> [!info] > **Party Level:** 15 (4 Players) > **Theme:** Tactical assault, hostage rescue, layered defence > **Expected Length:** 1 Session (4–5 hours) > **Difficulty:** Hard–Deadly (scales based on alert level) --- ## Overview The **Iron Vultures** are no ordinary bandits. They are a **paramilitary raiding faction** led by a warlord who specialises in **hostage leverage and battlefield control**. They operate from a hidden canyon stronghold reinforced with: - Anti-magic defences - Elevated sniper nests - Traps and kill-zones - A hostage execution protocol if things go wrong Your players must: 1. Infiltrate or assault the camp 2. Prevent hostage executions 3. Defeat the warlord and command structure --- ## Core Mechanic: Alert Level System > [!abstract] > The camp reacts dynamically based on player actions. **Alert Levels:** - **0 – Unaware:** Normal patrols - **1 – Suspicious:** Double patrols, hostages guarded - **2 – Alarmed:** Snipers active, mages deployed - **3 – Lockdown:** Hostages rigged for execution, boss prepares **Triggers:** - Loud combat → +1 - Alarm bell → +1 - Killing patrol silently → no increase - Captured enemy interrogated → -1 (if clever) --- ## Camp Layout ### 1. Outer Perimeter (Cliff Approach) **Description:** A narrow canyon entrance with elevated ledges and hidden watchpoints. **Enemies:** - 2x Veteran Scouts (longbows + poison arrows) - 1x Mage (illusion specialist) **Mechanics:** - **Perception DC 18:** Spot hidden snipers - **Stealth DC 16:** Bypass without detection **Trap: Rockfall Trigger** - Dex Save DC 17 - 6d10 bludgeoning + restrained under debris --- ### 2. Kill Zone Courtyard **Description:** Open ground surrounded by barricades and murder holes. **Enemies (on alert):** - 4x Elite Bandits (use Gladiator stat base) - 2x Arcane Archers (custom) **Special Terrain:** - **Ballista Turret (2):** - +8 to hit, 3d10 piercing, 120/480 range - Takes an action to aim/fire **Hazard: Oil Trap** - Ignited → 4d8 fire damage per turn (Dex DC 16 half) --- ### 3. Prisoner Cages (CRITICAL AREA) **Description:** Suspended cages over a **spiked pit**. **Hostage Mechanic:** - At Alert Level 2+: - Execution countdown begins (3 rounds) **Execution Trigger:** - Lever pulled → cages drop - Dex Save DC 18 to grab bars - Fall = 10d10 + spikes (instant death risk) **Solution Options:** - Disable mechanism (Thieves’ Tools DC 18) - Destroy winch (AC 18, HP 40) - Counterweight magic interaction **Enemies:** - 1x Enforcer Captain - 2x Guards per cage --- ### 4. Arcane Control Tent **Description:** A ritual space powering defensive magic. **Effects Active While Intact:** - Advantage on enemy saving throws vs spells - Alarm wards across camp **Enemies:** - 2x Warlocks (Counterspell + Hold Person focus) **Puzzle / Disruption:** - Arcana DC 17: Identify runic anchors - Destroy 3 anchors → disables buffs --- ### 5. Warlord’s Stronghold (Boss Fight) **Description:** A reinforced command structure with elevated platforms. --- ## Boss: Varric the Chainmaster **Medium humanoid (any), CR ~17 equivalent** --- ### Stats (Condensed for Play) - AC: 19 - HP: 310 - Speed: 30 ft --- ### Multiattack - 2x Chain Lash: +11 to hit, 2d8+6 slashing + grapple (escape DC 18) --- ### Special Abilities **Hook Chain (Recharge 5–6):** - Pulls target 30 ft - Str Save DC 18 or restrained **Hostage Threat:** - Bonus Action: Targets a hostage - If not interrupted → deals 8d10 damage to hostage --- ### Legendary Actions (3/round) - **Chain Sweep:** 2d8 damage, knock prone - **Command Ally:** Immediate attack from minion - **Reposition:** Move without opportunity attacks --- ### Mythic Phase (Triggered at 0 HP) > [!danger] > Varric injects a volatile alchemical serum - Gains 120 HP - Chains ignite (fire damage added) - Gains AoE attack: **Chain Storm (Recharge 6):** - 20 ft radius - 8d10 slashing + 6d10 fire - Dex Save DC 18 half --- ## Optional Twist (Highly Recommended) The “bandits” are being funded or controlled by: - A noble house - A devil contract - A necromancer harvesting souls Add: - Hidden documents in stronghold - Survivor testimony - Marked coins / sigils --- ## Scaling the Encounter If party is struggling: - Reduce hostage execution timer to 5 rounds - Remove 1 legendary action If too easy: - Start at Alert Level 2 - Add invisible assassin (CR 13+) - Add anti-teleport field in boss room --- ## Rewards - 4,000–6,000 GP total - Magic Items: - Chain of Binding (homebrew: restrain ability) - +2 Weapon from warlord - Political favour from rescued NPCs --- ## Session Flow (Clean Run) 1. Approach & scouting 2. Outer perimeter (stealth or fight) 3. Courtyard chaos 4. Hostage crisis (time pressure spike) 5. Arcane disruption (optional but impactful) 6. Boss fight (multi-phase) 7. Aftermath + hook