A Quandary of Raiders | Free Adventure for D&D and PF2e

A Quandary of Raiders - D&D 5e
Level. This adventure is designed for a group of four to six level-three characters.
Creatures. This adventure features the following creatures: acolyte, berserker, commoner, noble, scout, thug.
Resting. It’s expected that the party will not need to take any long rests in this adventure, though they may need a short rest if the characters encounter bad luck.
Hostage Merchants
The sweet tang of fresh grass wafts on the breeze as it rustles through the long stalks along the road, stirred by an oncoming storm. The wind carries the damp scent of must from the fallen leaves in the forest beyond the rock wall, as well as the cries of alarm and fear. Two wagons block the road, and a third has careened into a tree. A trio of thieves rifle through the crashed vehicle as two bowmen aim arrows at the caravanners cowering behind the middle wagon.
Raiders and Traders. A berserker, two thugs, and two scouts have attacked the merchant caravan. The berserker and thugs are raiding the lead wagon that ran off the road while the scouts keep the merchant team (one noble and two commoners) pinned down with their bows.
Encounter Notes.
· The berserker approaches the nearest character and focuses his attacks on them. He will only resort to attacking recklessly if reduced to half health.
· Each of the scouts will target other characters with their bows and remain out of range. If the characters approach, they will fall back to a safe distance.
· While the thugs prioritize escaping, the berserker will fight to the death to allow them to flee. The scouts will retreat if injured or if the berserker is slain.
Memento. The berserker wears a locket around his neck that contains a drawing of an elf woman and a young child. The locket is worth 5 cp.
Bandit Trail. A DC 15 Wisdom (Perception) or DC 12 Wisdom (Survival) check around the forest’s edge reveals faint footprints leading into the forest to the east.
Pursuing the Raiders
Race the Storm. Following the bandits involves a skill challenge before the oncoming storm threatens to obliterate the trail. The characters must succeed on four checks (base DC 15) to track the raiders to their base. Each skill attempted represents one in-game hour. During the sixth hour of the pursuit, the rain and darkness will increase the base DC to 20, significantly hindering the search.
Campfire Confrontation
A small clearing interrupts the grove of trees nestled at the base of a gully. Several tents encircle a small campfire sheltered beneath an awning to protect it from the storm. Multiple wagons with damage to their wheels and axles stand sentinel around the camp, and several figures barely illuminated by the fire go about their evening tasks.
Raider Base. The raiders feature an eclectic band of an acolyte, two thugs, and a scout arrayed around the camp. Any raiders from the previous encounter should also be present if they escaped.
Encounter Notes.
· The acolyte focuses on providing healing and support to the other raiders.
· Both thugs move as a group to attack in hand-to-hand combat, targeting anyone who gets close enough to threaten their compatriots.
· The scout targets any spellcasting characters and will rush in to defend the acolyte in melee combat if threatened.
· If the characters defeat half of the raiders, the remaining outlaws will attempt to flee or surrender.
Accumulated Loot. Amidst the crates, barrels, and wagons, the Alrinth Raiders have stolen 325 sp, 400 cp, and 6 days of rations.
Broken Wagons. The wagons around the camp appear to be in disrepair and inoperable.
Conclusion
Once the characters have either accepted the Alrinth Raiders’ surrender or initiated negotiations with them at the camp, they can learn more about the barbed devil that forced them to turn to banditry. Whether the characters kill or capture the bandits, they can claim the reward of 300 gp from a nearby settlement. If the situation with the devil remains unresolved, however, the fiend may come seeking the party that disrupted its plans, using the captured townsfolk as leverage to attempt to force the characters to serve its interests. The barbed devil may become a recurring villain that hounds the characters through future adventures.
Point of Interest: Mount Galdor
Mount Galdor
Natural Landmark
Creatures. The mountain is inhospitable for all but the hardiest of creatures, most commonly wild goats and other beasts at home in the craggy landscapes. More varied wildlife and creatures make the surrounding woods their home; however, bandits notoriously frequent the area.
Description. Mount Galdor is a dormant volcano that has not awoken for several hundred years. Legends describe massive fire elementals rising from the depths of its last eruption to devastate the surrounding countryside. Only the power of a great wizard was able to seal the mountain and restore peace to the area.
Now, the mountain stands as a lone peak towering over the region. Its snowcapped summit offers a challenge to travelers seeking to test their mettle and has served as a lookout for local armies during wartime. Over the years, however, the mountain and its surrounding woods have fallen into disuse except for the occasional bandits.
Discoveries. While the characters are at Mount Galdor, they can discover the following:
If the characters manage to convince the Raiders to surrender or discover Elder Garron’s journal and succeed on a DC 14 Intelligence (Investigation) check to study it, they can learn that the Raiders are from Alrinth, a village several leagues away. A barbed devil arrived recently and trapped several citizens in a demiplane to force the villagers to bring treasure in exchange for freeing captives.
The journal also details the path the Alrinth Raiders have taken, making it easy to trace the route back to the village when they need to deliver tribute. The characters can follow this path if they wish to confront the fiend and free the villagers.
A Quandary of Raiders - Pathfinder 2e
Level. This adventure is designed for a group of four level-three characters.
Creatures. This adventure features the following creatures: bandit, commoner, noble, ogre warrior, prophet, ruffian.
Difficulty. The party can expect to encounter one moderate and one severe encounter during this short adventure.
Hostage Merchants Moderate 3
The sweet tang of fresh grass wafts on the breeze as it rustles through the long stalks along the road, stirred by an oncoming storm. The wind carries the damp scent of must from the fallen leaves in the forest beyond the rock wall, as well as the cries of alarm and fear. Two wagons block the road, and a third has careened into a tree. A trio of thieves rifle through the crashed vehicle as two bowmen aim arrows at the caravanners cowering behind the middle wagon.
Raiders and Traders. An ogre warrior, a bandit, and a ruffian have attacked the merchant caravan. The bandit is raiding the lead wagon that ran off the road while the others hold the merchant team (one noble and two commoners) hostage.
Encounter Notes.
· The ogre approaches the nearest character and focuses his attacks on them.
· The bandit will target other characters with his sling and remain out of range. If the characters approach, he will fall back to a safe distance.
Memento. The berserker wears a locket around his neck that contains a drawing of an elf woman and a young child. The locket is worth 5 cp.
Bandit Trail. A DC 18 Perception or DC 15 Survival check around the forest’s edge reveals faint footprints leading into the forest to the east.
Pursuing the Raiders
Race the Storm. Following the bandits involves a skill challenge before the oncoming storm threatens to obliterate the trail. The characters must succeed on four checks (base DC 18) to track the raiders to their base. Each skill attempted represents one in-game hour. During the sixth hour of the pursuit, the rain and darkness will increase the base DC to 22, significantly hindering the search.
Campfire Confrontation Severe 3
A small clearing interrupts the grove of trees nestled at the base of a gully. Several tents encircle a small campfire sheltered beneath an awning to protect it from the storm. Multiple wagons with damage to their wheels and axles stand sentinel around the camp, and several figures barely illuminated by the fire go about their evening tasks.
Raider Base. The raiders feature an eclectic band of a prophet, two bandits, and a ruffian arrayed around the camp.
Encounter Notes.
· The prophet focuses on providing healing and support to the other raiders.
· Both bandits move as a group to attack in hand-to-hand combat, targeting anyone who gets close enough to threaten their compatriots.
· The ruffian targets any spellcasting characters and will rush in to defend the prophet in melee combat if threatened.
· If the characters defeat half of the raiders, the remaining outlaws will attempt to flee or surrender.
Accumulated Loot. Amidst the crates, barrels, and wagons, the Alrinth Raiders have stolen 325 sp, 400 cp, and 6 days of rations.
Broken Wagons. The wagons around the camp appear to be in disrepair and inoperable.
Conclusion
Once the characters have either accepted the Alrinth Raiders’ surrender or initiated negotiations with them at the camp, they can learn more about the barbed devil that forced them to turn to banditry. Whether the characters kill or capture the bandits, they can claim the reward of 30 gp from a nearby settlement. If the situation with the devil remains unresolved, however, the fiend may come seeking the party that disrupted its plans, using the captured townsfolk as leverage to attempt to force the characters to serve its interests. The barbed devil may become a recurring villain that hounds the characters through future adventures.
Point of Interest: Mount Galdor
Mount Galdor
Natural Landmark
Creatures. The mountain is inhospitable for all but the hardiest of creatures, most commonly wild goats and other beasts at home in the craggy landscapes. More varied wildlife and creatures make the surrounding woods their home; however, bandits notoriously frequent the area.
Description. Mount Galdor is a dormant volcano that has not awoken for several hundred years. Legends describe massive fire elementals rising from the depths of its last eruption to devastate the surrounding countryside. Only the power of a great wizard was able to seal the mountain and restore peace to the area.
Now, the mountain stands as a lone peak towering over the region. Its snowcapped summit offers a challenge to travelers seeking to test their mettle and has served as a lookout for local armies during wartime. Over the years, however, the mountain and its surrounding woods have fallen into disuse except for the occasional bandits.
Discoveries. While the characters are at Mount Galdor, they can discover the following:
· If the characters manage to convince the Raiders to surrender or discover Elder Garron’s journal and succeed on a DC 20 Perception check to study it, they can learn that the Raiders are from Alrinth, a village several leagues away. A barbed devil arrived recently and trapped several citizens in a demiplane to force the villagers to bring treasure in exchange for freeing captives.
The journal also details the path the Alrinth Raiders have taken, making it easy to trace the route back to the village when they need to deliver tribute. The characters can follow this path if they wish to confront the fiend and free the villagers.
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