction: “Meow.  Yana Creighton loved to put on a show.  Even in death, she can keep an audience enraptured.  Meow.”


Immediately upon entering the room, the group must make a DC 12 Will Sv against the music.  If they do something creative, like stop up their ears before entering, that will work.  However, this means that they’re still vulnerable to the music in any later hearings.  Those making the save are immune to its effects.  Those failing are effectively stunned.  A DC 18 Will Sv can be tried every rd to break free of it.

The Six Psi-Skeletons will also rise and attack.  They’ll start with their Psi-Blasts.  The Skeletons will embrace anyone failing the save (and anyone already stunned by the music) and proceed to waltz around the room with them helplessly enthralled, along with automatic claw damage. 

Examination of the piano will reveal that it is not actually playing.  The music is coming from the inside from a small, open Music Box.  Simply closing the box, stops the music and the Skeletons de-animate.  If the characters decide to try and destroy the piano to stop the music, just roll damage (use common sense about the weapons used).  At 20 hp of damage, it collapses.  50% chance that that shuts the box and stops the music.  Otherwise, the characters will be digging through the debris (DC 12 Find check).  When the music stops, the grandfather clock chimes, and Yana has departed for the netherworld.   

The Music Box will work once outside of the Conservatory with the same effect.  If it is used at a gathering of creatures, say the Elf or the Goblin party, roll once for every lower level creature (higher level ones get their own save).  If it succeeds, only half of the inhabitants are effected.  If it fails, ¾ are effected.

Psi-Skeleton (6)
HD 1, Hp 4, AC 13 
Fort +2, Ref +0, Will +0
Melee: Claw +1 to hit 1d6

Ranged: Psi-Blast Will Sv DC 12 + telepathic class bonus or stunned 1 turn.  Against a psychic, they are only stunned for 1 rd.

Thursday, July 10, 2014

Endless Night: The Sitting Room

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)




The Sitting Room


Description: This room was for entertaining casual and impromptu guests during the day.  It is a simple, but elegantly decorated, windowless room.  Lighting is poor in this room.  A few candles produce many long shadows.  There are chairs and a small couch around a table.  There is a Ouija Board on the table.  As the characters enter, they will see ghostly versions of themselves using the Ouija Board.  The ghosts will look up at them, startled, and then disappear. 

(This will be a running motif for the adventure: the characters running into themselves.  Sometimes harmless (like here), sometimes not.)      

Status: The room is open to entry and exit.

Inhabitants: Henrietta Creighton and possibly several incorporeal undead.

Objective: Henrietta needs to be put to rest, one way or another.  The party can also gain hints here about how to handle the house. Award 1 XP.

Carter’s Introduction: (Carter will suddenly appear right before the group enters a room that he has an introduction for.)  “Meow.  Henrietta Creighton was always a bit of a gossip.  Even in death, she cannot resist talking about the spirits she knows.  Meow.”


The ghostly form of Henrietta Creighton suddenly sweeps into the room and sits before the Ouija Board.  She is every bit the matronly, blabbermouth gossip you’d expect.  At least, to this point, she’s friendly.  Henrietta should casually drop a couple of hints about second floor residents that the party may find helpful later (such as the Goblins being fond of sister Gypsy’s special tea and Alexandra the mummy being afraid of fire).       

Henrietta will insist that everyone attempt to contact the spirit world with her.  If the party refuses, she asks again, irritated, and with a second refusal her and 4 Shadows attack.  The Ouija Board will not work in the future for the party.  If seriously injured (half hp), these creatures will attempt to hide in the shadows and then attack again from surprise.

If they accept, one character at a time puts their fingers on the planchette (the pointer).  For wizards and other magic users, the DC is 12 and they may use their Spellcheck or Séance skill for the attempt.  For Paladins, it’s DC 12 using their Wis Bonus and ½ level.  For everyone else, it’s a DC 18 Will Save.

Those making the Save gain an insight about the First Level, such as the Book of Shadows is in the Trophy room or the Goblins will let you into the party with a gift of Gypsy’s tea.  Those failing the Save are immediately attacked by a Shadow.  “Oh dear!” cries Henrietta, “You’ve let loose a spirit!  Oh dear!”  After presumably putting down the Shadow or chasing it off, she asks, “Well, who’s next?”  If the party refuses to play anymore, Henrietta and 3 Shadows attack.

If everyone plays, Henrietta smiles, “Well, you’ve been such wonderful, entertaining guests.  I’m so happy to have met you.  (Sigh.)  I must be going now, but you’re free to use my board for consultation whenever you wish.  Ta ta!”  And with that, Henrietta fades and disappears.  There is the sound of a grandfather clock chiming.  (Use this motif when the party dispatches a Creighton ghost.  If you want, keep track of the ghosts eliminated and have the clock strike that many times.  There are 14 ghosts/entities total.)

The party may return to the room once per game hour (6 turns) to ask the board a question.  Using the board more than that, automatically returns a “Try again later” response.  Hopefully, a spelluser is doing the asking.  Any failure in use, knocks out the petitioner for 1 turn (roll for a Wandering Encounter while you’re at it).  With success, the question is answered, though in a curt fashion.

Henrietta Creighton (Spectre)
HD 7 (d12), Hp 45, AC 15* (natural, Magic to hit)
Fort +2, Ref +5, Will +7
Melee: Incorporeal touch +6 to hit 1d8 + Energy Drain DC 18 Will Sv or lose 1d4 Negative Hp
Can Fly
Stealth +10 in dark conditions
Vulnerable to strong light, stuns 1 rd

Shadow (4)
HD 3, Hp 19, AC 13* (natural, Magic to hit)
Fort +1, Ref +3, Will +4
Melee: Cold Touch +3 to hit Stun 1 rd + Energy Drain DC 18 Fort Sv (different type of Save) or lose 1 Negative Hp
Can Fly
Stealth +10 in dark rooms
Vulnerable to strong light, disperse for 1 rd

Wednesday, July 9, 2014

Endless Night: The Entrance Hall

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


The Entrance Hall





Description: An oak paneled room that was simply used to receive guests.  The only decoration here is four suits of armor holding polearms.

Status: Open to entry and exit.  The front doors can be opened, however it is naked, insanity-inducing Astral Plane outside.  DC 12 Will Save or driven catatonic for 1 turn.  Those saving are immune to this effect thereafter.

Inhabitants: Carter the Cat and 4 Suits of Animated Armor

Objective: Receive Carter’s intro and gain magic weapons (if needed) and magic armor (if foolhardy).  0 XP award.

Carter’s Introduction: (After the group has defeated the Animated Armor suits) “Meow.  Welcome to Azimuth House.  Meow.  My name is Carter.  Are you all here seeking the Creighton family treasure?  Meow.  Well then, you’ll have to exorcise the ghosts of the family here to take their treasure back to the real world.  I should warn you that the Elves and the Goblins have also taken up residence here.  They don’t want the house tampered with.  The servants here are also rather dangerous.  Meow.  Just remember, this isn’t the real world.  Things work by their own logic here.  Meow.  Good luck.”     


Three fairly straight forward things happen in this room to the characters. 

One, the replacement characters appear with the characters, but only as immaterial, ghost-like entities.  The house will only allow some many uninvited guests at one time.  They are in stasis until needed.  If a character is killed out, they disappear immediately.  A replacement activates and Carter will lead them to the group.  

Two, the 4 Armored suits activate and form a barrier at the entrance.  They proceed to advance on the characters and attack.  They shouldn’t be much of a challenge (except for their high AC).  The main purpose here is to provide a few magic weapons for the group, if needed.  And it doesn’t hurt to start off with some action.


Three, after the Armors are defeated, Carter the Cat (a calico) strolls out and gives his introduction.  If you feel your players are particularly dense, go ahead and have Carter drop some hints about how to get through the first floor.  If the characters have some questions, he can stick around and answer them, or not. He’s a cat; he’ll do what he wants.  Carter will stroll off and disappear.

Animated Armor (4)
HD 4 (d12), Hp 24, AC 19 (+1 magic Plate Mail)
Fort +1, Ref +1, Will +4
Melee: +1 magic Halberd +5 to hit 1d10+1, Reach 5’

The halberds are of Elvish make.  There’s no Str requirement for them, so anyone can use them.

Putting on the Armor is not recommended.  It should twitch a little if poked after being defeated.  If the characters insist on it, it’s a DC 18 Will Sv to mentally subdue it once it’s on (+1 Full Plate Mail AC 19, requires 1 turn and help to put on or off, no Str or Con requirements to wear though).  Otherwise, the Animated Armor reactivates and attacks the party with the character inside it (taking half damage from every hit).  

Tuesday, July 8, 2014

Endless Night: Wandering Encounters

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



First Floor Wandering Encounters
Roll every time when exiting a room, re-entering a cleared room, transiting the Saloon, the characters are making a bunch of noise, or whenever you feel like it.  I’m reluctant to even attach a die roll to this, since I don’t like Wandering Monsters to begin with.  If the characters want a 1 turn rest after an encounter, I’d let them have it unmolested.  If they want a full 8 hours rest before they’ve cleared the level, roll every hour.    

Not every encounter should be conflict or even necessarily parley.  The most worthwhile use of these encounters would be to receive an offer from the various groups.  As detailed elsewhere: the Elves and Goblins are fighting each other for control of the house,  the Ghouls want help against the tyrannical Butler, and the Gillmen want help against the Ghouls, so they can take over as the staff.  There will be promises of reciprocity, which may or may not be honored or even useful.  If nothing else, these encounters will show that there’s an absurd number of inhabitants in the house. 

With any combat with a Wandering group, roll a DC 12 Will Sv after the first death, DC 18 at 50% losses.  A Wandering group failing the roll automatically flees.  (Seems like a good, general rule for certain creatures, add to it DC 18 if the group leader is killed.)  Keep in mind that character actions in these encounters will color succeeding encounters.  The Servants won’t help the characters later if attacked and destroyed.  The Elves and Goblins will remember any attack, but still may make a temporary deal with the party.  There’s no XP awarded for these encounters.      

Encounters (happen on 1 on 1d4, if desired)
1 Elf Patrol (5)
2 Goblin Patrol (10)
3 Ghoul Servants (4)
4 Gillmen Servants (4)

Disposition (1d10, but use with care)
01 Heading away from group, with no agenda concerning the characters
02 Heading towards group, with no agenda concerning the characters
03 Ambush set against their enemies (Elves vs. Goblins, etc), DC 12 to detect
04 In a hurry, under important orders or making a delivery
05 Loitering, perhaps gambling
06 Gossiping about other house residents, oblivious to the characters
07 Demanding surrender for interrogation
08 Spoiling for a fight
09 Battle in progress with their enemies
10 Pulling a prank on the group (up to the Ref, figure a DC 12 Save of some sort, no damage caused), they’ll run away afterward

Elf Warriors (5)
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 to Cast, Save Against DC 13,
3 failures/encounter
Burning Hands: 6 fire damage + 1d4 continuing damage until extinguished. (Ref Sv all damage) Close range
Magic Missile: 6 impact damage + Knocked down. (Ref Sv all damage) Short range.
True Strike: +20 on your next attack roll.
Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.
Charm Person: Makes one person your friend. 1 turn. (Will Sv)

Goblin Warriors (10)
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

Ghoul Servants (4)
HD 2 (d12), Hp 13, AC 14 (natural)
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit 1d6+1 plus DC 12 Fort Sv or paralysis 1 turn

Gillmen Warriors (4)
HD 2, Hp 11, AC 16 (natural)
Fort +3, Ref +4, Will +4
Melee: Trident +4 to hit 1d8+3
Ranged: Heavy Crossbow +3 to hit 1d10 (5 bolts)
or Net  DC 12 Escape Artist or Str check to break, otherwise entangled 3 rds