21.07.2015 Views

chromatic dragons.pdf - Free

chromatic dragons.pdf - Free

chromatic dragons.pdf - Free

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

THE RUINS OF CASTLE KORVALDJASON A. ENGLETacticsAlthough the homunculi are not particularly intelligent,Khekolak has bequeathed them a competentbattle strategy.Round 1: The arbalesters launch bolts as soon asany of the PCs approach the portcullis. If the irondefenders or stone harriers roll higher initiative thanthe arbalesters, they delay until after the arbalestershave fired. At that point, they drop from their concealedalcoves in area 2 and move to attack the party.The iron defenders remain close enough to thestone harriers to take advantage of their guard creatureability. The harriers make every effort to immobilizethe PCs, leaving them vulnerable to the arbalesters.Round 2+: The arbalesters act as in round 1,while the defenders and harriers focus their attackson any PCs who make a concentrated effort to openor bypass the portcullis. The fall from the raised pathwayto the hilltop is negligible, but if any PC drawsnear the edge of the hill, the homunculi attempt tobull rush him over the edge.BEHIND ENEMY LINESIf the PCs enter Castle Korvald by climbing the hillside,they might approach this encounter from inside the castlerather than from the bridge. If this occurs, one arbalesterspends the first round attempting to hold off the PCswhile the other uses a foot to turn the crank on the portcullis,opening it and allowing the defenders and harriersto enter. From this point, they engage the PCs as best asthey can without the advantage of the portcullis.Similarly, if the PCs discover the hidden homunculi inarea 2 before they approach the portcullis, the defendersand harriers leap down and attack. Meanwhile, the arbalesterstake shots as targets make themselves visible.Features of the AreaIllumination: This encounter takes place on theopen stone walkway, so the illumination correspondsto the time of day.Cliff: Anyone who falls (or is pushed) off the edge ofthe hill falls 30 feet and takes normal falling damage.Doorways: In addition to the doors marked on themap, which lead to the top of the wall (see area 13),the tower in area 3 also has a large door at groundlevel that leads into the courtyard. All the doors hereare brittle and weak; though they are barred, they aretreated as standard wooden doors (DC 16 to breakthrough).Portcullis: The bars of the portcullis are not closeenough together to provide cover against rangedattacks, but they prevent melee combatants fromreaching the arbalesters. Although made of iron, theportcullis and its gears have been weakened throughyears of neglect. It requires only a DC 18 Strengthcheck to lift.Precarious Walkways: The open tops of thetowers are wide enough to walk on and even fightfrom, but they are old and crumbling. They are considereddifficult terrain. Maneuvering atop thesewalls requires a DC 11 Acrobatics check.Secret Door: A secret trapdoor in the floor (foundwith a DC 21 Perception check) leads to a narrowunderground passage that connects areas 3, 10, and11 to the open pit in area 12. (The passages are notshown on the map.)ConclusionAfter the homunculi have been destroyed, the PCscan safely advance farther into the ruins of CastleKorvald.CHAPTER 3 | Dragon Lairs99

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!