Chaos Scar - [Lvl 1] - The Brothers Gray.pdf

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172 - November 2009.pdf
A Chaos Scar Adventure
By Greg A. Vaughan
illustrations by Patrick McEvoy cartography by Sean Macdonald
“The Brothers Gray” is a short adventure for five 1st-level characters that takes place in the Chaos Scar, near the
King’s Wall. “The Brothers Gray” takes the PCs into the ruins of an abandoned mining outpost, where they must
contend with a trio of murderous half lings. If you’re not playing a Chaos Scar campaign, you can still use this
adventure by integrating it into any existing campaign situated near a wilderness area that had mining operations
at some point in the past.
For details on the Chaos Scar and its environs, read the Chaos Scar introduction and check out the map of the
entire valley.
TM & © 2009 Wizards of the Coast LLC All rights reserved.
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The Brothers Gray is a gang of cutthroats and
murderers led by a trio of villainous half ling
brothers—Finneus, Lambert, and Moseley Graybairn.
The depraved brothers prey upon those homesteads
and travelers that venture too near the valley of the
Chaos Scar. Survivors have been few and far between,
and an entire posse of guardsmen sent from a nearby
barony disappeared without a trace while following
the half lings’ trail toward the valley. (Whether these
disappearances were due to an ambush by Brothers
or other monsters wandering free of the valley is not
known.) Whatever the case, as long as the Brothers
Gray can strike targets with impunity and melt back
into the hostile wilderness, their depredations are
likely to continue.
The nearby constabulary is not the only group with
an interest in seeing the Brothers Gray gang perma-
nently disbanded. The success of the gang lies not
only in the bloodthirstiness of its members to ward
away intruders but in the security of their hideout.
Through intimidation, negotiation, and blind luck, the
gang has managed to forge a truce with other deni-
zens of the valley—most recently the half ling priestess
of Torog, Morga na —and locate an abandoned and
well-concealed mine from which they can plan their
raids and retreat back to rest and recuperate.
The Brothers Gray have lived in their mine strong-
hold for a couple of months now and have grown
confident in its secrecy and the dangers of the sur-
rounding area to ward off pursuers. As such, they
have become lax in their vigilance, and the party has
the opportunity to catch the majority of the gang off
guard. From there, the heroes can head into the old
mine structure and encounter two of the three half-
ling brothers. If the PCs are perceptive, they will note
that not all the gang members are present—one of the
brothers is missing—and will have the opportunity to
ambush the returning brother and his compatriots
when they arrive home from a scouting mission. If the
party doesn’t take precautions, though, then they find
themselves ambushed in turn.
Finally, the old mine works that the gang inhabits
provides opportunities for future exploration in the
form of an old, seemingly bottomless mine shaft and
a mysterious tunnel that departs from it as a secretly
cut drift.
“The Brothers Gray” takes place in the Chaos Scar.
You can use one of the hooks below to get the PCs
into the valley and to the mine works. These hooks
also come with a minor quest that, if completed, can
net the PCs some extra experience.
In the process of making a name for themselves in
the valley, the Brothers Gray haven’t made allies of
all their neighbors. In one case in particular, they
stepped on the toes of a local tribe of kobolds, the
Fireclaw Clan. The kobolds are a cowardly lot and
have been keeping an eye out for someone who might
help rid them of the Brothers Gray, who ambushed
and killed three of their weaker members. The ko-
bolds are now convinced the Brothers Gray are
very powerful and fear to cross them. If the heroes
have already defeated some foes in the Chaos Scar,
the kobolds send an emissary to ask for their aid in
defeating the brothers. The kobolds are hungry for
vengeance, and are willing to trade information about
points of interest deeper in the valley in exchange for
the heads of the brothers.
Quest XP: 100 XP for each half ling brother the
heroes slay.
The reason the nearby barony sent guards after the
brothers is more than just a general interest in pre-
serving the peace. The Brothers Gray ambushed a
merchant caravan leaving the barony just a few weeks
ago, and killed everyone traveling with the merchant.
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The merchant was actually a cousin to the baron, and
he wants his kinsman’s killers brought to justice. The
baron has put a bounty on the heads of the killers,
and will reward the PCs via an emissary if they show
proof that the deed is done.
Quest XP: 100 XP and 50 gp for each half ling
brother the heroes slay.
If the PCs do any research into the Brothers Gray,
they can uncover the following information with the
appropriate skill checks:
History (DC 10): The Brothers Gray gang is
notorious for its bloodthirsty and merciless raids on
isolated farmsteads and small groups of travelers.
They’re number anywhere from a half dozen to ten or
more, and it’s said they use an old mine works as their
base of operations.
History (DC 15): The Brothers Gray gang is
named for its leaders, half ling brothers named Gray-
bairn, orphaned from a troll raid on a distant village
years ago. They’re said to be completely insane—
overcome with bloodlust for their lost family and
friends whose deaths they blame on a nearby baron
who did not defend their village.
Streetwise (DC 10): No one is sure exactly how
many half ling brothers there are. Some say the gang
is nothing more than a single half ling using multiple
disguises, while others claim the band is led by twins.
Streetwise (DC 15): The half lings are actually
a trio, but they lead a group of other bandits, who
follow them thanks to the profitability of the brothers’
attacks—and because the half lings have cowed the
rest of their band through their sheer ferocity.
As mentioned, Morgana from “Den of the Slave-
Takers” ( Dungeon #171) might have fled here if the
PCs failed to capture or kill her after playing that
adventure. If that’s the case, you can use her in “The
Brothers Gray” in a couple of interesting places.
If the heroes are trouncing the brothers in encoun-
ter G2, Morgana could be concealed in the upper
level of the mine works near the massive winch.
Otherwise, perhaps Morgana accompanied Mose-
ley. This makes an already difficult encounter (due to
Moseley’s level) much more treacherous, so do this
only with an experienced or well-rested group.
“The Brothers Gray” uses the treasure parcel system
described in the Dungeon Master’s Guide. The PCs
should gain a total of three treasure parcels in this
adventure. Listed below are the most likely places to
find parcels and what those treasure parcels might
consist of. The magic items should come from the
players’ wish lists.
Parcel 1: Bandit Encampment
200 gp
Parcel 2: Upper Works
100-gp gem and 200 sp
Parcel 3: Homecoming
Magic item, level 5
When the heroes are ready to begin, read the
following aloud:
The Brothers Gray have terrorized the region for the last
time. In the distance, and still within sight of the King’s
Wall, you see the rundown remains of a mine complex—
exactly as described. This must be it.
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4 Human Rabble (R)
Level 2 Minion
Goblin Sharpshooter (G)
Level 2 Artillery
Medium natural humanoid
XP 31
Small natural humanoid
XP 125
Initiative +1 Senses Perception +1
HP 1 ; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 11, Will 11, see also mob rule
Speed 6
Club (standard; at-will) Weapon
+6 vs. AC; 4 damage.
Mob Rule
The human rabble gains a +2 power bonus to all defenses
while at least two other human rabble are within 5
squares of it.
Alignment Evil
Initiative +5
Senses Perception +2; low-light vision
Encounter Level 1 (550 XP)
HP 31; Bloodied 15
AC 16; Fortitude 12, Reflex 14, Will 11
Speed 6; see also goblin tactics
Short Sword (standard; at-will) Weapon
+6 vs. AC; 1d6 + 2 damage.
Hand Crossbow (standard; at-will) Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 4 damage
Sniper
When a goblin sharpshooter makes a ranged attack from
hiding and misses, it is still considered to be hiding.
Combat Advantage
The goblin sharpshooter deals an extra 1d6 damage
against any target it has combat advantage against.
Goblin Tactics (Immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.
Alignment Evil Languages Common, Goblin
Skills Stealth +12, Thievery +12
Str 14 (+3) Dex 18 (+5) Wis 13 (+2)
Con 13 (+2) Int 8 (+0) Cha 8 (+0)
Equipment leather armor, short sword, hand crossbow with
20 bolts, pocket flask of whiskey
1 human bandit (B)
4 human rabble (R)
1 goblin sharpshooter (G)
Once the PCs have learned the location of the mine
encampment of the Brothers Gray gang, they can seek
out the bandits. How the party approaches is up to the
players, but the following description assumes that
the PCs approach after nightfall when the bandits are
least active and that they take measures to be stealthy
Languages Common
Str 14 (+2)
Dex 10 (+1)
Wis 10 (+1)
Con 12 (+1)
Int 9 (–1)
Cha 11 (+ 0)
Equipment club
in their approach. If they choose to do otherwise,
modify the description accordingly.
While the bandits in the camp are not particularly
alert, the goblin sharpshooter atop the mine’s roof is.
His passive Perception check is 12. If the PCs beat
that with their Stealth checks, they can approach the
camp unnoticed all the way to the edge of the map.
The bandits in the camp are not alert and can be
easily surprised.
The adventurers cannot initially see the human
bandit, the human rabble by the stream, or the goblin
sharpshooter.
Human Bandit (B)
Level 2 Skirmisher
Medium natural humanoid
XP 125
Initiative +6
Senses Perception +1
HP 37; Bloodied 18
AC 16; Fortitude 12, Reflex 14, Will 12
Speed 6
Mace (standard; at-will) Weapon
+4 vs. AC; 1d8 + 1 damage, and the human bandit shifts 1
square.
Dagger (standard; at-will) Weapon
Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
Dazing Strike (standard; encounter) Weapon
Requires mace; +4 vs. AC; 1d8 + 1 damage, the target is
dazed until the end of the human bandit’s next turn, and
the human bandit shifts 1 square.
Combat Advantage
The human bandit deals an extra 1d6 damage on melee
and ranged attacks against any target it has combat
advantage against.
Alignment Evil Languages Common
Skills Stealth +9, Streetwise +7, Thievery +9
Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
Con 13 (+2) Int 10 (+1) Cha 12 (+2)
Equipment leather armor, mace, 4 daggers
Perception Check
DC 10: A precariously leaning outhouse stands at the base
of the cli not far from the ore shed.
DC 15: The footfalls of a lone individual can be heard
walking back from the nearby stream.
As the adventurers reach the edge of the woods
at the base of the canyon wall, read:
Firelight flickers through the trees ahead. Built against the
side of the canyon is a ramshackle mining operation, its
head frame and hoist house built onto a wide ledge above
and formerly powered by a water wheel in a stream-fed
pool. Rickety stairs climb the outside of this structure. At
its base a group of bedrolls have been laid out around a
campfire. Three rough-looking men lounge about and talk
among themselves.
DC 22: A single, small figure, clothed in black, sits high
atop the framework tower above the mine house. It is
almost invisible against the night-dark sky.
The three human rabble at the main camp are likely
to be surprised by the attack of the PCs. They are
cowardly but know a hangman’s noose awaits them
if brought back to civilization in custody and fight
with a desperate ferocity, using mob rule as much
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the Graybairn brothers within. A DC 20 Perception
check is necessary to hear this telltale alarm from out-
side the mine building. He then makes sniper attacks,
using Stealth to stay hidden on the head frame and
maintain combat advantage after successful hits. The
sharpshooter does not call down to his allies below,
selfishly choosing to maintain his own element of sur-
prise rather than give the humans a chance to react.
Escarpment and Waterfalls: The sides of the
canyon are steep and rocky. The first escarpment is
15 feet high. The second, atop which the hoist house
and waterwheel sit, is 10 feet high (a 25-foot drop
to the west of the mine). The last escarpment is 20
feet high. They can be scaled with a DC 15 Athletics
check. Attempting to scale them through the water-
falls requires a DC 25 Athletics check, but the falling
water provides concealment to those doing so.
Bedroll: The brigands sleep on filthy bedrolls.
They have no effect on movement.
Mine Buildings: These are constructed of time-
silvered, vertical wooden planks—some missing
altogether. Climbing these walls requires a DC 25
Athletics check. The roof is made of wooden shingles
and sloped at a nearly 45-degree angle, requiring a
DC 10 Acrobatics or Athletics check to move across
at normal speed. Doors are wooden and have a Break
DC of 16, AC 5, Fortitude 10, Ref lex 5, and 20 hp.
They can be barred from within.
Waterwheel and Gears: This assembly has been
frozen in place with rust and corrosion. Climbing the
waterwheel requires a DC 10 Athletics check. The
gear enters the hoist house through a hole, cut to size,
in the plank wall.
Head Frame: The lower course of this
framework—10 feet high—is composed of horizontal
planks and requires a DC 15 Athletics check to
climb. Above that, the remaining 20 feet of its height
is composed of heavy crossbeams bolted together
and requires only a DC 5 Athletics check to climb.
Anyone positioned among these timbers has cover (–2
to attack rolls). Chains dangle from the pulleys at the
peak of the head frame and can be scrambled down
with a DC 10 Athletics check.
!
As long as the human bandit and goblin sharpshooter
live, the human rabble continue to fight. If both are
killed, the rabble attempt to scatter into the benighted
woods to find happier hunting grounds.
as possible. If not also surprised, the human rabble
coming back from the stream with a bucket of water
immediately charges in to join his comrades.
The human bandit is indisposed in the outhouse
and doesn’t join the battle until the third round. He
attempts to use Stealth to sneak into the trees and
throw daggers from concealment to gain combat
advantage. He charges in to use dazing strike against
a badly wounded foe or a spellcaster that hangs back
and isn’t as well defended.
The goblin sharpshooter sits atop the head frame
sipping whisky from a tin cup. Upon spotting the
PCs or when the attack begins, he drops it among
the girders and braces of the head frames where it
clatters all the way down the mine shaft alerting
"#$%
Illumination: Bright light within 10 squares
around the campfire. Dim light elsewhere (quarter
moon waxing).
Trees: Squares containing trees are difficult ter-
rain and provide concealment to anyone standing in
them. A tree’s trunk provides cover (–2 to attack rolls)
to anyone standing adjacent to it.
Stream and Pond: The stream is 2 feet deep, and
each square is difficult terrain. It is ice cold. The pond
is shallow (5 feet deep) within 5 feet of the bank and
deep (10 feet deep) beyond that. Creatures in the water
gain cover (–2 to attack rolls) except against submerged
enemies. Fighting in the water imposes a –2 penalty to
attack rolls except with spears and crossbows.
Shallow water squares are difficult terrain. Crea-
tures in deep water require an Athletics skill check to
move, and powers that have the fire keyword take a –2
penalty to attack rolls. A creature that moves from an
area of shallow water into a deep water square ends its
movement in that square unless already swimming.
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