AGE OF SHADOWS: TRADE ROUTE/ESCORT

The players are approached to guard a convoy of merchant wagons carrying goods, from one village/town to another (100BV/player).

ENCOUNTERS: Orcs, Beastmen, Human bandits.

NPCs: Fitch Brenn (merchant leader): STR: 14, CON: 15, DEX: 15, INT: 17, SIZ: 14, POW: 14, CHA: 16.

HP: 15, M-WND: 8, D-Mod: +1d4

Driving: 45%, Riding: 45%, Healing: 50%, Close: 45, Ranged: 45, Unarmed: 40, Dodge: 40, Persistence: 40, Resilience: 40, Athletics: 40, Deception: 40, Perception: 45, Trade: 60.

Language: Mannish: 65%, Elvish: 45%, Dwarvish: 40%.

Fitch is a jolly fellow to anyone who is polite.

WEAPONS: Broadsword (DAM: 1D8), Shield (large). Longbow (30 arrows): DAM: 1D10, Rng: 150.

ARMOUR: Scale (AP4).

Convoy guard Leader (Rogan Hawke): STR: 18, CON: 17, DEX: 16, INT: 15, SIZ: 17, POW: 15, CHA: 15.

HP: 17, M-WND: 9, D-Mod: +1d6

Close: 60, Ranged: 50, Unarmed: 45, Dodge: 50, Persistence: 45, Resilience: 47, Athletics: 50, Deception: 50, Perception: 50, Riding: 45, Elvish: 50.

WEAPONS: Great Sword (DAM: 2D8). Longbow (30 arrows): DAM: 1D10, Rng: 150. Mail Hauberk (AP5).

A warrior who hires himself out to anyone who can pay him.

He is quiet; not a man of many words, but he is polite.

Apart from Rogan Hawke, there are 4 other guards:

Two guards are: STR: 18, CON: 16, DEX: 17, INT: 15, SIZ: 16, POW: 14, CHA: 13. HP: 16, M-WND: 8,

D-Mod: +1d6.

The other 2 guards: STR: 17, CON: 18, DEX: 16, INT: 15, SIZ: 15, POW: 13, CHA: 14. HP: 17, M-WND: 9,

D-Mod: +1d6.

All 4 guards wear mail hauberks (AP5).

Close: 50, Ranged: 50, Unarmed: 40, Dodge: 45, Persistence: 40, Resilience: 40, Athletics: 40, Deception: 40, Perception: 45, Riding: 45.

WEAPONS: all guards have scimitars: DAM: 1d8, and large shield. Longbows: RNG: 75m, DAM: 1d10.

Convoy: Approximately 4-6 wagons (4-6 drivers).

It is possible for there to be 2 drivers per wagon.

Driving: 55%.

Each driver carries a sword: 45%+, DAM: 1d8; and wears scale armour (AP4).

TRAVELLING:

It is up to the GM how long the journey takes, and if the journey is overnight.

Orcs are more like to attack during the end of the day (less light).

During the knight, the GM can even add Shadow Elves and Rat men.

Rat men do inhabit any ruins the convoy may pass, as the sun goes goes down.

Adding Shadow Elves and Rat men can add some 'spice' to the adventure during sundown.

ADVERSARIES:

ORCS: Groups of 3-6.

Common:

STR: 3d6, CON: 3d6, DEX: 2d6+6, SIZ: 2d6+3, INT: 3d6, POW: 2d6+3, CHA: 2d6, HP: 11,

M-WND: 6, D-Mod: +0, MP: 10, Move: 14, Armour (AP): 2, Close: 44, Ranged: 44, Unarmed: 34, Dodge: 43, Persistence: 35, Resilience: 36, Athletics: 49, Deception: 49,

Perception: 46, Culture Own: 36, Lang Own: 66, Nature Lore: 41.

Example#1: STR: 12, CON: 9, DEX: 12, SIZ: 8, INT: 8, POW: 8, CHA: 5, HP: 9, M-Wound Level: 5.

Example#2: STR: 16, CON: 15, DEX: 14, SIZ: 15, INT: 14, POW: 12, CHA: 8, HP: 15, M-Wound Level: 8.

D-Mod: +1D6.

Greater #1

STR: 3d6, CON: 3d6, DEX: 2d6+6, SIZ: 2d6+3, INT: 3d6, POW: 2d6+3, CHA: 2d6, HP: 13,

M-WND: 7, D-Mod: 1d4, MP: 10, Move: 14, Armour (AP): 3, Close: 55, Ranged: 32, Unarmed: 35, Dodge: 41, Persistence: 35, Resilience: 39, Athletics: 55, Deception: 42,

Perception: 46, Culture Own: 41, Lang Own: 71, Nature Lore: 31.

Example#1: STR: 14, CON: 13, DEX: 13, SIZ: 14, INT: 11, POW: 11, CHA: 9, HP: 14, M-Wound Level: 7.

D-Mod: +1D4.

Example#2: STR: 16, CON: 16, DEX: 15, SIZ: 16, INT: 15, POW: 13, CHA: 10, HP: 16, M-Wound Level: 8.

D-Mod: +1D6.

WEAPONS: Battle Axe, DAM: 1D8.

Great Axe, DAM: 2D8.

Short bow, RNG: 75m, DAM: 1D8.

ARMOUR: Leather (AP2) or Ring armour (AP3).

BEASTMEN: Groups of 4-8.

Common:

STR: 2d6+6, CON: 2d6+6, DEX: 3d6, SIZ: 3d6+3, INT: 2d6+3, POW: 2d6+3, CHA: 2d6,

HP: 14, M-WND: 7, D-Mod: 1d4, MP: 10, Move: 14, Armour (AP): 2, Close: 50,

Ranged: 44, Unarmed: 39, Dodge: 41, Persistence: 35, Resilience: 38, Athletics: 49,

Deception: 46, Perception: 45, Culture Own: 50, Lang Own: 30, Nature Lore: 50

Example#1: STR: 16, CON: 15, DEX: 10, SIZ: 16, INT: 10, POW: 15, CHA: 10, HP: 16, M-Wound Level: 8.

D-Mod: +1D6.

Greater #1

STR: 2d6+6, CON: 2d6+6, DEX: 3d6, SIZ: 3d6+3, INT: 2d6+3, POW: 2d6+3, CHA: 2d6,

HP: 16, M-WND: 8, D-Mod: 1d6, MP: 10, Move: 14, Armour (AP): 3, Close: 55,

Ranged: 32, Unarmed: 45, Dodge: 29, Persistence: 40, Resilience: 45, Athletics: 53,

Deception: 38, Perception: 45, Culture Own: 50, Lang Own: 30, Nature Lore: 50.

Example#1: STR: 17, CON: 16, DEX: 12, SIZ: 17, INT: 11, POW: 16, CHA: 11, HP: 17, M-Wound Level: 9.

D-Mod: +1D6.

WEAPONS: Battle Axe, DAM: 1D8.

Great Axe, DAM: 2D8. Hatchet, DAM: 1D6.

Short bow, RNG: 75m, DAM: 1D8.

Shortspear, DAM: 1d6, RNG: STRx2. 1D6+4 are usually carried.

ARMOUR: Leather (AP2) or Ring armour (AP3).

Beastmen will very likely have wolves with them:

STR: 3d6, CON: 3d6+3, DEX: 3d6+3, SIZ: 2d6+3, INT: 5, POW: 3d6, CHA: 5. Move: 22m,

Example: STR: 12, CON: 16, DEX: 14, SIZ: 11, INT: 5, POW: 12, CHA: 5, HP: 12, M-Wound Level: 6.

D-Mod: +0. ARMOUR: none.

Bite: 50%, DAM: 1d8, Claw: 1d6.

Human Bandits: Groups of 5-10.

Some mannlings, unfortunately, fight for themselves, and not for good.

STR: 3d6, CON: 3d6, DEX: 3d6, SIZ: 2d6+6, INT: 2d6+6, POW: 3d6, CHA: 3d6, HP: 16, M-WND: 8,

D-Mod: +0/+1d4/+1d6

Example#1: STR: 12, CON: 13, DEX: 16, SIZ: 13, INT: 15, POW: 15, CHA: 12, HP: 13, M-Wound Level: 7.

D-Mod: +0.

Example#2: STR: 16, CON: 16, DEX: 17, SIZ: 18, INT: 14, POW: 16, CHA: 15, HP: 17, M-Wound Level: 8.

D-Mod: +1d6.

WEAPONS & ARMOUR: Any weapons and armour they can acquire.

May also have dogs with them:

STR: 2d6+6, CON: 3d6, DEX: 2d6+6, SIZ: 1d6, INT: 5, POW: 1d6+6, CHA: 5. Move: 22m,

Example: STR: 14, CON: 12, DEX: 14, SIZ: 4, INT: 5, POW: 10, CHA: 5, HP: 8, M-Wound Level: 4.

D-Mod: +0. ARMOUR: none.

Bite: 40%, DAM: 1d6.

The Orcs, Beastmen & human bandits will attack the convoy from wooded or hilly areas.

Perhaps Beastmen first. Afterwards, Orcs; then finally the human bandits.

So perhaps 4-6 encounters using the four antagonists above.

The GM can put various treasures on the defeated attackers (healing potions and maybe gems for example). Anything of decent BV.

The gems could be worth 100-300BV each (roll 1d3 per gem).

If the destination is reached, each player receives 100BV as stated earlier.