Saturday, 5 April 2014

Bandits of the Shorgan Forest part 1

This is an adventure seed that I have developed into almost a proper adventure for characters of levels 1-2. There are gaps, but I am sure a good DM can improvise or write down the stuff that they might need. As this would be a long post, I've split it up into three parts.

The adventure takes place in Teiglin, in the borderlands between the wild Shorgan Forest and the more civilised baronies of Glensor and Bauglir

Part 1: The Caravan
The adventure starts off in the town of Elfmeet, with PCs being hired to escort a merchant's caravan along the road to Firebright Keep. There have been an increase in bandit attacks in the last week, always targetting merchants, and avoiding army patrols.

The Merchant's name is Orizon, and he has 2 assistants - Dermish and Macmoon, but he knows he needs more muscle to defend him.
He has 5 pack mules laden with wool cloth (30 sacks, each worth 70gp for a total of 2100gp).
Orizon, 2nd level fighter, neutral,, Str 13, Int 13, HP 12, Equipment: Chain mail, longsword, shield, 3 javelins
Dermish 1st level fighter, lawful, Str 13, Con 13, HP 6, Equipment: Chain mail, longsword, shield
Macmoon 1st level thief, neutral, Dex 13, Int 13, HP 3, Equipment: leather armour, shortbow, quiver with 20 arrows, hand axe


The journey is about 40 miles long and the caravan can do it in 3 days (18 miles per day) unless the PCs are very slow. The caravan encounters at least 2 sets of bandits (no particular location on the map).

1st attack is when the caravan has camped for the night - the attackers automatically gain surprise unless there is a guard posted.
4 orcs (AC 6, HD 1, hp 5, 4, 4, 3, Mv 120' (40'), Att 1 weapon for 1d6, Save F1, Ml 7, Al C, 15sp each, Leather armour, shield, hand axe),
4 goblins (AC 6, HD 1-1, hp 3, 4, 2, 3, Mv 60' (20'), Att 1 weapon for 1d6, Save NM, Ml 6, Al C, 10sp each, Leather armour, shield, Spear)

2nd attack is around a fallen tree that is blocking the road. In this encounter one of the bandits will have a schedule of expected caravans from Elfmeet. The bandits are
2 goblins (AC 6, HD 1-1, hp 3, 4, Mv 60' (20'), Att 1 weapon for 1d6, Save NM, Ml 6, Al C, 10sp each, Leather armour, shield, Spear)
2 orcs (AC 6, HD 1, hp 5, 6, Mv 120' (40'), Att 1 weapon for 1d6, Save F1, Ml 7, Al C, 15sp each, Leather armour, shield, hand axe)
2 human F1 (AC 5, HD 1, hp 5, 4, Mv 90' (30') Att 1 weapon for 1d8 or 1d6, Save F1, Ml 7, Al C, 3gp each, Chain Mail, Battleaxe, shortbow, 10 arrows)
1 human F2 leader (AC 4, HD 2, hp 11, Mv 90' (30'), Att 1 weapon for 1d8+1, Save F2, Ml 10, Al C, 10gp + 30sp, Chain Mail, Longsword, Shield, Shortbow, 10 arrows, schedule of caravans).

There could be other encounters if the PCs don't pick up the schedule after the second attack. The schedule indicates that someone is telling the bandits whom and when and where to attack.
In neither encounter are there clear tracks leading back to the bandit lair.

There may also be random animal encounters on the journey (1 in 10 chance every 6 hours)
1d10  Encounter(number appearing)
  1. Black Bear (1d2)
  2. Beetle, Giant Fire (1d4)
  3. Wild Boar (1d3)
  4. Giant Ferret (1)
  5. Herd Animal (2HD deer) 2d6
  6. Herd Animal 4HD wild cattle) 1d8
  7. Giant Shrew (1d3)
  8. Snake, Pit Viper (1)
  9. Giant Crab Spider (1)
  10. Wolf (1d4)
After the safe arrival at Firebright Keep, Orizon thanks the PCs and advises them to return to Elfmeet to find the bandits' spy in town.This may lead them to the bandits' lair.

Part 2 Elfmeet to follow, then Part 3: the Bandit Lair

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