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<blockquote data-quote="UnDfind" data-source="post: 48032" data-attributes="member: 2744"><p>Here's one...I decided to play a bit after a long stretch as DM, so now I have nowhere to place my new plot Ideas...so I'll just post 'em here. This one's for a party of 4-6, average level of 8. It can be applied to any level as long as you adjust the stats accordingly.</p><p></p><p>This is a "Whodunnit and why" plot.</p><p></p><p>The Situation: The party is journeying towards the small town of Heraldsford, most likely expecting to stop for a night and resupply, then head on past towards some other destination. </p><p></p><p>On the nearly empty road heading into the town, the party is suddenly confronted with an injured man who bursts from the wood off the side of the road about 100 feet ahead. The man, who promptly falls face-first onto the dirt road has a crossbow bolt sticking out of his side and appears close to death. Three men with the look of bandits show up, apparently giving chase to the man. They surround the injured man and and quickly kill him. One of the three newcomers turns and spots the party on the road. He turns and informs his companions and they rush to attack the party.</p><p></p><p>What if: The party may very well start hurrying forward as soon as they spy the injured man. If they do, then they are still 30 feet away when the man dies. Any party members with spells or ranged weapons automatically catch the bandits by surprise, as long as they attack before spotted. If the party makes a successful attack before the death of the injured man, the men drop him and rush to attack the party. No matter what, the man dies, as the bolt had been dipped in greenblood oil.</p><p></p><p>What's Happening: The injured man was a member of the Smuggler’s Alliance. He turned coat after a deal went sour and went to the local magistrate. The magistrate is already dead, and smuggler's leader has ordered the traitor tracked down and dealt with. (But of course the party doesn't know that yet).</p><p></p><p>During the battle: The bandits (smugglers actually) are armed with rapiers (which is the trademark weapon of the Smuggler's Alliance). If any of the smugglers happen to be captured, they may be convinced (Intimidate check, DC 15) to reveal that he is a member of a group called the Smuggler's Alliance, and was sent to kill the injured man. They don't reveal anything else of use. The pary may also notice that none of the smugglers were armed with a crossbow (the weapon that injured the man). At the mention of this, any captured smugglers reveal only that the wound was inflicted by "the boss." Anyone inspecting the body of the injured man may make the appropriate checks to determine that the he had been poisoned, and that the crossbow bolt had been dipped in greenblood oil.</p><p></p><p>Typical Member of the Smuggler's Alliance: Male Human, Rog 4: CR 4; Medium Humanoid (5’ 8”); HD 4d6 (+4 Con); hp 16; Init +2; Spd 30 ft; AC 14 (touch 12, flat-footed 14); Atk +6 melee (1d6/crit 18-20, rapier), +4 melee (1d4/19-20, dagger); SA: Sneak Attack +2d6; SQ: Evasion, Uncanny Dodge (dex bonus to AC); AL LE; SV Fort +2, Ref +7, Will +2; Str 10, Dex 14, Con 13, Int 10, Wis 12, Cha 8. </p><p>Skills: Balance +7, Escape Artist +6, Gather Information +3, Hide +7, Intuit Direction +2, Listen +7, Move Silently +7, Pick Pocket +3, Search +3, Sense Motive +3, Spot +8, Tumble +6. Feats: Dodge, Lightning Reflexes, Weapon Finesse (Rapier) Possessions: Rapier, 2 Daggers, Leather Armor, pouch containing 6 gp, 5 sp, and 7 cp.</p><p></p><p>Tactics: The smugglers have trained together, and usually try to flank one opponent, taking advantage of their sneak attacks. The third smuggler will probably try to hold the other party members off while the other two dispatch them one at a time.</p><p></p><p>(((More on it's way)))</p></blockquote><p></p>
[QUOTE="UnDfind, post: 48032, member: 2744"] Here's one...I decided to play a bit after a long stretch as DM, so now I have nowhere to place my new plot Ideas...so I'll just post 'em here. This one's for a party of 4-6, average level of 8. It can be applied to any level as long as you adjust the stats accordingly. This is a "Whodunnit and why" plot. The Situation: The party is journeying towards the small town of Heraldsford, most likely expecting to stop for a night and resupply, then head on past towards some other destination. On the nearly empty road heading into the town, the party is suddenly confronted with an injured man who bursts from the wood off the side of the road about 100 feet ahead. The man, who promptly falls face-first onto the dirt road has a crossbow bolt sticking out of his side and appears close to death. Three men with the look of bandits show up, apparently giving chase to the man. They surround the injured man and and quickly kill him. One of the three newcomers turns and spots the party on the road. He turns and informs his companions and they rush to attack the party. What if: The party may very well start hurrying forward as soon as they spy the injured man. If they do, then they are still 30 feet away when the man dies. Any party members with spells or ranged weapons automatically catch the bandits by surprise, as long as they attack before spotted. If the party makes a successful attack before the death of the injured man, the men drop him and rush to attack the party. No matter what, the man dies, as the bolt had been dipped in greenblood oil. What's Happening: The injured man was a member of the Smuggler’s Alliance. He turned coat after a deal went sour and went to the local magistrate. The magistrate is already dead, and smuggler's leader has ordered the traitor tracked down and dealt with. (But of course the party doesn't know that yet). During the battle: The bandits (smugglers actually) are armed with rapiers (which is the trademark weapon of the Smuggler's Alliance). If any of the smugglers happen to be captured, they may be convinced (Intimidate check, DC 15) to reveal that he is a member of a group called the Smuggler's Alliance, and was sent to kill the injured man. They don't reveal anything else of use. The pary may also notice that none of the smugglers were armed with a crossbow (the weapon that injured the man). At the mention of this, any captured smugglers reveal only that the wound was inflicted by "the boss." Anyone inspecting the body of the injured man may make the appropriate checks to determine that the he had been poisoned, and that the crossbow bolt had been dipped in greenblood oil. Typical Member of the Smuggler's Alliance: Male Human, Rog 4: CR 4; Medium Humanoid (5’ 8”); HD 4d6 (+4 Con); hp 16; Init +2; Spd 30 ft; AC 14 (touch 12, flat-footed 14); Atk +6 melee (1d6/crit 18-20, rapier), +4 melee (1d4/19-20, dagger); SA: Sneak Attack +2d6; SQ: Evasion, Uncanny Dodge (dex bonus to AC); AL LE; SV Fort +2, Ref +7, Will +2; Str 10, Dex 14, Con 13, Int 10, Wis 12, Cha 8. Skills: Balance +7, Escape Artist +6, Gather Information +3, Hide +7, Intuit Direction +2, Listen +7, Move Silently +7, Pick Pocket +3, Search +3, Sense Motive +3, Spot +8, Tumble +6. Feats: Dodge, Lightning Reflexes, Weapon Finesse (Rapier) Possessions: Rapier, 2 Daggers, Leather Armor, pouch containing 6 gp, 5 sp, and 7 cp. Tactics: The smugglers have trained together, and usually try to flank one opponent, taking advantage of their sneak attacks. The third smuggler will probably try to hold the other party members off while the other two dispatch them one at a time. (((More on it's way))) [/QUOTE]
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