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Goblin Ambush 600xp

Travelling from Nunvale to Llorkh, the PCs are ambushed by a group of Encounter 600 XP
Goblins and one unknown creature (based on Fell Taint, L1 artillery).
Level 2
5 x Goblin warriors, 1 x Dark Creature (Fell Taint)
The Goblins attack first, evidently intending to steal 'treasure' from the PCs, Combatants 6
and after the second round of attacks a 'Dark Creature' (attracted by the Fell Taint Pulsar
noise) slips out of the woodland and attacks the PCs. Goblin Warrior x5
The Dark Creature (Fell Taint) will attack one of the PCs and 'infect' them
with some sort of unknown disease. The disease will not affect combat statistics, but it will become increasingly obvious to the player
that something is wrong. Coren Towndale (if he is still with the party at this point) will suggest that Lady Saharel may know of a
cure. If not, then any other NPC in the local region who 'notice' the player is ill and suggest Lady Saharel as a 'cure'.

The road here is winding and although it is a much travelled route, the surrounding forest presses closely. Suddenly, small forms
appear on the escarpment above you.
They are shouting to each other in Goblin "Get their things!! Much treasure have travellers here!"
(Roll Initiative)

Features of the Area


The bluff is 10' tall and will be climbable with an Athletics DC15 check.

Setup
The goblins appear as the PCs reach the centre of the map. The 'Dark Creature' does not appear until the end of round 2, attracted by
the noise (and possibly the smell of blood). The Dark Creature cannot be killed, instead, when close to death it emits a high scream
and disappears into smoke, carried off on the light breeze.

Tactics
The Goblins engage the PCs in melee. The Dark Creature, when it appears, ranges from the top of the bluff, moving away when PCs
try to engage it.
A dark creature suddenly emerges from the trees, evidently attracted by the noise of the combat. It is difficult to see precisely what it
looks like as it fades in and out of perception.

Victory Conditions
Once all the goblins are dead, the Dark Creature disappears - after 'biting' or attacking a PC.

Fell Taint Pulsar Level 1 Artillery Goblin Warrior Level 1 Skirmisher


Small aberrant beast 100 XP Small natural humanoid (goblin) 100 XP
HP 18; Bloodied 9 Initiative +2 HP 29; Bloodied 14 Initiative +5
AC 12; Fort 12; Ref 13; Will 14 Perception +3 AC 17; Fort 13; Ref 15; Will 12 Perception +1
Speed 1, fly 6 (hover) Speed 6 low-light vision
Resist insubstantial; Vuln: 5 psychic Traits
Standard Actions Great Position
Tendril Caress (Psychic) ♦ At-Will (basic attack) Range: If, on its turn, the goblin warrior ends its move at
Attack: +4 vs Reflex least 4 squares away from its starting point, it deals an extra
1d4+3 psychic damage. 1d6 damage on its ranged attacks until the start of its next
turn.
Fell Taint Feeding (Healing) ♦ At-Will
Standard Actions
Targets a helpless or unconscious creature; the fell taint
pulsar loses insubstantial and its fly speed until the end of Spear (Weapon) ♦ At-Will (basic attack)
its next turn, and it makes a coup de grace against the Attack: +6 vs AC
target. If the pulsar kills the target, it regains all of its hit 1d8+2 damage.
points. Mobile Ranged Attack ♦ At-Will
Tendril Flurry (Psychic) ♦ Recharges on 5-6 Range: at any point during that movement, it makes one
Range: Ranged 10 ranged attack without provoking an opportunity attack.
Attack: +4 vs Reflex The goblin warrior can move up to half its speed
targets one, two, or three creatures; 2d4+1 psychic Triggered Actions
damage.
Goblin Tactics ♦ At-Will
Other Actions
Trigger (immediate reaction): when missed by a melee
Tendril Pulse (Psychic) ♦ At-Will attack
Prerequisite: (standard The goblin shifts 1 square.
Range: Ranged 20 Other Actions
Attack: +6 vs Reflex
2d4+3 psychic damage. Javelin (Weapon) ♦ At-Will
Skills Stealth +7 Prerequisite: (standard
Range: Ranged 10/20
Str: 11 (+0) Dex: 14 (+2) Wis: 16 (+3) Attack: +6 vs AC
Con: 13 (+1) Int: 4 (-3) Cha: 10 (+0) 1d6+2 damage.
Alignment Unaligned Skills Stealth +10, Thievery +10
Monster Manual 2 Str: 14 (+2) Dex: 17 (+3) Wis: 12 (+1)
Con: 13 (+1) Int: 8 (-1) Cha: 8 (-1)
Alignment Evil
Languages Common, Goblin
Equipment javelin; leather armor; spear

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