Tiberious Trail- Copperhead Bounty

Act 1: The Desert Chase

The Raid Aftermath:   The party arrives at the site of the caravan raid. The area is littered with the remnants of a fierce battle—2 burned out Iron camel transports and a scattering of broken crates.
  • quest giver indicated bonuses for bringing back the missing items, unopened, including a create that the govoner was expecting. A bonus of up to 75g can be expected for acomplishing it, as well as 25g per head of copperheads. 
  mainfest: one of the iron camels contains a manifest, detailing what was being transported
  • Spices (5 Barrels)
  • Iron (6 Crates)
  • Fine Pottery (4 Crates)
  • Dried Fruit and Grains (8 Sacks)
  • Alchemy Supplies (2 Crates)
  • Jewelry and Precious Stones (1 Locked Chest)
  • Ammunition (2 large Crates)
  • Personal Affects (1 large Crate) – To be delivered to Governor Alanzo
 

Tracking the Copper Heads:

The party must use survival and investigation skills to follow the Copper Head tracks across the harsh desert. They will encounter obstacles like quicksand, venomous wildlife (perhaps desert serpents or giant scorpions), and extreme heat that will challenge their endurance.
  • nature or tracking check, takes 2 days on sucess, or 5 days on failure
  • Roll 1d4 on tabel for each day of travel
  • Endw with them finding a large canyon, where the trail is lost. Signs of them covering their tracks.
 

First Ambush:

As the party closes in on the Copper Head trail, they are ambushed by scouts from the gang, attempting to delay or deter them.
  • Copperheads will be burried under sand on either side of the canyon, 3 on one side, 4 on the other. Unless the party detects ambush, them will be in front and behind party, surounding them.
  • Copperheads
After defeating the scouts, the party finds a crude map leading to underground tunnels at the far side of the canyon, a hidden trapdoor entrence under a rock.

Act 2: Into the Depths

The Underground Hideout:    The map leads the party to an entrance hidden among a rocky outcrop, which descends into a series of tunnels. The tunnels are filled with traps—pressure plates, dart traps, and collapsing ceilings—that the Copper Heads have set to guard their hideout.
  • Collapsing Ceiling Trap: A hidden tripwire, pressure plate, or lever that the party accidentally activates while walking through a passage. A portion of the tunnel ceiling collapses, causing a cave-in. Each creature in a 10-foot radius must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much on a success. The tunnel becomes difficult terrain, and the party may need to clear debris to proceed.
  • Pitfall Trap: A false section of the tunnel floor is covered with dirt or leaves, masking a hidden pit. A creature stepping on this section must make a DC 12 Dexterity saving throw or fall into a 10-foot-deep pit, taking 1d6 bludgeoning damage from the fall. The bottom of the pit contains venomous snakes (use "Swarm of Poisonous Snakes" stats), which attack any creature that falls in. The snakes deal 2d6 poison damage per round while in the pit.
  • Poison Dart Trap: A pressure plate embedded in the floor. When triggered, darts coated in snake venom shoot from the walls. Each creature within a 10-foot cone must succeed on a DC 13 Dexterity saving throw or be hit by 1d4 poison darts. Each dart deals 1d4 piercing damage, and the creature must make a DC 12 Constitution saving throw for each dart or take an additional 2d6 poison damage.
  • Rolling Boulder Trap: A lever hidden among debris or a seemingly important item (like a piece of loot or a map) that, when touched, releases a large boulder. A massive boulder rolls down the tunnel. The boulder moves 40 feet per round and fills the tunnel. Each creature in its path must make a DC 14 Dexterity saving throw, taking 4d6 bludgeoning damage on a failed save, or half as much on a success. The boulder keeps rolling for 120 feet, potentially crushing anything in its path unless the party finds an escape route or a safe nook.

Confrontation in the Depths: 

The party eventually makes their way to a large cavern where the Copper Heads have made their base. Here, the leader of the gang, a large and cunning Copper Head with enhanced snake-like features, awaits them.
  • 5 Copperheads, and 1 coper head leader (Jax) 
  • copperhead leader: has 2 sluggers, can attack 3 times. Has ability; Whn someone attacks him, as a reaction if he has an ally within 5ft, can grab them and force them to take damage instead. 
  • a Gatling gun is set up on a ledge above the cavern, run by 2 more copper heads (3 attacks, can target multiple people in a 10ft square, +8 to hit, deals 2d6+4 peiricng)
  • loot is in a series of large chests 

Resolution:

 
  • payment will be given for proof (25g per head, and extra 75 if the goods are retrived and brought back, or 25 if they can direct others to where the goods are located)
  • the goveners create of personal effects seems to have been 3 gatling guns and ammunition, along with a note from one "lieutenent Orion" of the Herlend armed forced, indicating a blackmarket purchase