Fourth adventure

Dungeons and Dragons fourth scenario – The battle for Esker

Characters return to Borsk’s lodge with the women and children in tow. Borsk has set up tents in the woods behind the lodge and has food ready for the characters return.

Once everyone is rested and settled, talk turns to what is the next move. Borsk suggests the characters and he attempt to sneak into the town and get word to the men of the village that the women and children are safe.

Approaching the village is fairly safe as Borsk will use his cats to spy out the land.

There are 4 hobgoblin guards camped outside of the town on the road south. They are about ½ mile south of the town.

The town has a mud and stone wall about the height of a man surrounding it with two entrances guarded by two small towers. Each tower has a hobgoblin archer.

On the outskirts of the village there is a single tower where the Haven guards were based. The tower is currently empty (guards’ bodies are still inside).

There are 20 hobgoblins and two trolls in the village along with a hobgoblin chief, Raskat. The trolls act as bodyguards to Raskat who is staying at the elder`s hall.

Two Hobgoblins guard each gate in the towers.

Five Hobgoblins are at the inn.

Five Hobgoblins are at the smithy.

The other eight patrol the town in pairs.

There are about 40 humans and 20 dwarves living in Esker. Most stay in their homes, some stay at the Rock Hole Inn. Once the characters get into the village any villagers, they meet will suggest making their way to the Rock Hole. Once in the village, so long as the characters do not display weapons they won’t be recognised as strangers. Borsk though cannot go in without being noticed!

There are a few villagers wandering the streets.

Hobgoblin reactions: If attacked the Hobgoblins will fight if they outnumber the characters, otherwise they will fleet towards the elder hall.

Hobgoblin street guards will demand a fee or they will be reported for being out of curfew. If paid they will let them go, if they refuse they will try to bully the characters. If they are threatened they will flee unless they outnumber the characters.

Smithy

Axel Fireforge is in the smithy. Currently there is no iron, so no weapons are being made.

If the characters try to approach they will see there are 5 Hobgoblins here. Axel Fireforge is clapped in irons, sitting morosely on the floor of the smithy. Characters can see he has been hit around a bit.

The Hobgoblins will tell the characters the smithy is off limits and for them to be on their way.

If the characters attack the Hobgoblins they will retreat into the smithy and fight, they will outnumber the characters and will believe they can win. Once one is defeated one of the survivors will retreat upstairs and attempt to escape out the window.

If freed Axel he will express gratitude to the characters and promise to aid them clear out the hobgoblins. He will warn the characters that there is a black robed wizard by the name of Kite in the iron mines to the north and since the wizard arrived all the iron has stopped coming from the mines to Esker. Weapons are coming from the mines and are being stacked at Esker but for the life of him Axel cannot understand who is making them. They are very poorly made and simple weapons but a poorly made weapon will kill as well as a well-made weapon!

Axel has access to 5 well made swords hidden in the wood store.

Elders Hall

The village elder, Nandir, is held at the elder’s hall (see map) and this is where all the known weapons in the village are held.

There are stacks of weapons in boxes outside the elders hall. If given out to villagers they can do 1D8 damage

If the characters approach the two trolls on the door will growl at them, if they try the door they will attack. On round three Raskat will appear and support the trolls. If a troll is killed Raskat will flee to the forge.

The Rock Hole Inn

At the inn they will meet the proprietor, Mogus Nat. There are five Hobgoblins, two dwarves and two men, plus the seeker priest.

The Hobgoblins will ignore the characters unless the seeker priest starts to get agitated, at which point they will demand the characters leave.

If the characters explain to the villagers the women and children are safe they will ask the characters to speak to Axel, if he is willing, they will stand up against the hobgoblins. A seeker priest at the Inn, David, will call for the people to be rational and not to start anything with the hobgoblins, he will demand proof the women and children are safe, raising his voice and getting the attention of the Hobgoblins.

Hobgoblin stats

Hobgoblin guard: Initiative +2 HP 15 Attack +3 Damage 1D6 club AC15

Troll guard: Initiative +2 HP 25 Attack +3 Damage 1D8 Great club AC15

Raskat: Initiative +3 HP 20 Attack +4 Damage 1D8 sword AC 17

In general the Hobgoblins will fight if they think they can win, if it looks like they are losing they will flee unless they are with Raskat.

If a fight starts there is a 1 in 6 chance each round of two Hobgoblin guards from town coming to help.

Raskat will flee to Smithy or Inn to get reinforcements.

Villagers will help if they believe the women and children are safe. Seeker priest wont help the fight but will attempt to slip away to warn Raskat. He will not get involved with combat.

Elder Nandir is not in a position to fight.

Dwarf villager: Initiative +1 HP 17 Attack +2 Damage 1D6 club or hatchet AC 14

Human villager: Initiative +2 HP 15 Attack +2 Damage 1D6 club or hatchet AC 12

Axel Fireforge: Initiative +4 HP 20 Attack +5 Damage 1D8 sword AC 16

Mogus Nat: Initiative +3 HP 17 Attack +3 Damage 1D6 club AC 14