Prelude Encounter: On the Road to Hommlet
The journey to the Village of Hommlet is fraught with danger, as bandits and brigands have taken to ambushing travelers along the road. As the adventurers travel along the road to Hommlet, they encounter a bandit ambush led by Rogan Feld, an experienced and ruthless bandit under the command of Osred Burch, a lieutenant in the service of Lareth the Beautiful. Osred oversees recruitment and training at the Moathouse, sending small raiding parties to disrupt merchant traffic and gather prisoners for potential recruitment. Rogan’s raiders are one such group, consisting of hardened cutthroats and a few fresh recruits eager to prove themselves.
Bandit Ambush - "Rogan's Raiders"
The road to Hommlet winds through the forested Kron Hills, a vast and ancient woodland. On this crisp autumn afternoon, the forest is alive with the sounds of nature, with leaves turning shades of yellow, orange, and red. The road itself is poorly maintained, with deep wagon wheel ruts and standing puddles of muddy water, making travel difficult.- Description: The forest is dense with trees and undergrowth, offering many places for potential ambushes. The air is filled with the chirping of birds and the hum of insects, masking the presence of danger.
- Ambiance: The serenity of the forest contrasts sharply with the tension of the encounter, as the peaceful surroundings are suddenly shattered by the brigands' attack.
The sun shines brightly on a fine, yet crisp, autumn afternoon. The road is in poor shape, crisscrossed with deep wagon wheel ruts and occasional standing puddles, of muddy water. To either side of the road is lush forest complete with undergrowth shrubs and bushes. The leaves are already beginning to turn to yellows, oranges, and reds, and leaf litter covers the ground. The forest is alive with bird chatter and insects drowning. Ahead, coming around the bend a single form samples along the road. The man is clearly wounded evidenced by a blood soaked cloth bandage wrapped around his head. Another makeshift, crimson stained bandage is wrapped around his left thigh.
The Ambush
As the party approaches Rogan, he collapses dramatically, feigning exhaustion. Should any character approach to help, Rogan strikes with a surprise attack, signaling the hidden brigands to fire from their tree stands. The ambush is swift and brutal, with the brigands aiming to cause fear and chaos before retreating into the forest.- Bandit Tactics: Rogan instructs his raiders to hit hard and fast, surrounding the party to overwhelm them. If the ambush falters, Rogan orders a retreat, intending to regroup at the Moathouse.
- Joseph’s Attack: Rogan waits until a character is within striking distance before launching his sneak attack with a concealed dagger. His ruse is revealed when the head bandage slips, uncovering a scar on his forehead.
- Brigand Assault: The brigands open fire with crossbows from their concealed positions. They aim to pin down the party, forcing them to take cover or charge into the forest where more traps await.
- Retreat and Hide: After a few rounds, the brigands retreat, using pre-established paths to escape. They disappear into hidden lean-tos covered with leaf debris, ready to evade pursuit and regroup at the ruined Moathouse.
Bandit Ambush Battlemap by 3orcs
Tracking the Brigands
If the party decides to pursue the brigands, they will find the forest to be difficult terrain. The brigands have cleared paths that allow them to move quickly and silently, making pursuit challenging.- Tracking Difficulty: A successful tracking check may reveal the direction of the brigands’ escape. The trail leads generally east before veering south towards the ruined Moathouse.
- Potential Allies: Upon returning to Hommlet, key NPCs such as Ostler Gundigoot, Jaroo Ashstaff, and Canon Terjon will be very interested to hear about the attack and the discovery of the tokens. If the party presents a token, they will be advised to seek an audience with Burne, who can provide further insight into the significance of the symbol and its connection to the Temple of Elemental Evil.
"These aren’t just desperate men; they’re organized, and that worries me."
Rewards
Taking bandit prisoners, bodies or heads back to the village, you’ll be paid for your trouble. The Elder of Hommlet Elder Kenter Sr., the Militia Captain Zeb Fletcher , or even Lord Burne and Lord Rufus themselves… they offer 5 gold pieces per head. Dead or alive.Orders from Osred
Rogan’s orders from Osred are clear. Rogan is unaware of the larger goals of the Temple of Elemental Evil. He only knows that his orders come from Osred and that the Moathouse is the primary base for their operations.- Intercept Caravans and Travelers: Target any trade caravans or travelers along the merchant road, taking prisoners and goods as spoils.
- Test New Recruits: Evaluate the new recruits’ loyalty and prowess in combat, only keeping those who show promise for a life of banditry.
- Bring Loot and Prisoners to Staging Camp: Transport any captives and loot to Demien Trevil’s Farm, the staging camp where items and prisoners are held before being taken to the Moathouse.
Demien Trevil’s Farm - The Bandit Staging Ground
Demien Trevil, a disillusioned farmer, is an unwilling yet valuable ally to the bandits. His neglected farm north of Hommlet serves as a staging camp where loot and prisoners are stored before being transported to the Moathouse. Demien lost his family to the chaos that once plagued the region, and over time his bitterness has turned him into a willing accomplice for Lareth’s forces.- Description: An old, unkempt farm that shows signs of recent activity, such as fresh wagon tracks and crates of supplies hidden under tarps.
- Role in the Plot: Demien’s farm serves as a temporary waystation for the bandits before the loot is moved into the Moathouse through secret tunnels.
Bandit Interrogation
As you and your companions stand over the captured brigands, their bravado melts away, replaced by fear and desperation. The leader, a scruffy man with dirt smeared across his face, looks up at you with wide, pleading eyes. His voice shakes as he begins to speak.“Please… please don’t kill us! We didn’t mean any harm, honest! It was Osred—he came to us with the plan. It sounded good at the time, easy work. Praying on merchant caravans… it’s been good business lately, what with the Viscount pulling back the Mounted Borderer patrols from the Kron Hills. Easy as preying on sheep, he said…”Another brigand, his hands trembling, chimes in, his voice cracking with fear.
“We didn’t know it would come to this! We’ve learned our lesson, we swear! We’ll leave this life behind, just let us go! We can tell you where we take the goods—we haul the wagons up to an old abandoned moathouse, northeast of Hommlet. That’s where the gang is holed up.”The leader nods vigorously, tears welling in his eyes.
"Please, just let us go! We’ll never bother anyone again! We swear on our lives—we’ll disappear, you’ll never see us again. We’ve told you everything we know… just please… let us go!”
Interrogation Dialogue for Rogan
If Rogan is captured, he tries to save his skin by revealing some information, though he’ll only give up what he knows to avoid execution. He’s cagey but ultimately intimidated by the adventurers.“Alright, alright! You’ve got me! No need to get violent—I’ll tell you what you want to know.” “We hit the roads for loot, nothing more. I don’t ask questions, just follow Osred’s orders to make sure the greenhorns learn the ropes. We bring what we take to some old codger’s farm up the way. Demien’s his name. Then Osred handles the rest.” “Yeah, Osred’s the one who calls the shots. Knows his way around a fight, that one. He reports to some boss back at the Moathouse, but I ain’t never seen him. Don’t need to.” “Look, I’ve spilled what I know. We got some scratch buried in the rubble if that’s what you’re after, but it’s not much. I’m just following orders.”
Key Points for Interrogation
Demien Trevil’s Farm: Rogan will direct the players to Demien’s farm, explaining that it’s a place where the bandits store loot and prisoners before transferring them to the Moathouse.- Osred’s Authority: Rogan is clear that he works under Osred, but he knows little of the broader cult structure or Lareth’s grander plans. Osred handles all deeper communications with the Moathouse.
- Stolen Loot Location: Rogan claims their loot is hidden in the rubble nearby, using it as a bargaining chip to save himself.
Possible Leads for the Adventurers
- Demien Trevil’s Camp: Following Rogan’s directions to Demien’s farm may reveal further clues about the Moathouse and the bandits’ operations.
- Secret Tunnels: Players might suspect that there’s a hidden way to transport goods into the Moathouse undetected, leading them to investigate the Moathouse further.
- This encounter introduces the players to Osred’s network, hinting at the broader influence of the Moathouse without exposing the higher structure of the Temple of Elemental Evil, thereby preserving the deeper mystery.
Bandit Pretending to be dead by 3orcs
We’ve seen bandits before, but this... this feels different. There’s a purpose behind these attacks."
Rogan Feld
Rogan Feld, an experienced bandit, is one of Osred’s most trusted lieutenants. Rogan’s role is to lead new recruits on real-life raids, testing their loyalty and abilities. Osred personally chose Rogan for this mission, knowing his effectiveness at keeping fresh recruits in line and brutalizing any targets. Rogan has been instructed to seize goods, capture prisoners, and leave no witnesses if things go awry.- Appearance: A scarred, broad-shouldered man with a malicious grin, Rogan is rough around the edges and enjoys the power he holds over his new recruits.
- Personality: Cunning, vicious, and deeply enjoys the thrill of ambush and intimidation.
- Equipment: Leather armor, short sword, dagger, crossbow.
Rogan Feld, bandit leader by 3orcs
Rogan Feld Bandit Leader
Medium Humanoid (Human), Neutral Evil- Armor Class: 14 (leather armor)
- Hit Points: 22 (4d8 + 4)
- Speed: 30 ft.
- STR DEX CON INT WIS CHA
- 13 (+1) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 9 (-1)
- Skills: Intimidation +2, Stealth +4
- Senses: Passive Perception 10
- Languages: Common
- Challenge: 1 (200 XP)
Actions
- Multiattack: Rogan makes two melee attacks.
- Short Sword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
- Light Crossbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
Special Abilities
- Veteran Raider: Rogan is skilled in ambush tactics. When Rogan and his allies surprise an enemy, he has advantage on his first attack roll in the surprise round.
Osred Burch is a dangerous thug who commands Lareth's bandit operations at the Moathouse, specifically focusing on raiding nearby roads and training new recruits. A murderous fugitive, he escaped to Hommlet where he found a place within Lareth’s ranks. Osred’s job is to make sure new recruits are trained in basic ambush tactics and to dispatch raiding parties that target the trade routes.
- Role: Overseeing bandit recruitment and conducting caravan raids for the Moathouse.
- Personality: Brutal, pragmatic, and fiercely loyal to Lareth.
- Methods: Dispatches seasoned bandits with a few fresh recruits to raid the roads and intimidate travelers.
The Brigands
Joseph is not alone in this deception. He is accompanied by eight human brigands, each wearing face paint and brown cloaks adorned with leaf litter and twigs, granting them an advantage in stealth. These brigands have honed their tactics, using the forest to their advantage.- Physical Description: The brigands are rough-looking men, clad in greasy leather armor. Their faces are smeared with dark paint, and their eyes glint with malice.
- Weapons: Each brigand is armed with a crossbow and a short sword, ideal for their hit-and-run tactics.
- Tactics: The brigands are positioned in tree stands, roughly 60 feet into the forest. They are hidden from view and use their elevated positions to rain down bolts on the party before retreating.
Rogan’s Bandits
Bandit (Vagabond Vagrant)- Medium Humanoid (Human), Neutral Evil
- Armor Class: 12 (leather armor)
- Hit Points: 11 (2d8 + 2)
- Speed: 30 ft.
- STR DEX CON INT WIS CHA
- 11 (+0) 12 (+1) 12 (+1) 9 (-1) 10 (+0) 8 (-1)
- Skills: Stealth +3
- Senses: Passive Perception 10
- Languages: Common
- Challenge: 1/8 (25 XP)
Actions
- Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
- Light Crossbow: Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
Ambush Tactics
If the bandits successfully surprise their targets, they gain advantage on their first attack roll. Working together, they’re more effective at surrounding and overwhelming lone travelers or lightly defended merchants.Description
These six bandits are a scruffy, grimy lot, dressed in patchy leather armor with greasy, unkempt hair and rough-hewn scimitars. They rely on ambush tactics to compensate for their lack of individual fighting skill, preferring to swarm a target and overwhelm them quickly before escaping into the underbrush.
Parent Plot
Related Characters
Related Locations
Bandit Lookout by 3orcs
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