Foes

The stats are filler of course

Minions

 * Goblin (1 Fight, 1 HP, Resist 1)
 * Reward: 1 XP and roll 1d6: 1-3: Nothing; 4: 1 GP; 5: 2 GP; 6: 1 GP and 1 Lesser item


 * Bandit Archer (3 Fight, 2 HP, Resist 2)
 * Special: Ranged
 * Reward: 3 XP and 1d6+1 GP and 1d6-5 Lesser items and 1d6-5 Lesser items and 1d6-5 Lesser items.


 * Minotaur (5 Fight, 1 Armor, 4 HP, Resist 3)
 * Special: Armor Piercing 1, +2 Fight during round Minotaur charges
 * Reward: 6 XP and 1d6+3 GP and 1d6-5 Lesser items and 1d6-5 Average items.


 * Wraith (4 Fight, 3 HP, Resist 4)
 * Special: Undead, Spellcaster: Drain if wounded, otherwise Curse. Can only be damaged by Magic spells and weapons.
 * Reward: 6 XP

Bosses
Tough, Unique, possibly draw a 'Plot Card' for defeating
 * Zargnar, the Slayer of Life (20 Fight, 5 Armor, 20 HP)
 * Specials: Regenerate 4, Spell Resistance 5, Fire Immunity, 2 Fire Damage to all engaged characters per turn
 * Reward: 20 XP and 4d8 GP and 1d6 Elite items and 1d6-4 Unique items

Hazards
Traps, Weather, Ambushes, Plot Events