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Outline:
The party meets at a tavern and are all united by one goal: money. Upon inquiring about local
bounties they find there is a 1000gp reward for anyone who can find out what happened to five
people who went missing in the woods. It turns out they have all been trapped and killed by a
serial killer who is also the trader who often comes into town with leather goods who they must
then face off against. Inspired by the trapper from Inscryption

Rough outline
Scene 1: Tavern
● You begin a bustling tavern in the remote mountain town of Skogur. The winter has been
hard on this community and so there are plenty of people looking to drink away their
sorrows. The five of you are travellers that found yourself stuck in this town after a
snowstorm blocked all roads out. Your supplies have dwindled and so you’ve decided to
enquire about possible work or bounties. Your efforts have led to the man who currently
stands before you.
● Old Bjorn is the bar owner
○ He introduces himself and offers a reward of 1000gp the party can find the 5
people who’ve gone missing over the last month.
○ He says all of them were last seen in or near the woods that surround the town.
○ Additionally every time somebody has gone missing the townspeople
○ The last person to go missing was seen wandering into a specific part of the
woods which the party is directed to. This only just happened earlier that day.
○ Billy specifically offers this reward because the last person to go missing was his
daughter, his only child and in fact the only remaining family member he has after
the death of his wife.
○ The daughter was out hunting - most people do not leave the town right now due
to the winter conditions.
● The party does not have most of their equipment as they had to sell it off to survive
○ Old Bjorn will give them 60gp upfront each in order to cover equipment costs
● The red herring
○ If the party enquires possible reasons the people could have gone missing they
are told several contradicting statements
■ There is rumours of a druid who lives with wolves outside of town who
has gone mad and started killing people
■ Old Billy did it himself in order to get sympathy from people and more
business for his pub
■ An evil spirit has cursed the town and has caused both the snowstorm
and the disappearances

Scene 2: The wandering trader


● The party does not start with much gear. Instead they start with some money that they
can use to purchase gear such as swords, shields, and most importantly, leather armour.
They purchase this from a gruff looking trader who occasionally comes into town. He
does not speak much but offers quality goods at reasonable prices.
● If they ask his name is Gjen

Item Price

Leather Armour 15gp

Studded Leather 50gp

Dagger 7gp

Shortsword 15gp

Rapier 30gp

Maul 15gp

Light hammer 7gp

Torch 5gp

Healing potion (2d4+2) 50gp

Longbow 55gp

Crossbow 30gp

Scene 3: Forest trail


● The party begins down the trail where the daughter was last seen. There have not been
many people visiting here so upon a DC 15 investigation check the party can pick out
the footprints of the daughter and start following them.
○ If they fail this they can continue down the track and hope for the best
● *While following the trail they come to a place where the tracks stop and 3-4 wolves can
be seen 60ft from the party gnawing on something unknown
● There is a bear trap in the snow where the tracks stop.
○ The person at the front of the party must make a DC 20 perception check
otherwise they proc the bear trap.
■ The DC is reduced by 5-10 if the previous investigation check was made
since they’re already following the tracks.
● Inspection of the bear trap reveals that it is quite old and has been used a number of
times. It has been poorly cleaned from its last usage and still has dried blood on it.
● If the party sets off the bear trap the sound attracts the wolves and combat is initiated.
○ Alternatively the party could approach the wolves to see what they’re gnawing on
if the trap does not proc. The wolves snarl at the party as they approach and will
initiate combat if the party gets too close but they can also be scared off.
● The wolves were chewing on what appears to be a human leg
○ The leg in question is so mangled it is impossible to tell who it belongs to
○ Next to the leg are drag marks that have been somewhat covered by the snow. If
someone makes a DC 15 investigation check they can follow the trail with relative
ease - if not then the party can still follow the trail, but it will take much longer.

Scene 4: The cabin


● After following the trail the party arrives at a log cabin. Faint screaming can be heard
from inside.
● As you enter the cabin a pungent smell of dried blood and leather hits your nose. A fire
lights the room with flickering shadows and you can see several tanning racks with what
appears to be human skin hanging off them. The screaming has grown louder, and it
appears to be coming from the back room of the cabin.
● Upon entering the back room the party sees the daughter tied to a chair.
○ If the party was quick getting to this point the daughter is alive and can be untied.
○ If the party was slow then the daughter is already dead and the trapper has
begun flaying her already.
● After the party enters the backroom they hear the door to the cabin open. It is the trader,
but the party does not know this unless they are looking at the door.
○ The trader speaks with a distinctive voice. He will say something like “you
shouldn’t have come here” depending on certain factors such as if he can see a
party member or how much they interacted with him before.

Boss showdown - the trapper/trader:


● Use this as the theme

The Trapper/Trader
AC: 17
HP: 240
Speed: 30ft

Stats:
STR - 18 (+4)
DEX - 16 (+3)
CON - 18 (+4)
INT - 12 (+1)
WIS - 14 (+2)
CHR - 10 (+0)

Abilities:
● Axe - 1d8+4
○ Can use twice per round
○ +4 to hit
● Legendary actions: (3 points per round)
● Reposition (1 point)
○ Allows the trader to move 15ft as if using disengage
○ Cannot move through occupied squares
● Fear tier I (1 point)
○ Select a player. That player must make a DC 10 wisdom saving throw or become
frightened for one turn.
● Leg sweep (1 point)
○ All creatures adjacent to the trader must make a DC 15 dex saving throw or they
take 1d4 damage and become prone.
○ Probably don’t spam this one
● Fear tier II (2 points)
○ The same as tier 1 but targets all players.
● Line strike (2 points)
○ The trader slams into the floorboards with his axe and a 30ft line of floorboards
cracks up. Anyone inhabiting the squares that intersect that line must make a DC
15 Dex save or they take 1d8+4 damage.
○ Those squares are now permanently difficult terrain.
● Hunting knife (2 points)
○ The trader makes an attack with his hunting knife. Roll to attack with +4 to hit. On
a hit deal 1d4+4 damage and apply one of the following three effects at random.
■ Bleeding: The target takes 1d4 damage at the end of each of its turns
unless an action is taken to end the effect.
■ Poisoned: The creature must make a DC 15 con save or they are
poisoned for 1d4+1 rounds. They get another save at the end of each of
their turns.
■ Fatalist: The next time the player is reduced to 0 hit points they
automatically fail 2 death saving throws. This is not revealed until it would
take effect.
● Second wind (3 points)
○ The trader heals 60 health (80 if fight is too easy, 40 if too hard) and gains +1 AC
○ This can only be used once.

Lair actions:
● Trap battlefield
○ Draw 6 tokens from the trap pile and place them on the battlefield face down. If a
player paths through a square with a trap token in it, reveal the text. If the token
reveals the square is trapped then the square behaves like the bear trap from
Scene 3.
● Reduce visibility
○ For the next round fog fills the cabin and the visibility becomes low. If any player
is more than 15ft from the trader they cannot see him. This does not apply to the
trader with respect to seeing the players.
● Difficult terrain
○ The lair becomes difficult terrain for the players for the next round. This does not
affect the trapper.
○ The floorboards beneath you seem to slip away, and you feel as if you run far
further than your motion would suggest.
● Expand lair
○ The lair expands to a 60ft by 90ft area
○ This always occurs first turn and can only occur once

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