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Gallinor Hall raid (SECRET)

General Summary

Shit, they messed up. They locked Varkum Gallinor in their basement, Fighter/Artificer murdered two guards in a random tavern, and the Cleric should have probably been death domain. Wizard did well, though - remember to reward. Sooooooo... Wizard, monk and fighter/artificer are on the 1st floor having just discovered that the hell mafia are involved in this plot. Knuckles McGinty bursts in through the door by tearing it off it's hinges and throwing it across the room, and the players flee for their lives, throwing furniture. (Should have included the destruction of a skeleton so that The Headless Grimuloh can say that they disrespected his uncle, or something, but I can add that later). They then proceeded to run through the great hall, with Wizard flying out of the window with Fighter, while Monk teleports through a keyhole. Knuckles notices and runs into the steward's office, attacking monk. Varkum and Barbed devil rush in, and fight. Knuckles punches potion cabinet, releasing giant octopus. Monk escapes to vault. Meanwhile, Paladin and Cleric effortlessly solve riddle to open the safe, revealing the Hell ring (should have planned this better - have no idea what curse it has). They decide not to pick it up, as it sets them on fire. Monk rushes in, casts darkness so that Knuckles will not be able to see and follow, and the group exits via secret passage. They reach the garden, the devil gets the ring, knuckles follows, octopus is killing all the guests, carriage crash, mansion explodes, fire, tsunami puts out the firs, wizard is forgiven by knuckles, cleric murders guard and waves around his corpse as a warning to others, fighter/artificer attaks guards after chase, madness.

Rewards Granted

So, monk got some potions (climbing and healing), and that's about it for treasure. They also got some documents about the Society for the Reinstatement of Gnomic Technology's goals, saying that they also have eyes on Chafis, but also telling of a safe house's location (prepare for this), as well as an airship that they have repaired in the abandoned rail depot (don't know if I should have this in the actual doccuments, or have this somthing the players can discover via the leads presented). I think that xp should work out at 500 per player for fighting guards and surviving McGinty.

Character(s) interacted with

The few NPCs that the characters will meet again will likely be the diviner (can't be bothered to find my paper notes for her name) and a few party guests. Don't throw away the NPCs not interacted with, but recycle later.

Notes

Just some ideas - make it so that the ring's influence gives Cleric and Paladin visions of corruption, get them more involved in hell mafia plot. Maybe hint that the players should check McGinty's criminal record at the Grand Bureaucracy to get them more involved in his story.
Report Date
20 Jun 2020
Primary Location

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