Espionage In Grandia

Phase 1 - Move into Grandia to Flint, from Angwar Keep
There are three ways this can be done.
1. Moving through a goat trail to the north through the mountains.
2. Moving through the South in the forest.
3. Moving in plain site disguised along the main road.

Phase 2 - Dealing with the threats along the way.
1. Along the goat trail in the mountains, the party will run into a FOB of Goblin Scouts. There are 2 sections of goblins in camp, with 1 section split between two OP's. A Tiefling Rogue maintains an intelligence gathering facility in the camp, with 4 human warriors who act as force protection.

2. In the forest they will run into an OP of Goblin Scouts with a Gnoll Cavalry runner.

3. If they move along the road they will have to contend with border patrol.

Phase 3 - At FOB Flint
The town of Flint has been heavily occupied by Grandian forces.

Friendly Units

Human Soldiers
Human Regular: Male or female human warrior 1; CR
1/2; Medium humanoid; HD 1d8+1; hp 5; Init +0; Spd 20 ft.;
AC 16, touch 10, flat-footed 16; Atk +3 melee (1d8+1/19–20,
longsword) or +2 ranged (1d8/19–20, light crossbow); AL
varies; SV Fort +3, Ref +0, Will –1; Str 13, Dex 11, Con 12,
Int 10, Wis 9, Cha 8.
Skills and Feats: Climb –1, Jump –7, Spot +1; Weapon
Focus (longsword), Weapon Focus (light crossbow).
Possessions: scale mail, heavy wooden shield, longsword,
light crossbow, 20 bolts.
Human Archer: Male or female human warrior 1; CR 1/2;
Medium humanoid; HD 1d8; hp 4; Init +1; Spd 30 ft.; AC
14, touch 11, flat-footed 13; Atk +2 melee (1d6+1/19–20,
short sword) or +3 ranged (1d8/×3, longbow); AL varies;
SV Fort +2, Ref +1, Will –1; Str 12, Dex 13, Con 11, Int 10,
Wis 9, Cha 8.
Skills and Feats: Climb +2, Jump +2, Listen +1, Spot +1;
Point Blank Shot, Weapon Focus (longbow).
Possessions: studded leather armor, short sword, longbow,
25 arrows.
Human Sniper: Male or female human fighter 2; CR
2; Medium humanoid; HD 2d10+2; hp 13; Init +2; Spd
30 ft.; AC 17, touch 12, flat-footed 15; Atk +4 melee
(1d6+2/19–20, short sword) or +6 ranged (1d8+2/×3,
masterwork composite longbow); Full Atk +4/+4 ranged
(1d8+2/×3, masterwork composite longbow); AL varies;
SV Fort +4, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int
10, Wis 12, Cha 8.
Skills and Feats: Climb +5, Jump +6, Spot +1; Point
Blank Shot, Precise Shot, Rapid Shot, Weapon Focus
(longbow).
Possessions: masterwork chain shirt, masterwork
buckler, short sword, masterwork composite longbow
(+2 Str bonus), 25 arrows, potion of cat’s grace, potion of
cure light wounds.

Goblin Enemies

Goblinoid Soldiers
Goblin Worg-Rider: Goblin warrior 2; CR 1; Small
humanoid (goblinoid); HD 2d8+2; hp 11; Init +1; Spd 30
ft.; AC 16, touch 12, flat-footed 15; Base Atk +2; Grp –2;
Atk or Full Atk +3 melee (1d6/×3, lance); SQ darkvision
60 ft.; AL NE; SV Fort +4, Ref +1, Will –1; Str 11, Dex 13,
Con 12, Int 10, Wis 9, Cha 6.
Skills and Feats: Handle Animal +2, Hide +3, Move
Silently +3, Ride +6; Mounted Combat.
Possessions: studded leather armor, light wooden shield,
lance.
Goblin Sneak Corporal: Male goblin rogue 2; CR 2;
Small humanoid (goblinoid); HD 2d6+2; hp 11; Init +1;
Spd 30 ft.; AC 15, touch 12, flat-footed 14; Base Atk +1; Grp
–3; Atk or Full Atk +3 melee (1d4/19–20, short sword) or
+4 ranged (1d4/×3, shortbow); SA sneak attack +1d6; SQ
commander rating 1, darkvision 60 ft., evasion, protective
commander, trapfinding; SV Fort +1, Ref +4, Will –1; AL
LE; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6.
Skills and Feats: Escape Artist +6, Hide +10, Listen +4,
Move Silently +10, Ride +6, Search +4, Sleight of Hand +6,
Spot +4, Tumble +5, Use Rope +1 (+3 bindings); Mounted
Combat, Weapon Finesse.
Evasion (Ex): No damage on successful Reflex save.
Protective Commander: Allies within 30 feet gain a +1
morale bonus on saving throws.
Trapfinding (Ex): Find, disarm, or bypass DC 20 or higher
traps and magic traps. PH 50.
Possessions: masterwork studded leather, masterwork
short sword, masterwork shortbow, 20 arrows, potion of cure
light wounds, potion of blur, elixir of hiding, elixir of sneaking.

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