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The Bandit Ogre (5e)

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The Bandit Ogre’s Hideaway

A Dungeon for Players Level 3-5 2: Western Room 4: The Lair of Boserg
This room is the quarters for Boserg’s two Orc This room houses Boserg, the Bandit Ogre. No
henchmen, Ladgok and Rodrud. Roll on the table matter what time the players enter this room,
Introduction below to see what the two henchmen are doing Boserg will be in here eating. There is a pile of
This dungeon can be placed anywhere within when the players approach: animal skins in the corner of the room that Boserg
your campaign, including urban settings uses as a bed. In the southwest corner of this room
(especially if the city isn’t too strict about who or 1 Ladgok and Rodrud are arguing over is a large iron chest with an iron padlock. Boserg
what they allow inside). which one of them should get to keep carries the key around his neck on a leather string.
the glimmering sword they found on
Boserg is a menacing ogre who has joined forces their latest excursion of debauchery. Boserg’s stat block can be found at the end of this
with a small group of bandits. Together, they The ‘glimmering sword’ is a +1 Sen- document.
raid small caravans, travelers, and even small tient longsword named Last Rites who
adventuring parties, taking all of their hard- is sending telepathic insults to each of Inside the chest is 3000 silver pieces, 110
earned coin and sometimes even their lives. A the orcs to keep them fighting. gold pieces, an enchanted silver necklace that
local baron has placed a 1,000gp reward for the 2 Ladgok and Rodrud are both fast asleep grants +1 to AC when worn, and a map of the
head of Boserg, and an additional 50gp each for in their beds on opposite sides of the surrounding area with a list of times that caravans
the bodies of his bandit friends. room. The players may hear a ‘growl- usually travel through.
ing’ as they approach the door, but it is
actually the loud snores of Ladgok. Bandit
Boserg’s Lair 3 Ladgok and Rodrud are playing a game Medium humanoid, chaotic evil
The players come across a small grey stone of Liar’s Dice, which will quickly be-
building that could have been used as a storehouse come heated if the players wait around HP 11; AC 12; Speed 30’; CR 1/8; XP 25
at one point in its history. The windows have for a few minutes. Eventually, they will Str 0, Dex +1, Con +1, Int 0, Wis 0, Cha 0
all been boarded up and the solid oak door that begin to brawl. Senses Pass. Perception 10
marks the entrance of the building has a small 4 Ladgok and Rodrud are trying their best
slidable peep-hole on it. to read from a book of human poetry, Actions
but neither of them are fluent in Com- Scimitar. Melee attack. 5’ reach. +5 to hit. 1d6+3
mon. They are taking turns doing their slashing damage.
1: Entrance best mocking impressions of humans,
The stench of rot hits the players before they can and they are laughing until they can
barely breathe. Ladgok and Rodrud
see fully inside the main door. This short corridor
Medium humanoid, chaotic evil
is littered with humanoid and animal bones, along
with pits of cloth that could have been clothing Ladgok and Rodrud are always dressed in their
studded leather armor, even when they are HP 65; AC 15; Speed 30’; CR 2; XP 450
at some point. There is a portrait of the region’s
sleeping. They know to be ready for action no Str +2, Dex +3, Con +2, Int +2, Wis 0, Cha +2
King and Queen hanging on the eastern wall of
matter what. Ladgok and Rodrud’s stat blocks Senses Pass. Perception 10
this corridor that has been defaced and used as a
dart board. There are currently 1d4 darts sticking can be found at the end of this document. There
are two broken down beds in this room that are Traits
in it. There is a doorway at the north-end of the
both covered in filth. A thorough search of the Parry. Ladgok/Rodrud add 2 to their AC against
corridor, and a doorway on the western wall.
room turns up 1d20 gold pieces, 1d4 random one melee attack that would hit them. Reaction.
gemstones, and a ruined book of human poetry.
Actions
Multiattack. Ladgok and Rodrud can attack with
3: Main Barracks their scimitars twice.
This room is used as a makeshift barracks for the
rest of Boserg’s gang. At any given time, there are Scimitar. Melee attack. 5’ reach. +5 to hit. 1d6+3
1d6+4 bandits lounging in this room. Scattered slashing damage.
around this room are crates of food goods, silks,
expensive wines, and weapons/armor that have Boserg, The Bandit Ogre
been taken from caravans and adventurers. The Large giant, chaotic evil
bandits are evenly spread around the room,
awaiting the orders of Boserg. HP 85; AC 11; Speed 40’; CR 2; XP 450
Str +4, Dex -1, Con +3, Int -3, Wis -2, Cha -2
The bandit’s stat blocks can be found at the end of Senses Darkvision 60’, Pass. Perception 8
this document.
Actions
There is about 300gp worth of supplies and Greatclub. Melee attack. 5’ reach. +6 to hit.
consumables scattered throughout this room. 2d8+4 bludgeoning damage.

Javelin. Melee or Ranged attack. 5’ reach or


30/120 ft. range. +6 to hit. 2d6+4 piercing
damage.

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