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Sally Port

The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. During the night while characters are in the keep, raiders approach the old gate, force it open, and rush through. Ironbrow discovers them and races into the courtyard to sound the alarm ahead of the infiltrators.   Enough defenders are available to deal with the immediate threat from raiders loose in the keep, since it’s more a probe that got out of hand rather than a full-scale assault. Ironbrow is most concerned about resealing the sally port, and he seeks out the characters for that job.   To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three cult fanatics, three kobold dragonshields, and one ambush drake, which are guarding the sally port’s 10-foot-by-20-foot ready room against exactly this type of counterattack. After characters seize the room, they discover that the door is heavily damaged. The fastest repair is with five castings of mending (taking 5 minutes). If none of the characters can do this, an NPC in the keep knows the cantrip. Someone must find and fetch her to the ready room.   Before the door can be repaired, a second group of raiders consisting of one thug, two cult fanatics, and three kobold dragonshields attacks. These foes can come from outside the keep, or they might be a group of infiltrators trying to fight its way back outside. If characters barricade the door with barrels or other heavy objects while awaiting repairs, they might hold off attackers until the repairs are finished and avoid this fight entirely.   Rewards Award standard XP for defeated foes.

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