Savage Rise of The Runelords - Google Drive

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The document provides descriptions of various enemies that may be encountered such as goblins, hobgoblins, skeletons, boars, demons and constructs. It details their attributes, skills, equipment and special abilities.

Enemies described include goblins, hobgoblins, dire wolves, skeletons, boars, demons, constructs and velociraptors.

Enemies have different natural abilities like bite, claws or spells as well as special combat abilities like berserk, fleet-footed or acid breath. Undead enemies are fearless and demons have resistances.

Rise of the Runelords - Burnt Offerings Part 1: Festival & Fire

Initial Assault - 3 Goblins (CR 12), 50 Gold Goblins Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6 Skills: Climb d6, Fighting d6, Guts d4, Notice d6, Taunt d6, Shooting d8, Stealth d10, Throwing d6, Swim d6 Pace: 5; Parry: 5; Toughness: 4 Gear: Dogslicer (Str+d4) Special Abilities Size 1: Goblins stand 3-4 tall. Goblin Pyros - 3 Goblins & 1 Goblin Shaman (CR 20), 90 Gold Goblins Goblins with torches (Str+d4-1) & dogslicers (Str+d4) Goblin Shaman Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6 Skills: Climbing d6, Fighting d6, Guts d4, Notice d6, Shooting d8, Spellcasting d8, Stealth d10, Throwing d6 Pace: 5; Parry: 5; Toughness: 4 Gear: Short spear (Str+d6) Special Abilities: Size 1: Goblins are the size of small children. Spells: Shamans have 15 Power Points, and typically know bolt, fear, obscure, and smite. Die, Dog Die! - 1 Hobgoblin, 1 Dire Wolf, 3 Goblins (CR 31), 100 Gold Hobgoblin Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Climb d6, Fighting d8, Guts d8, Intimidation d8, Notice d6, Taunt d6, Shooting d8, Stealth d8, Throwing d6 Pace: 6; Parry: 6; Toughness: 7 (1) Gear: Leather armor (+1), horsechopper (Str+d8), bow (2d6) Dire Wolf Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8 Skills: Guts d8, Fighting d8, Intimidation d8, Notice d6 Pace: 10; Parry: 6; Toughness: 6 Special Abilities Bite: Str+d6

Go for the Throat: Wolves instinctively go for an opponents soft spots. With a raise on its attack roll, it hits the targets most weakly-armored location. Fleet-Footed: Dire wolves roll d10s instead of d6s when running.

Part Two: Local Heroes


The Desecrated Vault - 2 Skeletons (CR 18) Skeleton Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6 Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6 Pace: 7; Parry: 5; Toughness: 7 Special Abilities: Bony Claws: Str+d4. Fearless: Skeletons are immune to Fear and Intimidation. Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from Called Shots; Immune to disease and poison. The Shopkeepers Daughter Ven Vinder Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6 Skills: Fighting d6, Knowledge (Trade) d6, Notice d6, Shooting d4, Stealth d6 Pace: 6; Parry: 4; Toughness: 5 The Boar Hunt - 1 Boar (CR 10) Boar Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d8 , Vigor d10 Skills: Fighting d6, Guts d8, Notice d6, Stealth d6 Pace: 6; Parry: 5; Toughness: 7 Special Abilities: Berserk: When a boar is Shaken, it goes berserk. It gains +2 to all Fighting and Strength rolls and its Toughness, but Parry is reduced by 2. Gore: If a boar can charge at least 6 before attacking, it adds +4 to damage. Tusks: Str+d4. Monster in the Closet - 1 Hobgoblin Gresgurt with a dogslicer (Str+d4) & 3 Gold Villains that are not as tough as the "Big Bad", but stronger than a standard mook get three wound levels (all wound modifiers apply as normal), but no wild die. These are great for a little surprise on the Players when they see a "mook" not go down after a solid hit.

Part Three: Glass & Wrath


Against the Goblins - 8 Goblins + Tsuto (CR 40), 110 Gold on Goblins, 200 Gold on Tsuto Goblins have Dogslicers (Str+d4) or or tongs (Str+d4, +1 Fighting touch, -1 Parry, may catch fire), hurled glassware (Str+d4, 3/6/12) Tsuto Kaijitsu (WC) Strength: d8, Agiility: d10, Vigor: d8, Smarts: d8, Spirit: d8 Pace: 6, Parry: 8, Toughness: 7 Fighting d10, Intimidate: d6, Shooting: d6 Edges: Acrobatics, Dodge, Combat Reflexes, Martial Artist, Brawny, Sweep, Frenzy Weapon: Fist Str+4 Gear: Bow, 20 arrows, lockpicks, flute, silver earrings (50 gp for the pair), journal, 3 pouches of gold dust worth 50 gp each Morale: If Tsuto suffers 2 Wounds, or if all of his goblins are slain, he runs for his life down the smugglers tunnel, abandoning all thought of returning to Nualia with his sister in tow and fleeing back to Thistletop. B9 Prisoner Pits - Koruvus (CR 12) Koruvus (WC) - goblin fighter Strength: d12, Agiility: d10, Vigor: d10, Smarts: d4, Spirit: d6 Pace: 6, Parry: 5, Toughness: 7 Fighting d6, Intimidate: d6 Edges: Two-fisted - may attack with each weapon without multi-action penalty Special ability: 10 PP, Acid Burst (2PP) - Cone, 2d10 with corrosion Weapon: Longsword (Str+d8), Axe (Str+d6) Gear: Sword, axe During Combat: Uses breath weapon on first round then moves to attack the largest foe with dual-wielding weapons. Breath weapon every 1d4 rounds. Morale: He fights to the death. Pits contain 11 Zombies (SWD 165) B13 Cathedral of Wrath - Erylium with minions (CR 75) - Treasure worth 85 Gold Erylium (WC) - small, winged demon Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Notice d10, Spellcasting d8, Stealth d8 Pace: 4; Parry: 5; Toughness: 4 Special Abilities: Arcane Resistance: +2 Armor against damage-causing powers and +2 on trait rolls to resist opposed powers. Tiny Returning Dagger: Str+d4 (3/6/12) with 5 charges

Demon: +2 to recover from being Shaken; Immune to poison and disease; Half-damage from non-magical attacks except for cold iron. Powers: Imps have 20 Power Points and know the following powers: bolt, detect/conceal arcana, entangle, invisibility, obscure, and shape change. Size 2: She is the size of a pixie. Subtract -2 from any attack rolls to hit her. Weakness (Cold Iron): Demons take normal damage from cold iron weapons. During combat: she becomes invisible at the start of fighting. She is a coward in a fight and uses spells like Summon Ally (Bodyguard), throws her Returning Dagger and casts Bolt. Morale: If she suffers two Wounds she turns invisible and attempts to flee, shake off her wounds and returns to attack the PCs. Bodyguard (summoned ally) A bodyguard is a humanoid soldier made of stone (or equally tough material). Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d6, Notice d6 Pace: 6; Parry: 5; Toughness: 10 (4) Gear: Long sword (Str+d8) Special Abilities: Armor +4: Stone skin. Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease. Fearless: Bodyguards are immune to fear and Intimidation. 4 Sinspawn - velociraptor Attributes: Agility d8, Smarts d8(A), Spirit d8, Strength d10, Vigor d8 Skills: Climbing d6, Fighting d8, Guts d6, Notice d8, Stealth d8, Swimming d6 Pace: 8; Parry: 6; Toughness: 7 (2) Special Abilities: Armor +2: Velociraptors have thick scaly hides. Bite or Rake: Str+d8.

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