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I came up with this encounter a long time ago.

It's for VERY low-level PCs and should be easy to plug into any campaign (it's pretty generic). I noticed a thread in the 1E forum about what novice PCs can do before taking on the Moat House in The Village of Hommlet, or even after T1 but before they try to invade the Temple of Elemental Evil. I drew up a new map for the encounter, and added names for the two main villains, but otherwise it's pretty much the same. In all there is about 5500 XP to be had if the party defeats the brigands and loots their camp thoroughly. There is more to be had if the party helps the NPCs. The DM can make this encounter MUCH easier by having one or more of the brigand guards asleep or drunk, and much HARDER by keeping the bad guys alert and taking advantage of cover and posting extra guards. Here goes: Brigand Camp

A gang of outlaws led by the notorious brigand Burthallon has been robbing and killing those who come to town. Not only have traveling merchants and tradesmen been accosted, but farmers and herdsmen have also been attacked, with farms and homes burned to the ground -usually with the victims inside. Few have survived encounters with this cruel and vicious bunch. These cutthroats are currently holed up on a wooded hillside just a few miles outside of town -right under the noses of the local authorities! Brigands: Burthallon (fighter 3): S 16, D 15, Co 15, Ch 15; Chaotic Evil, THAC0 17, 20 hp, ring armor +2, potion of climbing, battle axe +1, 200 g.p., dagger, bullwhip, light warhorse (AC 7, MV 24, HD 2, 13 hp)

Denchay (thief 2): I 15, D 17, Co 16, Chaotic Evil, THAC0 20, 12 hp, leather, knife +2, ring of feather falling, fast riding horse (AC 7, HD 2, 9 hp, MV 27 -worth 250 g.p.), 125 g.p., gem worth 50 g.p. The rest of the brigands are mounted on riding horses (AC 7, HD 2, 9 hp, MV 24) and are armed as follows: 8 sword (assorted types), shield, leather 4 light lance/spear, club, shield, leather 2 battle axe, shield, studded 2 light crossbow (w/40 bolts), club, studded 2 polearm (choose randomly or pick), hand axe, leather 2 short bow (w/40 arrows), hand axe, leather NOTE: All brigands are 0-level. Each has 4 hit points and carries 4 gold pieces, 19 silver pieces and 20 copper. The brigands have recently waylaid a fat drink merchant [wagon #1], a thrifty, plain-dressed trader in various cloth and leather goods [wagon #2], and a wizened old shepherd, whose flock is scattered along the hillside.

Wagon #1: large empty chest with good lock (-20% to pick lock) 50-gallon barrels: wine(200 g.p.), ale (20 g.p.), beer (10 g.p.), mead (100 g.p.) The chubby drink merchant and his burly but dimwitted driver are writhing in pain on the ground: they have been whipped nearly to death and the brigands find it humorous to pour mead on their many welts and stripes. They were flogged and flayed in order to find the location of the money the outlaws thought would be in the locked trunk. They have no money, aside from a few copper and silver coins, since the merchant hasnt sold his wine, beer, ale and mead. The merchant has some standing in town, and his rescue will be rewarded with 100 g.p., plus a round of free drinks, meals and lodging every time the PCs (and only those PCs who actually took part in rescuing the merchant -the reward cant be transferred) visit town for six months. The drink merchant is a normal man (4 hp -though reduced to 1 due to the beatings), but the driver is a half-orc (one who is indistinguishable from a pure-blooded human) and will gladly work for any PCs who recruit him after this job is done. He is rather dumb (Int 6) and will gladly work for teamster wages instead of the pay a man-at-arms or henchman would demand. Driver: S 16, I 6, W 9, D 15, Co 19, Ch 9; 11 hp (reduced to 1 due to beatings), skilled with whip, club, axe,

dagger; usually doesn't wear armor, though will wear studded, ring, padded or leather if provided; Neutral Wagon #2: 10 poles (4) torches (50) 5-gallon keg of oil large sacks (20) small sacks (10) 200 rope large belt pouches (8) small belt pouches (3) backpacks (3) large wooden chest hooded lantern goat skins (4) -each can be filled with up to 2 gallons This humble tradesman has a cloth and leatherworking shop. He is very miserly and thought that traveling all night with a hired guard (who turned out to be Denchay) rather than stopping in a village along the way to rest would save him time and money. His thrift is about to cost him his life since he has no money on him and no chance for ransom. He is tied (along with the Shepherd -see below) to a large oak tree, where the bowmen and crossbowmen plan to use him for target practice soon. If the party saves the miser, he will give them all he currently has: the goods in his wagon (Actually, he has quite a bit of money back home since the old skinflint has the first coin he ever earned, but he certainly wont tell the PCs about it!)

Shepherds Flock: The Shepherd is a tiny, wiry little man who was leading his flock to town, where his sheep are worth twice as much (4 g.p. per head instead of 2 g.p.). Despite his age and stature, the Shepherd is a tough customer, a 2nd level fighter (12 hp, DEX 16, CON 15) who is a specialist with his staff (+1 to hit, +2 damage, 3 attacks every 2 rounds), and who has earned the grudging admiration of Burthallon by killing two of the brigands before being overwhelmed by the rest. Of course Burthallon plans to kill him in gruesome fashion anyway, but not before beating the old man with the Shepherds own silver-studded quarterstaff (the staff will do full damage against lycanthropes and others affected by silver weapons and is worth 50 g.p.) The old man is very proud and will try to reimburse the PCs by offering to split the profit from the sale of his flock in town (in other words, the PCs will get 30 gold pieces). If the party refuses, the Shepherd will take it as an insult, though he will still be grateful and polite (if cool) to the PCs. If they accept, he will ask

them to accompany him to his home several miles away, where he has another reward for them: a pair of magic arrows of slaying. One is an arrow of demon-slaying; the second is an arrow of ogre/troll slaying. NOTE: The Shepherd's flock of 30 sheep (AC 10, 2 hp each, MV 9, do not fight) are scattered along the hillside and his trusty dog (a large, wolf-like beast: AC 7, HD 2+2, 14 hp <currently 8 hit points due to wound>, MV 18) was wounded during the attack and left for dead. If the party approaches from the south, there is a 50% chance they will meet the dog, who will try to warn them of danger and will point toward the brigands' camp. From any other direction, there is only a 25% of meeting the dog. If the PCs meet the Shepherd's dog, and have a ranger or other PCs who are familiar with the countryside, they will learn the location of the camp. If one of the PCs examines the dog's wound, they will notice the head of a crossbow bolt lodged in the animal's shoulder. If the party should tend the animal's wound, he will lead them to the hill where the brigands are encamped. If a druid casts speak with animals, he or she will learn the exact location and general layout of the camp, as well as the number of brigands and what they are armed with. The brigands keep their horses in a natural enclosure which is usually guarded by at least two men at each end. They also have two draft horses (from the first wagon), and two mules (second wagon) in the corral.

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