The Bandit’s Trail

The town of Phalandin has been plagued by bandit attacks on their trade routes. The town council believes a local group of bandits is responsible and hires the party to deal with them.

The Goal is to eliminate or negotiate with the group that is currently blocking the roads. THey also need to retrieve any food cargo and other resources that the bandit group were supposed to deliver.

The group will be able to keep half of any gold they find. Unfortunately the town of Phalandin is not able to pay handsomely the group. They will also help to eliminate a threat for their town.

Reaching Shadowpine

Το shadowpine έχει γίνει inflitrate από τους bandits γενικα. Ο δήμαρχος του Shadowpine (Geor Ernst) έχει ήδη συμφωνήσει στους όρους τους, κάποιοι από τους άνδρες έχουν συνταχθεί ήδη μαζί τους, φοβόμενοι τις επιθέσεις από τα goblins. Ειδικά οι πιο εύπορες κοινωνικές ομάδες, συμφωνούν με αυτό. Την τελευταία εβδομαδα ο δημάρχος διπλασίασε τον φόρο στο χωριό. Πολλοί πιστεύουν ότι ίσως οι bandits να έχουν κάνει ειδική συμφωνία μαζί του.

O Δήμαρχος έχει μια φρουρά από 15 άτομα στο χωριό 10 εκ τον οποίων είναι μέλη των bandits για να επιβάλει την τάξη αλλά και να φρουρίσει την περιοχή. Οι υπόλοιποι bandits επισκευάζουν έναν παλιό εγκατελημένο μύλο κοντά στο ποτάμι, τον οποιίο τον μετατρέπουν σε φρούριο τους.

Η ομάδα κυνηγών του Shadowpine μια ομάδα από 6 rangers, προσπάθησαν να εναντιωθούν στον Δήμαρχο και τους φρουρους. αλλά αποθήθηκαν, ένας από αυτούς γνωστό άτιθασο μέλος της κοινότητας πιάστηκε και τιμωρήθηκε παραδειγματικά. καθώς τον κρέμασαν στην πλατεία της πόλης. 1 από τους ranger προσπαθεί να λάβει βοήθεια από γειτονικούς οικισμούς. και πήγαινε προς το Phalandin όταν και πιάστηκε από ενέδρα.

Περισσότεροι από τους κατοίκους του phalandin είναι διατεθημένοι να βοηθήσουν ειδικά πιο νεαρά θερμόαιμα άτομα. Ένα group από 5 άτομα maximum αναλόγως το πόσο καλά θα είναι τα persuation checks.

Group Assets

once per round of combat.

Group Health: Each group has a collective health pool. For simplicity, consider each member of the group to have 10 HP. So, a group of 5 would have a total of 50 HP. When the group’s HP reaches 0, the group is considered defeated.

Group Attack: Instead of each individual attacking, the group makes a single attack roll. Add a bonus to the attack roll based on the number of members still active. For example, +1 for each active member.

Group Defense: The group has a single AC. However, for every 10 damage that surpasses their AC, one member of the group is considered defeated.

Hunters – “Focused Shot”: 120feet/200feet (disadvantage) The hunters focus their fire on a single target. They make an attack roll with a + 1*number of hunters left bonus, and if successful, deals 3d6 + number of hunters dmg to radius damage caped to 5

+2 +number of archers left. to hit
3d6 + number of hunters left. piercing damage.

Hunters “Scattered Volleey”: 120/200 (disadvantage) Hunters make a scattered shot to get as many as possible. DC 10 dexterity saving throw, 2d6 damage in a 10 feet radius halfed on success

DC 10 DEX throw.
2d6 halved on success.

Hunters – “Trap Setting”: The hunters quickly set up a basic trap in an 5feet square. The next enemy to enter that square must make a Dexterity saving throw or be restrained until the end of their next turn.

Villagers “Mob Charge”: Villagers can attempt to charge (for at least 20 feet) towards a group of enemys. in villagers x 5 feet line. 1d4 damage DC 12 strength check or an enemy reached is knocked prone.

Villager Flanking Maneuover: minimum 2 villager can engulf an enemy giving opportunity attacks on him

Villagers Equiped with Pikes in a villagers x 5 feet line attack 1d6 + number of villages piercing damage. 1d20 + number of villagers.

every hit for over 10 AC a member of a group dies.

Group Morale:

To add another layer of strategy, you can introduce a morale system:

  1. High Morale: If the group manages to defeat an enemy or successfully performs a team action, their morale boosts. On their next attack, they get a +2 bonus.
  2. Low Morale: If the group loses more than half its members, they suffer a -2 penalty to their attack rolls due to fear and despair.
  3. Rally: Once per combat, the player can use an action to rally a group, restoring their morale and granting them an immediate attack.

Part 3: The Bandit Hideout

Encounter 5: Scouting the Hideout

– The party finds the bandit hideout. They can scout the area to learn about the bandits’ numbers, their defenses, and any potential weaknesses.

Encounter 6: Bandit Confrontation

The party confronts the bandits. This could involve a combat encounter, a negotiation, or a stealthy infiltration, depending on how the party wants to handle it. During this encounter, they find clues that suggest these bandits are just a small part of a larger organization.

Quest Conclusion:

Once the bandits have been dealt with, the party can return to Phalandin to collect their reward. The town council is grateful, and the party gains a reputation as problem-solvers. However, the clues they found suggest a larger threat, foreshadowing Rurik’s involvement and leading to further quests.

Monster Blocks

  • Bandit Rogue

    AC: 15 (Leather Armor) HP: 27 (6d8 + 6) Speed: 30 ft.

    STR DEX CON INT WIS CHA
    8(-1) 16(+3) 12(+1) 13(+1) 10(+0) 14(+2)
    • Skills: Stealth +6, Perception +2, Deception +4
    • Senses: passive Perception 12
    • Languages: Common, Thieves’ cant
    • Challenge: 1/2 (100 XP)
    • Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
    • Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
    • Sneak Attack (1/Turn). The rogue deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue that isn’t incapacitated and the rogue doesn’t have disadvantage on the attack roll.
  • Bandit Melee Fighter

    AC: 16 (Chain Shirt) HP: 45 (6d10 + 12) Speed: 30 ft.

    STR DEX CON INT WIS CHA
    16(+3) 12(+1) 14(+2) 10(+0) 12(+1) 10(+0)
    • Skills: Athletics +5, Intimidation +2
    • Senses: passive Perception 11
    • Languages: Common
    • Challenge: 1 (200 XP)
    • Multiattack. The bandit makes two melee attacks.
    • Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
    • Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  • Bandit Archer

    AC: 15 (Leather Armor) HP: 32 (5d8 + 10) Speed: 30 ft.

    STR DEX CON INT WIS CHA
    10(+0) 16(+3) 12(+1) 10(+0) 12(+1) 8(-1)
    • Skills: Stealth +6, Perception +3
    • Senses: passive Perception 13
    • Languages: Common
    • Challenge: 1/2 (100 XP)
    • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
    • Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Characters

  • Jack Daniels

    Armor Class: 15 (Chain Mail), Hit Points: 38 (6d8 + 6), Speed: 30 ft.

    STR DEX CON INT WIS CHA
    14 (+2) 11 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
    Saving Throws
    +2 +0 +1 +0 +0 +0
    • Skills: Athletics +4, Intimidation +2
    • Senses: passive Perception 10
    • Languages: any one language (usually Common)
    • Challenge: 1.5 (450 XP)

    Multiattack: The soldier makes two melee attacks or two ranged attacks.

    Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

    Light Crossbow: Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

    Parry: The soldier adds 2 to its AC against one melee attack that would hit it. To do so, the soldier must see the attacker and be wielding a melee weapon.

  • Varloe Andoulin

    Miner – Varloe Andoulin

    Medium humanoid (human), any alignment

    Armor Class: 10
    Hit Points: 16 (3d8 + 3)
    Speed: 30 ft.

    STR DEX CON INT WIS CHA
    17 (+3) 8 (-1) 13 (+1) 10 (+0) 9 (-1) 11 (+0)
    Saving Throws
    +5 -1 +1 +0 -1 +0
    • Skills: Athletics +5, Intimidation +2
    • Senses: passive Perception 9
    • Languages: Common
    • Challenge: 1/2 (100 XP)

    Actions

    Pickaxe (Improvised weapon): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

  • Grigor Ironhand

    AC: 17 (splint armor) HP: 112 (15d10 + 30) Speed: 30 ft.

    STR DEX CON INT WIS CHA
    18(+4) 13(+1) 14(+2) 12(+1) 14(+2) 16(+3)
    Saving Throws
    +7 +4 +5 +4 +5 +6
    • Skills: Athletics +7, Intimidation +6, Survival +5, Perception +5
    • Damage Resistances: Bludgeoning, Piercing, And Slashing From Nonmagical Attacks
    • Senses: passive Perception 15
    • Languages: Common
    • Challenge: 8 (3,900 XP)
    • Multiattack. Grigor makes two melee attacks or two ranged attacks.
    • Ironhand Gauntlet. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
    • Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
    • Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

    Reactions

    • Parry. Grigor adds 2 to his AC against one melee attack that would hit him. To do so, Grigor must see the attacker.

    Ironhand’s Command: Grigor uses his commanding presence to inspire his forces, allowing them to launch an additional attack during combat.

Comments

  1. admin Avatar

    [Mists of Crackarak]

    Previously, after learning about the fact that goblinoids has attacked Big Al’s Butterskull Ranch and took hostage of him, they went to big Al’s ranch where they encountered a force of 40 goblins and some Hobgoblins, In a pretty epic and difficult fight where it involved convinving a pack of cows and bull to stampede inside the ranch they succesfuly defeated all of them lol! However they are unwary of Big Al as they think he is hiding something regarding the White Shard, on where he found it. Kuraku with Bro (Varloe) stayed behind to take care of the corpses by burning them while the rest of the party went back to Phalandi, along with Big Al. After questioning Big Al, they are even more sure that something shady is going on with him. Halia also is wary now. Although Halia did said that while Al is certainly not guilty of something as for now, the stone will remain with Phalandin and the Zenidor Guard to further investigate. Durgal found out that the shard might have to do something with corruption might be able to help somehow.

    Total XP 4000… Also Varloe and Bowson is promoted to challenge 1

    Kuraku dedicated 5 soldiers of his 10 soldier garisson to help with fortifying the crumbled stone wall of Phalandin, that has fallen in disrepair. The wall would need 1-2 week to complete. with the help of the soldiers the wall will need 1 week instead to complete. They will have to dedicate resources from the mines.

    They ignored the corruption of the Lake, which will lead to a few reprecursions as some miners from the mining guild will fall ill they will show clear effect of accute radiation sickness that will be a combination of poison and necrotic damage. (They may attempt to remove the illness with the White Shard of Power if cast a healing spell through it to them. ) This threat remains. The lake is connected with the mines bellow, leading to its corruption. Rats will start going through giving an early indication of what to come.

    The next day after they rested, they bought some horses. Kuraku bought a riding horse, that is much faster than the rest of the party. Doris, Dori, Kalliopi (a white female horse with black hair) Hecarim (Tif Li’s horse, all black with blue eyes) from phalandin’s stableman. They took with them Jack Daniels a soldier from the guard and Varloe (Bro) Andoulin leaving Bowson behind as he was too tired and also fell unconscious in the previous battle.

    The players defeated the bandit’s ambush that was meant to capture them and take them to Grigor Ironhand. They killed everyone except from one archer that fled and one scout. They took them hostage. they found some gold, a letter from the “Bear King”. And on the archer a letter from his wife.

    Total Xp: 800 (bonus 100 xp for not killing all the npcs and succesfully finding shelter and evading some other encounter, on their way to the village)

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