1488337-OPA1 Trials of Timber

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CREDITS

Template: Simple Microsoft Word Template by Laura Hirsbrunner 1


Cover Illustrator: Wizards of the Coast
Background Artist: Corey Johnston2

ON THE COVER
An elf bowman awaits any sign of danger…

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, R avnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such mate rial is used with permission under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by C D WHite and published under the Community Content Agreement for Dungeon Masters Guild.

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https://www.dmsguild.com/product/311458/Simple-5E-Microsoft-Word-Template--Beginners-Guide
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https://www.dmsguild.com/browse.php?author=Corey%20Johnston
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THE TRIALS OF TIMBER

A local merchant is missing a shipment of timber, you must follow the main road and find out what happened to the
shipment. (Level 2-3 encounter)
Enemies:
- Bandits3 (AC:12/ HP:11) x6 25xp 150xp
Full encounter:1500xp
- Bandit Captain4 (AC:15/HP:65) x1 450xp 450xp
Reward:
- 50gp
- 10% off any timber.
Quest:
The party will have to travel:
- 1 day on foot
- Half-day by horse

Before they find the scene of the attack, they make a Wisdom (Perception) check:
- DC: 0-10 – It is easy to see there was a struggle here, there are ground in hoof marks, wheel marks and one of the
cut logs lies off to one side of the road.
- DC: 11-15 – You find the bodies of the carters. (Investigation: DC10) He still has his carter’s guild seal on him
with the name Amon Karr.
- DC: 16-20+ – Through the once-hidden path, you find a scrap of cloth with an insignia of the bandit group “The
Scalpers”. They are a notorious group of bandits known throughout this area. There is a reward of 50gp for the
capture/killing of a Bandit chief.

The path to the bandit camp takes around an hour before they come to the clearing. The camp consists of four small (2-
person) tents and a large central tent. There is a large fire in the center cooking some meat providing a 60ft radius of
light. At all times there are three bandits on guard duty moving around the perimeter of the camp. Occasionally, they
meet up to report, smoke, goof off. When paying attention, they have an extra +2 to their Perception and passive
perception. The Chief, Billy Club, stays in the center tent with his amassed riches. The tent contains:
• 150gp,
• a collection of gems worth 100gp,
• a +1 longsword
• and a beautiful tapestry worth 25gp.
The timber is still racked on the cart and the horses are nearby eating. (Animal Handling: DC10) Will get the horses
back into their reigns and able to travel back to the city. The journey back will take a day and a half.

The Battle:

• Upon the entrance to the camp are two guard posts manned by a bandit at all times. The guard post gives the
bandit half cover (+2 to the AC) when they are stood behind it, and full cover should they crouch. When
guarding, the bandits can add their proficiency (+2) to their Perception
rolls.
• The guard shift is maintained by three bandits. One bandit will make a loop
of the camp (15 mins) and relieve the guard of the eastern guard post. This
guard will move to the west guard post and the final guard will do the loop.
• There is a shift change every three hours.
• The bandit captain (Billy Club) is not afraid to get stuck into melee
fighting whilst his men use shortbows. Billy is an excellent sword
fighter and will likely use his reaction at every opportunity. If Billy
Club is killed, there is a 60% chance that the other bandits will
surrender. (1-60 on percentile).

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Monster Manual page 343 https://www.dndbeyond.com/monsters/bandit
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Monster Manual page 344 https://www.dndbeyond.com/monsters/bandit-captain
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