One-Shot: Greystone - DM Edition

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, one Uncommon item, 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.  

Pick an event from 'A Plan Gone Awry' or 1d6 from the table below:

Past Events


NrEventDescription
1HeistBreaking into the First Bank went terribly wrong. Sneaking in went okay but the plans we bought from the broker didn't mention the new alarms. We ran but they caught one of us before we got clear.
2SabotageWe planted a bomb in the textile factory. It detonated but we ran into bad luck.. Some constables were just around the corner and what was a simple mission turned into a chase through the Iron Quarter with one of us captured.
3BlackmailWe confronted the crooked councilman with compromising information. We were shocked at him pulling a gun and offing himself and we could only run from the mansion. But one of us got caught by a footman before we got clear.
4StrikeLeading the workers from the factory we inspired them to strike. However the rich owners greased some palms and brought the constables down on our heads and we were forced to run but they took one of us.
5ProtestWe went to the Imperial Palace to fight for our rights. The nobles were not amused and the constables and imperial guards started beating us. When we got away we noticed one of us was missing.
6ConscriptionThe army officers are ransacking the Rookery for bodies to serve in the war. They picked us up from the streets but we managed to make a break for it. However, one of us got caught.

start of DM section:


Setting the scene: START with explaining the 'A Plan Gone Awry' event and finish it with party sitting in the dark barracks needing to speak to Saemus to create a plan to break out or eliminate the crew member. Act 1 will take the most time and you can spend an hour to figure out what to do and go talk with Jaromir Nowack at the end. Recommended is to involve one player to take the lead.
 

Maybe you are friendly with this crew member and you wish to break him out or you just want to make sure he's silent forever. Either way, you must get to him in the Ironforged Prison, a large black structure made from iron and concrete. Getting in will be difficult.. No, impossible. You will need to find your handler Saemus Gerricks and come up with a plan.   Possible names of the lost crew member:

  1. Colin Brassheart, human, Rogue, Criminal
    A witty Rogue who has run with your crew for a couple of years.
  2. Evy Saerath, elf, Wizard, Spy
    A former noble from the Kingdom serving as a spy and saboteur.
  3. Grokko, goblin, Fighter, Worker
    A simple fellow, not too bright, but with a heart of gold.
  You need to find a way into a fortress and into the heart of the fort where your associate is being interrogated. Break him out if you can or silence him if there is no other option.

 

Plot points

With a suggested maximum time for planning a 4 hour session.
Act 1: Coming up with a Plan (max. 1,5 hours)
Act 2: Infiltrating the Ironforged Prison (max. 1 hours)
Act 3: Finding the cell (max. 0,5 hour)
Act 4: Prison Break! (max. 1 hour)

Drop combat encounters if its going to slow.

ACT 1: Introduction and confronting the Noble

Scene 1.1 - Infiltrating (in-game clock: midnight)

The party meets up outside of the manor house at midnight. Its a dark moonlit cobblestone street in-front of the large wooden door leading into the manor house. They are expected and the servants let them in and up into the office of the Magistrate where they hand him the letter. He turns white and starts to sweat and shake... Suddenly he turns around and jumps out the window falling silently to his death striking the street. Soon a servant will discover his party and will start screaming for the guard. They must run and get chased by the guards who capture Grokko in the mad dash. Catching a glimps of a large hooded man who throws him on a horse and dashes off. If they decide to turn and fight them they'll all get captured in an unwinneable fight.

Scene 1.2 - Licking our Wounds

The players start in the hideout the day after the 'Plan Gone Awry' event and the mood is dark after botching their mission, having to run back to the hideout with one of their crew in the hands of the constabulary. Best is to try and get one of the players to take the lead and rally the others. If they don't know what to do then introduce Saemus and pull them into a planning session.

Setting the scene: IN the gloom of a basement with only a single oil lamp, you look at each other, unhurt but ruffled and taken aback. All of you feel the absence of Grokko who would cheer everyone up after a mission. You pick yourselves up and are reminded that have to get to them or the guards will be here soon. Its time to find Saemus and see what you can do to get them out... Or silence them before they spill your name.
 
Saemus Gerricks - 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 an accent of the Eastern territories.

Scene 1.3 - Coming up with a Plan

The players meet with Saemus and discuss how to get the captured crew out. Encourage them as Saemus to come up with ideas but jump in when the players are confused or taking too long.

The way I sees it you got three options: through the sewers, over the walls or fight your way in through the gates. Although I suppose you could also get arrested. Sneaking through the sewers will require getting a map of the entrance and finding a way in. I got a contact that can set you up but it won't be cheap. You could try to convince the guards that you belong there. Frontal assault... Well, its your funeral.

  1. Sneaking - will lead you to the Merchant's Circle and a shady merchant who has some plans of the structure. They can intimidate, kill or buy him off. They can do a little task for him in collecting a debt from a local gang.
  2. Talking - they have two options: get guard uniforms and talk their way into the structure. Pose as inspectors from the Imperial Court on a surprise inspection. They need to go the Merchant's Circle to acquire the appropriate uniforms.
  3. Fighting - Straight up attacking the guards at the gate will be suicidal. They can attempt to scale the walls and attack a smaller number of guards. Optionally you can direct them to the Merchant's Circle to buy climbing equipment.

[Optional] Scene 1.4 - The Smuggler's Alley

If you want to speed up you can have Saemus give them the map of the sewers and skip this scene.
Setting the scene: You set off with grim determination knowing that you have a hard day ahead of you. Walking down the streets of during the morning hours you don't encounter many people. The cathedrals are silent monuments to the Gods soft candle light illuminating the stained glass windows. You keep walking until you reach the opulent streets of the Merchant's Ring, the houses richly decorated and shops with all sorts of goods. Turning a corner you start navigating the dark narrow streets of the Smuggler's Alley until you reach a decrepit little shop with a rotten sign that reads 'Abrizzio's Emporium'.

Welcome, friends! Welcome to Abrizzio's Emporium! We have sundries, food, exotic spices and wonders from as away as the wilds of Maeltherra and special treats from the swamps of Velmira!

After a short conversation they can obtain the plans to the prison the outer structure which reveals a hidden entrance through the sewers.

  1. Pay 100 gp for the plans or the uniforms. Contested Persuasion 1d20+4 roll to lower the price to 75 gold
  2. Contested Persuasion/Intimidation/Deception roll 1d20+4 and has to be at least 5 points higher than the NPC to get it for free. Otherwise he offers the goods at a discount and insists on the regular price if its a failure.
  3. Investigation Check DC13 > Stealth Check DC12 > Sleight of Hand Check DC15 to steal the plans/uniforms.
  4. Kill him and steal the plans/uniforms. (he's only a commoner so a single strike should do it)
On an Insight check DC15 they can figure out that he is a drug dealer and they can buy Devil's Nectar for 10 gp.

What does Abrizzio know?

  • The guards is vile bullies but cowardly and corrupt
  • Prisoners have escaped by scaling the walls in the back of the prison
  • There is an old sewer passage that leads into the prison
  • If they present themselves as interrogators from the baron they might be able to persuade the guards

Act 2: Infiltrating the Greystone Prison

Sneaking

If they have the plans then they know there's an easier way in via the storm drains. Sneak past the guards (Stealth Check DC13) or take them out. Enter the storm drain and make your way to the hatch leading into the prison. A Perception check DC12 will reveal 3 Green Slimes lurking in the sewers. They can't sneak past them and will always get attacked. If they don't notice them they'll be Surprised. They will find a rusty old key in one of the slimes. They can enter the prison into a storage room in the basement.

Talking

Go to the guards wearing the disguises and convince them with Contested Deception or Persuasion checks that you belong there. Go into the complex with a couple of guards who will give them a tour of the facility. Their will be some moments where they can take them out quietly or convince them to take you to the interrogation rooms. This needs some improvisation as we can't know what the players will say or do.

What do the guards know?

  • The prisoners have been unruly of late.
  • A new prisoner, a halfling, was brought in a few hours ago.
  • The interrogation cells are on the 3rd floor.
  • The Household guard is Clavian and is out searching for the party.

Fighting

Frontal assault of the gates is almost impossible to win against 12 guards and some of them firing from up the wall. Going through the back and scaling the wall with Athletics or Acrobatics check DC15 they will face 6 guards but they must hurry as the entire complex gets put on high alert. The head into the back entrance into the kitchens and must rush through the complex fighting knights and guards.

Act 3: Finding the cell

Setting the scene: FINALLY you made it inside the prison. Now you'll have to find the crew member and you have no idea how the interior is structured.

Sneaking: This looks like a storage room long abandoned, moldy sacks of grain in the corner and broken barrels and crates stacked on top of each other. A thick layer of dust covers everything. There's a door on the other side of the room.

Talking: The guards are taking you on a tour of the facility and the inmates are yelling and chanting from all levels of the prison. You have no idea where your friend is being held and see no maps or directions. The guards are chatting and joking about the various inmates and facilities so you smile and encourage them to continue. They're leading you to a staircase in the back to go to the next level. A dark and secluded staircase...

Fighting: You fought your way inside and you hear the loud alarm blaring all over the facility. The inmates are screaming and hooting with some of them asking you to break them out! Ok now what? You have no idea where your friend is being held and you see no directions anyway. There's the sound of boots on the iron floor approaching from afar... Whatever you're going to do you have to do it quickly before your overwhelmed!

The interrogation cells are located in the center of the complex on the third floor. By questioning a guard or inmate or using Investigation checks DC13 to find the floor, DC15 to find the exact location, they can find the location of the prisoner. They have to unlock his shackles with a Thieves Tools Check DC15, Strength Check DC18 or take a key from a guard. He is being guarded by two prison guards, if they're alerted one of them will run to sound the alarm.

 

Prison Guards:They use the Guard stat block but most don't use swords or crossbows. Every floor has a Guard Sergeant patrolling the cells.

 

Alarm: If the players check for traps on an Investigation Check DC15 they can find the alarm mechanism. With a Dexterity or Thieves Tools Check DC15 they can disable the mechanism. If they attack it they will destroy it automatically and 1d6 and on a 5 or 6 the alarm will go off.  

The Master Control: On a Perception or Investigation Check DC15 they can find a lever that will release all the prisoners on the current floor. This creates a lot of chaos which the party can use to proceed with the guards occupied with capturing the released inmates.

 

Act 4: Breakout!

They have to rush to one of the exits while being chased by the guards. If the facility hasn't been on high alert yet it will be or is about to go. Rushing to the exit with or without their crew member to either scale the walls or sneak or use subterfuge to get out of the gates. Once out they make their way back to the hideout to debrief.

 

Clavian Gorne will chase them and if they don't avoid him by sneaking or running he'll engage them in combat. He has 3 guards with him and he is spellcaster himself.

 

Once they return to the hide-out they meet with Thorne, one of the leaders of the Red Fist. He explains that they're planning a rebellion against the oppressive regime of the barons.

 

Released Crew: They are weakened and are unable to fight.

 

The Prison Guards: At this point the prison will be on high alert and the guards will chase the party.

 

The Master Control: If they haven't already they can pull the master control to release all the inmates on the floor.

 

Appendix 1: Important Characters

Saemus Gerricks - 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 an accent of the Eastern territories.

Abrizzio Fontan - A shady shopkeeper in Smuggler's Alley. He has a bright smile showing a golden tooth, slicked back oiled black hair that's starting to grey at the edges. He's a good negotiator and likes to haggle. Secretly, he deals in illicit goods from Olmerrec especially the Devil's Nectar drug.

Clavian Gorne - An Agent of the Black Hands. He doesn't show his face always wearing his hood up and a mask to conceal. Horribly scarred when he was burned by a mage during a border skirmish with the Kingdom of Therassia. In the employ of the government he guards important assets and keeps an eye out for trouble. He's the main antagonist and will chase the players at first. If in the first encounter he drops to 50% of his hit points he flees.

Seras the Knife - An inmate locked in the cells of the Ironforged Prison. She is crass and dangerous but will proposition the party to lead them to their friend if they let her out. Will suggest to go to the master control and release all prisoners to spread chaos, if done she will run for the exit with the other inmates.

Burt and Wurt - Two guards that lead the party through the compound on a tour of the facility. They will chat and joke about the inmates with small acts of cruelty. They use the Police Constable statblock but don't have access to a pistol or scattershot.

Appendix 2: Stat blocks

Homebrew

City Guard
SMALL HUMANOID

Treasure: 1d12+1 gp

A humanoid dressed in a dark blue uniform with leather armor. They wear a tall hat and have a badge on their chest. They wield a club, crossbow and spear.  

Tactics

Will prefer to stun and capture with the manacles. If faced with overwhelming odds they will try to flee.

Armor Class: 14

Initiative: +3 (13)

Hit Points: 18

Speed: 30 ft

Challenge: 1 (XP 100; PB +2)
    MOD SAVE
STR 14 +2 +4
DEX 16 +3 +5
CON 12 +1 +1
    MOD SAVE
INT 10 +0 +0
WIS 12 +1 +1
CHA 8 -1 -1

Skills: Perception +3, Insight +3, Athletics +3, Acrobatics +5

Gear: light crossbow, club, guard uniform

Languages: Common


Traits

Police Authority. Wears the uniform of the City Guard and makes Intimidation Checks with Advantage.


Actions

Make one attack from below:
Club. (Stunning Strike) 1d20+4 , on hit 1d6+2 bludgeoning damage, Constitution Saving Throw DC12 or be stunned. The creature can retry the save at the start of it's next turn.
Spear. 1d20+4 , on hit 1d8+4 piercing damage.
Light crossbow. 1d20+3 , on hit 1d8+3 piercing damage
Pepper powder. (1 use) pepper powder: 10ft cone, Constitution Save DC13, blinded until the end of the creatures next turn.

Manacles.: When a character is incapacitated they can handcuff them by using an Action. It disables all attacks and checks requiring the use of their hands and they're Restrained by the Constable. To break out they need the key or another character makes a Thieves tools check DC15 or they can do it themselves for DC25. Dex checks can unlock on DC30. Strength check DC20 to break them.


Bonus Actions

Reload. Reload a crossbow.

 

Homebrew

Guard Sergeant
MEDIUM HUMANOID

Treasure: 1d12+10 gp, keys

A big guard clad in leather armor and wielding a club and shield.  

Tactics

Commands other guards to use their Reaction to make an extra attack.
Will prefer to stun and capture with the manacles. If faced with overwhelming odds they will try to flee.

Armor Class: 18 (studded leather + shield)

Initiative: +2 (12)

Hit Points: 60

Speed: 30 ft

Challenge: 2 (XP 200; PB +2)
    MOD SAVE
STR 18 +4 +6
DEX 14 +2 +2
CON 18 +4 +6
    MOD SAVE
INT 5 -3 -3
WIS 10 +0 +0
CHA 2 -4 -4

Skills: Athletics +6, Acrobatics +5, Perception +2, Insight +2

Gear: Club, Spear, Shield

Languages: Common


Traits

Police Authority. Wears the uniform of the City Guard and makes Intimidation Checks with Advantage.


Actions

Make one attack and another with Disadvantage from below:
Club. (Stunning Strike) 1d20+6 , on hit 1d6+4 bludgeoning damage, Constitution Saving Throw DC12 or be stunned. The creature can retry the save at the start of it's next turn.
Spear. 1d20+6 , on hit 1d8+4 piercing damage.
Grapple. Contested Athletics or Acrobatics check. 1d20+6 , on failure the creature is Restrained, it's movement speed becomes 0.

Manacles.: When a character is incapacitated they can handcuff them by using an Action. It disables all attacks and checks requiring the use of their hands and they're Restrained by the Constable. To break out they need the key or another character makes a Thieves tools check DC15 or they can do it themselves for DC25. Dex checks can unlock on DC30. Strength check DC20 to break them.


Bonus Actions

Command Minion: Attack! The officer uses a Bonus Action to command one of its minions to make a single Attack action by using their Reaction.

Command Minion: Run! The officer uses a Bonus Action to command one of its minions to move up to half their movement speed. They will trigger opportunity attacks if they leave melee range.

 

Homebrew

Sewer Slime
MEDIUM OOZE

A slime that moves on its own and has limited intelligence. Can sense creatures in the dark even if they're invisible.

Armor Class: 8

Initiative: -2 (8)

Hit Points: 20

Speed: 20 ft. spider climb

Challenge: 1/2 (XP 100; PB +2)
    MOD SAVE
STR 15 +2 +2
DEX 6 -2 -2
CON 14 +2 +2
    MOD SAVE
INT 2 -4 -4
WIS 6 -2 -2
CHA 1 -5 -5

Vulnerabilities: Fire, Cold

Resistances: Acid

Immunities: Lightning, Poison, Poisoned, Charmed, Restrained, Stunned, Paralyzed, Sleep

Senses: Blindsight 60 ft, Passive Perception 8

Languages: -


Traits

Amorphous. The slime can move through a space as narrow as 1 inch without expending extra movement to do so.
Spider Climb. The slime can climb difficult surfaces, including along ceilings, without needing to make an ability check.


Actions

Pseudopod. 1d20+4 , 3d6+2 Poison damage.

 

Homebrew

Household Guard
SMALL HUMANOID

Treasure: 5d12+50 gp

An elite agent trained in the use of poisons and novel gadgetry.  

Tactics

Goes into hiding and attacks at range with the Handcrossbow.

Armor Class: 17 (Studded leather)

Initiative: +10 (20)

Hit Points: 80

Speed: 30ft

Challenge: 7 (XP 3900; PB +3)
    MOD SAVE
STR 14 +2 +2
DEX 20 +5 +8
CON 14 +2 +2
    MOD SAVE
INT 16 +3 +6
WIS 11 +0 +0
CHA 10 +0 +0

Skills: Acrobatics +8, Perception +7, Stealth +11 (A)

Resistances: Poison

Immunities: Poisoned

Gear: Daggers, handcrossbows, Camouflage Cloak, Studded leather

Senses: Blindsight 60ft, Darkvision 60 ft

Languages: Common


Traits

Poison Expert. The agent is adapt at creating and using a wide variety of poisons. They immunity to the Poisoned condition and are Resistant to Poison.
Camouflage Cloak The agent gets Advantage on Stealth checks.
Crossbow Expert. Can reload as a free action.


Actions

Makes two attacks or use a gadget.

Dagger. If you attack three times make one more free attack. 1d20+8 , on hit 1d4+5 Piercing damage, Can add Poison effect on hit. Nick: make a second free attack once per turn.

  1. Deadly Poison. The creature makes a Constitution Save DC14, on failure they take 3d6 Poison damage, on success half. If they fail the Saving Throw by 10 points they drop to 0 Hit Points, become Unconscious and start making Death Saving Throws.
  2. Red Rage. The creature makes a Wisdom Save DC14, on failure they become Charmed and make Weapon or Unarmed attacks against the closest creature for 3 rounds, on success they ignore the effect. They can retake the Wisdom Saving Throw at the end of their turn.
  3. Sleep Poison. The creature makes a Constitution Save DC14, on failure they fall asleep for 1 hour until they take damage or are shaken, on success they ignore the effect.
Sneak Attack. Add 4d6 damage to the attack when you have advantage. Can do 3d6 instead and use a Trip or Withdraw action.
Trip. The creature must make a Dexterity Saving Throw DC16 or fall Prone.
Withdraw. The Agent moves 20 ft. without taking an opportunity attack.

Gadget Save DC14.

Hand crossbow. Fires a dart at a target you can see within 30 ft. To hit, 1d20+8 , on hit the target suffers one of the effects below:
  1. Deadly Poison. The creature makes a Constitution Save DC14, on failure they take 3d6 Poison damage, on success half. If they fail the Saving Throw by 10 points they drop to 0 Hit Points, become Unconscious and start making Death Saving Throws.
  2. Red Rage. The creature makes a Wisdom Save DC14, on failure they become Charmed and make Weapon or Unarmed attacks against the closest creature for 3 rounds, on success they ignore the effect. They can retake the Wisdom Saving Throw at the end of their turn.
  3. Sleep Poison. The creature makes a Constitution Save DC14, on failure they fall asleep for 1 hour until they take damage or are shaken, on success they ignore the effect.


Bonus Actions


Cunning action. The Agent takes the Dash, Disengage, or Hide action.
Steady Aim. Use a Bonus Action to give yourself Advantage on the attack. Can only use if you haven't moved and your speed becomes 0.

Smoke Bomb. (1 use) Throws a Smoke Bomb creating an area of smoke for 3 rounds that counts as Heavily Obscured.


Reactions

Parry. Add +2 to AC when deflecting an attack.

 

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