1.
A large rock, overgrown with ferns. Crushed underneath are the remains of a nameless Knight. The troll that hurled the rock still lairs nearby; ancient and wicked she carries the skull of the dead knight on her club, occasionally swearing at it or ridiculing it.HAG-TROLL: Huge (2d8), HD 6, AR 3, dmg 1d12 (gt club: knockback, area) or 1d12 (boulder: ranged, 2x2 square area)
+ Mesmerizing song: Each 1d8 turns, save or be paralysed.
+ Regenerates 1HD per round. Immune to magic.
2.
The pine-forest here is quiet, and bones litter the ground. Among the lichen-covered trees lie a heap of toppled stones - all that remain of the once-splendid grave of Byrla the Shield. Each night the dead knight returns to cursed life, intent only on killing. If vanquished, the knight begins hauting again at the next full moon unless the body is placed in hallow soil.CURSED KNIGHT: HD 5, AR 4, Shield 1d16 (3), dmg 1d8 + 1d6 magic (cursed sword).
+ Unhallowed charge: Each 1d4 rounds, the knight charges 2d4 squares forward and attacks with an impaling strike: target must save or suffer 1d12 magical damage and lose 1d4 Spirit.
+ Fay Shield: The Fay Shield of Byrla protects against all types of damage, and reflects the damage back at the attacker if the shield roll is higher than the damage roll. If taken from Byrla, it breaks and withers on a roll of 1.
+ Cursed: Cannot cross running water, must return to corpse at daybreak.
3.
A solemn stone of pink granite marks the grave of Brathos of Werelden. The inscriptions read "As in life, so in death." A large family of wild boars have partly exhumed the bones through extensive burrowing; curse-stricken, they now hunt for food. The boars secrete a dark oil that turn their manes into porcupine-like quills, and gradually kills the forest surrounding their lair. On the week of a full moon, there is a 1-in-4 chance that Gloso is among them.QUILLED BOAR (3d4): HD 2, AR 2, MV 9, dmg 2d6
Charge, knock down, disengage
+ Bristles: when evading an attack, the boar deals 1d6 damage to the attacker
+ Death struggle: when reaching 0 hp, the boar immediately makes a melee attack before dropping dead.
GLOSO: Large (1d8), HD 6, AR 4, MV 9, dmg 2d8
Charge, knock down, disengage
+ Poisonous exhale: Each 1d4 rounds, Gloso exhales a cloud of black smoke covering 1d8x1d8 squares. The cloud obscures line-of-sight and dissipates at a rate of 1 square in each direction per round. Everyone in the cloud must save or suffer 1d6 poison damage (no armour).
+ Bristles: when evading an attack, Gloso deals 1d6 damage to the attacker
+ Death struggle: Each 2 HD lost, Gloso immediately makes a melee attack.
4.
A great heap of branches and fallen trees adorned with feathers mark the nest of a huge bear-like creature. Beaked and feathered like an owl, it hunts mainly at night and is at disadvantage in direct sunlight. Tangled in the roots in one of the storm-felled trees are broken human bones, barely held together by fragments of green fabric with gold-tread inlay. This is the remains of a nameless knight. If investigated, a sword can be retrieved from the light-brown soil (as longsword; crit on a 19-20).OWLBEAST: Large (1d8) HD 4, AR 4, MV 6, dmg 1d8 + knockback (area) or 2d6 + grapple
+ Pounce: Each 1d8 turns, the Owlbeast leaps forward 2d4 squares. All PCs in its path must evade or be pushed forward and suffer 1d6 damage (half protection from armour) as they are crushed under the terrible weight of the landing beast. In addition, the Owlbeast may make a single melee attack with its beak upon landing, dealing 2d6 damage (rending: armour reduced by 1).
5.
In the flooded ruins of a small stone temple lives a tribe of leech-skinned goblins. Inside the temple is the remains of Sir Folming; mummified in the marsh, the goblins have exhumed the body and distorted it into an grim idol.LEECH-GOBLINS (3d6): Small (-1d8), HD 1, AR 4, mv 6, dmg 1d6 (spear).
+ Pack tactics: Ignores size penalty if outnumbering target
+ Impossible to shake: The goblins gain a +3 bonus to grappling; when the grappling goblin is removed, the grappled character suffers 1d3 damage for each failed attempt to break free from it.
GOBLIN LEADER: Small (-1d8), HD 4, AR 4, Shield 1d4(2), mv 6
dmg 1d8 +1d4 magical (sword)
+ Command: Each 1d8 turns, the leader issues an order and the other goblins must immediately charge towards a target or hurl their spears at a specific target. All goblins must follow the same order, towards the same target.
+ Spear of Folming: the leader uses the head of the mummified knight's spear as a sword. If repaired into a spear, its damage increases to 1d10 + 1d6 magical but any failed attempt will dent the weapon.
These are very evocative, have a good sense of world about them and also have battle information that is very brief.
SvaraRaderaI would like to make a pdf from this post, if you permit it.
Of course you may!
RaderaGlad you liked it.