dnd - Short and Bloody - Encounter 1

doghead

thotd
general - Short and Bloody Encounter 1

While my players get their PC's ready, I thought that I would post this here and see what people have to say.

A couple of points:

* the game is intended to be short and bloody. The players know this. There are 5 PC's, all level two.
* all characters and monsters add their con to their hp score. The flip side is that few things will fight to the death if there is an escape route.
* the npc's have largely been eyeballed and skills have been generalised for simplicity.
* I'm thinking of including a wizard in with the wolf riders.
* if you are one of my players, you shouldn't be reading this.

doghead
aka thotd
 

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adventure - Dogville

Opening Encounter - Trouble on the road

Setup - PCs a hired to guard a caravan from Magnimar to Sandpoint. Its late in the season for travelling, Winter has begun to hustle Autumn off centre stage. It's a journey of about 70 miles there, and the same back. At 16 miles a day, that should mean about 4-5 days on the road a few days in Sandpoint, then 4-5 days back. So all up about 2 weeks. The caravan consists of two covered wagons each pulled by a pair of bullocks. The caravan master is Hunbar Swath, a halfling of some experience. Hunbar has three others with him, all halflings. A cleric of Erastil (Animal, Community) and two drivers.

The money is not brilliant, but then at this time of year, the options for mercenaries are not brilliant either - one gold per day, plus a bonus of 5 gold if the caravan arrives safely at its destination. An extra 25 gold should help see the characters through the slow winter season. It also means two weeks of rent and food the characters don't have to fork out for.

The journey to Sandpoint is uneventful, if a little damp. The skies remain grey for much of the way, and light showers are frequent. By the end of the forth day, the caravan is but a half dozen miles from Sandpoint as darkness begins to fall. Humbar decides to push on. Twilight is al too short, and soon the caravan is travelling in near darkness. Fortunately, a break in the clouds allows a little moonlight to get through.

--- DM NOTES ---

-- Caravan Crew --

Hunbar, male halfling caravan master (expert 3 / war 1).
STR-1 DEX+1 INT+1 CHA+1
AC 14 (leather), HP 15
* melee +1 short sword (1d6)
* range +3 crossbow (1d6)
AoE +6, Combat +2, Knowledge +6, Social +4, Stealth +4.

Winison, female halfling assistant (cleric of Erastil 2)
STR-1 DEX+1 WIS+2
AC 14 (leather), HP 18,
* melee +2 hand weapon (1d6-1)
* range +4 crossbow (1d6)
0th - Detect magic, Guidance, Guidance, Mending.
1st - Bless, Bane, Calm Animal.

Roth, male halfling wagon driver (expert 1 / war 1)
Hiek, female halfling wagon driver (expert 1 / war 1)
DEX+1 CON+1 WIS+1.
AC 14 (leather), HP 17.
* melee +1 hand weapon (1d6)
* range +2 crossbow (1d6)
AoE +6, Combat +2, Knowledge +4, Social +2, Stealth +4.

--- ENCOUNTER 1 ---

A small band of goblins has decided to keep watch over the southern route into Southport on the off chance that some travellers come by. They have been told to keep a low profile, but they are bored. They are also feeling confident.

The plan is simple. A group of wolf riders will station themselves a few miles down the road. When the spot a target, the wolf riders will send a message to the main group further up the road. Then they will harry the travellers as they travel towards Sandpoint. Hopefully, by the time the travellers reach the main group, they will have used many of their more potent spells. The main group of goblins will attack on the south side of the last ridge before approaching the town. The site is only a few miles out of town, but is hidden from view of the town by the ridge.

The goblins first objective will be to cripple or kill the mounts and the animals pulling any wagons or carriages. The goblins want to prevent any of the travellers from breaking out and reaching the town. They also want to stop any wagons in their tracks, effectively containing their quarry.

-- Goblin Forces --

Initial attack.

6 goblin wolf riders (warrior 2)

The goblins will fight from a distance using their javlins. They will fall back (and collect javlins), regroup and shadow the party before launching another raid after a few minutes. They have two objectives, empty a few spell slots, and test the traveller's strength.

Main attack
remaining goblin wolf riders (warrior 2)
12 regular goblin warriors (warrior 1)
2 goblin witch doctors (cleric 1)

watching from the sidelines
1 goblin switch witch (cleric 3)
2 goblin elite warriors (warrior 3)
1 goblin war band leader (warrior 4)

- Goblin Stats -

Goblin wolf rider (warrior 2)
DEX+1 CON+1
Spd 30 ft., Init +1, AC 15 (leather+buckler), HP 20.
* melee +2 hand weapon (1d6)
* range +4 javlin (1d4)
Combat +2, Knowledge +0, Perception +1, Social +0, Stealth +4.

Wolf
Spd 50 ft. Init +3, AC 14, HP 23.
* melee +3 wolf bite (1d6+1) + trip

Goblin Warrior (warrior 1)
DEX+1 CON+1
Spd 30 ft. Init +1, AC 14 (leather), HP 16.
* melee +2 hand weapon (1d6)
* range +4 javlin (1d4)
Combat +2, Knowledge +0, Perception +4, Social +0, Stealth +4.

Goblin Witch Doctor (cleric 1 of Calistria)
STR-1 DEX+1 WIS+2.
Spd 30 ft. Init +1, AC 16 (chain), HP 14.
* melee
* range
0th - xxx, xxx, xxx.
1st - Bless, Cause Fear or Bane, Command.
 

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