Book 1 - Stolen Land

Download as pdf or txt
Download as pdf or txt
You are on page 1of 11

The first adventure, Stolen Land, written by Tim Hitchcock, has an adventure summary that reads as

follows: "The adventure begins with the PCs, each bearing a charter from the Lord Mayor of Restov
granting license to explore and map the section of the Stolen Lands known as the Greenbelt, arriving
at a small, remote trading post at the southern edge of rural Rostland. There, the PCs help defend the
post from bandits before setting out to survey the wilderness. The rate at which the PCs explore the
Greenbelt, and the paths they take, are up to them—many wonders and dangers await discovery,
and as their explorations take them deeper into the Narlmarches and the Kamelands, the PCs begin
to learn that the bandits in the region are far more organized than anyone thought—and find that
they even have a leader, a mysterious figure called the “Stag Lord.” If allowed to continue building
his army of bandits, the Stag Lord could well become a great danger to Rostland—that, and the
reward on his head for his capture or death, should be all the new adventurers need to spur them
onward."

Overall Changes
There's a lot here to work with, but the big It's also probably important to note that while
changes will obviously have to be the setting- the adventure calls this area 'the Stolen Lands'
although a region on the south-western end and says it's inhabited by bandits, the colonial
of the Forest Ridge should be geographically theme of '"retaking" land that once belonged
distant enough and hard to reach that they're to the nation doesn't work here, and the
going to be pretty much on their own for a people living here are settlers themselves.
while. This means that the PCs' mission is to seize
Since there are no stags in Dark Sun, replacing and take settled lands, which, let's be honest,
the bandit lord's identity will be necessary. is a pretty garbage thing to do. They might be
Let's lean on the old Brom art used on the able to achieve this without full-on colonial
cover of Slave Tribes for nostalgic value, and invasion, and making the Sun Lord and his
call him the Sun Lord, with a mark depicting a lieutenants a little tyrannical themselves can
radiant sun, and a pair of whistling maces. help to remove some of the power imbalance.

1
It can also be useful to note Athas' resource Part Two: Locations of the
scarcity, and Tyr's new status as a Free City
Verdant Belt
means that its streets are becoming crowded
with refugees and freed slaves, causing a A. Oleg's Trading Post: We briefly
great drain on the granaries and stored touched on this in part one- it's
resources- options must be found, or people currently a smallish trading post,
will be dying of hunger and thirst pretty soon! probably a one or two-storey adobe
building with some light walls and
Having the PCs sent by the heroes responsible stable for a few kanks. With the
for Kalak's death, can tie them to the Free immediate threat of Happs and his
City, but perhaps King Tithian or some of the bandits gone, the trading post is likely
other factions are responsible for the other to start expanding as more people
parties sent, meaning there's a common come through the area.
bond, but some rivalry. Jhod Kavken, who arrives after the
PCs, is an elemental cleric of Earth
Part One: Oleg's Trading Post who arrives after the PCs, seeking
This part doesn't need much change- an some moral calm after lynching
isolated trading post with wooden (or similar) someone who accidentally turned out
palisade walls, and beset by bandits, fits fine. to be a Defiler. He might ask the PCs
You can mount the bandits on Kanks instead to seek out and clear the Temple of
of horses with little difference, and have them the Rock Drake, later.
hint at working for the Sun Lord. Happs is a B. Warrior's Cairn: This cairn once
desert-ranger turned bandit, and can even housed a powerful lieutenant of one
keep his longbow, focusing particularly on any of the Champions of Rajaat, dating
Elf characters present. back to the Cleansing Wars. Their
body bears a ring of life-shaped wood,
From here, the options open up, and the PCs but nothing else about the body is
have a larger area of the Stolen Lands opened usable- the armour has long since
up to explore, this area being the Verdant Belt rotted away, and only a few flakes of
(I can't resist the callback to Troy Denning's rust hint that they were once
The Verdant Passage, and it fits "the honoured enough to be buried with a
Greenbelt" just so perfectly). I think it's best if metal weapon.
we assume that the Verdant Belt is an area C. Trap-filled gorge: A local wildlife
with some scrubby vegetation, and a few trapper by the name of Breeg
trees- not the full-on rainforest of the Forest Orlivanch has littered this gorge with
Ridge, but still a fertile place that's quite sharpened spikes made from bone
desirable to settle in. and wooden poles tied together, as
If there are settlers following the PCs by a few well as others hidden under the sand.
days or weeks, this gives them a good place to D. Bokken's Hut: Bokken is a hermitic
have other members of their 'character tree' - druid, one who would like to be left
replacement or alternate characters who can alone. So long as no-one is actively
substitute in if one of them is killed, or ends damaging his chosen lands, he suffers
up not being what makes someone happy to visitors, and might ask them to go and
play. bring him Fangberries, so that he can
craft better potion-fruits. He would

2
like the Verdant Belt to become a I. Hot Springs: This area of sulfurous hot
safer place, and is happy to become a springs hosts a pair of warty-skinned
dependable source of potion-fruit in giant frogs, with a psionic power to
the region. cause their victims to become
E. Dead Trapper: Since faerie dragons incredibly thirsty. They prey on any
aren't a thing in Athas, this gives a creatures approaching the springs,
good opportunity to reinforce the hoping to drag them under the water
world's deadliness. A nest of speckled and drown them.
Hurrum beetles (able to distract their J. Temple of the Rock Drake:
prey with psionics) nearby the dead Surrounded by thorny growth for
trapper might give PCs a hint of what hundreds of yards, the area is
caused Orlivanch to fall afoul of his dominated by a boulder laboriously
own traps. carved into the blunt likeness of a
F. Meenlock Nest: A pair of Meenlocks rock drake. Inside is a cleric of the
have a small nest high in a cactus elemental earth who desecrated the
grove here, replacing the faerie temple in times long ago, sacrificing
dragon Perlivash and the grig Tyg the last of the elemental drakes and
Titter-Tut. These are vicious predators becoming a mutated elemental
that will steal from or harm the PCs a creature guarding this temple. If
little at a time, and will attack or defeated, the pool of pure elemental
abduct a helpless PC if they ever have dust can be used to treat wounds
a chance, trying to drag them away to until the next sundown.
area O to transform them into more Jhod Kavken might ask the PCs to
of their twisted kind. clear the temple so that he can
G. Cactus Grove: This grove of health cleanse it and take up residence here.
cacti can be eaten for sustenance and K. Bandit Camp: Detailed in Part Three.
absorbed water. A swarm of 3 L. Gold Mine: This area can be used to
Baazrags, stuffed to bursting with the set up a gold mine, which can be sent
moist flesh of the cacti, can be found back to Tyr (or another city) to buy
here the first time the PCs arrive. resources. Although gold is not a
While still dangerous, they're stuffed terribly useful metal on Athas, it is still
and have disadvantage on their attack valued for jewellery and decoration
rolls and saving throws. purposes, as well as forging magical
H. Centipede's Nest: This area, strewn items.
with chewed and shattered bones, M. Forgotten Cache: Here, one of the
hides the lair of a gigantic centipede, Sun Lord's bandits buried some
about 20 feet long and able to lash treasure stolen from a Defiler they
out with incredible swiftness, carrying killed, before falling victim to the
prey back into its deep hole. At the giant Centipede in area H. The
bottom is one of the Sun Lord's treasure consists of a fine obsidian
bandits, well-chewed but carrying a dagger, a bone ring (nice, but not
carved-bone emblem depicting his magical), a wand of Burning Hands,
mask and with a scrawled map to the and a spellbook with the rotted
treasure buried in area M. remains of several spells (which might

3
allow a PC to learn the arts of arcane tribe of Gith. This area is detailed in
magic if they want to multiclass). Part Three.
N. Clear Pool: A small pool of pristine S. Nettles' Crossing: Davik Nettles, once
water seeps up from beneath the a ferryman who could convey
earth here, surrounded by lush travellers and bandits across the silt
vegetation. If the dangerous flats on his ferry, was murdered by
stranglevines are cleared away, the the Sun Lord here and his hatred
water can be drunk, and it is transformed him into a unique psionic
absolutely pure- those who drink it undead creature. He can use his
are fully refreshed, and gain Levitate psionic power to float above
inspiration, if they do not have it. the silt, and can be called by blowing
However, the waters are muddied one of the Inix horns at either end of
and consumed quickly, and so only the ferry-line. While maddened by
about ten creatures can gain this hatred, he hungers for vengeance on
benefit over the course of a month. the Sun Lord, and might be persuaded
After this, the water level has to spare and even assist the PCs in
dropped down to below the ground, their journey.
and the vegetation begins to wilt. T. Dead Nightmare Beast: As a dead
Anyone Defiling this area will gain unicorn really doesn't fit Athas, I
great benefit, but the spring will never decided to go with something that
flow again. It must be kept safe from can hint at the incredible power of
desecration. Nyrissa, our 'campaign BBEG'. So a
O. Meenlock Lair: This area contains an dead Nightmare Beast works well- it's
old ruin in an area undermined by silt- spawned from new magic, something
flows and now fallen away. Here, a that didn't exist in the ancient times
trio of Meenlocks have made their when Pyreen ruled the planet, and it's
lair, and they transform any who fall more evocative of how dangerous
into their grasp. something must have been to
P. Tuskgutter's Lair: Here, a vast overcome this creature the size of a
Boneclaw Baazrag by the nickname of Mekillot and clearly incredibly
Old Tuskgutter makes its lair, isolated dangerous. However, that it's not
from others of its kind. The irritable rotting (in fact, having some grass
beast attacks any creature that comes growing from underneath its carcass
nearby, when it is not roaming the might be weird enough to warrant
lands looking for a fight. investigation!), although one of its
Q. Rickety Bridge: The rickety bridge enormous tusks has been almost
crosses a canyon thirty or more feet surgically sheared off should also
deep here, with near-sheer walls. draw some curiosity. This feels like
Travelling out of the canyon requires enough of a clue to leave for later.
travel of several miles in either U. Silt Crossing: This area has a known
direction, so the bridge is a valuable area of 'shallows' in the silt basins
chokepoint. that criss-cross the Stolen Lands.
R. Gith Lair: This underground lair under However, these particular shallows
an ancient dead tress is infested by a are haunted by a pair of juvenile Silt
Horrors- tentacled beasts that will

4
attempt to drag down and suffocate Part Three: Inhabitants of the
any unwary adventurers. These are
Verdant Belt
only small spawn, enough to bring
Part 3 deals with a few sections: The Thorn
down a human at their best. One of
Ford bandit camp, the Gith Lair, and the
their previous prey was an adventurer
Sootstripe Halfling tribe.
and wanderer, whose pack contains a
variety of gems and carved objects, as
The Thorn Ford Bandit Camp
well as a valuable half-scale armour
Part 2 dealt with the larger Verdant Belt area,
set and a map, tucked away in an old
and included several areas that forded or
hollow bone tube, that can reveal
crossed the silt shallows. The Thorn Ford
some of the Stolen Land's secrets.
bandit camp is one such of these, cut out of
V. Trapped Crodlu: A Crodlu has become
thick thorny growth and the secure rest for
trapped in a sinkhole here, and is
Happs' buddies, as well as his second-in-
exhausted and close to death from
charge Kressle, a scrappy and dangerous
thirst. It will attack most creatures
escaped gladiator who fights with a pair of
approaching, although the distance
bone wrist razors. She is backed up by a
may allow a ranger or druid to
disparate group of 4-8 bandits, using javelins,
befriend and free the poor animal.
dejadas, and stone knives. Their treasure
W. Fangberry Thicket: The thicket of
consists of a variety of ceramic and silver
Fangberries here are painful and
coinage, some jewelery, a carved wooden
difficult to harvest, but are also
music-box, some crates of animal hides, and a
infested by several swarms of spiders,
crate of valuable liquor seized for the Sun
adding yet another hazard. The
Lord himself.
spiders are not harmed by the spines
If given the opportunity, the bandits will talk
of the Fangberries due to their size,
about their boss, a hardened man who's an
making them quite dangerous in this
absolute monster in combat. People have
context.
seen him block blows that no-one saw
X. Silt Crossing: The silt basins come to a
coming, seize the blade of a spear between
shallow area here, this one thankfully
his palms, and that he runs an old fort near
free of any Silt Horrors.
the north shore of the Tusksilts. They might
Y. Halfling Village: This area is detailed
even share the passphrase, which is "By the
in Part Three, but holds a small village
bloody bones of Gilmorg, who wants to
of halflings who are at war with the
know"". They're scared of him, but they also
Gith in Area R. They might be turned
respect his power, and they're also afraid of
into allies (hopefully not slaves, unless
the creepy old man kept down under the fort.
you have some really nasty PCs).
Z. Sun Lord's Fort: This area is detailed
in Part Four. The Gith Hive
Looming over all the hills in the northern
Kamelands is an ancient and colossal baobab-
type tree, visible for miles around. Its gnarled
roots hide the lair to a hive of Gith which
plague the area, and have long been at war
with the Sootstripe Halfling tribe who live
about 12 miles to the south. There are about

5
31 Gith living here in total, all combat- referencing dozens of their shared tribal
effective, although not all of them are present legends.
at once.
Recently, the Gith stole a tribal relic of the The Sootstripe Tribe
Sootstripe halflings for the third time in as The Sootstripes, a tribe of halflings who make
many months. It is an unusually common sight their home here in the Verdant Belt, tattoo a
to find dead and stripped halflings and Gith in black stripe across their eyes. They have been
between their various locations, slain by one losing members of the tribe to the Gith
another and looted thoroughly. The caverns attacks and bandit attacks, and cannot afford
beneath the old tree are winding and narrow, to fight another war against colonizers. Chief
and any attacks with reach weapons, or Sootstripe is engaged in a political struggle
opportunity attacks, have disadvantage. with Tartuk, a halfling who fled from a death
The Gith craft all sorts of horrid traps, sentence in Raam due to being caught
including shaved thorn caltrops, springy roots engaged in several criminal enterprises at
with sharp stone blades mounted into them, once, and has been making a living drifting
and small ceramic pots of centipede-scent, from tribe to tribe before he can be caught,
which will almost instantly (within 1 minute or selling some into slavery and setting others at
so) draw attention from any of the creatures war with forces they cannot hope to win
nearby. While they use several within their against. He has been manipulating the
dingy hive, they craft many more here for use Sootstripe tribe for the past few years, and
in the wastes. although they are growing suspicious of him,
In the hive can also be found a captured they care enough about their tribal traditions
Sootstripe halfling named Mikmek, who was that they haven't gone against him yet,
captured perhaps a week ago and has been although there is definite tension in the tribe.
tormented, starved, and poked with sharp All in all, the tribe is down to about 20 living
sticks for fun, along with three of his (now members, and are desperate for new blood
dead) companions. Mikmek only speaks a and some peace. If the PCs can offer some of
little of the Common tongue, and in broken those, Chief Sootstripe is more than happy to
tongue will explain that he was caught trying make an alliance with them.
to rescue the tribal relic. If handed a weapon Tartuk has some minor psionic talents, but is
(or allowed to pick one up from the ground), an experienced alley-knife and social
he will be a loyal companion to the PCs, at manipulator. He has suborned several of the
least until they reach the chieftain of the Sootstripe halflings to utter loyalty to him,
Sootstripes later. and even returning the relic to Chief
In the middle of the hive is a great chasm Sootstripe will cause a violent struggle
where a vast centipede dwells, bridged by between the factions.
knotted roots and vines. The Gith gleefuly The tribe's treasure consists of a wealth of
clamber between them, whooping and coins, seven doses of Oil of Impact, a pair of
hollering, but PCs are likely to have difficulty Boots of Sneaking, and a soiled leather pouch
navigating this with any speed. In the depths containing the treasure stolen from the Gith,
of the hive can be found a war-room including Svetlana's ring.
containing the Gith war-leader, Grabbles, who
is skilled in combat and with psionic powers. Once these areas have been dealt with, the
This room holds the halflings' relic, a PCs have the opportunity to have gained
masterfully-carved wooden statuette some clues about their enemies, dealt with

6
some dangerous pests, and made some allies, training or knowledge of how to organize
leaving them in a good situation to take on people, and finds trying to run the camp very
their next target- the Sun Lord himself. frustrating and challenging.
His lieutenants, a trio of rough-and-tumble
bandits each themselves in charge of a
smaller gang, are important and control
different parts of the camp and the Sun Lord's
Part Four: The Sun Lord’s Fort
operations. These three are:
Part four will deal with the culmination of the
* Akiros Ismort, an exiled former Templar.
first book, and confronting the chieftain of the
Akiros was exiled for having slain the husband
bandits, the mysterious warrior known as the
of his lover in a fight, and fled the city of Tyr.
Sun Lord!
While he has lived a rough life for several
years, he yearns for civilized places and to be
The brutal survivor now known as the Sun
accepted again. His organizational skills are
Lord was raised in misery by his father, a cruel
more useful than his combat prowess, to be
and misanthropic traveling druid who came to
honest. If he senses that the battle is turning
rule a group of wild and outlandish bandits.
against the Sun Lord, he will declare himself
He was beaten often, and starved and thirsty
with the PCs, casting off his necklace and
most of his life, and learned cruelty and
turning his mace on his former companions.
toughness at every step. When he became a
* Auchs, a Tarek who escaped from a slave
man, he was visited by a Dream, a psionic
caravan years ago. A devout follower of
vision wherein he was visited by a blindingly
priestly magics, he believes that the Sun
beautiful woman who left him a lock of her
Lord's father has marked his son as special,
hair, and told him to fight back. Filled with the
and listens to his commands. He is a skilled
anger, spite, rage, and vengeance that had
warior, and carries a clutch of javelins,
built up over nearly two decades, he beat his
attempting to pin foe down and then close to
father to within an inch of his life and brutally
range.
took control over the bandits. His power and
* Dovan from Nibenay, a tattooed half-elf
rage quickly cowed other bandits nearby, and
with an obvious taste for pain and cruelty. He
over the next dozen years, he became
has a talent for manipulation, and had been
respected as well as feared, drifting south to
planning to murder the Sun Lord and take his
the Verdant Belt.
position with Auchs' help.
Here, in a ruin, he discovered the mask that
now defines his life- a ceramic mask imbued
The Sun Lord's Fort
with psionic enchantment allowing him to
The fort is a run-down old stone fortress
focus his battle-mind, and to move like dry
which once belonged to the city-state of
lightning across the scrub.
Kalidnay, and was lost to the sands when the
Once he placed this on his head, he assumed
city-state ended abruptly. The bandits have
the identity of the Sun Lord, and has not
made some ad-hoc repairs, but do not have
removed it since, although his hopes of
the manpower or resources to properly
building an army worthy of challenging the
restore it.
Sorcerer-Kings have been undermined by his
The hillside at the front of the fort has a large
drunkenness and lack of any kind of discipline.
tree which is the lair of a flock of Kestrekels,
His rage and combat prowess is certainly
fed scraps by the bandits. They raise a racket
impressive to bandits, but he has no formal
if anyone approaches, and dive upon anyone

7
who doesn't offer them food immediately, Part Five: Bounty Posters
attacking as a swarm and tearing strips from
anyone unlucky enough to draw their
attention. Wanted: Bandits
The bandits are generally scattered about the Source: Wanted poster at Oleg's Trading Post,
fort, but will be roused to alertness by Akiros backed by the Council of the Free City of Tyr
if the alarm is raised. If things are particularly Task: The bandits in the Verdant Belt need to
dire, they'll unleash the Fordorran that was be shown that their actions will not be
captured a few months ago, and set it on their tolerated. Capture or defeat at least six of
attackers (replacing the Owlbear written into them to send a message.
the adventure). Completion: At least six bandits defeated
The Sun Lord himself spends most of his time completes this quest.
in his quarters, reeking of stale Broy (alcohol Reward: One week after proof is provided,
made of Kank honey) and Sapwine. A bandit activity is noticeably affected, and the
predator and terrorist of ruthless reputation, Council sends a reward of 400 ceramic coins.
lately he's isolated himself, partaking in fewer
raids and letting his lieutenants do his work Halflings in the Hills
for him. The flesh of his entire face is Source: Wanted poster at Oleg's Trading Post,
hideously scarred left by acid burns he backed by the Council of the Free City of Tyr
suffered as the result of his father's torture. Task: The Sootstripe halflings dwell in a cave
somewhere in the Kamelands. Normally not a
In the fort's cellar, the Sun Lord's father, a problem, they've been riled up by something
decrepit and miserable old Druid by the name lately. Find their tribe and ensure they aren't
of Nugrah, dwells. He spends most of his time going to continue being a threat.
crafting twisted fetishes and haunting the Completion: Either slay the halflings or forge
darkened cellar. Although he has the power to an alliance of peace with them.
heal wounds, most of the bandits avoid him Reward: The Council of Tyr sends a reward of
unless they fear for their lives, terrified of the 800 ceramic coins once they have proof that
creepy old man. the halfling tribe is 'under control' and won't
The bandits' substantial treasure can be found raid caravans any longer.
in the cellars, and might be highly useful to
the PCs in establishing their own home in the Wanted: Silt Horror
Verdant Belt. Although the bandits are Source: Wanted poster at Oleg's Trading Post,
currently held together by a combination of backed by Oleg himself
greed and fear of their leader, they quickly Task: The way everyone talks about Silt
rout if the Sun Lord is defeated, and flee into Horrors, you might think they're everywhere
the wilds to be devoured by Anakores, through the Silt Flats. This isn't the case here;
Braxats, and the like. they seem to be pretty rare. A Silt Horror for
This does substantially make the Verdant Belt display would be a great conversation piece at
safer, but allows the PCs to explore more Oleg's. He promises a reward for anyone who
easily before moving on to the next can bring him one.
adventure- Sands Stained Red. Completion: Slay one of the juvenile Silt
Horrors and deliver its head... if you can work
out which bit that it.
Reward: Oleg will pay 600 ceramic coins for a

8
relatively undamaged Silt Horror corpse or the rare Moon Cactus from about 16 miles
head. south of the trading post to start a garden of
them, letting her use their tasty flesh for a
Wanted: Old Tuskgutter variety of recipes.
Source: Wanted poster at Oleg's Trading Post, Completion: Bring three sacks of the Moon
backed by Vekkel Benzen, a crippled Elf who Cactus to Svetlana, which will be enough to
makes his home at the Trading Post. enough to plant the garden, if the Bazraags
Task: Every hunter in the Verdant Belt has a nearby haven't eaten them all.
story about Tuskgutter, each more wild than Reward: Svetlana can pay 10 ceramic pieces a
the last. Whoever manages to kill the ill- week from the trading post's sales for the
tempered beast will get a nice reward from next six months.
old, retired Vekkel Benzen, who lost his leg to
the monster Bazraag a year ago and can't Svetlana's Ring
participate in the Run anymore. Source: Oleg, at the Trading Post
Completion: Deliver Tuskgutter's head to Task: Although Svetlana says it's not a great
Oleg's. loss compared to what the Sun Lord's bandits
Reward: Vekkel has promised a sheaf of six +1 could have taken, Oleg is furious that the
Giant-bane arrows (as the Giant slayer magic bandits were rude and have disrespected him
weapon) and his finely-made longbow, strung so much. She's forbidden him from risking his
with giant-hair and made of a single carved life and limb to recover it, but if anyone's
rib-bone, to whoever can kill the giant willing to seek it out, Oleg will be very
Bazraag. He also plans to roast the oily flesh grateful.
and eat it. Completion: Track down the ring. The bandits
were the last to have it, but they might have
Gathering Fangberries sold it or lost it already.
Source: Crazy old Bokken Reward: Oleg has promised to open an
Task: Bokken's something of an eccentric, but account worth 1,000 ceramic pieces for
he knows how to make delicious potion-fruits. someone who returns the ring to him.
His secret is growing them with fangberry
juice, but he's running low. A large thicket of Wanted: Falgrim Sneeg
fangberries grows about 55 miles southwest Source: The dune trader Kesten Garess, at
of Oleg's Trading Post. Oleg's Trading Post
Completion: Bring Bokken enough berries to Task: A mercenary who worked for Kesten
water seven potion-fruits (about a basket- months ago was a Tyrian named Falgrim
full). Sneeg, a grey-bearded wretch with a violent
Reward: Bokken can brew a free Potion of scar down the right side of his face. He slew
Healing, and might be able to brew more two other guards and stole Kesten's money-
complex potions, if he's brought other chest, fleeing into the Verdant Belt after
ingredients. squandering his riches. Kesten wants him
captured and returned to Tyr for justice.
Wanted: Moon Cactus Completion: Capture Falgrim Sneeg, now one
Source: Svetlana, at Oleg's Trading Post of the Sun Lord's bandits, and bring him back
Task: The food at the trading post is alive.
serviceable, but a little plain. Svetlana would Reward: Kesten arranges a delivery of four
like to expand the range, and wants enough of masterfully-made weapons of any kind (+1/2

9
of the wielder's proficiency bonus on attack dead, Kesten regretfully arranges for one such
rolls) as a reward from his trading-house for weapon. Either way, these are delivered in
capturing the bandit alive. If he is brought in around a week.

Happs Bydon, Bandit Bandits (3)


Medium humanoid (human), Lawful Evil Medium humanoid (human), Neutral Evil
Armour Class 13 (leather armour, Dex), 14 vs. Armour Class 12 (leather armour)
melee attacks (warbow) Hit Points 11 (2d8+2)
Hit Points 16 (3d8+3) Speed 30ft.
Speed 30ft.
Str 11 (+0); Dex 12 (+1); Con 12 (+1); Int 10 (+0);
Str 11 (+0); Dex 14 (+2); Con 12 (+1); Int 8 (-1); Wis 10 (+0); Cha 10 (+0)
Wis 12 (+1); Cha 10 (+1)
Senses passive Perception 10
Senses passive Perception 11 Languages bad Common
Languages Common Challenge 1/8 (25xp)
Challenge 1/4 (50xp)
Actions
Actions Bone club. Melee weapon attack: +2 to hit, reach
Stone Dagger. Melee weapon attack: +3 to hit, 5ft., one target. Hit: 4 (1d6+1) bludgeoning
reach 5ft., one target. Hit: 2 (1d4) slashing damage [vicious].
damage [vicious]. Dejada. Ranged weapon attack: +3 to hit, range
Arenabow. Ranged weapon attack: +4 to hit, 40ft./160ft., one target. Hit: 4 (1d6+1)
range 80ft./320ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
piercing damage.

Possessions: Carved bone emblem of the Sun


Lord (20cp).

10
The Sun Lord, Bandit Captain
Medium humanoid (human), Chaotic Evil
Armour Class 15 (partial scale mail)
Hit Points 78 (12d8+24)
Speed 30ft.

Str 16 (+3); Dex 16 (+3); Con 14 (+2); Int 12 (+1); Wis 9 (-1); Cha 13 (+1)

Saving Throws Str +5, Dex +5, Wis +1


Skills Athletics +5, Intimidate +3
Senses passive Perception 10
Languages foul Common, Dwarven
Challenge 3 (700xp)
Rage. At the start of his turn, the Sun Lord can gain a +2 bonus to damage on melee weapon attacks for
that turn, but attack rolls against him have advantage until the start of his next turn.

Actions
Multiattack. The Sun Lord makes three melee attacks with his whistling maces.
Whistling Mace. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6+4) damage.
Battlemind. The Sun Lord's wild talent is focused by his psionic mask, allowing him to predict opponents'
movements and reactions. As a psionic bonus action, he can concentrate to gain advantage on melee
weapon attacks until the start of his next turn. This ability refreshes after a short rest.
Psychoportation. As a psionic bonus action, the Sun Lord can teleport up to twenty feet in a flash of light.
Attack rolls made against him until the start of his next turn have disadvantage. This ability refreshed after
a short rest.

Reactions
Brutal Critical. The Sun Lord rolls one extra weapon damage die when determining the extra damage for a
critical hit with a melee attack.

The Sun Mask which the Sun Lord wears is an ancient item bearing psionic enchantment, and allows him to
use the Battlemind and Psychoportation powers. Anyone taking it from him can attune to the mask, and
gain the powers themselves.

11

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy