You are on page 1of 19

The Bed & Bread Inn

A level 3 intermission adventure


for 3-4 characters.

4Eyes!
1

The Bed & Bread Inn


Intermission adventure

!
!
!
!

!
!
!
!

Idea and design: !


Additional help:!
Cover art:! !
Licenses: ! !

!
!
!

!
!
!

!
!
!

Totte Alm
Jesper Alm
John C. Walborn
Some graphics is LPJ Design

!
!

!
!

Maps and graphics:!!


Editing:!
!
!

!
!

!
!

Totte Alm
Totte Alm

!
!
!
!
!

!
!
!
!
!

Inspirational source (call shot to the nuts):! The Gamers

Tools used:! !

!
!
!
!

!
!
!
!

!
!
!
!

Play testers:! !
!
!
!
!
!
!

!
!
!
!

!
!
!
!

!
!
!

!
!
!

!
!
!

Jesper Alm
Matthias Wppling
Stefan Strm

!
!
!
!

!
!
!
!

!
!
!
!

OmniGraffle
Cheetah 3D
Graphic Converter
Pages
Bryce 3D

If you do like this intermission adventure,


go to this link for more.
http://4eyes.code66.se/

4Eyes!
2

The Bed & Bread Inn


About this adventure
This is a small adventure, built to be used as
an intermission encounter to pull PCs,
specially new PCs, into the next adventure in
your campaign.

The Inn
Read of paraphrase the the speak-box below:

You are staying for the night at the Bed &


Bread Inn. You all know each other by
name or by reputation at least. Some are
more known that others.

Adventure synopsis
The PCs will be enjoying dinner, ale and
staying the night at The Bed & Bread Inn, in
the village Archerton. They see and talk to a lot
of other people in the inn, like you always do.
Everyone has their own business to attend to,
and the stay at the inn is pretty eventless.

This inn is run by a dragonborn gentleman


with the name Gondehl Tucc. Mr Tucc has
a deep commanding voice, that he use to
shout orders to the barmaids, three lovely
half-elven girls.

The next day, they ride in the direction they


were heading, and after some hours of travel,
they stumble upon a scene of a recent battle,
where one the merchants from yesterday
evening is dead, shot with arrows.

The Bed & Bread Inn is a well known inn,


located in the small village named
Archerton, along an ancient, seldom used,
and partly overgrown trading route from
the old days of the empires.

They try to follow the tracks in the forrest, and


if they are good, they will avoid an ambush
and come directly upon the bandits cave,
otherwise they will be ambushed.

For the DM
The Inn got its name from the habit of sending
a loaf of fresh baked bread with the guests
who left in the morning, as a token of
friendship and for a safe journey. This is an old
tradition among certain dragonborn families,
and Mr Tucc took that tradition with him when
he returned from his adventuring to settle
down.

Well at the cave, they will fight the bandit


gang, and find two captured merchants and
their wagon of goods. The merchants first give
the PCs a reward for releasing them from their
captivity, then offer the PCs a job as guards
and escort to help the merchants reach their
destination. The destination is the little village
of Turnip Valley, about a week to the north.

During his last adventure, his old friend, an


elven ranger, was killed, and that was the
turning point of his adventuring career.

On the road, the fifth night, when camping for


the night, they will be attacked by two hungry
beasts, Green Vermoth snakes.

He took care of his friends wife and their three


teenage half-elven daughters, that now work
as barmaids. The mother, Eriima, works in the
kitchen, cooking the most wonderful turnip
ragout.

Good luck.

The Dinner
Read of paraphrase the the speak-box below:

E1 - The Scene of a crime

You all sit at the same table to enjoy the


supper of the day, the famous turnip
ragout, served with slices of smoked lamb,
and the stout ale of Archerton.

After about 1d3+2 hours of travel, read the


following paragraph:

As the road, or what once was a road,


works its way through the dense forrest,
you suddenly see the signs of a recent
battle. One of the merchants from the Bed
& Bread Inn the evening before, Sigvurd,
is laying down on the road in a pool of
blood with several arrows and daggers
sticking out of his body. Beside him lies a
sword, that looks like it is better used as
an ornament than for fighting.

There are several other guests here, some


locals and many merchants on the road
somewhere. There is a cosy fire burning in
the fireplace, chit chat of cheerful voices
all around.
For DM
Nothing will happen this evening or night. This
is just to get the PCs to know each other a little
better. In case that you need to pull them in
the right direction, use a NPC some of them
knows from home, and make them travel
together in any direction you might seem fit.
Some of the PCs having business in that
general direction will ease the, to get going in
the morning.

DM Note
The merchants have been raided and
plundered buy some local bandits. The bandits
have captured two merchants and stolen their
wagon of goods.
The ornamented sword is worth 125 g.p.

Archerton
A small rural village, about 70 inhabitants living
in a dozen houses and farms here. A small
shop for gear and provision is located next to
the inn.

Skill challenge
Location: The road to to somewhere.
Setup: To track the bandits.
Level: 3
XP: 650
Complexity: 3 (requires 8 successes before 4 failures)
DC: 15
Primary Skills: Nature, Perception,
Secondary Skills: Stealth, Endurance.

The next day


When the PCs leaves in the morning, they all
get a loaf of that freshly baked walnut bread
they all stuffed them self with at breakfast. And
they leave for whatever business they think
they are heading for.

Success:
The PCs successfully find the hidden cave that is
used as a base by the bandits. Move directly to
encounter E3.
Failure:
The bandit watch notice the PCs walking around in
circles in the woods and sets up an ambush, run
encounter E2.

DM Note
The reason the skill challenge gives such
amount of xp is that it should be better to
success in the skill challenge that fail.

Bandit (Human)

E2 - The Ambush

Medium natural humanoid

Read the following paragraph:

Level 3 Skirmisher
XP 150

Initiative +6 Senses Perception +1


HP 41; Blooded 20
AC 16; Fortitude 12; Reflex 14; Will 12
Speed 6

While searching for tracks to follow, you


come to a clearing in the dense forrest.
Suddenly, arrows and daggers flies in the
air, and you hear the rattling sound of
weapons and armor, all around you.

M Mace (std at-will) Weapon


+4 vs. AC; 1d8 + 1 damage, and the bandit shifts 1
square.
m Dazing Strike (std, encounter) Weapon
Requires mace; +4 vs. AC; 1d8+1 damage, the target
is dazed until the end of the bandits next turn, and the
bandit shifts 1 square.
Alignment Evil

Languages Common

Skills: Stealth +10, Streetwise +5, Thievery +8


Str 12 (+2)

Dex 16 (+4)

Wis 11 (+2)

Con 14 (+3)

Int 10 (+2)

Cha 12 (+3)

Equipment Leather armor, Mace

The ambush clearing

Bandit Archer (Human) Level 2 Artillery

LEVEL 3 ENCOUNTER

XP 125

Medium natural humanoid

A = Bandit Archer
B = Bandits
C = Bandidos
Forrest squares are difficult terrain.

Initiative +6 Senses Perception +1


HP 41; Blooded 20
AC 16; Fortitude 12; Reflex 14; Will 12
Speed 6
R Shortbow (std at-will) Weapon

580 XP

Ranged 15/30 +6 vs. AC; 1d8 damage.

2 Bandits
1 Bandit Archer
5 Bandidos

M Shortsword (std at-will) Weapon

Bandidos (Tiefling)
Medium natural humanoid

+3 vs. AC; 1d6+2 damage.

Level 2 Minion
XP 31

r Call shot to the nuts (std, encounter) Weapon


Ranged 15/30 +6 vs. AC; 2d8+2 damage and the
target is stunned until the end of the bandit archers
next round, the bandit archer shifts 1 square.

Initiative +0 Senses Perception +1


HP 1; a missed attack never damage a minion.
AC 15; Fortitude 13; Reflex 11; Will 11
Speed 6

Alignment Evil

M Dagger (std at-will) Weapon

Languages Common

Skills: Stealth +10, Streetwise +5, Thievery +8

Ranged 5/10 +6 vs. AC; 4 damage.


Alignment Evil

Languages Common

Str 11 (+0)

Dex 16 (+3)

Wis 9 (-1)

Con 13 (+1)

Int 9 (-1)

Cha 11 (+0)

Str 12 (+2)

Dex 16 (+4)

Wis 11 (+2)

Con 14 (+3)

Int 10 (+2)

Cha 12 (+3)

Equipment Leather armor, shortbow, 20 arrows,


dagger

Equipment Leather armor, 6 daggers.

For DM
Check Passive Perception (DC 20) to see if
any of the PCs sees the ambush. If they fail,
the bandits will get a surprise action.
Tactics
The ambushers will surround the PCs,
attacking from all directions.
The bandits will give up if they feel they will
lose the fight, the Bandidos will not, they will
keep fighting even if the bandits or the bandit
archer have surrendered.
The bandits will reveal the location of their
secret cave if convinced.
Treasure
Each bandit has 1d6 gp and 3d6 sp, each
bandido has 3d6 cp.

Bandit (Human)

E3 - Bandits Cave

Medium natural humanoid

Level 3 Skirmisher
XP 150

Initiative +6 Senses Perception +1


HP 41; Blooded 20
AC 16; Fortitude 12; Reflex 14; Will 12
Speed 6

Read the following paragraph:


You see a wagon, possible the same wagon
you saw outside the Inn when you arrived
yesterday. A couple of persons seems busy
doing things, but a few tieflings seems to be on
watch.

M Mace (std at-will) Weapon


+4 vs. AC; 1d8 + 1 damage, and the bandit shifts 1
square.
m Dazing Strike (std, encounter) Weapon

A cave opening, with light coming out from the


inside is in the hill, and a bowman is standing
in the opening.

Requires mace; +4 vs. AC; 1d8+1 damage, the target


is dazed until the end of the bandits next turn, and the
bandit shifts 1 square.
Alignment Evil

Languages Common

Skills: Stealth +10, Streetwise +5, Thievery +8


Str 12 (+2)

Dex 16 (+4)

Wis 11 (+2)

Con 14 (+3)

Int 10 (+2)

Cha 12 (+3)

Equipment Leather armor, Mace

Bandit Archer (Human) Level 2 Artillery

XP 125

Medium natural humanoid


Initiative +6 Senses Perception +1
HP 41; Blooded 20
AC 16; Fortitude 12; Reflex 14; Will 12
Speed 6

Bandits cave
A = Archer B = Bandit C = Bandidos

LEVEL 3 ENCOUNTER

R Shortbow (std at-will) Weapon

490 XP

Ranged 15/30 +6 vs. AC; 1d8 damage.

2 Bandits
1 Bandit Archer
2 Bandidos

M Shortsword (std at-will) Weapon

Bandidos (Tiefling)
Medium natural humanoid

+3 vs. AC; 1d6+2 damage.

Level 2 Minion
XP 31

r Call shot to the nuts (std, encounter) Weapon

Initiative +0 Senses Perception +1


HP 1; a missed attack never damage a minion.
AC 15; Fortitude 13; Reflex 11; Will 11
Speed 6

Ranged 15/30 +6 vs. AC; 2d8+2 damage and the


target is stunned until the end of the bandit archers
next round, the bandit archer shifts 1 square.
Alignment Evil

M Dagger (std at-will) Weapon

Languages Common

Skills: Stealth +10, Streetwise +5, Thievery +8


Ranged 5/10 +6 vs. AC; 4 damage.
Alignment Evil

Languages Common

Str 11 (+0)

Dex 16 (+3)

Wis 9 (-1)

Con 13 (+1)

Int 9 (-1)

Cha 11 (+0)

Str 12 (+2)

Dex 16 (+4)

Wis 11 (+2)

Con 14 (+3)

Int 10 (+2)

Cha 12 (+3)

Equipment Leather armor, shortbow, 20 arrows,


dagger

Equipment Leather armor, 6 daggers.

Tactics
The Bandits will try to defend the cave at all
cost. If they can, one Bandit will try to rush into
the cave and warn the leader.

Level 2 Minion
XP 31

Bandidos (Tiefling)
Medium natural humanoid

Initiative +0 Senses Perception +1


HP 1; a missed attack never damage a minion.
AC 15; Fortitude 13; Reflex 11; Will 11
Speed 6

Treasure
Most of the loot seems to be from the wagon,
spices, fine silk etc.

M Dagger (std at-will) Weapon

Each bandit has 1d6 gp and 3d6 sp, each


bandido has 3d6 cp.

Ranged 5/10 +6 vs. AC; 4 damage.

E3A - Inside The Bandit Cave

Alignment Evil

Languages Common

Str 11 (+0)

Dex 16 (+3)

Wis 9 (-1)

Con 13 (+1)

Int 9 (-1)

Cha 11 (+0)

Equipment Leather armor, 6 daggers.

Bandit (Human)
Medium natural humanoid

Level 3 Skirmisher
XP 150

Initiative +6 Senses Perception +1


HP 41; Blooded 20
AC 16; Fortitude 12; Reflex 14; Will 12
Speed 6
M Mace (std at-will) Weapon
+4 vs. AC; 1d8 + 1 damage, and the bandit shifts 1
square.

The bandits cave

m Dazing Strike (std, encounter) Weapon

B = Bandit
C=Bandidos
L=Bandit Leader
M=Merchants

LEVEL 5 ENCOUNTER

Requires mace; +4 vs. AC; 1d8+1 damage, the target


is dazed until the end of the bandits next turn, and the
bandit shifts 1 square.
Alignment Evil

800 XP

Languages Common

Skills: Stealth +10, Streetwise +5, Thievery +8

3 Bandits
1 Bandit Leader
5 Bandidos

Tactics
The Bandits will defend their cave until the
bitter end, as they know surrender will equal
the gallows.

Str 12 (+2)

Dex 16 (+4)

Wis 11 (+2)

Con 14 (+3)

Int 10 (+2)

Cha 12 (+3)

Equipment Leather armor, Mace

Bandit Leader (Human)


Medium natural humanoid

Treasure
In the loot bags from the bandits, the PCs finds
what seems to be some adventures gear, and
a small paper inside a pocket of one of the
clothes.

Level 5 Leader
XP 200

Initiative +8 Senses Perception +4


HP 48; Blooded 24
AC 21; Fortitude 14; Reflex 16; Will 13
Speed 6

The Bandit Leader has a Longsword +1 and a


Sylvan Hide Armor+1.

m Comrades at arms (std at-will) Weapon

DM Note
This is where you as a DM can add hints to
your next adventure. The unlucky adventurers
who have been killed by the bandits were on
the way to explore what ever your PCs are
going for.

+8 vs. AC; 1d8 +3 damage, and two allies can shift 1


square.
R Shortbow (std at-will) Weapon
Ranged 15/30 +10 vs. AC; 1d8 damage.
Combat advantage
The Bandit Leader deals an extra d8 of damage to
targets on which it has combat advantage over.
m Disarming Strike (std, encounter) Weapon
+8 vs. reflex, 2d8+3 damage and the opponent is
dazed until the end of the Bandit Leaders next round.
Alignment Evil

Languages Common

Skills: Stealth +12, Streetwise +8, Thievery +11


Str 15 (+5)

Dex 17 (+6)

Wis 11 (+3)

Con 15 (+4)

Int 12 (+4)

Cha 13 (+4)

Equipment Long sword +1, Sylvan Hide armor +1

The merchants
The two merchants, Harvold, and Reivakk are
very happy to be rescued by the brave
adventurers, and they ask the PCs if they
would like to earn some gold by working as
guards and escort the merchants to the village
Turnip Valley, which lies about week to the
north.
They offer the each PCs 50 gp up front and
another 50 gp each when they arrive in Turnip
Alley. They also agree to pay the PCs 50 gp
each for the rescue from the bandits and
another 100 gp for the wagon with their goods.
DM note
The goods on the wagon has a value of about
400 gp if sold to the right persons.

LEVEL 3 ENCOUNTER

E-4 Beasts of the wild

400 XP

2 Green Vermoth Snakes

On the fifth day of travel, when the party has


put up the tents, lit the campfire and has gone
for a sleep, nature pays a visit to the camp.
The merchants sleeps in one tent, the PCs in
another. The merchants do do night watches.
Roll a d4+1, that is the hour when this
encounter will happen.

Green Vermoth Snake


Medium natural beast (reptile)

Level 5 Brute
XP 200

Initiative +6 Senses Perception +7; low-light vision


Hissing (fear) aura 2; enemies in the aura take a -2
penalty to attack rolls.
HP 77 Bloodied 38
AC 17; Fortitude 16; Reflex 18; Will 16
Resist Poison 10
Speed 4; climb 4

A scream of fear is suddenly heard from the


merchants tent and the merchants come
rushing out from their tent wearing their funny
looking sleeping garments. The PCs sleeping
in the other tent must roll a Perception (DC
25), they are sleeping, to see if they notice the
snake that has sneaked into the their tent.

M Bite (std at-will) Poison


+8 vs. AC; 1d6+4 damage, and Green Vermoth Snake
makes a secondary attack against the same target.
Secondary attack: +6 vs. Fortitude; 1d8+2 poison
damage, and 5 ongoing poison damage (save ends).
Alignment
Unaligned

Languages -

Str 12 (+3)

Dex 19 (+6)

Wis 10 (-2)

Con 15 (+4)

Int 2 (-2)

Cha 14 (+4)

Tactics
The snakes are in for a meal and will attack
anyone not near the camp fire. The snakes will
not crawl within 2 squares of the fire.
Treasure
A Nature (DC 15) or a Arcana (DC 15) will
reveal the fact that the head from a Green
Vermoth Snake is worth about 50 gp .

The camp site


W = PC on watch
M = Merchants
S = Snakes

10

E6 - Arriving in Turnip Alley


When the PCs arrive in this little village, many
of the villages cheer and gather in the market
square, waiting for the merchants to bring out
their tables and start to sell all those things
from foreign countries that can only be bought,
like some rare spices and fine silk.
The merchants now pays the PCs the
remaining 50 gp each, and thank them for their
good work.
Turnip Alley
A small village, where turnip farming the main
source of income. All around he village are
turnip fields, every field surrounded by a low
wall built from stones picked from the fields. In
the center of each field is also a large stone
pile.

If you do like this intermission adventure,


go to this link to donate.
http://4eyes.code66.se/

11

E2 - The Ambush #1

E2 - The Ambush #2

E3 - Bandits Cave #1

E3 - Bandits Cave #2

E3A - Inside The Bandits Cave #1

E3A - Inside The Bandits Cave #2

E4 - Beasts of the wild #1

E4 - Beasts of the wild #2

You might also like