Runaway Brew (CR 4)

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May
26
Deus Ex  

The Setup:

Murg the ogre has decided that he wants some beer. He knows that a wagon carrying many fat barrels of the stuff travels down the western road once every turn of the moon. He’s watched it from his rocky outcrop and his thirst grew.

Barlow the teamster has orders to deliver his wagon of beer laden barrels from the Falstaff brewery to Cordell ten miles down the road. It’s a long drive over hilly terrain so he leaves early. The horses are feeling chipper in the light spring air and they make good time in the morning.

While Barlow is eating his lunch of bread and cheese that his wife packed that he hears a growl erupt from the tree-line nearby. Before he can grab the reins, an ogre bursts from the trees and sprints toward his wagon. Barlow is knocked off the wagon and is unconscious for several minutes while the combat takes place, only to wander up on the scene after the encounter.

Nearby the PC’s have just wandered over the back side of a hill when Barlow’s wagon bears down on them at full speed from behind.

The PC’s are dead in the path of the two horses and the brew laden wagon.

The PC’s have little time to react and the wagon is resolved like a Trample attack, except instead of making an attack of opportunity, they can attempt to jump onto the wagon.

Wagon Trample: (1d8+10, DC 15)

To jump onto the wagon the PC must attempt a reflex save at DC 19. Once on the wagon, they must succeed a climb check of DC 20 in order to climb on top of the wagon. After the PC has gained the top of the wagon they can attempt to calm the horses with a Handle Animal DC 15 check or they can pull the reins to slow the horses with a Strength check DC 15.

PC’s that do not try to jump onto the wagon have a thirsty ogre that bears down on them the next round following the wagon as closely as he can. If they stand in his way or hinder the ogre in any way, he flails his arms in a tantrum and attacks them with his great club.

If the wagon is not stopped, the horses slow down and can be found a mile down the road, tired and lathered.
 
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The Bad Guys:

Murg the Thirsty

Murg Male ogre CR 3

CE Large humanoid (giant)

Init -1; Senses darkvision 60 ft., low-light vision; Perception +5

Defense

AC 17, touch 8, flat-footed 17 (+4 armor, -1 Dex, +5 natural, -1 size)

hp 30 (4d8+12)

Fort +6, Ref +0, Will +3

Offense

Speed 40 ft. (30 ft. in armor)

Melee greatclub +7 (2d8+7)

Ranged javelin +1 (1d8+5)

Space 10 ft.; Reach 10 ft.

Statistics

Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Base Atk +3; CMB +9; CMD 18

Feats Iron Will, Toughness

Skills Climb +7, Perception +5

Languages Giant

Other Gear hide armor, greatclub, javelin (4)

Ecology

Environment temperate or cold hills

Organization solitary, pair, gang (3-4), or family (5-16)

Treasure standard (hide armor, greatclub, 4 javelins, other treasure)

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white vision only).

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.


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