In We Be Savage Goblins! Part 1 I covered the PCs, in this post I will cover the NPCs. I'm focusing mainly on the stats here, and will provide more detail about their tactics and usage in the next post.
The first combat encounter pits the PCs against the giant spider called "Lotslegs Eat Goblin Babies Many". This is a reasonable challenge for level 1 characters in Pathfinder, but for Savage Worlds I felt I needed something more, so I had Lotslegs (as a Wild Card) plus three other giant spiders (Extras):
❄Lotslegs
Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d10, Vigor d6
Skills: Fighting d10, Climbing d12, Notice d6, Stealth d8
Charisma: -; Pace: 8; Parry: 7; Toughness: 9 (2)
Special Abilities
• Armour +2: Carapace.
• Bite: Str+d6; Poison.
• Darkvision: No vision penalties for darkness (range 12").
• Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
• Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
• Immunity: Mind-affecting effects.
• Poison: Bite inflicts poison if foe is Shaken or wounded.
• Size +2: Increases Toughness by +2.
Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d12, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Special Abilities
• Bite: Str+d6; Poison.
• Darkvision: No vision penalties for darkness (range 12").
• Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
• Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
• Immunity: Mind-affecting effects.
• Poison: Bite inflicts poison if foe is Shaken or wounded.
In the second combat encounter, the PCs face off against a foul tempered horse named "Stomp". I decided that I wanted this to be a quick fight, so I made Stomp a strong Wild Card but didn't add any Extras to back him up.
❄Stomp
Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d6, Tracking d8, Notice d8
Charisma: -; Pace: 10; Parry: 5; Toughness: 11
Edges: Berserk, Frenzy
Special Abilities
• Hooves: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Fast Runner: Roll d8 when running instead of d6.
• Size +3: Increases Toughness by +3.
The third encounter is the final confrontation, so once again I beefed up the opposition - instead of just two feral dogs (Scabtongue and Tickletooth) I had six, with Cuddles, Vorka (with spider climb already cast) and Lord Longtung joining the action in the second round.
Feral Dog
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Survival d4, Tracking d8, Notice d8
Charisma: -; Pace: 8; Parry: 4; Toughness: 5
Special Abilities
• Bite: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Size -1: Reduces Toughness by -1.
❄Cuddles
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Survival d4, Tracking d8, Notice d8
Charisma: -; Pace: 8; Parry: 6; Toughness: 6
Special Abilities
• Bite: Str+d6; Go for the Throat.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Go for the Throat: Target least armoured location on a raise.
❄Vorka
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Climbing d6, Repair d4, Tracking d4, Notice d4, Shooting d10, Faith d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (4)
Gear: Scimitar (Str+d6; 2 hands), firework (Shooting; range 12/24/48; 2d6; SBT)
Edges: Arcane Background (Miracles), Endurance (+2 to Soak and other Vigor rolls), Level Headed
Powers: Wall Walker (spider climb), Healing (cure wounds)
Special Abilities
• Armour +4: Barkskin spell.
• Darkvision: No vision penalties for darkness (range 12").
• Size -1: Reduces Toughness by -1.
❄Lord Longtung
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Tracking d4, Swimming d6, Notice d4, Stealth d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (1)
Edges: Strong Willed
Special Abilities
• Armour +1: Spongy skin.
• Bite: Str+d6.
• Tongue: Str; Reach 1"; Grab.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets of Size 0 or smaller.
• Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
• Size +3: Increases Toughness by +3.
In We Be Savage Goblins! Part 3 I'll describe how I converted and ran the adventure.
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (1)
Edges: Strong Willed
Special Abilities
• Armour +1: Spongy skin.
• Bite: Str+d6.
• Tongue: Str; Reach 1"; Grab.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets of Size 0 or smaller.
• Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
• Size +3: Increases Toughness by +3.
Personally I like to print out the NPCs on cards, so that I can lay them on the table in front of me. Here are the NPC cards I used for We Be Savage Goblins (click on the image to enlarge):
In We Be Savage Goblins! Part 3 I'll describe how I converted and ran the adventure.
Still going pretty epic, here. Continuing the great use of the trappings.
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