The Running of the Buffalo


Adventure Briefing


To the Players. The King’s Hand, Warlord Glop, has extended you an invitation to an annual event. Each summer, the buffalo of the Auroch's Acreage grow restless and aggressive after a year of mistreatment. To manage this, rancher Jeni Gnarlak devised a solution: unleashing the herd upon the city of Crammin.   The first year left a high body count, but the buffalo never had a better yield. Declaring it a success, Warlord Glop issued a decree: the Running of the Buffalo is a mandatory tradition. In its eighth season, the goblins of Crammin prepare once more, equal parts terrified and giddy. Now you are thirty minutes from the running of the buffalo. Good luck!
Level Range: 4-5
Tags: Stampede, Gauntlet, Contest   Location: Crammin
Connected Elements: Auroch's Acreage, Brotherhood of the Cow, Goblin, Jeni Gnarlak, Warlord Glop
Monsters: Assassin, Buffalo (Rhinoceros), Bugbear Chief, Goblin, Goblin Boss

Download PDF: , DriveThru RPG


The Rules


  1: Each buffalo has a flag attached to it, grab them.
2: Don’t kill buffalo.
3: Three overall winners get prizes:
  • Best Survivor. Whoever did the best. Voted by the public.
  • Most Flags Collected. Gathered from the buffalo.
  • Most Stolen Flags. Taken from other competitors.
  Capturing Flags Mechanics
On a character’s turn, they may do any of the following:
  • Find a Flag. Free action, DC 10 Investigation/Perception.
  • Grab a Flag. Action, DC 10 Athletics/Sleight of Hand.
  • Steal a Flag. (from another competitor) Contested Athletics/Sleight of Hand vs. Athletics/Acrobatics.
  Buffalo Stampede Mechanics
The Running of the Buffalo lasts for 8-11 rounds of combat. The stampede functions as an environmental hazard rather than a traditional creature. While individual buffalo roam throughout the city, the main herd is the focus of the event. Use discretion when using skills and spells that interact with animals.   Safe Zones. Marked on the maps and are not in the stampede.
Each round works as follows:

Lair Action (Initiative 20). The stampede moves 1x Zone forward. It can occupy up to 3x Zones at a time.

    Example: Round 4 the stampede covers Zones 2, 3, and 4.
Event Occurs (Initiative 10). Either roll 1d8 or select an event.   Legendary Actions. The GM has 3x Legendary Actions per round, which can be used at any time during the initiative order, representing the NPCs. Each option may be used 1x per round.   Getting Trampled. DC 13 STR or DEX save. Creatures make a save against the Trampled condition if the following occurs:
  • If a creature is in a Zone when the buffalo enter it.
  • If a creature enters a Zone with the stampede on its turn.
  • If a creature starts or ends its turn in a Zone with the stampede and is not already trampled.
Trampled Condition. A trampled creature’s speed is 0, it cannot use bonus actions, and it is forcibly moved with the stampede when it advances. At the start of a trampled creature’s turn, it takes 2d6 bludgeoning damage. As an action, the creature may move up to its speed, allowing it to attempt an escape. At the end of a creature’s turn, if it is still trampled, it takes another 2d6 bludgeoning damage.

The NPCs & Legendary Actions


Gulagila Izz’end “The Foil.” Bugbear seeking Best Survivor.
  • Legendary Action: Grand Display. Trigger an event, 1d8 .
  Brenn Bonesnapper “The Ally.” A well-meaning goblin eager to help. His enthusiasm is unmatched, if a bit overbearing.
  • Legendary Action: Helpful Guide. Grants the characters advantage on their next ability check or saving throw.
  Milo Mullens “The Thief.” An opportunistic Copperbottom.
  • Legendary Action: Adept Theft. Steal from a character with flags. +8 Sleight of Hand followed by +8 Stealth.
  Chewy “Comic Relief.” Sentient buffalo in existential crisis.
  • Legendary Action: Burden. Characters have disadvantage on their next ability check or saving throw.
  Durbi “The Veteran.” A telepathic goblin. Last year’s winner, now in a wheelchair, full of terrible freely given mental advice.
  • Legendary Action: Bad Advice. DC 13 WIS Save. Failure: Characters are afflicted with the spell Bane for 1 round.
 

Character Preparation


With the stampede looming, the characters have time to prepare.   Scouting. Discover NPC plans or locate Safe Zones.   Barricades. Constructions that create temporary Safe Zones. They may occupy up to 10 sq ft. and can withstand the stampede for a number of rounds based on their construction skill checks.  
  • Skill Checks: 13-15: 1 round, 16-19: 2 rounds, 20+: 3 rounds
  Starting. Once preparation ends, the characters and NPCs choose their starting locations. Safe Zones may offer protection.  

Events (Initiative 10)


1d8 Event
1. A Safe Zone in the stampede breaks.
2. Goblins build a new Safe Zone.
3. The back section of the stampede splits, immediately moving backward and leaving a gap between the Zones.
4. The stampede moves an extra Zone immediately.
5. A group of thieves pass through, +5 Sleight of Hand.
6. Characters are each moved 20 ft. in a random direction.
7. The throng of people grows so thick it pushes forward. DC 13 STR save or characters are moved 1 Zone forward.
8. A Safe Zone outside the stampede collapses.


Reference Page


Rewards


Warlord Glop will choose one of the three overall winners and declare them the “King’s Favorite.” The chosen one receives a spot in the Court of King Trashpile and a small piece of land on the Upland of the Crowned Head.   Prizes:
  • Best Survivor. Figurine of Wondrous Power: Ivory Goats (buffalos instead of goats) & a buffalo.
  • Most Flags Collected. Handy Haversack filled to the brim with buffalo meats & a buffalo
  • Most Stolen Flags. Mystery Box & a buffalo.

Mystery Box


Upon opening the mystery box roll once for each item.  
1d6 Item One Item Two Item Three
1 Gloves of Thievery Two Warg Pelts Gnome Voodoo Doll
2 Potion of Healing Bucket of Wasps Large Mystery Egg
3 Alchemy Jug A Bomb A Withered Hand
4 Bag of Tricks Gunpowder Keg A Gallon of Grease
5 Immovable Rod A Metal Arm Brass Gong
6 Philter of Love Smaller Box Goblin Baby

GM Advice


Crammin treats this like a sitcom. Everything will be back to the status quo when it is over. Embrace the silly.   The vibe is the Running of the Bulls meets The Muppets.   This adventure is filled with goblins grabbing flags, getting trampled, and making terrible decisions. They’re just as likely to help up a struggling character as they are to jump on them and snatch a flag mid-rescue. Keep this energy present.   Legendary Actions & Events should feel dynamic. When an NPC takes action, describe it in big cinematic terms.   This adventure is deadly! Characters who make poor decisions, or roll terribly, can absolutely die. The herd is a force of nature, and while goblins may bounce back from disaster, the same isn’t guaranteed for PCs. Encourage creativity, reward wild ideas, but don’t shield them from the consequences of being in the middle of a thundering stampede of angry buffalo.   When the event is over and the buffalo are returned home, a celebration will be held in the city. Danger deserves drinking.

Gulagila Izz’end

C/N Female, Bugbear Chief
A hardened bugbear survivor determined to win at any cost. Her home was recently destroyed in an unrelated buffalo incident and she thinks she can rewrite her luck today.
  • Action Descriptions: Gulagila takes insane chances and causes a ruckus tied to whatever event is triggered. Go big.
 

Brenn Bonesnapper

N/G Male, Goblin Boss
An overeager goblin recruit of the Misfit Adventure Party, Crammin Chapter. Brenn wants to help but things always go different than he planned. His enthusiasm is boundless and infectious.
  • Action Descriptions: A Rube-Goldberg machine of a goblin. His attempts only work because of a series of cause and effect. His action, leads to another, which leads to another.
 

Milo Mullens

N/E Male, Human Assassin
A Copperbottoms using the event as cover for theft. Quick hands and a knack for stealth make him a threat to anyone carrying flags. He didn’t know the event was happening, but is happy to participate. He has no interest in killing.
  • Action Descriptions: Milo is adept, and if he is seen, he plays it off as if it was intended. A showman attempting to win all the categories. Let’s the crowd see them.
 

Chewy

N Male, Awakened Buffalo
An awakened buffalo experiencing an existential crisis. Eight years of this madness have left him questioning the very nature of buffalo-goblin relations. He is seeking out of the culture.
  • Action Descriptions: Chewy is unbothered by the stampede, moving freely wherever they choose. They are constantly in the way, trying to discuss the absurd nature of the day.
 

Durbi

C/G Female, Goblin Telepath
Last year’s winner. She is a telepath, now retired, offering dubious advice from the safety of her wheelchair. Once part of the PollKats, a crew famous for pole-vaulting through the herd.
  • Action Descriptions: A buzz of the worst possible options. “Lie down,” Scream at them,” “Wear red,” etc.
 

Citizen of Crammin

C/N, Goblins
Goblins are everywhere at all times. Among the herd, riding on the backs of buffalo, crowding the safe spaces, and more. While they may not directly intervene with the characters and their goals, their presence should be ever felt during the run.
  • Action Descriptions: While interesting, this is yet another day for Crammin. Goblins are a mixture of excited and greedy as well as terrified and trying to survive. Mayhem.

 

Maps


Crammin streets for the Running of the Buffalo, zones 1-4.

Zones 1-4 (Unlabled)

Crammin streets for the Running of the Buffalo, zones 5-8.

Zones 5-8 (Unlabled)

Crammin streets for the Running of the Buffalo, zones 1-4.

Zones 1-4 (Labled)

Crammin streets for the Running of the Buffalo, zones 5-8.

Zones 5-8 (Labled)


Written by Bryan, Chuck, & Drew

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