The Oak by the Granite Rock

 In the deep depths of the dark green forest, the dirt path wanders near a great oak tree hovering over a large granite rock.  As our adventurers approach, a figure, clad in green, swings from the trees and lands on the great bolder with skillful dexterity. With a welcoming wave, he bids all, "Welcome to White Deer Forest" and then he explains, with all due manners and great patience, that he will charge each and every traveller 1 gp for traveling through his forest.

 Before any weapon can be drawn or spells can be cast, he whistles, and from all the noise heard around, it is clear that he is not alone. He leads a small but desperate, band of men, dwarves, and elves, just trying to survive in the wild.  He also has a mastiff, appropriately named Tiny, as his best friend.

 William Fitzooth swings out of the trees to greet travelers trying to survive in the depths of White Deer Forest.  All those years ago, this was my first role play as a character which is why he turned out to be so much like Robin Hood.

 Before anything happens, the dog barks furiously.  The men hide in the thick forest, and all is quite and still.  From around the corner come a kobold and a goblin, weapons in hand, clothes dirty and smelly from being long unkempt.  The goblin has a bandaged arm in a sling, and the kobold carries a great sack that hangs low over its back.  They hurry along the road, but then, they do the unexpected: they hide behind the great rock and rest in the shade of the Oak tree.   The kobold sets the great sack down next to where the goblin rests and starts to gather wood for a fire. In no time, the kobold has a small blaze going and they both are resting and eating some rations.  The longer they rest, the more hitpoints the goblin will recover. When they are finished eating, the goblin will order the kobold to keep watch while he sleeps and recovers. If left uninterrupted for two hours, the goblin will be at full strength.
Kobold
Small humanoid (kobold), lawful evil
Armor Class:
12
Hit Points:
5 (2d6 - 2)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
7(-2)
15(+2)
9(-1)
8(-1)
7(-2)
8(-1)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
darkvision 60', Passive Perception 8
Languages:
Common, Draconic
Challange:
1/8 (25xp)
Actions:
Dagger
Melee Weapon Attack:
+4 to hit, reach 5', one target. Hit: 4 (1d4 = 2) piercing damage
Sling
Rangee Weapon Attack:
+4 to hit, range 30/120', one target. Hit: 4 (1d4 + 2) bludgeoning damage
Sunlight Sensitivity:

While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight

Pack Tactics:

The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated


 If the PCs and William Fitzooth's company do not fight amongst themselves, they can easily subdue the goblin and the kobold, but if they do fight, then both the kobold and the goblin are very likely to escape.  It's best if the party cooperates and captures the two little enemies because important treasures hide in the plain, white sack.
 If the PC's are to stay out of the dungeons of Onegap, they will need the assistance of William Fitzooth and all his allies.  These allies will prove critical in first securing the weapons horde at Balak's dungeon, and then second, and most importantly, the up coming battle with the army of bandits in Yellow Meadow Village.  Both of these events decide the fate of the PC's.  Even if the PCs go off grid, they eventually will get picked up by the ever expanding, and ever bolder bandit army from Onegap.
Goblin
Small humanoid (goblinoid), nuetral evil
Armor Class:
15
Hit Points:
7 (2d6)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
8(-1)
14(+2)
10(+0)
10(+0)
8(-1)
8(-1)
Skills:
stealth +6
Senses:
darkvision 60', Passive Perception 9
Languages:
Common, Goblin
Challange:
1/4 (50xp)
Actions:
Mace
Melee Weapon Attack:
+4 to hit, reach 5', one target. Hit: 5 (1d6 + 2) bludeoning damage
Shortbow
Rangee Weapon Attack:
+4 to hit, range 80/300', one target. Hit: 5 (1d6 + 2) piercing damage
Nimble Escape:

The goblin can take the Disengage or Hide action as a bonus action on each of its turns.


Treasure

Inside the Sack


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Hit Counter: 424

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