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Bugbear Camp

Preparation
Bugbear Camp is a DUNGEONS & DRAGONS adventure suitable for a party of four 4th to 5th-level player characters (PCs). Consult the "Scaling the Adventure" sidebar if you wish to run the adventure with a larger, smaller, higher-level, or lower-level party of adventurers. You, the Dungeon Master (DM), need a copy of the Players Handbook, the DUNGEON MASTERs Guide, and the Monster Manual to use this adventure. If you are using this adventure as a follow-up to the sixth scenario in the DUNGEONS & DRAGONS boxed set, youll need the adventuring book as well. Text that appears in shaded boxes is player information which you may read aloud or paraphrase when appropriate. Unshaded boxes contain information important to you, including special instructions.

Adventure Background
Encroaching civilization and talented adventurers have forced a colony of bugbears to begin looking for a new home. Each tribe has struck out in a different direction looking for somewhere safe and prosperous to relocate. The tribe led by Woguul is searching in the mountains. Their first attempt at a permanent home involved testing the defenses of a dwarven hall. They managed to convince a tribe of local hobgoblins to attack the hall under the leadership of one of their clerics. They also bribed a red dragon to help with the attack. However, they were unable to hold the hall and are now looking for a second home. The camp is in the lower hills of the Earthfast Mountains about 40 miles northwest of Pick n Axe in Impiltur. The bugbears are originally from the Vast but are searching for a more permanent and less dangerous home now that Ravens Bluff is sending out adventurers to destroy the humanoid tribes living in the Vast. They began by encouraging a group of hobgoblins and goblins to raid a dwarven hall and try to hold it so they could test the defenses of the hall and how much resistance the dwarves would commit to it. They also managed to contract with the services of a young red dragon in exchange for a magical platinum pendant they had found. After a group of adventurers removed the hobgoblins (killing the bugbear cleric they had sent along for reconnaissance), they turned their attention elsewhere. The Toho Mines are much too strongly defended, but they would like to set up somewhere nearby so that they could raid supply lines and steel shipments. The bugbears have spent the past few months hunting, trapping, spying, and conducting raids for food. Theyve captured a number of humans from area villages and cities, but have been careful not to capture more than one or two from each settlement so as not to draw overt attention to themselves. They are also quick to pounce on any travelers or adventurers that pass through the mountains.

Adventure Summary
For the past fortnight, the bugbear tribe has been spying on a small mountain town, Fordsmouth (Pick N Axe in the Realms) which looks both remote and defensible. It also has the advantage of being near a trading route between a dwarven mine and a port city. The bugbears could raid the trading route for more food and metal. Theyve observed preparations for a festival. One of the scouting teams kidnapped one of the local acolytes, Thorunna, while she was out collecting herbs for her temple. The tribes remaining cleric was able to learn from Thorunna when the festival was taking place and they are making plans to attack the night of the festival after the town has made free with drink. When the adventurers arrive at the camp, Thorunna is now half-mad from the deprivations she has suffered at the hands of the bugbears She is now the only person left in the food pen. The bugbears are going out after sundown to raid a mongrelmen village for more food. Four bugbears will be left behind in the camp to guard it while the rest go raiding. If the party manages to rescue Thorunna and bring her to her senses, she will beg them to take her to her home in Fordsmouth. If they do so, the PCs will be invited to stay for the festival as guests of honor. Shortly after midnight, the bugbear tribe will attack the village.

Adventure Hooks
--The party may simply stumble upon the bugbear camp while traveling through the mountains. --The party may witness one of the bugbear raids. --The party may get attacked by a scouting party during the night and trace the party back to the camp. --The party may be hired to rescue Thorunna or any of the other captives the bugbears have taken. --This adventure can be run as a follow-up to scenario six in the boxed set (get official name) and the party is investigating from where the bugbear cleric came at the request of the dwarven lord. Ideally, this adventure will take place in late summer or fall as the bugbears are under increased pressure to find a home before winter hits the mountains.

Encounters
Bugbear Camp
The bugbears have made some efforts to camoflauge their camp by finding a clearing that is surrounded by large rocks at the top of a hill. Theyre able to keep a lookout on the local area while not having their tents be too obvious from a distance. The bugbears camp consists of six large tents, a dozen smaller ones, and a food pen. Large Tent 1: This is the chieftans tent. Large Tent 2: This is the mess hall. Large Tent 3: This is where the two lieutenants live. Large Tent 4: Shrine and strategy tent. Dozen small tents: One bugbear lives in each tent. On the outer edge of the camp is a crude pen made with tall sharpened logs and hemp rope. Inside it lies a human woman who has been imprisoned by the bugbears for more than a tenday. Shes a cleric of Tyr, an acolyte in the temple in Pick N Axe. Thorunn has

watched as several other humans have been killed and eaten by the bugbears. The only food shes been offered has been left over stew from her fellow prisonersa dish she has refused to eat. So shes been trying to survive on grass and water and has started to lose her grip on reality. Adding to her unbalanced state is the fact that her arm has been cut off at the elbow to supplement the last stew made by the bugbears. She was able to use her healing power to staunch the bleeding, but has been able to do little else to help her situation. If the PCs arrive at the camp during the day, there will be four bugbears on patrol (Fraal, Rezrk, Gyblam, and Angi-saahl). If they are engaged in combat, they will sound an alarm and wake the others to repel any invaders. However, unless the PCs make a lot of noise, the bugbears are unlikely to notice them as no one has found their camp in the past two months and they have become lax on security. The first time the PCs get close to the pen in which Thorunn is being held, they should overhear Rezrk gloating to her in common. He has a whip in his hand and uses it to wake her up. She is barely coherent. He will say, Food from man-things almost gone. Tonight we raid little people and winner gets to eat you after raid. Me going to win cause you tasty. Rezrk eat your armvery yummy. Thorunn will raise up part way, lift up her holy symbol, mutter a few words, and then fall to the ground again. Rezrk will try tormenting her further and give up when he is unable to get any reaction out of her. Hell then go back and join a game of bones that the other bugbears are playing. That evening, the bugbears are planning a raid on a halfing village in the mountains about 15 miles from camp. Theyll begin waking up at sunset and be on the trail by the time it is fully dark. They will leave behind four bugbears to guard the camp (G'banguul, Fraamar, Worak, and Gygh). The bugbears will take most of their personal possessions with them, but some treasure will be left behind in the chieftans tent and the shrine/strategy tent. If Thorunn is rescued, the PCs will be given a reward (500 g.p. or two cure light wound and one cure moderate wound potions and three vials of holy water) if they return her to the temple in Pick N Axe. The halfling village had noticed the presence of the bugbear scout the day before and was prepared for their onslaught. They managed to kill half of the attackers (not including the chieftan or the two lieutenants) before they fled back to camp. The defeated bugbears will return shortly before noon the next day. If the bugbear guards have been killed by the PCs, they will try to track the PCs, but wont start until three days have passed and they have tended to their wounds. If the PCs are interested in wiping out the remains of the bugbear camp, they may be able to get assistance from dwarven mercenaries at Earthfast City, the heralds of Imphras II in Pick N Axe or from the halfing village that was raided.

Day Patrol
Frarrl, male bugbear War1: CR 2; Size M (6 ft., 10 in. tall); HD 3d8+9 + 1d8+3; hp 40;

Init +4 (+4 Dex); Spd 30 ft.; AC 22 (+4 Dex, +3 Natural, +3 chain shirt, +2 shield); Attack +8 melee, or +7 ranged; SV Fort +6, Ref +7, Will +2; AL NE; Str 21, Dex 19, Con 17, Int 14, Wis 13, Cha 11. Languages Spoken: Abyssal, Common, Giant, Goblin. Skills and feats: Climb +9, Diplomacy +1, Hide +6, Intimidate +4, Jump +9, Listen +4, Move silently +6, Spot +4, Swim +9; [Alertness], Weapon focus (longsword). Possessions: Long sword (+9 melee); Shortbow; Spiked Gauntlets; Shortbow Arrows (x23); Large Steel Shield; Chain Shirt; Gyblam, female bugbear War1: CR 2; Size M (6 ft., 11 in. tall); HD 3d8+9 + 1d8+3; hp 39; Init +3 (+3 Dex); Spd 30 ft.; AC 22 (+3 Dex, +3 Natural, +2 shield +4 scale); Attack +9 melee, or +6 ranged; SV Fort +6, Ref +6, Will +5; AL NE; Str 22, Dex 16, Con 16, Int 13, Wis 18, Cha 5. Languages Spoken: Common, Gnoll, Goblin. Skills and feats: Climb +8, Hide +5, Jump +10, Listen +7, Move silently +5, Spot +7, Swim +10, Tumble +5; [Alertness], Toughness. Possessions: Quarterstaff; Longbow; Dirk; Silver Longbow Arrows (x33); Large Steel Shield; Scale Mail; 12pp, 20gp, 2 Gems [7gp Banded Agate; 20gp Iolite] Angi-saahl, male bugbear War1: CR 2; Size M (7 ft., 4 in. tall); HD 3d8+9 + 1d8+3; hp 34; Init +1 (+1 Dex); Spd 30 ft.; AC 19 (+1 Dex, +3 Natural, +2 shield, +3 chain shirt); Attack +8 melee, or +4 ranged; SV Fort +6, Ref +4, Will +2; AL NE; Str 20, Dex 13, Con 16, Int 7, Wis 13, Cha 7. Languages Spoken: Common, Goblin. Skills and feats: Climb +7, Hide +3, Intimidate +2, Listen +4, Move silently +3, Spot +4; [Alertness], Point blank shot. Possessions: Trident; Halbred; Shortbow Arrows (x31); Large Steel Shield; Chainmail; 4pp, 29gp, 9sp, 9cp, 2 Gems [80gp Moonstone; 9gp Freshwater Pearl]

Food Pen
On the outer edge of the camp is a crude pen made with sharpened logs that stand seven feet tall and tied together with hemp rope. There is a gate facing the camp that is tied shut at the top and bottom with hemp rope. Inside the pen lies a human woman who has been imprisoned by the bugbears for more than a tenday. Shes a cleric of Pelor, an acolyte in the temple in Fordsmouth. Thorunna has watched as several other humans have been killed and eaten by the bugbears. The only food shes been offered has been leftover stew from her fellow prisonersa dish she has refused to eat. So shes been trying to survive on grass and water and has started to lose her grip on reality. Adding to her unbalanced state is the fact that her arm has been cut off at the elbow to supplement the last stew made by the bugbears. She was able to use her healing power to staunch the bleeding, but has been able to do little else to help her situation. A bulky bugbear circles a crude pen on the outer edge of the camp. He snaps his metalstudded whip through the thick, twined rope holding spiked logs together. The whip strikes a crumpled white figure on the ground. There is a groan and incoherent wimpering. A second crack of the whip motivates the lump to roll over and stagger to its knees. A once-attractive woman shakes the muddy hair out of her grass-stained face and winces at her tormentor. Her clothes are in tatters as is the remains of her left arm, now cut off at the elbow. The bugbear lets out what could only be described as a chuckle, Food from man-things almost gone. Tonight we raid little people. Winner of raid gets to eat you for breakfast. Rezrk going to win cause you tasty. The bugbear pounds his chest with pride and continues, Rezrk eat your armyou very yummy. Rezrk get rest of you tomorrow. The woman raises up slightly, lifts up her holy symbol, mutters a few words, and then falls to the ground again.

Rezrk will try tormenting her further and give up when he is unable to get any reaction out of her. Hell then go back and join a game of bones that the other bugbears are playing.

Creatures
Thorunna, female, human, cleric, 1st level: CR 1; Medium size; HD 1d8; hp 2 of 8 total; Init -2; Spd 30 ft.; AC 8; Atk +1 melee, or -2 ranged; AL LG; SV Fort +2, Ref -2, Will +4; Str 13, Dex 6, Con 11, Int 15, Wis 15, Cha 14. Skills Alchemy +4, Heal +4, Hide 2, Listen +2, Move silently 2, Profession: Herbalist +6, Ride +0, Search +3, Sense motive +4, Spot +2, Feats: Brew Potion, Scribe scroll. Cleric Domains: Strength, Healing. Cleric Spells Per Day: 3/2+1. Possessions. Holy symbol of Pelor. Rezrk, male bugbear War1: CR 2; Size M (7 ft., 0 in. tall); HD 3d8+6 + 1d8+2; hp 33; Init +3 (+3 Dex); Spd 30 ft.; AC 21 (+3 Dex, +3 Natural, +3 hide, +2 shield); Attack +7 melee, or +6 ranged; SV Fort +5, Ref +6, Will +0; AL LE; Str 19, Dex 17, Con 14, Int 9, Wis 9, Cha 10. Languages Spoken: Common, Goblin. Skills and feats: Climb +6, Hide +5, Listen +2, Move silently +5, Spot +2, Swim +8; [Alertness], Endurance. Possessions: Whip; Heavy Mace; Light Mace; Large Steel Shield; Hide Armor; 28pp, 15gp Tactics: The PCs can try rescuing Thorunna now, but they will likely be seen (give each of the bugbears on watch a Spot DC 15 every five minutes) and the entire bugbear camp will come out to fight them. If they wait until evening when the rest of the camp is on the raid, theyll have an easier time.

Large Tent #1: Chieftans Tent


In the center of the camp is a large, purple tent. This is Chieftan Woguuls tent. A large pile of furs, ten feet long and twenty feet wide, dominates this room. Cluttered throughout the rest of the tent are barrels, a crude table made of stone, four chairs, and a locked chest. The chieftans status is the only reason the tent is so large for he makes use of very little of the tent. The pile of furs is where he sleeps and the barrels contain a particularly nasty brew of beer. There are food scraps on the table and a few bones lying under the chair left over from his last meal. The table is simply a large rock that the tent was set up around. In the chest is the chieftans gold, Gems , one potion of endurance, and one potion of bulls strength. (Open lock DC 20) Chieftan Woguul rose to leadership in the tribe through his proficiency in battle and the intelligence of his lieutenant and mate, Oor-saabrah. Hes a stupid, brutish fellow who keeps his position through successfully bullying the rest of the tribe. He enjoys seeing his prey suffer and rewards those of his tribe who are equally cruel and nasty. Hes determined to find the best new home for the colony because he believes he will then be able to overthrow his rival and become the leader of the entire colony. Hes a fierce fighter but will flee with as many bugbears as possible if the odds are stacked against him or he sees that his side is losing. If the PCs arrive at the tent during the day without setting off the general alarm, the chieftan will be sleeping in the furs. Woguul, male bugbear Bbn6: CR 8; Size M (6 ft., 9 in. tall); HD 3d8+6 + 6d12+12; hp

84; Init +3 (+3 Dex); Spd 40 ft.; AC 23 (+3 Dex, +3 Natural, +2 shield, +5 breastplate); Attack +13/+8 melee, or +11/+6 ranged; SV Fort +8, Ref +8, Will +4; AL NE; Str 20, Dex 17, Con 14, Int 8, Wis 12, Cha 11. Languages Spoken: Common, Goblin. Skills and feats: Climb +7, Handle animal +9, Hide +5, Jump +12, Listen +10, Move silently +5, Spot +4, Use rope +5.5; [Alertness], Dodge, Endurance, Power attack. Possessions: Masterwork Heavy Mace; Masterwork Dart (x13); Masterwork Light Mace; Masterwork Longsword; Masterwork Large Steel Shield; Masterwork Breastplate; Potion of Endurance (x2); Potion of Cure Moderate Wounds; Potion of Bull's Strength (x2) 54pp, 69gp, 9sp, 26cp, 4 Gems [50gp Chrysoprase; 50gp Carnelian; 110gp Silver Pearl; 9gp Eye Agate]

Large Tent #2: Mess Hall


A rancid stench hovers in this crowded tent. A hastily built wooden table stretches across the center of the tent. One the side of the table nearest the tent flap are clusters of chairs and a smattering of broken pottery, spilled food, and clay spoons. On the opposite side of the table are large pots, stirring sticks, cutting boards, and knives. Buzzing flies cluster around several slabs of meat that hang on a wooden frame. This is the mess hall where food is prepared and served. There is a large fire pit outside the back of the tent (and a second entrance that goes between the pit and the cooking part of the tent). If the PCs arrive at this tent during the day when the bugbears are present, Gzomar will be present chopping meat for the evenings stew. Hes also preparing room for the new meat which he expects to be brought in from the upcoming raid. However, Gzomar will respond to any general alarm sounded within five rounds enough time for him to set down his knives, put on his spiked gauntlets, and grab his sword and shield. If the PCs arrive in the tent at night, Gzomar is off on the raid so that he can help select which meat should be prepared immediately and which kept alive for future meals. G'zomar, male bugbear War1: CR 2; Size M (7 ft., 0 in. tall); HD 3d8+6 + 1d8+2; hp 31; Init +0; Spd 30 ft.; AC 19 (+3 Natural, +2 shield, +4 chainmail); Attack +6 melee, or +3 ranged; SV Fort +5, Ref +3, Will -1; AL NE; Str 17, Dex 11, Con 14, Int 7, Wis 6, Cha 8. Languages Spoken: Common, Goblin. Skills and feats: Climb +5, Hide +2, Listen +1, Move silently +2, Ride +4, Spot +1; [Alertness], Point blank shot. Possessions: Greatsword; Club; Harpoon (x4); Large Steel Shield; Chainmail; 46gp, 2 Gems [10gp Malachite; 8gp Turquoise]

Large Tent #3: Lieutenants Tent


A heavy curtain divides this tent in half. On the left half is a cot with the pelt of a white winter wolf thrown over it. A small wooden table holds a line of bottles organized from smallest to largest. A small chest is stored neatly under the cot. On the right half of the tent, several pieces of parchment are scattered on the floor and the cot. Small pieces of rotting food are stuck on the bear pelt that acts as a blanket. An open chest has brown robes half-pulled out of it. This is the tent of the tribes two lieutenants. The inhabitant of the left side of the tent is a sorcerer and the mate of the chieftan. The inhabitant of the right side of the tent is a cleric. Both are bitter rivals and speak to each other only when in the presence of the chieftan. Inside the chest on the sorcerers half of the tent (locked DC 20) are a scroll [arcane, caster level 1; Identify]; 28pp, 52gp, and 2 Gems [70gp Smoky Quartz; 20gp Rose Quartz;] In the chest on the clerics side is a potion of wisdom, all of her remaining

possessions are kept on her at all times. During the day they will both be found in the strategy tent. At night, they will be on the raid. Gyrg, female bugbear Clr3: CR 5; Size M (7 ft., 0 in. tall); HD 3d8+6 + 3d8+6; hp 42; Init +1 (+1 Dex); Spd 30 ft.; AC 21 (+1 Dex, +3 Natural, +2 shield, +5 banded); Attack +7 melee, or +5 ranged; SV Fort +6, Ref +5, Will +7; AL NE; Str 16, Dex 13, Con 14, Int 10, Wis 16, Cha 13. Languages Spoken: Common, Goblin. Skills and feats: Climb +5, Hide +3, Knowledge (arcana) +6, Listen +6, Move silently +3, Scry +6, Spot +6; [Alertness], Extra turning, Brew potion. Possessions: Light Crossbow; Masterwork Quarterstaff; Masterwork Halfspear; Light Bolts (x19); Large Steel Shield; Banded Mail; Potion of Delay Poison; Potion of Wisdom; Scroll [divine, caster level 3; Shillelagh; Summon Monster II]. Cleric Domains: Luck, Animal. Cleric Spells Per Day: 4/3+1/2+1. Oor-saabrah, female bugbear Sor3: CR 5; Size M (6 ft., 11 in. tall); HD 3d8+6 + 3d4+6; hp 39; Init +0; Spd 30 ft.; AC 13 (+3 Natural); Attack +4 melee, or +3 ranged; SV Fort +4, Ref +4, Will +7; AL CE; Str 13, Dex 11, Con 15, Int 16, Wis 13, Cha 12. Languages Spoken: Common, Giant, Gnoll, Goblin, Infernal. Skills and feats: Climb +3, Diplomacy +3, Escape artist +0.5, Gather information +3, Hide +2, Intuit direction +1.5, Knowledge (nature) +4, Listen +4, Move silently +2, Profession +6, Scry +9, Spellcraft +8, Spot +4, Use rope +1; [Alertness], Craft wondrous item, Iron will. Possessions: Dwarven Waraxe; Wand of Magic Missile (1st) [22 charges] Sorcerer Spells Known (6/6): 0th -- Dancing Lights, Flare, Light, Open/Close, Read Magic. 1st -- Burning Hands, Identify, Magic Missile.

Large Tent #4: Shrine and Strategy Tent


The ground of the tent easily shows its frequent use as it is covered in footprints, drag marks, and litter. A large crudely drawn cloth map of the area is pinned to the side of the tent with indecipherable lines and circles on it. Several crude chests, stools, and a weapon rack take up most of the rest of the tent. In the very back is a stone altar with two squat stumps of black wax and strange symbols carved into it. This is the tent in which the bugbears plan their crusade for a new home. They record on the map all of their raids and the information their scouting squads bring back. In the back of the tent is a shrine to a bugbear war god, to whom they offer sacrifices after each raid. During the day, the two bugbear lieutenants can be found here planning the nights raid. Treasure: In this tent in the various boxes are 120 g.p., 300 s.p., Gems tone - carnelian (80 gp), Gems tone - alexandrite (600 gp), Gems tone - blue star sapphire (600 gp), Gems tone - golden yellow topaz (500 gp), Gems tone - alexandrite (400 gp), wand of charm person (2 charges), 5 vials of acid, Masterwork gnome hooked hammer, 4 antitoxins, a tanglefoot bag, a potion of darkvision, 2 potions of speak with animal, a potion of cure moderate wounds, and gloves of swimming and climbing.

Small Tents
Each tent has a straw ticking with a blanket and the personal belongings of one bugbear. During the day, any bugbears not on watch or on duty in one of the above tents will be sleeping in their tent.

Angitrah, female bugbear War1: CR 2; Size M (7 ft., 2 in. tall); HD 3d8+9 + 1d8+3; hp 34; Init +2 (+2 Dex); Spd 30 ft.; AC 20 (+2 Dex, +3 Natural, +2 shield, +3 chain shirt); Attack +8 melee, or +5 ranged; SV Fort +6, Ref +5, Will +0; AL NE; Str 20, Dex 15, Con 16, Int 12, Wis 8, Cha 11. Languages Spoken: Common, Giant, Goblin. Skills and feats: Appraise +2, Climb +11, Handle animal +2, Hide +4, Listen +2, Move silently +4, Profession +1, Spot +2; [Alertness], Power attack. Possessions: Longbow; Dwarven Urgrosh; Morning Star; Longbow Arrows (x36); Large Steel Shield; Chain Shirt; 9pp, 10gp, 4sp, 40cp, 2 Gems [8gp Blue Quartz; 80gp Rose Quartz] ----------------------------Worak, female bugbear War1: CR 2; Size M (6 ft., 11 in. tall); HD 3d8+12 + 1d8+4; hp 37; Init +2 (+2 Dex); Spd 30 ft.; AC 17 (+2 Dex, +3 Natural, +2 shield); Attack +8 melee, or +5 ranged; SV Fort +7, Ref +5, Will +0; AL LE; Str 21, Dex 15, Con 19, Int 11, Wis 8, Cha 7. Languages Spoken: Common, Goblin. Skills and feats: Climb +11, Hide +4, Intimidate +0, Listen +2, Move silently +4, Ride +4, Spot +2; [Alertness], Power attack. Possessions: Nunchaku; Throwing Axe (x4); Shortspear; Large Steel Shield; 28pp, 43gp, 2 Gems [10gp Tiger Eye; 60gp Peridot] ----------------------------G'saaguul, male bugbear War1: CR 2; Size M (7 ft., 4 in. tall); HD 3d8+9 + 1d8+3; hp 28; Init +4 (+4 Dex); Spd 30 ft.; AC 20 (+4 Dex, +3 Natural, +3 studded leather); Attack +7 melee, or +7 ranged; SV Fort +6, Ref +7, Will +2; AL CE; Str 18, Dex 18, Con 16, Int 13, Wis 12, Cha 5. Languages Spoken: Common, Goblin, Infernal. Skills and feats: Climb +6, Hide +6, Intimidate +1, Jump +8, Listen +6, Move silently +6, Spot +4; [Alertness], Weapon focus (shortspear). Possessions: Heavy Crossbow; Rapier; Shortspear; Heavy Bolts (x19); Studded Leather Armor; 22pp, 7gp, 1sp, 10cp, 2 Gems [30gp Onyx; 70gp Smoky Quartz] ----------------------------Wo-saabrah, male bugbear War1: CR 2; Size M (7 ft., 1 in. tall); HD 3d8+6 + 1d8+2; hp 32; Init +2 (+2 Dex); Spd 30 ft.; AC 20 (+2 Dex, +3 Natural, +5 scale); Attack +8 melee, or +5 ranged; SV Fort +5, Ref +5, Will +2; AL LE; Str 20, Dex 14, Con 15, Int 11, Wis 13, Cha 10. Languages Spoken: Common, Goblin. Skills and feats: Climb +7, Forgery +1, Handle animal +2, Hide +4, Intimidate +4, Listen +4, Move silently +4, Spot +4; [Alertness], Weapon focus (lance, heavy). Possessions: Mighty Composite Longbow (Str +2); Longbow Arrows (x19); Scale Mail, heavy lance, waraxe ----------------------------G'banguul, male bugbear War1: CR 2; Size M (6 ft., 10 in. tall); HD 3d8+9 + 1d8+3; hp 31; Init +1 (+1 Dex); Spd 30 ft.; AC 15 (+1 Dex, +3 Natural, +1 padded); Attack +6 melee, or +4 ranged; SV Fort +6, Ref +4, Will +0; AL NE; Str 17, Dex 13, Con 16, Int 11, Wis 9, Cha 11. Languages Spoken: Common, Goblin. Skills and feats: Bluff +2, Climb +5, Hide +3, Jump +7, Listen +2, Move silently +3, Spot +2; [Alertness], Point blank shot. Possessions: Shortbow; Morning Star; Light Mace; Shortbow Arrows (x37); Padded Armor; 33pp, 34gp, 3sp, 30cp, 2 Gems [8gp Blue Quartz; 13gp Banded Agate] ----------------------------Framar, male bugbear War1: CR 2; Size M (6 ft., 10 in. tall); HD 3d8+9 + 1d8+3; hp 34;

Init +2 (+2 Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 Natural); Attack +7 melee, or +5 ranged; SV Fort +6, Ref +5, Will +1; AL CE; Str 19, Dex 15, Con 17, Int 13, Wis 11, Cha 10. Languages Spoken: Common, Goblin, Orc. Skills and feats: Climb +6, Disable device +3, Hide +5, Intimidate +4, Listen +3, Move silently +4, Ride +4, Spot +3; [Alertness], Mounted combat. Possessions: Longbow; Claymore; Short Sword; Silver Longbow Arrows (x33); Large Steel Shield; Chainmail; 3gp, 2 Gems [70gp Star Rose Quartz; 30gp Rose Quartz] -----------------------------

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