Module #2: Northern Lookout Tower
Relations
Protagonists
Allies
Backdrops
Locations
Threats
Encounters
Random Encounter #1
This encounter includes 3 black bears stumbling into the camp late at night.Black Bear
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 slashing damage.
Random Encounter #2
This encounter includes the party running into a pack of wolves (5 + 1 alpha that does an extra d4 of damage)Wolf
Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Actions
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Random Encounter #3
This encounter includes the party continuing their search through the woods and stumbling upon an area thick with dead shrubs. This area contains 10 twig blights and 2 needle blights.Twig Blight
False Appearance While the blight remains motionless, it is indistinguishable from a dead shrub.
Actions
Claws Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 3 1d4+1 piercing damage.
Needle Blight
Actions
Claws Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 6 2d4+1 piercing damage. Needles Ranged Weapon Attack: +3 to hit, range 30/60ft, one target. Hit: 8 2d6+1 piercing damage.
Random Encounter #4
This encounter includes running across a grouping of trees that are covered in a tangle of vines. This area contains 3 vine blights.Vine Blight
False Appearance While the blight remains motionless, it is indistinguishable from a tangle of vines.
Actions
Constrict Melee Weapon Attack: +4 to hit, reach 10ft, one target. Hit: 9 2d6+2 bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can't constrict another target. Entangling Plants (Recharge 5-6 ) Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.
Random Encounter #5
While searching through the woods, the party finds 4 goblins and 1 hobgoblin attempting to carry away various items, such as meat, fruit, other goods that seem taken from the tower and the surrounding towns. The hobgoblin can call more goblins to him if needed.Goblin
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.
Hobgoblin
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 ( 2d6 ) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 ( 1d8+1 ) slashing damage, or 6 ( 1d10+1 ) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 ( 1d8+1 ) piercing damage.
Random Encounter #6
Also while searching, the group can run across a group of goblins squabbling over a small bag. There are 6 goblins in this group.Goblin
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.
Random Encounter #7
Throughout the night, the group hears the sounds of what seems to be a group of black bears and wolves fighting over territory. If they adventure out, they will come across a bear and 2 wolves fighting in a clearing.Wolf
Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Actions
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Black Bear
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 slashing damage.
Random Encounter #8
Late at night, odd sounds awake the party as shifting and shimmering shadows swarm around the tower. Scratches appear in the trees nearest to the tower as spectral hands move about. 5 shadows swarm the campsite, causing chaos and destruction.Goblin Lair
A short distance from the lookout tower is a deep-set cave with a slightly hidden entrance. From what they have been told, they can only assume this is the goblin lair. Small scuffles can be heard from inside, pairs of small feet moving around on the stone floor. If the party enters the lair, they are greeted by 10 goblins, some armed with bows and others with swords. 2 hobgoblins are also found in the mix, one wielding a large axe while the other wears a robe. The axe-wielding hobgoblin has the ability to rally his troops, making them stand up again if they have fallen. He can also call in reinforcements if necessary. The other hobgoblin is a spellcaster with the ability to use firebolt up to 3 times. This goblin will attempt to run away if things get rough. The items strewn about the cave look to be items stolen from trade routes throughout the Spine of Kallex and the Underdark.Goblin
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.
Hobgoblin
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 ( 2d6 ) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 ( 1d8+1 ) slashing damage, or 6 ( 1d10+1 ) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 ( 1d8+1 ) piercing damage.
Past Events
21 Winter's Morning
Party arrived at the Northern Lookout Tower after being escorted there by Airdan Ylyndar. Once there, the party set up camp and spoke with Carric Hanali, the current paladin serving a watch duty at the tower. Carric informed the barbarian that there was a goblin lair to the southeast of the tower and that the number of goblins had increased as of late. The watch would switch two days from now.22 Winter's Morning
On the second day of their mission, the party began scouting after surviving a small encounter the night before with some black bear. During their scouting, the came across a small party of goblins and a hobgoblin squabbling over half of an Aelinor Elk. Varis NaïloTreasures
Upon completion of the mission, the group will gain 40 gold, plus 5 gold for every goblin ear brought back. Random Encounter #1Safety for the night, no further encounters Random Encounter #2
Small scraps of meat that can be taken back to camp Random Encounter #3
2 daggers and about 5 gold Random Encounter #4
Scraps of cloth and about 7 gold Random Encounter #5
Scraps of meat, fruit, other foodstuffs and goblin ears Random Encounter #6
A small bag containing 10 gold and goblin ears Random Encounter #7
Animal pelts Random Encounter #8
A restful night Goblin Lair
A large amount of trade goods that look to have been stolen
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