Module #2: Northern Lookout Tower Plot in D&D | World Anvil

Module #2: Northern Lookout Tower

Written by RiverFang

After the festivities of the Snowfell festival, it becomes known that odd things are happening close to the Northern Lookout Tower. The oddities are not enough to use the sending stones to call in back up, but some of those that have been on duty at the tower in the last few weeks are unsettled by the happenings. Some say that the odd happenings are due to an increase of activity by goblins that have a lair nearby. Others are saying that the happenings are more supernatural and may have something to do with undead. The job of investigating the oddities has been posted in the Snowcaps Inn as a job for the Dagger Guild, with the stipulation that a member of the Knights of Yggdrasil must go with them.   Faelyn has little information outside of what Elduin Ylyndar had given to her for the posting. To the pair’s experience, the guild leader hands this job off to the barbarian and the channeler specifically, hoping that this will get them more involved and interested in the guild life. They are given some time to prepare before one of the Ylyndar siblings leads them out to the lookout tower.   The pair are given a week of lookout duty to find out the causes of the happenings. Another paladin will stand watch over the area in the tower, but the pair are to keep an eye on that person as well as finding out what is causing things. The happenings are caused by a combination of goblins, shadows, and blights. A variety of these creatures can be found in the forest surrounding the tower. The pair can find tracks and other signs of the creatures.

Relations

Allies

Faelyn Lightfoot, half-elf guild leader of the Dagger Guild, owner of the Snowcaps Inn, known for her brewing of various ales and wines throughout the year and her somewhat no-nonsense attitude towards fighting and stupidity in her inn. May or may not be a trained paladin/barbarian and can smite you if she chooses.   Lerin Liadon, elf captain of the guards, in charge of those in the Knights that are not paladins, formally trained as a battlemaster, but is proficient in mounted combat and prefers to spend his time with the barbarians in the city.   Farcan Elfir, resident weapons master and blacksmith outside of the Knights of Yggdrasil, gets along well with Vaalyun but prefers to train those in the Knights that are not paladins   Jorann Prilmil, silver dragonborn cleric, resident cleric of the city, often trains when she can with the Knights of Yggdrasil.   Airdan Ylyndar, the strategist of the Ylyndar Clan and the Knights of Yggdrasil, the youngest of the older Ylyndar brothers. He tends to spend his time with his sister, but is known for his calculating thoughts.

Backdrops

Locations

Yllvalion is a large city resting against the edge of the Spine of Kallex. The city, roughly 2 miles across, is home to a variety of buildings and the very large Ylmaris Citadel. Some farms can be found in the sparse forest close to the city, but a majority of the southern outskirts is dense forest while the northern edge is frozen tundra.   The Northern Lookout Tower is located about twenty miles away from the city of Yllvalion. It can be reached within a day's travel from the city.   The goblin lair is located about 2 miles southeast of the Northern Lookout Tower. While lairs of these types of creatures are often small in this area, there has been an abnormal amount of goblins seen coming and going from the area.

Threats

One of the greatest threats to the group will be the snow and the cold temperatures. They will be left in the wilderness for six days with little help or protection from the elements other than the tools they bring with them.    Various creatures, such as bears, wolves, and the creatures causing the happenings will be found in the area. As they spend more time in the area, the probability of running into a variety of creatures increases.

Encounters

Random Encounter #1

This encounter includes 3 black bears stumbling into the camp late at night.
SRD

Black Bear

Medium beast, unaligned
Armor Class 11
Hit Points 19 3d8+6
Speed 40ft Climb: 30ft

STR
15 +2
DEX
10 0
CON
14 +2
INT
2 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 1/2 (100 XP)


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)
SRD

Wolf

Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 2d8+2
Speed 40ft

STR
12 +1
DEX
15 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Languages -
Challenge 1/4 (50 XP)


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

Small plant, neutral evil
Armor Class 13 (Natural Armor)
Hit Points 4 1d6+1
Speed 20ft

STR
6 -2
DEX
13 +1
CON
12 +1
INT
4 -3
WIS
8 -1
CHA
3 -4

Skills Stealth +3
Damage Vulnerabilities Fire
Condition Immunities Blinded, Deafened
Senses Blindsight 60ft (blind beyond this radius), Passive Perception 9
Languages Common understands but can’t speak
Challenge 1/8 (25 XP)


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

Medium plant, neutral evil
Armor Class 12 (Natural Armor)
Hit Points 11 2d8+2
Speed 30ft

STR
12 +1
DEX
12 +1
CON
13 +1
INT
4 -3
WIS
8 -1
CHA
3 -4

Condition Immunities Blinded, Deafened
Senses Blindsight 60ft (blind beyond this radius), Passive Perception 9
Languages Common understands but can’t speak
Challenge 1/4 (50 XP)


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

Medium plant, neutral evil
Armor Class 12 (Natural Armor)
Hit Points 26 4d8+8
Speed 10ft

STR
15 +2
DEX
8 -1
CON
14 +2
INT
5 -3
WIS
10 0
CHA
3 -4

Skills Stealth +1
Condition Immunities Blinded, Deafened
Senses Blindsight 60ft (blind beyond this radius), Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)


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.
SRD

Goblin

Small humanoid (goblin), neutral evil
Armor Class 15 (leather armor, shield)
Hit Points 7 ( 2d6 )
Speed 30ft

STR
8 -1
DEX
14 +2
CON
10 0
INT
10 0
WIS
8 -1
CHA
8 -1

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)


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.


 
SRD

Hobgoblin

Medium humanoid (goblinoid), lawful evil
Armor Class 18 (chain mail, shield)
Hit Points 11 ( 2d8+2 )
Speed 30ft

STR
13 +1
DEX
12 +1
CON
12 +1
INT
10 0
WIS
10 0
CHA
9 -1

Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100 XP)


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.
SRD

Goblin

Small humanoid (goblin), neutral evil
Armor Class 15 (leather armor, shield)
Hit Points 7 ( 2d6 )
Speed 30ft

STR
8 -1
DEX
14 +2
CON
10 0
INT
10 0
WIS
8 -1
CHA
8 -1

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)


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.
SRD

Wolf

Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 2d8+2
Speed 40ft

STR
12 +1
DEX
15 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Languages -
Challenge 1/4 (50 XP)


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.


 
SRD

Black Bear

Medium beast, unaligned
Armor Class 11
Hit Points 19 3d8+6
Speed 40ft Climb: 30ft

STR
15 +2
DEX
10 0
CON
14 +2
INT
2 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 1/2 (100 XP)


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.
SRD

Goblin

Small humanoid (goblin), neutral evil
Armor Class 15 (leather armor, shield)
Hit Points 7 ( 2d6 )
Speed 30ft

STR
8 -1
DEX
14 +2
CON
10 0
INT
10 0
WIS
8 -1
CHA
8 -1

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)


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.


 
SRD

Hobgoblin

Medium humanoid (goblinoid), lawful evil
Armor Class 18 (chain mail, shield)
Hit Points 11 ( 2d8+2 )
Speed 30ft

STR
13 +1
DEX
12 +1
CON
12 +1
INT
10 0
WIS
10 0
CHA
9 -1

Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100 XP)


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 Naïlo

Treasures

Upon completion of the mission, the group will gain 40 gold, plus 5 gold for every goblin ear brought back.   Random Encounter #1
Safety 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
Plot type
Campaign Module


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