Professional Documents
Culture Documents
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
Item Price
Dagger 7gp
Shortsword 15gp
Rapier 30gp
Maul 15gp
Torch 5gp
Longbow 55gp
Crossbow 30gp
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