:: New!
      :: Popular
      :: Highly Rated
      :: Search
      :: Appendix
      :: Matrix
      :: Submit
      :: Forums
      :: Contact
     

     :: Hook
     :: Scenario
     :: Campaign
     :: NPC
     :: Place


     :: Fantasy
     :: Horror
     :: Post Apocalypse
     :: Science Fiction
     :: Super Hero


     :: 7th Sea
     :: Aberrant
     :: AD&D 2nd Edition
     :: Aliens
     :: Alternity
     :: Beyond the Supernatural
     :: Blue Planet
     :: Call of Cthulhu
     :: Champions
     :: Cyberpunk 2020
     :: D&D Birthright
     :: D&D Darksun
     :: D&D Forgotten Realms
     :: D&D Oriental Adventures
     :: D&D Other
     :: D&D Planescape
     :: D&D Ravenloft
     :: d20 Dungeons and Dragons
     :: d20 Modern
     :: d20 Other
     :: Darwin's World
     :: DC Universe
     :: DeadLands
     :: Dominion
     :: Elric!
     :: Everway
     :: Fading Suns
     :: Feng Shui
     :: Forge: Out of Chaos
     :: Fuzion
     :: Generic
     :: GURPS
     :: Heroes Unlimited
     :: In Nomine
     :: Legend of The Five Rings
     :: Marvel Super Heros
     :: Nightbane
     :: Palladium
     :: Paranoia
     :: Pendragon
     :: Principia Malefex
     :: Puppetland
     :: Rifts
     :: RuneQuest
     :: Shadowrun
     :: Skill Master
     :: SLA Industries
     :: Star Frontiers
     :: Star Trek
     :: Star Wars
     :: Time Lord
     :: Traveller RPG
     :: Unknown Armies
     :: War Hammer
     :: World Of Darkness


      :: RPGHoard.com
      :: RPGSheets.com
      :: RPG News Feeds
      :: RPGObjects.com
      :: GMMastery.com
      :: DarwinRPG.com
      :: RoleplayingTips.com
     

Display a Printer Friendly Version

Fort Black Sword
[comments:(15), views:(29053), rating:(7.3)]

Author: Dave “Dr Skull” Nelson
Homepage: http://www.hometown.aol.com/avenelso/
System: d20 Dungeons and Dragons
Type: Scenario
Category: Fantasy
Requirements: Characters level 2-3


Hunt down a gang of brigands in their secret fortress. An adventure for levels 2-3.

Graphic: Abandoned Fort
Graphic: Fort Building
Graphic: Fort Church
Graphic: Fort HQ
Graphic: Caves under Fort
Graphic: Ruined Village
Graphic: The Waste

NOTES

This adventure was made for my home campaign, but if someone else can get some use out of it that’s all to the better. My intention was to provide a way for the players to meet some local notables and perhaps get their hands on a nice sturdy base of operations. The treasure totals may be a little lower than the DMG indicates, but once you factor in the Fort itself as treasure it evens out a bit.

Suggestion: the players can probably take 1 Owl Bear at a time, but give them fair warning and a chance to escape if multiple owl bears are encountered.

The road agents themselves seem tough, but are usually no match for the players who should have superior equipment.

It took my players 2 game sessions to find and defeat the Road Agents with one character being killed by the Ogre-barbarian, although many others were grievously wounded at various points. It took another session to tie up the loose ends. Expect several trips back and forth from Ludwig to the Fort before it’s all over. I’d say a cleric is essential, and a wizard or sorcerer makes things easier.

FORT BLACKSWORD

Fort Blacksword is an abandoned fort on the border of the Old Woods. It was built by a former Duke of the Marches as a stronghold for border patrols, but abandoned after it was sacked by the forces of Gormak during a war 30 years ago. Currently it has been occupied by a band of brigands who are attempting to cut off trade and communication from the country of Storm Eagle and the rest of the Marches.

Outline:

1) Hook: Players are traveling from Storm Eagle to Baltburg. In the outpost of Ludwig they are asked by the Master and Giles, an Imperial Border Warden, to deal with a band of brigands called “The Road Agents”.

2) Finding the Road Agents: discover their ambushes along main road, possible side trek to Chapel Perilous, fight undead there, rebuffed.

Eventually fight a band, track them back to their lair at abandoned Fort.

3) Assault Abandoned Fort, defeat Road Agents. Rescue important prisoner with information of importance to Count of Storm Eagle.

4) Race to Castle Eagle: ambush on the way, get there in time, rewarded by Count, suggests seizing the abandoned fort and petitioning Duke for land grant.

5) Consequences: “The Mysterious Raedgar” is plotting against count and becomes angry with the party, watches them. The Fort is meant to serve as a home base for the players and a center for their settlement and pacification of the waste land.

1 The Hook

A. At Ludwig’s: players enter the Inn to see Master Ludwig arguing with another Borderer, Giles finally says “I’ll round up a posse right now, but I can’t go along, I’ve got to get this message to the Duke.” Turning to the players he will say, “You guys looking for work?” He will explain that a group of bandits are threatening this outpost and communication to County Storm-Eagle and must be dealt with. He will offer to deputize them, which entitles them to a 50% share of any valuables they recover and a 1 gp per day posse fee. The commission is good for 3 weeks and the player with the highest Charisma will be made the posse chief.

Giles’ info: bandits are called the “Road Agents”, they seem to be mixed band of humans and non-humans. He tells player to beware of the area south of the main road after nightfall since it is prowled by the undead.

Ludwig’s Offer: he will feed and house the posse for at least a week, more if they seem to be getting some results.

Others present: Snidley, a drunk, lazy trapper will provide false leads if questioned (roll twice on the false rumor table). He is drinking with Beddo the Tinker, a spy for the road agents, if questioned he will claim to know nothing, unless he’s heard what Snidley’s said, then he will confirm whatever it is he said. Beddo will sneak out of the place in a hurry and report to the bandits.

B. In Baltburg: If players travel to Baltburg, they can check for rumors in Baltburg there, DC 15 using “Gather Information” skill, success equals true rumor, failure by more than 4 equals false rumor, checked once per day per person.

True Rumors:
1 There are both human sized and smaller folk in the band
2 They have twice tried to way-lay Ernak, the Count’s messenger
3 Most have either long bows or crossbows
4 They have a hide-out somewhere near the old wood
5 Their leader is a half-orc bitch who’s very dangerous
6 They are said to be driven to weaken the Count of S-E

False Rumors
1 Road Agents are camped at Chapel perilous in Waste Ruins
2 They are led by a pair of winged demons
3 Their leader is actually the knight who lives at Old Fort
4 One borderer tracking them was burnt up by magic fire
5 Their chief goal is to capture maidens for sacrifice
6 Tobar is funding them to increase demand for guards
7 Most of them are discharged mercenaries who use pole arms.
8 The Bishop funds them and uses them to hunt for Druids

2 Finding the Road Agents

a) Method 1: patrolling the road. There is a 1% chance per day that simply patrolling the road on horseback or foot will trigger an ambush.

b) Method 2: search: if players search the along the edge of the Old Wood they will of course eventually run across the Hide-Out (abandoned fort)

c) Method 3: counter trap: if the players buy a wagon and pretend to be merchants they will be ambushed 30% chance per day of travel—Unless they tell anyone in the Howling Goblin or Ludwig’s

TYPCIAL ROAD AGENT AMBUSH:

A group of 8 goblins will rush the party from the front, fight for a round or two and then flee to the left of the road. A group of 4 Bushwhackers type B (rangers) are placed in half cover 100 feet from the road. When the pursuing PC’s get within 30 feet of the bushwhackers they will pelt them with arrows, all targeting the character farthest ahead until he drops, and then the next. The rangers and goblins will then form up and attack. Meanwhile 3 Bushwhackers type A (rogues) begin to slowly move from hiding to the right of the road, attempting to attack the party from the rear, or if it’s more feasible, they will let loose a volley of crossbow shots.

There are 3 such ambush parties, one of which will be at the Hide-Out, the other two out doing dirty deeds at any one time.

3. Assaulting Fort Blacksword

Outdoor Area 1: The Old Wood:

Random Encounters

Each hour spent moving in the woods, or each 3 hours spent camping has a 10% chance of an encounter. Roll on following table (1d10)

1-3: Either Owlbear or 1d6 elves, whichever lair is closer.
4 2d4 goblins on patrol
5 1d4 stirges
6 1 wolverine
7 1-2 small monstrous spiders
8 1d4 wild dogs
9 1 black bear
10 1-2 Dire Bats (night) or Giant bees (day)

Elf Camp:

A small group of Wood Elves have camped in this section of the woods. There are a total of 12 warriors, 10 women and 2 children, and the leader, a Druid named Beromal.

Owlbear Lair:

A nasty pack of 8 Owlbears prowl this section of the woods, there will typically be 4 of them at their cave lair at any one time.

Outdoor Area 2: The Ruined Village

Cottages: all of the cottages have been completely ruined. Searching through each one takes 20 minutes and there is a 10% chance of finding and disturbing a nest of 1d4 Dire Rats. Make a Search DC 18 to find an item from the following chart (1d10):

1 pouch with 20 sp 6 good shovel
2 iron pot 7 knife
3 pitch fork 8 hammer
4 rake 9 4 arrow
5 copper kettle 10 coil of 50 feet hemp rope

Smithy: this brick building is ruined and burnt, with a collapsed roof. . If the roof timbers are cleared away, it will disturb a nest of 3 monstrous centipedes (medium). The forge is repairable (1/2 cost of new) and a set of blacksmith’s tools can be salvaged from the wreck . A cache of iron ingots will be clearly visible, there are 10 ingots, 10 lbs each (each ingot is worth 1 gp) . A careful search (DC 22) will reveal a secret compartment in the floor, in which is a bag of 400 sp.

Inn: the old Inn is a complete ruin, there are four brick walls at the first level, but the upper story, the roof and the floors are all burnt out.

Church: the old stone church is home to a squad of the Road Agent Goblins. It is stone, with an intact slate roof and a functioning door. The inside is very fire-charred, but useable. There are 8 goblins, 50% chance of them being in the lair at any time. They have about a week’s worth of food a piece, 150 sp, 25 gp, 1000 cp , a barrel of beer and a trunk with 60 square yards of linen cloth (worth 300 gp).

Barn: The barn is still roved and standing, although many of the planks are knocked out along the sides. The door can be pulled closed, but offer not much real protection. Sleeping in the barn gives each person a bad infestation of “finster weevils” which causes severe itching and a –2 Dex penalty. The infestation can be cured by a Heal check (DC 24), one attempt per day. If clothes or armor infested are not immersed in boiling oil, then there is a 10% chance of re-infestation. Casting an Inflict Wounds spell on the sufferer will also kill all of the weevils.

Cabin: This wooden cabin is strangely untouched by the wreck of the village. It is actually a “permanent image” illusion of a cabin that stands over a deep 40 foot pit. The door appears open, and it looks like you can see some feet through the door and hear some soft snores. At the bottom of the pit, there is a secret compartment (DC 22 to Spot or Search) inside of which is a Wand of Silent Image (6 charges left) and a black obsidian key.

Ghouls: the ruins of the village are haunted by a pack of 4 ghouls who rise from the graveyard and stalk the area at night. They will not enter the Church.

Area 3: Hut, Wood and House

The Ruined Farmhouse: This is a simple 20 ft x 15’ stone farmhouse with wooden plank roof, dirt floor and fireplace. It is a trifle dirty and is infested with 3 monstrous spiders. But the place is otherwise very serviceable, with 3 shuttered windows and a stout wooden door.

The Hermit Hut: this small hut is inhabited by an old halfling hermit named Roscoe (actually a 4th level druid) who keeps to himself. A diplomacy check DC 16 will get him to give the party shelter, advice and maybe some help, add a +4 to the DC if a cleric or paladin of Bor makes a stink, a –4 to DC if a Druid is in the party. He won’t go anywhere and can offer 1-2 of the “true rumors” as advice. He can confirm that the Road Agents are HQ’ed at Fort Blacksword. He will point the characters toward the Burnt Wood, and will offer them a reward if they kill the Flame Demon that lives there.

The Burnt Wood: this small grove is burnt up regularly by a Medium Fire Elemental, which is bound to an upright stone in the center of the wood by a spell. If the stone is overturned (DC 20 STR), or the elemental slain, the curse on the woods is lifted.

Area 4: Around the Fort

The Goblin Camp: There are 6 shabby wooden huts here that house some of the goblin members of the Road Agent gang. Each hut has a maximum of 8 goblins living in it, but usually only 3 huts will be occupied at any one time. Of the 48 goblins, 16 will be out with an ambush party, 8 will be hunting or foraging, and the remaining 24 will be on various tasks around the fort. During the day each of the occupied huts will have 8 goblins, at night each one will be empty.

The Shrine: this shrine is run by a goblin cleric of the Unholy Feaster. It consists of a circle of high wooden stakes, each with a severed head at the top, in the center is a large fire pit, used for sacrifices and nearby is a single shabby hut, where the goblin cleric lives.

The Church: the church is a one story stone building with a slate roof. The Church is in good condition, but is used as a stable. There are 5 fast riding horses here, and a wagon and four mules. During the day it is unguarded, but at night there are 4 goblins on guard. The basement is used for storage of low-value material captured in raids. There is a large pile of sawn planks, a big box of tools (equals 3 sets of carpenter’s tools, 1 set of blacksmith’s tools, 2 sets of stone mason’s tools and 1 set of leather worker’s tools, plus 4 shovels, 2 sledge hammers and 4 hatchets), 30-lb iron ingots x20 (worth 3 gp each), and several boxes of “peasant outfits” 30 outfits 1sp each. There is a secret door on the basement floor that leads downwards to set of caves.

The Blockhouse: this blockhouse is a two-story stone building with a slate roof. This blockhouse and it’s numerous arrow slits overlooks the path leading up to the fort. The basement has a barrel of 200 arrows in it, but is usually empty and unguarded. The ground floor is used as a bunkhouse for 2 of the rangers of ambush party 3, who will be here at night, during the day they are on the upper floor keeping lookout, on the ground floor there are two small lock boxes: #1 50 sp, a small gold locket worth 50 gp. #2 1000cp, and a copper bracelet (10gp). At night four goblins are on lookout on the upper floor.

Area 5 The Fort Building

1 The main entrance: both doors are iron-barred wooden doors, open during the day, locked at night. Multiple arrow slits and murder holes allow attack from 5, 6 and 25. One ranger on guard in hallway during Day, 4 goblins at night.

2 The Great hall: 2 rangers and 3 rogues are currently bunking here, should be here at night (during day are spread around on guard in 1, 5,6, & 25).

3 Food Storage: enough flour, turnips and salted pork to feed 50 people for a month. 1 large barrel of water, 2 casks of beer.

4 Kitchen: 2 skanky whores cook food for the humans of the fort.

5 Armory: 1 rogue on guard here day, 4 goblins at night

6 Guardroom: ranger x1 one guard here day, 4 goblins at night.

7 Staircase Landing: at night 4 goblins are posted here.

8 Staircase Landing

9 Torture Chamber: various torture devices are scattered across room. One of the Goblin Chief’s bodyguards is here in charge; two “Mad Black Hounds” are locked in here too.

10 Hall One of the goblin chief’s bodyguards stands guard here, will try ot raise a ruckus

11 Water Storage: 12 large water casks are stored here.

12 “Office” currently the Goblin Chief and two of his bodyguards are hanging out here.Chief has a sack with 500 cp and 200 sp in it.

13 Cell Hallway

14 Cell

15 Cell

16 Cell: 1 desperate peasant

17 Cell 1 surly goblin

18 Cell Ernak, messenger of the Count of Storm Eagle.

19 Cell

20 Stair case landing, 1 Thug on guard

21 Upper Hall 1 Thug on guard

22 Thug Quarters A all four thugs sleep here. 1 Thug is here

23 Treasury: 1 Thug on guard the bands best treasure is locked up here. There are 6 locked trunks, (locks DC 25, leader has keys),

A arrow trap: CR ½ +10 attack, 1d6 damage, x3 crit., DC 20. 50 pp, Topaz, small x4 (200 gp each),
B 100gp, 4 vials of anti-toxin
C 10,000 cp, at the bottom is a pearl (100 gp)
D 1 mighty composite shortbow (+2 str damage)
E poison trap: CR ½ reflex save ( DC 15) or 1d6 damage., trap DC 20; 2,600sp, scroll: (arcane) blur, summon monster 1, burning hands
F 900 sp, 3 pearls (90gp each)

24 Leader’s Quarters: The leader of the band is here, unless alarmed.

25 Upper Guardroom: 2 rogues on guard here, day, 4 goblins night. They have 6 flasks of alchemists’ fire ready to drop on enemies.

26 Gumbak’s Quarters: here the Ogre-barbarian Gumbak sleeps. (most of the time).

PLAYING THE DEFENSE:

If the players manage to enter the fort unobserved, then play the defenders in the places they are noted on the map. If the players appear strong and are detected, the defenders will use this ruse: Tlag, the half-orc leader, will use Change Self to transform into the appearance of a human woman. Gumbak will shout loudly “You’ve betrayed us”, Tlag will scream. They will make it clear they are upstairs. The thugs will make a token resistance and then flee to a place where they can quickly reenter the fight (the treasure room probably) Tlag will attempt to play the innocent and use it to her advantage to help Gumbak with a careful true strike backstab. If the players appear weak the Thugs and any other garrison members will swarm the attackers in support of Gumbuk.

Area 6 The Caves Beneath the Fort

1 Barricade: the Road Agents have set up a wooden barricade, 8 feet high, consisting of 2 sets of thick logs, with earth and stones piled between them.. There is a 2 foot gap at the top that allows stirges and bats to fly in and out.

2 Empty Cave

3 Bat Lair: lair of 3 Dire Bats

4 Empty Cave

5 Stirge Lair: lair of 6 stirges

6 Ant Guards: 3 soldier ants wait here, guarding the queen

7 Ant workers: 4 worker ants storing food, narrow tunnel leads downwards somewhere.

8 Ant Queen: ant queen, 2 workers and 2 soldiers

9 Carved cavern: hollowed out by building’s builders, has secret door in roof that leads to church basement.

Aftermath: The Half-orc leader will not fight to the death she will use every trick to escape, gather as many of the road agents as she can and report to her master. The players will rescue the badly wounded Ernak, messenger to the Count, who will tell them that someone must warn the Count that his Steward, Morvik, is a traitor and plans to poison him at the festival in 4 days’ time. Someone has got to warn the Count! Ernak will be able to produce a letter from Morvik to the half-orc if he is allowed to search her room. The players will also find a letter from the leader to her unnamed “Master”.

5 THE RACE TO CASTLE EAGLE

The characters must race to Castle Eagle, about 60 miles away, and reach it before 4 days have past. Roll normal encounters in the Waste and on the roads, but somewhere near Old Fort they will face a second ambush by the last party of Road Agent Bushwhackers, who are trying to prevent anyone from entering the county. If the leader escaped with a horse, she will be with the bushwhackers.

Once they reach Castle Eagle, they must make a Diplomacy Check (DC 18) to pass the main gate and another to get an audience with the Count. Then role-play out a confrontation between Morvik and the players. It will be much easier if Ernak is with them! Apply the Charisma mods of every character who speaks during the confrontation and do an opposed Diplomacy DC (Morvik has a +8 modifier). If the players can produce the poison from Morvik’s room, they win.

If Morvik is exposed, the count will reward them with 50 gp each, and will suggest they go to the Duke at Marchburg and ask for a Land grant to Fort Blacksword, and will give them a letter of introduction and commendation.


Letter #1

Mistresss Tlag,

The plan proceeds apace. The subject will taste of the bitter fruit at the Oponto festival, as I have sworn. Tell the Master that the halfling is prepared as he suggested.

Feast in Darkness!

Morvik


Letter #2

Tlag,

Is the plan prepared? There has been some trouble. The kobold god is dead and his forces scattered, but they were a diversion anyway. He did not however discover the crystal key, which troubles me, and my agents could not find it either afterwards. Another means must be found.

Otherwise things are looking well. That fool Sir Malcolm sits and does nothing. The Borderers are busy, as we discussed. The strike is prepared. Have the wood elves answered? Give my regards to my brother and keep him out of trouble.

Feast in Darkness and Prepare for Victory!


THE WASTE

Referring to the Map Titled “The Waste” the action of Fort Blacksword takes place in the area along the Baltburg to Old Fort Road. Baltburg is a Large Town of about 2500 people, ruled by a town council and home to a local bishop. Old Fort is a village of about 200 people held as a fief by Sir Malcolm of Old Fort from the Count of Storm Eagle, who lives off to the North East. The area between Baltburg and Old Fort is inhabited only be trappers, bandits and monsters, except for the isolated outpost of Ludwig, which serves as the only safe point between Baltburg and the County of Storm Eagle, off on the borders.

ENCOUNTER TABLE: The Waste

Master Table
Roll 2 times per day, 3 times per night, 1 in 6 chance
Chart is 1d8+1d12

Day								Night
2   		Hippogriff						2  	Werewolves
3-4  		Ogre							3-4 	Ogre
5-6  		Owlbear						5-6 	Owlbear
7-8  		Men							7-8  	Ghouls
9-10		Boar or Wolverine					9-10  	Dire Bats
11-13		Wolves or Bear					11-13 	Humanoids
14-15		Ants/Bees/Centipedes				14-15  Wolves
16-		Storm							16 	Storm
17-18		Humanoids						17-18 	Humanoids
19		Stirges						19 	 Men
20 		 Dragon						20        Undead

Special Areas: Special checks in addition to normal encounters

The Main Road:
5% each hour of travel to meet these (1d6)
1-2 Merchant caravan (small)
3 Knight
4 Patrol or Imperial Borderer
5 Travelers
6 Messenger

Dry Hills or Dead Forest

There is a 10% chance per hour to meet patrol or hunting party (50% chance of either) of humanoids from nearest stockade. Each patrol will have 5d6 members, each hunting party 2d6 members.

Old Wood:

25% chance per day of encountering 1-2 Owlbears or 1d12 Wood elves.

10 Miles of Ruins in the Waste

During the day, no encounters at all, at night 50% chance per hour of attack by 2d6 Skeletons (40%), Zombies (20%) or Ghouls (40%). If attack is by skeletons, roll 1d6 1 = small, 2-5 = medium, 6 = large.



BLACK SWORD STATS

THE ROAD AGENTS STATS AND NUMBERS

Ambush Party 1:
Rangers x4, Rogues x3, Goblins x8
Ambush Party 2
Rangers x4, Rogues x3, Goblins x8
Ambush Party 3 (in the fort)
Rangers x4, Rogues x3, Goblins x8
Goblin Foraging Party
Goblins x8
Goblins in Garrison (apart from ambush party 3)
Goblins x 16
Goblins at Ruined village
Goblins x8
At the Shrine
Goblin Cleric x1
At the Fort
Half-Orc Leader x1
Thugs x4
Ogre-Barbarian
Goblin Chief
Goblin Body guards x4

The Leader: TLAG female, half-orc, Rog 2 Sor 2: CR 4; medium humanoid; HD 2d6+4 plus 2d4+4; hp 26; Init +3; Speed 30 ft; AC 16 (+3 dex, +3 armor); Attacks: +6 melee (1d8+3 hvy mace x3) or +6 melee (1d8+3 short spear x3) or +6 ranged (1d8 19-20 x2 lt. Crossbow 80 ft); SA: sneak attack +1d6; SQ: dark vision; AL CE; SV Fort +2, Ref +6, Will +4; Str 17, Dex 16, Con 14, Int 12, Wis 12, Cha 14.
Skills: Alchemy +3, Climb +6, Concentration +4, Disable Device +7, Disguise +4, Hide +9, Intimidate +4, Move Silently +(, Open Lock +9, Pick Pocket +7, Spell Craft +3, Spot +6, Use Magic Device +5. Feats: Power Attack, Point Blank Shot.
Spells Known: level 0: Daze, Detect Magic, Ghost Sound, Open/Close, Ray of Frost. Level 1: Change Self, True Strike.
Cast: level 0: 6 /day, Level 1 5/day 15% spell failure (armor)
Possessions: MW studded leather, MW Hvy Mace, MW short Spear, spell components, thieves’ tools, MW lt. crossbow, 20 MW bolts.

Gumbak , OGRE BARBARIAN Bbn 2:
CR 4; Large Giant (9ft tall); HD 4d8+8 plus 2d12+4; hp 43;
Init –1 (Dex); Spd 30 ft;
Ac 16 (-1 size, -1 dex, +5 natural, +3 Hide armor);
Attack +10 melee (2d6+7 great club); Reach 10 ft; SA: rage;
AL CE, SV Fort +8, Ref +0, Will +1;
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.

Skills: Climb +6, Listen +3, Spot +3,
Feats: Weapon Focus (Great Club).
SA Rage (EX): +4 str, +4 Con, -2 AC, +2 morale saves, while raging. Lasts 6 rounds, useable 1/day. Fatigued afterwards
Possessions: hide armor, great club, big sack with 800 sp.

THUGS, male human War1; Cr 1/2; Medium Humanoid (6 ft); HD 1d8+2; hp 10 each (includes toughness); Init +2 (Dex); Speed 30 ft; AC 16 (+2 Dex, +3 studded, +1 small shield; add extra +1 for dodge against 1 opponent); Attack +3 melee (short sword 1d6+2); AL NE; SV Fort +4, Ref +2, Will +0; Str 15, Dex 14; Con 14; Int 9; Wis 10, Cha 9.
Skills: Climb +4, Jump +4, Ride+4, Swim +4; Feats: Toughness, Dodge
Possessions: short sword, studded leather, small shield, 1 gp

Bushwhacker, (type A) male human Rog 2: CR 2; Medium Humanoid; HD 2d6+2; hp 11; Init +6 (+2 dex, feat), Speed 30 ft; AC 14 (+2 Dex, +2 leather); Attack +2 melee (1d6+1 club) or +3 ranged (1d8 crit 19-20 x2, light crossbow); SA sneak attack +1d6, point blank shot; AL CE; SV Fort +1, Ref +5, Will +0; Str 12, Dex 15, Con 13, Int 12, Wis 10, Cha 10.
Skills: Climb +6, Hide +7, Jump +6, Listen +5, Move Silently +7, Ride +4, Search +6, Spot +5, Swim –1, Wilderness Lore +2, Profession (Guide) +2.
Feats: improved Initiative, Point Blank Shot
Possessions: leather, light crossbow, bolts, club, 1d6 gp

Bushwhacker (type B), male, human Rng 2; CR 2; Medium Humanoid; HD 2d10+2; hp 21; Init +6 (+2 dex, feat), Speed 30 ft; AC 14 (+2 Dex, +2 leather); Attack +1/+1 melee (1d8+1 long sword / 1d6 crit x3 hand axe) or +4 ranged (1d8 crit 20 x3, longbow); SA point blank shot; +1 vs humans; AL CE; SV Fort +4, Ref +2, Will +0; Str 12, Dex 15, Con 13, Int 12, Wis 10, Cha 10.
Skills: Climb +3, Hide +7, Jump +3, Listen +3, Move Silently +7, Ride +4, Search +3, Spot +4, Swim –5, Wilderness Lore +3, Profession (Guide) +1.
Feats: improved Initiative, Point Blank Shot
Possessions: leather, long bow, arrows, long sword, hand axe, 1d6 gp

Goblin Chief Male goblin War 3; CR 3; Medium humanoid; HD 3d8; hp ; Init+1 (+1 Dex); Speed: 20 ft;. AC: 17 (+1 Dex, +1 size, +4 chain shirt, +1 shield); Attacks: +4 melee (1d6+1 scimitar), +5 ranged (1d6 hand axe); SQ: low-light vision; AL NE; SV: Fort +2, Ref +4, Will +1; Str 12, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
Skills: Spot +3, Hide +6, Listen +3, Move Silently +5, Ride +6 (worgs); Feats: Alertness, Power Attack
Possessions: chain shirt, scimitar, 2 hand axes, necklace (50 gp)


Goblin Body Guard War 2; CR 1; Medium humanoid; HD 2d8; hp 8; Init+1 (+1 Dex); Speed: 20 ft;. AC: 17 (+1 Dex, +1 size, +4 chain shirt, +1 shield); Attacks: +2 melee (1d6 scimitar), +2 ranged (1d6 javelin); SQ: low-light vision; AL NE; SV: Fort +0, Ref +3, Will +0; Str 10, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
Skills: Spot +3, Hide +6, Listen +3, Move Silently +5, Ride +6 (worgs); Feats: Alertness, Mounted Combat (worgs)
Possessions: chain shirt, small shield, scimitar, 2 javelins, 1d10 gp

Goblin Cleric, Clr 2; CR 2; Medium humanoid; HD 2d8; hp 8; Init+1 (+1 Dex); Speed: 20 ft;. AC: 15 (+1 Dex, +1 size, +3 studded); Attacks: +0 melee (1d8-1 morning star), +2 ranged (1d6 javelin); SQ: low-light vision; AL NE; SV: Fort +3, Ref +1, Will +4; Str 8, Dex 13, Con 11, Int 10, Wis 13, Cha 8.
Skills: Spot +3, Hide +6, Listen +3, Move Silently +5, Ride +6 (worgs); Feats: Alertness, Mounted Combat (worgs)
Spells: (4/2+1): Guidance x2, Cure Minor Wounds x2, Protection from Good, CLW, Summon Monster 1.
Possessions: studded leather, holy symbol, morning star, 2 javelins. 50 gp

Goblin; CR 1/4; Medium humanoid; HD 1d8; hp 4; Init+1 (+1 Dex); Speed: 30 ft;. AC: 15 (+1 Dex, +1 size, +3 studded); Attacks: +0 melee (1d8-1 morning star), +2 ranged (1d6 javelin); SQ: low-light vision; AL NE; SV: Fort +0, Ref +3, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
Skills: Spot +3, Hide +6, Listen +3, Move Silently +5, Ride +6 (worgs); Feats: Alertness, Mounted Combat (worgs)
Possessions: studded, morningstar, javelin, pouch 1d10 sp.

RESIDENTS NEAR FORT

Wood Elf Hunters War 1; CR 1; Medium humanoid; HD 1d8-1; hp 3; Init+1 (+1 Dex); Speed: 30 ft;. AC: 15 (+1 Dex, studded leather +3, buckler +1); Attacks: +1 melee (1d8 longsword), +2 ranged (1d8 long bow); SA: elf qualities SQ: low-light vision; AL CG; SV: Fort +1, Ref +1, Will +0; Str 11, Dex 13, Con 9, Int 11, Wis 11, Cha 10.
Skills: Spot +4, Hide +5, Listen +4, Move Silently +5, ; Feats: Point Blank Shot
Possessions: studded leather, long bow, buckler, long sword, 20 arrows

Wood Elf Commoner female elf Com 1; CR 1/6; Medium humanoid; HD 1d4-1; hp 1; Init+1 (+1 Dex); Speed: 30 ft;. AC: 11 (+1 Dex,); Attacks: +0 melee (1d4 dagger); SA: elf qualities SQ: low-light vision; AL CG; SV: Fort +1, Ref +1, Will +0; Str 11, Dex 13, Con 9, Int 11, Wis 11, Cha 10.
Skills: Spot +4, Hide +5, Listen +4, Move Silently +5, ; Feats: Dodge
Possesions: dagger


Beromal, Wood Elf Druid4; Cr 4; medium humanoid; HD 4d8-4 ; hp 19; Init +1 (+1 dex); Speed 30 ft; AC 14 (+3 hide, +1 Dex,); Attacks +4 (1d6 crit 19-20 staff);SA spells; SQ: natural sense, woodland stride, trackless step, resist nature’s lure; AL N; SV Fort+3, Ref +2, Will +7; Str 10, Dex 13, Con 8, Int 12, Wis 16, Cha 14.
Skills: Animal Empathy +7, Concentration +7, Heal +10, Intuit Direction +7, Knowledge (nature) +3, Spell Craft +6, Wilderness Lore +10. Feats: Spell Focus: Enchantment, Weapon Focus: Staff.
Spells Memorized: (5/4/3): Cure Minor Wound x2, Detect Magic x1, Guidance x1, level 1: CLW x2, Entangle x1, Animal Friendship x1, level 2: Warp Wood, Charm Person or Mammal, Summon Nature’s Ally II. (+2 DC on Charm)
Possessions: Staff, Hide armor, mistletoe, healer’s bag.

Roscoe the Hermit male halfling Druid 4: Cr 4; small humanoid; HD 4d8+8; hp 26; Init +4 (+4 dex); Speed20 ft; AC 17 (+2 leather, +4 Dex, +1 size); Attacks +5/+5 melee (1d4 crit 19-20 x2 dagger in each hand) or +9 melee (single dagger); SA: +1 on thrown; SQ: +2 vs fear, natural sense, woodland stride, trackless step, resist nature’s lure; AL N; SV Fort+7, Ref +6, Will +8; Str 10, Dex 18, Con 14, Int 15, Wis 16, Cha 13.
Skills: Animal Empathy +6, Concentration +7, Handle Animal +5, Heal +10, Intuit Direction +6, Knowledge (nature) +6, Scry +5, Spell Craft +6, Wilderness Lore +10. Feats: Ambidexterity, Weapon Finesse: Dagger.
Spells Memorized: (5/4/3): Cure Minor Wound x2, Detect Magic x1, Guidance x1, level 1: CLW x2, Entangle x1, Animal Friendship x1, level 2: Warp Wood, Charm Person or Mammal, Summon Nature’s Ally II.
Possessions: MW dagger x4, MW leather armor, healer’s kit, holly and mistletoe.

VERMIN

Spider, Monstrous: Small
CR 1/2; Small Vermin (3 ft diameter); HD 1d8; hp 4;
Init +3 (Dex); Speed 30 ft, climb 20 ft;
AC 14 (+1 size, +3 Dex);
Attack +4 melee (1d4-2 and poison, bite); SA poison; SQ vermin, web;
AL N; SV Fort +2, Refl +3, Will +0;
Str 7, Dex 17, Con 10, Int –, Wis 10, Cha 2.

Skills: Climb +10, Hide +14*, Spot +7*. Feats: Weapon Finesse (bite). Monstrous spiders gain a +8 competence bonus to Hide and Move Silently when using their webs.
SA—Poison (Ex): If the creature does damage with its bite, the target must make a Fortitude saving throw (DC 11) after 1 minute or take 1d2 points of temporary Strength damage.
SQ—Web (Ex): A single strand of web is strong enough to support the spider and one creature of the same size.
SQ—Vermin: Immune to all mind-influencing effects.

Centipede, Monstrous: Medium
CR 1/2; Medium Vermin; HD 1d8; hp 4;
Init +2 (Dex); Speed 40 ft;
AC 14 (+2 Dex, +2 natural;
Attack +2 melee (1d6-1 and poison, bite); SA poison; SQ vermin;
AL N; SV Fort +2, Refl +2, Will +0;
Str 9, Dex 15, Con 10, Int –, Wis 10, Cha 2.

Skills: Climb +8, Hide +7, Spot +7. Feat: Weapon Finesse (bite).
SA—Poison (Ex): Any creature bitten must make a successful Fortitude saving throw (DC 11) after 1 minute or take 1d2 points of temporary Dexterity damage.
SQ—Vermin: Immune to all mind-influencing effects.

Ant, Giant: Queen
CR 2; Large Vermin (4 ft long); HD 4d8+4; hp 22;
Init –1 (Dex); Speed 40 ft;
AC 17 (-1 size, -1 Dex, +9 natural);
Attack +5 melee (2d6+4, bite); Face 5 ft x 10 ft; SA improved grab; SQ darkvision 60 ft, vermin;
AL N; SV Fort +5, Refl +0, Will +2;
Str 16, Dex 9, Con 13, Int –, Wis 13, Cha 11.

Skills: Listen +7, Spot +7.
SA—Improved Grab (Ex): If creature hits with attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved Grab works only against opponents at least one size smaller than the creature. Each successful grapple check it makes during successive rounds automatically deals normal damage. It does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent).
SQ—Vermin: Immune to all mind-influencing effects.

Ant, Giant: Soldier
CR 2; Medium Vermin (4 ft long); HD 2d8+2; hp 11;
Init +0; Speed 50 ft, climb 20 ft;
AC 17 (+7 natural);
Attack +3 melee (2d4+2, bite); SA improved grab, acid sting; SQ darkvision 60 ft, vermin;
AL N; SV Fort +4, Refl +0, Will +1;
Str 14, Dex 10, Con 13, Int –, Wis 13, Cha 11.

Skills: Climb +10, Listen +6, Spot +6.
SA—Improved Grab (Ex): If creature hits with attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved Grab works only against opponents at least one size smaller than the creature. Each successful grapple check it makes during successive rounds automatically deals normal damage. It does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent).
SA—Acid Sting (Ex): If an opponent is successfully grabbed, it can attempt to sting each round using its full attack bonus. A hit with the sting attack deals 1d4+1 points of acid damage. SQ—Vermin: Immune to all mind-influencing effects

Ant, Giant:Worker
CR 1; Medium Vermin (4 ft long); HD 2d8; hp 9;
Init +0; Speed 50 ft, climb 20 ft;
AC 17 (+7 natural);
Attack +1 melee (1d6, bite); SA improved grab; SQ darkvision 60 ft, vermin;
AL N; SV Fort +3, Refl +0, Will +0;
Str 10, Dex 10, Con 10, Int –, Wis 11 Cha 9.

Skills: Climb +8, Listen +5, Spot +5.
SA—Improved Grab (Ex): If creature hits with attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved Grab works only against opponents at least one size smaller than the creature. Each successful grapple check it makes during successive rounds automatically deals normal damage. It does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent).
SQ—Vermin: Immune to all mind-influencing effects.

ANIMALS AND BEASTS


Owlbear:
Cr 4; Large Beast (8ft); HD 5d10+20; hp 47;
Init +1 (Dex); Speed 30 ft;
AC 15 (--1 size, +1 dex, +5 natural);
Attacks +7 melee(1d6+5 (x2) claws); +2 melee (1d8+2 bite);
Face 5ft x10 ft; SA Improved Grab; SQ: scent;
AL CE: SV Fort+8, Ref +5, Will +2;
Str 21, Dex 12, Con 19, Int 5, Wis 12, Cha 10.

Skills: Listen +8, Spot +7
SA—Improved Grab (ex): if hits with claw, can attempt to grapple size M or smaller creatures as free attack with no AoO. (S and T suffer no size penalty).
SQ—Scent: detect enemy general location by smell (30 ft), if within 5 ft can detect specific location by smell. Can track by smell DC 10 (-2 for each hour

Stirges;
CR ½; Tiny Beast (2 ft wingspan); HD 1d10; hp 5;
Init +4 (dex); Spd 10 ft, fly 40 ft;
AC 16 (+2 size, +4 dex);
Attack +6 touch (1d3); Face 21/2 x21/2; Reach 0 ft; SA attach, blood drain;
AL N; SV Fort +2, Ref +6, Will +1;
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6.

Skills: Hide +14; Feats Weapon Finesse (touch)
SA—Attach (Ex) once it hits uses 8 pincers to attach, but loses Dex bonus to AC
SA—Blood Drain (ex): drains 1d4 points of CON per round, until it sucks 4 points, then it flies away to digest.

Dire Bats:
CR 2; Large Animal (8-9 ft wing span); HD 4d8+12; hp 30;
Init +6 (dex); Speed 20 ft, Fly 40ft (good);
AC 20 (-1 size, +6 Dex, +5 natural);
Attacks +5 melee (1d8+4 bite); Face 10 ft x 5ft; SQ blind sight;
AL N; SV Fort +7, Ref +6, Will +6;
Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6.

Skills: Listen +12, Move Silently +12, Spot +12, +4 to spot and listen (racial)

SQ: Blind sight: see 120 ft by sound-vibration, under silence spell can only see 10 ft (weak vision)


Dire Rat;
CR 1/2; small animal; HD 1d8+1; hp 5;
Init +3 (Dex); Speed 40 ft, Climb 20;
AC 15 (+1 size, +3 Dex, +1 natural);
Attack +2 melee (1d4 bite); SA disease;
AL N; SV Fort +3, Refl +5, Will +3;
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.

Skills: Climb +11, Hide +11, Spot +6. Feat: Weapon Finesse (bite).
SA—Disease: those hit by rat bite save Fort DC 11, or get disease with incubation of 1d3 days. Initial damage 1 CON, secondary 1 Dex, 1 CON

Mad Black Hounds;
CR 1; Medium Animals (4 ft long); HD 2d8+4; hp12;
Init +2 (Dex); Speed 40 ft;
AC 16 (+4 Dex, +2 natural);
Attacks +3 melee (1d8+3 bite); SQ Scent;
AL N; SV Fort +5, Ref +5, Will +1;
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.

Skills: Swim +5, Listen +5, Spot +5.
SQ—Scent: detect enemy general location by smell (30 ft), if within 5 ft can detect specific location by smell. Can track by smell DC 10 (-2 for each hour elapsed)

Bear, Black
CR 2; Large Animal (8 ft tall); HD 3d8+6; hp 19;
Init +1 (Dex); Spd 30 ft;
AC 13 (-1 size, +1 Dex, +3 natural);
Attack +6 melee (1d4+4/1d4+4, claws), +1 melee (1d6+2, bite); SQ scent;
AL N; SV Fort +5, Refl +4, Will +2;
Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6.

Skills: Climb +8, Listen +4, Spot +7, Swim +8.
SQ—Scent (Ex): Can detect opponents within 30 feet by smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.

Dog, Wild
CR 1/3; Small Animal (2 ft tall); HD 1d8+2; hp 6;
Init +3(Dex); Spd 40 ft;
AC 14 (+1 size, +3 Dex);
Attack +2 melee (1d4+1, bite);
AL N; SV Fort +4, Refl +5, Will +1;
Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6.

Skills: Listen +5, Spot +5, Swim +5.

Wolverines
CR 2; Medium Animals (4 ft long); HD 3d8+12; hp25;
Init +4 (Dex); Speed 40 ft;
AC 16 (+4 Dex, +2 natural);
Attacks +7 melee ( 1d4+5 [x2] claws), +2 melee (1d6+2, bite);
SA rage; SQ Scent;
AL N; SV Fort +7, Ref +7, Will +2;
Str 20, Dex 19, Con 19, Int 1, Wis 12, Cha 10.

Skills: Climb +15, Listen +7, Spot +7.
SA-_Rage: when takes damage, goes into rage: +2 Con, +2 Str, - 2 AC.
SQ—Scent: detect enemy general location by smell (30 ft), if within 5 ft can detect specific location by smell. Can track by smell DC 10 (-2 for each hour elapsed)


Top