Gariff Castle (5e Quest)

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Background[edit]

The walled city of Gariff is an important commercial town who also has a rich story, being one of the most important battle grounds against the demonic forces twenty years ago. This city gained its name due to the prominent family, who both helped in creating the Walled City and built the castle of the same name, that watches over the city.

Lord Armand Gariff died in the war against the demons, becoming a symbol of the city. With no descendants, his castle was left to rot in the mountain, a grim reminder of the demonic invasion.

Secretly, however, Armand Gariff was actually a servant of the forces of chaos, and had a secret shrine under his dungeons, were his prisoners were sacrificed in honor of the demon lords. He didn't die facing off demons, but in a battle against former allies that discovered his treacherous nature.

Recently, a group of cultists of chaos occupied the ruins of the castle, and have reactivated the secret sanctum. They have been kidnapping travelers and sacrificing them to feed a portal to the abyss. To avoid attracting attention, they've been disguising their activities as a simple group of thieves and bandits.

A hero of the war, the half elf Lia Evenwood, fought under the identity of Varis, disguising herself as a male so she could join the human army, and was instrumental in the fight against chaos, leading the armies of humanoids as one of their greatest generals. After the war, with the city of Gariff needing a leader, Varis was nominated as the new baron of Gariff.

Unsettled by the disturbance of peace that she so fiercely fought to bring about, Lia Evenwood under the disguise of Varis is willing to fight with her own hands to end this wave of crimes surrounding the town. And she can use some help of adventurers.

Part 1. The Mystery of Gariff Castle[edit]

Ambush in the Road to Gariff[edit]

The characters are approaching the city of Gariff, and from their position they can see the ruins of the old castle sitting ominously atop a mountain.

They encounter a old merchant, Edmar (Noble, NG), fixing the wheel from his cart. He offers a ride on his wagon to the players, upon notice their weapons, asking for some protection in exchange. The roads have become dangerous nowadays.

Roleplay Encounter - Talking to Edmar

Edmar is an old friend of the current baron of Gariff, and intends to setting a permanent shop on the city. He learned that some shop owners left the town due to a crescent number of robberies in the city, but he is confident that he can thrive on this crisis.

If asked about the castle, he only knows that the old baron of the region used to live there with his family, but that the castle is now empty for a very long time.

After a couple of moments traveling and all peaceful interactions with Edmar are had, move to the combat encounter.

Ambush on the Road

A group of bandits attack the wagon, demanding that the players surrender or face their blades. These bandits, are, actually, members of the Cult of Chaos that have been operating in the region for some time now.

The players have two choices here: either they face off the bandits or they attempt to escape the encounter, rushing towards the Walled City of Gariff.

The cultists don't fight to the death, fleeing if either their leader is killed or if four or more of the cultits fall in battle.

Conclusion

After the battle, the PCs finally arrive at the walled city of gariff.

The Baron of Gariff[edit]

The characters arrive at the manor of the Baron, who is relieved of finding Edmar in good health. He will thanks the PCs, and reveal to them that he can find good use for their skills.

There have been a big number of attacks from assailants in the town and surrounding region, and he desperately needs someone to take care of it. He can't send guards to do it, or he'll face the risk of having no one to maintain the law on the city.

So, he turns to the players and ask for help. He is willing to pay 200 gp for each player if they choose to investigate the old ruins of the gariff castle. Also, the noble will travel with them.

Conversation with the Baron

If the players ask about the castle, the Baron will reveal that the place is filled with mysteries, and the people of gariff believe the place is cursed.

Also, not only robberies, but kidnapping of travelers have been a common occurrence nowadays. He believes that Edmar would find this fate if the PCcs had not intervened.

Reward

As a reward for rescuing edmar, the Baron will present them with jewels, that together worth 75 gp.

Conclusion

After this, the provides a riding horse to each one of the PCs, and they ride towards the castle.

Lia Evenwood as a Party Member

If the party has less than four members, Lia Evenwood will act as a sidekick for the characters, helping in battle. She will refrain from giving orders or taking decisions, trusting the party guidance. Use the Warrior statistics. She will split the XP (But not the loot) with the PCs.

Lia can also join in if the characters are struggling in the adventure. She arrived at horseback, and will join on the start of the initiative turn during a though combat.

The Path to the Castle[edit]

The Portal of Chaos opened inside the castle has begin to affect the forest surrounding the castle. Describe a unsettling aura coming from the forest, faint whispers and a shiver down on the PCs spines.

Encounter - Bulezaus

A pair of bulezaus are patrolling the road that leads to the castle, and will charge at the pcs in a furious attack.

Gariff Castle - Outer Court[edit]

The castle entrance have been reinforced, and is guarded by members of the cult. Here, the characters face the option of either storm the castle in a full frontal assault or attempt to sneak past the guards finding an alternative entrance.

Sneaking Past the Guards

Two cult members with faces covered by black cloaks (use the statistics of Scouts) and two of the cult enforcers (Thugs) maintain vigilance over the castle walls. A DC 18 Dexterity (Stealth) check is required to sneak past the guards on the watchtowers, allowing the players to move through the side entrance that is unguarded.

Climbing the Walls
Breaking the Door

Each of the outer wall doors has an AC of 15 and 30 hit points (Damage Threshold 10). A successful Strength (Athletics) check with a DC of 25 also instantly breaks the door open.

The guards will roll for initiative in the round after the first attempt at breaking the door (succeding or failing). They will fire with their bows (half cover due to the wall battlements.

Battle on the Castle Courtyard

When the PCs manage to invade the courtyard, the leader of the cult enforcers - Menos - and his quasit familiar join in the attack. The quasit first will use Scare targeting either the bigger or the more heavily armored PC enemy. On its second turn it will become invisible and help the spy on its attacks.

Conclusion

After this battle, the characters can find the secret passage that leads to the lower floors.

Part 2. Inside the Gariff's Keep[edit]

Level 1 - Entrance Level[edit]

Great Hall

[insert description of the great hall]


Level 2. Dungeons[edit]

Here the players can find some prisoners of the cult, awaiting to be sacrificed so the portal to the abyss can be opened.

Level 3. Unholy Sanctum[edit]

Finally in the unholy sanctum, the PCs find themselves amidst a sacrifice about to happen. In the altar, a gigantic statue of a Demon Lord occupies the north wall. In front of it is an stone table, were a young man is tied up, ready to be sacrificed, while a robed figure utters a dark chant.

Fighting the Cult Leader
The Sacrifice

The sacrificial chant will finish in the end of the second turn, unless the characters do something to stop it. If the ritual is completed, a portal will be temporarily opened and a Vrock will come out from it.

Unique Treasures[edit]

The Tome of Chaos

This magical tome details how to open a portal to the abyss.

Factions[edit]

The Cult of Chaos is a generalistic demonic cult, that works to bring demon lords to the material plane.

Experience[edit]

Combat Awards
Name of Foe XP per foe
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
Non-Combat Awards
Task or Accomplishment XP per Character
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->

The minimum total award for each character participating in this adventure is X experience points.

The maximum total award for each character participating in this adventure is X experience points.

Treasure[edit]

The characters receive the following treasure, divided up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price.

Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide.

Permanent magic items are divided up according to a system. See the sidebar if the adventure awards permanent magic items.

Treasure Awards
Item Name Sale Value
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->

[[<- Unique Magic Item ->]][edit]

<- If the magic item exists only on this page, remove the header brackets, otherwise make the title a link to the page containing the item. <- Duplicate this section as many times as needed. ->

Enmity[edit]

<- This is an actual effect generated by you doing something that hurt people who still exist in the setting. Think of it is a boon, but absolutely horrible. ->

Renown[edit]

<- In games which contain factions, this is where you would award renown for completing faction-related activities. ->

Downtime[edit]

Each character receives <-X-> downtime days at the conclusion of this adventure.

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