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Roadside Robbery a wilderness side trek for characters of 2 nd level BY DAVE ZAJAC What happens when a character falls asleep on watch? Often, nothing good! Use this quick adventure any time the party makes camp in a wilderness environment. Complete with monster stat blocks and printable battle maps! Credits Produced by Swordfin Games Distributed by www.dmsguild.com Interior maps by Dave Zajac Includes art from images.nga.gov and openclipart.org www.swordfin.com DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Sample file

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Roadside Robbery

a wilderness side trek for characters of 2nd level

BY DAVE ZAJAC

What happens when a character falls asleep on watch? Often, nothing good!

Use this quick adventure any time the party makes camp in a wilderness environment.

Complete with monster stat blocks and printable battle maps!

Credits Produced by Swordfin Games

Distributed by www.dmsguild.com

Interior maps by Dave Zajac

Includes art from images.nga.gov and openclipart.org

www.swordfin.com

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Sam

ple

file

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2 | ROADSIDE ROBBERY Not for resale. Permission granted to print or photocopy this document for personal use only.

ROADSIDE ROBBERY BY DAVE ZAJAC Roadside Robbery is a standalone set of two encounters usable any time your player characters (PCs) are traveling and rest in a wilderness environment. It is also a great way to add a quick combat to a session if your players look like they really need to kill something.

While roadside robbery is designed for a party of five characters of 2nd level, it is very simple to scale the encounters to match your party’s level and number of players by simply substituting creatures of the appropriate level. Several examples are listed in the Scaling the Side Trek section.

SIDE TREK SYNOPSIS In the first encounter, the PCs have retired for the evening after a day of traveling on the road. As they rest, a satyr attempts to lull the PC on watch to sleep with its Panpipes with the hope of stealing any items of value lying about.

In the second encounter, the PCs follow the satyr’s tracks back to its camp, either to put an end to the creature’s raiding and thievery or to retrieve their stolen goods (or possibly both).

SCALING THE SIDE TREK While satyrs feature the primary role in Roadside Robbery, the principle of the side trek is easily adapted for groups of varying levels. Below are several different combinations of creatures that may be used as substitutions if needed. LEVEL 1 PARTY A1: Roadside Camp

1 goblin A2: Forest Camp

4 goblins LEVEL 3 PARTY A1: Roadside Camp

1 scout A2: Forest Camp

1 scout, 8 bandits, and 1 bandit captain LEVEL 4 PARTY A1: Roadside Camp

1 bugbear A2: Forest Camp

3 bugbears and 2 half-ogres

A1: ROADSIDE CAMP This encounter occurs during the night as the PCs sleep. While the party made camp, a satyr watched them from the nearby forest. He has been patiently waiting for the PCs to retire for evening so that he can attempt lull them to sleep with his pipes and rummage through their belongings for anything of value.

This encounter includes the following creature. 1 satyr

When the encounter opens, read the following.

The hoots of owls and sounds of other nighttime forest creatures fill the small clearing where you and your companions have made camp. The pop of burning wood and the dance of the fire’s flames make it difficult to remain alert as you serve your turn of the night’s watch.

This encounter assumes the PCs set a watch while they rest. It is up you to decide exactly when the satyr attempts to pilfer the camp.

The satyr uses the Gentle Lullaby effect from its Panpipes in the hope of lulling the PC on watch to sleep. If you are running the encounter using the alternate options presented in the Scaling section, you can simply have the PC on watch make a DC 13 Constitution saving throw to see if the sounds of the forest and the warmth of the fire causes them to doze off. Read the following if the PC on watch remains awake.

For a brief moment you hear soft music in the distance, lulling you toward sleep. In spite of your exhaustion, your senses remain keen, and at the fringe of the camp’s firelight, you spy a creature with the torso of a human and the legs of a goat, slinking through the darkness. When you move to investigate, it bounds off into the nearby woods.

Read the following if the PC on watch falls asleep.

You hear gentle music in the distance. The calming melody, the warmth of the fire, and the peacefulness of the night cause you to momentarily drift off to sleep. When you open your eyes, you see a creature with the torso of a human and the legs of a goat digging through your backpack. When it notices you are awake, it gasps and bounds off into the nearby woods, disappearing in the darkness.

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If the PC on watch fails to remain awake, the satyr gets away with up to 100 gp of the party’s belongings. You should choose the items taken, and they may include money, gems, weapons, or any combination thereof. In addition, there is a 50% chance the satyr takes any magic item not worn by a player character. The loss of items should prove a sufficient motivation for the PCs to track down their robber. TACTICS The satyr does not desire combat, and if discovered, it immediately flees into the darkness of the surrounding woods. Once in the cover of the woods, the satyr is impossible for the PCs to find. However, in the light of the following morning, it may be possible for the PCs to locate the fleeing creature’s tracks and follow them. DEVELOPMENT The satyr returns to its camp and give its spoils, if any, to its leader. The PCs may attempt to track the woodland creature, but doing so is difficult and requires three successful DC 10 Wisdom (Survival) checks before the accumulation of three failures to find the site.

A2: FOREST CAMP A small band of satyrs has setup a temporary camp deeper in the forest. They have been robbing caravans and travelers on the nearby road and generally causing a nuisance.

This encounter includes the following creatures. 3 satyrs (S) *only one satyr carries Panpipes 1 black bear (B)

Read the following when the PCs locate the camp.

You have followed the satyr’s tracks to a small camp deeper in the woods. From your spot crouched amid the trees and boulders, you see two small tents with a cooking fire burning between them. Three satyrs surround the fire, conversing quietly. Not far away, a ring of large upright stones circles a small mound. To the southeast of the mound, a bear rests upon the ground, gnawing on a large piece of meat.

TACTICS If the satyrs or the black bear spot the PCs, they sound a warning and attack. The black bear immediately enters melee with the closest enemy, and the satyrs attack with their shortbows. Once engaged in melee combat, the satyrs drop their bows and use their shortswords.

The satyrs flee when reduced to 10 hit points or less, and the black bear fights to the death. GENERAL FEATURES

Illumination: The amount of light available for the encounter should be set by the DM according to the time of day.

Trees: The dense pine trees provide three-quarter cover.

Campfire: Any creature pushed into or beginning its turn in the campfire suffers 1d6 points of fire damage.

Tents: The two canvas tents block line of sight to creatures within and provide half cover to creatures hiding behind them.

Stones: The large stones that make up the ring in the northern portion of the area are 8 feet tall and capable of providing full cover for medium or smaller creatures.

Treasure: The southern tent contains a small chest, which holds a silver necklace worth 15 gp, a bronze crown worth 50 gp, and 75 gp worth of coins and gems. In addition, if the satyr successfully stole magic items or other valuables from the party in encounter A1, they are found here as well.

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EXPANDING THE SIDE TREK This side trek is intentionally simplistic in design. The goal isn’t to derail your current adventure, but rather to create a brief diversion. However, below are a few options if you would like to do more with the scenario.

While chaotic neutral in alignment, satyrs are hedonists by nature, and the accumulation of wealth isn’t typically what drives their kind. Why were the satyrs robbing people? Were they looking for something specific? Perhaps they needed a potion of healing or an antitoxin to help an injured woodland fey creature such as a sprite or dryad. If so, who or what brought harm to their friend?

Have the satyrs fight to the death with unnatural crazed fury. What could have caused the creatures to behave in such a vicious manner? Perhaps they are suffering from a natural or magical sickness.

A druid has arrived in the area and convinced the satyrs and other wildlife that civilization has encroached upon their lands, threatening to disrupt the balance of nature. Is this druid a savior or a charlatan looking to exploit the fey for private gain?

STAT BLOCKS

BLACK BEAR Medium beast, unaligned

Armor Class 11 (natural armor) Hit Points 19 (3d8 + 6) Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)

Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/2 (100 XP)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS Multiattack. The bear makes two attacks: one with its bite

and one with its claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 7 (2d4 + 2) slashing damage.

SATYR Medium fey, chaotic neutral

Armor Class 14 (leather armor) Hit Points 31 (7d8) Speed 40 ft.

STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)

Skills Perception +2, Performance +6, Stealth +5 Senses passive Perception 12 Languages Common, Elvish, Sylvan Challenge 1/2 (100 XP)

Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.

ACTIONS Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (ld6 + 3) piercing damage.

Panpipes. The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creatures that can't be charmed are unaffected. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours.

Charming Melody. The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.

Frightening Strain. The creature is frightened for 1 minute. Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.

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