Two teenagers burst into whatever venue the party is currently carousing, shopping, or socializing in and rush to the purveyor of the establishment. The children are carrying an unconscious and bleeding old man, who has been poorly and hastily treated by one of the teens for a stab wound. The owner of the establishment, a family friend to the man and his grandchildren, offers to take care of the family while the party deals with whatever assaulted the old gentleman. If healed by the party, he will explain he was heading to his barn to collect his firewood when a behemoth of a warforged ran him through with a greatsword. He was only able to escape because the construct didn't give chase. He will offer 250 gold pieces if the party destroys his assailant. His assailant, who has set up camp for the night in the old man's barn uses the statblock below. Depending on how long the party takes to arrive, Captain Dent may have had time to create several javelins out of firewood. The barn is situated south of town on the old man's successful farm, just to the left of his extremely large house.
Any head on assault of Dent in the barn is extraordinarily risky, as he is almost sure to hit any first or second level party members every time. With one round Dent could easily knock out any single party member. For this reason, make it clear to the party that the barn seems to be caved in somewhat, and a hole is visible on the roof. This will allow the party to attempt to surprise Dent, which dramatically increases the party's chance of success.Â
The house can also be stocked with supplies to help the party. This could include a decanter of endless water in the restroom or chainmail armor in a curio, with a plaque thanking the old man for his military service. There could also be poison "for rats" in the basement, which can be applied to weaponry. Providing the latter is useful for new players, as it will teach them about resistances and immunities.