Haldor's Raid For Warrior Heroes Adventures in Talomir
Haldor's Raid For Warrior Heroes Adventures in Talomir
Haldor's Raid For Warrior Heroes Adventures in Talomir
GOBLINS
THE RAID # REP WEAPON ARMOR ATTRIBUTE
1 4 Melee Yes Runt
“So that’s the deal,” Kiriel the Elf Caster said. She had hired two 2 4 Melee Yes Runt
mercenaries, at least that’s what they said they were, but 3 4 Melee Yes Runt
something was missing. When she saw the large Barbarian enter 4 4 Melee Yes Runt
the tavern she took interest. After watching him for a bit she 5 3 Single No Runt
bought him a tankard, sat down, and pitched her offer. He looked 6 3 Melee Yes Runt
like a leader of sorts and fit in with her needs. “What do you
7+ 3 Single No Runt
think?”
Haldor looked about the tavern and raised the tankard to his lips. Roll 1/2d6 to see who is the Gobbo Leader the go down the list
With a smile he slammed down the now empty tankard on the table for the subsequent Gobbos.
and replied, “Deal!”
Kiriel nodded and motioned the waitress to bring another tankard HOW MANY HAVE YOU MET?
over to the table and she went into detail. Roll up the Goblins using the following procedure. Here’s how we
do it:
************
• Roll 1/2d6:
Here’s a sample Warrior Heroes Adventures in Talomir Raid • (1) = One less than Band but never less than one.
Encounter compatible with Chain Reaction 2023. Kiriel the Elf • (2) = Same as Band.
Caster has hired three mercenaries to help her recover a goblet lost • (3) = One more than Band.
to some Goblins. Unfortunately she had paid for it ahead of
receiving it and the Band that were to deliver it were ambushed. At
least that’s what they said. Which opens the door to another TERRAIN
Encounter, but back to the Raid.
OBJECTIVE
• Once you have accomplished this you must exit the table
from the edge that you entered. If you do not accomplish
what you have set out to do then the Raid is a failure.
• The target of the Raid is in section 2 where the Goblins
FORCES •
are encamped.
Generate terrain as you normally would.
• Here is Haldor’s Band. • Movement is from section to section.
1
WHAT RAID
HOW MANY PEFS
• Roll 1/2d6. That’s how many PEFs you could meet during
the game.
• Place them normally, roll 1d6 for each and that’s the
section they will be in.
• There will be one in section 2, the target of the Raid, and
does not move.
TABLETOP MOVEMENT
• Roll 1d6 for each side. High score moves first.
• The PEFs will always move towards your Band, except
for the one in section 2, the Goblin encampment.
• PEFs move from the closest one to your Band to the one
farthest away.
• When you come into sight of a PEF resolve it.
RESOLVING PEFS
When you meet a PEF it’s time to see what it is. Don’t worry from
what direction the forces are coming from as we always turn the
opposing forces to face. Here’s how we do it:
• Roll 1/2d6.
• If the result is equal or less than the number of the PEF
you are resolving you have met something.
• If the result is higher than the number of the PEF you are
resolving then you have not met anything.
• Once a PEF is resolved, it is removed from the game.
• If you get to the last PEF and have not met an enemy
Band, then it will automatically be an enemy Band.