Wanderer - RSP Encounter in Ghosts of Saltmarsh | World Anvil

Wanderer - RSP Encounter

Overview

In this encounter, the PCs meet Bral, a warden of the marshlands. Bral often wanders the marsh, keeping it (and its denizens) safe from encroaching influences. The PCs can encounter Bral as he keeps his vigil or he can come to their aid (rushing to investigate sounds of battle) if their need is great.  

Bral

This half-orc is unused to company.
Background: Bral is a 20-year-old, second-generation halforc. He has never travelled to anything bigger than a village and still dwells with his parents (a pair of elderly druids) living deep in the swamp.
Personality: Bral loves his own company and the beauty of the marshlands. Nevertheless, he aids those in trouble, although once the danger has past he is a near-mute. In truth, he is intensely shy and introverted. He loves animals and would have made a good druid, but his orcish heritage led him to become a ranger. He takes any danger to his beloved marshlands very seriously.
Mannerisms: When excited or fighting, Bral dribbles uncontrollably.
Distinguishing Features: Bral’s ears are unusually pointed for a half-orc –perhaps hinting at some elven heritage in his muddled family tree. He smells terrible.   Initially, Bral is indifferent to the PCs; they can use Bluff, Intimidate or Diplomacy to modify his attitude.  
  • Hostile (DC 33): Bral decides they are a threat. He harries them over the next few days, firing the occasional arrow into their campsite (and so on).
  • Unfriendly (DC 28): Bral leaves the group as quickly as possible and does not aid them again.
  • Indifferent (DC 23): Bral leaves as quickly as possible, but aids the PCs again, if necessary.
  • Friendly (DC 18): He warns them about the hydra/diviner Chalos (page 80) and his unpredictable behavior.
  • Helpful (DC 13): Bral warns them that dangers lurk at the site of the Battle of Cindermoor (page 70). He doesn’t know exactly what dwells there, but he tells the PCs several groups of travelers have not returned from searching the battlefield.
 

Scaling the Encounter

To modify this encounter, apply the following changes: EL 5 (XP 1,200): Apply the young creature template to Bral (+2 on all Dex-based rolls, -2 on all other rolls; hp 24). EL 7 (XP 1,600): Apply the advanced creature template to Bral (+2 on all rolls [including damage]; AC 19, touch 16, flatfooted 17; CMD 21; hp 36).

Bral CR: 2

Medium half-orc ranger, neutral
Armor Class: 14
Hit Points: 35
Speed: 30 ft

STR

15 +2

DEX

14 +2

CON

15 +2

INT

8 -1

WIS

12 +1

CHA

10 +0

Skills: +2 Nature +5 Survival Bral can take 10 on any Survival check involving his favored terrains, even when in danger or distracted. If he is not in danger or distracted, he can take 20 even if the check has a penalty for failure.
Senses: Favored Terrain: Swamp
Languages: Orc, Common
Challenge Rating: 2

Once per day, when brought below 0 hit points, Bral can fight on for one more round as if disabled. At the end of his next turn, unless brought above 0 hit points, he falls unconscious and begins to die.

Actions

Spear - melee attack - 1d8+3 Light Crossbow - ranged attack - 1d8+6   GEAR: bolts (20), potion of cure moderate wounds, 12 GP, bedroll, backpack, rations (3 days), water flask

This half-orc male looks like he has been dragged through a hedge backwards. Twigs and leaves are caught in his hair and his clothes and armor are filthy.

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