Woods haven the hunt (3.5e Quest)
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- 1 Woods Haven part 2a the hunt
Woods Haven part 2a the hunt
Intended for four level 1-2 level 3-6 players adventurers.
Part 2A Woods Haven Quest Line: This is part of the woods haven adventure there is NPC info and the hunting adventure if your players decided to go on lord Nickels hunt.
- Prep Time 1 hour
- Play Time 3-5 hours
First day is a canoe ride to the fields where there’s good wild boar hunting camp over night The next day is spent heading up stream to a cave just off the river where a large cave bear lives. The next morning a group of very upset orcs attacks the group. The lord isn’t a good hunter he uses a cross bow but his chief of security John two swords Quin is a dead shot the lord uses cross bow bolts a yellow strip on them john has a few bolts with yellow on them and when the lord isn’t looking he switches to the yellow bolts he stay behind the lord and makes it look like the lords shot is the one that hit the target first. The lord all ways takes first shot and then his men hack down anything that is still alive. This will be the party’s job
the party had enter the town of Woods haven 3 days earlier despite troubles in the town and the near by logging camp the party is now heading hunting with the lord of the town. for more info on the town see Woods Haven part 1
The wild boar encounter, Cave Bear encounter, The orcs encounter
the group meet in the inn the first morning where lord Nickels sends a group of 7 dwarf mercenary’s to his logging camp to check out goblin troubles. the group takes canoes up river to camp and hunt with lord Nickels.
1st level fighters human Human CR 1 XP 400 Fighter level 1 (skill points 16) Heavy Foot Soldier Init +1; Senses ; Listen +0; Spot +0 DEFENSE AC 15, Touch 11, flat footed 14 (Studded Leather, Shield, light wooden) (+1 DEX, +3 armor, +1 shield) HP 12 (0d8+1d10+2); Fort +4, Ref +1, Will +0 Speed 30 Space 5ft.; Reach 5 Melee Single Attack Battle axe +4 (1d8+2 X3) Full Attack Battle axe +4 (1d8+2 X3) STATISTICS STR 15, DEX 12, CON 14, INT 13, WIS 11, CHA 9 Base Attack 1 Grapple 3 Feats Combat Expertise: Can trade attack bonus for AC (max +5),
Name sir John two swords Quin Human CR 5 XP 1600 Fighter level 5 (skill points 32) Knight Init +1; Senses ; Listen +2; Spot +2 DEFENSE AC 17, Touch 11, flat footed 16 (Banded mail, Shield, none) (+1 DEX, +6 armor) HP 42 (0d8+5d10+10); Fort +6, Ref +2, Will +1 Speed 20 Space 5ft.; Reach 5 Melee Single Attack Longsword +9 (1d8+5/19-20) or Crossbow, heavy +7 (1d10 /19-20 X2) Full Attack Longsword +7 (1d8+5/19-20) & Sword, short +6 (1d6+1/19-20) or Crossbow, heavy +7 (1d10 /19-20 X2) range 120 STATISTICS STR 16, DEX 13, CON 14, INT 12, WIS 11, CHA 9 Base Attack 5 Grapple 8 Feats Cleave: Get extra attack if kill monster, Two-Weapon Fighting: Get extra attack at -2 to all attacks, Weapon Specialization: +2 to damage rolls, ,Quick Draw: Can draw a weapon as a free action, Weapon Focus: +1 to attack rolls, Weapon Focus (Ranged): +1 attack rolls Skills Climb -2, Handle Animal 7, Intimidate 7, Jump -2, Listen 2, Ride 11, Spot 2, Swim -9 Languages Common
Name lord mayor sir Nickels Human CR 3 XP 800 Aristocrat level 5 (skill points 56) Judge Init -1; Senses ; Listen +1; Spot +5 DEFENSE AC 14, Touch 9, flat footed 14 ( Breastplate, Shield, none) (-1 Dex, +5 armor) hp 22 (0d8+5d8); Fort +1, Ref +0, Will +4 Speed 20 Space 5ft.; Reach 5 Melee Single Attack or Full Attack Mace, Heavy +2 (1d8-1) or Crossbow, light +2 (1d8 /19-20 X2) range 80 STATISTICSStr 9, Dex 8, Con 10, Int 14, Wis 11, Cha 12 Base Attack 3 Grapple 2 Feats Investigator: +2 Gather information and Search, Negotiator: +2 Diplomacy +2 Sense motive, Persuasive: +2 Bluff +2 Intimidate, Skills Bluff 9, Diplomacy 7, Forgery 4, Gather Information 13, Intimidate 13, Know History 10, Know Local 10, Know Nobility 3, Know Religion 3, Listen 1, Search 4, Sense Motive 10, Spot 5 Languages Common
BOAR Medium Animal Challenge Rating: 2 Hit Dice: 3d8+12 (25 hp) Initiative: +0 Speed: 40 ft. (8 squares) Space/Reach: 5 ft./5 ft. Armor Class: 16 (+6 natural), touch 10, flat-footed 16 Base Attack/Grapple: +2/+4 Attack: Gore +4 melee (1d8+3) Full Attack: Gore +4 melee (1d8+3) Special Attacks: Ferocity Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +3, Will +2 Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4 Skills: Listen +7, Spot +5 Feats: Alertness, Toughness Environment: Temperate forests
BEAR, CAVE Large Animal Hit Dice: 6d8+34 (61 hp) Initiative: +1 Challenge Rating: 4 Speed: 40 ft. (8 squares) Space/Reach: 10 ft./5 ft. Armor Class: 16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 Base Attack/Grapple: +4/+10 Attack: Claw +11 melee (1d8+8) Full Attack: 2 claws +8 melee (1d8+4) and bite +5 melee (1d6+4) Special Attacks: Improved grab Special Qualities: Low-light vision, scent Saves: Fort +9, Ref +6, Will +3 Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Skills: Listen +4, Spot +7, Swim +12 Feats: Endurance, Run, Track Environment: Cold forests Organization: Solitary or pair The cave bear is a massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. Combat. A cave bear attacks mainly by tearing at opponents with its claws. Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Skills: A brown bear has a +4 racial bonus on Swim check
3rd level orc barbarians five of them Orc CR 3 XP 800 Chaotic Evil Medium Humanoid Barbarian level 3 (skill points 24) Scout Init 0; Senses Darkvision 60; Listen +3; Spot +0 DEFENSE AC 13, Touch 10, flat footed 13 ( Hide, Shield, none) ( +3 armor) when raged 11 AC hp 31 (0d8+3d12+6); HP 37 when in rage Fort +5, Ref +1, Will +1 Sensitivity to Light dazzled in bright sunlight Speed 30 Space 5ft.; Reach 5 Melee Single Attack Falchion +8 (2d4+6/18-20) or Javelin +3 (1d6+4) Full Attack Falchion +8 (2d4+6/18-20) when in raged +12 (2D4+8/18-20) or Javelin +3 (1d6+4) range 30 when in raged +5 (1D6+6) Special Attacks Rage He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and+2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class Rage +4 Con +4 Str +2 Will save -2 AC. Per day = 1 STATISTICS Str 19, Dex 11, Con 14, Int 10, Wis 11, Cha 7 Base Attack 3 Grapple 7 Feats Stealthy: +2 Hide +2 Move Silently, Weapon Focus: +1 to attack rolls Armor Prof Light, Armor Prof Medium, Martial Weap Prof, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Skills Climb 5, Handle Animal 0, Hide 2, Intimidate -1, Jump 4, Listen 3, Move Silently -1, Ride 1, Spot 0, Survival 3, Swim -1 Languages Common, Orc SPECIAL ABILITIES. Fast movement Land Movement raised by 10 Illiteracy Cannot Read/Write Trap Sense Reflex save and AC when dealing with traps bonus 1 Uncanny Dodge Retains Dex bonus if flat footed
Stage One: first day of hunting
The wild boar encounter after a log day of canoeing the group pull's the canoes to a sandy beach the tall grass of a meadow follows the river a nice break from the trees that have lined the river like bars in a jail. The 3 men that work for the lord start setting up the tents and making camp the lord insists that the players come hunting with him and sir john. This is where the boar are and soon walking throw the grass you will see one but will you see the others hiding in the grass. 2 to 4 boars up to the DM when shooting at a boar other boars comes out of the tall grass and attacks the group. Sr john will hang back and shoot the boar making it look like lord nickels hit the boar. The camp has 4 large white tents one for the lord and Sr john one is for his 3 men one is for the players and one is for supplies and making food.
Stage Two: day two cave Bear encounter
Bear encounter After a good breakfast cooked by one of the lords men the group sets off to the cave he has been told about, there is a large cave bear that sleeps in this cave a boars head tied to a rope is thrown in the lord and john stand a cross the river waiting to fire cross bows the lords three other men stand on either side of the cave waiting to hack down the cave bear with hand axes they look nerves one of them throws the meat in the cave and starts dragging it out the boars hear is grabbed by something and the man is pulled into the cave entrance laying on his stomach he screams as the bear comes for him. Players can stand anywhere they chose before this encounter starts. (Good luck) The water is fast moving a swim check of DC15 to cross the river or be taken down stream. All stats information for the lord and his men are on this page.
Stage Three: morning of day three of the hunt
The orcs encounter The five orcs have travel from the mountain foot hills looking for a group of their brethren that where paid 50 gold each (by a female orc this was realy the drow from the bar the first day in town she was disguise to look like an orc she used a magic item to do this) the orc where payed to sneak in to the goblin fort and help steal something. It’s been 2 weeks and they haven’t returned fearing the humans have harmed or captured the orcs and the fact they can’t find the drow or the goblin fort they attack seeking revenge. They are not so smart. The attack starts just before first light using the darkness for cover they surround the camping group, the fighter that dos most the cooking is awake he is starting the mornings food he gets a listen or spot check (whatever is better) no pluses verse a move silently check of course any party member that wants to stand guard or wake up early will also get a listen or spot check. Sr Quin will fight with his two swords his main goal is to keep the lord alive he has a good job and he wants to keep it, Quin is a 5th level fighter this should give the party the edge they will need to beat the orcs. Rember no one is sleeping in there armor unless otherwise stated. If the orcs are spotted they go in to rage and fight to the death.
Stage Four: the end of day three return to Woods Haven
if any one is alive after the orc ambush they paddle back to woods haven to learn of the events of the past to nights and the kidnapping of the lords daughter. As the party reaches the town they find it quit everyone is locked in their houses and the toy maker and his wife are dead hanging by their feet in the town square