Missions in Greenest
Events in Greenest are divided into missions. Missions don’t need to involve combat, but most do. The characters reach the town at sundown, or about 9 p.m. The sun comes up again at 6 a.m. the next morning.
For time-keeping purposes, assume that each mission takes an hour. Time during the hour that isn’t spent fighting or slipping through town is spent tending gear, bandaging minor wounds, patrolling the keep’s walls, briefing Nighthill on the situation, and other mundane tasks. If characters take a short rest, they can’t undertake any other mission that hour.
Governor Nighthill gives the characters a quick briefing on the tactical situation. The raiders have isolated the keep from the town with encircling groups of guards, but they haven’t organized an attack. Nighthill thinks the raiders don’t intend to attack the keep; they seem interested only in loot. The real danger is to the town and to those people who didn’t make it into the keep before it was cut off. Nighthill wants the characters to slip back into the town and help people who are cut off or harass the raiders. A stealthy group can make it out of the keep and back in again without drawing the raiders’ attention.
The Old Tunnel
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A narrow tunnel runs from the cellar beneath the keep to the bank of the stream (area 2). The tunnel is wide enough to allow warriors to pass through it in single file. In the keep, the tunnel is sealed with a locked ironbound door, and the stream exit is covered with a locked iron grate made to look like a sewer outlet. The tunnel’s main function was as a secret means of collecting water from the stream during a siege, but it can double as a sally port. Since the keep has never been besieged, the old tunnel has never been used. Barrels and crates are piled in front of the door. The keys for the locks are on the ring that Escobert carries with him everywhere.
The Sally Port
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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. Escobert 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. Escobert 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 groups of foes.
After characters seize the room, they discover that the door is heavily damaged. The fastest repair is with five castings of mending (taking five 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 attacks. These foes 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
The Old Tunnel
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Award standard XP for defeated foes. Aside from that, the chief reward for this mission is the tunnel itself. As long as it remains secret, characters can use it to enter and exit the keep safely.
The Sally Port
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Award standard XP for defeated foes.
Related Locations
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