Wicht
Hero
Area B: Pirates Slave Camp
B1: Tents – Ten of the pirates spend their time here, working to send two people a day to feed the dragon. There are three tents pitched here, two smaller five man tents and a larger tent that is currently housing thirty shackled men and women. There are always two guards in the tent with the prisoners and generally there are four men asleep at any time during the day.. Two men act to take care of the camp and are the ones the PCs will see first, while two men are away up the mountain, coming or going from taking “food” to the dragon. At night all ten men will be in the camp, with six of them asleep
Combat: Those guarding the camp will not leave to pursue any PCs. If PCs are spotted, they will send word to Fogg at the beach who will then hunt for them. Generally the two on watch will raise a cry, bringing the two men out of the tent with the captives and waking the other four who must take some time to put on their armor. If the PCs are spotted but not fought, the pirates will consider moving the captives up the cliff en masse.
Treasure: There is no treasure in this camp to speak of other than what the pirates have on them.
B2: Lift – The pirates have two means of climbing the cliff. The first is a hundred and twenty foot tall rope ladder that they have staked at the top of the cliff. The other method is a lift. The lift is outfitted with a pulley at the top and a geared crank on the lift itself. Turning the crank will either raise or lower the platform. Slotted teeth act as brakes and keep the platform from descending too fast. The platform is entirely held up with a rope anchored to the crank in the middle of the ten foot by ten foot platform and cutting the rope would cause the platform to fall, if its not already on the ground.
Combat: Fighting on the platform once it is off the ground requires a Dexterity check (DC 10) to stay on the platform. This DC increases by +1 for every round of combat (due to the platform swinging with the movement. Characters using one handed weapons may use the other hand to anchor themselves to one of five ropes on the platform.
B3: Crested Felldrakes – There is a large nest of these bipedal lizards in this area of the woods. Generally the creatures leave healthy creatures alone (unless they outnumber three to one) but anyone wandering too close to their home will be warned and then attacked. If any PC (or pirate) is injured and stays in the area, they will attract 1d6 of these creatures who will attack the weakest and most injured character first.
B4: Spine Lizard Pond – There are generally 4-10 spined lizards to be found here. They will not attack unless a person approaches within 10 feet of them and even then they will give a warning half of the time.
Veteran Pirates, Human War2 (10): CR 1; HD 2d8+2; Init +6; Spd 30 ft.; AC 15; +4 melee (rapier 1d6+2), +4 ranged (shortbow 1d6); SV Fort +4, Ref +2, Will+0; AL NE; Str 14, Dex 14, Con 12, Int 12, Wis 10, Cha 9.
Skills and Feats: Use Rope +7, Profession (Sailing) +6, Intimidate +5, Climb +5, Jump +4; Dodge, Improved Initiative.
Possessions: Rapier, crossbow (10 bolts), Studded leather armor, 2d10 gp each (Aasaer).
Note: The spined lizards are from Creature Collection II, the Hookwings are from the first Creature Collection. The Crested Felldrakes are from the chainmail game and their stats can be found on the WotC website. For the purposes of my game I lowered their intelligence and changed their type from Dragon to Beast.
B1: Tents – Ten of the pirates spend their time here, working to send two people a day to feed the dragon. There are three tents pitched here, two smaller five man tents and a larger tent that is currently housing thirty shackled men and women. There are always two guards in the tent with the prisoners and generally there are four men asleep at any time during the day.. Two men act to take care of the camp and are the ones the PCs will see first, while two men are away up the mountain, coming or going from taking “food” to the dragon. At night all ten men will be in the camp, with six of them asleep
Combat: Those guarding the camp will not leave to pursue any PCs. If PCs are spotted, they will send word to Fogg at the beach who will then hunt for them. Generally the two on watch will raise a cry, bringing the two men out of the tent with the captives and waking the other four who must take some time to put on their armor. If the PCs are spotted but not fought, the pirates will consider moving the captives up the cliff en masse.
Treasure: There is no treasure in this camp to speak of other than what the pirates have on them.
B2: Lift – The pirates have two means of climbing the cliff. The first is a hundred and twenty foot tall rope ladder that they have staked at the top of the cliff. The other method is a lift. The lift is outfitted with a pulley at the top and a geared crank on the lift itself. Turning the crank will either raise or lower the platform. Slotted teeth act as brakes and keep the platform from descending too fast. The platform is entirely held up with a rope anchored to the crank in the middle of the ten foot by ten foot platform and cutting the rope would cause the platform to fall, if its not already on the ground.
Combat: Fighting on the platform once it is off the ground requires a Dexterity check (DC 10) to stay on the platform. This DC increases by +1 for every round of combat (due to the platform swinging with the movement. Characters using one handed weapons may use the other hand to anchor themselves to one of five ropes on the platform.
B3: Crested Felldrakes – There is a large nest of these bipedal lizards in this area of the woods. Generally the creatures leave healthy creatures alone (unless they outnumber three to one) but anyone wandering too close to their home will be warned and then attacked. If any PC (or pirate) is injured and stays in the area, they will attract 1d6 of these creatures who will attack the weakest and most injured character first.
B4: Spine Lizard Pond – There are generally 4-10 spined lizards to be found here. They will not attack unless a person approaches within 10 feet of them and even then they will give a warning half of the time.
Veteran Pirates, Human War2 (10): CR 1; HD 2d8+2; Init +6; Spd 30 ft.; AC 15; +4 melee (rapier 1d6+2), +4 ranged (shortbow 1d6); SV Fort +4, Ref +2, Will+0; AL NE; Str 14, Dex 14, Con 12, Int 12, Wis 10, Cha 9.
Skills and Feats: Use Rope +7, Profession (Sailing) +6, Intimidate +5, Climb +5, Jump +4; Dodge, Improved Initiative.
Possessions: Rapier, crossbow (10 bolts), Studded leather armor, 2d10 gp each (Aasaer).
Note: The spined lizards are from Creature Collection II, the Hookwings are from the first Creature Collection. The Crested Felldrakes are from the chainmail game and their stats can be found on the WotC website. For the purposes of my game I lowered their intelligence and changed their type from Dragon to Beast.