Gatehouse and guard tower

#5 – The Adventure Begins – Dreadstorm Lost

The following blog post is Part 5 of the Dungeons and Dragons 5th Edition campaign, Dreadstorms Lost. These blogs are intended for other game masters who might want to use this campaign setting and the scenarios to inspire their own role playing games. (Free for noncommercial reuse.)

Notes:

Guard Duty

The game begins with the players’ characters at 1st level, shiny new Protector Trainees reporting for their first day of guard duty at the south tower of Berlstrum.

If you have 6 or more players, you can split them into 2 teams. Yes! Split the party. It’s always more fun that way. If you have 3-5 players, you will start with twice that number of protectors Protector Trainees reporting for duty as players. 

Stats for several sample NPCs [Non-Player Characters] are at the bottom of the page. Note, this campaign was created for 5th Edition Dungeons and Dragons. Any stats provided are 5E specific, but the rest would probably work in any RPG environment.


Setting

♣ The tower [107] sits immediately outside the South gates, flush to the city wall to the north, the high cliffs at its back, the Free Road passing in front. The tower rises above the city wall by 50 feet. 

The roar of the Thornbreaker River passes under the land bridge to the south of the Tower. Thousands of feet below the water crashes into the Forlorn Bay. The spray from the mighty waterfall leaves everything slightly misted and damp. Incoming traffic has to cross the windy, damp land bridge before approaching the South tower. Traffic leaving Berlstrum goes through an inner gate, down a zig-zag passageway before reaching the outer gate. Neither gate has been lowered in over 10 years. The gate houses [2 & 106] with the portcullis mechanisms have been unused to store odds and ends, rats’ nests, and spider webs. ♣

Berlstrum 2

Day 1 – Marching Orders

At noon, Kazel and Foreshot Dreadstorm greet the trainees at the base of the South Tower outside the city gates. While Kazel goes over the basics, Foreshot leans against the tower wall, watching them.

Kazel to trainees:

Your mentors feel that you have successfully reached a level in your training that you should be able handle tower duty. You will be at the tower for 7 days. Your job while here is to keep on the lookout for hostiles. You are divided into 2 teams. Every 9 hours the teams rotate positions. Within each 3-person team, it is up to you to decide who gets breaks and when.

Foreshot hands each trainee a smooth, flat-dull-gray river rock with a simple etched rune. The stones are activated by licking them, which the Dreadstorms won’t tell them unless asked. The rune on the rock will glow white when activated and continue to glow until the receiver (one of the Dreadstorms) arrives.

UPPER TOWER GUARDS: One team is inside the tower, at the top to keep an eye out for large incoming groups like caravans, the Sovereign’s Patrol, invading armies, and … yes … even the entertainers parade. In the case of an incoming group – activate one of these stones, which will alert the champions.

GROUND/GATE GUARDS: Each guard should have one of these rune stones on them at all times. DO NOT activate the stone because you’re bored and want to chat. I will shoot you with magic missiles and Foreshot will probably just pummel you to pieces.

You’ve each been issued a bed roll, a canteen, a tinderbox and enough trail rations for 7 days.

Players can note these items on their inventory.

One of us will be by to check on you a couple of times during the week to make sure you haven’t killed yourselves or wandered off. Don’t worry. We haven’t needed to close the city gates in over 10 years. You’ll be fine.

Kazel and Foreshot will then leave the trainees to sort themselves out unless they have any questions.

Guard duty is dull, monotonous, and boring. The first couple of days are pretty uneventful. During this time the players have a chance to role play getting to know their fellow party members. Encourage the players to introduce themselves in character and them to tell you what they do during their guard time. The NPC group will keep themselves separate for the most part unless directly engaged by the party members.


Optional NPCs for the other team of tower guards/NPC:

    • Amira Northwing (level 1 half-elf rogue)
    • Dorn Tallstag Eirkash (level 1 human wizard)
    • Moregore Grayfist Ironbreaker (level 1 dwarf fighter)
    • Stormy Mogwater (level 1 human cleric)

AMIRA NORTHWING

– from the village of Crossover, she heard the rumors of the Champions’ treasure and hopes to find clues while working as a Protector. She hasn’t been a very successful thief yet.

ROGUE 1 ♦ Half-Elf, Medium humanoid, chaotic good

STR 13 (+1) ♦ DEX 20 (+5) ♦ CON 12 (+1) ♦ INT 17 (+3) ♦ WIS 14 (+2) ♦ CHA 10 (+0)

Armor Class 16
Hit Points 9
Speed 30 ft.
Passive Perception 14
Initiative +5

Proficiencies
Saving Throws Dex +8, Int +3
Skills: Acrobatics +9, Arcana +5, Athletics + 3, Perception +4, Sleight of Hand +7, Stealth +7

ACTIONS

Dagger: +7 to hit, range 20/60, 1d4+5 piercing, finesse, light, thrown, underwater

Short sword: +7 to hit, 1d6+5 piercing, finesse, light, underwater

Dart: +7 range to hit, range 20/60, 1d4+5 piercing, finesse, light, underwater

ROGUE TRAITS

Sneak Attack, Cunning Action

MOREGORE GRAYFIST IRONBREAKER

– Morgore grew up in  and has a large, extended family in Berlstrum. Morgorn and Mortengort are his cousins and also good fighters who would go looking for Moregore if he disappeared.

FIGHTER 1 ♦ Dwarf, Medium humanoid (mountain dwarf), neutral

STR 20 (+5) ♦ DEX 18 (+4) ♦ CON 16 (+3) ♦ INT 10 (+0) ♦ WIS 10 (+0) ♦ CHA 8 (-1)

Armor Class 17
Hit Points 24
Speed 25 ft.
Passive Perception 14
Initiative +4

Languages Common, Dwarvish, Orc

Proficiencies Saving Throws Str +7, Dex +4, Con +5
Skills Acrobatics +6, Athletics +7, Perception +2, Survival +2
Darkvision 60 ft, Resistance poison

ACTIONS

Battleaxe: +7 to hit, 1d8+5 slashing, versatile (1d10)

Longbow: +6 range to hit, range 150/600, 1d8+4 piercing, ammunition, heavy, two-handed

FIGHTER TRAITS
Fighting Style (Protection), Action Surge (One Use)

DORN TALLSTAG EIRKASH

– Young and brash and short (5″1″). His mentor is Haseid Khalid (warlock/archfey pact).

WIZARD 1 (ILLUSION) ♦ Human, Medium humanoid, neutral good

STR 10 (+0) ♦ DEX 13 (+1) ♦ CON 11 (+0) ♦ INT 20 (+5) ♦ WIS 15 (+2) ♦ CHA 10 (+0)

Armor Class 14
Hit Points 6
Speed 30 ft.
Passive Perception 14
Initiative +1

Languages Common, Dwarven, Draconic, Elvish

Proficiencies Saving Throws Int +7, Wis +4
Skills Arcana +7, History +7, Insight +4, Investigation +7, Perception +4,

ACTIONS

Attack Spell (Int): Spell +7 to hit

Quarterstaff: +2 to hit, 1d6 bludgeoning (versatile 1d8)


Spellcasting DC 15

Cantrips
Known 3: Poison Spray, Shocking Grasp, Minor Illusion

1st Level:
Prepared 7, Cast per day 2: Mage Armor, Disguise Self, Burning Hands, Fog Cloud, Identify, Magic Missile, Tenser’s Floating Disc

WIZARD TRAITS
Arcane Recovery, Spellbook

STORMY MOGWATER

– Stormy is quiet and reserved. Her mentor is R’dsché Albrĕcktforthen’with (elf cleric)

CLERIC (Light) 1 ♦ Human, Medium humanoid, neutral good

STR 18 (+4) ♦ DEX 10 (+0) ♦ CON 16 (+3) ♦ INT 10 (+0) ♦ WIS 20 (+5) ♦ CHA 10 (0)

Armor Class 15
Hit Points 11
Speed 30 ft.
Passive Perception 17
Initiative +0

Languages Common, Draconic, Elvish, Dwarvish

Proficiencies
Saving Throws Str +4, Wis +8, Cha +2
Skills: Acrobatics +2, Athletics + 6, Insight +8, Perception +8, Religion +4

ACTIONS

Mace: +6 to hit, 1d6+4 bludgeoning

Spell Attack (Wis): +8 to hit

Light Crossbow: +2 range to hit, range 80/320, 1d8 piercing


Spellcasting DC 15

Cantrips
Known 5: Spare the Dying, Sacred Flame, Light, Resistance, Thaumaturgy

1st Level:
Known 8, Cast per day 2: Cure Wounds, Burning Hands, Sanctuary, Protection from Evil and Good, Sheild of Faith, Faerie Fire, Create or Destroy Water, Detect Magic

CLERIC TRAITS
Divine Domain Feature (Warding Flare)

Up Next: Guard duty!? Well, this will be dull. OR will it?! What excitement awaits our players in the Guard Tower?

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