Keep Odd Vale and the Floor Log Alive
Keep Odd Vale and the Floor Log Alive
Run the fight
This round
The active horns scream. Each creature not behind full cover makes a Constitution save, taking thunder damage on a failure, or half as much on a success.
Win The attackers retreat or are defeated
Lose Odd Vale dies or the Floor Log is destroyed before the crew is driven off
Party 6 players, level 15
System D&D 2024
Cheat sheet
Protect Odd Vale and secure the Floor Log before the Absolute retrieval crew destroys the record of Sirri's hum.
Win
Lose
If it goes badly: If the crew loses the Quencher or the Wardens, the Legionnaires cover its withdrawal through the west gate.
Forces
- 1 × Hearth-QuencherAC 17 · HP 230 · CR 12
- 1 × Vent-Glass ColossusAC 18 · HP 207 · CR 12
- 3 × Vanguard Siphon-WardenAC 17 · HP 110 · CR 6
- 4 × Void-Ice LegionnaireAC 18 · HP 58 · CR 3
Rounds
- 1The active horns scream.
- 3The lamp gutters under the Quencher's pull.
Read aloud
Say this
The west gate buckles inward, and the horns shriek hard enough to rattle your teeth. A giant reaches for the central lamp while black glass grinds across the east door, and Odd Vale clutches the Floor Log case.
Forces
4- 1 of them
Hearth-Quencher
Bruiser
- AC
- 17
- HP each
- 230
- CR
- 12
Heat Drain Aura · Cryo-Explosion
- Opens
- Lunge to the central lamp and begin feeding on its heat.
- Targets
- Odd Vale, unless a creature is actively denying it access to the lamp.
- Flees
- Retreats if reduced below 40 hit points and the lamp has been shuttered.
- 1 of them
Vent-Glass Colossus
Controller
- AC
- 18
- HP each
- 207
- CR
- 12
Pressure-Adapted · Refracting Facets · Shatter on Death
- Opens
- Take the east doorway and use its bulk to block passage.
- Targets
- The first character attempting to pass through the east door.
- Flees
- Does not retreat while the east door remains contested; withdraws if the Quencher falls and it is below 50 hit points.
- 3 of them
Vanguard Siphon-Warden
Controller
- AC
- 17
- HP each
- 110
- CR
- 6
Rig Authority
- Opens
- Use the horns to punish exposed characters, then keep pressure on anyone trying to muffle them.
- Targets
- Characters near a horn or moving toward Odd Vale.
- Flees
- Break formation and retreat if two Wardens fall.
- 4 of them
Void-Ice Legionnaire
Minion
- AC
- 18
- HP each
- 58
- CR
- 3
Phalanx Formation · Glacial Footing
- Opens
- Advance in pairs behind the Wardens and threaten the Floor Log case.
- Targets
- The character protecting Odd Vale.
- Flees
- Retreat if half the Legionnaires fall.
What happens
5–7 rounds- 1
Initiative count 20, beginning in round 1.This round
The active horns scream. Each creature not behind full cover makes a Constitution save, taking thunder damage on a failure, or half as much on a success.
- 3
At the end of round 3 if the Hearth-Quencher remains adjacent to the central lamp.
The lamp gutters under the Quencher's pull. Odd Vale must be moved clear or protected before the end of the next round, or the Floor Log permanently loses Sirri's hum.
- ·
The first time a character asks the Kindly One for aid.
The Kindly One can aid the party for this round if someone calls for help, then withdraws from the fight.
The battlefield
Zones
- 1
West Gate25 ft
Hull-plated entry with the west door and two 10-foot scream horns set into the walls.
- 2
Lamp Floor25 ft
A waist-high central lamp throws hot amber light across the floor; the Floor Log rests in its locked case beside it.
- 3
East Door25 ft
The east door opens toward the Atrium. The Colossus can block the doorway while the remaining horns cover the approach.
What the party can use
Scaling
Moderate
One fewer Void-Ice Legionnaire
Remove 2 Void-Ice Legionnaires and have the Kindly One intervene automatically in round 1.Moderate
High
One more Hearth-Quencher
Add 2 Void-Ice Legionnaires; begin with one horn already muffled by the Wardens.Treasure
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