WH3.1 – River Raiders

The party cross paths with Old Corik, a weather-beaten farmer & ferryman struggling to load a cart of goods bound for the market. His usual farmhand is missing, and the heavy crates look like they’ll take him the rest of the afternoon alone.

If the party lends a hand, Corik gratefully wipes the sweat from his brow:

“Much appreciated. I guess you lot are alright in my book. That’d have taken me the whole afternoon by myself. Let me buy you a few rounds and a dinner at the inn as thanks… or I can pay you back at the shore; either’s fine by me.”

Corik insists on bringing his cart aboard the ferry, and the group finds themselves traveling together as the craft pushes off from the dock (location 1).

The ferry creaks as it leaves the pier, drifting into the current. Corik settles near his cart, already dozing after the day’s labor. The reeds sway at the river’s edge as the boat clears the shallows on the other side (about 2 squares north of the dock at location 2). Suddenly, a sharp whistle cuts across the water — shadows rise from the marsh and the clash of oars beats against the river’s surface. Raiders are upon you.

Old Corik the Ferryman shouts: “By Beory’s breath, not again! I’ll lose the ferry!”

Quest Giver (NPC): Corik, grizzled ferryman who runs Hodnet Ferry.

Obstacle & Objective: Raiders ambush the ferry on the far side away from immediate aid – or so they thought, trying to seize goods and ransom travelers. PCs must defend the vessel and/or chase the raiders to their reed hideout.

Scaling Encounters:

  • Lv 1: 4 Bandits in canoes.
  • Lv 2: Bandit Captain + 4 Bandits.
  • Lv 3: 6 Bullywugs with nets.
  • Lv 4: Lizardfolk Shaman + 6 Lizardfolk warriors.

Trap/Puzzle: PCs can try to swing the ferry pole to capsize raiders’ boats (Athletics DC 12).

Reward: Free lifetime ferry passage; 20–30 gp; at higher tiers Corik gifts a Waterproof Satchel (contents always dry).

Stat Blocks (condensed):

Bandit (CR 1/8) – AC 12, HP 11, Scimitar +3 (1d6+1), Shortbow (1d6)

Bullywug (CR 1/4) – AC 15, HP 11, Bite +3 (1d4+1), Spear +3 (1d6+1).  

Lizardfolk (CR 1/2) – AC 15, HP 22, Bite +3 (1d6+1), Heavy Club +4 (1d8+2).  

Lizardfolk Shaman (CR 2) – AC 13, HP 27, Spellcasting: Entangle, Hold Person.  

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