Trouble at Waterside What follows is a short encounter that you can insert into a campaign. Best meant for low levels, a party of four, I prefer to use this as the start of my campaign. While the encounter will have named cities and NPC's, feel free to change them as you see fit. Enjoy! Setting the Scene The party is riding in a horse-pulled cart, and have been traveling like this for a few weeks. While they are getting closer and closer to their destination, it is still half a day's travel away. As they round a bend on the gravel road, they finally see their last landmark up ahead between the trees; the entry sign to Waterside. The Trouble When the party pulls in, it is clear that all is not well in this tiny town. Windows are smashed. Doors look slammed open or off their hinges. There is blood and drag marks all around the ground. The church is on fire, and what was the general goods store is burned completely to the ground. Most unsettling of all; there is no villager in sight nor sound. What the party has yet to discover, is that the village has been pillaged by goblins. "Passing under the cheery 'Welcome to Waterside' sign, you notice that not everything is well at Waterside. The smell of smoke fills your nostrils. Windows are shattered. Doors are smashed in. Miscellaneous objects are spread about, torn or scattered. Blood and drag marks cover the gravely soil. The closest building also appears to be the least-destroyed; the tavern. The church next door is on fire, the flames rising higher and higher into the sky. The building further down is already razed to the ground. The wagon driver pulls the cart to a stop, and in a nervous tone says "By god, what's happened? Is anyone still alive here?" Waterside: the village Waterside is a tiny village, located on the edge of the sea. With only a handful of occupants, it primarily survives off of travelers from the road that runs nearby. The buildings include a tavern, a small church, a handful of log cabins, a general store, and a single dock with a boating house. The following describes each of the buildings and what players find if they inspect them. In the center of the village, not too far from the road where players come in on, is a flag pole with a small ring of stones around the bottom. Blood and drag marks can be seen here in the center of town. Players that hop off the cart to investigate (DC 10 Investigation) can see that the trails of blood and marks lead towards the tavern. The Church The church is currently on fire when the players arrive. Pieces are beginning to fall. If the players go near it, they can hear a voice crying for help coming from inside (DC 17 Perception check). Attempting to find and save the individual will not be easy. They are trapped in the back room of the church. Players that attempt to reach them will need to push aside fallen burnt material (DC 15 Athletics) and survive the smoke (DC 15 Con Save). A failed save results in a level of exhaustion. Saves should be repeated for each minute the players spend inside the building. If they make it to the back room, they will see that a fallen beam is blocking the door. The sounds of shouting and pounding are coming from the other side. A player can lift the burning beam, but will take 1d4 fire damage (DC 15 Athletics). Inside is Sister Charlotte, who will follow the players out of the burning building. To ramp up difficulty, have players repeat the Constitution save more often, or throw in some falling flaming debris as Dexterity saves. Or add a round/time limit for suspense. The Homes Most of the homes are small, single room log cabins or simple wood walls. The doors have been smashed in, some windows shattered. Entering in these dark dwellings, the players find that nothing truly valuable has been left, including any villagers. Things are torn and tossed about, nothing seems left untouched. Blood can be seen on the floor; clear signs of a struggle. Aside from common every day objects, there is not much else for players to find here. Players that successfully investigate the blood and scrape marks (DC 15 Investigation) will be able to see that someone was attacked, and that tracks on the ground lead toward the tavern. The General Goods Store The store has been burned to the ground. The only distinguishable object remaining that indicates that it was once a store is a sign that reads "Wallworth Goods". Players can sift through the ash and debris. They may find (DC 13 Perception) a steel lock box underneath a pile of the rubble, behind what used to be the front counter. The box, though black with soot, seems to have survived the fire, lock intact. An attempt to pick it (DC 15 Dexterity) or smash it (DC 13) can be made. Inside is a deed to the store, as well as a puch of coins totalling 110cp, 47sp, 17gp. The Boat House The boat house is much further from the rest of the buildings in the village. It appears to not be touched by the destruction ruining the rest of the town. There is a small fishing boat tied to the dock, and the inside of the boat house appears to be empty. Inside, the smell of fish is strong, and a cutting table with a half-carved fish can be seen. The blade does seem to be missing, if players inspect this area closely. 1

Attack in the Tavern Anyone who steps out of the cart and walks past eye-sight of the tavern will be shot at, for there are four goblins hiding inside! The fight begins here, between the players standing outside and the goblins inside the tavern. This will most likely be before the players have a chance to search any of the other buildings. Their driver will hide in the cart, hoping that his well-armed riders can handle it. The goblins have been sent here by orders higher up, to pillage this village. During the fight, if the players outnumber the goblins 2-to-1, the remaining goblin or two might try to run, torwards the nearby woods where they came. They will run torwards their hideout. If captured, see Appendix for what information the goblins know. The goblins each have 1d12 coppers and 1d8 silver on hand, and are armed with a shortbow and a goblin shortsword. Greggor's Grog "Before you even enter Greggor's Grog, the tavern, your nose is assaulted with a horrible stench. When you finally stomach up the courage to enter, you are greeted with a horrific sight. Though the tavern is dark, the light from the windows falls upon a pile of corpses; you have found the villagers." The tavern is a two story wooden structure with a stone cellar below. Inside of the tavern, players will discover a horrifying sight; the goblins have piled up the bodies of all the villagers they could find. Next to this terrifying mound is an assortment of more precious items on a table; the valuables of the villagers. A silver necklace, a fake gold tooth, and two silver rings are the most valuable, along with a small mound of coins half-sorted, total amounting to 335cp, 24sp, 18gp. Aside from this, there are other oddities that the goblins considered valuable, like kitchen knives, a mirror, and shoes in "nice" condition. Players will also see near this pile are two bodies of goblins, with stab wounds. A medicine or investigation (DC 12) check will reveal bludgeoning wounds as well; some villager must have put up a good fight. Torwards the back of the tavern on the right is a trap door built into the floor, which leads to the cellar. In the back left of the tavern is a staircase that leads up to the second floor. Finally, behind the counter (aside from some drinks) is a small, locked safe. An attempt to pick it (DC 16 Dexterity) or smash it (DC 15) can be made, and inside is a deed to the tavern, a small gold ring, and a sack of coins totalling 1d100cp, 1d20sp, and 2d10gp Upstairs Upstairs, players will find a short hallway with three rooms on the left side, and a small glass window in the back. This hallway seems relatively undisturbed, only the small window at the back is broken. The first door opens to a very simple bedroom with a cleanly made bed. The room is simple, with an empty wardrobe, empty trunk at the foot of the bed, and a candle on the bed side table. This is where patrons of the bar may stay the night, at a cost. The second room down the hall belongs to the owner of the bar, Greggor. His wardrobe is full of common clothes, his bed is lived in, and his desk is full of papers and books. Players may investigate the room as a whole, or specific things, up to DM discretion. With a perception or investigation check (DC 12), the players will find an old, worn chain shirt, along with an iron shortsword and a wooden shield full of cuts and breaks. On the desk, players with successful investigation will find business ledgers, tracking of inventory, etc, and will discover that the owner of the tavern was in debt, until a short time ago where he recieved a large payment. The armor and blade suggests that Greggor used to be in the military in some form. The mysteriously dissappearing debt suggests some shady business. I like to use both of these as possible lead-ins to side quests or areas of interest for the players to further explore and investigate. The third and final room is quite different from the first two. Inside is a bed a bit smaller and shorter, the desk has two small books, there is a small trunk with toys and childrens clothing. Hung up on the wall are poorly-done drawings. One shows a dragon, another shows a tree, and a third shows what looks like the tavern, with a man, woman, and child holding hands next to it. However, the woman appears to be crossed out in red. An investigation (DC 12) will reveal that there are stains on the sheet caused by tears, and many crinkles. Finally, on the well-made bed is a pristine Yo-Yo toy, sitting on the pillow, seperate from all the other toys. This room belongs to Niko, the son of Greggar. The third drawing depicts Niko's family, and shows that at some point, the mother died. The Yo-Yo is Niko's favorite toy. Cellar Door Climbing down the wooden ladder underneath the cellar door will lead the players into the basement. Dark, dank, walls of stone line this room. There is a torch sconce on the wall. Down here there are shelves of food, drink, and other miscellaneous supplies. The only other object of note besides the clear rat infestation is the two large brewing vats and kegs in the back of the room. Players looking around the room, specifically at the area in the back, can discover (DC 17 perception or investigation) a foot just barely poking out from behind the brewing barrels. When called out, Greggor and Niko reveal themselves. They are both afraid, wary at first of the strangers in the cellar. Greggor will ask about the villagers, and will appear very upset to hear they are all dead. In his crying, under his breath, he curses himself for cowardice, for not acting, for not braving the journey upstairs to get his mail and blade. He will want to leave the cellar before discussing rewards. Upon seeing the bodies, he will throw up, and cover Niko's eyes to shelter the child from seeing. Once outside, Greggor will graciously thank the adventurers for saving him and his son, and will give the players half the coins in his safe, claiming that it is all he has (DC 15 Insight). He can be intimidated, though not persuaded, to give the rest of the money (DC 20 Intimidation). Finally, he will ask for transport to the nearest city or safe town.

Appendix Character List Paul Stoghen Human Male, Lawful Good Middle aged, thick of stomach, balding head. Paul is not a talkative man, but will suffer a talkative cart rider for a short journey. He enjoys his job, sees it as simple, yet entertaining; he gets to be in nature, see the sights, and drive a cart. Players can talk to him, but if the conversation goes on too long, he will get annoyed. If a fight breaks out, he will hide in the cart. If called to battle, he has a small knife, but will prefer to just throw rocks. If the cart or horse is attacked, he will ride off with it. Sister Charlotte Human Female, Lawful Good Young, plain, brown-black hair down to the small of her bakc. Sister Charlotte worships a god of life, and is one of the few who work and lived at the church, before it was burned to the ground. Thankfully, the rest of her clergy was out on a mission to another nearby town. She hid herself inside the back of the church, but was so well hidden that the goblins burned the church to the ground thinking there was no one there. She thanks her rescuers graciously, and will give them a blessing from her god for saving her, as well as heal some of the wounds that her rescuers may have recieved from their heroic actions. She has no payment to offer, and is insulted if bothered to pay the party. Finally, she wants to be escorted to the nearest city or town by the party, as she does not have the capability to fight or survive in the wild. I left the specific god ambiguous on purpose, to allow DM's to insert whatever god they wish. Her domain would be life. Also, you may decide what the blessing they recieve is, based on your style or the god specifically. I personally would give them each advantage on their next roles, or a point of Inspiration, but maybe you give them nothing but her holy words. Goblins Goblinoid male/female, chaotic evil The goblins are from a "nearby" cave hideout, and they have been told by their leader to come here and pillage the city. Their specific orders were to raze the church, steal any valuables, and kill anyone who stood in their way. There were originally six of them, but two of them fell during the initial attack to a brave fisherman with a dagger. While the remaining goblins still want to accomplish their job, they will run instead of staying to finish the job, if things get too dangerous. If interrogated, they can reveal some or all of the above information, depending on the role and situation. They can reveal their orders, their numbers (six here, many more back at their hideout), and the location of their hideout. (DC 17). . Greggor Sunbrow Human Male, Neutral Good Greggor Sunbrow used to be a guard in a larger city (hence the sword, shield, and chain shirt uniform that can be found in his wardrobe), until he met his wife. The family, now with their new son Niko, moved out to Waterside, where Greggor purchased the bar. Later on, his wife died, which was tragic not only emotionally, but also had an impact on the business. Greggor is a brawny, middle-aged man who knows the value of a coin. If the players discover him below in the cellar, he is thankful for their rescue. He will be horrified about the events that transpired, and can explain how the pillaging went about. Before he could act, half the village had been killed and the general store was in flames. He is protective of his son Niko, as well as his tavern. He will reward the players, but will almost always refuse to give them more than half of what is in his safe. He does care deeply about money, and looking at his ledger can reveal that he was in debt, but has somehow mysteriously dissappeared. While he was a guard, he never did see a battle. While he was promoted for his leadership and loyalty, he never has been in a battle, and never done more than control drunken crowds or minor riots. So the sight of blood, the bodies of villagers, or re-explaining the deaths is hard for him, and may push him to tears. Niko Sunbrow Human Male, Chaotic Good Niko is the son of Greggor Sunbrow. Skinny for his age, spiked up brown hair, tan skin, and brown eyes. As a young kid, he normally has a lot of energy, and enjoys playing with toys, doing things outside, and helping his father do minor tasks like counting money or sorting inventory. However today, he will be very, very afraid. His fear and confusion will manifest as silent stares, inaction, and a general air of gloom. He won't outright cry, even if he sees a dead body or blood. He will stay very close to his father, but if the adventurer's are friendly, he will be interested in looking at their weapons, or seeing magic. He cares most about his Yo-Yo. It is, in his mind, his most valuable possession. A player that brings him this possession will win his favor. I run Niko as mute. Whether this is from the incident or not, is left to be decided. I also like to play Niko as very, very interested in the adventurers. If it appears a group is "gelling" well enough, he may even ask his dad if he can join the adventurers. This is something that can be negotiated with persuasion, price, and promises of experiences and education. 2