AitAL Planning: Difference between revisions
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With the Keep and the town not having seen a siege in decades the door has been covered by crates and barrels. Escobert carries the key. | With the Keep and the town not having seen a siege in decades the door has been covered by crates and barrels. Escobert carries the key. | ||
Locks | ===Locks=== | ||
*The iron-bound door is unlocked with Escobert's key. Though stiff, it opens fairly easily. | *The iron-bound door is unlocked with Escobert's key. Though stiff, it opens fairly easily. | ||
*The grate on the exit has been heavily corroded after decades of disuse. | *The grate on the exit has been heavily corroded after decades of disuse. | ||
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**Failing any of these checks will make it impossible to open the lock, as both the key and the tools break. Forcing the grate requires DC 15 strength check and makes a lot of noise. | **Failing any of these checks will make it impossible to open the lock, as both the key and the tools break. Forcing the grate requires DC 15 strength check and makes a lot of noise. | ||
Enemies | ===Enemies=== | ||
A group of cultists and kobolds is searching the stream for townsfolk when the players emerge. If they don't spot the players they will pass the tunnel after a few minutes. | |||
# If the characters open the lock with a key or thieves tools the first one out notices the cultists without being seen. | |||
# If the check fails, the cultist will spot the players when they exit the tunnel, starting initiative. | |||
# If the grate had to be forced open, the cultists will lay an ambush and gain a surprise round. | |||
The group consists of 2 cultists and 6 kobolds. | |||
*If any cultists are alive at the beginning of the 4th round they will run off to get help. | |||
**If escaped, a group of 2 cultists, 6 kobolds, 3 ambush drakes will guard the entrance ten minutes later. | |||
=== Reward === | |||
The primary reward is the tunnel itself. It can be used as long as it remains secret. | |||
*Every time the players use the tunnel, roll 1d6. (Enemies as rolled on the encounter table) | |||
**1: Players are seen and engaged. | |||
**2: Players are seen but not engaged, and will instead find an ambush waiting for them when they return. | |||
== The Sally Port == | == The Sally Port == | ||
Revision as of 19:29, 9 February 2022
Episode 2: Gilhold in Flames
Session: 25-11-2021
Beats
Pelir 35th, 23:00
"After an hour of sneaking through the town, and an hour of rest the sun has well and truly set on Gilhold, but the light of torches and bonfires provide ample light. Your arrival surprised the defenders of the keep and their Governess, and your aid to the villagers you've led to safety has already earned you gratitude. Marlyne Faering has requested your help, asking you to slip back into the town to help stranded villagers or to harass the raiders. An especially stealthy approach is required, with the raiders having all but isolated the keep after the party made a fairly extravagant entrance."
- The Governess offers to show to take the players up to the parapet to get a better overview of what her militia has spotted so far.
- Escobert will guide them to the entrance of the old tunnel, which is located inside the keep's cellar. He suggests this is a good way to sneak townsfolk into the keep.
The Old Tunnel
The Tunnel runs from the Keep's cellar, underneath the keep and down to the bank of the river.
- The tunnel is wide enough to walk single file.
- The entrance in the keep is covered by an iron-bound door, while the stream exit is covered with an iron grate made to look like a sewer outlet.
- The tunnel was designed as a secret access to the river to get water during a siege.
With the Keep and the town not having seen a siege in decades the door has been covered by crates and barrels. Escobert carries the key.
Locks
- The iron-bound door is unlocked with Escobert's key. Though stiff, it opens fairly easily.
- The grate on the exit has been heavily corroded after decades of disuse.
- With the key, a DC10 Dex check is necessary
- Without the key, a DC 20 Dex check with thieves tools.
- Failing any of these checks will make it impossible to open the lock, as both the key and the tools break. Forcing the grate requires DC 15 strength check and makes a lot of noise.
Enemies
A group of cultists and kobolds is searching the stream for townsfolk when the players emerge. If they don't spot the players they will pass the tunnel after a few minutes.
- If the characters open the lock with a key or thieves tools the first one out notices the cultists without being seen.
- If the check fails, the cultist will spot the players when they exit the tunnel, starting initiative.
- If the grate had to be forced open, the cultists will lay an ambush and gain a surprise round.
The group consists of 2 cultists and 6 kobolds.
- If any cultists are alive at the beginning of the 4th round they will run off to get help.
- If escaped, a group of 2 cultists, 6 kobolds, 3 ambush drakes will guard the entrance ten minutes later.
Reward
The primary reward is the tunnel itself. It can be used as long as it remains secret.
- Every time the players use the tunnel, roll 1d6. (Enemies as rolled on the encounter table)
- 1: Players are seen and engaged.
- 2: Players are seen but not engaged, and will instead find an ambush waiting for them when they return.
The Sally Port
The Keep
The blue dragon that accompanied the raid will attack between 23:00 and 00:00, regardless of what the players do.
The Town
Governess Faering explains that they need information about why the raiders are here exactly, and capturing one of them - especially a commander of sorts - would be a good way to get this info.
- She wants to be there when the interrogating happens.
The Chapel
The Mill
Buildings of note
- The Keep
- Escape Tunnel
- Sanctuary
- The Mill
NPCs
Governess Marlyne Faering
The woman who runs Gilhold.
- A half-elven woman, about 100 years old.
- If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking.
- If the characters don't seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.
- Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood.
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard.
- Will do anything in her power to save Gilhold
- Does not let herself be toyed with
Castellan Escobert the Red
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.
- For the Sally port, players will be directed to him.
Encounters