Sunday 31 January 2016

D&D Adventure: Breaking into prison

This adventure uses some of my personal home-brew, including the Samurai, and is set in my home-brewed world of Nuovo Arkhosia (map). This is all mere fluff, and the Samurai can be replaced by Knights in the monster manual.

The Gaolers Keep is found just outside Dessingrove City, along the inner part of the wall that separates the Empire from the Wasteland. It is a fairly small fortress, only meant to temporarily hold prisoners before they are transferred and exiled into the Wasteland.

Prison Grove, it is mockingly called by the locals.

The Keep also has something of interest to the party; a political prisoner (and family relative). Angus was a prominent figure in the resistance to the Empire, leading a campaign of sabotage and subterfuge against the Herald of the new God, Artor Keler-Vonstahp. Eventually a peace was struck between the residents of the wasteland and the Empire, but only if Angus became a hostage as part of the truce. For peace and his family, Angus willingly gave up his freedom to secure the truce.

Why does the party wants to break Angus out of prison?

The party were sent by the old Gods to remove the heresy of the new religion, but are seen as relative unknowns in this land. Angus was a fervent believer of the Old Gods, and is a legendary hero to the people of the wasteland. Securing Angus may be just the thing the party needs to become legitimate in the people's eyes.

Where is Gaoler's Keep, and what does it look like?

The Keep is located approximately 1 km south of Dessingrove city on the eastern side of Artor's Wall, the wall that separates the Empire from the Wasteland. Part of the Wall is integrated into the Keep. No other buildings or settlements are allowed to be built near the Keep to ensure the prison's integrity.

Map of the prison

The heavily guarded entrance to the Keep is located to the north-east, and immediately leads into the Administration room where prisoners are checked in and out. The entrance is magically constructed as such that only one door can be open at any single moment. This ensures that prisoners or visitors cannot just rush in or out.

The Admin room leads into the main corridor, which is segmented into three main parts. The corridor, like the entrance, is magically constructed so that neither gate or the kitchen can be open at the same time.

The large open space to the south of the corridor, or the Yard, has multiple uses. It is used to train the guards, provide leisure time for well-behaved prisoners, and as an execution area for summary punishment. The Record Room is located just to the south-east of the Yard, and is where all records of prisoners are kept until release.

The two rooms to the north of the main corridor are for the use of the guards. The red rooms are known as the Officer's Quarters, while the other room is known as the Guard's Mess. The Guard's Mess is where the Guards spend their break, and also doubles as an armoury.

The largest room in the Officer's Quarters is the Warden's Office, who overseas the administration of the whole prison. The left room is the Captain's Office, who is in charge of all guard related matters. The right room is the Chaplain's office, who is required to be on hand to serve the prison's religious needs.

The Kitchen and Prisoner's Mess are located to the south of the Officer's Quarters. The Kitchen is largely run and staffed by the prisoner's themselves so as to save on costs.

The final room is the Cell Block, where all the prisoners are located. There are 14 single cells and 2 bulk cells. 

All of the walls, floors and ceilings have been inscribed with runes to prevent the use of magic. The Captain and the Warden also have magical staves that when planted generate an anti-magic field around them. Only the yard is considered mildly safe to use magic, but the interrupted flow means that every single spell cast will cause a Wild Magic surge.

The NPCs

Warden Gavin Delson
Human, Samurai / Knight
The Warden is a minor member of the Delson noble family, and has been stuck running this prison for the past 20 years. His workaholic habits led his wife to leave him 5 years ago, and he’s done nothing but throw himself more into his work and alcohol. He sold his house in Dessingrove and set up a bare-bones cot in his office, and traded his horse to pay off his tab at the local taverns. Many of the prisoners who have been around for an extended time get along great with him and consider him a friend.

Captain Bronzefist
Dwarf, Samurai / Knight
Bronzefist is an exiled dwarf from the Wawmar Mountains, and has sort to make his mark on the new empire. He has risen high in Gaoler's Keep, and is now in charge of all guards. Relatively new to the prison in dwarf terms (15 years), Bronzefist has gotten to know almost all of the inmates fairly well. Even though his philosophy is that prison is a place for rehabilitation, he does not get along well with most of the prisoners. He, more so than the Warden, is seen as the gatekeeper by the inmates. Nearly all of the long-term prisoners hate him, and their attitude bleeds down to the newer inmates.

Chaplain Agnar
The prison's resident cleric. He is pale like a ghost and always has bags under his eyes. The guy looks like he hasn't slept in a while. He usually handles all administrative work.

Jeremy (Guard)
This black-haired, grey-green-eyed man has a fragile build and heavy, plain face. He is naive and quirky, and is interested mainly in money.

Riley (Guard)
This strawberry blond-haired, grey-eyed woman has a slender build. She is self-righteous, and is interested in romance and clothes. Way tougher than she looks.

Vidhi (Guard)
This man is a cold-hearted guard who is usually inconsiderate. He has dull grey hair, blue eyes, and brown skin. He is rotund with a thin face.

The Prisoners

Angus
A 52-year old man serving out a life sentence, Angus has been around since the Warden came into the job. He largely keeps to himself, and his status as a revolutionary means he garners some respect from the other prisoners.

Amos Caely
Mr. Caely, as he is referred to by nearly all of the inmates, is the most connected man in Gaoler's Keep. Nearly everyone owes him a favour. It is quite possible to suppose that he’s also incredibly well connected in Dessingrove. It is well known that he wouldn't be doing ANY time if it wasn't for a particular guardsmen that managed to witness Amos overseeing a drug deal. Amos is serving 10 years, 3 of which have passed.

Eldridge and Rocky
Mr. Caely’s left and right hand men. They worked for him before getting thrown in Gaoler's Keep, and continue to do so now. These two brutes are never too far away from their boss, and are willing to put up a fight for him, or take the blame when he gets a finger pointed at him.

Other Prisoners
Most of the other prisoners are simply on their way to being exiled into the wasteland. They are generally political or religious prisoners.

Some notes about the prison

Guard shift change
Most guards live in Dessingrove, and usually work for the full day. The shift changes at dawn. A minimum of four guards (not including the captain) is required to maintain the prison. There is always at least one guards patrolling the walls (accessible from the yard near the record room). One guard watches over the prisoners in the Cell block, however protocol dictates that two guards is required to manoeuvre prisoners around. Finally, one guard patrols the rest of the prison while the last one is on his break in the Guard's mess.

Food, water and supplies
Most of the work is done by the prisoners (or at a stretch, the guards themselves). Food and supplies are brought on a weekly basis through the entrance. Water is brought daily.

Visitors
Visitors are strictly not allowed.

Alarms
A magical alarm has been set up that is link to the main Dessingrove guard barracks. It can be set off in any of the Officer's Rooms. It should take roughly 10 minutes for back-up to arrive.

Some useful references

Use these rules:
http://recedingrules.blogspot.com.au/2011/05/heist-con-special-mission.html

Some useful skills checks:
http://dungeonsmaster.com/2009/06/skill-challenge-prison-break/

Sample adventure:
http://www.enworld.org/forum/showthread.php?249387-Prison-Break-Adventure

Sunday 17 January 2016

Samurai

Some notes:

  • This post doesn't include any of the Buddhist or Zen religious influences so that you can pop this into whatever fantasy world you have made
  • I have tried to avoid any specific cultural references such as Bushido so that it should fit in whatever culture you choose
  • Based upon the Gladiator in the D&D 5E Monster Manual 

Samurai are the eastern equivalent of a western knight. They are military-trained nobility that swear allegiance to a feudal lord (daimyo in Japanese culture) and follow a strict code of conduct. Honour and Duty are paramount to a Samurai warrior, and a loss of honour was considered worse than death.

Common traits among Samurai was  meditation to calm the mind, needless killing was an abhorrent act, ritual suicide was an acceptable method to regain honour, unwavering loyalty to your lord unto death, and that honour and rank is placed above all else.

Notes

  • Samurai were educated in the art of strategy so that they could be effective officers. They usually lead troops in battle.  
  • Samurai were accomplished martial artists, and could fight with a range of weaponry (including their bare hands). They are always seeking to improve their combat effectiveness through training and practice.
  • Samurai are extremely strict on each other when it comes to their code of honour. Any Samurai who fails at upholding this code are cast out and shunned by all, including former allies.


Samurai
Medium humanoid (any race), any alignment (tending towards lawful)

Armor Class 16 (chain mail)
Hit Points 112 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4)15 (+2)16 (+3)10 (0)12 (+1)15 (+2)

Skills Athletics +10, Persuasion +5
Saving throws Str +7, Dex +5, Con +6
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 6 (2,300 XP)

Brave. The samurai has advantage on saving throws against being frightened.

Focus. As a bonus action on their turn, the samurai enters a calm state of mind and focuses on their opponents. This focus lasts for 1 minute and ends early if the samurai has not attacked or taken damage since the beginning of their last turn. The samurai cannot casts spells while in focus. The samurai must take a short or long rest before they can use this ability again.

While focused the samurai gains the following benefits:

  • They have advantage on Strength checks and Strength saving throws
  • When they hit with a melee weapon attack, they gain + 2 bonus to the damage roll (see the weapon entry for the focus damage entry)
  • They have resistance to bludgeoning, piercing and slashing damage.


Actions

Multiattack. The samurai makes three melee attacks or two ranged attacks.

Katana (Longsword). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage, or 9 (1d10 + 4) when held with two hands.
Focus: 10 (1d8 + 6) piercing damage, or 11 (1d10 + 6) when held with two hands.

Tanto (Dagger). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) piercing damage. Can be thrown with a range of 20/60.
Focus: 8 (1d6 + 6) piercing damage.

Short Bow. Ranged Weapon Attack: +5 to hit, range 80/320., two-handed, one target.
Hit: 5 (1d6+2) piercing damage.


Reactions

Parry. The samurai adds 3 to its AC against one melee attack that would hit it. To do so, the samurai must see the attacker and be wielding a melee weapon.

    Thursday 14 January 2016

    The Amulet of the Pantheon

    The defeat of the Pantheon to the might of The Mockery left the old religion in ruins and many of the deities essentially dead. Their shattered fragments were banished from the mortal realm, but they managed to navigate the hostile dimensional planes and found safety inside the amulet of one of their most devout followers, Grimbold. There the old gods, both good and evil, partially regathered themselves and waited to be reforged into their former selves.

    Grimbold followed the teachings of the Raven Queen, Goddess of Death in the Pantheon, and wore an amulet that was imbued with the soul of one of her unnamed saints. Grimbold gave up their divine powers while the amulet's soul sacrificed itself completely so that the fragments of the old God's could find a temporary home within the amulet. Unfortunately the defeat has left the individual personalities of the Gods completely shattered so that what remains are the raw emotions and ideologies of those Gods but without any of their purpose.


    The nascent essences of the Gods now compete for dominance, struggling with each other to come out on top. Their struggles are heavily influenced by what occurs immediately around them, and by the choices of their bearer. For instance deadly combat favours the war gods Kord and Bane, while appreciation of the arts favours Korellon. The most dominant ideologies have a significant influence on the magical powers that the amulet will bestow upon it's bearer.

    The Gods and their Ideologies

    Over half of the Gods in the Pantheon fell, and their personalities were shattered. They only partially remain inside of the amulet, and are heavily influenced by their environment. They are, in alphabetical order:

    Asomodeus was the most powerful evil God of the Pantheon, and represented raw power and pride. He is influenced by any actions that significantly increase the power of the bearer (whether through acts good or ill), and in taking pride in that works.

    Bahumat was the leader of the Gods of good as he represented Justice and Honour. He is influenced by actions that are exceedingly just and honorable, and where the bearer abides by the law of the land and follows a strict honour code.

    Bane was the evil God of War, and he always lusted after complete domination of his enemies. He is influenced by victorious combat, the subjugation of enemies and the conquering of their land.

    Bukalos was an evil Goddess that thrived on disaster and pain. She is influenced through illness, averse weather conditions and disasters of any nature.

    Erathis was a Goddess of Civilisation who sought to bring order to the masses. She thrives on orderly bureaucracy and peace.

    Gruumsh was the evil God of Wrath, and had an insatiable appetite for destruction. He thrives on any type of destruction that was caused intentionally.

    Ioun was the God of Magic, and spent eternity studying the nature of the universe. He is influenced by dedicated study and the use of magic.

    Kord was the good God of War, and thrives on the battlefield. He is influenced by combat and feats of physical prowess.

    Korellon was the God of Freedom, and appreciated natural beauty in all of its forms. He thrives on art, liberty and individual freedom.

    Lloth was the evil Goddess of Treachery, and is influenced by lies and deceit.

    Melora was the Goddess of Nature, and is influenced by the wilderness and the sea. She is influenced through any act that would protect nature.

    Moradin was the God of Creation, and is the patron of all craftsmen. He is influenced when anything new is created.

    Pelor was the God of the Sun, and is the patron of farmers and commoners. He is influenced through any act that would protect farmsteads and the common people.

    And the Raven Queen was the Goddess of Death. She is influenced through proper burial procedures and the destruction of the undead.


    Powers of the Amulet

    The amulet starts off with the following powers:

    1. While attuned to the Amulet, the bearer can use an action to case Cure Wounds. After the bearer casts the spell, they roll a d6. On a roll of 1-5, the bearer cannot cast the spell again until the next dawn.
    2. While attuned to the Amulet, the bearer can use an action to case Heal. After the bearer casts the spell, they roll a d6. On a roll of 1-5, the bearer cannot cast the spell again until the next dawn.
    3. When you cast a spell using the Amulet, there is a 10 percent chance that you attract the attention of The Mockery. The Mockery sends an avatar to wrest the Amulet from you. The avatar has the same alignment as its creator and the statistics of an Empyrean. Once it obtains the artifact, the avatar vanishes.

    Sunday 10 January 2016

    Map of the Empire of Kelerak

    This is a map of Kelerak as it stands in the year 649 after the founding of Farland (the standard reference calendar used within the region). The Empire of Kelerak stretches from coast-to-coast, all barring a small walled territory called "The Wasteland" surrounding Knight's Hall.

    This map was created using Inkarnate.


    Map of Kelerak