# CARTED AWAY or RABBIT TRAIL ### ADVENTURE SYNOPSIS ##### A local Wizard needs some items delivered as quickly as possible form Stolregard to Deleran’s Crossing. They cannot be magically transported and they are extremely fragile. They have been loaded into a cart and the players must perform an escort. The items are perishable, and the reward will depend on how much of what is being transported survives the journey. They will be harassed on several counts by various creatures and events, including a detour to the Feywild to find a missing rabbit. > * Target Party and Level: 4 level 3 players > * Expected Playtime Playtime: 2-3 Hours > * Tone: Light Hearted-Silly > * Easter Flavoring: But they won’t know that till the end. And it is easily adjustable if it isn’t Easter Season ### PLAYING AN A.O.G. ADVENTURE I thought it wise to give you some notes on how I write my adventures. Cuz I do some stuff non traditional like.
**Setting** Almost all my adventures are set in my Homebrew World of Taalist. That said… Almost all of my Adventures can be easily ported into your location of choice. If you would like to play in Taalist my Campaign Guide (All 150+ Pages of it) can be accessed on our Discord for Patreon Members.
**Background and Hook** portion can be used as you see fit. Each one is a little different, so its hard for me to say when best to use them. Some will play better if you can get them into the hands of the players before the game. Others may have better influence when read just after the Cutscene. But as in all things you do what is best for your game! That is always the way to go.
**Acts** I divide my adventures into Acts. An Act doesn’t necessarily reflect an amount of time, but more of an important series of events or locations. Some Acts may take 5 minutes, some 5 hours. Why? I dunno, ask the players who over complicate simple matters and simplify the overly complex.
**DCs** I don’t spend a lot of time defining DCs as I play with a bit wider scale of success and failures. What does that mean? So for reference the DC scale in 5E looks like this.... > * Very Easy DC5 > * Easy DC10 > * Medium DC15 > * Hard DC20 > * Very Hard DC25 > * Nearly Impossible DC30 When I list a DC I will tell you it is Hard. But Hard for one party may be easy for another so I leave the actual number value up to you. I also play with a “Success but with Consequences” mentality so if they get close they still accomplish their goal but there is a “but” to that success. An Example? Hard Stealth DC is 20, they roll an 18, I tell them “You sneak past the guard you see but the guard you didn’t see heard something and is headed your way.” I think it adds more to the story that way.
**Search Checks** When the players want to “search” something or for something I let them use either Investigation or Perception. I know that isn’t RAW but it just makes things so much easier. I got real tired of explaining to players who have been playing with me for years the difference between the two… just let them look for stuff!
**Cutscene** I like to start my games with an Opening Cutscene which is read before anything else happens. These are usually really vague bits of information that give a glimpse into something that will maybe happen later, happened before the adventure, or is story adjacent to it. I have found these to be great tools to set the mood and create a little mystery.
**Monster Stats** I also don’t bother to list off stats for creatures from the Monster Manual or other official sources. I assume you have the book… or the internet.
**Skill Challenges** What is that? It is an event in the game that isn’t quite an encounter and it isn’t a simple skill check. It is a problem they solve with their whole skill set. Typically they must get three successes before three failures in order to succeed in a skill check. The thing about a Skill challenge is they’re are vague on purpose to allow players to be creative in solving a problem. An example may help here. > #### Leaky Boat Skill Challenge > * DM says “Your Boat is taking on water. What would you like to do?” > * Player 1 responds with “I use my carpentry tools to fix the hole” and they make a Tool Check. But they roll a 2 so they fail. Too much water. > * Player 2 says “ want to row harder with the crew to get us toward shore faster” They make an Athletics Check and roll an 18. So that is a success. > * Player 3 “I use Destroy Water to get water out” OK, well it only destroys 10 gallons so it isn’t super helpful, but the momentary reprieve allows a little drywork to happen and allow player 1 to reroll. > * Stuff like this.
#### Thanks for playing an AOG Adventure. If you enjoyed it please leave me some comments on wherever you found this adventure.
You can support more content like this by subscribing to our Patreon. https://www.patreon.com/amplusordogames \page
### ORGANIZATIONAL INFORMATION This is a pretty straightforward setup. Take the job. Take the items to the delivery point. I have separated the adventure structure into six acts. Other than taking the job the only real big “must do” point is getting them into the Feywild. Which can easily be accomplished by simply having them woods shuffle around pushing them toward the village without them even realizing. This can happen even if they are actively trying not to let it happen because… Fey magic. Ta dah! * ACT 1: The Job Application * ACT 2: Log in the Road * ACT 3: Displacer’ed Goods * ACT 4: Feywild Detour * ACT 5: The Wolf in Sheep’s Clothing * ACT 6: Race to the finish ### IMPORTANT LOCATIONS I will give a little better description and provide additional maps if there are any of these locations in the Appendices.
**Durrand:** The starting town, a small river port.
**Deleran’s Crossing:** Ending location, a large Capital Town
**The Road:** A three day stretch of forest highway
**The Fey Village:** They will end up within sight of the village to prevent to much mayhem
**The Blighted Canyon:** Where the “Boss” is waiting.
### IMPORTANT NPCs I will give a little better description and provide necessary Stat Blocks of these NPCs in the Appendices.
**Local Ruffians:** Ricky, Carl, Dom, Brit, and Jackie are a few of the locals that alos badly want this job.
**Ferlonious the Wizard:** The Halfling that wants to hire some guards.
**Barney Cartman:** He owns and drives the cart. He also has a big crossbow named Sugar.
**Bob the Camel:** An awakened Camel they may meet on the road or in the Fey Village. Bob is sort of a “cowardly Lion” type of character.
**Randy Imamoose:** Randy is an awakened moose and a powerful Druid who runs the Fey Village.
**Rabbit 386:** Awakened Bunny. They’ll be tasked to find and free this little feller.
**Arch Mage Algren the Goblin:** The Wizard awaiting the delivery of the materials.
``` ``` ### BACKGROUND and HOOK Sitting in a taverne one could overhear a tale. Like so many before it, this one starts with a memory … “It all happened just about a year ago in Deleran’s Crossing.”
It had been relatively quiet in the Barony. The Adventurer’s Guild has been active enough, I suppose. They had recently dealt with a few minor convergences. One unleashed a swarm of, well meaning but dumber than average kobolds, on Grey Oak. The other a wandering Stone Giant down near The Still Marsh, who just wanted to find someplace in the hills to sit down for a little rest over the next three four Hundred years. Nothing too out of the ordinary.
And then a Traveling Merchant went missing on the Baron’s Highway. And then another. And another …
In the past two months someone or something has managed to snatch up three merchants and leave behind no evidence. No witnesses, no signs of struggle, no clues at all. Even scrying attempts have come up empty handed. There are dozens of tradesmen, farmers, and merchants that use this highway on a weekly basis. No one had any idea what happened to these three.
The Baroness increased patrols on the highway. But they have turned up nothing. The Adventurer’s guild has sent two teams into the woods. They found a goblin nest but no evidence of the missing merchants or their goods. They also found a patch of very angry awakened grass… otherwise nothing.
The people have begun talking. A dangerous magical convergence? Unlikely, the Arch mage would know if that were the case. Bandits? Perhaps… but the Baroness cracks down on banditry pretty hard, but it happens. What if it is something worse, something unnatural? There were whispers of a nameless fear lurking in the woods. Rumors of shadows and specters haunting the highway. Talk of covens of Hags and witches curses circulated. But no one really knew the answer. And in light of the lack of answers, many merchants took to hiring on guards and mercenaries to protect them as they travel the roads of the normally quiet Barony.
And this was where you entered the story. You’ve shown up for a job interview. You need the cash and you’re willing to work for it. So far no guarded travelers have gone missing. It should have been relatively safe. It should have been easy.
You’ve heard a mage is going to arrive in the morning on a boat and is looking to safely and quickly get a cartload of “time sensitive components” to Arch Mage Algren in Deleran’s Crossing. The job is paying 100gp, with very hefty, hundreds of gold more type hefty, bonuses for speedy delivery. Apparently the components begin to decay over time so the faster the better. The pay seems awful high for a three day walk down a road, and easy coin is wonderful coin. And with that much coin easily gained… there are going to be a LOT of applicants.
\page
## OPENING CUT-SCENE > It lurks in the bushes waiting for an opportunity. Coming down the road is a wagon. Opportunity. There is a knot in its stomach as it prepares to throw itself out of the bushes. But if everything goes according to plan dinner would be on the table tonight.
## ACT 01: Job Application The morning they go to meet with the Wizard there will be a large line. At the end of the line is a large sign that says JOB. It is bolstered by illusion magic. Maybe some fireworks? Knock yourselves out. The line should be long. And in it they can meet the locals who are also looking for this job. Once their turn is up I do a real job interview.
### EVENT 1: The Line
They will head toward the tower to get the job and immediately notice the huge line that they will have to get into. They maybe could cut, but I would make that really difficult. I like the idea of them waiting all day... here they can meet some weirdos and locals if you want, but the definately should meet The Ruffians.
**NPC INTRO:** The Local Ruffians.
The ruffians have shown up looking to cash in just like the players. They will actively attempt to get the players to leave. At this point their tactics are more along the lines of intimidating or tricking the players into not taking the job.
**SKILL CHALLENGE:** Deal with the Local competition.
Medium DC, this could end in a fight here… The local constables will break it up before anyone is killed.
**POSSIBLE ENCOUNTER:** Local Ruffians
### EVENT 2: The Job Interview
Once they make it to the end of the line they will meet Ferlonious the Wizard. Who is a kook. Here they will have to face an extreme challenge... lol... just kidding we need them to succeed here. So make the interview silly and odd.
**SKILL CHALLENGE:** Pass the job interview.
You can ask really any questions you want here. But I have suggested a few. Hopefully they get the job… otherwise this is a short adventure.
* What skill do you have? * Why do you think I should hire you? * What is your favorite color? * What kind of balloon animal are you?
### EVENT 3: You’re hired! They’re probably going to ask some questions and then go do town stuff. The next morning Ferlonious The Wizard will meet them at the docks and introduce them to Barney Cartman.
* **What is the Cargo?** It is the eggs of a magical beast from beyond the Malevolent Deeps.0They are used in powerful enchanting. * **Where is the Cargo?** The boat will arrive the next morning and then they need to be off as fast as possible * **What is known about the disappearances?** Mostly what the pregame info said. They could ask around and find out the stuff listed in NPCs. Up to you.
**NPC INTRO:** Barney Cartman and his Wagon Shiela
As they approach the docks they will see Barney unloading his wagon. He will be short with the players but friendly. It will be obvious he wants to get moving
## ACT 02: Log in the Road Barney and Party hit the road. If they're smart they will have horses, if not they will have to pile on the wagon which will slow it by 10'. They will get about a mile out of town and that is where trouble starts.
### EVENT 4: Roadblocked So our locals who were rejected by Ferlonious didn’t take the news real well. In fact they’ve gone and done the old “drop a log in the road” trick, and plan to demand the party quit and allow them to take over. They’re not super interested in a fight, especially if they got into one already in town, but it won’t take much to light the match. If the party is imposing enough they will give up.
**SKILL CHECK:** Perception, Medium
How well they do will determine how quickly they spot trouble. If they spot it early they can prepare for the encounter.
**POSSIBLE ENCOUNTER:** Local Ruffians
They can be forced into leaving with a Hard Intimidation or Persuasion Check. Otherwise the situation will devolve into a fight.
**POSSIBLE REWARDS:** Loot the Bodies
If they kill the locals they can collect their mediocre gear and an additional d100+10 of silver.
\page
## ACT 03: Displacer’d Goods Our next stop along the road will bea wrecked cart of onions. (Almost anytime my players run into a unimportant merchant on the road it is some guy selling onions) You can decide if this happens day one or the morning of day two on the trip. I usually make that call depending on how hurt they were from the fight with the locals. Their first suspicion will likely be that this whatever this is, it is the cause of the “disappearances” but it isn’t. There are displacer beasts lurking nearby. They have just recently killed Onion Buddy and will leave with the body if they players don’t threaten them. However, if the players begin to seriously investigate the scene the beasts will attack, going for the horses first. This is intended to be a hard encounter. If you think it may be too much for your players, have one of the beasts make off with the corpse. Remember, having the beasts focus first on getting the horses gives the players a free round or two on them. ### EVENT 5: The Wrecked Cart. They will spot the cart from some distance away and will begin to make plans. They will almost certainly want to investigate.
**SKILL CHECK:** Varied Medium Checks
Unless they take some well thought out precautions, any actions like these will trigger the attack.
* **Survival** will tell them that there is a large cat of some kind nearby. * **Medicine** will tell them that the kill is very fresh, less than 10 minutes * **Search** will allow them to spot the beast. And eliminate the Displacers getting Surprise.
**SKILL CHALLENGE:** Runaway Cartman
Bad news friends… the horses were spooked and took off. And the displacer beasts are giving chase. Good news DM! This makes for a really fun fast paced runaway wagon and combat event!
**ENCOUNTER:** Displacer Beasts
## ACT 04: Feywild Detour This will likely be the longest Act in the Adventure.
Sometime in the afternoon on day two they players are going to discover where the missing merchants really got off to. A small village of Animal Folk in the Feywild is in trouble. They have been sending out crab grass to try and get people to come help, but the grass isn’t very good at getting help… Recently they changed tactics and sent out Bob the Camel.
* “I just don’t know where I stand with grass. Plus, its so quiet…” (Google "SNL Googly Eyes Gardener" if you didn't get the reference, it is 100% worth your time)
* DM NOTE: My guess is most of these adventurers have not ever seen a Camel, so I try and let them figure out what it is. And in doing so I’ve actually found it quite difficult to describe a Camel-Folk individual without blatently saying "It is a Camel". Experiment!*
>Now don’t forget to emphasize the odd normality and simple wonderment of the Feywild. Its like a dream, but one drawn with crayons and colored pencils with a lot of nakedness and revelry and talking things that shouldn’t talk. The Feywild and the people there are all about living their best life. At least for them… and while a lot of the folk here are kind and gentle, there are plenty that celebrate having no rules that say you can’t hurt others to live what they see as their best life. The Feywild is the realm of merry satyrs and whimsical pixies and it is also the realm of vile hags and angry fairies. It is beautiful, and beauty can be very very misleading and dangerous.
### EVENT6: Was that a Camel?
They’ll catch a glimpse of Bob sneaking through the woods. Now, Bob is a coward. He came to the Prime to do this job because things in the Feywild are headed downhill fast. But this feller is gonna run and hide the moment people come near him. Following Bob is the fastest way into the Feywild.
**POSSIBLE SKILL CHALLENGE:** Follow that thing?
The DC level for this challenge should be Very Hard. Why? because we want them to get lost chasing him. That moves them into the Feywild. Now it is entirely possible that they won't bite on this hook, and that is ok, if they don't just move on. They can meet Bobin the village later.
### EVENT 7: We’re not in Kansas anymore Barney
Whether or not they followed Bob, the world around them is changing. The light is somehow brighter. The smells are livelier. The birdsong is... songier? (Just go with it.) Whether on the road or in the woods they have slipped into the Feywild. If they are on foot and left Barney behind they will worry, but oh well, Barney will have to make do for now. Either way they find that their path has changed. Have them walk down this path for a while, and let them know for sure by now if you haven’t already that they are in the Fey. If they try to leave the path, they simply find it again. Direction here doesn’t work like they are used to.
**SKILL CHECK:** Determine where you are
There is a good chance they'll want to roll to figure out what is happening to them. There are several skills that they could use to do so, but I think at this point making the DC Hard is the way to go.
> **POSSIBLE RANDOM ENCOUNTER?:** This would be a wonderful place for some sort of random encounter. Remember everyone in the Fey wants something in return for something. A few ideas would be... a Satyr Bard who wants them to listen to his song. A Nymph calling them to her pool. A Hag disguised as an old granny selling candy. Ahhh the Fey… my second favorite playground. I think I love it because it reminds me so much of my first love… Gothic Horror.
\page
### EVENT 8: The Village Eventually they will come into a clearing. A stream winds its way around a tree that grows in the center of the clearing. Around the edges are several small houses and one large pavilion like building. There are animals dressed like people hovering at the edges of the clearing. Lots of small critters like squirrels, racoons, foxes and rabbits. A few bigger ones. A bear. Bob will be here eating happily. And coming out of the Pavillion will be a large and terrifying looking Moose Man! The Moose will beckon the players to come over to him.
**NPC INTRO:** Randy Imamoose
“Hey, nice to meet you. My name is Randy... Imamoose. Why don't you come on in for a chat?”
**QUEST:** Find Rabbit 386
Inside the Hut are the three missing merchants. Randy will explain to the players that Rabbit 386 has gone missing and right about that time some sort of ultimate evil started creeping through the forest to the south of here in a place called the Blighted Canyon. Randy needs them to go stop the evil and find 386. Rabbits are notorious for two things… rabbits and getting into trouble. He can’t leave the grove because of an "Obligation" to a Fey Lord who says he can’t. He will send them home if they succeed, but can’t to that until they find 386 who has his Prime Material Tuning Fork. (Actual Component needed to cast plane shift) The merchants aren’t willing to go look for the evil, so that leaves them. He will also suggest that they rest up... cuz well... ultimate evil. Time doesn't work the same here as it does on the Prime, so they probably have some.
> The Blighted Canyon was once known for its beautiful flowers and fine outdoor dining experiences but a really bad yelp review tanked it and the joint has really gone downhill.
**REWARD:** Just a little Help
Randy will give them each a Healing Potion (@d4+2) and a stack of Good Berries when they go to set out to fight the evil.
## ACT 05: Wolf in Sheep’s Clothing
We're in the endgame now... ### LOCATION: The Blighted Canyon Finding into the canyon will not be hard, almost like it is just south of the grove…
**POSSIBLE RANDOM ENCOUNTER:** Another great spot for Fey shenanigans
Anyway the Blighted Canyon will be choked with fog and the air here is mildly toxic. Very Easy Con Save or become Poisoned until clean air can be breathed. A wind gust or something similar can allow a repeat save once or maybe twice. Anything that cures Poison will help. The area rotting and is a spreading decay from the source of ultimate evil which is…
A Wolf In Sheep’s Clothing! DUN DUN DAAAHHhhhh....
**MAPS:** Randy's Village and the Blighted Canyon
> Now if you’re old like me… you may actually remember this monster. There are some references to it online and in Pathfinder but it is really obscure. Anyway, it was literally called a Wolf In Sheep’s Clothing, which is odd because it is neither wolfish nor sheepish, nor does it have to do with cultists as a Biblical interpretation could imply. I suppose if you take the idea of danger lurking in something that does not look dangerous well sure… bus sheese. It was one of those super weird monsters created in the early 1980s. Showed up first in a Gary Gygax Module and then in AD&D’s MM2. Anyway, in a lot of ways it functions like a Mimic, only this particular creature looks like a stump, and on that stump is some poor animal it has captured, usually dead, but it looks alive. The animal lures creatures toward it and then whammo! The WISC whaps them with its tentacles and eats them. This one is sitting in the center of a rotting bog and has Rabbit 386 hostage. And it won’t give it up without a fight. There is a 5E Fanwiki page for this thing, but it is a little weak for what we need here so I have provided stats.
**ENCOUNTER:** The WISC
This thing is both clever and mean. It will attempt to lure a character towards it the moment they enter its area. Tactically it doesn't really recognize different class threats. So it has no idea that some creatures cast spells and others don't. It does react to being hurt though. It will bring the players it grapples to its mouth to get a bite in, but it will also throw people away if it already has someone already near its mouth.
\page
___ > ## Blighted Wolf in Sheep’s Clothing >*Large Abberation* > ___ > - **Armor Class** 14 > - **Hit Points** 125 > - **Speed** 10ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|10 (0)|17 (+3)|8 (-1)|14 (+2)|14 (+2)| >___ > - **Condition Immunities** Blind > - **Senses** passive Perception 16, Blindsense > - **Languages** Sylvan > - **Challenge** 8 (3500 XP) > ___ > ***Multiattack:*** The WISC makles 1 Tentacle attack, 1 Rabbit Attack, and 1 Bite if it has a target in range or grappled. > > ### Actions > ***Tentacle Thwap:*** Melee Weapon Attack: +4 Hit, reach 15’, (1d6+3) bludgeoning damage, target is grapled and restrained. > > ***Rabbit Slash:*** Melee Weapon Attack: +4 Hit, reach 15’, (1d6+3) slashing damage, target is sliced by 386’s Short Sword and bleeds 1d6 damage on its next turn if the attack was 3 over its AC. > > ***Toothy Maw Bite:*** Melee Weapon Attack: +4 Hit, reach 5’, (1d6+3) Piercing damage. > ### Lair Actions > ***Lure:*** The WISC whispers to a target who must make a Medium Wis Save or be charmed. Creatures charmed in this manner immediately move to stand near the mouth of the WISC. It then uses its reaction to make a Viscious Bite (Advantage and Auto Crit). If the charmed creature takes damage from the WISC it can repeat its saving throw. ``` ``` ### EVENT 9: You saved 386! After killing the WISC, 386 will be free, and the Area will begin returning to normal... well normal for the Feywild. She will be in a bit of a funk, but will tell the players there is some loot she saw the creaturetake. (I would award a Magic Item appropriate to the party here.)
As promised when they return to the village Randy will send them home. Now they may be worried about time. Well time here works a little differently than it does on the Prime. Although I always present this concept to them mysteriously. So you can really place them whenever you want. But I usually give them just enough time to make it if they hurry.
## ACT 06: Race to the Finish When they arrive back on the Prime they will find out that if they hurry they can still meet their deadline in Deleran’s Crossing. This will likely cause them to drive the cart really really fast. And thus force Skill Checks as described in The Cart NPC.
### EVENT 10: We gotta Hurry! This should be a mad dash feeling sort of deal.It is a great place for Skill Checks and Hazards. I've listed a fey below, but feel free to come up with your own.
**POSSIBLE SKILL CHALLENGE:** Broken Wheel. If they are doing well and you want to throw some tension at them a wheel can break and they will have to Medium Difficulty Skill Challenge Fix it. Failures in challenge are failures in time not the overall effort.
**POSSIBLE ENCOUNTER:** The Local Ruffians. Those pesky locals may want to take one last shot at the group. If they’re still alive. They haven’t gotten into a good fight with them yet, now is the time.
## CLOSING
### EVENT 11: Deleran’s Crossing. Barney drives the cart into the square just below the WIzards Tower just as the sun prepares to set. They made it in time. They are met by Algren an elderly Goblin Wizard. He has them remove the crates from the back of the cart and then casts some spells on them. The lids fly off and thousands of brightly colored eggs shoot into the sky and fly to various locations around Deleran’s Crossing. The children will have a wonderful egg hunt in the morning.
**REWARD:** An EASTER BASKET!!! SO COOL!!! Algren will encourage them to look around for their reward. A Very Easy Search will reveal a small brightly colored basket nearby under a bush they will find… 2d4 25gp Silver Eggs, 1d4 50gp Gold Eggs, a 75gp Rose Quartz, a 125gp Jade, and a 200gp Citrine, all also shaped like eggs. And is filled with Potions! Give them some random potions worthy of their time and Enjoy a Happy Easter!
#### Thanks for playing an AOG Adventure. If you enjoyed it please leave me some comments on wherever you found this adventure.
You can support more content like this by subscribing to our Patreon. https://www.patreon.com/amplusordogames \page
# APPENDICES ### LOCATIONS #### Durrand
Unlike most of the cities in the Stolregard Barony, Durrand This is growing. When the port city to the west was destroyed decades ago most of the shipping industry moved up river to here. What was once a sleepy little farming village that supplied the local brewers and vintners suddenly had a lot more to offer. There is fair sized dock area and a decent market.
#### Branover
This large town is halfway between Durrand and Delerans Crossing. It has a agricultural backbone, but had grown into a proper city some time ago. Unfortunately, it never recovered from certain world calamities and about half of the buildings remain vacant. Still, it offers a lot of things travelers look for. Supplies, lodging, and drinks are at the top of the list.
#### Deleran’s Crossing
Once the Pride of Civilization Deleran’s Crossing has fallen on harder times. When most routes of travel to and from The Barony were cut off the lavish lifestyle that was field by trade and tourism dried up. It is still an interesting city though. Built upon island plateaus at a fork in the Cold Rock River it is both defensible and unique. Castle Skystone sits on the Northeast and tallest rise in the area and overlooks the city. The Graywood Highway: This is the main thoroughfare across The Barony and cuts through the middle of the Graywood. It is heavily traveled and problems are rare.
#### The Fey Village:
Some time ago a group of displaced Animal Folk founded a village in the Druid Grove of Randy Imamoose. It isn’t large and has little to offer than fun Fey interactions and a safe place to rest.
#### The Blighted Canyon
This was at one point in time a really wonderful box canyon. It was covered with wildflowers and attracted a lot of the gentler Fey. One ambitious Satyr opened an outdoor eatery here. Unfortunately certain travelers didn’t take well to their host not wearing pants… one bad yelp review later and the canyon was cast in a new light. Recently an evil presence has made its home there.
### NPCS
#### The Ruffians
Ricky, Carl, Dom, Brit, and Jackie. I use bandit stats. With a mix of Archers and Melee. Maybe use a few thugs if you got a beefy party. These folks are very stereotypical. You got a lunkhead, a weasel, an angry mouthy one, the silent staring individual, and the lunatic. You pick who is who.
#### Ferlonious
Elderly Halfling Illusionist and also completely cracked with a big personality. His behavior is odd and erratic, and he often breaks the fourth wall and has a whole lot of metagame information. He will refer to the Mmonster Manual and DMG and such. As kooky as he is, he is honest and really good at finding and delivering things to people. Particularly long lost things.Recently lost things… not so much.
#### Barney Cartman Barney is a fairly typical human commoner. He is a former Crossbowman from the army so he has a little more beef than your average commoner. He is also skilled with his Heavy Crossbow “Sugar”. For playing purposes, Barney will not get off the cart unless absolutely necessary. He will however provide crossbow support when fights break out. He may even shoot first and ask questions later if he feels threatened. #### Shiela The Wagon Barney’s favorite Wagon. Don’t call her a cart. It is targetable and will likely be attacked by the Displacer Beasts. So she has stats. #### Bob The Camel Bob is a Camel Folk. He is a little one dimensional in the fact that he is constantly afraid. But kind of in the Cowardly Lion sense. He will make brave choices if he needs to but those are usually in response to him not having any other options. I often picture him in a Fez and a jean jacket. Kind of in the vein of Joe Camel. #### Randy Imamoose Randy is one of my favorite character. I’ve used him as an NPC for years and played him in a Tomb of Anniliation campaign after my Bard died. I accent and personality cast Randy like Rick Moranis from Ghostbusters. You know Vinz Clortho, Keymaster of Gozer? If you don’t I’m now sad… go watch Ghostbusters! Randy is level 15 Shepherd Druid and this is his grove. He is super chill and will take the players inside his hut. He is often really vague, but not because he wants to be, but because well… chill druids aren’t always real swift. He is also really hard to get angry. This one time Acerak was trying to wake this dead baby God and it actually made Randy get up and walk around. #### Rabbit 386 Oh the rabbits. There are a lot of these little fellers runnin around. 386 is named so because she is, not surprisingly, the 386th rabbit born in this village. She has an adventuring streak and is actually a second level rogue. Unfortunately she got caught by the evil in the Blighted Canyon. #### Algren The Goblin Algren is a hyper intelligent Neutral Good Goblin. He has a long and sad backstory in my world. Born differently, he was outcast and hunted by his kind. He was later rescued by Deleran Callington and his adventuring crew. He continued traveling with them and became something of a legend. He is now the Arch mage of Deleran’s Crossing, only recently returning to town after disappearing for a century following the death of his best friend Pieter Bonniet, the former Arch mage. He is now 543 years old, and has field the suspicion that Goblins have the lifespan of elves… only they’re too dumb to not get themselves killed after like three years. ALgren is the exception to that rule. \page
___ > ## Barney Cartman >*Human Commoner, Lawful Neutral* > ___ > - **Armor Class** 13 (leather Armor) > - **Hit Points** 11 > - **Speed** 30' >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|12 (+1)|10 (0)|12 (+1)|10 (0)| >___ > - **Condition Immunities** Happy > - **Senses** passive Perception 15 > - **Languages** Common, Goblin, Dwarven > - **Challenge** 1 (50 XP) > ___ > ***Shoot First:*** If barney smells trouble, and only the DM knows if he does... he will shoot first with advantage! > > ***Nose for Trouble*** Barney has advantage on Insight Checks > > ### Actions > ***Shortsword*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) Slashing Damage > > ***"Sugar" Heavy Crossbow.*** *Ranged Weapon Attack:* +4 to hit, one target. *Hit* 8 (1d10 + 2)
``` ``` ___ > ## Shiela The Wagon >*Large Vehicle* > ___ > - **Armor Class** 14 > - **Hit Points** 100 > - **Speed** 40' Normally / 80' at Fast Pace >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Condition Immunities** Poisoned, Diseased, Charmed, BLinded, Deafened > - **Senses** passive Perception 0 > - **Languages** Squeaky Wheel > - **Challenge** 0 (1 XP) > ___ > ***Fast Speed:*** Shiela can be driven at twice her normal speed, however this requires Medium Difficuly Vehicle Handling checks. If the check fails Shiela takes damage equal to how many points the roll failed by. If reduced to half her HP she is slowed. > ### Actions > > ***Out of the way! I'm a Motorist!*** Shiela runs someone over. *Melee Weapon Attack:* +4 to hit, reach 5ft., Any target within its move. This does halve Shiela's movement *Hit* 5 (1d6 + 2)