Eldreth Veluuthra Ambush
A three-person patrol from the Eldreth Veluuthra monitors the Dark Road where a spur turns into the Vale of Lost Voices, having prepared a careful ambush to prevent any unwanted visitors to the ancient elven ruins.
The patrol will spring their ambush on any party that contains humans or half-elves. The leader, a ranger, spies on the party using his cloak of elvenkind (Spot DC 30) as they are coming up the trail. Once he has determined their composition and figured out who the likely spellcasters and warriors are, he retreats up the trail to spring the ambush. The three elves’ goal is to kill or drive off any adventurers, but they will withdraw and set up their second ambush a quarter mile down the trail, rather than fight to the death. The area is lightly wooded, the trees on the map provide 25% cover to someone hiding behind them.
First Ambush:
- The ranger returns and alerts his fellows, who drink potions of hide, and take up positions (Take 10 on Hide). The wizard casts shield on herself. Spot DCs are 30, 23, 23 for the ranger, wizard, and fighter respectively.
- Surprise round (triggered when the lead party member reaches point X on the map):
- Ranger casts entangle. He has scouted the location so that the spell will cover the entire trail area, but not entangle his comrades.
- Wizard casts true strike from the scroll
- Fighter fires one arrow at the lead character
- Round 1:
- Ranger fires 1 arrow at a spellcaster or fighter
- Wizard casts a melf’s acid arrow at a spellcaster (+27 to hit with true strike)
- Fighter rapid shots two arrows at the lead party member
- Round 2
- Ranger fires one arrow
- Fighter rapid shots two arrows
- Wizard casts sleep
- Round 3 & onward:
- Ranger and fighter fire arrows or melee as necessary
- Wizard uses wand of magic missiles
- The ambushers withdraw if significantly threatened. The wolf fights only to protect his master or assist in withdrawal.
- Withdrawal:
- All three double move back. The wizard casts web as necessary to cover their withdrawal.
Second ambush:
About a quarter mile down the trail, the three set up a second prepared site. The ranger takes the lead and hides (Spot DC 30). The wizard is 20’ behind him on the opposite side of the trail; the fighter is another 10 feet behind the wizard, just off the trail (the three for a staggered triangular formation with the trail in the center). When the lead party member reaches thirty feet away, the ranger looses an arrow, then falls back thirty feet. The wizard casts his web spell if he still has it; otherwise, he and the fighter also fire arrows and fall back 30 feet – regaining the same formation further down the trail, where they repeat the procedure until the party is defeated, withdraws, or the ambush is pressed hard, at which point they withdraw to link up at their campsite in two hours’ time.
The patrol is camped an hour’s march from the ambush site, and the path is skillfully hidden (DC 25). The camp contains the pack, bedrolls, and belongings of the patrol, including the wizard’s spellbook and 2d4 gp per pack. The leader’s pack also contains a spare potion of cure light wounds.
Eldreth Veluuthra Patrol (EL6)
Ivellios, male elf (sun) Rgr4: CR 4; Size M (4 ft., 11 in. tall); HD 4d10; hp 32; Init +8 (+4 Dex, +4 Imp Init)); Spd 30 ft.; AC 18 (+4 Dex, +4 chain shirt); Attack +9 melee, or +7/+7 melee (MW shortswords 1d6+2/1d6+1/19-20x2), or +9 ranged (MC longbow 1d8+2/x3); SV Fort +3, Ref +5, Will +2; AL NE; Str 14, Dex 18, Con 11, Int 10, Wis 12, Cha 8.
Languages Spoken: Common, Elven, Goblin, Sylvan.
Skills and feats: Hide +10, Intimidate +1, Intuit direction +9, Listen +4, Move silently +11, Ride +8, Search +4, Spot +7; Wilderness Lore +8; Improved Initiative, Weapon Finesse: Shortsword, [Ambidexterity], [Two-Weapon Fighting], [Track]. Favored Enemy (Humans) +1
Possessions: MW chain shirt, 2 MW short swords, 10 MW arrows, 3 +1 arrows, mighty composite longbow (+2 Str), potion of cure light wounds, cloak of elvenkind.
Ranger Spells Per Day: 1 - entangle
Animal Companion: Wolf, CR 2; Medium-Size animal; HD 2d8+4; hp 13; Init +2 (Dex); Spd 50 ft.; AC 14 (+2 Dex, +2 natural); Atk Bite +3 melee (1d6+1); SA trip; SQ Darkvision (60'), scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6.
Skills and Feats: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*; Weapon Finesse (bite). *Wolves receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Special Attacks: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Silanthe, female elf (sun) Wiz3: CR 3; Size M (5 ft., 0 in. tall); HD 3d4; hp 10; Init +3 (+3 Dex); Spd 30 ft.; AC 13/20 (+3 Dex/+7 Shield); Attack +0 melee (rapier 1d6-1/18-20x2), or +6 ranged (longbow 1d8+1/x3); SV Fort +2, Ref +4, Will +4; AL NE; Str 8, Dex 16, Con 10, Int 15, Wis 13, Cha 10.
Languages Spoken: Common, Elven, Gnoll, Goblin, Orc, Sylvan.
Skills and feats: Alchemy +7, Concentration +7, Craft +6, Escape artist +5, Heal +4, Hide +3, Knowledge +10, Listen +3, Move silently +3, Scry +9, Search +6, Spot +3; Point Blank Shot, Weapon Focus: Ray, [Scribe scroll].
Possessions: Longbow, 10 masterwork arrows, rapier, potion of hiding, scroll of true strike, wand of magic missiles (5 charges, 3d caster level).
Wizard Spells Known (4/3/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Charm Person, Identify, Magic Missile, Shield, Silent Image, Sleep, True Strike. 2nd -- Melf's Acid Arrow, Whispering Wind, Web.
Wizard Spells prepared: 0th: Daze, Ghost Sound, Prestidigitation, Ray of Frost, 1st – Shield, Sleep, Magic Missile, 2d – Melf’s Acid Arrow, Web
Himomis, male elf (sun) Ftr2: CR 2; Size M (5 ft., 0 in. tall); HD 2d10; hp 16 Init +7 (+3 Dex, +4 Imp Init); Spd 30 ft.; AC 16 (+3 Dex, +3 Studded); Attack +4 melee (longsword 1d8+2/19-20x2), or +7 (+5/+5) ranged (MC Longbow 1d8+3/x3); SV Fort +2, Ref +1, Will -4; AL NE; Str 14, Dex 17, Con 11, Int 10, Wis 12, Cha 8.
Languages Spoken: Common, Elven.
Skills and feats: Handle animal +2, Hide +3, Jump +5, Listen +4, Move silently +3, Search +3, Spot +4; Improved Initiative, Point Blank Shot, Rapid Shot.
Possessions: Studded Leather armor, MC longbow (+2 str), 10 MW arrows, longsword, potion of hiding.