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Keep Odd Vale and the Floor Log Alive - AI-generated fantasy Encounter

Keep Odd Vale and the Floor Log Alive

Protect · Moderate · 6 players, level 15

Keep Odd Vale and the Floor Log Alive

If Odd Vale dies or the Floor Log is destroyed, its record permanently loses Sirri's hum.

Run the fight

Round
1
5–7 rounds
Creatures
9
Moderate

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

Protect Odd Vale and secure the Floor Log before the Absolute retrieval crew destroys the record of Sirri's hum.

Win

The attackers retreat or are defeated, with Odd Vale alive and the Floor Log intact.

Lose

Odd Vale dies or the Floor Log is destroyed before the crew is driven off.

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
  • Hearth-Quencher

    Bruiser

    1 of them
    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.
  • Vent-Glass Colossus

    Controller

    1 of them
    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.
  • Vanguard Siphon-Warden

    Controller

    3 of them
    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.
  • Void-Ice Legionnaire

    Minion

    4 of them
    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. 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.

  2. 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.

  3. ·

    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. 1

    West Gate25 ft

    Hull-plated entry with the west door and two 10-foot scream horns set into the walls.

  2. 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. 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

At initiative count 20, each active horn screams: DC 17 Constitution save or take 4d6 thunder damage.
A creature adjacent to a horn can use an action to muffle it with a DC 18 Strength (Athletics) check; success silences it for 3 rounds.
The central lamp can be shuttered or covered, denying the Hearth-Quencher its feeding point.
The hull walls provide full cover; the W, E, and Atrium doors are narrow chokepoints.

Scaling

XP budget26,500 of 46,800 XP
Weaker

Moderate

One fewer Void-Ice Legionnaire

Remove 2 Void-Ice Legionnaires and have the Kindly One intervene automatically in round 1.
As written

Moderate

Stronger

High

One more Hearth-Quencher

Add 2 Void-Ice Legionnaires; begin with one horn already muffled by the Wardens.

Treasure

The Floor Log is the prize; the retrieval crew carries only its siphon gear and service marks.

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