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The Bed & Bread Inn

A level 3 intermission adventure


for 3-4 characters.

4Eyes!

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The Bed & Bread Inn
Intermission adventure

! ! Idea and design: ! ! ! ! Totte Alm


! ! Additional help:! ! ! ! Jesper Alm
! ! Cover art:! ! ! ! ! John C. Walborn
! ! Licenses: ! ! ! ! ! Some graphics is © LPJ Design

! ! Maps and graphics:!! ! ! Totte Alm


! ! Editing:! ! ! ! ! Totte Alm

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


! !
! ! Play testers:! ! ! ! ! Jesper Alm
! ! ! ! ! ! ! ! Matthias Wäppling
! ! ! ! ! ! ! ! Stefan Ström

! ! Tools used:! ! ! ! ! OmniGraffle


! ! ! ! ! ! ! ! Cheetah 3D
! ! ! ! ! ! ! ! Graphic Converter
! ! ! ! ! ! ! ! Pages
! ! ! ! ! ! ! ! Bryce 3D

If you do like this intermission adventure,


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4Eyes!
2
The Bed & Bread Inn

About this adventure The Inn


This is a small adventure, built to be used as Read of paraphrase the the speak-box below:
an intermission encounter to pull PCs,
specially new PCs, into the next adventure in
your campaign. You are staying for the night at the Bed &
Bread Inn. You all know each other by
Adventure synopsis name or by reputation at least. Some are
more known that others.
The PCs will be enjoying dinner, ale and
staying the night at The Bed & Bread Inn, in This inn is run by a dragonborn gentleman
the village Archerton. They see and talk to a lot with the name Gondehl Tucc. Mr Tucc has
of other people in the inn, like you always do. a deep commanding voice, that he use to
Everyone has their own business to attend to, shout orders to the barmaids, three lovely
and the stay at the inn is pretty eventless. half-elven girls.

The next day, they ride in the direction they The Bed & Bread Inn is a well known inn,
were heading, and after some hours of travel, located in the small village named
they stumble upon a scene of a recent battle,
Archerton, along an ancient, seldom used,
where one the merchants from yesterday
and partly overgrown trading route from
evening is dead, shot with arrows.
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 For the DM
and come directly upon the bandits cave, The Inn got its name from the habit of sending
otherwise they will be ambushed. a loaf of fresh baked bread with the guests
who left in the morning, as a token of
Well at the cave, they will fight the bandit friendship and for a safe journey. This is an old
gang, and find two captured merchants and tradition among certain dragonborn families,
their wagon of goods. The merchants first give and Mr Tucc took that tradition with him when
the PCs a reward for releasing them from their he returned from his adventuring to settle
captivity, then offer the PCs a job as guards down.
and escort to help the merchants reach their
destination. The destination is the little village During his last adventure, his old friend, an
of Turnip Valley, about a week to the north. 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 He took care of his friends wife and their three
beasts, Green Vermoth snakes. teenage half-elven daughters, that now work
as barmaids. The mother, Eriima, works in the
Good luck. kitchen, cooking the most wonderful turnip
ragout.

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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


After about 1d3+2 hours of travel, read the
supper of the day, the famous turnip
following paragraph:
ragout, served with slices of smoked lamb,
and the stout ale of Archerton.
As the road, or what once was a road,
There are several other guests here, some works its way through the dense forrest,
locals and many merchants on the road you suddenly see the signs of a recent
somewhere. There is a cosy fire burning in battle. One of the merchants from the Bed
the fireplace, chit chat of cheerful voices & Bread Inn the evening before, Sigvurd,
all around. 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
For DM
Nothing will happen this evening or night. This sword, that looks like it is better used as
is just to get the PCs to know each other a little an ornament than for fighting.
better. In case that you need to “pull them” in
the right direction, use a NPC some of them DM Note
knows from home, and make them travel The merchants have been raided and
together in any direction you might seem fit. plundered buy some local bandits. The bandits
Some of the PCs having business in that have captured two merchants and stolen their
general direction will ease the, to get going in wagon of goods.
the morning.
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
Skill challenge
the inn.
Location: The road to to somewhere.
Setup: To track the bandits.
The next day Level: 3
When the PCs leaves in the morning, they all XP: 650
get a loaf of that freshly baked walnut bread Complexity: 3 (requires 8 successes before 4 failures)
they all stuffed them self with at breakfast. And DC: 15
they leave for whatever business they think Primary Skills: Nature, Perception,
they are heading for. Secondary Skills: Stealth, Endurance.

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.

4
Bandit (Human) Level 3 Skirmisher
E2 - The Ambush Medium natural humanoid XP 150

Read the following paragraph: Initiative +6 Senses Perception +1


HP 41; Blooded 20
AC 16; Fortitude 12; Reflex 14; Will 12
While searching for tracks to follow, you Speed 6
come to a clearing in the dense forrest. M Mace (std at-will) ♦ Weapon
Suddenly, arrows and daggers flies in the
air, and you hear the rattling sound of +4 vs. AC; 1d8 + 1 damage, and the bandit shifts 1
square.
weapons and armor, all around you.
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
Medium natural humanoid XP 125
A = Bandit Archer
B = Bandits Initiative +6 Senses Perception +1
C = Bandidos HP 41; Blooded 20
Forrest squares are difficult terrain. AC 16; Fortitude 12; Reflex 14; Will 12
Speed 6

LEVEL 3 ENCOUNTER 580 XP R Shortbow (std at-will) ♦ Weapon

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


1 Bandit Archer
5 Bandidos M Shortsword (std at-will) ♦ Weapon

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


Bandidos (Tiefling) Level 2 Minion
Medium natural humanoid XP 31 r Call shot to the nuts (std, encounter) ♦ Weapon

Initiative +0 Senses Perception +1 Ranged 15/30 +6 vs. AC; 2d8+2 damage and the
HP 1; a missed attack never damage a minion. target is stunned until the end of the bandit archers
AC 15; Fortitude 13; Reflex 11; Will 11 next round, the bandit archer shifts 1 square.
Speed 6
Alignment Evil Languages Common
M Dagger (std at-will) ♦ Weapon
Skills: Stealth +10, Streetwise +5, Thievery +8
Ranged 5/10 +6 vs. AC; 4 damage.
Str 12 (+2) Dex 16 (+4) Wis 11 (+2)
Alignment Evil Languages Common
Con 14 (+3) Int 10 (+2) Cha 12 (+3)
Str 11 (+0) Dex 16 (+3) Wis 9 (-1)
Equipment Leather armor, shortbow, 20 arrows,
Con 13 (+1) Int 9 (-1) Cha 11 (+0) dagger

Equipment Leather armor, 6 daggers.

5
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.

6
Bandit (Human) Level 3 Skirmisher
E3 - Bandits Cave XP 150
Medium natural humanoid

Initiative +6 Senses Perception +1


Read the following paragraph: HP 41; Blooded 20
AC 16; Fortitude 12; Reflex 14; Will 12
Speed 6
You see a wagon, possible the same wagon
you saw outside the Inn when you arrived M Mace (std at-will) ♦ Weapon
yesterday. A couple of persons seems busy +4 vs. AC; 1d8 + 1 damage, and the bandit shifts 1
doing things, but a few tieflings seems to be on square.
watch.
m Dazing Strike (std, encounter) ♦ Weapon
A cave opening, with light coming out from the
Requires mace; +4 vs. AC; 1d8+1 damage, the target
inside is in the hill, and a bowman is standing is dazed until the end of the bandits next turn, and the
in the opening. 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


Medium natural humanoid XP 125

Initiative +6 Senses Perception +1


Bandits cave HP 41; Blooded 20
AC 16; Fortitude 12; Reflex 14; Will 12
A = Archer B = Bandit C = Bandidos Speed 6

LEVEL 3 ENCOUNTER 490 XP R Shortbow (std at-will) ♦ Weapon

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


1 Bandit Archer
2 Bandidos M Shortsword (std at-will) ♦ Weapon

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


Bandidos (Tiefling) Level 2 Minion
Medium natural humanoid XP 31 r Call shot to the nuts (std, encounter) ♦ Weapon

Initiative +0 Senses Perception +1 Ranged 15/30 +6 vs. AC; 2d8+2 damage and the
HP 1; a missed attack never damage a minion. target is stunned until the end of the bandit archers
AC 15; Fortitude 13; Reflex 11; Will 11 next round, the bandit archer shifts 1 square.
Speed 6
Alignment Evil Languages Common
M Dagger (std at-will) ♦ Weapon
Skills: Stealth +10, Streetwise +5, Thievery +8
Ranged 5/10 +6 vs. AC; 4 damage.
Str 12 (+2) Dex 16 (+4) Wis 11 (+2)
Alignment Evil Languages Common
Con 14 (+3) Int 10 (+2) Cha 12 (+3)
Str 11 (+0) Dex 16 (+3) Wis 9 (-1)
Equipment Leather armor, shortbow, 20 arrows,
Con 13 (+1) Int 9 (-1) Cha 11 (+0) dagger

Equipment Leather armor, 6 daggers.

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Tactics
The Bandits will try to defend the cave at all
Bandidos (Tiefling) Level 2 Minion
cost. If they can, one Bandit will try to rush into XP 31
Medium natural humanoid
the cave and warn the leader.
Initiative +0 Senses Perception +1
Treasure HP 1; a missed attack never damage a minion.
Most of the loot seems to be from the wagon, AC 15; Fortitude 13; Reflex 11; Will 11
spices, fine silk etc. Speed 6

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.

Alignment Evil Languages Common

E3A - Inside The Bandit Cave 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) Level 3 Skirmisher


Medium natural humanoid 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

The bandits cave +4 vs. AC; 1d8 + 1 damage, and the bandit shifts 1
square.

B = Bandit m Dazing Strike (std, encounter) ♦ Weapon


C=Bandidos
L=Bandit Leader Requires mace; +4 vs. AC; 1d8+1 damage, the target
is dazed until the end of the bandits next turn, and the
M=Merchants
bandit shifts 1 square.

Alignment Evil Languages Common


LEVEL 5 ENCOUNTER 800 XP
Skills: Stealth +10, Streetwise +5, Thievery +8
3 Bandits
1 Bandit Leader Str 12 (+2) Dex 16 (+4) Wis 11 (+2)
5 Bandidos
Con 14 (+3) Int 10 (+2) Cha 12 (+3)

Tactics Equipment Leather armor, Mace


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

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Treasure
Level 5 Leader
In the loot bags from the bandits, the PCs finds
Bandit Leader (Human)
Medium natural humanoid XP 200 what seems to be some adventures gear, and
a small paper inside a pocket of one of the
Initiative +8 Senses Perception +4 clothes.
HP 48; Blooded 24
AC 21; Fortitude 14; Reflex 16; Will 13 The Bandit Leader has a Longsword +1 and a
Speed 6
Sylvan Hide Armor+1.
m Comrades at arms (std at-will) ♦ Weapon
DM Note
+8 vs. AC; 1d8 +3 damage, and two allies can shift 1 This is where you as a DM can add hints to
square.
your next adventure. The unlucky adventurers
R Shortbow (std at-will) ♦ Weapon who have been killed by the bandits were on
the way to explore what ever your PCs are
Ranged 15/30 +10 vs. AC; 1d8 damage. going for.
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.

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LEVEL 3 ENCOUNTER 400 XP
E-4 Beasts of the wild
2 Green Vermoth Snakes

On the fifth day of travel, when the party has Green Vermoth Snake Level 5 Brute
put up the tents, lit the campfire and has gone Medium natural beast (reptile) XP 200
for a sleep, nature pays a visit to the camp.
The merchants sleeps in one tent, the PCs in Initiative +6 Senses Perception +7; low-light vision
Hissing (fear) aura 2; enemies in the aura take a -2
another. The merchants do do night watches.
penalty to attack rolls.
Roll a d4+1, that is the hour when this HP 77 Bloodied 38
encounter will happen. AC 17; Fortitude 16; Reflex 18; Will 16
Resist Poison 10
A scream of fear is suddenly heard from the Speed 4; climb 4
merchants tent and the merchants come
M Bite (std at-will) ♦ Poison
rushing out from their tent wearing their funny
looking sleeping garments. The PCs sleeping +8 vs. AC; 1d6+4 damage, and Green Vermoth Snake
in the other tent must roll a Perception (DC makes a secondary attack against the same target.
25), they are sleeping, to see if they notice the Secondary attack: +6 vs. Fortitude; 1d8+2 poison
damage, and 5 ongoing poison damage (save ends).
snake that has sneaked into the their tent.
Alignment Languages -
Unaligned

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

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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.

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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

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