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4Eyes!
1
The Bed & Bread Inn
Intermission adventure
http://4eyes.code66.se/
4Eyes!
2
The Bed & Bread Inn
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.
3
The Dinner
Read of paraphrase the the speak-box below: E1 - The Scene of a crime
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
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
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.
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 +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
7
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
E3A - Inside The Bandit Cave Str 11 (+0) Dex 16 (+3) Wis 9 (-1)
The bandits cave +4 vs. AC; 1d8 + 1 damage, and the bandit shifts 1
square.
8
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 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.
DM note
The goods on the wagon has a value of about
400 gp if sold to the right persons.
9
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
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 .
W = PC on watch
M = Merchants
S = Snakes
10
E6 - Arriving in Turnip Alley
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