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Encounters 1 Through 3: Encounter 1
Encounters 1 Through 3: Encounter 1
Encounter 1:
At this point, the Player Characters may make DC12 Perception check to
perceive the goblins racing in between the panicked and fleeing crowd. Players that
pass this check may act in a surprise round against the goblins.
Goblins (3)
Goblin 1: HP 6
Goblin 2: HP 5
Goblin 3: HP 5
Initiative:
Heironymus
Paxus
Bernard
Goblin 1
Goblin 2
Goblin 3
DURING COMBAT
One goblin might try to clamber up onto a nearby table of food (DC Climb) so he
can gain a +1 bonus on attacks for higher ground against a PC. Another might get
distracted by a plate of salmon and waste his action stuffing his pockets with food for
later. A third could grab up a big carving knife if his dogslicer breaks. Each time a goblin
takes an action, he should interact in some way with the environment, even if doing so
wastes an opportunity to hurt a PC. The point of this battle isn’t to test PC resources but
to set the scene and flavor for the insanity that is the goblin.
MORALE
These goblins are convinced that the plan to raid Sandpoint can’t fail and are far too
excited to consider the possibility of losing the battle. As such, they fight to the
death—but more by accident than out of any real sense of bravery.
Encounter 2:
Goblin 1: HP 5
Goblin 2: HP 4
Goblin 3: HP 4
Goblin 4: HP 4
Goblin Warchanter: HP 9
Heironymus
Paxus
Bernard
Warchanter
Goblin 1
Goblin 2
Goblin 3
Goblin 4
Goblins Tactics: During combat, goblins gleefully try to burn PCs with
their torches (torch -1, 1d2 plus 1 fire) until one of their number is slain; at this
point they draw their dogslicers. Goblins may attempt to bullrush the players into
the blaze (CMB vs CMD check), the blaze deals (1d6 fire damage when
pushed in, and 1d6 for each round started in it), if the player succeeds the
save against the goblins bullrush, have them make a DC12 reflex save to push
the goblin into the flame where it will immediately incinerate.
Morale If the warchanter dies, the goblins panic and flee.
At the start of this combat, Goblin 1 and Goblin 2 are both absent for the
first round of combat--too busy tearing into and devouring the dog they’d
eaten. Any attacks made against them will be against their flat-footed AC
during this time.
Commando: HP 12
Goblin 1: HP 6
Goblin 2: HP 6
Goblin 3: HP 6
Dog: HP 9
Heironymus
Paxus
Bernard
Commando
Goblin 1
Goblin 2
Goblin 3
Dog
Commando Tactics: During Combat the commando spends his time shooting at
the PCs with his bow, double-moving out of reach if necessary. If all of his goblin
warriors are defeated, he drops his bow and races in to fight the PCs in melee
with his horsechopper.