I'm going to start with some EL 1 encounters and work my way up to more powerful encounters. Then I'll kind of hop around on the power scale for a while. We'll see where that takes us: hopefully to better places and greater adventures, but I won't complain about it too much if things go the other way.
Comment or contact us if there is an encounter or idea that you would like us to create. If we like like it we may write it and post it here.
And back to the actual post, I swear there will be an actual encounter somewhere in here.
The Roadside Merchant (EL 1)
Opening Description:
As you walk up the road you come to a wagon that has pulled to the side of the road. One of its sides is open to reveal a man sitting inside surrounded by an assortment of goods and wares. He greets you kindly to ask if you would like to purchase anything today in a loud booming voice. He offers a few skeins of cloth and some wine skins.
If the players ask he doesn't have any weapons larger than a pocket knife or any armor more than a buckler.
As the players begin to talk to him have make listen checks as the orcs the merchant has hired move into position on the other side of the road. One of them has a heavy crossbow and a spear; the other simply has a long sword.
There is a ditch on the side of the road. It is about 10 feet wide and 5 feet deep. Characters can move through it, treating it as rough terrain or jump over it(DC10). Failing the jump check means they land prone at the bottom of the ditch.
The merchant has a dagger on him that has been coated with Drow sleeping poison (stats below). He will use it only if the battle goes south for the orcs.
As the orcs stand they threaten the players and the merchant and ask for payment. Merchant suggests they both give the orcs 10 gp so the orcs will leave in peace.
Orc
1 HD
13 AC (13 Flat, 10 Touch)
long sword +4 ( 1d6+4 / 19-20)
heavy crossbow +1 ( 1d10 /19-20)
spear +4 ( 1d8 / x3 )
move silently +0, hide +1
Fort +3, Ref +0, Will -2
Merchant
1 HD
4 hp (1D8)
10 AC (10 Flat, 10 Touch)
dagger +1 ( 1d4 / 19 - 20 ) + poison (1)
fort +1, Ref +0, Will -1
(1) DC 13 Fort save to avoid unconsciousness. DC Fort save a minute later or asleep for 2d4 hours. Elves and Half-Elves are not immune to this effect.
The orc with the crossbow will stay in the woods and fire off bolts until he needs to draw his spear. The other will simply charge the party. In the confusion the merchant will act scared but, will try to get stabby with someone. He prefers to attack a spellcaster, but will settle for anyone in reach.
Aftermath and Loot
The merchant will stop fighting immediately after the orcs die and (with some intimidation) will offer to give the party some of the things he has stolen from travelers. If he is already dead, it will take a dc 15 search check to find the hidden door on the wagon leading into the merchants stash. There is about 150 gold pieces in it along with three gems worth 20 gold pieces (appraise DC 12 ). If the merchant is dead the party can search him to find 3 doses of the sleeping poison (each worth 75 gold pieces, appraise DC 15).
Notes
That's about it for today. If you know of any good programs for drawing maps let us know about it.

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