lvl 6- Gang Sabotage

Set Up

  • Players will have just entered the city of Tiberius Trail , following up on a quest given to them by Ed Wittaker.
  • Ed asked them to follow up on an inquirry from one of his contact, Theodore "Teddy" Colson , who is here in the city.
  • Teddy has previoulsy been hired by an Impirial Schoolar, who seems to be on the trail of something in the Wildheart Blight, somethign important enough that Teddy wants to intercept it.
If not lvl 6, level up now  

Act 1

  The Plan and information
  • A schoolar from the Impirious is hiring out an expidition to search the Legion Valley ruins for a book he beleives contains valuble information and insight on the blight. teddy beleives that it might instead be one of teh Books of Evil Deeds.
  • The broen crow gain has somehow gotten wind of the excursion, and is planning to beat/steal the prize
  • The Plan; Prevent the Broken Crows from leaving the city, and ruin thier excursion supplies.
  • Teddy will discuss with his boss hiring the party on as extra muscle, and anything they can do to make a name for themselves in the city will go a long ways in helping his eforts. (opprotunity to explore local quests)
  • It will take 5 days to get everything in place for them to leave for the wildheart Blight
Preperation and Information gathering
  • Who is the information contact, how did they figure out this secret mission?
  • Who is guiding them through the Blight, can they be taken out of the picture somehow?
  • Where is the Broken crows gathering thier supplies and transport?
  • Teddy's broken Crow contact Lucy can meet them in day or so, potentially answering some of these questions if the oarty is unable to find out for themselves, or find something else to occupy them.
Valentine Calico 
  • A indpendent mercenary who has been running with the Broken Crows as a "problem solver" for a number of years, and Teddy's contact within the orginization. 
  • Someone to tread carfully with, she can be fickle in her loyalties and often picks one side or the other of a whim or out of bordom. However, she is also one fo the very few unafraid to cross the Crows. 
  • Has limited insider information on local gang operations
  • The Crows have a small base about half a day outside the city, and abandoned mine they they use as a storage place for stolen goods and vehicles.
  • There is a locked safehouse at the site, the key is held by one a particularly nasty rustler called Ned Nightly who is in charge of running the operation there. He can be found at the site, but can also be found at the Velvet Noose in Theater Square. It will be easier to inflitrate the safehouse if he is not quardinating, but the velvet noose is the central operation for the broken crows, so going after him there will require a great deal of subtly.
 

Act 2

Players can either do the optional mission to go after Ned Nightly at the Veltet Noose, or go straight on to raid the safe house on the outskirts of the city.  

Optional: Inflitrate the Veltet Noose

  • They will have to sneak into the casision, navigate through and Find NEd Nightly, then discrettly steal the key, or incapacitate him without being found out by the security.
 

Raiding the Safe House:

 
  • Nestled amidst the rocky terrain, the camp bears the scars of its former life as a mining outpost, with dilapidated buildings and rusting equipment scattered haphazardly throughout.
  • Goal is the sabotage/steal the vehicles, and destroy the supply's so that the Broen Crows can not quickly mount an expidition following the party
Notabel Features-
  • Stockade- the camp is surounded by a wooden stocade, cut from large logs and bound together with iron strips. There are 2 gates leading into the camp, with a guard at both gate. A few look out spots seem to be set up along the wall.
  • The Abandoned Mineshaft: At the heart of the camp looms the yawning mouth of an abandoned vertical mineshaft, its depths shrouded in darkness. The shaft serves as a foreboding focal point, its crumbling edges offering potential hiding spots or vantage points for the players to exploit during their infiltration.
  • The Watchtower: A weathered watchtower stands sentinel on the outskirts of the camp, its wooden platform providing a commanding view of the surrounding area. Climbing the tower could grant the players valuable intel on the camp's layout and the movements of its inhabitants.
  • The Barracks: A cluster of makeshift barracks houses the bulk of the Broken Crow gang's forces, their walls adorned with crude graffiti and hastily erected barricades. Sneaking through the barracks undetected could yield valuable supplies or information, but the risk of discovery is ever-present.
  • Vehicle Yard: there are 3 Iron Camels and a half dozen Steelhares in various states of repairs in a side yard near the barn.
  • Barn: towards the back of the camp is a large barn like structure, with open air on one side. Inside is a large pile of mechanical scrapes. A back room inside, locked, holds the valuables the gang has collected.
Be sure to include central mineshaft, walls, vehicle yard and watch tower when making any potential battle maps  

Night Option

Players can try and sneak into the hideout, and will have to contend with the following features.
  • gates are locked, 10ft high stockade.
  • 3 guards on lookout posts along the wall, possiblility to find a blind spot DC 15 investigatiion and stealth checks.
  • 3 around a fire in the compound chatting and drinking.
  • 1 guards in watch tower, will have 3/4s cover in a fight, and has a spot light that give advantage on attacks against anyone in the light, and the person affected has disadvantage on any ranged attacks they try to make. Takes an action to move the light.
  • All buildings are locked.
  • 7 bandits and Ned will come out of the baracks as renforcments if a noisy fight starts, 2 rounds after combat starts.
 

Day Option

If they decide to try and attack/inflitrate during daylight, they will have to contend with the following.
  • Gates are open, but have 1 guard on rotation standing outside.
  • 2 up in the watch tower, 3/4th cover in a fight.
  • 7 bandits and Ned scatered around the camp, with an additional 5 coming out of the barracks as renforcements after 2 rounds.
Broken Crow Boss- Named Ned Nightly, leader of this local gang.
  • 80hp, Ac 18
  • 2 revolvers, 1d8 +4 damage each
  • Sneak attack rules- 2d6 extra damage once per turn if at advantage or in melee with ally.
  • Targeted Shot- when making an attack, you are able to disable a target in a number of different ways choosing either to reduce a targets speed by half for the next turn, knock them prone, disarm them, or impose disadvantage on their next saving throw.
Possible Loot in back safehouse
  • chest containing 97s, and 73g.
  • a 1 pound bag of rubies
  • Painting taken from a disgraced Herdlendic Noble house after they were driven from the city. A Leonin family portrait: Father, Mother, two teenaged children, and a young child. All of the faces have been vandalized or removed except for the youngest child's.
  • Painting- A cozy village tucked away in a valley underneath a stunning night sky.
  • 3 sluggers, 2 longshots, 2 repair kits, and 4 boxes of ammunition (400 shots)
  • 5 pounds of spice
  • 6 Impirial trade bars (worth 100g each)
  • 2nd level calm emotions spell scroll
  • Bracers of Archery magic Item
  • Kobold engineer named Snickwhistle- Kobold Artificer lvl 5 , who was captured and forced to work on the vehicles they have been capturing. Very eager to help the party and would be willing to stay on if they keep an iron camel for themselves.

Conclusion

  • Party will meet with local Rider Leadership, Jarek, and be offered the opprotunity to work as deputies on an upcoming assignment.
  • They came highly recomended by Teddy, and have made a name for themselves if the word on the street is to be belevied (refrence any local sdie quests they completed)
  • Offers payment, 150 gold per person, and any items that the impirial schoolar is not interested in that they find.
Level up to 7