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Caravan adventure ideas
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<blockquote data-quote="sabrinathecat" data-source="post: 6113275" data-attributes="member: 89838"><p>I did this last year.</p><p>So, the goblin bandits along the caravan were there to loot it. I had some soldiers, a couple of skirmishers, and a bunch of minions.</p><p>If the PCs bunched up, the goblins had 2d4 rounds of free access to looting and sabotaging the caravan.</p><p>If the PCs spread out, one (random roll) would be near the attack on round 1, with 1 more PC arriving each round.</p><p>(my players decided to bunch together)</p><p>For every round the goblins had free run of looting and damaging the caravan, the progress for the day was slowed by an hour. If they had 5 or more rounds, the caravan would lose a whole day to repairs and recovering the cargo.</p><p>The soldiers and skirmishers would deal with the PCs (2 diverting from the looting for each PC that arrived). The minions were focused purely on looting until attacked.</p><p>Round 10 (if the fight lasted that long) would see the surviving goblins retreating if possible with whatever they could carry. Same thing if only minions were left alive or other failed morale check.</p><p>Successful tracking, nature, and endurance checks after the fight would allow the party to chase down the goblins that ran away with whatever they could carry. Otherwise each fleeing goblin who escaped would be carrying 10GP worth of valuable equipment.</p><p></p><p>I ran three variations of that encounter, with a couple of other encounters (territorial Owlbears and a nasty couple of necromancers after something the party had stolen--um, claimed as spoils of conquest after killing another necromancer of the same cult).</p></blockquote><p></p>
[QUOTE="sabrinathecat, post: 6113275, member: 89838"] I did this last year. So, the goblin bandits along the caravan were there to loot it. I had some soldiers, a couple of skirmishers, and a bunch of minions. If the PCs bunched up, the goblins had 2d4 rounds of free access to looting and sabotaging the caravan. If the PCs spread out, one (random roll) would be near the attack on round 1, with 1 more PC arriving each round. (my players decided to bunch together) For every round the goblins had free run of looting and damaging the caravan, the progress for the day was slowed by an hour. If they had 5 or more rounds, the caravan would lose a whole day to repairs and recovering the cargo. The soldiers and skirmishers would deal with the PCs (2 diverting from the looting for each PC that arrived). The minions were focused purely on looting until attacked. Round 10 (if the fight lasted that long) would see the surviving goblins retreating if possible with whatever they could carry. Same thing if only minions were left alive or other failed morale check. Successful tracking, nature, and endurance checks after the fight would allow the party to chase down the goblins that ran away with whatever they could carry. Otherwise each fleeing goblin who escaped would be carrying 10GP worth of valuable equipment. I ran three variations of that encounter, with a couple of other encounters (territorial Owlbears and a nasty couple of necromancers after something the party had stolen--um, claimed as spoils of conquest after killing another necromancer of the same cult). [/QUOTE]
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