Woods Haven part 3 (3.5e Quest)

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Woods haven part 3 in to the woods[edit]

Intended for four level 2-4 players 3+ adventurers.

this is what happens to the players that leave Woods Haven and go in to the woods

  • Prep Time 1 hour
  • Play Time 2-6 hours

Quest Introduction[edit]

The players have choices check out the logging camp up river or head in to the woods looking for the missing children. There several possible encounter depending on what happened at the town. Evil toys, the goblin raiders, child Forest Giant, Alinder elf (drow) rouge 5thlevel. Alinder is the only encounter that must take place so she can join the group.

If the toys got away from the town and left their kidnapped children at the goblin fort, they will be traveling in the woods back to the town to get more children and kill adults, this could be a big group or small group of toys depending on how many got away without being discovered by the party (DMs desecration on how many)

History[edit]

The town is in a panic as for 6 children went missing and their parents have had their throats cut in their sleep, by the evil toys.

The half elves and a group of lumber jacks that went looking for the missing loggers at the logging camp two days upriver, didn’t return back to the camp. Their has been no word from the seven dwarf mercenary’s that went to check out the logging camp for lord Mayor Sir Nickel’s.

lord Nickel’s daughter is missing taken in the night by her toys unless the party has discovered the toys and removed her toys.

Alinder (elf) drow rouge 5thlevel hired a group of orcs to help her get in to the goblin fort (players do not know this)She is now looking for some new comrades to help her get an item from the Goblin fort.

Hook[edit]

the players have many reasons to go in to the woods: 1: looking for kidnapped children and or the missing lord Nickel’s daughter, 2: if they have learned about the Goblin fort they may go looking for it, 3: goblins seen at the logging camp 2 days up river, 4: missing loggers at the logging camp 2 days up river, 5: help the seven dwarf mercenary’s at the logging camp, 6: to destroy the evil toys that left the town,

Background[edit]

In the adventure Woods Haven part 2b the town was devastated by the towns toy maker creating evil toys that stole children in the night even lord nickels daughter (Emily) has been taken. There has been goblin raids on the logging camp. thees events have created many reasons for the players to go in to the woods. (The kidnapping of lord nickels daughter Emily may have be prevented by the players if so play the campaign accordingly)

NPCs[edit]

Goblin raiders

CR 3

Ranger level 3 (skill points 42) Woodland Tracker
Neutral Evil Small Humanoid (Goblinoid)
Init/Senses +3/Darkvision 60; Listen +8, Spot +8
Languages Common, Goblin
AC 17, touch 14, flat-footed 15
(Studded Leather, (+3 Dex, +1 size, +3 armor))
hp 17 (3d8+3 HD)
Fort/Ref/Will +3/+6/+3
Speed 30
Melee Attack Spear +5 (1d6+2 X3) or Sword short +5 (1d4+219-20) or
Melee Spear +5 (1d6 +2X3) or Sword
Ranged ranged shortbow,Composite +9 (1d4 +2X3) humans +2 damage or
Ranged short +5 (1d4+2/19-20) or (+1/+0) Short bow ,Composite +7/7 (1d4 +2X3) range 70,
Space/Reach 5 ft./5 ft.
Base Atk/Grp 3/-1
Special Actions Favored Enemy humans +2 damage Number of Favored enemies = 1
Abilities Str 14, Dex 17, Con 11, Int 10, Wis 13, Cha 6
Feats Rapid Shot: Gain extra ranged attack all attacks at -2, Point Blank Shot: +1 to hit +1 damage if within 30 ft, Weapon Focus (Ranged): +1 attack rolls, Track: Track with survival check, Endurance: +4 on checks to resist non-lethal damage, Martial Weapon Prof, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Armor Prof Light
Skills Climb 0, Concentration 0, Handle Animal 5, Hide 11, Know Geography 3, Know Nature 4, Listen 8, Move Silently 9, Ride 10, Search 2, Spot 8, Survival 8, Swim -4
Advancement
Possessions Masterwork Shortbow, Composite (300gp),
Goblin raiders mounts
Size/Type: Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +2
Speed: 50 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+7
Attack: Bite +7 melee (1d6+4)
Full Attack: Bite +7 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2
Feats: Alertness, Track
Environment: Temperate plains
Organization:
Challenge Rating: 2
Treasure:
Alignment: Usually neutral evil
Advancement:
Level Adjustment:


Yel Goblin Champion archer

CR 4

Ranger level 4 (skill points 42) Scout
Neutral Evil Small Humanoid (Goblinoid)
Init/Senses +4/Darkvision 60; Listen +8, Spot +8
Languages Common, Goblin
AC 19, touch 15, flat-footed 15
(Chain Shirt, Shield, none (+4 Dex, +1 size, +4 armor))
hp 21 (4d8+4 HD)
Fort/Ref/Will +4/+8/+2
Speed 30
Melee (+1/+1) Sword, bastard +8 (1d8+4/19-20) or
Melee (+1/+1) Sword, bastard +8 (1d8+4/19-20)
Ranged (+2/+2) Shortbow ,Composite +12 (1d4+4 X3) Distance 70 ft. +11over 70 ft. or
Ranged Shortbow, Composite +10/10 (1d4+4 X3) range 70 Distance +9 over 70 ft.
Space/Reach 5ft./5ft.
Base Atk/Grp 4/2
Atk Options +2 magic, +4 BA, +4 DEX, +1 WF, +1 PBS 30ft
Special Actions Favored Enemy human +2 damage. Number of Favored enemies = 1. Pass without Trace (DC 12)
Abilities Str 14+2, Dex 18+4, Con 11, Int 11, Wis 12, Cha 7
Feats Rapid Shot: Gain extra ranged attack all attacks at -2, Point Blank Shot: +1 to hit +1 damage if within 30 ft, Weapon Focus(Ranged): +1 attack rolls Endurance: +4 on checks to resist non-lethal damage, Martial Weap Prof, Shield Proficiency: Can use shields, Armor Prof Light, Simple Weapon Proficiency, Track: Track with survival check
Skills Climb 2, Concentration 0, Handle Animal 0, Heal 3, Hide 13, Jump 1, Know Dungeon 2, Know Geography 1, Listen 8, Move Silently 6, Ride 9, Search 1, Spot 8, Survival 8, Swim -1, Use Rope 5
Advancement
Possessions MAGIC ITEMS (max value 3300) +1 Sword, bastard (2300gp) +2 Shortbow ,Composite (8300gp) Distance : Doubles the range increment.
Yel’s Mount
Size/Type: Large Animal
Hit Dice: 6d8+18 (45 hp hp)
Initiative: +2
Speed: 50 ft.
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (1d8+10)
Full Attack: Bite +11 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2
Feats: Alertness, Run, Track B, Weapon Focus (bite)
Environment:
Organization: Combat Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:


Items[edit]

Stage One: Alinder (elf) drow help me i can pay you[edit]

As the party moves throw the forest up a head a figure stands between to large trees and calls out to the party looking for goblin scum. It’s the elf from the bar and she wants to hire the group (100 gold to the group leader or 50 gold each party member) Alinder wants the party to help her get in to the goblin fort; she knows a back way in but it is dangers the old drain pipe. Alinder has already tried to hire a group of orcs to help her get in but all were killed by zombies in the drain pipe. If the group doesn’t join up with Alinder she disappears in a flash (she uses a smoke stick and her invisibility ring) she follows the party using them to kill goblins and reach the evil circle in room 32 of the crypt.

Stage Two: Gummy a special forest giant child[edit]

Before the party gets to the goblin fort on top of the ruined temple they come across someone who may be able to help them. In a small clearing a giant sits on a log in front of a large fire behind him a large pile of trees leaned up against each other like an over sized wigwam the giants home, a cage made from branches and vines has something moving in it. Now this encounter seems way to high level for the players but the giant is a child who is disabled (yes a special giant) he was banished from his tribe and really wants to make friends. He does not want to fight and will push down anyone who attacks him and only use his weapons if he takes more than 15 points of damage. He sits by the fire clapping and saying sing little friend a strange sound comes from the cage the song is in goblin and if you can speak goblin he sings don’t eat me you huge beast. If the party shows its self to the giant child he will offer then some roast boar that he is cooking over the fire. Gummy will ask excitedly do you want to be friends I am Gummy a frost giant. Gummy is sad he has no one to play with. He is more than willing to travel with the group and help them. Gummy will try to run away if attacked. Yelling you not friend you hurt Gummy. Note if Gummy go’s to the goblin fort he can’t fit in the drainage pipe and will have to wait in the woods. If the group uses him to attack the main fort entrance diplomacy check of DC12 if he takes more than 50% hit point dammage he will flee.

Stage Three: The goblin raiders[edit]

If the party go's to the logging camp The goblin or if they are getting close to the goblin fort thees are good places for this in counter: Raiders as they call themselves these are the goblins that ride worgs. They often split in to two groups of 6 for better hunting but if they are going up against stronger foe like the mercenary dwarfs they will attack from all sides as a group they have been known to lure people in to traps by sending in some raiders to get people to follow them in to the woods where goblin archers wait in the trees and fighters hid in ditches or covered holes this is what happened to the mercenary dwarfs sent to help the logging camp by lord Mayor Sir Nickel (DM will decide if any dwarf are a live depending on the groups needs if they need a healer or just some more muscle to take the goblin fort). If the players go to the logging camp it is ran sacked food and drink are gone the horses used to move the trees have run off in to the frost. Smaller buildings have burned to the ground but the main log building is still standing it has been looted broken furniture and items are scattered across the floor. Not far from the woods the evidence of a battle between goblins and dwarfs no bodies have been left but arrows, weapon’s and blood cover the ground. Running into a group of goblin raiders at some point is highly likely. If you want to challenge your players have Yel the Goblin Champion archer leading a group of goblin raiders his Yel’s mount is a DIRE WOLF if killed he has magic weapon's that could help the players

Stage Four: Evil toys in the woods[edit]

This encounter would take place near the goblin fort the toys would have all ready dropped off kidnapped children from the town, the children would be tied up and left at the gate of the fort. the goblins have know way of knowing why the toys are bring children but are happy to receive them and give them to their leader Krull. all combat information on the evil toys is in woods haven part 2b



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