Arrival Area
RoomDCC 87 · p.5
Open source p.5Area 1-1 – Arrival Area
You arrive in a wasteland. Gusty winds blow grey-white dust, forming swirling devils and billowing clouds, and making it difficult to see more than a few yards through the haze. For a moment, the northern horizon clears, revealing a ruined city, a few broken spires clawing at the skies above. A river runs north-south through the center of the city, bisecting it. Before you are able to see much more, a group of shadowy figures emerges from the dust. Just as you register their presence, two raise their arms and attack with bursts of eldritch power!
The PCs are attacked by a patrol of the Overlord’s troops, located on the right, rear flank of a larger battle between the Overlord’s forces and Itai’s guardians, the Urah.
Malga (6): Init ; Atk bite melee ( plus shock); AC 14; HD ; hp 8 each; MV 45’; Act ; SP cybernetic creature (immune to sleep, charm, and any effects requiring a Will save; vulnerable to electrical attacks), shock (DC 18 Fort save or stunned for 1 turn); SV Fort , Ref , Will immune; AL L.
Kozaks (8): Init ; Atk saw melee () or arc gun missile ( plus DC 13 Fort save or stunned for rounds); AC 16; HD ; hp 25 each; MV 25’; Act ; SP cybernetic creature (immune to sleep, charm, and any effects requiring a Will save; vulnerable to electrical attacks), overseer; SV Fort , Ref , Will immune; AL L.
Overseers (8): Init ; Atk control spike (); AC 18; HD ; hp 2 each; MV 30’; Act ; SP mind control (may control its host: opposed Will save to resist), cybernetic creature (immune to sleep, charm, and any effects requiring a Will save; vulnerable to electrical attacks); SV Fort , Ref , Will ; AL L.
After two rounds of combat, the party is joined in the fight by 25 Urah cavalry (charging in from the east via the river’s shallow ford), who help them defeat the Overlord’s troops.
Say something like the following: A formation of humanoid creatures with weirdly-mottled, grey skins, and riding huge, fierce-looking mounts breaks like a wave upon the attacking foe, sending them tumbling. The riders slash about them with heavy glaives attached to strange missile weapons, with which they also fire bolts at the fleeing remainder of the enemy force.
Go directly to Area 1-2.