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Transport goods to Witherlee

In need of strong persons to transport goods from Tarr's Run to Witherlee. Route through the forest may be dangerous, so only brave souls need apply!. See Arnie at the general store for details.   Arnett “Arnie” Thorne of Thorne's General Store is looking for a group of individuals to guard a shipment of odds and ends to Knick and Knack's This and That shop in Witherlee. He is also asking, as part of this job that his 13 year old daughter, Amber, is also taken along to work and study under the brothers, as she is very bright and a burgeoning inventor.   You will be paid 25 gold and 25 gold upon successful delivery to Witherlee. It is a 4 day trip.   Arnie has a horse to give you (technically Amber's), but no cart as his is broken. He mentions that Shaina Moore has a cart for sale, but might be willing to give it to you if you can help her with her Bugbear problem.   Bandits attack on Day 1d4. They set a small trap of a ditch that traps the wheels and fires and arrow at a random PC. This can be avoided with a DC 16 Perception check. If the player succeeds, then the bandits get disadvantage on their arrow attack. On the bandits and wolves, the players find 14 gp, 22 sp, and 13 cp, a red bandana, and a locked wooden box (inside is 3 gp, 20 sp, and 24 cp) in addition to the regular weapons.   Allies Amber Thorne – commoner, Artificer Initiate Initiative +2 AC 12, HP 8, Speed 30 feet Crossbow +2 to attack, 1d6+2 piercing Spells: Mending (cantrip), Grease (1x/day)   Enemies Bandit (4) AC 12, HP 11, Speed 30ft Scimitar +3 to hit, 1d6+1 slashing Light crossbow +3 to hit, 1d8+1 piercing, 80/320 feet range   Wolf (2) AC 13, HP 12, Speed 40 ft Bite +4 to hit, 2d4+2 piercing. Target must succeed DC 11 Strength saving throw or be knocked prone

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