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The Kriloc Invasion: I The Osdak Stronghold

Introduction_______________________________
After receiving an invitation from the elusive League of
Extraordinary People, our three adventurers arrive at a drop
point in a town called Nerrin. Being a village in the heart of
the desert region of Rothgar, even as the sun sets over the
mountains our adventurers are left in a sweltering heat. The
town in Osdak has fallen quiet with the setting sun, and our
adventurers wait together in awkward silence. With no
further instructions, they await by the sign mentioned in
the communication outside a quiet tavern called The
Parched Hound.
Give the adventurers time to become acquainted with
one another, and after the initial banter, have a shady
individual appear in a brown, hooded cloak. Despite his
appearance, his voice sounds jovial and excited when he
speaks the following words:
Friends! Welcome! So glad you could make it, please excuse the
disguise it is so awfully difficult to travel unnoticed in these small
towns.
Im afraid all I have to offer is this basic map, the accuracy of
which we are regrettably uncertain of.
Do be swift, you have about 8 hours til sunrise, and I would
hate for that to happen while youre snooping about in a kriloc
stronghold that has reinforcements on the way. Though we do ask
that you kill anything with scales that lives inside so maybe you
wont be snooping that much (pause, cough)
Storm the fortress, free the hostages, foil their plans, and bring
us any important information you might find our organised
payments will be sorted inside the tavern upon your return.
Youll know when to return dont return until you do. Swift
blades, my friends!
The cloak collapses, the man inside vanished from sight
with no trails in the sand to follow. One side of the map is a
very basic sketch of the land, circling their tavern and
pointing in the direction of the stronghold. The other map is
a crumpled and bloodstained barebones blueprint of the
stronghold. No rooms are labelled and only the walls,
windows, and doors can be discerned in any way. Upon
unrolling the map, a hardy copper key falls from the paper.

Outside the Stronghold__________________


With only 2 hours travel between Nerrin and the
stronghold, the journey into a darkening night passes
uneventfully. Consulting the map, our adventurers are
presented with two options: storm the stronghold head on,
attempting to lift the portcullis at the main gate but risking
reinforcements; or sneaking around the side and entering
through the servants door, for which they were slipped a
key by the mysterious figure.

The Portcullis
Upon arriving outside the portcullis, the adventurers find a
bare, compacted sand road bordered by dry, desert flora.
Dim light spills out of the brightly lit room behind the gate,
and 5 figures appear to be moving about in the room.

Inside the room the adventurers can see a small


collection of siege weapons and a selection of repair tools
and equipment, a perception ability check of DC 12 will
reveal that there are 3 guards and two hostage workers.
The adventurers will not draw attention to themselves
unless they attempt explicitly to do so, or wander too close
to the gate. They can open the gate only by inciting the
guards inside to do so from their post. Magic or cleverly
crafted deception will achieve this. Otherwise there is no
external way of opening the gate.
If the adventurers accidentally attract the attention of
the guards inside, they have a small chance to deceive their
way out and escape without the guards alerting the rest of
the stronghold. If they pose any threat, the guards will ring
an alarm and 4 kriloc warriors will appear from around the
side of the main entry area to the left of the gate.
If this battle is initiated, the guards that were in the
siege room will leave with the prisoners and move to the
dungeon, drastically increasing the difficulty of the
encounter once there.

The Side Entry


If the adventurers choose the side entry, they will quickly
discover that the key given to them is the key to this door.
The door cannot be opened any other way. Any combination
or number of ability checks on the door reveals that it is not
trapped and there is nothing on the other side.
The area around the door is dark, and hidden by a small
forest of desert foliage. The path leading to and from the
door looks like it was once well used, but hasnt been for
quite some time.
There is no chance of encounter or alerting the
stronghold when entering by this door. It is by far the safest
route into the stronghold.

Infiltrating the Stronghold_______________


Whether the party enters via the side door or the portcullis,
their path through the rest of the stronghold is up to them.
As the party enters each area, refer to the related area
description later in this chapter. However, some areas have
particular encounters and events, listed below according to
area number.

2. The Siege Room


Upon encountering the Slaver in the Siege room, he
unleashes a menacing grumble and grunts, Youre not
supposed to be here. This gives the party a very small
opportunity to sway the slaver with cunning words or
strong magic before he and his guards attack.
The party has a chance to gain some information from
the slaver, but cannot force him to fight for them. If
compelled to fight, he will instead flee the stronghold, and
his guards may or may not follow him, depending on the
circumstances.
The prisoners in the chamber, upon rescue, offer to
sabotage the siege equipment in exchange for their freedom,
they know basic information about the layout of the area

and will divulge any information theyre asked of. If swayed,


one may even mark specific locations on the map.

10. The Throne Room


Whether or not the guard outside was killed there or fled
into the throne room, the event initiates as soon as the party
enters the hall. Once inside, two Kriloc warriors from either
side of the door walk forward and bar the door behind the
party, then aim their spears forward and jab the party
further into the room. The other guards in the room also
turn their spears on the party, slowly closing in as the Kriloc
leader speaks.
Speaking in a harsh draconic accent, the leader asks who
sent the party into his stronghold. The leader is very
temperamental and can very easily be angered into
attacking. Before this, however, the party has a chance to
sweet talk some information out of the leader. In
conversation he might accidentally slip information about
informants.
It is most likely, however, that he attacks quickly,
initiating combat with the party now trapped in the room.
As combat begins, a perception check can be made in order
to catch the glances at the hidden throne compartment
made by the leader and slaver.

12. The Dungeon


While fighting in the dungeon, if within 20 ft. of a cell door
holding a live captive, any kriloc that makes a reaction or
opportunity attack can be hit by a stone thrown by a
hostage. This attack must simply make a DC 12 base check,
and does no damage, but interrupts the reaction or
opportunity attack.
The slaver can take an action to roar at the captives,
temporarily stopping their interruptions. Once the Kriloc
are defeated, the hostages will beg to be set free and will
escape before being questioned.

Time, Resting, and Recharging___________


While inside the stronghold, time passes normally, and rests
are taken on the rapid scale. Beginning at 2AM, the
adventurers have only 6 hours to complete their mission
before the sun rises and a caravan of mercenaries arrive to
reinforce the stronghold. Short rests are in blocks of 5
minutes up to 30 minutes, and long rests are one hour.

Passage of Time
Time passes normally in the stronghold. The party has a
limited window to complete their mission, and time
management is crucial to decision making. The following
rules apply to actions taken out of combat:
Moving from room to room takes one minute.
Actions like unlocking a door, looting a chest,
investigating the room, or inspecting an item can
take anywhere from 1-6 minutes (can be
determined using 1d6, or based on any associated
skill checks.
Actions like breaking down a door take no time.
Dismantling the Siege weapons without the
prisoners help can take up to 1d10+10 minutes, or
1d6+4 minutes with their help (they can also be left
to do so on their own.)

Short Rests
Short rests are taken in private areas inside the stronghold.
Strict rules apply to rests during infiltration missions:
Rests are taken in blocks of 5 minutes; one hit dice
roll per 5-minute block.
Every 5 minutes of rest incurs a 20% chance (1-2
result on 1d10) of encountering 1d4 (max. 3) Kriloc
Warriors.
Rests up to 30 minutes are measured total for an
encounter chance. E.g. a 15-minute rest equals 60%
chance of 1d4 (max. 3) Kriloc Warriors. This
chance maxes out at 90%.

Ability Regeneration
Any innate abilities spent will incur a regen token. During a
short rest, a regen token can be spent to roll a DC 12 saving
throw against ones own spellcasting ability. If successful,
the ability is regenerated and the token spent. If the throw
is failed, the token is spent but the ability is not
regenerated.
Tokens can be used on any ability, and any number of
attempts equal to the tokens one has can be spent to regain
an ability. Keep in mind that this is not a renewable
resource, as tokens can be expended with no way of getting
them back.

Long Rests
Long rests must be taken at a camp made away from the
stronghold. A long rest takes one hour, and can be
detrimental to the mission.
During a long rest, the Kriloc have time to discover their
missing comrades and reinforce the stronghold from the
many camps on the opposite side.
Any rooms that have been cleared of enemies (Siege
Room, Kitchen/Dining, Lounge, Dungeon) have a 30%
chance of regenerating 1d4 Kriloc warriors with a 10%
chance of an additional slaver.
Any doors (whether they were originally locked or not)
have a chance to become locked at a DC 12 level.

Victory Conditions________________________
The party is victorious when the main mission objectives
are complete. Defeating the leader is not enough, and the
party will not be contacted by the mysterious figure until
they are done.
Cleaning out the stronghold does not ensure victory, as
if they are still inside at sunrise, they will be trapped in by
the mercenary caravan and critically fail.
The main mission objectives are as follows:
Defeat the Kriloc Leader.
Dismantle the Siege weapons.
Collect at least 4/7 pieces of strategic information
for the League.
Free all surviving hostages.
Once all these objectives are complete, the party will all
hear the mysterious mans voice in their head, beckoning
their return to The Parched Hound before dawn.

What Happens Next? ____________________


Once the mission is completed, players can make note of any
loot found during the mission (not any they began with).
This equipment or loot can be sold to The Parched Hound

1. Antechamber
A mostly bare room with a set of stairs leading up in a 2landing spiral. Aside from the few barrels and debris the
room is mostly empty. The door to the antechamber is
unlocked.

1a. Upper Antechamber


Much like its downstairs sibling, this room is bare aside
a few barrels and random debris. The door leaving the
upper antechamber is locked with a weak-level lock
(DC 8).

2. Siege Armoury
A large room 2 ballistae and a medium-sized trebuchet, this
room is guarded by a Kriloc Slaver and two Warriors. There
are also 2 hostages tending to the siege weapons. The room
is solid stone and one of the only brightly lit rooms in the
stronghold. One of the entrances to the room is blocked by
what appears to be large stone rubble (possibly ammunition
for a siege weapon, discerned by a DC 17 Perception check).
The other is barred by a wooden door (DC 12 unlock, DC 17
STR break).

for funds, and any money or unsold equipment can be given


to the mysterious man for future League members to utilise.
During future missions, players may have their current
character reinvited to participate, or bring along a new
extraordinary person who will have access to any funds or
loot their predecessor won.

There is a large portcullis leading to a wide path exiting


the stronghold, clearly made for transporting the siege gear.
Aside from the siege weapons in the centre of the room,
there are two large cabinets on the eastern wall with various
tools and a pair of fire-proof gauntlets.
Objectives
- Destroy the siege equipment.
- The slaver has a note with weapon transport details.
- Protect and free the hostages.
- Eliminate all hostiles.
Treasure
- The slavers transport notes.
- The cabinets along the eastern wall have hammers and
nails and a pair of fire-proof gloves (-2 damage from fire, can
handle fire in hands without being hurt).
- A note pinned to the trebuchet can be found on a
successful DC 10 investigation roll. The note is a payment
receipt from the weapons vender.

3. Guards Quarters
The guards quarters were originally part of the stronghold,
and arent used much by the Kriloc, there is however a 33%
chance (1-2 on a d6) of there being 2 Kriloc Warriors inside
when the adventurers arrive for the first time. There are 4
beds with bedside tables and a table with 2 barrel-chairs in
the room, with a staircase leading underground at the
opposite end to the entrance.
The stairs lead down to the dungeon level, and if there
were kriloc warriors in the guards quarters, then there will
be one less warrior in the dungeon.
Objectives
- If present, eliminate hostiles.
Treasure/Points of Interest
- Searching the bedside tables will yield 2 rolls on the
trinkets table, a toothpick made of human bone (can be
used as full lockpick), 3d10 silver, and a decorated scarf
seemingly of elvish origin (5 gold).

4. Dining Room
A once lavishly decorated dining room is now clearly looted
clean. The tapestries and curtains are in tatters and a large
painting on the wall is covered in claw marks. Upon arrival,
the adventurers have a chance to surprise 3 kriloc warriors
chatting in draconic at the table. If surprised, battle plays
out as normal; if the surprise attempt fails, the warriors will
call for backup from the Kriloc Slaver in the next room
watching some hostages.
The table can be used for cover, but the animalistic
nature of the kriloc might lead them to jumping onto it to
assail their enemies from above. A kriloc from this room can
attempt a grapple by jumping from the table, getting a +3 to
the roll.
A wooden door (DC 12 unlock, DC 17 STR break) is on
one side of the room, but this will be unlocked if the Slaver
enters during battle.
Objectives
- Eliminate all Kriloc hostiles.
Treasure/Points of Interest
- The kriloc in this room each have a trinket from the trinket
table on them.
- A torn tapestry, if inspected, shows a painters
representation of the dragonborn battle in the Godswar
possibly explaining why it is so torn.
------------------------------------------------------------------------------The entire stronghold is dimly lit by sparse torches and moonlight
through barred windows, purely to allow the prisoners to work
through the night. The Kriloc have darkvision, so extinguishing
the torches will not affect them
However, this fact can only be ascertained by experience, or a DC
15 Nature check on the Kriloc.
-------------------------------------------------------------------------------

5. Kitchen
If the Kriloc slaver was not alerted to the battle in the
Dining Room, he will spot the adventurers as soon as they
round the corner into the kitchen. If the Kriloc slaver did
leave the kitchen, the door will be unlocked. If he did not, it

is treated as a wooden door (DC 12 unlock, DC 17 STR


break).
3 hostages are working to prepare food, with raw meat
spread out across the tables and pots boiling with broth in
burning hearths. This room is also brightly lit.
Objectives
- Eliminate any hostiles.
- Free the hostages.
Treasure
- The Kriloc slaver has a list of all the prisoners in the
stronghold, as well as those who have died and how.
- On the bench, found with a DC 12 Perception check, is a
letter detailing the location of the Krilocs major hunting
grounds in the Rothgar desert region.
------------------------------------------------------------------------------The Slavers List: 3 Humans (2 males, 1 female); 2 female wood
elves; 2 half-elf males; 1 male tiefling; 2 prisoners (human)
deceased.
-------------------------------------------------------------------------------

6. Kitchen Storage
While ultimately empty, upon entering the room, the
adventurers can become overwhelmed by the stench of meat
both fresh and rotting. Anyone who enters the room makes
a DC 12 CON saving throw and suffering 1d6 damage on a
failure.

7. Weapons Storage
A small room barred by a strong wooden door (DC 15 to
unlock; DC 15 STR to break). Inside is an assortment of
simple weapons (any available that the party might wish),
as well as some more decorative weapons that quickly draw
the eye.
Treasure
- An elegantly designed (and obviously stolen) +1 spear.
- A strongbow (can shatter up to cover).
- A glimmering scimitar with the deflect flame reaction.
(When targeted by a single-target fire attack, can make a
reaction to deflect the bolt with a DEX saving throw
matched against the creatures spell save DC)
- A small ledger of receipts from weapon venders can be
found with a DC 12 Investigation check of the room.

8. Lounge
A common area with some now singed and torn couches, a
large fireplace on the western wall and elaborate display
cabinets looted of any valuables. There are blank spaces on
the walls where paintings would have once hung.
Outside the room is a single kriloc, who will spot the
adventurers as soon as they reach the alcove in the hall. In
his first turn, he will run into the lounge to get help from
the others. In the room upon arrival, should the kriloc
outside be dealt with quickly, are 3 kriloc warriors who can
be surprised.
Treasure
- Despite the cabinets appearing empty, searching the
drawers will yield 3d6 silver and 1d4 gold, as well as 2
trinkets from the trinket table.
- One of the Kriloc in this room with have a set of playing cards.

9. Gallery
This long wide halls purpose is clear to any noble; a gallery
to display a familys most prized artworks. The hall is bare
aside from 5 elaborately-framed paintings on the walls and a
long linen rug along its length. Unlike the other rooms, the
paintings in this hall have remained untouched, as has most
of the other furniture. Upon inspection, the inscriptions
describing each painting seem to be covered in a loose
grime.
Should anyone attempt to touch the paintings or remove
the grime, they will suffer 3d4 acid damage if wearing
gloves, or 6d4 acid damage if touching with bare hands.
They must also make a DC 15 CON saving throw, suffering
the poisoned condition for 1 hour on a fail.
The contact acid covers all the paintings, but can be
removed with a DC 12 Survival check.

10. Training Hall (Throne Room)


What was once clearly a training or gathering hall for the
strongholds native occupants has now become the throne
room of the Kriloc leader that has claimed it. The wide hall
has a crude throne made of assorted bones, logs, and stones
has been set up along the back wall, and four kriloc warriors
stand in each corner on guard. The Kriloc Leader stands by
his throne barking draconic orders at a slaver beside him.
The room is brightly lit and completely bare aside from a
singed rug running along its length. The throne stands
haphazardly, if tall. A guard is stationed outside the door, he
is half-asleep, and can be assassinated if the right plans are
made. If not, he will flee to the throne room and the final
battle will initiate.
In the base of the throne is a small compartment full of
vital strategic information and communication between a
number of Kriloc leaders. This information is vital to the
mission. On arrival, a perception check can be made (DC
15), if succeeded by at least one party member, they will
notice the slaver and leaders eyes flicker towards the base
of the throne.
Objectives
- Kill or interrogate the Kriloc Leader.
- Eliminate all hostiles.
- Gather crucial military information.
Treasure
- Strategic info in base of throne
- The Kriloc leader has 2 +1 gem-studded scimitars and a
scroll of fireball. He also holds 1 trinket from the trinket
table and 2d10 gold and 1d20 silver.
- The slaver in this room has a whip of acid which deals 1d4
additional acid damage with each attack.

11. Vault
The vault is sealed with a reinforced wooden door (DC 15
lock, DC 20 STR break), coated in a contact acid. If the
party inspects the door closely, a DC 17 Investigation check
will reveal the acid coating.
The vault itself is a small, iron-lined room with boxes of
scrolls, a chest of weapons of little interest, as well as one
golden trimmed chest at the back. Attempting to unlock the
chest (DC 15) will activate a trap, putting the perpetrator to
sleep for 1 hr instantly, or until roused violently enough.

Once the trap is triggered, it is disabled. An


investigation check of DC 17 will reveal the trap, and once
seen a DC 15 Sleight of Hand check will disable it.
Treasure
- Any simple weapon or armour wanted.
- 10d10 Gold, 5d20 Silver
- 2 Scrolls of Fireball, 3 Scrolls of Magic Missile
- A ledger of black market weapons transactions and trades.
- Amulet of Fire Resistance
- Ring of Fire (+1d4 fire damage to any fire attack, spell or
weapon based)
- 1 item from Magic Item Table G, 2 from table A

12. Dungeon
Beneath the stronghold and accessed through the guards
quarters is the Dungeon. The dungeon is a dimly lit hall
with 5 cells across the back wall. There are a couple of
tables and racks in the centre of the room, but it is mostly
bare, dark stone.
In the back corner is a chest of the prisoners belongings,
and the room is guarded by 4 warriors (3 if some were in the
guards quarters). Along the front wall is a small office
housing a slaver and locked by a DC 10 lock.
Once combat is initiated, the Slaver will emerge from the
office after a full initiative round, taking his place at the
start of the initiative cycle for the turn he emerged. He locks
the door behind him.
Inside 3 of the cells are living prisoners, and the other
two hold the bodies of 2 dead humans. The cell doors are
solid iron (DC 15 lock, DC 25 STR break).
Objectives
- Free the hostages (requires unlocking the cell doors, or
finding the key)
- Eliminate all hostiles.
- Find any information for the League.
Treasure
- Cell Key (Slavers body)
- Prisoners belongings
- Inside an unlocked chest in the office: 2d10 silver, 1 trinket,
a ledger of prisoner trades and purchases.

Kriloc Warrior____________________________

Kriloc Leader______________________________

Medium humanoid (kobold), lawful evil

Medium humanoid (kobold), lawful evil

Armour Class || 15 (natural armour)


Hit Points || 60
Speed || 30 feet

Armour Class || 18 (half-plate armour)


Hit Points || 112
Speed || 30 feet

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

12 (+1)

17 (+3)

12 (+1)

9 (-1)

10 (+0)

10 (+0)

12 (+1)

14 (+2)

16 (+3)

12 (+1)

10 (+0)

12 (+1)

Senses || passive Perception 12, darkvision 60 ft.


Languages || common, draconic
Challenge || 2

Senses || passive Perception 12, darkvision 60 ft.


Languages || common, draconic
Challenge || 6

Pack Tactics || The Kriloc has advantage on an attack roll


against a creature if at least one of the kobold's allies is within
5 feet of the creature and the ally isn't incapacitated.

Pack Tactics || The Kriloc has advantage on an attack roll


against a creature if at least one of the kobold's allies is within
5 feet of the creature and the ally isn't incapacitated.

Actions

Actions

Multiattack || The Kriloc warrior makes two slashing


attacks with its scimitar.

Multiattack || The Kriloc leader makes 4 attacks with its


scimitars.

Scimitar || Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 1d6+3 slashing damage.

Dual Scimitars || Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 1d6+4 slashing damage.

Sling || Ranged Weapon Attack; +5 to hit, range 20/60ft., one


target. Hit: 1d4+3 piercing damage.

Spellcasting. The Kriloc Leader is a 2nd level spellcaster. Its


spell casting ability is Constitution (spell save DC 13, +3 to hit
with spell attacks). The kobold has the following sorcerer
spells
prepared:

Kriloc Slaver_______________________________
Medium humanoid (kobold), lawful evil

Cantrips (at will): Fire bolt, Blade Ward, True Strike


1st Level (3 slots): Burning Hands, Shield, Sleep

Armour Class || 17 (studded leather armour)


Hit Points || 75
Speed || 30 feet

Reactions

STR

DEX

CON

INT

WIS

CHA

12 (+1)

14 (+2)

12 (+1)

12 (+1)

10 (+0)

14 (+2)

Senses || passive Perception 12, darkvision 60 ft.


Languages || common, draconic
Challenge || 3
Pack Tactics || The Kriloc has advantage on an attack roll
against a creature if at least one of the kobold's allies is within
5 feet of the creature and the ally isn't incapacitated.

Actions
Multiattack || The Kriloc slaver makes 3 attacks. One with
its whip, and two with its scimitar.
Scimitar || Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 1d6+3 slashing damage.
Whip || Melee Weapon Attack; +5 to hit, reach 15 ft., one target.
Hit: 1d6+5 slashing damage.
Subdue || The Kriloc slaver can use its action to lash at a
creatures legs with its whip in order to pull them prone. A
successful DC 12 DEX saving throw avoids this effect.

Parry || The Kriloc leader adds 2 to its AC against one melee


attack that would hit it. To do so, the captain must see the
attacker and be wielding a melee weapon.
Rage || When an ally falls in battle, the Kriloc leader lets out
a billowing roar and enemies within 30 ft. take 1d6 force
damage for every 10 ft. towards the Kriloc leader they are (1d6
30 ft., 2d6 20 ft., 3d6 10 ft.) Additionally, enemies within 10 ft
must make a DC 10 CON saving throw or be stunned until
their next turn.

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