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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.
 

Action Phase

During the action phase, the actual assault will take place. The players will have moved their makeshift army close to the sanctum. There are a total of three gates that can be cleared during the assault, the outer gate, the courtyard gate, and the door of the central building. Each time a gate has been breached, the party is able to skip more of the dungeon.   Before the assault truly begins, the militia will be split up into groups. A group can either charge at the gate (assault group) or be set up as archers who provide support (support group). A group 40 feet of movement and can execute 1 action and 1 bonus action each turn. Each group requires a captain to direct. Either a player can act as captain or Ilis'jah will take on the job, in which case the DM is leading the group. The player that is acting as captain can direct the group. A group without a captain cannot make any maneuvers and will likely act far less tactical. A ram can be assigned to any assault group to help them knock down the gates. As such it is important for the groups that escort the siege equipment to keep those safe.   During the assault, waves of ghouls will attack the militia. If the ghouls manage to kill the entire militia (not including the players) or if the militia can destroy all three gates the assault ends. The players must enter the sanctum once the assault is over or flee. Either way, they need to find a way to escape the remaining ghouls.   The groups of ghouls come in 3 different varieties. Groups of only ghouls are the weakest, groups containing ghasts are stronger, and groups containing vampire spawn are the strongest. A vampire spawn also acts as a captain for the ghoul group. The size of a ghoul group can vary between 15 to 35 ghouls.   Attacking: Each militia or ghoul group will be able to do 1d4 of damage to an enemy group, plus an additional 1d4 for every 6 people in that group. Per increased attack level of the group, the maximum damage that can be rolled with a single die increases by 2. Attacking will take an action. Support groups have an attack range of 120 feet. However, for every 25 feet of space between the target, they will have a -1 penalty on each of their attack dye.   Defending: Each militia or ghoul group is also able to defend itself against an attack. A group may deflect 1d4 of damage from an incoming attack, plus an extra 1d4 per additional defense level. However, a group may only defend with a maximum of die equal to the number of people divided by 4. Support groups will have a constant -1 penalty on their defense die. Additionally, a group can spend a bonus action to use the brace maneuver, which transforms their defensive die to d6 until their next turn. In order to brace, the group cannot have moved more than half its speed. When bracing, speed becomes 0.   Battering Rams: Battering rams must be escorted by a group. A single ram takes 4 people to operate. If less than 8 people operate the ram, it cannot attack and its movement speed is reduced by 5 per missing person. The people that operate the ram must be assigned, but do not count towards the number of people in the group apart from being targets of attacks. Whenever someone operating the battering ram gets killed, a person from the escorting group will take their place at the start of that group's next turn. A battering ram cannot attack enemy groups, only gates. Attacking with a battering ram is a free action. The ram does 1d6 of bludgeoning damage per operator, to a max of 8d6. The escorting group can execute the maneuver to protect the battering rams as a bonus action. Protecting the rams will guarantee that the people operating the ram will not be targeted by enemy attacks (unless they are the only ones left). When defending the siege equipment, the number of attack dice of that group is reduced by one. The defense will stay in place until another bonus action is spent to stop defending the ram. A ram is destroyed when the group is wiped out.   Players: Players do not count toward the number of people in a group, however, they can partake in the group's attack. Each player can make two actions on their turn. These actions cannot be attacks. Instead, if a player wishes to attack they will spend both their actions to add an additional die for their group's attack. Otherwise, they can spend their actions on anything they could normally do. Bonus actions are regarded as normal actions.   Players can still take damage when being part of a group. Whenever a group gets attacked to which a player belongs, that player takes 1d10 damage for every 8 enemies in the attacking group. The damage die becomes one tier less for each level of defense of the group, to a minimum of 1d6. Conversely, this damage increases by one die tier for every 4 defense capable members of their group below 14, to a maximum of 1d20.   Players joining assault groups will not be able to keep track of the other groups. As such, a player can spend one of their actions communicating the status of their group or something else on the battlefield in whatever way they can think of. When a player uses a signaling action, all other players will be able to spot their sign and understand it, unless there is a specific reason they cannot see or understand the sign.   Gates: The gates of the sanctum are giant stone doors that are counted as structures. They each have a total of 50 hp, apart from the final gate, which has 75 hp. The gates are immune to poison and psychic damage; highly resistant to acid, lightning, and slashing damage; and resistant to necrotic and radiant damage. Additionally, any magical attack made against the gates only has an effect if they cause an explosion or simulates something with strong force behind it. This does not include magical attacks that deal acid, force, thunder, bludgeoning, piercing, slashing, or physics damage.

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