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:
- 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.
- 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.
- 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.






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