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Mask Campaign

Mask Campaign Chapter 7a: Home Again

   The party has been placed ashore by Black Lily. Out of a sense of loyalty for saving her and her crew she has not robbed them, but she has stranded them far from civilization. It will take the party several days to reach a nearby town and book passage back to Harken. The ocean voyage is uneventful, for once, and upon arrival they will attempt to seek out the mage Charilus for further information.

   However less than a hundred yards away from the docks they will be stopped and accosted. A group of 4 rough looking men will step into the players path and demand all their valuables. Alert players will notice several more men (5) attempting to move in behind them. This group is not particularity interested in talking since they have been hired by Baron Ganth to rob the players. They will resort to violence with little provocation.

8 robbers, male human Ftr4

CR 4; Size M; HD 4d10+8; hp 28; Init +0; Spd 30 ft.; AC 15; Attack +7 melee, or +4 ranged; (long sword 1d8+4, dagger 1d4+2) SV Fort +7, Ref +1, Will +1; AL NE; Str 15, Dex 11, Con 14, Int 10, Wis 11, Cha 10.

Skills and Feats: Intuit direction +1, Spot 0, Swim +7; Improved initiative, 2 Weapon, Ambidex, Weapon Spec (long sword), Weapon Focus (long sword).

EQ: chainmail, longsword, dagger.

 

Mussa, male human Ftr6

CR 6; Size M (5 ft., 3 in. tall); HD 6d10+12; hp 53; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 16; Attack +8/+3 melee, or +6/+1 ranged (greatsword 2d6+2); SV Fort +9, Ref +2, Will +1; AL NE; Str 14, Dex 11, Con 15, Int 15, Wis 8, Cha 14.

Skills and feats: Handle animal +8, Hide +0, Intimidate +5, Knowledge (nature) +3, Listen +5, Move silently +0, Pick pocket +1, Ride +8, Spellcraft +6, Spot +1, Swim +5, Use rope +4; Alertness, Blind-fight, Cleave, Endurance, Great fortitude, Improved initiative, Power attack, Weapon focus (greatsword).

EQ: banded mail, greatsword

Note: tattoo of black griffon on right forearm (meaningless), pouch with 50 pp.

If their leader goes down or if half are beaten the rest will flee, scattering and running down alleys and such.

After this incident the players make it to the wizard's house unmolested.

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