Mark Morrison – Turtle Shell Bandits.pdf

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Turtle Shell Bandits
For 1st-2nd level characters
By Mark Morrison
The local merchants have been under
attack from a group of bandits. They will pay
the party 200gp and whatever loot they get
from the bandits, if they can solve their
problem.
The bandits hide out is just one mile from
the main road and a trail that leads to their
hideout will not be hard to find. The bandits
have set up their hide out underneath a
giant turtle shell in a small wooded area.
When the players approach their base, they
will see two chimney's stacks coming from
the top of the shell. A set of stairs lead down
to a locked heavy wooden door.
Room 1:
Hallway. The hallways are lit by
torch's. All of the walls are made of wood
and the floor is wooden as well. A 25%
chance every turn that 2 Bandits from room
4 will be wondering in the hallways.
Room 2:
Storage Room. The room is filled
with boxes and barrels of their ill gotten
gains. A drunk Bandit (2nd lvl fighter, HP 13
wearing studded leather armor, longsword,
dagger) is inside the room. He will fight with
a -2 to hit from being intoxicated.
Treasure: 30sp,9gp,60 days of iron rations,
2 barrels of ale worth 50gp each and 12
bottles of wine worth 5 gp each.
Room 3:
Kitchen. Inside this room is a
bandit (1st lvl bandit, HP 4, wearing leather
armor, and carries a
+1 Dagger)
who will
attack whoever enters the room. Treasure:
7gp, 39cp and a set if silver dinner plates
and bowls worth 50gp.
Room 4:
Great Hall. Inside the room are two
bunk beds, a fireplace, 6 foot lockers and a
table with six chairs around it. Inside the
room will be 4 Bandits ( or 2 if the party
encountered two of them wondering the
hallways from Room 1). The Bandits ( 1st lvl
bandits, HP 4 each, all wear leather armor,
small wooden shield, shortsword and
dagger) will be here playing cards. There is
a 25% chance that two of the bandits will be
wondering the hallways. Treasure: 39gp,
102sp, 47cp, a
Potion of Healing,
and four
+1 Arrows.
Room 5:
Bandit leaders study. The leader of
this group is here reading ( 4th lvl fighter,
HP 20, he wears
+1 Chainmail
, large steel
shield and a
+1 Footman's Pick).
He has a
20% chance of hearing any battle that
breaks out in room 1, 3 or 4. Treasure:
68gp, 200sp, a large gem worth 100gp.
Room 6:
Bedroom. This is the leaders
bedroom. A large bed and a small chest
under the bed are the only things in the
room. Treasure: silk bed sheets worth 20gp,
300cp, 100sp, and a jar of
Keoghtom's
Ointment.
Room 7:
Study. This room has wooden
chest and a desk. Sitting at the desk is a
half elf magic-user ( 3rd lvl, HP 8, he has a
wooden staff, a silver dagger, a
Bracer of
Defense AC7
and a
Wand of Color Spray
with 9 charges left ) He has the following
spells: 1st lvl- magic missile and shield. 2nd
lvl- web. If a battle breaks out in room 5, he
will arrive in two rounds. Treasure: the half
elf spell book with five 1st level spells:
Detect Magic, Light, Magic Missile, Read
Magic and Shield. 2nd level spells: Knock,
Rope Trick and Web, 27gp and 2 pearls
worth 100gp each.
Room 8:
Goblins Barracks. Six straw mats
are in this room. Inside are 6 Goblins ( 3 HP
each, all are armed with morning stars and
spears). Treasure: 120cp and 30sp.
Room 9:
Prisoner Cells. A set of keys hang
on the far wall.
Room A: a wealthy merchant who will pay
100gp for his save return home. 0-level.
Room B: a local farmer, 0-level.
Room C: this area has 3 gnomes chained to
the wall. They are from a local clan. All are 0
-level.
For Licensing go to
http://creativecommons.org/licenses/by-
sa/3.0/
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