Skip to content
CreatePricing
The Gate - AI-generated fantasy Quest

The Gate

5 scenes · about 5 hours · 2 encounters

The Gate

A failing current, a tightening pressure clock, and an ancient resident who is not the enemy.

Read aloud

For three weeks, Kelpstrand's warm channels have run colder, and each evening the stone beneath the settlement gives a slow, heavy knock. The current-keeper offers you access to the old gate works, along with a surveyor's ledger and a bundle of maintenance tools. Before another pulse shakes the channels apart, someone must find what is choking the flow.

Run the session

Scene
1/5
A Current Gone Thin
Objectives
0/4

Objectives

A complication

Cheat sheet

Objectives

  1. 1Prepare for the descent by securing the old records and repair tools.
  2. 2Find the obstruction and understand what is straining the gate.
  3. 3Stabilize the gate before accumulated pressure breaks it.
  4. 4Leave the cavern's ancient resident alive and at ease.Optional

The clock

The Gate Chamber Pressure track begins at 2 and rises on initiative count 20 while the fitting remains attached. Each surge drops Pressure to 2 but adds one Crack; at three Cracks, the gate fails. Once the fitting is removed, Pressure rises every other round. Each successful easing action reduces Pressure by 1, subject to the listed limits.

Scenes

  1. 0:00A Current Gone Thin
  2. 0:45Station 4
  3. 2:00The Pulse Below
  4. 2:45The Gate Chamber
  5. 4:15Warm Water, Open Questions

Cast

  • Mara VennQuestgiver
  • Halden RuskAlly
  • Ilyra SennWitness
  • Old KettleWildcard

The hook

Set the scene

Read aloud: The ladder ends in a cavern broad as a harbor hall. Warm water rushes through the lower half, carrying the smell of minerals and wet stone beneath a low ceiling of black rock. Across the north walkway, a house-high slab stands in its frame, held by wrist-thick chains; beyond it, water boils white. Each slow pulse shudders through the cavern, and a rime-grey fitting hums against the gate.

How Mara Venn asks

Mara Venn approaches the party at Kelpstrand's current-house, where a basin of channel water sits cold against the palm.

Rumours

Roll a rumour

1“The gate's pulse used to come at long, steady intervals. Lately, it has been arriving sooner.”
2“A salvage worker says she heard something large breathing on a shelf beyond the gate housing.”
3“Old Kettle is a story Kelpstrand's children are warned about, though nobody living can say where the story began.”
4“Halden's ledger shows that the gate's weep-holes have not been cleared in years, though they were once checked every season.”

Scenes

about 5 hours
  1. 0:00

    45 min

    socialThe table is here

    1. A Current Gone Thin

    Kelpstrand's current-house, beside a stone basin of water that feels noticeably cool.

    Mara Venn explains the cooling current, the old gate, and the risk of waiting. Halden can lend the ledger, while Ilyra describes the last failed attempt to reach the lower works. Let the party ask questions, gather food, and choose who carries the tools.

    NextWhen the party accepts the work, Halden opens the ledger to a marked route and leads them toward the service stair, where the sound of rushing water grows louder below.

  2. 0:45

    75 min

    exploration

    2. Station 4

    A submerged service passage with mineral shelves, a narrow dry ledge, and a tool cache behind a jammed grate.

    The party follows the ledger through a flooded maintenance run, crossing silted passages and locating Station 4's tools. They can bypass, evade, or fight the pressure-warped cave lurkers. Searching the station reveals that the gate's flow marks are still legible, but the oldest maintenance notes end abruptly.

    The Silted Service Run

    NextWith the tools secured and the ledger's route confirmed, the passage slopes down toward a ladder. Warm spray beads on the rungs, though the stone around the waterline is growing cold.

  3. 2:00

    45 min

    exploration

    3. The Pulse Below

    The ladder landing at the edge of the gate chamber, dry and safe from surges.

    Ilyra's account is confirmed by fresh marks on the stone: something has been drawing heat in irregular pulses. Characters can inspect the gate from the landing, identify the three clogged weep-holes, see the chain winch, and spot the fitting high on the housing. A successful Intelligence (Arcana) check after removal reveals that it has been drawing heat; a check notices the hidden struck-through spiral.

    NextAs the party leaves the landing, the next heavy pulse rolls through the cavern. Water slaps the walls, and a huge basalt-plated shape raises its head from the warm shelf.

  4. 2:45

    90 min

    skill

    4. The Gate Chamber

    The 80-foot gate cavern, with warm water 4 feet deep, a north-wall walkway, the dry landing, the gate housing, the weep-holes, the fitting, and Old Kettle's shelf.

    Run the gate chamber as a race against pressure, not a battle the party must win. Pressure begins at 2. On initiative count 20, it rises by 1 each round while the fitting is attached, and by 1 every other round after removal. At 6, resolve a surge: creatures not on the ladder landing make a Dexterity saving throw, taking 7 () Fire damage on a failure or half as much on a success; Pressure drops to 2 and the gate gains one Crack. Three Cracks mean the gate fails. Successful easing actions each lower Pressure by 1: free the chains with Strength (Athletics), or Dexterity (Sleight of Hand) using the Station 4 tools; clear each of three weep-holes once with Strength (Athletics); read the safe-flow marks with Intelligence (Investigation), or with Halden's ledger, granting advantage on the next two easing checks; or calm the water with Wisdom (Survival), lowering Pressure by 1 for one round only, without stacking. Removing the fitting takes an action and a successful Intelligence (Arcana) or Dexterity (Thieves' Tools) check. At Pressure 4 or higher, removing it triggers a surge immediately. At 3 or lower, it comes off cleanly. A failed removal check does not trigger a surge, but the character takes 3 () Cold damage. On the second round of the pulse, Old Kettle wakes and rolls initiative. It attacks the closest creature only if it has been threatened or its home has been damaged. A Wisdom (Animal Handling) check calms it for 1 minute; a second check can extend that calm. Food or a warmth effect on the water grants advantage. Two rounds after the fitting is removed, Kettle calms without a check as the water warms. The chamber encounter ends when the fitting is removed, all three weep-holes are clear, the chains are free, and Pressure is 2 or lower.

    The Gate Chamber

    NextAs the last chain comes slack and the pressure eases, the gate's knocking falls out of rhythm, then stops. The water begins to run evenly past the stone, and the party climbs toward the waiting settlement.

  5. 4:15

    30 min

    social

    5. Warm Water, Open Questions

    The current-house and adjoining channels, where steam begins to rise again from the stone gutters.

    Mara and the workers of Kelpstrand meet the party at the upper works. If the gate is stable, they feel the returning warmth in the channel and make plans to restore the routine inspections. If the gate failed, they begin evacuation and rationing while asking the party to help decide what can still be saved.

    NextAs Kelpstrand's people move to reopen the channels, the party carries the strange cold fitting into the daylight and decides what to do with it.

Behind it

What people believe

Kelpstrand's current has grown colder and more erratic, and the old gate beneath the settlement has begun to shudder.

Background

Kelpstrand's warm current is controlled by a centuries-old stone gate beneath the settlement.

The stakes

If the gate is stabilized, Kelpstrand's warm current returns to a steady flow.

Encounters

2
  • The Silted Service Run

    Combat, avoidable

    A maintenance passage below Kelpstrand, with waist-deep warm water, a narrow ledge, and pockets of soft silt. A creature moving through the silt must succeed on a DC 12 Strength (Athletics) check or have its speed reduced to 0 until the end of its turn.

    Foes

    • Two pressure-warped cave lurkers, use suitable low-CR beasts or custom creatures appropriate for four 3rd-level characters

    ComplicationFlooded approach passages, confusing maintenance marks, and unstable footing make haste costly. Use the d6 complications table when the party stalls, makes noise, or pushes through a hazardous stretch.

    ScalingFor a smaller or less experienced party, use one lurker and make it flee after taking damage. For a stronger party, add one lurker or place the encounter in deeper water. These are hazards of the damaged works, not agents responsible for the gate trouble.

  • The Gate Chamber

    Combat and skill challenge, with a pressure hazard

    An approximately 80-foot-wide cavern with warm water 4 feet deep, a north-wall stone walkway, and five working areas: the safe ladder landing; the gate housing 30 feet across the walkway; three clogged weep-holes on the south wall; the fitting 15 feet above the water; and Old Kettle's warm shelf at the east end.

    Foes

    • Old Kettle, use its established Chapter 4 stat block

    ComplicationThe party must divide attention between repair tasks and the rising Pressure track. Old Kettle's attacks should focus on nearby creatures that threaten it or its nest. It does not pursue characters on the ladder landing and can be calmed or pacified by fixing the cause of its distress.

    ScalingFor four 3rd-level characters, the supplied Old Kettle encounter is a moderate-to-high challenge when the surge hazard is included. For a smaller party, allow it to be calmed with one successful DC 14 Wisdom (Animal Handling) check, or have it spend its first turn withdrawing to the shelf. Do not make Kettle's defeat necessary. A party that calms it earns the full 1,100 XP.

Cast

4
  • Mara Venn

    QuestgiverQuestgiver, Kelpstrand current-keeper

    WantsKeep Kelpstrand's channels warm while ensuring the repair does not endanger the people who depend on them.

    “The current has carried Kelpstrand through worse winters, but I will not ask anyone to trust a mechanism we have not inspected.”
  • Halden Rusk

    Ally, retired surveyor and keeper of the gate ledger

    WantsMake sure the party understands the old flow marks and gets the ledger out of the flooded records station intact.

    “These marks are not decoration. They show where the water wants to go when the stone starts arguing.”
  • Ilyra Senn

    Witness, Kelpstrand salvage worker who escaped the lower works

    WantsProtect the gate chamber and its creatures while helping the party remove the unfamiliar device.

    “That cold little thing is biting the water. Get it off, and perhaps the old one will stop blaming everything that moves.”
  • Old Kettle

    Wildcard, ancient basalt-plated beast

    WantsDefend its warm nesting shelf and drive away loud, threatening intruders. It is distressed by the chilling water, not malicious.

    “Grrrraah. The water. Mine.”

How it ends

Rewards

Experience: Award XP for defeated threats and meaningful accomplishments using the group's normal 5e advancement method. Old Kettle is worth 1,100 XP if calmed, as specified for this encounter.
Gold: 40 gp total from Kelpstrand for the work, with an additional 10 gp if the ledger and tools are returned intact.
In the story: Kelpstrand's channels regain their steady warmth, and the party earns a place in the settlement's memory as the crew that faced the gate's pressure and chose how to treat Old Kettle.
Standing: Kelpstrand's current-keepers grant the party goodwill and practical support. If Old Kettle is spared and the gate is stabilized, the settlement's families remember that the crew restored the current without treating its ancient resident as a mere obstacle.

Items

  • Station 4 maintenance tools, useful for freeing the gate chains with a DC 12 Dexterity (Sleight of Hand) check

  • Halden's water-resistant survey ledger, which lowers the safe-flow marks check to DC 11

  • The rime-grey fitting, if removed; it is a mysterious, nonmagical-looking object whose properties and maker are not identified by this adventure

On a win

When the final required task is complete and Pressure is 2 or lower, the gate settles into its frame.

What it leaves open

The fitting remains cold even after removal, and its struck-through spiral is unfamiliar. Who placed it there, and where else might similar devices be working?
Old Kettle knows the lower works better than anyone in Kelpstrand, but only if the party earned its trust.
The safe-flow marks and the old gate's pulse may point toward other neglected structures beneath the archipelago.
If the gate failed, Kelpstrand must decide whether to attempt a dangerous repair, reroute its channels, or seek aid from neighboring settlements.

If it fails

The party does not remove the fitting, clear the weep-holes, free the chains, and reduce Pressure to 2 or lower before three Cracks accumulate.
If the gate takes three Cracks, the slab shifts and the chamber begins to flood. The party must escape up the ladder; Kelpstrand's current becomes unreliable and the settlement begins emergency rationing of heat. The gate can remain a future repair problem rather than becoming an instant total loss.
The characters abandon or mishandle the approach to the records station.
The record station is damaged or its ledger is lost. Halden cannot provide the safe-flow guidance, so the party must rely on their own observations and make the relevant Investigation check at DC 13 rather than DC 11.
The party attacks Old Kettle or repeatedly approaches its nest without calming it or addressing the cold water.
Old Kettle drives the party away from its shelf or injures a character, but it remains in the cavern. Retreat is possible; returning with food, a calmer approach, or a plan to remove the fitting can change its response.

Complications (d6)

  1. 1A warm-water eddy spins loose equipment toward the channel. A character can catch it with a DC 12 Strength (Athletics) check; on a failure, a tool or unsecured object is swept 20 feet away.
  2. 2Mineral crust collapses over one approach marker. Until a character clears it with a successful DC 12 Strength (Athletics) check, the next character navigating that stretch has disadvantage on the check.
  3. 3A burst of steam obscures the walkway for a round. Creatures moving more than 10 feet through it must succeed on a DC 12 Dexterity saving throw or fall prone.
  4. 4A sharp pulse makes the water slap against the stone. One creature working at the gate must succeed on a DC 12 Strength saving throw or lose its grip, ending its current interaction with the winch, fitting, or weep-hole.
  5. 5A ratcheting chain catches on the winch. The next attempt to free the chains requires a character to first spend an action releasing the snag, or the check is made with disadvantage.
  6. 6Old Kettle gives a low, distressed bellow from the warm shelf. Until someone offers food, calms it, or removes the fitting, the next character to approach within 10 feet of its shelf draws its attention.

Media

0 images

No images yet.

Visual sheet

Turn The Gate into a sheet

A high-res, share-ready sheet you can post or print.