Lullaby for a Drunk (3.5e Encounter)
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Encounter: Lullaby for a Big Drunk
- CR 6
- Integration While the party is traveling (hills, hilly forest) they hear the sound singing. Works best in the wild further away from civilized lands or perhaps near a frontier settlement. The DM should time the encounter to happen as a side bar random encounter or interlude on the way to or coming back from another adventure.
- Prep Time 15 minutes
- Play Time Varies no more than 20 minutes
While traveling on a lightly used trail you hear singing. Listening closer the lullaby is accompanied by a low grumbling. After further investigation the party will discover a makeshift camp with a small fire. What is left of a small pony is still cooking on a spit. The singing is a Halfling (Riggle) who is tied up and pinned beneath the heavy arm of a massive hill giant (Hulgrude). The Giant is asleep and snoring. Three empty clay pots are scattered around on the ground and there is the distinct smell of strong corn whiskey.
Riggle has fled civilization after stealing a ring from a wizard who wants it back. He knows the ring is magical but has no idea about the true value. His scout abandoned him after finding out what he did. He fell asleep and awoke in the clutches of the giant. Using his quick tongue he talked the giant into a drink with his meal then sang him to sleep. He is trying to escape while singing to cover the noise.
Hulgrude came across the sleeping Halfling and easily captured him. He was convinced to taste the homemade brew in the clay pots while he was cooking and eating Riggles’ pony. With his gut full and head spinning from the liquor he has fell asleep as the Halfling sang a lullaby.
Hulgrude (Hill Giant) he is more formidable than your normal hill giant. Large Giant, Hit Dice: 12d8+60 (114 hp), Initiative: –1 Speed: 30 ft. in armor (6 squares); base speed 40 ft. AC: 22 (–1 size, –1 Dex, +9 natural, +5 metal enhanced hide armor), touch 8, flat-footed 22 Base Attack/Grapple: +9/+20 Attack: Spiked Greatclub +17 melee (3d6+12) or slam +16 melee (1d6+9) or rock +8 ranged (2d6+9) Full Attack: Greatclub +17/+12 melee (3d6+12) or 2 slams +16 melee (1d6+9) or rock +8 ranged (2d6+9) Space/Reach: 10 ft./10 ft Saves: Fort +12, Ref +3, Will +4 Abilities: Str 28, Dex 8, Con 20, Int 6, Wis 10, Cha 7 Skills: Climb +7, Jump +7, Listen +3, Spot +6 Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)
Riggle Scatwaddle (Halfling male Brd3/Rog1: CR 4; Size S (3 ft., 2 in. tall); HD 3d6+3 + 1d6+1; hp 19; Init +4; Spd 20 ft.; AC 17; Attack +3 melee, or +7 ranged; SV Fort +3, Ref +10, Will +3; AL CG; Str 11, Dex 18, Con 12, Int 13, Wis 8, Cha 15. Languages Spoken: Common, Elven, Halfling. Skills and feats: Climb +2, Craft (Sculpting) +3, Craft (Brew Liquor) +6, Gather Information +8, Hide +8, Jump +2, Knowledge (Local) +3, Knowledge (Nature) +3, Listen +1, Move Silently +8, Open Lock +6, Perform (Act) +6, Perform (Dance) +6, Perform (Oratory) +8, Perform (Sing) +8, Perform (String Instruments) +8, Perform (Wind Instruments) +6, Spot -1, Use Rope +6; Combat Casting, Self Sufficient. Bard Spells Known (3/2): 0th -- Dancing Lights, Detect Magic, Flare, Know Direction, Lullaby, Message. 1st -- Comprehend Languages, Cure Light Wounds, Remove Fear.
Hulgrude is completely out. He has drunk the tasty corn liquor until he passed out to the comforting singing of the halfling. If the party is careful they should be able to free the Halfling without waking the hulking giant. Should they wake Hulgrude he will sit upright and yawn on his first turn. If he isn’t attacked he will scratch himself and rub his eyes for the second turn. It should take him another 1d4 turns to get his head right and engage. If he is attacked however his adrenaline will kick in and he will grab his club and attack. When he attempts to get to his feet the first time he will need to make a DC 14 Reflex save to avoid stumbling and falling still drunk from the liquor. Once on his feet and attacking he will be at -2 to hit due to the effects of the booze.
Riggle wants to escape alive. His pack is currently serving as Hulgrude’s pillow. If possible he would really like to get his pack as it contains his gold, and a pair of potions (although they are now crushed). The DM should determine a DC for lifting Hulgrude’s arm without waking the giant. This should be relatively easy. Attempts to move silently should also be fairly easy (DC 9) fail will result in Hulgrude having a listen check DC 18 to see if he starts his wake up routine.
Riggle has 300 gp’s in his pack and will give up half of it to his rescuers if his pack is obtained. He also has a short sword, and a belt of 8 throwing knives that he would give up if forced. Riggle also has a magic ring. Ring of Thaumaturgy (Ring is Protection +2 and also serves as a ring of wizardry III), Riggle will not willingly give up the ring even though he has no idea how powerful the ring is. The giant has nothing of value.
Follow On Possibilities: Riggle would gladly join the group if this is desired. Riggle is a jovial npc with a tendency for getting into trouble. The Wizard will come looking for his ring. Riggle is also deeply in debt to a loan shark. He could get the party to help him in a scheme to get the money. Perhaps he decides to rob the party to pay off this debt with intention to repay them later. The ring could be used to settle the debt once the true nature is known.