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Keep the warning bell ringing - AI-generated fantasy Encounter

Keep the warning bell ringing

Protect · Moderate · 5 players, level 13

Keep the warning bell ringing

If the bell rope is severed, the settlement below loses its warning signal before the next celestial strike.

Run the fight

Round
1
4 to 6 rounds
Creatures
3
Moderate

This round

Nothing planned.


Win The party drives off the attackers and rings the bell

Lose The planetar destroys the rope supports


Party 5 players, level 13

System D&D 2024

Cheat sheet

Protect

Keep the planetar from cutting the bell rope before the last warning toll is rung.

Win

The party drives off the attackers and rings the bell.

Lose

The planetar destroys the rope supports, or the party is forced to abandon the yard.

If it goes badly: The planetar rises beyond bowshot while the veterans cover its withdrawal; they leave once the bell is silenced.

Forces

  • 1 × PlanetarAC 19 · HP 200 · CR 16
  • 2 × VeteranAC 17 · HP 58 · CR 3

Rounds

  • 2A lance of white fire strikes the bell frame.
  • 4The bell frame cracks.

Read aloud

Say this

The bell jerks hard against its frame as a bright figure drops from the clouds. Two armed figures land on the roof and rush for the rope. The planetar raises its blade toward the bell, and the stone beneath it begins to glow.

Forces

2
  • Planetar

    Bruiser

    1 of them
    AC
    19
    HP each
    200
    CR
    16

    Divine Awareness · Magic Resistance · Multiattack · Greatsword

    Opens
    Fly straight to the bell frame and attack the rope supports if no character blocks its path; otherwise use Multiattack against the blocker.
    Targets
    Anyone on the bell frame or holding the rope.
    Flees
    Fights until reduced to 50 hit points; then withdraws skyward if the bell is still intact.
  • Veteran

    Skirmisher

    2 of them
    AC
    17
    HP each
    58
    CR
    3

    Multiattack · Longsword · Heavy Crossbow · Parry

    Opens
    One rushes the rope; the other fires a crossbow at a character approaching the planetar.
    Targets
    The character trying to ring or secure the bell.
    Flees
    Flee if both veterans are below half hit points or the planetar retreats.

What happens

4 to 6 rounds
  1. 2

    Round 2, at initiative count 20.

    A lance of white fire strikes the bell frame. Creatures within 10 feet make a Dexterity save, taking radiant damage on a failure or half on a success.

  2. 4

    Round 4, at initiative count 20.

    The bell frame cracks. The next creature to use the rope lever causes the frame to collapse; creatures beneath it make a Dexterity save or take bludgeoning damage and fall prone.

The battlefield

Zones

  1. 1

    Tovan's Bell Yard40 by 40

    The bell hangs over a stone platform; its rope runs through a wooden frame.

  2. 2

    The Roof Walk25 by 40

    Low roofs offer half cover; a cistern sits on the north edge.

  3. 3

    The Upper Stair10 by 30

    A narrow stair climbs to the bell frame, exposed to the open sky.

What the party can use

Cut the bell rope: the bell drops, dealing 3d10 bludgeoning damage to creatures beneath it.
Tip a roof cistern: a 10-foot-wide lane becomes difficult terrain until the end of the next round.
Ring the cracked bell: each celestial within 30 feet must succeed on a DC 15 Constitution save or lose its reaction until its next turn.

Scaling

XP budget16,400 of 27,000 XP
Weaker

Moderate

One fewer Veteran

Remove one veteran, and the planetar spends its first turn ordering the party to stand down instead of attacking.
As written

Moderate

Stronger

High

One more Planetar

Add one veteran on the Roof Walk; it uses the crossbow to harry anyone working the bell rope.

Treasure

The planetar carries a silver seal bearing the mark of whoever sent it.

Media

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