Assaulting the Sanctum
The players may decide to attack the Sanctum of the Bat God rather than just sneaking in. This can be done by recruiting the survivors of the Overgrown Temple as well as members from the Vurse tribe and leading them in an assault. The more effective the assault, the more of the sanctum that can be skipped. The assault event consists of two phases, a preparation phase, and an action phase
Preparation Phase
During the preparation phase, the players will seek to recruit people, treat the injured, hunt for supplies, craft equipment, or build siege equipment. Most of these actions will require an ability check and can be completed with various degrees of success. By succeeding in an action, benefits will be gained for the fight ahead. Any player may also spend their first action to travel with Ilis'jah to her tribe. When doing so they can aid her in recruiting members of her tribe, which may be a more effective way of recruiting than staying at the outpost. Actions:- Recruiting: Giving the harrowing experience in the overgrown temple, few people are willing to aid the party in the assault at first, however, this can be changed by convincing the survivors to join you. This action requires a charisma(persuasion, or possibly intimidation/deception) DC of 13 or greater to succeed. Succeeding results in 1d6*2 people joining. For every multitude of 3 above the DC an additional 1d6*2 people join (may stack up to 3 times). Every time this action is repeated between the party, the DC is increased by 2. The number of people the party can recruit this way is capped by the number of people that were rescued from the overgrown temple.
- Recruiting Anishina: At first, Anishina does not care to join in the assault, wanting to morn her people. However, she may be recruited by one of the players to join the fight. This action requires a charisma(persuasion) DC of 15 or greater to succeed. Repeated attempts will not affect the check in case an attempt failed. Anishina can only be recruited once.
- Aiding the wounded: The prisoners of the overgrown temple were not treated well by their captives, as such many of them are hurt. By using their skills in medicine, a player can aide some of the wounded, making them more healthy. This action requires a wisdom(medicine) DC of 12 or greater to succeed. Upon a successful attempt, the defense of the militia will be increased by 1 level and the DC for the recruiting action will be lowered by 2. This action can only be undertaken 3 times, with the DC increasing by 3 each time the action is repeated successfully between the party.
- Crafting Gear: Given that none of the people in the outpost have any gear at hand, helping out with making some gear for them will be very beneficial. A player can decide to either make weaponry or armor. This action requires a plain DC of 9 or greater to succeed. On a successful attempt, the defense or attack of the militia will be increased by 1 level depending if the player crafted armor or weaponry. On a roll of 16 or higher, a level increase of 2 will be applied instead. Players who are proficient with relevant artesian tools will roll with advantage. For armor crafting leatherworker's, tinker's, weaver's, and woodcraver's tools are relevant. For weaponry crafting smith's, tinker's, Mason's, and woodcraver's are relevant. This action can be succeeded upon 2 times and an additional time for each successful recruitment.
- Scavaging for supplies: People need to eat, and those who have been brought to the outpost are particularly hungry. Scavaging for supplies will provide the nourishment needed to strengthen them. This action requires a wisdom(survival) DC of 14 or greater to succeed. Upon a successful attempt, the defensive level of the militia is increased by 1 and the DC for recruiting is lowered by 3. This action may be undertaken 3 times. Only the first two successful attempts increase the defensive level of the militia. Additionally, each repeated success will only lower the recruiting DC by 1, instead of 3.
- Building siege equipment: Siege equipment will be invaluable for breaking down the gates of the sanctuary. As such, the players can work on battering rams. This action does not require a DC. Instead, for each time this action is undertaken progress is made on a battering ram. Each ram takes 2 actions to complete. Players proficient in Carpenter’s or Woodcarver’s tools will work on siege equipment as if undertaking 2 actions.
- Traveling to the Vurse tribe: Any player may travel with Ilis'jah to her tribe with the intention to recruit people from her tribe to help out with the assault. This action does not require a DC. Traveling with Ilis'jah to the Vurse tribe will unlock the Aiding Ilis'jah's speech action for the player's second action, and the Helping with preparations wildcard action for the player's third action. Players who undertake this action cannot undertake any of the actions above apart from Scavaging for supplies (note, the recruiting DC reduction will not apply).
- Aiding Ilis'jah's speech: Ilis'jah will give a speech to try and convince her people to join the party in the assault. The player will make a charisma(persuasion) roll, this roll can be used to either assist or elevate Ilis'jah's speech. Once all players eligible for this action have rolled, Ilis'jah (the DM) will make a charisma(persuasion) DC, which succeeds on a 10 or higher. When successful, 1d8*2 new recruits are added to the militia. For every multitude of 3 above the DC an additional 1d8*2 people join (may stack 4 times). The rolls made by the players that have taken this action will influence Ilis'jah's speech. If the player chooses to assist Ilis'jah, they must succeed on a charisma(persuasion) DC of 14 or greater for Ilis'jah to get an advantage on the her roll. If the player chooses to elevate Ilis'jah's speech, their roll will be converted to a modifier the same way stats modifiers are calculated (negative modifiers are set to 0) +1. This modifier is added to Ilis'jah's roll.
- Helping with preparations: This is a wildcard action where the player taking this action can try to aid the preparation effort in whatever way they want. This can result in any kind of advantage and may include a DC.
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