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Defend the Wall

May 20th, 2017
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  1. Defend the Wall
  2.  
  3. A short module for 4 level 2 PC's.
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  5. Keyword: Defense mission, enlistment, mass combat
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  7. ==============
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  9. A small city at the outskirt of civilization is suddenly being attacked by mauraders. The adventurers in the city are enlisted, as there's just not enough arms to defend the city. Will the adventurers be able to turn things around, and uncover the reason why the city is being attacked?
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  13. Adventuring Hook: Enlistment
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  15. While it isn't conscription, per se, the adventurers will be approached on person-by-person basis by a guard, especially if they have any sort of outstanding fame. The situation is rather dire for the city, and the city guard is allowed to offer a sizable reward as well as rights to whatever the adventurers find off the invader's corpses. Alternatively, the city guard is also allowed to call in favors. It is unlikely for the guard to arrest the adventurers for not enlisting, but the consequence of the adventurers losing a place they are able to stay in is a possible motivation, as well.
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  17. For rewards, offer each adventurer 200 GP, as well as 2 Potions of Healing upfront (increase the number from 2 to 4 if the party looks like they can use the help), and the promise of small property such as a house, upward to a mansion, within the city that they can use as their base.
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  21. Encounter 1:
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  23. Scene: On the city wall, holding back the first wave of assault
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  25. The mauraders are 7 tribal warriors + 1 shaman (Use acolyte), with the tribal warriors armed with javelins for ranged options. It's a straightforward fight, with the adventurers being on the wall (20ft tall). The mauraders will attempt to setup ladders (Use an item action, they have 4 ladders) , and is able to scale 15ft per movement (30ft climbing speed if they Dash). Falling off ladder while climbing subjects those on the ladder to 1d6 bludgeoning damage (for 10ft falling), and to push the ladders off while someone is scaling the ladder requires opposing strength check, with the ones on the ladder having advantage. If more than one target are on the ladder, the one pushing the ladder off must succeed in all opposing rolls in order to push the ladder away from the wall.
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  27. Up to 2 tribal warriors can reinforce the enemies, if things are going well for the players, while if the players are doing poorly, a pair of Guards can appear. Both type of reinforcement will join the frey from the side of the wall, having finished their combat.
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  29. After the straightforward combat, the initial combat will calm on the wall. The adventurers will be approached, a task given to them
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  33. Encounter 2: Track down the source
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  35. The guard captain will join the adventurers while the entire wall of defenders take a breather (Short rest), with civilians helping out with the wounded and offering food and minor services.
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  37. The guard captain will offer a task for the adventurers, for them to find out what's driving the mauraders to attack the city. The adventurers don't have to accept, of course, and there are other groups that will be sent to attempt to find out what's causing the maurader attacks.
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  39. If the adventurers refuse the task, go to Encounter 4.
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  41. If the adventurers accept the task, they should find a way to sneak deep into the maurader territory, a deep forest next to the town, and investigate maurader movement.
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  43. Survival check DC 7 will be able to find maurader tracks (There are a lot of movement recently due to the number of attackers on the city). Following it will lead the adventurers into a camp, with the mauraders dancing and worshipping a bonfire, the worship lead by a cultist leader.
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  45. The cultist leader will attempt to flee, calling for the worshippers to stop the adventurers, diving into the forest. The players are able to stop him given some level of luck, or track him down afterward.
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  47. Present are 2 tribal warriors, 2 cultists.
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  49. After the enemies fall, or if the cultist leader is stopped, a wounded Berserker (37 HP) will enter combat from the edge of the forest, roaring angrily and frothing from the mouth, armed with manacle chains as well as his usual Greataxe.
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  51. The Berserker is a captive of the cultists and part of the nearby town's usual troublemaker, and is driven to blind berserker rage and released by the cultist to slow down the adventurers. Anyone whose background includes criminal or soldier (Town guard) will recognize the berserker automatically, or else the they can roll Insight DC 10 to recall seeing the berserker. Due to reduced HP, the Berserker is worth 250 XP instead.
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  53. The cultist leader, if interrogated, will reveal his position as a fire elemental worshipper, tasked with summoning his lord's minion and burning down the town nearby as a "sacrifice to his lord". The fire elemental in question is a minor fire elemental prince with very little interest in affair of the material plane normally. (Present this as a hook for next adventure if the GM has a need for it)
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  55. If the cultist leader isn't caught, go to encounter 3, else go to cleanup.
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  58.  
  59. Encounter 3
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  61. The cultist leader from before (use Cult Fanatic) fled to his secret hideout in the forest, waiting for the adventurers (Quaffing potions of healing to bring himself back up to full if needed).
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  63. Once he sees the adventurers, he will taunt them, sending in two Magmin minions. Furthermore, from his position he is able to pull trigger rope to slam unfortunate adventurer with flasks of oil he previously setup in the treetops. This is like the Oil gear, except with 20ft radius effect centered upon any square. If the magmins are in the area, they automatically set the oil off on fire as well, causing immediate damage (Dex Save DC 13 or 5 fire damage). The fire burns for 2 rounds afterward as per normal.
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  65. The cultist leader fights to the death, but can be turned in to the guard captain if captured alive for further reward (500 GP, plus a minor magic item of the GM's choice, or roll on magic item table B. Suggestion is bag of holding). If his body is returned instead, the reward becomes 100 GP, as no useful information can be extracted.
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  69. Encounter 4 (Failure to stop the cultist)
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  71. Scene: On the city wall again, or fleeing the city
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  73. The cultists have successfully summoned a pair of Fire Elementals (CR5, see Elemental) to level the town. The adventurers may fight to a valiant end, or flee the town. Killing the cultist leader send the Fire Elementals into frenzy, destroying everything in their path and seeing the town ablaze.
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  75. The fire elementals and the cultists will set the town ablaze, while the mauraders will loot and flee the town. If they are successful, the town is no more, a smothering remain that marks the start of the greater movement from the Elemental Plane of Fire.
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  77. Inventive players may be able to stop the Fire Elementals or destroy them. Let them.
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