Greystone: Prisonbreak - Player version

One-Shot
System: DnD 5.5 (2024 rules edition; DND-OGL)
Theme: Gothic Horror
Conflict: Ally needs to be broken out of prison.
Level: 3
Number of player(s): 3 to 6 players
Alignment: non-Lawful
Starting equipment: Standard kit (non-magical weapon, shield, (studded leather, chain shirt, chain mail) armor, standard pack, additional 50 gp)
Character options: All species, all classes (custom steampunk classes available on demand) and backgrounds available in the Free rules/Player's Handbook 2024.
Attribute Scores: Standard array or Point Buy
Hit Points: Average fixed
Origin Feat: Take any Origin Feat

Location background information: The County of Eryndor Vale
DNDBeyond Campaign page: https://www.dndbeyond.com/campaigns/join/7052760920166681

The world in a nutshell

Eryndor Vale is a mist-shrouded, gothic land nestled in the southeastern foothills of the Howling Spire Peak, part of the Hall of Ancestors Mountains. Known for its tangled forests, sunless lowlands, and crumbling stone towns, the Vale carries an air of melancholy beauty, old curses, and uneasy power. Once ruled by the fierce Voivode Istvan Waldròs, it now exists under the careful, uneasy balance of its three baron families: Eyél-Viràk, Tush-Kessér, and Sürke-Fatjòl. The people of Eryndor Vale view their barons with a mix of admiration and fear, as the barons' mysterious origins and their unyielding protection against external threats have cemented their power in the region. Despite their success in keeping the orc tribes at bay and repelling monsters from the valley, there remains a sense of suspicion and fear from the crown, as the county’s rulers are seen as enigmatic figures with unspoken ambitions.

Rustle Spire – The capital of the Barony of Lángvér, a brooding, stone-walled city clinging to the cliffs above a deep ravine, where shadowed cathedrals loom over narrow streets and bell towers echo with restless chimes. Here, Baron Ivoris presides over a web of political and religious intrigue, his loyalists watching from candlelit alcoves and whispered chapels.


 

Introduction

In Rustle Spire, capital of the Barony of Lángvér, a crew of anti-heroes, rebels and thieves are on a mission giving to them by a mysterious figure through their handler Saemus. They have give a sealed letter to an unscrupulous Noble and blackmail him to support the Red Fist. They have infiltrated his mansion and are in his office confronting him and handing over the letter. He turns white and freezes, starting to sweat and shake... What could be in the letter they wonder?


 

Important NPCs

Grokko

He's the friendly but rude Halfling member of the crew, a thief with deft fingers that can pick any lock! A young Halfling orphan from the slums working any job he can get his little hands on to help his fellow street urchins. He likes to play cards too but he cheats... Badly. Often showing cards sticking out of his sleeves while he has a mischievous grin on his face.

Saemus

Your fixer and an expert planner. He is a wiry middle-aged man of short height, unassuming in his brown coat with a balding head. He speaks with Velmirian accent and claims he used to be a great pirate.

Magistrate Ivar Graegoris

A corrupt Noble serving as one of the Magistrates of the City and serves as one of the Priests in the Great Cathedral. A tall, skinny man with a widows peak and a large bulbous nose dressed in a dark robe. He is the man you have set out to blackmail to work for this mysterious organisation the Red Fist.

Organisations:

The Baron's Household Guard
The Elite Guard of the Baron himself, guarding the secrets and political intrigue of House Sürke-Fatjòl. They are fearsome fighters and able to execute clandestine operations, creeping in the night in search of the enemies of the House. Sometimes they will appear alongside the regular guards if a case warrants the interest of the infamous Household Guard.

The City Guard of Rustle Spire
The police force of the city and first line of defense serving to enforce its laws and fight crime in the streets. From regular guards that drag criminals off the streets to the wardens of the prison. Known for their petty cruelty, they will harass, beat and extort any commoners in their way and take bribes from the wealthy. They wear dark blue uniforms with leather armor wielding clubs, spears and crossbows, will try to incapacitate and capture instead of killing.

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