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1 on 1 Adventures #8
Blood Brothers
By Suzi Yee
1 on 1 Adventures #8: Blood Brothers
For generations the brotherhood has watched over the borderlands in their dedication to truth,
justice, and the defense of the kingdom. Along the southern border, a patrol circuit has failed
to return from a routine sweep. Understaffed and stretched thin, Fort Lanward calls for your
assistance. Your mission is simple: bring your brothers home.
An adventure designed for 1 GM and
1 player (Level 7-9 Paladin)
Requires the use of Dungeons & Dragons, Third Edition Core Books, published by
Wizards of the Coast, Inc.
WWW.XRPSHOP.CITYMAX.COM
This module includes 20 adventure-packed pages, complete with locations and maps, forming
a ready-made adventure. It has been crafted for one player and one GM so even the smallest
gaming group has adventures suitable to their needs with minimal preparation time. With
some minor scaling, Blood Brothers is suitable for use with a traditional four-player party.
If you enjoy this module, look for future releases in the One on One Adventures line from
Expeditious Retreat Press
Expeditious Retreat Press
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One on One Adventures #8
Blood Brothers
by Suzi Yee
An Adventure for One Paladin Level 7-9
Credits
Author: Suzi Yee
Cover Artist: David Esbri and Joan Guardiet
Interal Artist: Claudio Pozas
Editing: Joseph Browning
Layout: Suzi Yee
Contents
The Brotherhood.......................................................................2
Adventure Setup.......................................................................2
Goblins of the Southern Borderlands.............................2
Swamp Ambush........................................................................2
Outpost #1..................................................................................3
River Crossing...........................................................................3
Outpost #2..................................................................................5
Ruined Tower............................................................................5
Outpost #3..................................................................................6
Metg’s Ambush.........................................................................6
Witch’s Peak...............................................................................7
Crescent Outpost.......................................................................7
1. Hallway of Death..........................................................7
2. Northern Defense Room..............................................8
3. Northwest Barracks......................................................8
4. Southern Defense Room...............................................8
5. Southwestern Barracks.................................................8
6. Common Room.............................................................9
7. Common Kitchen..........................................................9
8. Storage Room...............................................................10
9. Dark Altar....................................................................10
10. Acolyte Quarters.......................................................11
11. Head Priest’s Quarters.............................................11
12. Northeast Barracks....................................................11
13. Southeast Barracks....................................................12
14. Worg Keeper’s Room...............................................12
15. Brilok’s Quarters.......................................................12
16. Wretig’s Quarters......................................................13
17. Metg the Cruel’s Quarters.......................................13
18. Blacksmith Apprentices’ Quarters..........................14
19. Armory.......................................................................14
20. Jailor’s Quarters.........................................................14
21. Blacksmith’s Quarters..............................................15
22. Smithy.........................................................................15
23. Rei nery......................................................................16
24. Prison..........................................................................16
25. Mine............................................................................17
26. Hobgoblin Storage Room.........................................17
27. Worg’s Room.............................................................17
Wrapping up the Adventure.................................................17
Sample PC................................................................................18
Maps..........................................................................................18
OPEN GAME LICENSE Version 1.0a..................................20
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The Brotherhood
The brotherhood is a league of paladins dedicated to truth,
justice, and the defense of the kingdom. The brotherhood
began as a martial branch of a religious movement, but as the
younger sons of inl uential families began joining the ranks
of the brotherhood, it soon came into its own stature. The
brotherhood still bears vestigial practices from their religious
roots, such as the practice of drawing blood at initiation.
The height of the brotherhood was during an
expansionistic period, where spoils of war went hand in hand
with promoting truth and justice. As the kingdom grew, it
pushed its boundaries and spread its forces across an ever-
expanding border. As the need for more manpower increased,
the brotherhood gradually accepted more in their service, so
long as their hearts were true to the cause. The borderland is
protected by a series of outposts manned by the brotherhood.
While some paladins guard these stations, other groups of
paladins make routine circuits and eliminate the evil creatures
that lurk beyond the kingdom. The mark of the brotherhood is
simple but bold crest, often worn on as a tabard.
l esh typically on their left arm or thigh. They reside west of
the ruined tower, but east of the witch’s peak. But a new threat
has consolidated the scattered goblin hordes: hobgoblins.
On the off chance that the PC does not outright kill all the
goblinoids he comes across, there is information to be gained
through talking with them, depending on whose talking.
The blue hands can reveal that the bone faces are waging
a war for territory. This is not new to the blue hands, but the
bone faces have recently found a new ally and an effective
tactic that have given them the upper hand, namely worgs.
The bone faces can reveal that they have made a pact
with the neighboring tribe that burn their skin with a curved
sliver of hot metal. They have given the bone faces worgs in
exchange for a war pact: they will not i ght each other, the
branded goblins supply the bone faces with worgs, and when
called, the bone faces will raise a force to attack the humans
with the branded goblins.
The crescent goblins can reveal that six months ago, their
chief was deposed and the tribe was taken over by a warband
of hobgoblins. They have brought the tribe to greatness with
the addition of superior military training and worgs.
Adventure Setup
The adventure takes place on the southern border, a lightly
forested area where swampy ground turns into l atlands
and gently rolling hills. The primary fortii cation in the area
is the Lanward Fort, named after the inl uential general that
expanded the southern border to its current location. Lanward
Fort has basic supplies for travel and military pursuits. There
are limited personnel at the Fort, no more than 100 people at
any given time. The fort is the center of supplies for the string
of three military outposts that arch around the Parigo Swamp.
When new recruits enter in the brotherhood, they undergo
basic training and are assigned to a regional fort, like Lanward
Fort, where they hone their skills and keep the borders safe.
The most prominent humanoids in the area are goblins,
and this is where many new brotherhood recruits cut their
teeth. Circuit duty is especially tedious in the terrain, where
fully barded animals and full-plated paladins skirt the swampy
areas to clean out the goblins. Recently, there has been a wave
of activity from the goblins, mostly more frequent raids on
supplies and unsuccessful ambushes. However, a remote
outpost has reported a missing circuit. Understaffed and
stretched thin, they have placed a request for aid to the regional
director, who has sent the PC to i nd his missing brothers.
The PC is familiar with the area, having dulled his blade
and honed his skills on the now-extinct lizardmen of the
southern border. On his special mount, it is 3 days ride to
the i rst outpost, 2 days to the second outpost, and another 2
days to the outpost that reported the missing men. The PC is
suppose to report to the outpost, assess the situation, and i nd
the missing paladins.
Swamp Ambush
It is a three-day ride from Fort Lanward to outpost #1 on a
heavy warhorse. The general landscape is still quite swampy,
and sometime along the three-day journey, the PC will
encounter a hungry giant crocodile. Read the following text
when that occurs.
Your steed navigates on solid ground, a scarce commodity
amongst the marshy terrain. The smell of ripe vegetation
and stagnate water hangs in air as the trees bow and fan
their branches in the slow breeze. A noise from the brush
ahead breaks your lazy daydreaming induced by the
warm, damp air.
The giant crocodile is an expectant mother who is guarding
her nest close to the water’s edge. She is both very hungry
as well as displeased with the close proximity of the PC and
his steed. She will attempt to get a quick bite to eat while
defending her nest. While the water along the perimeter of the
swamp is no more than a few feet deep, it can be quite deadly
if she grapples the PC or his steed and drags them into the
water. The giant crocodile will retreat into the water when she
loses half her hit points, but she will return to i ght if the PC
persists toward her nest.
Giant Crocodile: CR4; Huge Animal; HD: 7d8+28; hp 59; Init
+1; Spd 20.ft, swim 30ft.; AC 16, touch 9, l at-footed 15; Base
Atk +5; Grp +21; Atk or Full Atk: Bite +11 melee (2d8+12) or
tail slap +11 melee (1d12+12); Space/Reach: 15 ft./10 ft.; SA
Improved grab; SQ Hold breath, low-light vision; SV Fort +9,
Ref +6, Will +3; Abilities Str 27, Dex 12, Con 19, Int 1, Wis 12,
Cha 2; AL N
Skills and Feats : Hide +1*, Listen +5, Spot +5, Swim +16;
Alertness, Endurance, Skill Focus (Hide)
Language : none
Possessions : none
Improved Grab (Ex): To use this ability, a giant crocodile
must hit with its bite attack. It can then attempt to start
a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, the giant crocodile
establishes a hold on the opponent with its mouth and drags it
into deep water, attempting to pin it to the bottom.
Goblins of the Southern
Borderlands
The three goblin tribes are the blue hands, bone face, and the
crescent goblins, each distinguished by their unique methods
of body decoration and occupying different geographical
areas. The blue hands stain their skin with a pigment made
from a common swamp berry and reside north of the Parigo
River. The bone face use sharpened pieces of bone and pierce
their brows and ears, making a ghastly site in conjunction with
their shrill warcry. The bone faces reside south of the Parigo
River, but are expanding their territory north of the river. The
crescent goblins have moon-shape brands burned into their
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Hold Breath (Ex): A giant crocodile can hold its breath for
a number of rounds equal to 4 x its Constitution score before it
risks drowning.
Skills: A giant crocodile has a +8 racial bonus on any
Swim check to perform some special action or avoid a hazard.
It can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line. *A giant
crocodile gains a +4 racial bonus on Hide checks when in the
water. Further, a giant crocodile can lie in the water with only
its eyes and nostrils showing, gaining a +10 cover bonus on
Hide checks.
lance, longsword (masterwork), potions of cure light wounds
(2) and cure moderate wounds , rations (5), rope (hemp), torches
(5), waterskin, 30 gp, 50 sp, 70 cp
Brotherhood recruits (3), male human, paladin 2: CR 2;
Medium Humanoid (human) ; HD 2d10+4; hp 19; Init +0; Spd
20 ft.; AC 20, touch 10, l at-footed 20; Base Atk +2; Grp +4; Full
Atk masterwork longsword +5 melee (1d8+2/19-20) or lance
+4 melee (1d8+2/x3) or heavy crossbow +2 ranged (1d10/19-
20); SA Smite evil (1/day); SQ Aura of good, detect evil , divine
grace, lay on hands; SV Fort +6, Ref +1, Will +2; Abilities Str
14, Dex 10, Con 14, Int 10, Wis 12, Cha 13; Al LG
Skills and Feats : Diplomacy +3, Heal +5, Knowledge
(nobility and royalty) +2, Knowledge (religion) +1, Ride +5,
Sense Motive +3; Cleave, Power Attack
Languages : Common
Possessions : Backpack, bedroll, bolts (20), l int and
steel, full plate, heavy crossbow, heavy steel shield, lance,
longsword (masterwork), potion of cure light wounds , rations
(5), rope (hemp), torches (5), waterskin, 30 gp, 50 sp, 70 cp
Outpost #1
Once the PC arrives at outpost #1, he will i nd 10 men living
there, taking turns on circuit runs in groups of 4 or 5. They will
offer the PC a place to stay for the night and limited provisions
(rations, torches, stabling, etc.).
Upon talking with the men of outpost #1, the PC will
i nd out the following information. Outpost #1 patrols the
area north of the Parigo River, where a tribe of goblins known
as the blue hands are dominate. They their skin with a dye
extracted from a common swamp berry, and their i ngers and
hands bear the stains of painting body art. Lately there has
been some i ghting between the blue hands and other goblin
tribes from the other side of the river, which has made circuit
patrolling less predicable and consequently more dangerous.
Brotherhood recruits (6), male human, paladin 1: CR 1;
Medium Humanoid (human) ; HD 1d10+2; hp 12; Init +0;
Spd 20 ft.; AC 19, touch 10, l at-footed 19; Base Atk +1; Grp
+3; Full Atk longsword +3 melee (1d8+2/19-20) or lance +3
melee (1d8+2/x3) or heavy crossbow +1 ranged (1d10/19-20);
SA Smite evil (1/day); SQ Aura of good, detect evil ; SV Fort +4,
Ref +0, Will +1; Abilities Str 14, Dex 10, Con 14, Int 10, Wis 12,
Cha 13; Al LG
Skills and Feats : Heal +5, Knowledge (nobility and royalty)
+1, Knowledge (religion) +1, Ride +4, Sense Motive +2; Cleave,
Power Attack
Languages : Common
Possessions : Backpack, bedroll, bolts (20), l int and
steel, half plate, heavy crossbow, heavy steel shield, lance,
longsword, potion of cure light wounds , rations (5), rope
(hemp), torches (5), waterskin, 20 gp, 40 sp, 60 cp
Outpost leader, male human, paladin 3: CR 3; Medium
Humanoid (human); HD 3d10+6; hp 27; Init +0; Spd 20 ft.;
AC 20, touch 10, l at-footed 20; Base Atk +3; Grp +5; Full Atk
masterwork longsword +7 melee (1d8+2/19-20) or lance +5
melee (1d8+2/x3) or heavy crossbow +3 ranged (1d10/19-20);
SA Smite evil (1/day); SQ Aura of courage, aura of good, detect
evil , divine grace, divine health, lay on hands; SV Fort +6, Ref
+2, Will +3; Abilities Str 14, Dex 10, Con 14, Int 10, Wis 12, Cha
13; Al LG
Skills and Feats : Diplomacy +4, Heal +5, Knowledge
(nobility and royalty) +3, Knowledge (religion) +1, Ride
+6, Sense Motive +4; Cleave, Power Attack, Weapon Focus
(Longsword)
Languages : Common
Possessions : Backpack, bedroll, bolts (20), l int and steel,
full plate, heavy crossbow, heavy steel shield (masterwork),
River Crossing
It is two days travel between outpost #1 and outpost #2.
Halfway is the slow, meandering Parigo River that feeds the
Parigo Swamp. Read the following text as the PC approaches
the river.
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If the PC successfully drives the wolves away, he can
investigate the grotto and the pile of bodies more thoroughly. He
will i nd bodies mostly striped of equipment and possessions.
Most of the bodies have blue stained decoration on their skins
but are missing their heads. He does i nd some bodies that still
have their heads and are missing the characteristic blue tattoos
of the blue hand goblins. These goblins all have pieces of bone
pierced along their brows and ears.
The ground gives better purchase to your mount’s step
as swamp gives way to rolling hills. The stale air of the
swamp lessens as you approach the river. On the crest
of last hill, the glistening sun sparkles on the slow but
moving water, but the site is marred with spikes, each
barring a different but all too familiar face of death.
Along the northern bank of the river is a series of spiked
heads. If the PC looks closer, he sees they are goblin heads all
facing north, dead no more than 3 days from the stench and
decomposition. Along the cheeks and brows are symbols and
designs painted in blue. In total, there are 25 heads, each 10
feet apart from each other.
If the PC investigates the surrounding area, he sees a
grotto nestled amongst some trees. Read the following text if
he decides to investigate the grotto.
Dire wolf: CR 3; Large Animal ; HD 6d8+18; hp 45; Init +2;
Spd. 50ft.; AC 14, touch 11, l at-footed 12; Base Atk +4, Grp +15;
Full Atk Bite +11 melee (1d8+10); Space/Reach 10ft/5ft; SA:
Trip; SQ: Low-light vision, scent; SV Fort+8, Ref +7, Will +6;
Abilities Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10; AL N
Skills and Feats : Hide +0, Listen +7, Move Silently +4, Spot
+7, Survival +2*; Alertness, Run, Track B , Weapon Focus (bite)
Languages : None
Possessions : None
Trip (Ex): A dire wolf that hits with a bite attack can
attempt to trip its opponent (+11 check modii er) as a free
action without making a touch attack or provoking an attack
of opportunity. If the attempt fails, the opponent cannot react
to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen,
Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when
tracking by scent.
The smell of death hangs heavier in the air as you near
the grotto. The ground is littered with broken tents,
smashed containers, debris, and gore. In the corner is a
pile of decaying l esh, no doubt the former owners of the
heads that line the river bank. Low growls come from
behind the heap of bodies as a pack of wolves make their
presence known. Over the top of mound strides the leader
of the pack, a sleek black canine of extraordinary size and
strength.
Wolf (7): CR 1; Medium Animal ; HD 2d8+4; hp 13; Init +2;
Spd 50 ft.; AC 14, touch 12, l at-footed 12; Base Atk +1; Grp +2;
Full Atk Bite +3 melee (1d6+1); SA: Trip; SQ Low-light vision,
scent; SV Fort +5, Ref +5, Will +1; Abilities Str 13, Dex 15, Con
15, Int 2, Wis 12, Cha 6; AL N
Skills and Feats : Hide +2, Listen +3, Move Silently +3, Spot
+3, Survival +1*; Track B , Weapon Focus (bite)
Languages : None
Possessions : None
This was once an encampment for a band of blue hand goblins,
but it is now destroyed. A pack of wolves have stumbled upon
a feast that they are unwilling to relinquish. If the PC backs
away from the grotto, the wolves will stay their ground and
continue eating, although with one ear cautiously listening for
future interruptions. If the PC does not back down, the pack
will attack, led by their dire wolf leader using l anking tactics.
The pack will disperse if the leader of the pack or if over half
their number is slain.
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