Dungeons & Dragons Online

Adventure: The Carriage Run: 4-6 PCs at levels 1-2

Darkest Dungeon Campaign:

Chapter 1: The Carriage Run

Adventure: 4-6 PCs at levels 1-2

Foreword:

The adventure is built with AD&D 5E in mind, with a strong Darkest Dungeon influence. I also used the Darkest Dungeon Monster Manual by DM Tuz for the monsters with some tweaking to stats and abilities. You can probably run this with less players, just use less monsters in the encounters.

It's a bit of an information dump but feedback is more than welcome!! 🙂

Overview:

The Carriage Run Is designed as one-shot encounter which can be inserted into an ongoing campaign.

Gunpowder technology is available but rare.

PCs will be hired a by a noblewoman (Isabella von Wulfensburg) as guards to escort her from the local village to the town of Waldenof. Her previous escort had taken payment and simply abandoned her. Isabella will offer the PCs between 50gp-100gp to act as an escort.

PCs will have to potentially fight on a moving carriage, which will not stop unless it is destroyed.

Hook: PCs simply need to provide an escort for Isabella and make sure she reaches the town safely. The PCs are travelling in the same direction and looking for employment.

Prepare: PCs can gather basic supplies in the local village and rest at the inn providing they have coin. Isabella will only provide payment once she reaches the town of Waldnof, she might be convinced to give her name so PCs can put a few items on credit against future payment.

Depart: PCs and Isabella have two travel options. Isabella will not travel by foot on any condition besides, she has already hired the carriage and simply needed an escort to continue her journey.

· Go by foot (3 days).

· Go by carriage (1 day).

The carriage departs in the evening and will not stop until it is destroyed.

Explore: The carriage travels from the village to the town of Wulfensburg.

· Encounter #1 A pack of Diseased Wolves

· Encounter #2 Swine Folk Ambush

· Encounter #3 Swine Reaver Ambush

· Encounter #4 Swinetaur Attack

· Encounter #5 Bandit Ambush

Return: Travel to Waldenof with Isabella von Waldenof who may need medical aid.

Recover: If Isabella survived PCs can rest and recover in the estate of Wulfensburg if Isabella survived. If PCs manage to develop a friendly relationship with Isabella, she will invite them to use her estate as a base of operations.

DM notes:

NPC:

Name: Isabella von Wulfensburg

AC: 15

HP: 30

Level: 5

Occupation: Diplomat/Noblewoman/Wizard

An attractive and alluring Tiefling with dark blue hued skin, curved horns like a ram and solid white eyes. Isabella dresses in dark green dress with gold leaf decorating the skirt, a worn black cloak and leather boots. She also wears a nicely decorated, black leather belt with a pair of matching scabbards for two daggers.

Isabella is noblewoman and will always act as such. Polite, educated and softly spoken but prone to being cold and guarded to peasantry and any hired help. Once her trust has been earned, she will be warm, friendly and considerably helpful towards her friends. She is a trained diplomat and with mainly defensive spells and a couple of magic items for defence.

Items:

Fancy Green dress with gold leafing, worn black cloak and leather boots, two daggers.

Ring of Shielding (Blocks incoming damage from a physical strike, 2 times per day)

Necklace of Magic Missiles (10 beads/charges, 1d4+2 Magic Missiles from each bead)

Small Pouch – 10gp (hidden on her person)

The Carriage:

The Carriage is a large, covered wagon drawn by a pair of large, draft horses. The draft horses are “attuned” to Isabella, so they will only move once she is ready to depart.

Encounter #1:

A crescendo of howling echoes in the thick woods around you as the carriage thunders along the road. You can see a several of lean but foul looking wolves rapidly closing on the carriage. Rotting flesh and patchwork fur covers their bodies, with the muscle and bone showing beneath the flesh. Hungry black eyes with sharp teeth rush on four legs rush towards its dinner.

A pack diseased wolves (1d2+1 per PC)

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Refer to Monster Stat Blocks in DM Notes.

The pack will chase and attack the carriage itself, using hit and run attacks to damage one of the wheels. They will also attempt to jump into/onto the carriage to attack the PCs.

Encounter #2: Swine folk Ambush

The carriage continues to thunder down the small dirt road, continuing to lead you into the dark forest. Ancient trees surround you with low, overhanding branches covered in thick green foliage that would easily hide potential threats. The hair on the pack of your neck rises as a rotten smell fills the air. The hideous squealing of foul, humanoids fill the air as they jump from the branches onto the carriage below.

1 or 2 Swine Slashers per PC – Swine folk numbers are a guideline.

Refer to Monster Stat Blocks in DM Notes.

The Swine folk will jump from the branches onto the carriage as it passes beneath them.

DM notes:

Fighting in close quarters on a moving carriage is going to be an interesting combat. The idea is to have the first wave of the ambush the PCs and then gradually have more Swine folk jump onto the carriage as it continues to move along the road. Try to stagger the numbers so the combat is dangerous but not overwhelming for the PCs. The idea is to bloody the PCs and make them burn resources to survive.

Swine folk after the First Wave need to make an DEX check (DC:10) to successfully land on the carriage. On a failure, they land badly on the carriage and fall off (and out of the encounter)

Encounter #3:

With a tremendous thud a hulking abomination lands on the carriage before you. A large, muscular horror of pig and man stands before you. Coal, black skin covers his body with a patchwork of metal plates held together by chains passing for makeshift armour. Sharp tusks, rotten teeth and dead, black eyes regard you with contempt. The horror roars at you, a serrated cleaver oozing black oil held in one hand while a massive ball and chain erupts into flame swings in your direction.

Your death has come!! Fight for your lives!!

1 Swine Chopper

Refer to Monster Stat Blocks in DM Notes.

DM Notes:

Butcher Blade +1

Ball and Chain (Enchanted) – 1d6 additional fire damage.

Encounter #4:

It comes out of the night, a massive and horrid abomination of pig and man, on four legs wielding a massive, bladed maul. Rough metal plates and animal hides held together with chain and rope make-up a makeshift armour. A thick, black iron helm covers hides its head and its pale skin is covered in thick warts and puss-filled sores. You can feel the fury and bloodlust as the horror thunders rapidly across the ground with heavy hooves, armed with a massive, bladed maul.

One SwineTaur

Refer to Monster Stat Blocks in DM Notes.

DM notes:

The Swinetaur is armed with a massive, bladed maul and wears makeshift armour comprised of metal plates, animal hides and a thick, black iron helm.

Massive, Bladed Maul +1 (2H does bludgeoning or slashing damage)

Iron, Black Helm of Protection (+2 AC)

1d8+4 small gemstones worth 10gp each (located in a hidden pouch)

Encounter #5:

A brute of a man, black skinned and scarred steps into the firelight. Clad in brown, leather armour and a green hood, smiling at you greedily with a mouth of rotten, yellow teeth. A cat’o’nine tails and flintlock pistol hang from his belt. His cold eyes settle on your party and he chuckles.

“Hello lads, I’m Karl. I see you’ve had a hard journey?”

On the edge of the firelight, you can see more movement, as another four men clad in brown, leather armour and green hoods, each carrying a pair of gleaming daggers.

“Allow me and my friends to help you out tonight by removing those heavy coin purses?”

Refer to Monster Stat Blocks in DM Notes.

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Bandit Leader is called Karl the Large.

4 Bandit Cutthroats are called Tom, Jerry, Joey and Sam.

DM Notes:

The bandits are used to preying on lone merchants and peasant farmers, so they are very overconfident when confronting the party. They consider the PC’s an easy mark.

The bandits will flee and/or surrender if Karl the Large and/if they are losing the fight.

Karl has a large pouch of gold on his belt (2d6x10)

The other Bandits have a mixture of copper (1d6x5) and silver (2d4x5) between them.

The End:

You emerge from the forest, tired, worn and bloodied from your journey. At your feet, the forest gives way to peaceful, grassland and corn fields. The dirt track leads you past curious farming families and the odd peddler. An arduous journey but you have emerged victorious from your trials.

DM Notes:

The of Von Wulfensburg Estate:

A two-storey house of thick, stone walls and solid, oak doors. Nestled amongst a grove of ancient, tall trees with long, sweeping branches and a thick, green leaves. Surrounded by a low wall of stone, with a small, winding road littered with broken cobblestones leading to a rusted, iron gate that swings loosely in the wind. A well-maintained garden of flowers, herbs, vegetables, and a thick green lawn is nestled between the wall and the house.

Isabella will try and wriggle out of any promised payments of coin towards the PCs, she will instead try to offer the PCs other avenues of payments instead. If she is pressured for actual payment, she will grudgingly admit the estate is very low on coin. Local troubles have seriously drained her resources and she will struggle to pay the PCs the coin she promised.

Isabella will try and offer the below items instead of paying.

§ Staying at her estate for a few weeks to recuperate.

§ Owe the PCs a favour.

§ Offer the PCs some minor magic items.

§ Recommend them to the Watch Master.

Isabella will pay the PCs if enough pressure is applied.

Monster Stat Blocks:

Diseased Wolf

Medium beast, unaligned

Armor Class 13 (natural armour)

Hit Points: 10 (3d8 – 3)

Speed 45ft.

STR: 12 (+1) DEX: 14 (+2) CON: 9 (-1) INT: 2 (-4) WIS: 10 (0) CHA: 4 (-3)

Saving Throws N/A

Skills N/A

Damage Resistance poison

Senses Dark Vison 60ft. Passive Perception 10

Languages N/A

Challenge 1/8 (25XP)

Jump and Bite. A diseased wolf can make a jumping attack on the run as a bonus action, 15ft. one target. Bite attack.

Actions:

Bite. Melee Weapon Attack: +3 to hit, reach 5ft, one target.

Hit: 1d6+1 piercing damage.

Swine Slasher

Medium monstrosity, chaotic evil

Armor Class 13 (armour scarps)

Hit Points: 20 (4d8 + 4)

Speed 30ft.

STR: 12 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 6 (-1) WIS: 10 (0) CHA: 7 (-2)

Saving Throws N/A

Skills Stealth +6

Damage Resistance Poison

Senses Darkvision 60ft. Passive Perception 10

Languages Abyssal

Challenge 1/2 (100XP)

Sneak Attack (1/Turn). The swine slasher deals an extra 2d5 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5ft. of an ally of the swine slasher that isn’t incapacitated and the swine slasher doesn’t have disadvantage on the attack roll

Actions:

Hook Melee Weapon Attack: +4 to hit, reach 5ft, one target.

Hit: 1d6+2 piercing damage.

Swine Chopper

Medium monstrosity, chaotic evil

Armor Class 14 (chain shirt)

Hit Points: 30 (5d8 + 10)

Speed 30ft.

STR: 14 (+2) DEX: 10 (0) CON: 15 (+2) INT: 6 (-2) WIS: 11 (0) CHA: 7 (-2)

Saving Throws N/A

Skills Stealth N/A

Damage Resistance Poison

Senses Darkvision 60ft. Passive Perception 10

Languages Abyssal

Challenge 1/2 (100XP)

Sneak Attack (1/Turn). The swine slasher deals an extra 2d5 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5ft. of an ally of the swine slasher that isn’t incapacitated and the swine slasher doesn’t have disadvantage on the attack roll

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Actions:

Butcher Blade Melee Weapon Attack: +4 to hit, reach 5ft, one target.

Hit: 2d6+2 slashing damage.

Ball and Chain Melee or Ranged Weapon Attack: +4 to hit, reach 5-15ft, one target.

Hit: 1d6+2 bludgeoning damage.

SwineTaur

Large monstrosity, chaotic evil

Armor Class 16 (patchwork armour of metal plates, animal hides and Helm of Protection)

Hit Points: 93 (110 + 33)

Speed 40ft.

STR: 18 (+4) DEX: 13 (+1) CON: 16 (+3) INT: 5 (-2) WIS: 12 (+1) CHA: 8 (-1)

Saving Throws STR +7, CON +6

Skills Athletics +7

Damage Resistance Poison

Senses Darkvision 60ft. Passive Perception 11

Languages Abyssal

Challenge 5 (1800XP)

Charge. If the Swinetaur moves at least 20ft directly towards a target before attacking with its weapon, its next weapon attack deals an additional 2d8 damage.

Actions:

Multiattack The Swinetaur makes two attacks, one with its weapon and one with its slam.

Maul Melee Weapon Attack: +7 to hit, reach 10ft, one target.

Hit 2d8+4 bludgeoning or slashing damage.

Slam Melee Weapon Attack: +7 to hit, reach 5ft, one target.

Hit: 2d8+4 bludgeoning damage. The target must succeed on a DC 15 STR saving throw or the Swinetaur will knock the target prone.

Karl the Large (Bandit Leader)

Medium humanoid, neutral evil

Armor Class 12 (black leather armour, green hood and tunic, brown pants)

Hit Points: 50 (8d8 + 16)

Speed 30ft.

STR: 14 (+2) DEX: 12 (+1) CON: 15 (+2) INT: 9 (-1) WIS: 9 (+1) CHA: 9 (-1)

Saving Throws N/A

Skills N/A

Damage Resistance N/A

Senses Passive Perception 10

Languages Common

Challenge 1 (200XP)

Pistoleer. When using a pistol, Karl has no disadvantage on ranged attacks when a hostile creature is within 5 feet of him.

Actions:

Multiattack Karl makes 2 Cat O’Nine Tails attacks

Cat O’Nine Tails. Melee Weapon Attack: +4 to hit, reach 10ft, one target.

Hit 2d4+4 slashing damage.

Flintlock Pistol Ranged Weapon Attack: +3 to hit, reach 30/120ft, one target.

Hit: 1d6+1 slashing damage. This attack deals 1d6 additional damage if the target is within 5ft of Karl.

Punishment (Recharge 4-6) Karl unleashes a barrage of wild whip lashes. Each creature of Karl’s choice in a 15-foot cube originating from Karl must take a DC 12 DEX saving throw. On a failed save, a creature takes 4d4 slashing damage and cannot take reactions until the beginning of its next turn. On a successful save, the creature takes half as much damage and can still use reactions.

Bandits (Tom, Jerry, Joey and Sam)

Medium humanoid, neutral evil

Armor Class 13 (black leather armour, green hood and tunic, brown pants)

Hit Points: 16 (3d8 + 3)

Speed 30ft.

STR: 12 (+1) DEX: 13 (+1) CON: 13 (+1) INT: 11 (0) WIS: 10 (0) CHA: 9 (-1)

Saving Throws N/A

Skills N/A

Damage Resistance N/A

Senses Passive Perception 10

Languages Common

Challenge 1/4 (50XP)

Shank (1/Turn). The bandit deals an extra 1d6 slashing damage when it this a target with a weapon attack and has advantage on the Attack roll, or when the target is within 5ft of an ally that isn’t incapacitated, and the bandit doesn’t have disadvantage on the Attack roll.

Actions:

Multiattack The Bandit makes 2 attacks with their daggers, the second one is made with disadvantage.

Dagger. Melee Weapon Attack: +3 to hit, reach 5ft, one target.

Hit 1d4+1 piercing damage.

Source

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